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yuesha-yc 2021-08-28 13:31:17 +08:00
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package com.teammoeg.steampowered.create;
import static net.minecraft.util.Direction.UP;
import java.util.function.BiFunction;
import com.simibubi.create.foundation.utility.VoxelShaper;
import net.minecraft.block.Block;
import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.shapes.IBooleanFunction;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.util.math.shapes.VoxelShapes;
public class SPShapes {
// From create:AllShapes
public static Builder shape(VoxelShape shape) {
return new Builder(shape);
}
public static Builder shape(double x1, double y1, double z1, double x2, double y2, double z2) {
return shape(cuboid(x1, y1, z1, x2, y2, z2));
}
public static VoxelShape cuboid(double x1, double y1, double z1, double x2, double y2, double z2) {
return Block.box(x1, y1, z1, x2, y2, z2);
}
public static class Builder {
VoxelShape shape;
public Builder(VoxelShape shape) {
this.shape = shape;
}
public Builder add(VoxelShape shape) {
this.shape = VoxelShapes.or(this.shape, shape);
return this;
}
public Builder add(double x1, double y1, double z1, double x2, double y2, double z2) {
return add(cuboid(x1, y1, z1, x2, y2, z2));
}
public Builder erase(double x1, double y1, double z1, double x2, double y2, double z2) {
this.shape =
VoxelShapes.join(shape, cuboid(x1, y1, z1, x2, y2, z2), IBooleanFunction.ONLY_FIRST);
return this;
}
public VoxelShape build() {
return shape;
}
public VoxelShaper build(BiFunction<VoxelShape, Direction, VoxelShaper> factory, Direction direction) {
return factory.apply(shape, direction);
}
public VoxelShaper build(BiFunction<VoxelShape, Axis, VoxelShaper> factory, Axis axis) {
return factory.apply(shape, axis);
}
public VoxelShaper forDirectional(Direction direction) {
return build(VoxelShaper::forDirectional, direction);
}
public VoxelShaper forAxis() {
return build(VoxelShaper::forAxis, Axis.Y);
}
public VoxelShaper forHorizontalAxis() {
return build(VoxelShaper::forHorizontalAxis, Axis.Z);
}
public VoxelShaper forHorizontal(Direction direction) {
return build(VoxelShaper::forHorizontal, direction);
}
public VoxelShaper forDirectional() {
return forDirectional(UP);
}
}
}