reformatted all src files (#141)
This commit is contained in:
@@ -19,78 +19,68 @@
|
||||
package appeng.client.render.model;
|
||||
|
||||
|
||||
import java.util.EnumMap;
|
||||
import java.util.List;
|
||||
|
||||
import com.google.common.collect.ImmutableList;
|
||||
import com.google.common.collect.Lists;
|
||||
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
import java.util.EnumMap;
|
||||
import java.util.List;
|
||||
|
||||
|
||||
// TODO: Investigate use of CubeBuilder instead
|
||||
final class RenderHelper
|
||||
{
|
||||
final class RenderHelper {
|
||||
|
||||
private static EnumMap<EnumFacing, List<Vec3d>> cornersForFacing = generateCornersForFacings();
|
||||
private static final EnumMap<EnumFacing, List<Vec3d>> cornersForFacing = generateCornersForFacings();
|
||||
|
||||
private RenderHelper()
|
||||
{
|
||||
private RenderHelper() {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
static List<Vec3d> getFaceCorners( EnumFacing side )
|
||||
{
|
||||
return cornersForFacing.get( side );
|
||||
}
|
||||
static List<Vec3d> getFaceCorners(EnumFacing side) {
|
||||
return cornersForFacing.get(side);
|
||||
}
|
||||
|
||||
private static EnumMap<EnumFacing, List<Vec3d>> generateCornersForFacings()
|
||||
{
|
||||
EnumMap<EnumFacing, List<Vec3d>> result = new EnumMap<>( EnumFacing.class );
|
||||
private static EnumMap<EnumFacing, List<Vec3d>> generateCornersForFacings() {
|
||||
EnumMap<EnumFacing, List<Vec3d>> result = new EnumMap<>(EnumFacing.class);
|
||||
|
||||
for( EnumFacing facing : EnumFacing.values() )
|
||||
{
|
||||
List<Vec3d> corners;
|
||||
for (EnumFacing facing : EnumFacing.values()) {
|
||||
List<Vec3d> corners;
|
||||
|
||||
float offset = ( facing.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE ) ? 0 : 1;
|
||||
float offset = (facing.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE) ? 0 : 1;
|
||||
|
||||
switch( facing.getAxis() )
|
||||
{
|
||||
default:
|
||||
case X:
|
||||
corners = Lists.newArrayList( new Vec3d( offset, 1, 1 ), new Vec3d( offset, 0, 1 ), new Vec3d( offset, 0, 0 ), new Vec3d( offset, 1, 0 ) );
|
||||
break;
|
||||
case Y:
|
||||
corners = Lists.newArrayList( new Vec3d( 1, offset, 1 ), new Vec3d( 1, offset, 0 ), new Vec3d( 0, offset, 0 ), new Vec3d( 0, offset, 1 ) );
|
||||
break;
|
||||
case Z:
|
||||
corners = Lists.newArrayList( new Vec3d( 0, 1, offset ), new Vec3d( 0, 0, offset ), new Vec3d( 1, 0, offset ), new Vec3d( 1, 1, offset ) );
|
||||
break;
|
||||
}
|
||||
switch (facing.getAxis()) {
|
||||
default:
|
||||
case X:
|
||||
corners = Lists.newArrayList(new Vec3d(offset, 1, 1), new Vec3d(offset, 0, 1), new Vec3d(offset, 0, 0), new Vec3d(offset, 1, 0));
|
||||
break;
|
||||
case Y:
|
||||
corners = Lists.newArrayList(new Vec3d(1, offset, 1), new Vec3d(1, offset, 0), new Vec3d(0, offset, 0), new Vec3d(0, offset, 1));
|
||||
break;
|
||||
case Z:
|
||||
corners = Lists.newArrayList(new Vec3d(0, 1, offset), new Vec3d(0, 0, offset), new Vec3d(1, 0, offset), new Vec3d(1, 1, offset));
|
||||
break;
|
||||
}
|
||||
|
||||
if( facing.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE )
|
||||
{
|
||||
corners = Lists.reverse( corners );
|
||||
}
|
||||
if (facing.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE) {
|
||||
corners = Lists.reverse(corners);
|
||||
}
|
||||
|
||||
result.put( facing, ImmutableList.copyOf( corners ) );
|
||||
}
|
||||
result.put(facing, ImmutableList.copyOf(corners));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private static Vec3d adjust( Vec3d vec, EnumFacing.Axis axis, double delta )
|
||||
{
|
||||
switch( axis )
|
||||
{
|
||||
default:
|
||||
case X:
|
||||
return new Vec3d( vec.x + delta, vec.y, vec.z );
|
||||
case Y:
|
||||
return new Vec3d( vec.x, vec.y + delta, vec.z );
|
||||
case Z:
|
||||
return new Vec3d( vec.x, vec.y, vec.z + delta );
|
||||
}
|
||||
}
|
||||
private static Vec3d adjust(Vec3d vec, EnumFacing.Axis axis, double delta) {
|
||||
switch (axis) {
|
||||
default:
|
||||
case X:
|
||||
return new Vec3d(vec.x + delta, vec.y, vec.z);
|
||||
case Y:
|
||||
return new Vec3d(vec.x, vec.y + delta, vec.z);
|
||||
case Z:
|
||||
return new Vec3d(vec.x, vec.y, vec.z + delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user