/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.client.render; import com.mojang.blaze3d.matrix.MatrixStack; import net.minecraft.client.renderer.Matrix4f; import net.minecraft.client.renderer.Quaternion; import net.minecraft.client.renderer.Vector3f; import net.minecraft.client.renderer.Vector4f; import net.minecraft.util.Direction; import net.minecraft.util.math.Vec3i; /** * TODO: Removed useless stuff. */ public enum FacingToRotation { // DUNSWE // @formatter:off DOWN_DOWN( new Vector3f( 0, 0, 0 ) ), // NOOP DOWN_UP( new Vector3f( 0, 0, 0 ) ), // NOOP DOWN_NORTH( new Vector3f( -90, 0, 0 ) ), DOWN_SOUTH( new Vector3f( -90, 0, 180 ) ), DOWN_WEST( new Vector3f( -90, 0, 90 ) ), DOWN_EAST( new Vector3f( -90, 0, -90 ) ), UP_DOWN( new Vector3f( 0, 0, 0 ) ), // NOOP UP_UP( new Vector3f( 0, 0, 0 ) ), // NOOP UP_NORTH( new Vector3f( 90, 0, 180 ) ), UP_SOUTH( new Vector3f( 90, 0, 0 ) ), UP_WEST( new Vector3f( 90, 0, 90 ) ), UP_EAST( new Vector3f( 90, 0, -90 ) ), NORTH_DOWN( new Vector3f( 0, 0, 180 ) ), NORTH_UP( new Vector3f( 0, 0, 0 ) ), NORTH_NORTH( new Vector3f( 0, 0, 0 ) ), // NOOP NORTH_SOUTH( new Vector3f( 0, 0, 0 ) ), // NOOP NORTH_WEST( new Vector3f( 0, 0, 90 ) ), NORTH_EAST( new Vector3f( 0, 0, -90 ) ), SOUTH_DOWN( new Vector3f( 0, 180, 180 ) ), SOUTH_UP( new Vector3f( 0, 180, 0 ) ), SOUTH_NORTH( new Vector3f( 0, 0, 0 ) ), // NOOP SOUTH_SOUTH( new Vector3f( 0, 0, 0 ) ), // NOOP SOUTH_WEST( new Vector3f( 0, 180, -90 ) ), SOUTH_EAST( new Vector3f( 0, 180, 90 ) ), WEST_DOWN( new Vector3f( 0, 90, 180 ) ), WEST_UP( new Vector3f( 0, 90, 0 ) ), WEST_NORTH( new Vector3f( 0, 90, -90 ) ), WEST_SOUTH( new Vector3f( 0, 90, 90 ) ), WEST_WEST( new Vector3f( 0, 0, 0 ) ), // NOOP WEST_EAST( new Vector3f( 0, 0, 0 ) ), // NOOP EAST_DOWN( new Vector3f( 0, -90, 180 ) ), EAST_UP( new Vector3f( 0, -90, 0 ) ), EAST_NORTH( new Vector3f( 0, -90, 90 ) ), EAST_SOUTH( new Vector3f( 0, -90, -90 ) ), EAST_WEST( new Vector3f( 0, 0, 0 ) ), // NOOP EAST_EAST( new Vector3f( 0, 0, 0 ) ); // NOOP // @formatter:on private final Vector3f rot; private final Quaternion xRot; private final Quaternion yRot; private final Quaternion zRot; private final Matrix4f mat; private FacingToRotation( Vector3f rot ) { this.rot = rot; this.mat = new Matrix4f(); this.mat.setIdentity(); this.mat.mul( xRot = Vector3f.XP.rotationDegrees( rot.getX() ) ); this.mat.mul( yRot = Vector3f.YP.rotationDegrees( rot.getY() ) ); this.mat.mul( zRot = Vector3f.ZP.rotationDegrees( rot.getZ() ) ); } public boolean isRedundant() { return rot.getX() == 0 && rot.getY() == 0 && rot.getZ() == 0; } public Vector3f getRot() { return this.rot; } public Matrix4f getMat() { return new Matrix4f( this.mat ); } public void push( MatrixStack mStack ) { mStack.rotate( xRot ); mStack.rotate( yRot ); mStack.rotate( zRot ); } public Direction rotate( Direction facing ) { Vec3i dir = facing.getDirectionVec(); Vector4f vec = new Vector4f( dir.getX(), dir.getY(), dir.getZ(), 1 ); vec.transform( mat ); return Direction.getFacingFromVector( vec.getX(), vec.getY(), vec.getZ() ); } public Direction resultingRotate( Direction facing ) { for( Direction face : Direction.values() ) { if( this.rotate( face ) == facing ) { return face; } } return null; } public static FacingToRotation get( Direction forward, Direction up ) { return values()[forward.ordinal() * 6 + up.ordinal()]; } }