/* * 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 javax.vecmath.Matrix4f; import javax.vecmath.Vector3f; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.util.EnumFacing; import net.minecraftforge.common.model.TRSRTransformation; /** * 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 Matrix4f mat; private FacingToRotation( Vector3f rot ) { this.rot = rot; this.mat = TRSRTransformation .toVecmath( new org.lwjgl.util.vector.Matrix4f().rotate( (float) Math.toRadians( rot.x ), new org.lwjgl.util.vector.Vector3f( 1, 0, 0 ) ) .rotate( (float) Math.toRadians( rot.y ), new org.lwjgl.util.vector.Vector3f( 0, 1, 0 ) ) .rotate( (float) Math.toRadians( rot.z ), new org.lwjgl.util.vector.Vector3f( 0, 0, 1 ) ) ); } public Vector3f getRot() { return this.rot; } public Matrix4f getMat() { return new Matrix4f( this.mat ); } public void glRotateCurrentMat() { GlStateManager.rotate( this.rot.x, 1, 0, 0 ); GlStateManager.rotate( this.rot.y, 0, 1, 0 ); GlStateManager.rotate( this.rot.z, 0, 0, 1 ); } public EnumFacing rotate( EnumFacing facing ) { return TRSRTransformation.rotate( this.mat, facing ); } public EnumFacing resultingRotate( EnumFacing facing ) { for( EnumFacing face : EnumFacing.values() ) { if( this.rotate( face ) == facing ) { return face; } } return null; } public static FacingToRotation get( EnumFacing forward, EnumFacing up ) { return values()[forward.ordinal() * 6 + up.ordinal()]; } }