use of blusunrize.immersiveengineering.common.util.chickenbones.Matrix4 in project ImmersiveEngineering by BluSunrize.
the class TileEntityFluidPipe method getOBJState.
@Override
public OBJState getOBJState() {
byte connections = getConnectionByte();
String key = getRenderCacheKey();
if (!cachedOBJStates.containsKey(key)) {
ArrayList<String> parts = new ArrayList();
//new Matrix4();
Matrix4 rotationMatrix = new Matrix4(TRSRTransformation.identity().getMatrix());
// if(pipeCover!=null)
// parts.add("cover");
int totalConnections = Integer.bitCount(connections);
boolean straightY = (connections & 3) == 3;
boolean straightZ = (connections & 12) == 12;
boolean straightX = (connections & 48) == 48;
switch(totalConnections) {
case //stub
0:
parts.add("center");
break;
case //stopper
1:
parts.add("stopper");
//default: y-
if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI, 0, 0, 1);
else if (//z-
(connections & 4) != 0)
rotationMatrix.rotate(Math.PI / 2, 1, 0, 0);
else if (//z+
(connections & 8) != 0)
rotationMatrix.rotate(-Math.PI / 2, 1, 0, 0);
else if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
else if (//x+
(connections & 32) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
parts.add("con_yMin");
break;
case //straight or curve
2:
if (straightY) {
parts.add("pipe_y");
if (getConnectionStyle(0) == 1)
parts.add("con_yMin");
if (getConnectionStyle(1) == 1)
parts.add("con_yMax");
} else if (straightZ) {
parts.add("pipe_z");
if (getConnectionStyle(2) == 1)
parts.add("con_zMin");
if (getConnectionStyle(3) == 1)
parts.add("con_zMax");
} else if (straightX) {
parts.add("pipe_x");
if (getConnectionStyle(4) == 1)
parts.add("con_xMin");
if (getConnectionStyle(5) == 1)
parts.add("con_xMax");
} else {
parts.add("curve");
parts.add("con_yMin");
parts.add("con_zMin");
byte connectTo = (byte) (connections & 60);
if (//curve to top or bottom
(connections & 3) != 0) {
if (//x-
connectTo == 16)
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
else if (//x+
connectTo == 32)
rotationMatrix.rotate(-Math.PI / 2, 0, 1, 0);
else if (//z+
connectTo == 8)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
if (//flip to top
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI, 0, 0, 1);
//default: Curve to z-
} else //curve to horizontal
{
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
if (//z+ to x+
connectTo == 40)
rotationMatrix.rotate(Math.PI, 1, 0, 0);
else if (//z+ to x-
connectTo == 24)
rotationMatrix.rotate(-Math.PI / 2, 1, 0, 0);
else if (//z- to x+
connectTo == 36)
rotationMatrix.rotate(Math.PI / 2, 1, 0, 0);
//default: z- to x-
}
}
break;
case //tcross or tcurve
3:
if (//has straight connect
straightX || straightZ || straightY) {
parts.add("tcross");
parts.add("con_yMin");
parts.add("con_zMin");
parts.add("con_zMax");
if (straightX) {
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
if (//z-
(connections & 4) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
else if (//z+
(connections & 8) != 0)
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
else if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI, 0, 0, 1);
//default: Curve to y-
} else if (straightY) {
rotationMatrix.rotate(Math.PI / 2, 1, 0, 0);
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
else if (//x+
(connections & 32) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
else if (//z+
(connections & 8) != 0)
rotationMatrix.rotate(Math.PI, 0, 0, 1);
//default: Curve to z-
} else //default:z straight
{
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
else if (//x+
(connections & 32) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
else if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI, 0, 0, 1);
//default: Curve to y-
}
} else //tcurve
{
parts.add("tcurve");
parts.add("con_yMin");
parts.add("con_zMin");
parts.add("con_xMax");
//default y-, z-, x+
if (//z+
(connections & 8) != 0) {
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
else
rotationMatrix.rotate(-Math.PI / 2, 0, 1, 0);
} else //z-
{
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
}
if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
}
break;
case //cross or complex tcross
4:
boolean cross = (straightX && straightZ) || (straightX && straightY) || (straightZ && straightY);
if (cross) {
parts.add("cross");
parts.add("con_yMin");
parts.add("con_yMax");
parts.add("con_zMin");
parts.add("con_zMax");
if (//x and z
!straightY)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
else if (//x and y
straightX)
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
} else {
parts.add("tcross2");
parts.add("con_yMin");
parts.add("con_zMin");
parts.add("con_zMax");
parts.add("con_xMax");
if (straightZ) {
//default y- z+- x+
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
} else if (straightY) {
rotationMatrix.rotate(Math.PI / 2, 1, 0, 0);
//default y+- z- x+
if (//z+
(connections & 8) != 0) {
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
} else if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(-Math.PI / 2, 0, 0, 1);
} else {
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
//default y- z- x+-
if (//z+
(connections & 8) != 0)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
if (//y+
(connections & 2) != 0)
rotationMatrix.rotate(Math.PI / 2, 0, 0, 1);
}
}
break;
case //complete tcross
5:
parts.add("tcross3");
parts.add("con_yMin");
parts.add("con_yMax");
parts.add("con_zMin");
parts.add("con_zMax");
parts.add("con_xMax");
//default y+- z+- x+
if (straightZ) {
if (straightY) {
if (//x-
(connections & 16) != 0)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
} else if (straightX)
rotationMatrix.rotate(((connections & 2) != 0) ? (Math.PI / 2) : (-Math.PI / 2), 0, 0, 1);
} else if (straightX) {
rotationMatrix.rotate(Math.PI / 2, 0, 1, 0);
if (//z+
(connections & 8) != 0)
rotationMatrix.rotate(Math.PI, 0, 1, 0);
}
break;
case //Full Crossing
6:
parts.add("con_yMin");
parts.add("con_yMax");
parts.add("con_zMin");
parts.add("con_zMax");
parts.add("con_xMin");
parts.add("con_xMax");
break;
}
// connetionParts
// for(int i=0; i<6; i++)
// if(((TileEntityFluidPipe)tile).getConnectionStyle(i)==1)
// connectionCaps.add(CONNECTIONS[i]);
Matrix4 tempMatr = new Matrix4();
tempMatr.m03 = tempMatr.m13 = tempMatr.m23 = .5f;
rotationMatrix.leftMultiply(tempMatr);
tempMatr.invert();
rotationMatrix = rotationMatrix.multiply(tempMatr);
cachedOBJStates.put(key, new OBJState(parts, true, new TRSRTransformation(rotationMatrix.toMatrix4f())));
}
return cachedOBJStates.get(key);
}
use of blusunrize.immersiveengineering.common.util.chickenbones.Matrix4 in project ImmersiveEngineering by BluSunrize.
the class ClientEventHandler method drawBlockOverlayArrow.
public static void drawBlockOverlayArrow(Tessellator tessellator, VertexBuffer vertexbuffer, Vec3d directionVec, EnumFacing side, AxisAlignedBB targetedBB) {
Vec3d[] translatedPositions = new Vec3d[arrowCoords.length];
Matrix4 mat = new Matrix4();
Vec3d defaultDir = side.getAxis() == Axis.Y ? new Vec3d(0, 0, 1) : new Vec3d(0, 1, 0);
directionVec = directionVec.normalize();
double angle = Math.acos(defaultDir.dotProduct(directionVec));
Vec3d axis = defaultDir.crossProduct(directionVec);
mat.rotate(angle, axis.xCoord, axis.yCoord, axis.zCoord);
if (side != null) {
if (side.getAxis() == Axis.Z)
mat.rotate(Math.PI / 2, 1, 0, 0).rotate(Math.PI, 0, 1, 0);
else if (side.getAxis() == Axis.X)
mat.rotate(Math.PI / 2, 0, 0, 1).rotate(Math.PI / 2, 0, 1, 0);
}
for (int i = 0; i < translatedPositions.length; i++) {
Vec3d vec = mat.apply(new Vec3d(arrowCoords[i][0], 0, arrowCoords[i][1])).addVector(.5, .5, .5);
if (side != null && targetedBB != null)
vec = new Vec3d(side == EnumFacing.WEST ? targetedBB.minX - .002 : side == EnumFacing.EAST ? targetedBB.maxX + .002 : vec.xCoord, side == EnumFacing.DOWN ? targetedBB.minY - .002 : side == EnumFacing.UP ? targetedBB.maxY + .002 : vec.yCoord, side == EnumFacing.NORTH ? targetedBB.minZ - .002 : side == EnumFacing.SOUTH ? targetedBB.maxZ + .002 : vec.zCoord);
translatedPositions[i] = vec;
}
vertexbuffer.begin(6, DefaultVertexFormats.POSITION_COLOR);
for (Vec3d point : translatedPositions) vertexbuffer.pos(point.xCoord, point.yCoord, point.zCoord).color(Lib.COLOUR_F_ImmersiveOrange[0], Lib.COLOUR_F_ImmersiveOrange[1], Lib.COLOUR_F_ImmersiveOrange[2], 0.4F).endVertex();
tessellator.draw();
vertexbuffer.begin(2, DefaultVertexFormats.POSITION_COLOR);
for (Vec3d point : translatedPositions) vertexbuffer.pos(point.xCoord, point.yCoord, point.zCoord).color(0, 0, 0, 0.4F).endVertex();
tessellator.draw();
}
use of blusunrize.immersiveengineering.common.util.chickenbones.Matrix4 in project ImmersiveEngineering by BluSunrize.
the class TileEntityFloodlight method updateFakeLights.
public void updateFakeLights(boolean deleteOld, boolean genNew) {
Iterator<BlockPos> it = this.fakeLights.iterator();
ArrayList<BlockPos> tempRemove = new ArrayList<BlockPos>();
while (it.hasNext()) {
BlockPos cc = it.next();
TileEntity te = world.getTileEntity(cc);
if (te instanceof TileEntityFakeLight) {
if (deleteOld)
tempRemove.add(cc);
} else
it.remove();
}
if (genNew) {
float angle = (float) (facing == EnumFacing.NORTH ? 180 : facing == EnumFacing.EAST ? 90 : facing == EnumFacing.WEST ? -90 : 0);
float yRotation = rotY;
double angleX = Math.toRadians(rotX);
Vec3d[] rays = { /*Straight*/
new Vec3d(0, 0, 1), /*U,D,L,R*/
new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), /*Intermediate*/
new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), /*Diagonal*/
new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1), new Vec3d(0, 0, 1) };
Matrix4 mat = new Matrix4();
if (side == EnumFacing.DOWN)
mat.scale(1, -1, 1);
else if (side != EnumFacing.UP) {
angle = facing == EnumFacing.DOWN ? 180 : facing == EnumFacing.NORTH ? -90 : facing == EnumFacing.SOUTH ? 90 : angle;
if (side.getAxis() == Axis.X) {
mat.rotate(Math.PI / 2, -1, 0, 0);
mat.rotate(Math.PI / 2, 0, 0, -side.getAxisDirection().getOffset());
} else {
mat.rotate(Math.PI / 2, -1, 0, 0);
if (// I dunno why south is giving me so much trouble, but this works, so who cares
side == EnumFacing.SOUTH) {
mat.rotate(Math.PI, 0, 0, 1);
if (facing.getAxis() == Axis.X)
angle = -angle;
}
}
}
double angleY = Math.toRadians(angle + yRotation);
mat.rotate(angleY, 0, 1, 0);
mat.rotate(-angleX, 1, 0, 0);
rays[0] = mat.apply(rays[0]);
mat.rotate(Math.PI / 8, 0, 1, 0);
rays[1] = mat.apply(rays[1]);
mat.rotate(-Math.PI / 16, 0, 1, 0);
rays[5] = mat.apply(rays[5]);
mat.rotate(-Math.PI / 8, 0, 1, 0);
rays[6] = mat.apply(rays[6]);
mat.rotate(-Math.PI / 16, 0, 1, 0);
rays[2] = mat.apply(rays[2]);
mat.rotate(Math.PI / 8, 0, 1, 0);
mat.rotate(Math.PI / 8, 1, 0, 0);
rays[3] = mat.apply(rays[3]);
mat.rotate(-Math.PI / 16, 1, 0, 0);
rays[7] = mat.apply(rays[7]);
mat.rotate(-Math.PI / 8, 1, 0, 0);
rays[8] = mat.apply(rays[8]);
mat.rotate(-Math.PI / 16, 1, 0, 0);
rays[4] = mat.apply(rays[4]);
mat.rotate(Math.PI / 8, 1, 0, 0);
mat.rotate(Math.PI / 16, 1, 0, 0);
mat.rotate(Math.PI / 16, 0, 1, 0);
rays[9] = mat.apply(rays[9]);
mat.rotate(-Math.PI / 8, 0, 1, 0);
rays[10] = mat.apply(rays[10]);
mat.rotate(-Math.PI / 8, 1, 0, 0);
rays[11] = mat.apply(rays[11]);
mat.rotate(Math.PI / 8, 0, 1, 0);
rays[12] = mat.apply(rays[12]);
for (int ray = 0; ray < rays.length; ray++) {
int offset = ray == 0 ? 0 : ray < 4 ? 3 : 1;
placeLightAlongVector(rays[ray], offset, tempRemove);
}
}
this.lightsToBeRemoved.addAll(tempRemove);
}
use of blusunrize.immersiveengineering.common.util.chickenbones.Matrix4 in project ImmersiveEngineering by BluSunrize.
the class TileEntityBreakerSwitch method applyTransformations.
@Override
public Optional<TRSRTransformation> applyTransformations(IBlockState object, String group, Optional<TRSRTransformation> transform) {
Matrix4 mat = transform.isPresent() ? new Matrix4(transform.get().getMatrix()) : new Matrix4();
mat = mat.translate(.5, 0, .5).rotate(Math.PI / 2 * rotation, 0, 1, 0).translate(-.5, 0, -.5);
transform = Optional.of(new TRSRTransformation(mat.toMatrix4f()));
return transform;
}
use of blusunrize.immersiveengineering.common.util.chickenbones.Matrix4 in project ImmersiveEngineering by BluSunrize.
the class TileEntityBreakerSwitch method getConnectionOffset.
@Override
public Vec3d getConnectionOffset(Connection con) {
Matrix4 mat = new Matrix4(facing);
mat.translate(.5, .5, 0).rotate(Math.PI / 2 * rotation, 0, 0, 1).translate(-.5, -.5, 0);
if (endOfLeftConnection == null)
calculateLeftConn(mat);
boolean isLeft = con.end.equals(endOfLeftConnection) || con.start.equals(endOfLeftConnection);
Vec3d ret = mat.apply(new Vec3d(isLeft ? .25 : .75, .5, .125));
return ret;
}
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