Java tutorial
/* * 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 <http://www.gnu.org/licenses/lgpl>. */ 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; // TODO: Investigate use of CubeBuilder instead final class RenderHelper { private static EnumMap<EnumFacing, List<Vec3d>> cornersForFacing = generateCornersForFacings(); private RenderHelper() { } 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); for (EnumFacing facing : EnumFacing.values()) { List<Vec3d> corners; 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; } if (facing.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE) { corners = Lists.reverse(corners); } result.put(facing, ImmutableList.copyOf(corners)); } return result; } private static Vec3d adjust(Vec3d vec, EnumFacing.Axis axis, double delta) { switch (axis) { default: case X: return new Vec3d(vec.xCoord + delta, vec.yCoord, vec.zCoord); case Y: return new Vec3d(vec.xCoord, vec.yCoord + delta, vec.zCoord); case Z: return new Vec3d(vec.xCoord, vec.yCoord, vec.zCoord + delta); } } }