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/*
 * The MIT License (MIT)
 *
 * Copyright (c) 2014 Ordinastie
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

package net.malisis.core.block;

import java.util.List;

import net.malisis.core.block.component.DirectionalComponent;
import net.malisis.core.util.AABBUtils;
import net.malisis.core.util.raytrace.RaytraceBlock;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

import org.apache.commons.lang3.ArrayUtils;

/**
 * {@link IBoundingBox} defines an implementers that have bounding box.
* Currently used in {@link RaytraceBlock#trace()}. * * @author Ordinastie * */ public interface IBoundingBox { public AxisAlignedBB getBoundingBox(IBlockAccess world, BlockPos pos, IBlockState state, BoundingBoxType type); /** * Gets the {@link AxisAlignedBB} for this {@link IBoundingBox}. * * @param world the world * @param pos the pos * @param type the type * @return the bounding box */ public default AxisAlignedBB[] getBoundingBoxes(IBlockAccess world, BlockPos pos, IBlockState state, BoundingBoxType type) { return new AxisAlignedBB[] { getBoundingBox(world, pos, state, type) }; } public default AxisAlignedBB[] getCollisionBoundingBoxes(World world, BlockPos pos, IBlockState state) { AxisAlignedBB[] aabbs = getBoundingBoxes(world, pos, state, BoundingBoxType.COLLISION); aabbs = AABBUtils.rotate(aabbs, DirectionalComponent.getDirection(state)); return aabbs; } public default void addCollisionBoxToList(IBlockState state, World world, BlockPos pos, AxisAlignedBB mask, List list, Entity collidingEntity) { AxisAlignedBB[] aabbs = getBoundingBoxes(world, pos, state, BoundingBoxType.COLLISION); aabbs = AABBUtils.rotate(aabbs, DirectionalComponent.getDirection(state)); for (AxisAlignedBB aabb : AABBUtils.offset(pos, aabbs)) { if (aabb != null && mask.intersectsWith(aabb)) list.add(aabb); } } public default AxisAlignedBB getSelectedBoundingBox(IBlockState state, World world, BlockPos pos) { AxisAlignedBB[] aabbs = getBoundingBoxes(world, pos, state, BoundingBoxType.SELECTION); if (ArrayUtils.isEmpty(aabbs) || aabbs[0] == null) return AABBUtils.empty(pos); aabbs = AABBUtils.rotate(aabbs, DirectionalComponent.getDirection(world, pos)); return AABBUtils.offset(pos, AABBUtils.combine(aabbs)); } public default AxisAlignedBB[] getRenderBoundingBox(IBlockAccess world, BlockPos pos, IBlockState state) { AxisAlignedBB[] aabbs = getBoundingBoxes(world, pos, state, BoundingBoxType.RENDER); aabbs = AABBUtils.rotate(aabbs, DirectionalComponent.getDirection(state)); return aabbs; } public default AxisAlignedBB[] getRayTraceBoundingBox(IBlockAccess world, BlockPos pos, IBlockState state) { AxisAlignedBB[] aabbs = getBoundingBoxes(world, pos, state, BoundingBoxType.RAYTRACE); aabbs = AABBUtils.rotate(aabbs, DirectionalComponent.getDirection(state)); return aabbs; } public default RayTraceResult collisionRayTrace(IBlockState state, World world, BlockPos pos, Vec3d src, Vec3d dest) { return new RaytraceBlock(world, src, dest, pos).trace(); } }




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