Java Code Examples for net.minecraft.util.math.Direction#UP
The following examples show how to use
net.minecraft.util.math.Direction#UP .
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Example 1
Source File: BlockRotator.java From fabric-carpet with MIT License | 6 votes |
private static Direction rotateClockwise(Direction direction, Direction.Axis direction$Axis_1) { switch(direction$Axis_1) { case X: if (direction != Direction.WEST && direction != Direction.EAST) { return rotateXClockwise(direction); } return direction; case Y: if (direction != Direction.UP && direction != Direction.DOWN) { return rotateYClockwise(direction); } return direction; case Z: if (direction != Direction.NORTH && direction != Direction.SOUTH) { return rotateZClockwise(direction); } return direction; default: throw new IllegalStateException("Unable to get CW facing for axis " + direction$Axis_1); } }
Example 2
Source File: BlockRotator.java From fabric-carpet with MIT License | 6 votes |
private static Direction rotateXClockwise(Direction dir) { switch(dir) { case NORTH: return Direction.DOWN; case EAST: case WEST: default: throw new IllegalStateException("Unable to get X-rotated facing of " + dir); case SOUTH: return Direction.UP; case UP: return Direction.NORTH; case DOWN: return Direction.SOUTH; } }
Example 3
Source File: BlockValue.java From fabric-carpet with MIT License | 6 votes |
@Override public Direction[] getPlacementDirections() { switch(this.facing) { case DOWN: default: return new Direction[]{Direction.DOWN, Direction.NORTH, Direction.EAST, Direction.SOUTH, Direction.WEST, Direction.UP}; case UP: return new Direction[]{Direction.DOWN, Direction.UP, Direction.NORTH, Direction.EAST, Direction.SOUTH, Direction.WEST}; case NORTH: return new Direction[]{Direction.DOWN, Direction.NORTH, Direction.EAST, Direction.WEST, Direction.UP, Direction.SOUTH}; case SOUTH: return new Direction[]{Direction.DOWN, Direction.SOUTH, Direction.EAST, Direction.WEST, Direction.UP, Direction.NORTH}; case WEST: return new Direction[]{Direction.DOWN, Direction.WEST, Direction.SOUTH, Direction.UP, Direction.NORTH, Direction.EAST}; case EAST: return new Direction[]{Direction.DOWN, Direction.EAST, Direction.SOUTH, Direction.UP, Direction.NORTH, Direction.WEST}; } }
Example 4
Source File: GratingBlock.java From Galacticraft-Rewoven with MIT License | 5 votes |
@Override public BlockState getPlacementState(ItemPlacementContext context) { FluidState fluidState = context.getWorld().getFluidState(context.getBlockPos()); BlockState blockState = this.getDefaultState().with(GRATING_STATE, GratingState.LOWER) .with(FLUID, Registry.FLUID.getId(fluidState.getFluid())) .with(FlowableFluid.LEVEL, Math.max(fluidState.getLevel(), 1)); BlockPos blockPos = context.getBlockPos(); Direction direction = context.getPlayerFacing(); return direction != Direction.DOWN && (direction == Direction.UP || context.getBlockPos().getY() - (double) blockPos.getY() <= 0.5D) ? blockState : blockState.with(GRATING_STATE, GratingState.UPPER); }
Example 5
Source File: BleedingBlock.java From the-hallow with MIT License | 5 votes |
@SuppressWarnings("deprecation") @Override public BlockState getStateForNeighborUpdate(BlockState state, Direction dir, BlockState state2, IWorld iworld, BlockPos pos1, BlockPos pos2) { if (dir == Direction.UP && state2.getBlock() == HallowedBlocks.WITCH_WATER_BLOCK) { iworld.getBlockTickScheduler().schedule(pos1, this, this.getTickRate(iworld)); } return super.getStateForNeighborUpdate(state, dir, state2, iworld, pos1, pos2); }
Example 6
Source File: WitchWaterBubbleColumnBlock.java From the-hallow with MIT License | 5 votes |
@SuppressWarnings("deprecation") @Override public BlockState getStateForNeighborUpdate(BlockState state, Direction dir, BlockState state2, IWorld world, BlockPos pos, BlockPos pos2) { if (!state.canPlaceAt(world, pos)) { return HallowedBlocks.WITCH_WATER_BLOCK.getDefaultState(); } else { if (dir == Direction.DOWN) { world.setBlockState(pos, HallowedBlocks.WITCH_WATER_BUBBLE_COLUMN.getDefaultState().with(DRAG, calculateDrag(world, pos2)), 2); } else if (dir == Direction.UP && state2.getBlock() != HallowedBlocks.WITCH_WATER_BUBBLE_COLUMN && isStillWater(world, pos2)) { world.getBlockTickScheduler().schedule(pos, this, this.getTickRate(world)); } world.getFluidTickScheduler().schedule(pos, HallowedFluids.WITCH_WATER, HallowedFluids.WITCH_WATER.getTickRate(world)); return super.getStateForNeighborUpdate(state, dir, state2, world, pos, pos2); } }
Example 7
Source File: IForgeBlock.java From patchwork-api with GNU Lesser General Public License v2.1 | 5 votes |
/** * Currently only called by fire when it is on top of this block. * Returning true will prevent the fire from naturally dying during updating. * Also prevents firing from dying from rain. * * @param state The current state * @param world The current world * @param pos Block position in world * @param side The face that the fire is coming from * @return True if this block sustains fire, meaning it will never go out. */ default boolean isFireSource(BlockState state, BlockView world, BlockPos pos, Direction side) { if (side != Direction.UP) { return false; } if (getBlock() == Blocks.NETHERRACK || getBlock() == Blocks.MAGMA_BLOCK) { return true; } return world instanceof CollisionView && ((CollisionView) world).getDimension() instanceof TheEndDimension && getBlock() == Blocks.BEDROCK; }
Example 8
Source File: BlockRotator.java From fabric-carpet with MIT License | 5 votes |
private static Direction rotateZClockwise(Direction dir) { switch(dir) { case EAST: return Direction.DOWN; case SOUTH: default: throw new IllegalStateException("Unable to get Z-rotated facing of " + dir); case WEST: return Direction.UP; case UP: return Direction.EAST; case DOWN: return Direction.WEST; } }
Example 9
Source File: BlockPlacer.java From carpet-extra with GNU Lesser General Public License v3.0 | 4 votes |
public static BlockState alternativeBlockPlacement(Block block, ItemPlacementContext context)//World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { //actual alternative block placement code Direction facing; Vec3d vec3d = context.getHitPos(); BlockPos pos = context.getBlockPos(); float hitX = (float) vec3d.x - pos.getX(); if (hitX<2) // vanilla return null; int code = (int)(hitX-2)/2; // // now it would be great if hitX was adjusted in context to original range from 0.0 to 1.0 // since its actually using it. Its private - maybe with Reflections? // PlayerEntity placer = context.getPlayer(); World world = context.getWorld(); if (block instanceof GlazedTerracottaBlock) { facing = Direction.byId(code); if(facing == Direction.UP || facing == Direction.DOWN) { facing = placer.getHorizontalFacing().getOpposite(); } return block.getDefaultState().with(HorizontalFacingBlock.FACING, facing); } else if (block instanceof ObserverBlock) { return block.getDefaultState() .with(FacingBlock.FACING, Direction.byId(code)) .with(ObserverBlock.POWERED, true); } else if (block instanceof RepeaterBlock) { facing = Direction.byId(code % 16); if(facing == Direction.UP || facing == Direction.DOWN) { facing = placer.getHorizontalFacing().getOpposite(); } return block.getDefaultState() .with(HorizontalFacingBlock.FACING, facing) .with(RepeaterBlock.DELAY, MathHelper.clamp(code / 16, 1, 4)) .with(RepeaterBlock.LOCKED, Boolean.FALSE); } else if (block instanceof TrapdoorBlock) { return block.getDefaultState() .with(TrapdoorBlock.FACING, Direction.byId(code % 16)) .with(TrapdoorBlock.OPEN, Boolean.FALSE) .with(TrapdoorBlock.HALF, (code >= 16) ? BlockHalf.TOP : BlockHalf.BOTTOM) .with(TrapdoorBlock.OPEN, world.isReceivingRedstonePower(pos)); } else if (block instanceof ComparatorBlock) { facing = Direction.byId(code % 16); if((facing == Direction.UP) || (facing == Direction.DOWN)) { facing = placer.getHorizontalFacing().getOpposite(); } ComparatorMode m = (hitX >= 16)?ComparatorMode.SUBTRACT: ComparatorMode.COMPARE; return block.getDefaultState() .with(HorizontalFacingBlock.FACING, facing) .with(ComparatorBlock.POWERED, Boolean.FALSE) .with(ComparatorBlock.MODE, m); } else if (block instanceof DispenserBlock) { return block.getDefaultState() .with(DispenserBlock.FACING, Direction.byId(code)) .with(DispenserBlock.TRIGGERED, Boolean.FALSE); } else if (block instanceof PistonBlock) { return block.getDefaultState() .with(FacingBlock.FACING, Direction.byId(code)) .with(PistonBlock.EXTENDED, Boolean.FALSE); } else if (block instanceof StairsBlock) { return block.getPlacementState(context)//worldIn, pos, facing, hitX, hitY, hitZ, meta, placer) .with(StairsBlock.FACING, Direction.byId(code % 16)) .with(StairsBlock.HALF, ( hitX >= 16)?BlockHalf.TOP : BlockHalf.BOTTOM); } return null; }
Example 10
Source File: BlockRotator.java From fabric-carpet with MIT License | 4 votes |
public static BlockState alternativeBlockPlacement(Block block, ItemPlacementContext context)//World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { //actual alternative block placement code // if (true) throw new UnsupportedOperationException("Alternative Block Placement / client controlled / is not implemnted"); Direction facing; Vec3d vec3d = context.getHitPos(); float hitX = (float) vec3d.x; if (hitX<2) // vanilla return null; int code = (int)(hitX-2)/2; // // now it would be great if hitX was adjusted in context to original range from 0.0 to 1.0 // since its actually using it. Its private - maybe with Reflections? // PlayerEntity placer = context.getPlayer(); BlockPos pos = context.getBlockPos(); World world = context.getWorld(); if (block instanceof GlazedTerracottaBlock) { facing = Direction.byId(code); if(facing == Direction.UP || facing == Direction.DOWN) { facing = placer.getHorizontalFacing().getOpposite(); } return block.getDefaultState().with(HorizontalFacingBlock.FACING, facing); } else if (block instanceof ObserverBlock) { return block.getDefaultState() .with(FacingBlock.FACING, Direction.byId(code)) .with(ObserverBlock.POWERED, true); } else if (block instanceof RepeaterBlock) { facing = Direction.byId(code % 16); if(facing == Direction.UP || facing == Direction.DOWN) { facing = placer.getHorizontalFacing().getOpposite(); } return block.getDefaultState() .with(HorizontalFacingBlock.FACING, facing) .with(RepeaterBlock.DELAY, MathHelper.clamp(code / 16, 1, 4)) .with(RepeaterBlock.LOCKED, Boolean.FALSE); } else if (block instanceof TrapdoorBlock) { return block.getDefaultState() .with(TrapdoorBlock.FACING, Direction.byId(code % 16)) .with(TrapdoorBlock.OPEN, Boolean.FALSE) .with(TrapdoorBlock.HALF, (code >= 16) ? BlockHalf.TOP : BlockHalf.BOTTOM) .with(TrapdoorBlock.OPEN, world.isReceivingRedstonePower(pos)); } else if (block instanceof ComparatorBlock) { facing = Direction.byId(code % 16); if((facing == Direction.UP) || (facing == Direction.DOWN)) { facing = placer.getHorizontalFacing().getOpposite(); } ComparatorMode m = (hitX >= 16)?ComparatorMode.SUBTRACT: ComparatorMode.COMPARE; return block.getDefaultState() .with(HorizontalFacingBlock.FACING, facing) .with(ComparatorBlock.POWERED, Boolean.FALSE) .with(ComparatorBlock.MODE, m); } else if (block instanceof DispenserBlock) { return block.getDefaultState() .with(DispenserBlock.FACING, Direction.byId(code)) .with(DispenserBlock.TRIGGERED, Boolean.FALSE); } else if (block instanceof PistonBlock) { return block.getDefaultState() .with(FacingBlock.FACING, Direction.byId(code)) .with(PistonBlock.EXTENDED, Boolean.FALSE); } else if (block instanceof StairsBlock) { return block.getPlacementState(context)//worldIn, pos, facing, hitX, hitY, hitZ, meta, placer) .with(StairsBlock.FACING, Direction.byId(code % 16)) .with(StairsBlock.HALF, ( hitX >= 16)?BlockHalf.TOP : BlockHalf.BOTTOM); } return null; }
Example 11
Source File: BlockRotator.java From fabric-carpet with MIT License | 4 votes |
public static boolean flip_block(BlockState state, World world, PlayerEntity player, Hand hand, BlockHitResult hit) { Block block = state.getBlock(); BlockPos pos = hit.getBlockPos(); Vec3d hitVec = hit.getPos().subtract(pos.getX(), pos.getY(), pos.getZ()); Direction facing = hit.getSide(); BlockState newState = null; if ( (block instanceof GlazedTerracottaBlock) || (block instanceof AbstractRedstoneGateBlock) || (block instanceof RailBlock) || (block instanceof TrapdoorBlock) || (block instanceof LeverBlock) || (block instanceof FenceGateBlock)) { newState = state.rotate(BlockRotation.CLOCKWISE_90); } else if ((block instanceof ObserverBlock) || (block instanceof EndRodBlock)) { newState = state.with(FacingBlock.FACING, (Direction) state.get(FacingBlock.FACING).getOpposite()); } else if (block instanceof DispenserBlock) { newState = state.with(DispenserBlock.FACING, state.get(DispenserBlock.FACING).getOpposite()); } else if (block instanceof PistonBlock) { if (!(state.get(PistonBlock.EXTENDED))) newState = state.with(FacingBlock.FACING, state.get(FacingBlock.FACING).getOpposite()); } else if (block instanceof SlabBlock) { if (((SlabBlock) block).hasSidedTransparency(state)) { newState = state.with(SlabBlock.TYPE, state.get(SlabBlock.TYPE) == SlabType.TOP ? SlabType.BOTTOM : SlabType.TOP); } } else if (block instanceof HopperBlock) { if ((Direction)state.get(HopperBlock.FACING) != Direction.DOWN) { newState = state.with(HopperBlock.FACING, state.get(HopperBlock.FACING).rotateYClockwise()); } } else if (block instanceof StairsBlock) { //LOG.error(String.format("hit with facing: %s, at side %.1fX, X %.1fY, Y %.1fZ",facing, hitX, hitY, hitZ)); if ((facing == Direction.UP && hitVec.y == 1.0f) || (facing == Direction.DOWN && hitVec.y == 0.0f)) { newState = state.with(StairsBlock.HALF, state.get(StairsBlock.HALF) == BlockHalf.TOP ? BlockHalf.BOTTOM : BlockHalf.TOP ); } else { boolean turn_right; if (facing == Direction.NORTH) { turn_right = (hitVec.x <= 0.5); } else if (facing == Direction.SOUTH) { turn_right = !(hitVec.x <= 0.5); } else if (facing == Direction.EAST) { turn_right = (hitVec.z <= 0.5); } else if (facing == Direction.WEST) { turn_right = !(hitVec.z <= 0.5); } else { return false; } if (turn_right) { newState = state.rotate(BlockRotation.COUNTERCLOCKWISE_90); } else { newState = state.rotate(BlockRotation.CLOCKWISE_90); } } } else { return false; } if (newState != null) { world.setBlockState(pos, newState, 2 | 1024); world.checkBlockRerender(pos, state, newState); return true; } return false; }