Java Code Examples for net.minecraft.util.EnumFacing#toString()
The following examples show how to use
net.minecraft.util.EnumFacing#toString() .
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Example 1
Source File: HeadingUtils.java From Signals with GNU General Public License v3.0 | 5 votes |
public static EnumHeading fromFacing(EnumFacing facing){ if(facing == null) return null; switch(facing){ case NORTH: return EnumHeading.NORTH; case SOUTH: return EnumHeading.SOUTH; case WEST: return EnumHeading.WEST; case EAST: return EnumHeading.EAST; default: throw new IllegalArgumentException(facing.toString()); } }
Example 2
Source File: BlockTextureTransform.java From OpenModsLib with MIT License | 4 votes |
public TexCoords worldVecToTextureCoords(EnumFacing side, double x, double y, double z) { final double wallX; final double wallY; final double h; // positive h always points "outside" block switch (side) { case UP: wallX = x; wallY = z; h = y - 1; break; case DOWN: wallX = x; wallY = z; h = -y; break; case EAST: wallX = z; wallY = 1 - y; h = x - 1; break; case WEST: wallX = z; wallY = 1 - y; h = -x; break; case NORTH: wallX = x; wallY = 1 - y; h = -z; break; case SOUTH: wallX = x; wallY = 1 - y; h = z - 1; break; default: throw new IllegalArgumentException(side.toString()); } final Matrix2d transformation = transforms.get(side); final double u = transformation.transformX(wallX - 0.5, wallY - 0.5) + 0.5; final double v = transformation.transformY(wallX - 0.5, wallY - 0.5) + 0.5; return new TexCoords(u, v, h); }
Example 3
Source File: BlockTextureTransform.java From OpenModsLib with MIT License | 4 votes |
public Vec3d textureCoordsToWorldVec(EnumFacing side, double u, double v, double h) { final Matrix2d transformation = inverseTransforms.get(side); if (transformation == null) throw new IllegalArgumentException(side.toString()); final double wallX = transformation.transformX(u - 0.5, v - 0.5) + 0.5; final double wallY = transformation.transformY(u - 0.5, v - 0.5) + 0.5; final double globalX; final double globalY; final double globalZ; switch (side) { case UP: globalX = wallX; globalY = h + 1; globalZ = wallY; break; case DOWN: globalX = wallX; globalY = -h; globalZ = wallY; break; case EAST: globalX = h + 1; globalY = 1 - wallY; globalZ = wallX; break; case WEST: globalX = -h; globalY = 1 - wallY; globalZ = wallX; break; case NORTH: globalX = wallX; globalY = 1 - wallY; globalZ = -h; break; case SOUTH: globalX = wallX; globalY = 1 - wallY; globalZ = h + 1; break; default: throw new IllegalArgumentException(side.toString()); } return new Vec3d(globalX, globalY, globalZ); }