Java Code Examples for net.minecraft.util.math.Direction#UP

The following examples show how to use net.minecraft.util.math.Direction#UP . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: BlockRotator.java    From fabric-carpet with MIT License 6 votes vote down vote up
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 vote down vote up
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 vote down vote up
@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 vote down vote up
@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 vote down vote up
@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 vote down vote up
@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 vote down vote up
/**
 * 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 vote down vote up
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 vote down vote up
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 vote down vote up
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 vote down vote up
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;
}