package com.simibubi.create; import static net.minecraft.util.Direction.NORTH; import static net.minecraft.util.Direction.SOUTH; import static net.minecraft.util.Direction.UP; import java.util.function.BiFunction; import com.simibubi.create.content.logistics.block.chute.ChuteShapes; import com.simibubi.create.foundation.utility.VoxelShaper; import net.minecraft.block.Block; import net.minecraft.block.Blocks; import net.minecraft.block.DirectionalBlock; import net.minecraft.block.PistonHeadBlock; import net.minecraft.util.Direction; import net.minecraft.util.Direction.Axis; import net.minecraft.util.math.shapes.IBooleanFunction; import net.minecraft.util.math.shapes.VoxelShape; import net.minecraft.util.math.shapes.VoxelShapes; public class AllShapes { // Independent Shapers public static final VoxelShaper CASING_14PX = shape(0, 0, 0, 16, 14, 16).forDirectional(), CASING_12PX = shape(0, 0, 0, 16, 12, 16).forDirectional(), CASING_11PX = shape(0, 0, 0, 16, 11, 16).forDirectional(), MOTOR_BLOCK = shape(3, 0, 3, 13, 14, 13).forDirectional(), FOUR_VOXEL_POLE = shape(6, 0, 6, 10, 16, 10).forAxis(), SIX_VOXEL_POLE = shape(5, 0, 5, 11, 16, 11).forAxis(), EXTRACTOR = shape(4, 2, 11, 12, 10, 17).forDirectional(SOUTH) .withVerticalShapes(cuboid(4, 11, 4, 12, 17, 12)), TRANSPOSER = shape(4, 4, -1, 12, 12, 1).add(5, 5, 0, 11, 11, 16) .add(4, 4, 11, 12, 12, 17) .forDirectional(SOUTH), FURNACE_ENGINE = shape(1, 1, 0, 15, 15, 16).add(0, 0, 9, 16, 16, 14) .forHorizontal(Direction.SOUTH), PORTABLE_STORAGE_INTERFACE = shape(0, 0, 0, 16, 12, 16).add(3, 12, 3, 13, 16, 13) .forDirectional(), PULLEY = shape(0, 0, 0, 16, 16, 2).add(1, 1, 2, 15, 15, 14) .add(0, 0, 14, 16, 16, 16) .forHorizontalAxis(), SPEED_CONTROLLER = shape(0, 0, 0, 16, 2, 16).add(1, 1, 1, 15, 15, 15) .erase(0, 8, 5, 16, 16, 11) .add(2, 9, 2, 14, 14, 14) .erase(6, 11, 0, 10, 16, 16) .forHorizontalAxis(), HARVESTER_BASE = shape(0, 2, 0, 16, 14, 3).forDirectional(SOUTH), NOZZLE = shape(2, 0, 2, 14, 14, 14).add(1, 13, 1, 15, 15, 15) .erase(3, 13, 3, 13, 15, 13) .forDirectional(), CRANK = shape(5, 0, 5, 11, 6, 11).add(1, 3, 1, 15, 8, 15) .forDirectional(), CART_ASSEMBLER = shape(0, 12, 0, 16, 16, 16).add(-2, 0, 1, 18, 14, 15) .forHorizontalAxis(), STOCKPILE_SWITCH = shape(0, 0, 0, 16, 2, 16).add(1, 0, 1, 15, 16, 15) .add(0, 14, 0, 16, 16, 16) .add(3, 3, -1, 13, 13, 2) .forHorizontal(NORTH), NIXIE_TUBE = shape(0, 0, 0, 16, 4, 16).add(9, 0, 5, 15, 15, 11) .add(1, 0, 5, 7, 15, 11) .forHorizontalAxis(), NIXIE_TUBE_CEILING = shape(0, 12, 0, 16, 16, 16).add(9, 1, 5, 15, 16, 11) .add(1, 1, 5, 7, 16, 11) .forHorizontalAxis(), FUNNEL = shape(3, -2, 3, 13, 2, 13).add(2, 2, 2, 14, 6, 14) .add(1, 6, 1, 15, 10, 15) .add(0, 10, 0, 16, 16, 16) .forDirectional(UP), FUNNEL_COLLISION = shape(3, -2, 3, 13, 2, 13).add(2, 2, 2, 14, 6, 14) .add(1, 6, 1, 15, 10, 15) .add(0, 10, 0, 16, 13, 16) .forDirectional(UP), CHUTE_FUNNEL = shape(3, -2, 3, 13, 2, 13).add(2, 2, 2, 14, 6, 14) .add(0, 8, 0, 16, 14, 16) .add(1, 5, 1, 15, 18, 15) .forDirectional(UP), BELT_FUNNEL_RETRACTED = shape(3, -5, 14, 13, 13, 19).add(0, -5, 8, 16, 16, 14) .forHorizontal(NORTH), BELT_FUNNEL_EXTENDED = shape(3, -4, 6, 13, 13, 17).add(2, -4, 10, 14, 14, 14) .add(1, -4, 6, 15, 15, 10) .add(0, -5, 0, 16, 16, 6) .forHorizontal(NORTH), PUMP = shape(2, 0, 2, 14, 5, 14).add(4, 0, 4, 12, 16, 12) .add(3, 12, 3, 13, 16, 13) .forDirectional(Direction.UP) ; // Internally Shared Shapes private static final VoxelShape PISTON_HEAD = Blocks.PISTON_HEAD.getDefaultState() .with(DirectionalBlock.FACING, UP) .with(PistonHeadBlock.SHORT, true) .getShape(null, null), PISTON_EXTENDED = shape(CASING_12PX.get(UP)).add(FOUR_VOXEL_POLE.get(Axis.Y)) .build(), SMALL_GEAR_SHAPE = cuboid(2, 6, 2, 14, 10, 14), LARGE_GEAR_SHAPE = cuboid(0, 6, 0, 16, 10, 16), VERTICAL_TABLET_SHAPE = cuboid(3, 1, -1, 13, 15, 3), SQUARE_TABLET_SHAPE = cuboid(2, 2, -1, 14, 14, 3), LOGISTICS_TABLE_SLOPE = shape(0, 10, 15, 16, 14, 10.667).add(0, 12, 10.667, 16, 16, 6.333) .add(0, 14, 6.333, 16, 18, 2) .build(), SCHEMATICS_TABLE_SLOPE = shape(0, 10, 16, 16, 14, 11).add(0, 12, 11, 16, 16, 6) .add(0, 14, 6, 16, 18, 1) .build(), TANK_BOTTOM_LID = shape(0, 0, 0, 16, 4, 16).build(), TANK_TOP_LID = shape(0, 12, 0, 16, 16, 16).build() ; // Static Block Shapes public static final VoxelShape BASIN_BLOCK_SHAPE = shape(0, 2, 0, 16, 16, 16).erase(2, 2, 2, 14, 16, 14) .add(2, 0, 2, 14, 2, 14) .build(), BASIN_COLLISION_SHAPE = shape(0, 2, 0, 16, 16, 16).erase(2, 5, 2, 14, 16, 14) .add(2, 0, 2, 14, 2, 14) .build(), HEATER_BLOCK_SHAPE = shape(2, 0, 2, 14, 14, 14).add(0, 0, 0, 16, 4, 16) .build(), HEATER_BLOCK_SPECIAL_COLLISION_SHAPE = shape(0, 0, 0, 16, 4, 16).build(), CRUSHING_WHEEL_COLLISION_SHAPE = cuboid(0, 0, 0, 16, 22, 16), SEAT = cuboid(0, 0, 0, 16, 8, 16), SEAT_COLLISION = cuboid(0, 0, 0, 16, 6, 16), MECHANICAL_PROCESSOR_SHAPE = shape(VoxelShapes.fullCube()).erase(4, 0, 4, 12, 16, 12) .build(), TURNTABLE_SHAPE = shape(1, 4, 1, 15, 8, 15).add(5, 0, 5, 11, 4, 11) .build(), CRATE_BLOCK_SHAPE = cuboid(1, 0, 1, 15, 14, 15), TABLE_POLE_SHAPE = shape(4, 0, 4, 12, 2, 12).add(5, 2, 5, 11, 14, 11) .build(), BELT_COLLISION_MASK = cuboid(0, 0, 0, 16, 19, 16), SCHEMATICANNON_SHAPE = shape(1, 0, 1, 15, 8, 15).add(0.5, 8, 0.5, 15.5, 11, 15.5) .build(), PULLEY_MAGNET = shape(3, 0, 3, 13, 2, 13).add(FOUR_VOXEL_POLE.get(UP)) .build(), MILLSTONE = shape(0, 0, 0, 16, 6, 16).add(2, 6, 2, 14, 13, 14) .add(3, 13, 3, 13, 16, 13) .build(), CUCKOO_CLOCK = shape(1, 0, 1, 15, 19, 15).build(), GAUGE_SHAPE_UP = shape(1, 0, 0, 15, 2, 16).add(2, 2, 1, 14, 14, 15) .build(), MECHANICAL_ARM = shape(2, 0, 2, 14, 10, 14).add(3, 0, 3, 13, 14, 13) .build(), MECHANICAL_ARM_CEILING = shape(2, 6, 2, 14, 16, 14).add(3, 2, 3, 13, 16, 13) .build(), CHUTE = shape(1, 8, 1, 15, 16, 15).add(2, 0, 2, 14, 8, 14) .build(), TANK = shape(1, 0, 1, 15, 16, 15).build(), TANK_TOP = shape(TANK_TOP_LID).add(TANK) .build(), TANK_BOTTOM = shape(TANK_BOTTOM_LID).add(TANK) .build(), TANK_TOP_BOTTOM = shape(TANK_BOTTOM_LID).add(TANK_TOP_LID) .add(TANK) .build(), DEPOT = shape(CASING_11PX.get(Direction.UP)).add(1, 11, 1, 15, 13, 15) .build() ; // More Shapers public static final VoxelShaper MECHANICAL_PISTON_HEAD = shape(PISTON_HEAD).forDirectional(), MECHANICAL_PISTON = CASING_12PX, MECHANICAL_PISTON_EXTENDED = shape(PISTON_EXTENDED).forDirectional(), SMALL_GEAR = shape(SMALL_GEAR_SHAPE).add(SIX_VOXEL_POLE.get(Axis.Y)) .forAxis(), LARGE_GEAR = shape(LARGE_GEAR_SHAPE).add(SIX_VOXEL_POLE.get(Axis.Y)) .forAxis(), LOGISTICAL_CONTROLLER = shape(SQUARE_TABLET_SHAPE).forDirectional(SOUTH), REDSTONE_BRIDGE = shape(VERTICAL_TABLET_SHAPE).forDirectional(SOUTH) .withVerticalShapes(LOGISTICAL_CONTROLLER.get(UP)), LOGISTICS_TABLE = shape(TABLE_POLE_SHAPE).add(LOGISTICS_TABLE_SLOPE) .forHorizontal(SOUTH), SCHEMATICS_TABLE = shape(TABLE_POLE_SHAPE).add(SCHEMATICS_TABLE_SLOPE) .forDirectional(SOUTH), CHUTE_SLOPE = shape(ChuteShapes.createSlope()).forHorizontal(SOUTH) ; private static Builder shape(VoxelShape shape) { return new Builder(shape); } private static Builder shape(double x1, double y1, double z1, double x2, double y2, double z2) { return shape(cuboid(x1, y1, z1, x2, y2, z2)); } private static VoxelShape cuboid(double x1, double y1, double z1, double x2, double y2, double z2) { return Block.makeCuboidShape(x1, y1, z1, x2, y2, z2); } private static class Builder { VoxelShape shape; public Builder(VoxelShape shape) { this.shape = shape; } Builder add(VoxelShape shape) { this.shape = VoxelShapes.or(this.shape, shape); return this; } Builder add(double x1, double y1, double z1, double x2, double y2, double z2) { return add(cuboid(x1, y1, z1, x2, y2, z2)); } Builder erase(double x1, double y1, double z1, double x2, double y2, double z2) { this.shape = VoxelShapes.combineAndSimplify(shape, cuboid(x1, y1, z1, x2, y2, z2), IBooleanFunction.ONLY_FIRST); return this; } VoxelShape build() { return shape; } VoxelShaper build(BiFunction factory, Direction direction) { return factory.apply(shape, direction); } VoxelShaper build(BiFunction factory, Axis axis) { return factory.apply(shape, axis); } VoxelShaper forDirectional(Direction direction) { return build(VoxelShaper::forDirectional, direction); } VoxelShaper forAxis() { return build(VoxelShaper::forAxis, Axis.Y); } VoxelShaper forHorizontalAxis() { return build(VoxelShaper::forHorizontalAxis, Axis.Z); } VoxelShaper forHorizontal(Direction direction) { return build(VoxelShaper::forHorizontal, direction); } VoxelShaper forDirectional() { return forDirectional(UP); } } }