本文整理了Java中net.minecraft.util.EnumFacing.ordinal()
方法的一些代码示例,展示了EnumFacing.ordinal()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。EnumFacing.ordinal()
方法的具体详情如下:
包路径:net.minecraft.util.EnumFacing
类名称:EnumFacing
方法名:ordinal
暂无
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public int getChannelsOnSide( EnumFacing side )
{
if( !this.powered )
{
return 0;
}
return this.channelsOnSide[side.ordinal()];
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public void setUvRotation( EnumFacing facing, int rotation )
{
if( rotation == 2 )
{
rotation = 3;
}
else if( rotation == 3 )
{
rotation = 2;
}
Preconditions.checkArgument( rotation >= 0 && rotation <= 3, "rotation" );
this.uvRotations[facing.ordinal()] = (byte) rotation;
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public static FacingToRotation get( EnumFacing forward, EnumFacing up )
{
return values()[forward.ordinal() * 6 + up.ordinal()];
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
protected void writeToStream( final ByteBuf data ) throws IOException
{
if( this.canBeRotated() )
{
final byte orientation = (byte) ( ( this.up.ordinal() << 3 ) | this.forward.ordinal() );
data.writeByte( orientation );
}
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public int getMetaFromState( final IBlockState state )
{
return state.getValue( FACING ).ordinal();
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public int getMetaFromState( final IBlockState state )
{
return state.getValue( FACING ).ordinal();
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
private void putVertexTL( UnpackedBakedQuad.Builder builder, EnumFacing face, float x, float y, float z, UvVector uv )
{
float u, v;
switch( this.uvRotations[face.ordinal()] )
{
default:
case 0:
u = uv.u1;
v = uv.v1;
break;
case 1: // 90° clockwise
u = uv.u1;
v = uv.v2;
break;
case 2: // 180° clockwise
u = uv.u2;
v = uv.v2;
break;
case 3: // 270° clockwise
u = uv.u2;
v = uv.v1;
break;
}
this.putVertex( builder, face, x, y, z, u, v );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
private void putVertexTR( UnpackedBakedQuad.Builder builder, EnumFacing face, float x, float y, float z, UvVector uv )
{
float u, v;
switch( this.uvRotations[face.ordinal()] )
{
default:
case 0:
u = uv.u2;
v = uv.v1;
break;
case 1: // 90° clockwise
u = uv.u1;
v = uv.v1;
break;
case 2: // 180° clockwise
u = uv.u1;
v = uv.v2;
break;
case 3: // 270° clockwise
u = uv.u2;
v = uv.v2;
break;
}
this.putVertex( builder, face, x, y, z, u, v );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
private void putVertexBR( UnpackedBakedQuad.Builder builder, EnumFacing face, float x, float y, float z, UvVector uv )
{
float u;
float v;
switch( this.uvRotations[face.ordinal()] )
{
default:
case 0:
u = uv.u2;
v = uv.v2;
break;
case 1: // 90° clockwise
u = uv.u2;
v = uv.v1;
break;
case 2: // 180° clockwise
u = uv.u1;
v = uv.v1;
break;
case 3: // 270° clockwise
u = uv.u1;
v = uv.v2;
break;
}
this.putVertex( builder, face, x, y, z, u, v );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
private void putVertexBL( UnpackedBakedQuad.Builder builder, EnumFacing face, float x, float y, float z, UvVector uv )
{
float u;
float v;
switch( this.uvRotations[face.ordinal()] )
{
default:
case 0:
u = uv.u1;
v = uv.v2;
break;
case 1: // 90° clockwise
u = uv.u2;
v = uv.v2;
break;
case 2: // 180° clockwise
u = uv.u2;
v = uv.v1;
break;
case 3: // 270° clockwise
u = uv.u1;
v = uv.v1;
break;
}
this.putVertex( builder, face, x, y, z, u, v );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public void setInputQuad( Quad quad )
{
super.setInputQuad( quad );
quad.resetInterp( this.interpHelper, quad.orientation.ordinal() >> 1 );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public PacketPartPlacement( final BlockPos pos, final EnumFacing face, final float eyeHeight, final EnumHand hand )
{
final ByteBuf data = Unpooled.buffer();
data.writeInt( this.getPacketID() );
data.writeInt( pos.getX() );
data.writeInt( pos.getY() );
data.writeInt( pos.getZ() );
data.writeByte( face.ordinal() );
data.writeFloat( eyeHeight );
data.writeByte( hand.ordinal() );
this.configureWrite( data );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public void writeToStream( final ByteBuf stream )
{
stream.writeByte( this.pos );
final int val = this.getSide().ordinal() | ( this.getColor().ordinal() << 3 ) | ( this.isLumen() ? 0x80 : 0x00 );
stream.writeByte( val );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public int getSeed()
{
final int val = this.getSide().ordinal() | ( this.getColor().ordinal() << 3 ) | ( this.isLumen() ? 0x80 : 0x00 );
return Math.abs( this.pos + val );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public void updateState()
{
final EnumSet<GridFlags> set = this.gridProxy.getFlags();
this.compressedData = set.contains( GridFlags.CANNOT_CARRY ) ? 0 : ( set.contains( GridFlags.DENSE_CAPACITY ) ? 2 : 1 );
this.compressedData |= ( this.gridProxy.getGridColor().ordinal() << 3 );
for( final EnumFacing dir : this.gridProxy.getConnectableSides() )
{
this.compressedData |= ( 1 << ( dir.ordinal() + 8 ) );
}
this.findConnections();
this.getInternalGrid();
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
public PacketClick( final BlockPos pos, final EnumFacing side, final float hitX, final float hitY, final float hitZ, final EnumHand hand, boolean leftClick )
{
final ByteBuf data = Unpooled.buffer();
data.writeInt( this.getPacketID() );
data.writeInt( this.x = pos.getX() );
data.writeInt( this.y = pos.getY() );
data.writeInt( this.z = pos.getZ() );
if( side == null )
{
data.writeByte( -1 );
}
else
{
data.writeByte( side.ordinal() );
}
data.writeFloat( this.hitX = hitX );
data.writeFloat( this.hitY = hitY );
data.writeFloat( this.hitZ = hitZ );
data.writeByte( hand.ordinal() );
data.writeBoolean( this.leftClick = leftClick );
this.configureWrite( data );
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
private FacadeRenderState getFacadeRenderState( EnumFacing side )
{
// Store the "masqueraded" itemstack for the given side, if there is a facade
final IFacadePart facade = this.getFacade( side.ordinal() );
if( facade != null )
{
final ItemStack textureItem = facade.getTextureItem();
final IBlockState blockState = facade.getBlockState();
if( blockState != null && textureItem != null )
{
return new FacadeRenderState( blockState, !facade.getBlockState().isOpaqueCube() );
}
}
return null;
}
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public boolean transform()
{
int s = this.quad.orientation.ordinal() >> 1;
if( this.format.hasColor || this.format.hasUV || this.format.hasLightMap )
{
this.interpCache.copyFrom( this.quad );
this.interpHelper.setup();
for( Vertex v : this.quad.vertices )
{
this.interpHelper.locate( v.dx( s ), v.dy( s ) );
if( this.format.hasColor )
{
v.interpColorFrom( this.interpHelper, this.interpCache.vertices );
}
if( this.format.hasUV )
{
v.interpUVFrom( this.interpHelper, this.interpCache.vertices );
}
if( this.format.hasLightMap )
{
v.interpLightMapFrom( this.interpHelper, this.interpCache.vertices );
}
}
}
return true;
}
}
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public boolean transform()
{
int s = this.quad.orientation.ordinal() >> 1;
this.quad.clamp( this.clampBounds );
// Check if the quad would be invisible and cull it.
Vertex[] vertices = this.quad.vertices;
float x1 = vertices[0].dx( s );
float x2 = vertices[1].dx( s );
float x3 = vertices[2].dx( s );
float x4 = vertices[3].dx( s );
float y1 = vertices[0].dy( s );
float y2 = vertices[1].dy( s );
float y3 = vertices[2].dy( s );
float y4 = vertices[3].dy( s );
// These comparisons are safe as we are comparing clamped values.
boolean flag1 = x1 == x2 && x2 == x3 && x3 == x4;
boolean flag2 = y1 == y2 && y2 == y3 && y3 == y4;
return !flag1 && !flag2;
}
}
代码示例来源:origin: Vazkii/Botania
tessellator.getBuffer().begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
double len = (double) -ClientTickHandler.ticksInGame / 100F + new Random(dir.ordinal() ^ tile.getPos().hashCode()).nextInt(10000);
double add = vecMag.mag();
double rand = Math.random() - 0.5;
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