package sourcecoded.quantum.util; import net.minecraft.client.renderer.Tessellator; import net.minecraftforge.common.util.ForgeDirection; public class TessUtils { public static void drawCube(Tessellator tess, double minX, double minY, double minZ, double size, double u, double v, double U, double V) { double maxX = minX + size; double maxY = minY + size; double maxZ = minZ + size; drawFace(ForgeDirection.DOWN, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); drawFace(ForgeDirection.UP, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); drawFace(ForgeDirection.SOUTH, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); drawFace(ForgeDirection.NORTH, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); drawFace(ForgeDirection.EAST, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); drawFace(ForgeDirection.WEST, tess, minX, minY, minZ, maxX, maxY, maxZ, u, v, U, V); } public static void drawFace(ForgeDirection direction, Tessellator tess, double minX, double minY, double minZ, double maxX, double maxY, double maxZ, double u, double v, double U, double V) { if (direction == ForgeDirection.DOWN) { tess.addVertexWithUV(maxX, minY, minZ, U, v); //Down tess.addVertexWithUV(maxX, minY, maxZ, U, V); tess.addVertexWithUV(minX, minY, maxZ, u, V); tess.addVertexWithUV(minX, minY, minZ, u, v); } else if (direction == ForgeDirection.UP) { tess.addVertexWithUV(minX, maxY, maxZ, u, V); //Up tess.addVertexWithUV(maxX, maxY, maxZ, U, V); tess.addVertexWithUV(maxX, maxY, minZ, U, v); tess.addVertexWithUV(minX, maxY, minZ, u, v); } else if (direction == ForgeDirection.SOUTH) { tess.addVertexWithUV(maxX, minY, maxZ, U, V); //South tess.addVertexWithUV(maxX, maxY, maxZ, U, v); tess.addVertexWithUV(minX, maxY, maxZ, u, v); tess.addVertexWithUV(minX, minY, maxZ, u, V); } else if (direction == ForgeDirection.NORTH) { tess.addVertexWithUV(minX, maxY, minZ, u, v); //North tess.addVertexWithUV(maxX, maxY, minZ, U, v); tess.addVertexWithUV(maxX, minY, minZ, U, V); tess.addVertexWithUV(minX, minY, minZ, u, V); } else if (direction == ForgeDirection.WEST) { tess.addVertexWithUV(minX, minY, minZ, U, V); //WEST tess.addVertexWithUV(minX, minY, maxZ, u, V); tess.addVertexWithUV(minX, maxY, maxZ, u, v); tess.addVertexWithUV(minX, maxY, minZ, U, v); } else if (direction == ForgeDirection.EAST) { tess.addVertexWithUV(maxX, maxY, minZ, u, v); //EAST tess.addVertexWithUV(maxX, maxY, maxZ, U, v); tess.addVertexWithUV(maxX, minY, maxZ, U, V); tess.addVertexWithUV(maxX, minY, minZ, u, V); } } }