Example #1
0
        /// <summary>
        /// Returns the closest horizontal face from given angle (0 degree = east). Uses HORIZONTALS_ANGLEORDER
        /// </summary>
        /// <param name="radiant"></param>
        /// <returns></returns>
        public static BlockFacing HorizontalFromAngle(float radiant)
        {
            int index = GameMath.Mod(((int)(Math.Round(radiant * GameMath.RAD2DEG / 90))), 4);

            return(HORIZONTALS_ANGLEORDER[index]);
        }
Example #2
0
 /// <summary>
 /// A not so fast, but higher quality than oaatHash(). See also https://en.wikipedia.org/wiki/MurmurHash. Includes a modulo operation.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 /// <param name="mod"></param>
 /// <returns></returns>
 public static int MurmurHash3Mod(int x, int y, int z, int mod)
 {
     return(GameMath.Mod(MurmurHash3(x, y, z), mod));
 }
Example #3
0
 /// <summary>
 /// Returns the face if current face would be horizontally clockwise rotated, only works for horizontal faces
 /// </summary>
 /// <returns></returns>
 public BlockFacing GetCW()
 {
     return(HORIZONTALS_ANGLEORDER[GameMath.Mod(horizontalAngleIndex - 1, 4)]);
 }