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package com.ambientaddons.utils.render
import AmbientAddons.Companion.mc
import net.minecraft.client.Minecraft
import net.minecraft.client.renderer.GlStateManager
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.vertex.DefaultVertexFormats
import net.minecraft.entity.Entity
import net.minecraft.entity.player.EntityPlayer
import net.minecraft.util.AxisAlignedBB
import net.minecraft.util.BlockPos
import net.minecraft.util.MathHelper
import net.minecraft.util.ResourceLocation
import org.lwjgl.opengl.GL11.*
import java.awt.Color
import kotlin.math.cos
import kotlin.math.sin
// directly stolen from Harry282/Skyblock-Client
object EntityUtils {
private fun drawFilledAABB(aabb: AxisAlignedBB, color: Color, alpha: Float = 0.5f) {
val tessellator = Tessellator.getInstance()
val worldRenderer = tessellator.worldRenderer
glColor4f(color.red / 255f, color.green / 255f, color.blue / 255f, alpha)
worldRenderer.begin(GL_QUADS, DefaultVertexFormats.POSITION)
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
tessellator.draw()
}
private fun drawOutlinedAABB(aabb: AxisAlignedBB, color: Color, alpha: Float = 1.0f) {
val tessellator = Tessellator.getInstance()
val worldRenderer = tessellator.worldRenderer
glColor4f(color.red / 255f, color.green / 255f, color.blue / 255f, alpha)
worldRenderer.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION)
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex()
worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex()
tessellator.draw()
}
fun drawBlockBox(blockPos: BlockPos, color: Color, outline: Boolean, fill: Boolean, partialTicks: Float) {
if (!outline && !fill) return
val renderManager = mc.renderManager
val x = blockPos.x - renderManager.viewerPosX
val y = blockPos.y - renderManager.viewerPosY
val z = blockPos.z - renderManager.viewerPosZ
var axisAlignedBB = AxisAlignedBB(x, y, z, x + 1.0, y + 1.0, z + 1.0)
val block = mc.theWorld.getBlockState(blockPos).block
if (block != null) {
val player: EntityPlayer = mc.thePlayer
val posX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks
val posY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks
val posZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks
block.setBlockBoundsBasedOnState(mc.theWorld, blockPos)
axisAlignedBB = block.getSelectedBoundingBox(mc.theWorld, blockPos)
.expand(0.0020000000949949026, 0.0020000000949949026, 0.0020000000949949026)
.offset(-posX, -posY, -posZ)
}
glPushMatrix()
glPushAttrib(GL_ALL_ATTRIB_BITS)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_TEXTURE_2D)
glDisable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glDepthMask(false)
if (outline) {
glLineWidth(1.5f)
drawOutlinedAABB(axisAlignedBB, color)
}
if (fill) {
drawFilledAABB(axisAlignedBB, color)
}
glDepthMask(true)
glPopAttrib()
glPopMatrix()
}
private val beaconBeam = ResourceLocation("textures/entity/beacon_beam.png")
// from Moulberry/NotEnoughUpdates under LGPL 3.0, presumably from Mojang
fun renderBeaconBeam(
x: Double, y: Double, z: Double, color: Color, alpha: Float,
partialTicks: Float, esp: Boolean
) {
val rgb = color.rgb
val height = 300
val bottomOffset = 0
val topOffset = bottomOffset + height
val tessellator = Tessellator.getInstance()
val worldrenderer = tessellator.worldRenderer
if (esp) {
GlStateManager.disableDepth()
}
Minecraft.getMinecraft().textureManager.bindTexture(beaconBeam)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT.toFloat())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT.toFloat())
GlStateManager.disableLighting()
GlStateManager.enableCull()
GlStateManager.enableTexture2D()
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ZERO)
GlStateManager.enableBlend()
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO)
val time = Minecraft.getMinecraft().theWorld.totalWorldTime + partialTicks.toDouble()
val d1 = MathHelper.func_181162_h(-time * 0.2 - MathHelper.floor_double(-time * 0.1).toDouble())
val r = (rgb shr 16 and 0xFF) / 255f
val g = (rgb shr 8 and 0xFF) / 255f
val b = (rgb and 0xFF) / 255f
val d2 = time * 0.025 * -1.5
val d4 = 0.5 + cos(d2 + 2.356194490192345) * 0.2
val d5 = 0.5 + sin(d2 + 2.356194490192345) * 0.2
val d6 = 0.5 + cos(d2 + Math.PI / 4.0) * 0.2
val d7 = 0.5 + sin(d2 + Math.PI / 4.0) * 0.2
val d8 = 0.5 + cos(d2 + 3.9269908169872414) * 0.2
val d9 = 0.5 + sin(d2 + 3.9269908169872414) * 0.2
val d10 = 0.5 + cos(d2 + 5.497787143782138) * 0.2
val d11 = 0.5 + sin(d2 + 5.497787143782138) * 0.2
val d14 = -1.0 + d1
val d15 = height.toDouble() * 2.5 + d14
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR)
worldrenderer.pos(x + d4, y + topOffset, z + d5).tex(1.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d4, y + bottomOffset, z + d5).tex(1.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d6, y + bottomOffset, z + d7).tex(0.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d6, y + topOffset, z + d7).tex(0.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d10, y + topOffset, z + d11).tex(1.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d10, y + bottomOffset, z + d11).tex(1.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d8, y + bottomOffset, z + d9).tex(0.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d8, y + topOffset, z + d9).tex(0.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d6, y + topOffset, z + d7).tex(1.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d6, y + bottomOffset, z + d7).tex(1.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d10, y + bottomOffset, z + d11).tex(0.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d10, y + topOffset, z + d11).tex(0.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d8, y + topOffset, z + d9).tex(1.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
worldrenderer.pos(x + d8, y + bottomOffset, z + d9).tex(1.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d4, y + bottomOffset, z + d5).tex(0.0, d14).color(r, g, b, 1.0f).endVertex()
worldrenderer.pos(x + d4, y + topOffset, z + d5).tex(0.0, d15).color(r, g, b, 1.0f * alpha).endVertex()
tessellator.draw()
GlStateManager.disableCull()
val d12 = -1.0 + d1
val d13 = height + d12
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR)
worldrenderer.pos(x + 0.2, y + topOffset, z + 0.2).tex(1.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.2).tex(1.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.2).tex(0.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.8, y + topOffset, z + 0.2).tex(0.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.8, y + topOffset, z + 0.8).tex(1.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.8).tex(1.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.8).tex(0.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.2, y + topOffset, z + 0.8).tex(0.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.8, y + topOffset, z + 0.2).tex(1.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.2).tex(1.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.8).tex(0.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.8, y + topOffset, z + 0.8).tex(0.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.2, y + topOffset, z + 0.8).tex(1.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.8).tex(1.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.2).tex(0.0, d12).color(r, g, b, 0.25f).endVertex()
worldrenderer.pos(x + 0.2, y + topOffset, z + 0.2).tex(0.0, d13).color(r, g, b, 0.25f * alpha).endVertex()
tessellator.draw()
GlStateManager.disableLighting()
GlStateManager.enableTexture2D()
if (esp) {
GlStateManager.enableDepth()
}
}
fun drawEntityBox(
entity: Entity,
color: Color,
outline: Boolean,
fill: Boolean,
esp: Boolean,
partialTicks: Float,
offset: Triple<Float, Float, Float> = Triple(0F, 0F, 0F),
expansion: Triple<Double, Double, Double> = Triple(0.0, 0.0, 0.0),
) {
if (!outline && !fill) return
val renderManager = mc.renderManager
val x = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * partialTicks - renderManager.viewerPosX
val y = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * partialTicks - renderManager.viewerPosY
val z = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * partialTicks - renderManager.viewerPosZ
var axisAlignedBB: AxisAlignedBB
entity.entityBoundingBox.run {
axisAlignedBB = AxisAlignedBB(
minX - entity.posX,
minY - entity.posY,
minZ - entity.posZ,
maxX - entity.posX,
maxY - entity.posY,
maxZ - entity.posZ
).offset(x + offset.first, y + offset.second, z + offset.third)
.expand(expansion.first, expansion.second, expansion.third)
}
glPushMatrix()
glPushAttrib(GL_ALL_ATTRIB_BITS)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_BLEND)
glEnable(GL_LINE_SMOOTH)
glDisable(GL_TEXTURE_2D)
if (esp) {
glDisable(GL_DEPTH_TEST)
}
glDisable(GL_LIGHTING)
glDepthMask(false)
if (outline) {
glLineWidth(2.0f)
drawOutlinedAABB(axisAlignedBB, color)
}
if (fill) {
drawFilledAABB(axisAlignedBB, color)
}
if (esp) {
glEnable(GL_DEPTH_TEST)
}
glDepthMask(true)
glPopAttrib()
glPopMatrix()
}
}
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