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package com.ambientaddons.utils.render
import AmbientAddons.Companion.mc
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 org.lwjgl.opengl.GL11.*
import java.awt.Color
// diretly 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()
}
fun drawEntityBox(entity: Entity, color: Color, outline: Boolean, fill: Boolean, esp: Boolean, partialTicks: Float) {
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, y, z)
}
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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