aboutsummaryrefslogtreecommitdiff
path: root/src/main/kotlin/com/ambientaddons/utils/render/EntityUtils.kt
blob: b3abbcfeddcfaf6ada70918b1922c76536106abf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
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()
    }
}