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//--------------------------------------------------------------------------
// CODE BY DJtheRedstoner
// IM COPYING THIS BECAUSE THE UPLOADED VERSION IS FOR
// CT 2.0.0 ONLY
//
// Edit: iv added some features to this so might keep as is
//--------------------------------------------------------------------------
import { f, m } from "../../mappings/mappings";
const BufferUtils = org.lwjgl.BufferUtils;
const Project = org.lwjgl.util.glu.Project;
const modelViewMatrix = BufferUtils.createFloatBuffer(16);
const projectionMatrix = BufferUtils.createFloatBuffer(16);
const viewportDims = BufferUtils.createIntBuffer(16);
if(!GlStateManager){
var GL11 = Java.type("org.lwjgl.opengl.GL11"); //using var so it goes to global scope
var GlStateManager = Java.type("net.minecraft.client.renderer.GlStateManager");
}
const ScaledResolution = net.minecraft.client.gui.ScaledResolution;
const AxisAlignedBB = Java.type("net.minecraft.util.AxisAlignedBB")
register('renderWorld', () => {
GlStateManager[m.pushMatrix]();
let x = Player.getX();
let y = Player.getY();
let z = Player.getZ();
Tessellator.translate(-x, -y, -z);
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelViewMatrix);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projectionMatrix);
GlStateManager[m.popMatrix]();
GL11.glGetInteger(GL11.GL_VIEWPORT, viewportDims);
});
export default class RenderLib2D {
// Utils
// Original made by DJtheRedstoner
static projectPoint = (posX, posY, posZ) => {
const coords = BufferUtils.createFloatBuffer(3);
const success = Project.gluProject(
posX,
posY,
posZ,
modelViewMatrix,
projectionMatrix,
viewportDims,
coords
);
const z = coords.get(2);
if (!success || !(z > 0 && z < 1)) return null;
const sr = new ScaledResolution(Client.getMinecraft());
const x = coords.get(0) / sr[m.getScaleFactor](); // getScaleFactor
let y = coords.get(1) / sr[m.getScaleFactor](); // getScaleFactor
// OpenGL starts at bottom left, mc starts at top left
y = sr[m.getScaledHeight]() - y; // getScaledHeight
return { x, y, z };
}
static drawLine(x1, y1, z1, x2, y2, z2, color, thickness=1) {
let pos1 = RenderLib2D.projectPoint(x1, y1, z1);
let pos2 = RenderLib2D.projectPoint(x2, y2, z2);
if(!pos1 || !pos2) return;
let {x, y} = pos1
let {x:ox, y:oy} = pos2
// console.log(x, y, ox, oy, thickness)
Renderer.drawLine(color, x, y, ox, oy, thickness);
}
// Original made by DJtheRedstoner
static calculateBoundingBox = (box) => {
let vertices = RenderLib2D.getVertices(box);
let x1 = java.lang.Float.MAX_VALUE;
let x2 = 0;
let y1 = java.lang.Float.MAX_VALUE;
let y2 = 0;
vertices.forEach(vertex => {
let vec = RenderLib2D.projectPoint(vertex.x, vertex.y, vertex.z);
if (vec == null) return null;
let x = vec.x;
let y = vec.y;
if (x < x1) x1 = x;
if (x > x2) x2 = x;
if (y < y1) y1 = y;
if (y > y2) y2 = y;
});
return { x1, y1, x2, y2 };
}
static getVertices = (box) => {
let list = [];
list.push({ x: box[f.minX.AxisAlignedBB], y: box[f.minY.AxisAlignedBB], z: box[f.minZ.AxisAlignedBB] });
list.push({ x: box[f.maxX.AxisAlignedBB], y: box[f.minY.AxisAlignedBB], z: box[f.minZ.AxisAlignedBB] });
list.push({ x: box[f.maxX.AxisAlignedBB], y: box[f.maxY.AxisAlignedBB], z: box[f.minZ.AxisAlignedBB] });
list.push({ x: box[f.minX.AxisAlignedBB], y: box[f.maxY.AxisAlignedBB], z: box[f.minZ.AxisAlignedBB] });
list.push({ x: box[f.minX.AxisAlignedBB], y: box[f.minY.AxisAlignedBB], z: box[f.maxZ.AxisAlignedBB] });
list.push({ x: box[f.maxX.AxisAlignedBB], y: box[f.minY.AxisAlignedBB], z: box[f.maxZ.AxisAlignedBB] });
list.push({ x: box[f.maxX.AxisAlignedBB], y: box[f.maxY.AxisAlignedBB], z: box[f.maxZ.AxisAlignedBB] });
list.push({ x: box[f.minX.AxisAlignedBB], y: box[f.maxY.AxisAlignedBB], z: box[f.maxZ.AxisAlignedBB] });
return list;
}
// Rendering Functions
static drawNameTag = (vec, string) => {
if (vec === null) return;
Renderer.drawStringWithShadow(string, vec.x - Renderer.getStringWidth(string) / 2, vec.y);
}
static draw2DESP = (aabb, color, thickness) => {
let bb = RenderLib2D.calculateBoundingBox(aabb);
Renderer.drawLine(color, bb.x1, bb.y1, bb.x1, bb.y2, thickness);
Renderer.drawLine(color, bb.x1, bb.y1, bb.x2, bb.y1, thickness);
Renderer.drawLine(color, bb.x2, bb.y2, bb.x2, bb.y1, thickness);
Renderer.drawLine(color, bb.x2, bb.y2, bb.x1, bb.y2, thickness);
}
static draw3DESP = (aabb, color, thickness) => {
let vertices = RenderLib2D.getVertices(aabb);
let projected = [];
vertices.forEach(vertex => {
let vec = RenderLib2D.projectPoint(vertex.x, vertex.y, vertex.z);
if (vec == null) return null;
projected.push(vec);
});
if (projected[0] && projected[1]) Renderer.drawLine(color, projected[0].x, projected[0].y, projected[1].x, projected[1].y, thickness);
if (projected[0] && projected[4]) Renderer.drawLine(color, projected[0].x, projected[0].y, projected[4].x, projected[4].y, thickness);
if (projected[5] && projected[1]) Renderer.drawLine(color, projected[5].x, projected[5].y, projected[1].x, projected[1].y, thickness);
if (projected[5] && projected[4]) Renderer.drawLine(color, projected[5].x, projected[5].y, projected[4].x, projected[4].y, thickness);
if (projected[3] && projected[2]) Renderer.drawLine(color, projected[3].x, projected[3].y, projected[2].x, projected[2].y, thickness);
if (projected[3] && projected[7]) Renderer.drawLine(color, projected[3].x, projected[3].y, projected[7].x, projected[7].y, thickness);
if (projected[6] && projected[2]) Renderer.drawLine(color, projected[6].x, projected[6].y, projected[2].x, projected[2].y, thickness);
if (projected[6] && projected[7]) Renderer.drawLine(color, projected[6].x, projected[6].y, projected[7].x, projected[7].y, thickness);
if (projected[1] && projected[2]) Renderer.drawLine(color, projected[1].x, projected[1].y, projected[2].x, projected[2].y, thickness);
if (projected[0] && projected[3]) Renderer.drawLine(color, projected[0].x, projected[0].y, projected[3].x, projected[3].y, thickness);
if (projected[4] && projected[7]) Renderer.drawLine(color, projected[4].x, projected[4].y, projected[7].x, projected[7].y, thickness);
if (projected[5] && projected[6]) Renderer.drawLine(color, projected[5].x, projected[5].y, projected[6].x, projected[6].y, thickness);
}
static getBlockAABB = (x, y, z) => {
return new AxisAlignedBB(x, y, z, x + 1, y + 1, z + 1);
}
}
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