package at.hannibal2.skyhanni.utils import net.minecraft.client.Minecraft import net.minecraft.entity.Entity import net.minecraft.util.AxisAlignedBB import kotlin.math.max import kotlin.math.min object LocationUtils { fun canSee(a: LorenzVec, b: LorenzVec) = Minecraft.getMinecraft().theWorld.rayTraceBlocks(a.toVec3(), b.toVec3(), false, true, false) == null fun playerLocation() = Minecraft.getMinecraft().thePlayer.getLorenzVec() fun LorenzVec.distanceToPlayer() = distance(playerLocation()) fun LorenzVec.distanceToPlayerIgnoreY() = distanceIgnoreY(playerLocation()) fun LorenzVec.distanceSqToPlayer() = distanceSq(playerLocation()) fun LorenzVec.distanceToPlayerSqIgnoreY() = distanceSqIgnoreY(playerLocation()) fun Entity.distanceToPlayer() = getLorenzVec().distanceToPlayer() fun Entity.distanceTo(location: LorenzVec) = getLorenzVec().distance(location) fun Entity.distanceTo(other: Entity) = getLorenzVec().distance(other.getLorenzVec()) fun Entity.distanceToIgnoreY(location: LorenzVec) = getLorenzVec().distanceIgnoreY(location) fun playerEyeLocation(): LorenzVec { val player = Minecraft.getMinecraft().thePlayer val vec = player.getLorenzVec() return vec.add(y = player.getEyeHeight().toDouble()) } fun AxisAlignedBB.isInside(vec: LorenzVec) = isVecInside(vec.toVec3()) fun AxisAlignedBB.isPlayerInside() = isInside(playerLocation()) fun LorenzVec.canBeSeen(radius: Double = 150.0): Boolean { val a = playerEyeLocation() val b = this val noBlocks = canSee(a, b) val notTooFar = a.distance(b) < radius val inFov = true // TODO add Frustum "Frustum().isBoundingBoxInFrustum(entity.entityBoundingBox)" return noBlocks && notTooFar && inFov } fun LorenzVec.canBeSeen(yOffsetRange: IntRange, radius: Double = 150.0): Boolean = yOffsetRange.any { offset -> this.add(y = offset).canBeSeen(radius) } fun AxisAlignedBB.minBox() = LorenzVec(minX, minY, minZ) fun AxisAlignedBB.maxBox() = LorenzVec(maxX, maxY, maxZ) fun AxisAlignedBB.rayIntersects(origin: LorenzVec, direction: LorenzVec): Boolean { // Reference for Algorithm https://tavianator.com/2011/ray_box.html val rayDirectionInverse = direction.inverse() val t1 = (this.minBox() - origin) * rayDirectionInverse val t2 = (this.maxBox() - origin) * rayDirectionInverse val tMin = max(t1.minOfEachElement(t2).max(), Double.NEGATIVE_INFINITY) val tMax = min(t1.maxOfEachElement(t2).min(), Double.POSITIVE_INFINITY) return tMax >= tMin && tMax >= 0.0 } fun AxisAlignedBB.union(aabbs: List?): AxisAlignedBB? { if (aabbs.isNullOrEmpty()) { return null } var minX = this.minX var minY = this.minY var minZ = this.minZ var maxX = this.maxX var maxY = this.maxY var maxZ = this.maxZ for (aabb in aabbs) { if (aabb.minX < minX) minX = aabb.minX if (aabb.minY < minY) minY = aabb.minY if (aabb.minZ < minZ) minZ = aabb.minZ if (aabb.maxX > maxX) maxX = aabb.maxX if (aabb.maxY > maxY) maxY = aabb.maxY if (aabb.maxZ > maxZ) maxZ = aabb.maxZ } return AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ) } fun AxisAlignedBB.getEdgeLengths() = maxBox() - minBox() fun AxisAlignedBB.getCenter() = getEdgeLengths() * 0.5 + minBox() fun AxisAlignedBB.getTopCenter() = getCenter().add(y = (maxY - minY) / 2) fun AxisAlignedBB.clampTo(other: AxisAlignedBB): AxisAlignedBB { val minX = max(this.minX, other.minX) val minY = max(this.minY, other.minY) val minZ = max(this.minZ, other.minZ) val maxX = min(this.maxX, other.maxX) val maxY = min(this.maxY, other.maxY) val maxZ = min(this.maxZ, other.maxZ) return AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ) } fun calculatePlayerYaw(): Float { val player = Minecraft.getMinecraft().thePlayer var yaw = player.rotationYaw % 360 if (yaw < 0) yaw += 360 if (yaw > 180) yaw -= 360 return yaw } fun calculatePlayerFacingDirection(): LorenzVec { var yaw = LocationUtils.calculatePlayerYaw() + 180 return when { yaw < 45 -> LorenzVec(0, 0, -1) yaw < 135 -> LorenzVec(1, 0, 0) yaw < 225 -> LorenzVec(0, 0, 1) yaw < 315 -> LorenzVec(-1, 0, 0) else -> LorenzVec(0, 0, -1) } } }