Moved ray trace code to calc-core
This commit is contained in:
parent
433fcc31e4
commit
dc3bd53e18
3 changed files with 2 additions and 278 deletions
|
@ -21,6 +21,7 @@ import resonantinduction.core.prefab.items.ItemEnergyTool;
|
|||
import universalelectricity.api.vector.IVector3;
|
||||
import universalelectricity.api.vector.Vector3;
|
||||
import calclavia.api.resonantinduction.electrical.LaserEvent;
|
||||
import calclavia.lib.prefab.vector.RayTraceHelper;
|
||||
import calclavia.lib.type.Pair;
|
||||
|
||||
/** Stream laser mining tool, When held down it will slowly mine away at the block in front of it.
|
||||
|
|
|
@ -28,6 +28,7 @@ import universalelectricity.api.vector.IVector3;
|
|||
import universalelectricity.api.vector.Vector3;
|
||||
import universalelectricity.api.vector.VectorWorld;
|
||||
import calclavia.api.resonantinduction.electrical.LaserEvent;
|
||||
import calclavia.lib.prefab.vector.RayTraceHelper;
|
||||
import calclavia.lib.thermal.ThermalGrid;
|
||||
import calclavia.lib.type.Pair;
|
||||
import cpw.mods.fml.relauncher.Side;
|
||||
|
|
|
@ -1,278 +0,0 @@
|
|||
package resonantinduction.electrical.laser.gun;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.util.AxisAlignedBB;
|
||||
import net.minecraft.util.MathHelper;
|
||||
import net.minecraft.util.MovingObjectPosition;
|
||||
import net.minecraft.util.Vec3;
|
||||
import net.minecraft.world.World;
|
||||
import universalelectricity.api.vector.Vector3;
|
||||
|
||||
public class RayTraceHelper
|
||||
{
|
||||
public static MovingObjectPosition raytraceEntities_fromAnEntity(World world, Entity entity, Vec3 error, double reachDistance, boolean collisionFlag)
|
||||
{
|
||||
|
||||
MovingObjectPosition pickedEntity = null;
|
||||
Vec3 playerPosition = Vec3.createVectorHelper(entity.posX, entity.posY + entity.getEyeHeight(), entity.posZ);
|
||||
Vec3 playerLook = entity.getLookVec();
|
||||
|
||||
Vec3 playerViewOffset = Vec3.createVectorHelper(playerPosition.xCoord + playerLook.xCoord * reachDistance + error.xCoord, playerPosition.yCoord + playerLook.yCoord * reachDistance + error.yCoord, playerPosition.zCoord + playerLook.zCoord * reachDistance + error.zCoord);
|
||||
|
||||
double playerBorder = 1.1 * reachDistance;
|
||||
AxisAlignedBB boxToScan = entity.boundingBox.expand(playerBorder, playerBorder, playerBorder);
|
||||
|
||||
List<Entity> entitiesHit = world.getEntitiesWithinAABBExcludingEntity(entity, boxToScan);
|
||||
double closestEntity = reachDistance;
|
||||
|
||||
if (entitiesHit == null || entitiesHit.isEmpty())
|
||||
{
|
||||
return null;
|
||||
}
|
||||
for (Entity entityHit : entitiesHit)
|
||||
{
|
||||
if (entityHit != null && entityHit.canBeCollidedWith() && entityHit.boundingBox != null)
|
||||
{
|
||||
float border = entityHit.getCollisionBorderSize();
|
||||
AxisAlignedBB aabb = entityHit.boundingBox.expand(border, border, border);
|
||||
MovingObjectPosition hitMOP = aabb.calculateIntercept(playerPosition, playerViewOffset);
|
||||
|
||||
if (hitMOP != null)
|
||||
{
|
||||
if (aabb.isVecInside(playerPosition))
|
||||
{
|
||||
if (0.0D < closestEntity || closestEntity == 0.0D)
|
||||
{
|
||||
pickedEntity = new MovingObjectPosition(entityHit);
|
||||
if (pickedEntity != null)
|
||||
{
|
||||
pickedEntity.hitVec = hitMOP.hitVec;
|
||||
closestEntity = 0.0D;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
double distance = playerPosition.distanceTo(hitMOP.hitVec);
|
||||
|
||||
if (distance < closestEntity || closestEntity == 0.0D)
|
||||
{
|
||||
pickedEntity = new MovingObjectPosition(entityHit);
|
||||
pickedEntity.hitVec = hitMOP.hitVec;
|
||||
closestEntity = distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return pickedEntity;
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public static MovingObjectPosition raytraceEntities(World world, Vec3 start, Vec3 end, double range, boolean collisionFlag, Entity exclude)
|
||||
{
|
||||
AxisAlignedBB boxToScan = AxisAlignedBB.getBoundingBox(start.xCoord, start.yCoord, start.zCoord, end.xCoord, end.yCoord, end.zCoord);
|
||||
List<Entity> entitiesHit = null;
|
||||
if (exclude != null)
|
||||
{
|
||||
entitiesHit = world.getEntitiesWithinAABBExcludingEntity(exclude, boxToScan);
|
||||
}
|
||||
else
|
||||
{
|
||||
entitiesHit = world.getEntitiesWithinAABB(Entity.class, boxToScan);
|
||||
}
|
||||
MovingObjectPosition pickedEntity = null;
|
||||
double closestEntity = range;
|
||||
|
||||
if (entitiesHit == null || entitiesHit.isEmpty())
|
||||
{
|
||||
return null;
|
||||
}
|
||||
for (Entity entityHit : entitiesHit)
|
||||
{
|
||||
if (entityHit != null && entityHit.canBeCollidedWith() && entityHit.boundingBox != null)
|
||||
{
|
||||
float border = entityHit.getCollisionBorderSize();
|
||||
AxisAlignedBB aabb = entityHit.boundingBox.expand(border, border, border);
|
||||
MovingObjectPosition hitMOP = aabb.calculateIntercept(start, end);
|
||||
|
||||
if (hitMOP != null)
|
||||
{
|
||||
if (aabb.isVecInside(start))
|
||||
{
|
||||
if (0.0D < closestEntity || closestEntity == 0.0D)
|
||||
{
|
||||
pickedEntity = new MovingObjectPosition(entityHit);
|
||||
if (pickedEntity != null)
|
||||
{
|
||||
pickedEntity.hitVec = hitMOP.hitVec;
|
||||
closestEntity = 0.0D;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
double distance = start.distanceTo(hitMOP.hitVec);
|
||||
|
||||
if (distance < closestEntity || closestEntity == 0.0D)
|
||||
{
|
||||
pickedEntity = new MovingObjectPosition(entityHit);
|
||||
pickedEntity.hitVec = hitMOP.hitVec;
|
||||
closestEntity = distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return pickedEntity;
|
||||
}
|
||||
|
||||
public static MovingObjectPosition raytraceBlocks_fromAnEntity(World world, Entity entity, Vec3 error, double reachDistance, boolean collisionFlag)
|
||||
{
|
||||
Vec3 playerPosition = Vec3.createVectorHelper(entity.posX, entity.posY + entity.getEyeHeight(), entity.posZ);
|
||||
Vec3 playerLook = entity.getLookVec();
|
||||
|
||||
Vec3 playerViewOffset = Vec3.createVectorHelper(playerPosition.xCoord + playerLook.xCoord * reachDistance + error.xCoord, playerPosition.yCoord + playerLook.yCoord * reachDistance + error.yCoord, playerPosition.zCoord + playerLook.zCoord * reachDistance + error.zCoord);
|
||||
return raytraceBlocks(world, playerPosition, playerViewOffset, collisionFlag);
|
||||
}
|
||||
|
||||
public static MovingObjectPosition raytraceBlocks_fromAnEntity(World world, Entity entity, double reachDistance, boolean collisionFlag)
|
||||
{
|
||||
Vec3 playerPosition = Vec3.createVectorHelper(entity.posX, entity.posY + entity.getEyeHeight(), entity.posZ);
|
||||
Vec3 playerLook = entity.getLookVec();
|
||||
|
||||
Vec3 playerViewOffset = Vec3.createVectorHelper(playerPosition.xCoord + playerLook.xCoord * reachDistance, playerPosition.yCoord + playerLook.yCoord * reachDistance, playerPosition.zCoord + playerLook.zCoord * reachDistance);
|
||||
return raytraceBlocks(world, playerPosition, playerViewOffset, collisionFlag);
|
||||
}
|
||||
|
||||
public static MovingObjectPosition raytraceBlocks(World world, Vec3 start, Vec3 end, boolean collisionFlag)
|
||||
{
|
||||
return world.rayTraceBlocks_do_do(start, end, collisionFlag, !collisionFlag);
|
||||
}
|
||||
|
||||
public static Vector3 getPosFromRotation(final Vector3 center, float reachDistance, float yaw, float pitch)
|
||||
{
|
||||
return center.clone().translate(getLook(yaw, pitch, 1.0F).scale(reachDistance));
|
||||
}
|
||||
|
||||
/** Does a ray trace from start to end vector
|
||||
*
|
||||
* @param world - world to do the ray trace in
|
||||
* @param start - starting point clear of any collisions from its caster
|
||||
* @param end - end point
|
||||
* @param collisionFlag
|
||||
* @return */
|
||||
public static MovingObjectPosition ray_trace_do(final World world, final Vec3 start, final Vec3 end, final float range, boolean collisionFlag)
|
||||
{
|
||||
MovingObjectPosition hitBlock = raytraceBlocks(world, new Vector3(start).toVec3(), new Vector3(end).toVec3(), collisionFlag);
|
||||
MovingObjectPosition hitEntity = raytraceEntities(world, start, end, range, collisionFlag, null);
|
||||
if (hitEntity == null)
|
||||
{
|
||||
return hitBlock;
|
||||
}
|
||||
else if (hitBlock == null)
|
||||
{
|
||||
return hitEntity;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitEntity.hitVec.distanceTo(start) < hitBlock.hitVec.distanceTo(start))
|
||||
{
|
||||
return hitEntity;
|
||||
}
|
||||
else
|
||||
{
|
||||
return hitBlock;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Does a ray trace from an entities look angle out to a set distance from the entity
|
||||
*
|
||||
* @param entity - entity who's view angles will be used for finding the start and end points of
|
||||
* the ray
|
||||
* @param e - error(or adjustments) to add to it if this ray is being used for weapon
|
||||
* calculations
|
||||
* @param reachDistance - distance the ray will extend to
|
||||
* @param collisionFlag
|
||||
* @return */
|
||||
public static MovingObjectPosition do_rayTraceFromEntity(Entity entity, Vec3 e, double reachDistance, boolean collisionFlag)
|
||||
{
|
||||
|
||||
MovingObjectPosition hitBlock = raytraceBlocks_fromAnEntity(entity.worldObj, entity, e, reachDistance, collisionFlag);
|
||||
MovingObjectPosition hitEntity = raytraceEntities_fromAnEntity(entity.worldObj, entity, e, reachDistance, collisionFlag);
|
||||
if (hitEntity == null)
|
||||
{
|
||||
return hitBlock;
|
||||
}
|
||||
else if (hitBlock == null)
|
||||
{
|
||||
return hitEntity;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vec3 playerPosition = Vec3.createVectorHelper(entity.posX, entity.posY + entity.getEyeHeight(), entity.posZ);
|
||||
if (hitEntity.hitVec.distanceTo(playerPosition) < hitBlock.hitVec.distanceTo(playerPosition))
|
||||
{
|
||||
return hitEntity;
|
||||
}
|
||||
else
|
||||
{
|
||||
return hitBlock;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Vec3 getLook(Entity entity, float par1)
|
||||
{
|
||||
float f1;
|
||||
float f2;
|
||||
float f3;
|
||||
float f4;
|
||||
|
||||
if (par1 == 1.0F)
|
||||
{
|
||||
f1 = MathHelper.cos(-entity.rotationYaw * 0.017453292F - (float) Math.PI);
|
||||
f2 = MathHelper.sin(-entity.rotationYaw * 0.017453292F - (float) Math.PI);
|
||||
f3 = -MathHelper.cos(-entity.rotationPitch * 0.017453292F);
|
||||
f4 = MathHelper.sin(-entity.rotationPitch * 0.017453292F);
|
||||
return entity.worldObj.getWorldVec3Pool().getVecFromPool((f2 * f3), f4, (f1 * f3));
|
||||
}
|
||||
else
|
||||
{
|
||||
f1 = entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * par1;
|
||||
f2 = entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * par1;
|
||||
f3 = MathHelper.cos(-f2 * 0.017453292F - (float) Math.PI);
|
||||
f4 = MathHelper.sin(-f2 * 0.017453292F - (float) Math.PI);
|
||||
float f5 = -MathHelper.cos(-f1 * 0.017453292F);
|
||||
float f6 = MathHelper.sin(-f1 * 0.017453292F);
|
||||
return entity.worldObj.getWorldVec3Pool().getVecFromPool((f4 * f5), f6, (f3 * f5));
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector3 getLook(float yaw, float pitch, float distance)
|
||||
{
|
||||
float f1, f2, f3, f4;
|
||||
|
||||
if (distance == 1.0F)
|
||||
{
|
||||
f1 = MathHelper.cos(-yaw * 0.017453292F - (float) Math.PI);
|
||||
f2 = MathHelper.sin(-yaw * 0.017453292F - (float) Math.PI);
|
||||
f3 = -MathHelper.cos(-pitch * 0.017453292F);
|
||||
f4 = MathHelper.sin(-pitch * 0.017453292F);
|
||||
return new Vector3((f2 * f3), f4, (f1 * f3));
|
||||
}
|
||||
else
|
||||
{
|
||||
f1 = pitch * distance;
|
||||
f2 = yaw * distance;
|
||||
f3 = MathHelper.cos(-f2 * 0.017453292F - (float) Math.PI);
|
||||
f4 = MathHelper.sin(-f2 * 0.017453292F - (float) Math.PI);
|
||||
float f5 = -MathHelper.cos(-f1 * 0.017453292F);
|
||||
float f6 = MathHelper.sin(-f1 * 0.017453292F);
|
||||
return new Vector3((f4 * f5), f6, (f3 * f5));
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue