New BlockSet super-interface for AABBBlock and AABBBlockGroup + reorganized classes related to geometry to a new package

This commit is contained in:
Marc Baloup 2023-08-14 00:43:01 +02:00
parent 2f476ce8f2
commit 2d950117d3
7 changed files with 621 additions and 479 deletions

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@ -0,0 +1,218 @@
package fr.pandacube.lib.paper.geometry;
import org.bukkit.Location;
import org.bukkit.util.Vector;
/**
* This vector considers Minecraft X Y Z axis orientation,
* but consider standard (not Minecraft) radian values for yaw and pitch.<br/>
* The length of this Vector (based on {@link #x}, {@link #y} and {@link #z} values)
* Is always 1.
*
* <pre>Yaw :
* North (-z) = -PI/2
* East (+x) = 0
* South (+z) = PI/2
* West (-x) = ±PI
*
* Pitch :
* Up (+y) = PI/2
* Down (-y) = -PI/2</pre>
*/
public class DirectionalVector {
/**
* The X cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the X (west to east) axis in a Minecraft world.
*/
public final double x;
/**
* The Y cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the Y (bottom to top) axis in a Minecraft world.
*/
public final double y;
/**
* The Z cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the Z (north to south) axis in a Minecraft world.
*/
public final double z;
/**
* The azimuthal angle φ (phi) of this {@link DirectionalVector}, in radian.
* It corresponds with Minecraft world as follows :
* <pre>Yaw :
* North (-z) = -PI/2
* East (+x) = 0
* South (+z) = PI/2
* West (-x) = ±PI</pre>
*/
public final double yaw;
/**
* The polar angle θ (theta) of this {@link DirectionalVector}, in radian.
* It corresponds with Minecraft world as follows :
* <pre>Pitch :
* Down (-y) = -PI/2
* Up (+y) = PI/2</pre>
*/
public final double pitch;
/**
* Initialize this {@link DirectionalVector} with the yaw and pitch
* contained in the provided {@link Location}.
* {@link Location#getYaw()} and {@link Location#getPitch()} values are automatically
* converted to conform {@link #yaw} and {@link #pitch} specification.
*/
public DirectionalVector(Location l) {
this(
Math.toRadians(((l.getYaw() + 90) % 360) > 180 ? ((l.getYaw() + 90) % 360) - 360 : ((l.getYaw() + 90) % 360)),
-Math.toRadians(l.getPitch())
);
/* MC : +90 : %360 : >180 -> -360
* South (+z) = 0, 360 : 90-450 : 90 : 90 : PI/2
* West (-x) = 90 : 180 : 180 : ±180 : ±PI
* North (-z) = 180 : 270 : 270 : -90 : -PI/2
* East (+x) = 270 : 360 : 0-360 : 0 : 0
*/
}
/**
* @param v the vector representing the direction. If v.getX() and v.getZ() are 0,
* the yaw will be 0. This may have inconsistency if the vector is calculated
* from a {@link Location}'s yaw and pitch. In this case, prefer using
* {@link #DirectionalVector(Location)}. The {@link Vector} is
* normalized if necessary (does not modify the provided {@link Vector}).
*/
public DirectionalVector(Vector v) {
this(v.getX(), v.getY(), v.getZ());
// this((v = v.clone().normalize()).getX(), v.getY(), v.getZ());
}
private DirectionalVector(double x, double y, double z) {
double vecSize = Math.sqrt(x * x + y * y + z * z);
this.x = x / vecSize;
this.y = y / vecSize;
this.z = z / vecSize;
if (x == 0.0 && z == 0.0) {
pitch = y > 0.0 ? GeometryUtil.PId2 : -GeometryUtil.PId2;
yaw = 0;
} else {
yaw = Math.atan2(z, x);
pitch = Math.atan(y / Math.sqrt(x * x + z * z));
}
}
private DirectionalVector(double x, double y, double z, double yaw, double pitch) {
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
}
private DirectionalVector(double yaw, double pitch) {
this.yaw = yaw;
this.pitch = pitch;
y = Math.sin(pitch);
double cosPitch = Math.cos(pitch);
x = cosPitch * Math.cos(yaw);
z = cosPitch * Math.sin(yaw);
}
public Vector toVector() {
return new Vector(x, y, z);
}
/**
* Set the yaw and the pitch of the provided {@link Location}
* with the values inside the current {@link DirectionalVector}
* after conversion of these values
*/
public void putIntoLocation(Location l) {
/* std : -PI/2 : <0 ? +2PI : MC
* South (+z) = PI/2 : 0 : 0 : 0, 360
* West (-x) = ±PI : -3PI/2 - PI/2 : PI/2 : 90
* North (-z) = -PI/2 : -PI : PI : 180
* East (+x) = 0 : -PI/2 : 3PI/2 : 270
*/
l.setYaw((float) Math.toDegrees(yaw < GeometryUtil.PId2 ? yaw + GeometryUtil.PIx2 - GeometryUtil.PId2 : yaw - GeometryUtil.PId2));
l.setPitch((float) Math.toDegrees(-pitch));
}
public DirectionalVector getOpposite() {
return new DirectionalVector(
-x,
-y,
-z,
(yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI)),
-pitch
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the back of the head.
* This is an alias of {@link #getOpposite()}
*/
public DirectionalVector getBackDirection() {
return getOpposite();
}
/**
* If the current direction is the player face direction,
* this method return the direction of the bottom of the head.
*/
public DirectionalVector getBottomDirection() {
return new DirectionalVector(
(pitch > 0 ? yaw : (yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI))),
(pitch > 0 ? (pitch - GeometryUtil.PId2) : (-GeometryUtil.PId2 - pitch))
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the top of the head.
*/
public DirectionalVector getTopDirection() {
return new DirectionalVector(
(pitch < 0 ? yaw : (yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI))),
(pitch < 0 ? (pitch + GeometryUtil.PId2) : (GeometryUtil.PId2 - pitch))
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the left of the head.
*/
public DirectionalVector getLeftDirection() {
return new DirectionalVector(
yaw > -GeometryUtil.PId2 ? (yaw - GeometryUtil.PId2) : (yaw - GeometryUtil.PId2 + GeometryUtil.PIx2),
0
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the right of the head.
*/
public DirectionalVector getRightDirection() {
return new DirectionalVector(
yaw < GeometryUtil.PId2 ? (yaw + GeometryUtil.PId2) : (yaw + GeometryUtil.PId2 - GeometryUtil.PIx2),
0
);
}
}

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package fr.pandacube.lib.paper.geometry;
import org.bukkit.Location;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
public class GeometryUtil {
/**
* Value equal to <code>{@link Math#PI}</code>.
*/
public static final double PI = Math.PI;
/**
* Value equal to <code>{@link Math#PI} / 2</code>.
*/
public static final double PId2 = PI/2;
/**
* Value equal to <code>{@link Math#PI} * 2</code>.
*/
public static final double PIx2 = PI*2;
/*
* Player geometry
*/
/**
* The visual height of a Minecraft player skin, when he is standing up and not sneaking,
* from the ground where the player is standing on, to the above of the first layer of the head skin.
* It doesn't correspond to the player hit box height.<br/>
* <br/>
* The value is provided in Minecraft Wiki.
*/
public static final double PLAYER_SKIN_HEIGHT = 1.85;
/**
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
*/
public static final double PLAYER_EYE_HEIGHT = 1.62;
/**
* The visual height of a Minecraft player skin, when he is standing up and sneaking,
* from the ground where the player is standing on, to the above of the first layer of the head skin.
* It may not correspond to the player hit box height.<br/>
* <br/>
* The current value is the height of the player's hit box when sneaking. Even if this
* is close to the real value (tested in game), this is not the exact value.
*/
public static final double PLAYER_SKIN_HEIGHT_SNEAK = 1.50;
/**
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
*/
public static final double PLAYER_EYE_HEIGHT_SNEAK = 1.27;
public static final double PLAYER_SKIN_PIXEL_SIZE = PLAYER_SKIN_HEIGHT / 32;
public static final double PLAYER_HEAD_ROTATION_HEIGHT = PLAYER_SKIN_PIXEL_SIZE * 24;
public static final double PLAYER_HEAD_ROTATION_HEIGHT_SNEAK = PLAYER_HEAD_ROTATION_HEIGHT - (PLAYER_SKIN_HEIGHT - PLAYER_SKIN_HEIGHT_SNEAK);
public static final double PLAYER_HEAD_SIZE = PLAYER_SKIN_PIXEL_SIZE * 8;
/**
* Get the {@link Location}s of the 8 vertex of the player head<br/>
* This method only work if the player is standing up
* (not dead, not gliding, not sleeping).
* @param playerLocation the location of the player, generally provided by {@link Player#getLocation()}
* @param isSneaking if the player is sneaking. Generally {@link Player#isSneaking()}
* @return an array of 8 {@link Location}s with x, y, and z values filled (yaw and pitch are ignored).
* <pre>
* return[0] // top front left
* return[1] // top front right
* return[2] // bottom front left
* return[3] // bottom front right
* return[4] // top back left
* return[5] // top back right
* return[6] // bottom back left
* return[7] // bottom back right
* </pre>
*/
public static Location[] getPlayerHeadGeometry(Location playerLocation, boolean isSneaking) {
Location[] headAnglesPoints = new Location[8];
Location playerHeadRotationLocation = playerLocation.clone()
.add(0, isSneaking ? PLAYER_HEAD_ROTATION_HEIGHT_SNEAK : PLAYER_HEAD_ROTATION_HEIGHT, 0);
DirectionalVector frontDirection = new DirectionalVector(playerHeadRotationLocation);
Vector frontHalfVector = frontDirection.toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector backHalfDirection = frontDirection.getBackDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector leftHalfVector = frontDirection.getLeftDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector rightHalfVector = frontDirection.getRightDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector topVector = frontDirection.getTopDirection().toVector().multiply(PLAYER_HEAD_SIZE);
Location bottomFrontMiddle = playerHeadRotationLocation.clone().add(frontHalfVector);
Location bottomBackMiddle = playerHeadRotationLocation.clone().add(backHalfDirection);
Location topFrontMiddle = bottomFrontMiddle.clone().add(topVector);
Location topBackMiddle = bottomBackMiddle.clone().add(topVector);
headAnglesPoints[0] = topFrontMiddle.clone().add(leftHalfVector);
headAnglesPoints[1] = topFrontMiddle.clone().add(rightHalfVector);
headAnglesPoints[2] = bottomFrontMiddle.clone().add(leftHalfVector);
headAnglesPoints[3] = bottomFrontMiddle.clone().add(rightHalfVector);
headAnglesPoints[4] = topBackMiddle.clone().add(leftHalfVector);
headAnglesPoints[5] = topBackMiddle.clone().add(rightHalfVector);
headAnglesPoints[6] = bottomBackMiddle.clone().add(leftHalfVector);
headAnglesPoints[7] = bottomBackMiddle.clone().add(rightHalfVector);
return headAnglesPoints;
}
/**
* Check if the path from <i>start</i> location to <i>end</i> pass through
* the axis aligned bounding box defined by <i>min</i> and <i>max</i>.
*/
public static boolean hasIntersection(Vector start, Vector end, Vector min, Vector max) {
final double epsilon = 0.0001f;
Vector d = end.clone().subtract(start).multiply(0.5);
Vector e = max.clone().subtract(min).multiply(0.5);
Vector c = start.clone().add(d).subtract(min.clone().add(max).multiply(0.5));
Vector ad = d.clone();
ad.setX(Math.abs(ad.getX()));
ad.setY(Math.abs(ad.getY()));
ad.setZ(Math.abs(ad.getZ()));
return !(
Math.abs(c.getX()) > e.getX() + ad.getX()
|| Math.abs(c.getY()) > e.getY() + ad.getY()
|| Math.abs(c.getZ()) > e.getX() + ad.getZ()
|| Math.abs(d.getY() * c.getZ() - d.getZ() * c.getY()) > e.getY() * ad.getZ() + e.getZ() * ad.getY() + epsilon
|| Math.abs(d.getZ() * c.getX() - d.getX() * c.getZ()) > e.getZ() * ad.getX() + e.getX() * ad.getZ() + epsilon
|| Math.abs(d.getX() * c.getY() - d.getY() * c.getX()) > e.getX() * ad.getY() + e.getY() * ad.getX() + epsilon
);
}
}

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@ -1,29 +1,26 @@
package fr.pandacube.lib.paper.util; package fr.pandacube.lib.paper.geometry.blocks;
import java.util.Iterator;
import fr.pandacube.lib.util.RandomUtil;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.World; import org.bukkit.World;
import org.bukkit.block.Block; import org.bukkit.block.Block;
import org.bukkit.entity.Entity;
import org.bukkit.util.BlockVector; import org.bukkit.util.BlockVector;
import org.bukkit.util.BoundingBox; import org.bukkit.util.BoundingBox;
import org.bukkit.util.Vector; import org.bukkit.util.Vector;
import fr.pandacube.lib.util.RandomUtil; import java.util.Iterator;
/** /**
* Checkpoint represented as a 3D Axis and Block Aligned Bounding Box (sort of AABB). * Block Aligned Bounding Box (sort of AABB).
* Represent the littlest cuboid selection of blocks that contains the bounding box * Represent the littlest cuboid selection of blocks that contains the bounding box
* passed to the constructor. * passed to the constructor.
*/ */
public class AABBBlock implements Iterable<BlockVector>, Cloneable { public class AABBBlock implements BlockSet, Cloneable {
public final Vector pos1, pos2;
/* package */ final Vector pos1, pos2;
private final Vector center; private final Vector center;
private final long volume; private final long volume;
private BoundingBox bukkitBoundingBox;
private AABBBlock(AABBBlock original, int shiftX, int shiftY, int shiftZ) { private AABBBlock(AABBBlock original, int shiftX, int shiftY, int shiftZ) {
Vector shiftVec = new Vector(shiftX, shiftY, shiftZ); Vector shiftVec = new Vector(shiftX, shiftY, shiftZ);
@ -37,6 +34,14 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
this(p1.getBlockX(), p1.getBlockY(), p1.getBlockZ(), p2.getBlockX(), p2.getBlockY(), p2.getBlockZ()); this(p1.getBlockX(), p1.getBlockY(), p1.getBlockZ(), p2.getBlockX(), p2.getBlockY(), p2.getBlockZ());
} }
public AABBBlock(BoundingBox bb) {
pos1 = bb.getMin();
pos2 = bb.getMax();
center = bb.getCenter();
volume = (int) bb.getVolume();
bukkitBoundingBox = bb;
}
public AABBBlock(Location l1, Location l2) { public AABBBlock(Location l1, Location l2) {
this(l1.getBlockX(), l1.getBlockY(), l1.getBlockZ(), l2.getBlockX(), l2.getBlockY(), l2.getBlockZ()); this(l1.getBlockX(), l1.getBlockY(), l1.getBlockZ(), l2.getBlockX(), l2.getBlockY(), l2.getBlockZ());
} }
@ -64,6 +69,11 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
volume = (long) Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_); volume = (long) Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_);
} }
@Override
public AABBBlock getEnglobingAABB() {
return this;
}
public AABBBlock shift(int x, int y, int z) { public AABBBlock shift(int x, int y, int z) {
return new AABBBlock(this, x, y, z); return new AABBBlock(this, x, y, z);
} }
@ -74,22 +84,14 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
return new AABBBlock(this, 0, 0, 0); return new AABBBlock(this, 0, 0, 0);
} }
public boolean overlaps(Entity e) {
return overlaps(e.getBoundingBox());
}
public boolean overlaps(BoundingBox bb) { public boolean overlaps(BoundingBox bb) {
return asBukkitBoundingBox().overlaps(bb); return asBukkitBoundingBox().overlaps(bb);
} }
public boolean isInside(Vector v) { public boolean isInside(Vector v) {
return v.isInAABB(pos1, pos2); return asBukkitBoundingBox().contains(v);
}
public boolean isInside(Location l) {
return isInside(l.toVector());
}
public boolean isInside(Entity p) {
return isInside(p.getLocation());
} }
public Vector getCenter() { public Vector getCenter() {
@ -101,9 +103,12 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
} }
public BoundingBox asBukkitBoundingBox() { public BoundingBox asBukkitBoundingBox() {
return new BoundingBox(pos1.getX(), pos1.getY(), pos1.getZ(), if (bukkitBoundingBox == null) {
bukkitBoundingBox = new BoundingBox(pos1.getX(), pos1.getY(), pos1.getZ(),
pos2.getX(), pos2.getY(), pos2.getZ()); pos2.getX(), pos2.getY(), pos2.getZ());
} }
return bukkitBoundingBox;
}
public Vector getRandomPosition() { public Vector getRandomPosition() {
double x = RandomUtil.rand.nextDouble(pos1.getX(), pos2.getX()); double x = RandomUtil.rand.nextDouble(pos1.getX(), pos2.getX());
@ -159,4 +164,20 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
} }
static boolean overlap(AABBBlock aabb1, AABBBlock aabb2) {
return aabb1.asBukkitBoundingBox().overlaps(aabb2.asBukkitBoundingBox());
}
static boolean overlap(AABBBlock aabb1, BlockSet bs) {
if (!overlap(aabb1, bs.getEnglobingAABB()))
return false;
AABBBlock intersection = new AABBBlock(aabb1.asBukkitBoundingBox().intersection(bs.getEnglobingAABB().asBukkitBoundingBox()));
for (BlockVector bv : intersection)
if (bs.isInside(bv))
return true;
return false;
}
} }

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@ -0,0 +1,138 @@
package fr.pandacube.lib.paper.geometry.blocks;
import fr.pandacube.lib.util.IteratorIterator;
import fr.pandacube.lib.util.RandomUtil;
import org.bukkit.util.BlockVector;
import org.bukkit.util.BoundingBox;
import org.bukkit.util.Vector;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
public class AABBBlockGroup implements BlockSet {
public final List<AABBBlock> subAABB;
private final AABBBlock englobingAABB;
public AABBBlockGroup(Collection<AABBBlock> in) {
if (in.isEmpty())
throw new IllegalArgumentException("Provided collection must not be empty.");
subAABB = List.copyOf(in);
englobingAABB = initEnglobingAABB();
}
public AABBBlockGroup(AABBBlock... in) {
this(Arrays.asList(in));
}
private AABBBlock initEnglobingAABB() {
Vector pos1 = subAABB.get(0).pos1.clone();
Vector pos2 = subAABB.get(0).pos2.clone().add(new Vector(-1, -1, -1));
for (int i = 1; i < subAABB.size(); i++) {
AABBBlock aabb = subAABB.get(i);
pos1.setX(Math.min(pos1.getBlockX(), aabb.pos1.getBlockX()));
pos1.setY(Math.min(pos1.getBlockY(), aabb.pos1.getBlockZ()));
pos1.setZ(Math.min(pos1.getBlockY(), aabb.pos1.getBlockZ()));
pos2.setX(Math.max(pos2.getBlockX(), aabb.pos2.getBlockX() - 1));
pos2.setY(Math.max(pos2.getBlockY(), aabb.pos2.getBlockZ() - 1));
pos2.setZ(Math.max(pos2.getBlockY(), aabb.pos2.getBlockZ() - 1));
}
return new AABBBlock(pos1, pos2);
}
@Override
public AABBBlock getEnglobingAABB() {
return englobingAABB;
}
public boolean isInside(Vector v) {
if (!englobingAABB.isInside(v))
return false;
for (AABBBlock b : subAABB)
if (b.isInside(v))
return true;
return false;
}
public Vector getRandomPosition() {
double[] freq = subAABB.stream().mapToDouble(AABBBlock::getVolume).toArray();
int i = RandomUtil.randomIndexOfFrequencies(freq);
return subAABB.get(i).getRandomPosition();
}
public long getVolume() {
long v = 0;
for (AABBBlock b : subAABB)
v += b.getVolume();
return v;
}
@Override
public boolean overlaps(BoundingBox bb) {
if (!englobingAABB.overlaps(bb))
return false;
for (AABBBlock b : subAABB)
if (b.overlaps(bb))
return true;
return false;
}
@Override
public Iterator<BlockVector> iterator() {
return IteratorIterator.ofCollectionOfIterator(subAABB.stream().map(AABBBlock::iterator).toList());
}
/* package */ static boolean overlap(AABBBlockGroup aabbGroup, AABBBlock aabb) {
if (!aabbGroup.englobingAABB.overlaps(aabb))
return false;
for (AABBBlock b : aabbGroup.subAABB)
if (b.overlaps(aabb))
return true;
return false;
}
/* package */ static boolean overlap(AABBBlockGroup aabbGroup1, AABBBlockGroup aabbGroup2) {
if (!aabbGroup1.englobingAABB.overlaps(aabbGroup2.englobingAABB))
return false;
List<AABBBlock> group1SubList = new ArrayList<>();
for (AABBBlock b : aabbGroup1.subAABB) {
if (b.overlaps(aabbGroup2.englobingAABB))
group1SubList.add(b);
}
if (group1SubList.isEmpty())
return false;
List<AABBBlock> group2SubList = new ArrayList<>();
for (AABBBlock b : aabbGroup2.subAABB) {
if (b.overlaps(aabbGroup1.englobingAABB))
group2SubList.add(b);
}
if (group2SubList.isEmpty())
return false;
for (AABBBlock b1 : group1SubList)
for (AABBBlock b2 : group2SubList)
if (b1.overlaps(b2))
return true;
return false;
}
static boolean overlap(AABBBlockGroup aabbGroup, BlockSet bs) {
if (!aabbGroup.englobingAABB.overlaps(bs.getEnglobingAABB()))
return false;
for (AABBBlock b : aabbGroup.subAABB) {
if (b.overlaps(bs)) // already checks for englobingAABB before checking block per block
return true;
}
return false;
}
}

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@ -0,0 +1,64 @@
package fr.pandacube.lib.paper.geometry.blocks;
import org.bukkit.Location;
import org.bukkit.block.Block;
import org.bukkit.entity.Entity;
import org.bukkit.util.BlockVector;
import org.bukkit.util.BoundingBox;
import org.bukkit.util.Vector;
public interface BlockSet extends Iterable<BlockVector> {
Vector getRandomPosition();
long getVolume();
AABBBlock getEnglobingAABB();
boolean overlaps(BoundingBox bb);
default boolean overlaps(Entity e) {
return overlaps(e.getBoundingBox());
}
default boolean overlaps(BlockSet bs) {
if (this instanceof AABBBlock b1) {
if (bs instanceof AABBBlock b2)
return AABBBlock.overlap(b1, b2);
if (bs instanceof AABBBlockGroup bg2)
return AABBBlockGroup.overlap(bg2, b1);
return AABBBlock.overlap(b1, bs);
}
if (this instanceof AABBBlockGroup bg1) {
if (bs instanceof AABBBlock b2)
return AABBBlockGroup.overlap(bg1, b2);
if (bs instanceof AABBBlockGroup bg2)
return AABBBlockGroup.overlap(bg1, bg2);
return AABBBlockGroup.overlap(bg1, bs);
}
return overlap(this, bs);
}
boolean isInside(Vector v);
default boolean isInside(Location l) {
return isInside(l.toVector());
}
default boolean isInside(Block b) {
return isInside(b.getLocation().add(.5, .5, .5));
}
default boolean isInside(Entity p) {
return isInside(p.getLocation());
}
static boolean overlap(BlockSet bs1, BlockSet bs2) {
if (!bs1.getEnglobingAABB().overlaps(bs2.getEnglobingAABB()))
return false;
AABBBlock intersection = new AABBBlock(bs1.getEnglobingAABB().asBukkitBoundingBox().intersection(bs2.getEnglobingAABB().asBukkitBoundingBox()));
for (BlockVector bv : intersection)
if (bs1.isInside(bv) && bs2.isInside(bv))
return true;
return false;
}
}

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@ -1,59 +0,0 @@
package fr.pandacube.lib.paper.util;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
import org.bukkit.Location;
import org.bukkit.entity.Entity;
import org.bukkit.util.BlockVector;
import org.bukkit.util.Vector;
import fr.pandacube.lib.util.IteratorIterator;
import fr.pandacube.lib.util.RandomUtil;
public class AABBBlockGroup implements Iterable<BlockVector> {
public final List<AABBBlock> aabbBlocks;
public AABBBlockGroup(Collection<AABBBlock> in) {
aabbBlocks = List.copyOf(in);
}
public AABBBlockGroup(AABBBlock... in) {
aabbBlocks = List.of(in);
}
public boolean isInside(Vector v) {
for (AABBBlock b : aabbBlocks)
if (b.isInside(v))
return true;
return false;
}
public boolean isInside(Location l) {
return isInside(l.toVector());
}
public boolean isInside(Entity p) {
return isInside(p.getLocation());
}
public Vector getRandomPosition() {
double[] freq = aabbBlocks.stream().mapToDouble(AABBBlock::getVolume).toArray();
int i = RandomUtil.randomIndexOfFrequencies(freq);
return aabbBlocks.get(i).getRandomPosition();
}
public long getVolume() {
long v = 0;
for (AABBBlock b : aabbBlocks)
v += b.getVolume();
return v;
}
@Override
public Iterator<BlockVector> iterator() {
return IteratorIterator.ofCollectionOfIterator(aabbBlocks.stream().map(AABBBlock::iterator).toList());
}
}

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package fr.pandacube.lib.paper.util;
import org.bukkit.Location;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
public class GeometryUtil {
/**
* Value equal to <code>{@link Math#PI}</code>.
*/
public static final double PI = Math.PI;
/**
* Value equal to <code>{@link Math#PI} / 2</code>.
*/
public static final double PId2 = PI/2;
/**
* Value equal to <code>{@link Math#PI} * 2</code>.
*/
public static final double PIx2 = PI*2;
/*
* Player geometry
*/
/**
* The visual height of a Minecraft player skin, when he is standing up and not sneaking,
* from the ground where the player is standing on, to the above of the first layer of the head skin.
* It doesn't correspond to the player hit box height.<br/>
* <br/>
* The value is provided in Minecraft Wiki.
*/
public static final double PLAYER_SKIN_HEIGHT = 1.85;
/**
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
*/
public static final double PLAYER_EYE_HEIGHT = 1.62;
/**
* The visual height of a Minecraft player skin, when he is standing up and sneaking,
* from the ground where the player is standing on, to the above of the first layer of the head skin.
* It may not correspond to the player hit box height.<br/>
* <br/>
* The current value is the height of the player's hit box when sneaking. Even if this
* is close to the real value (tested in game), this is not the exact value.
*/
public static final double PLAYER_SKIN_HEIGHT_SNEAK = 1.50;
/**
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
*/
public static final double PLAYER_EYE_HEIGHT_SNEAK = 1.27;
public static final double PLAYER_SKIN_PIXEL_SIZE = PLAYER_SKIN_HEIGHT / 32;
public static final double PLAYER_HEAD_ROTATION_HEIGHT = PLAYER_SKIN_PIXEL_SIZE * 24;
public static final double PLAYER_HEAD_ROTATION_HEIGHT_SNEAK = PLAYER_HEAD_ROTATION_HEIGHT - (PLAYER_SKIN_HEIGHT - PLAYER_SKIN_HEIGHT_SNEAK);
public static final double PLAYER_HEAD_SIZE = PLAYER_SKIN_PIXEL_SIZE * 8;
/**
* Get the {@link Location}s of the 8 vertex of the player head<br/>
* This method only work if the player is standing up
* (not dead, not gliding, not sleeping).
* @param playerLocation the location of the player, generally provided by {@link Player#getLocation()}
* @param isSneaking if the player is sneaking. Generally {@link Player#isSneaking()}
* @return an array of 8 {@link Location}s with x, y, and z values filled (yaw and pitch are ignored).
* <pre>
* return[0] // top front left
* return[1] // top front right
* return[2] // bottom front left
* return[3] // bottom front right
* return[4] // top back left
* return[5] // top back right
* return[6] // bottom back left
* return[7] // bottom back right
* </pre>
*/
public static Location[] getPlayerHeadGeometry(Location playerLocation, boolean isSneaking) {
Location[] headAnglesPoints = new Location[8];
Location playerHeadRotationLocation = playerLocation.clone()
.add(0, isSneaking ? PLAYER_HEAD_ROTATION_HEIGHT_SNEAK : PLAYER_HEAD_ROTATION_HEIGHT, 0);
DirectionalVector frontDirection = new DirectionalVector(playerHeadRotationLocation);
Vector frontHalfVector = frontDirection.toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector backHalfDirection = frontDirection.getBackDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector leftHalfVector = frontDirection.getLeftDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector rightHalfVector = frontDirection.getRightDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
Vector topVector = frontDirection.getTopDirection().toVector().multiply(PLAYER_HEAD_SIZE);
Location bottomFrontMiddle = playerHeadRotationLocation.clone().add(frontHalfVector);
Location bottomBackMiddle = playerHeadRotationLocation.clone().add(backHalfDirection);
Location topFrontMiddle = bottomFrontMiddle.clone().add(topVector);
Location topBackMiddle = bottomBackMiddle.clone().add(topVector);
headAnglesPoints[0] = topFrontMiddle.clone().add(leftHalfVector);
headAnglesPoints[1] = topFrontMiddle.clone().add(rightHalfVector);
headAnglesPoints[2] = bottomFrontMiddle.clone().add(leftHalfVector);
headAnglesPoints[3] = bottomFrontMiddle.clone().add(rightHalfVector);
headAnglesPoints[4] = topBackMiddle.clone().add(leftHalfVector);
headAnglesPoints[5] = topBackMiddle.clone().add(rightHalfVector);
headAnglesPoints[6] = bottomBackMiddle.clone().add(leftHalfVector);
headAnglesPoints[7] = bottomBackMiddle.clone().add(rightHalfVector);
return headAnglesPoints;
}
/**
* Check if the path from <i>start</i> location to <i>end</i> pass through
* the axis aligned bounding box defined by <i>min</i> and <i>max</i>.
*/
public static boolean hasIntersection(Vector start, Vector end, Vector min, Vector max) {
final double epsilon = 0.0001f;
Vector d = end.clone().subtract(start).multiply(0.5);
Vector e = max.clone().subtract(min).multiply(0.5);
Vector c = start.clone().add(d).subtract(min.clone().add(max).multiply(0.5));
Vector ad = d.clone();
ad.setX(Math.abs(ad.getX()));
ad.setY(Math.abs(ad.getY()));
ad.setZ(Math.abs(ad.getZ()));
return !(
Math.abs(c.getX()) > e.getX() + ad.getX()
|| Math.abs(c.getY()) > e.getY() + ad.getY()
|| Math.abs(c.getZ()) > e.getX() + ad.getZ()
|| Math.abs(d.getY() * c.getZ() - d.getZ() * c.getY()) > e.getY() * ad.getZ() + e.getZ() * ad.getY() + epsilon
|| Math.abs(d.getZ() * c.getX() - d.getX() * c.getZ()) > e.getZ() * ad.getX() + e.getX() * ad.getZ() + epsilon
|| Math.abs(d.getX() * c.getY() - d.getY() * c.getX()) > e.getX() * ad.getY() + e.getY() * ad.getX() + epsilon
);
}
/**
* This vector considers Minecraft X Y Z axis orientation,
* but consider standard (not Minecraft) radian values for yaw and pitch.<br/>
* The length of this Vector (based on {@link #x}, {@link #y} and {@link #z} values)
* Is always 1.
*
* <pre>Yaw :
* North (-z) = -PI/2
* East (+x) = 0
* South (+z) = PI/2
* West (-x) = ±PI
*
* Pitch :
* Up (+y) = PI/2
* Down (-y) = -PI/2</pre>
*/
public static class DirectionalVector {
/**
* The X cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the X (west to east) axis in a Minecraft world.
*/
public final double x;
/**
* The Y cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the Y (bottom to top) axis in a Minecraft world.
*/
public final double y;
/**
* The Z cartesian coordinate of this {@link DirectionalVector}.
* It corresponds to the Z (north to south) axis in a Minecraft world.
*/
public final double z;
/**
* The azimuthal angle φ (phi) of this {@link DirectionalVector}, in radian.
* It corresponds with Minecraft world as follows :
* <pre>Yaw :
* North (-z) = -PI/2
* East (+x) = 0
* South (+z) = PI/2
* West (-x) = ±PI</pre>
*/
public final double yaw;
/**
* The polar angle θ (theta) of this {@link DirectionalVector}, in radian.
* It corresponds with Minecraft world as follows :
* <pre>Pitch :
* Down (-y) = -PI/2
* Up (+y) = PI/2</pre>
*/
public final double pitch;
/**
* Initialize this {@link DirectionalVector} with the yaw and pitch
* contained in the provided {@link Location}.
* {@link Location#getYaw()} and {@link Location#getPitch()} values are automatically
* converted to conform {@link #yaw} and {@link #pitch} specification.
*/
public DirectionalVector(Location l) {
this(
Math.toRadians(((l.getYaw()+90)%360) > 180 ? ((l.getYaw()+90)%360)-360 : ((l.getYaw()+90)%360)),
-Math.toRadians(l.getPitch())
);
/* MC : +90 : %360 : >180 -> -360
* South (+z) = 0, 360 : 90-450 : 90 : 90 : PI/2
* West (-x) = 90 : 180 : 180 : ±180 : ±PI
* North (-z) = 180 : 270 : 270 : -90 : -PI/2
* East (+x) = 270 : 360 : 0-360 : 0 : 0
*/
}
/**
* @param v the vector representing the direction. If v.getX() and v.getZ() are 0,
* the yaw will be 0. This may have inconsistency if the vector is calculated
* from a {@link Location}'s yaw and pitch. In this case, prefer using
* {@link #DirectionalVector(Location)}. The {@link Vector} is
* normalized if necessary (does not modify the provided {@link Vector}).
*/
public DirectionalVector(Vector v) {
this(v.getX(), v.getY(), v.getZ());
// this((v = v.clone().normalize()).getX(), v.getY(), v.getZ());
}
private DirectionalVector(double x, double y, double z) {
double vecSize = Math.sqrt(x*x + y*y + z*z);
this.x = x/vecSize;
this.y = y/vecSize;
this.z = z/vecSize;
if (x == 0.0 && z == 0.0) {
pitch = y > 0.0 ? PId2 : -PId2;
yaw = 0;
}
else {
yaw = Math.atan2(z, x);
pitch = Math.atan(y / Math.sqrt(x*x + z*z));
}
}
private DirectionalVector(double x, double y, double z, double yaw, double pitch) {
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
}
private DirectionalVector(double yaw, double pitch) {
this.yaw = yaw;
this.pitch = pitch;
y = Math.sin(pitch);
double cosPitch = Math.cos(pitch);
x = cosPitch * Math.cos(yaw);
z = cosPitch * Math.sin(yaw);
}
public Vector toVector() {
return new Vector(x, y, z);
}
/**
* Set the yaw and the pitch of the provided {@link Location}
* with the values inside the current {@link DirectionalVector}
* after conversion of these values
*/
public void putIntoLocation(Location l) {
/* std : -PI/2 : <0 ? +2PI : MC
* South (+z) = PI/2 : 0 : 0 : 0, 360
* West (-x) = ±PI : -3PI/2 - PI/2 : PI/2 : 90
* North (-z) = -PI/2 : -PI : PI : 180
* East (+x) = 0 : -PI/2 : 3PI/2 : 270
*/
l.setYaw((float)Math.toDegrees(yaw < PId2 ? yaw + PIx2 - PId2 : yaw - PId2));
l.setPitch((float)Math.toDegrees(-pitch));
}
public DirectionalVector getOpposite() {
return new DirectionalVector(
-x,
-y,
-z,
(yaw > 0 ? (yaw - PI) : (yaw + PI)),
-pitch
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the back of the head.
* This is an alias of {@link #getOpposite()}
*/
public DirectionalVector getBackDirection() {
return getOpposite();
}
/**
* If the current direction is the player face direction,
* this method return the direction of the bottom of the head.
*/
public DirectionalVector getBottomDirection() {
return new DirectionalVector(
(pitch > 0 ? yaw : (yaw > 0 ? (yaw - PI) : (yaw + PI))),
(pitch > 0 ? (pitch - PId2) : (-PId2 - pitch))
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the top of the head.
*/
public DirectionalVector getTopDirection() {
return new DirectionalVector(
(pitch < 0 ? yaw : (yaw > 0 ? (yaw - PI) : (yaw + PI))),
(pitch < 0 ? (pitch + PId2) : (PId2 - pitch))
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the left of the head.
*/
public DirectionalVector getLeftDirection() {
return new DirectionalVector(
yaw > -PId2 ? (yaw - PId2) : (yaw - PId2 + PIx2),
0
);
}
/**
* If the current direction is the player face direction,
* this method return the direction of the right of the head.
*/
public DirectionalVector getRightDirection() {
return new DirectionalVector(
yaw < PId2 ? (yaw + PId2) : (yaw + PId2 - PIx2),
0
);
}
}
}