PandaLib/pandalib-paper/src/main/java/fr/pandacube/lib/paper/util/GeometryUtil.java

396 lines
12 KiB
Java

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
);
}
}
}