package com.bytedice.bde_particles import net.minecraft.server.network.ServerPlayerEntity import net.minecraft.util.hit.HitResult import net.minecraft.util.math.Vec3d import net.minecraft.world.RaycastContext import net.minecraft.world.World import org.joml.Vector2f import org.joml.Vector3f import org.joml.Vector4f import java.util.SplittableRandom import kotlin.math.* import kotlin.random.Random class LerpCurves(val function: (Float) -> Float) { companion object { val Constant = LerpCurves { _ -> 1.0f } val Linear = LerpCurves { y -> y } val Sqrt = LerpCurves { y -> sqrt(y) } val Exponent = LerpCurves { y -> y.pow(2.0f) } val Cubic = LerpCurves { y -> y.pow(3.0f) } val Sine = LerpCurves { y -> sin(y * PI.toFloat() / 2) } val Cosine = LerpCurves { y -> 1 - cos(y * PI.toFloat() / 2) } val Inverse = LerpCurves { y -> 1 - y } val Log = LerpCurves { y -> if (y > 0) ln(y + 1) else 0f } val Exp = LerpCurves { y -> exp(y) - 1 } val Bounce = LerpCurves { y -> val n1 = 7.5625f val d1 = 2.75f when { y < 1 / d1 -> n1 * y * y y < 2 / d1 -> { val t = y - 1.5f / d1 n1 * t * t + 0.75f } y < 2.5 / d1 -> { val t = y - 2.25f / d1 n1 * t * t + 0.9375f } else -> { val t = y - 2.625f / d1 n1 * t * t + 0.984375f } } } fun custom(equation: (Float) -> Float) = LerpCurves(equation) } } fun raycastFromPlayer(player: ServerPlayerEntity, maxDistance: Double): HitResult? { val world: World = player.world val eyePos: Vec3d = player.getCameraPosVec(1.0f) val lookVec: Vec3d = player.getRotationVec(1.0f) val targetPos: Vec3d = eyePos.add(lookVec.multiply(maxDistance)) val blockHitResult = world.raycast( RaycastContext( eyePos, targetPos, RaycastContext.ShapeType.OUTLINE, RaycastContext.FluidHandling.NONE, player ) ) return if (blockHitResult.type == HitResult.Type.BLOCK) { blockHitResult } else { null } } fun randomFloatBetween(min: Float, max: Float) : Float { return Random.nextFloat() * (max - min) + min } fun randomIntBetween(min: Int, max: Int) : Int { return Random.nextInt(max - min) + min } fun eulerToQuat(euler: Vector3f): Vector4f { val roll = euler.x * (Math.PI / 180).toFloat() val pitch = euler.y * (Math.PI / 180).toFloat() val yaw = euler.z * (Math.PI / 180).toFloat() val cy = cos(yaw * 0.5) val sy = sin(yaw * 0.5) val cp = cos(pitch * 0.5) val sp = sin(pitch * 0.5) val cr = cos(roll * 0.5) val sr = sin(roll * 0.5) val w = cr * cp * cy + sr * sp * sy val x = sr * cp * cy - cr * sp * sy val y = cr * sp * cy + sr * cp * sy val z = cr * cp * sy - sr * sp * cy return Vector4f(x.toFloat(), y.toFloat(), z.toFloat(), w.toFloat()) } fun quatToEuler(quat: Vector4f): Vector3f { val x = quat.x val y = quat.y val z = quat.z val w = quat.w val sinRCosP = 2 * (w * x + y * z) val cosRCosP = 1 - 2 * (x * x + y * y) val roll = atan2(sinRCosP, cosRCosP) val sinP = 2 * (w * y - z * x) val pitch = if (abs(sinP) >= 1) { sign(sinP) * (Math.PI.toFloat() / 2) } else { asin(sinP) } val sinYCosP = 2 * (w * z + x * y) val cosYCosP = 1 - 2 * (y * y + z * z) val yaw = atan2(sinYCosP, cosYCosP) return Vector3f(roll, pitch, yaw) } fun transformOffsetByQuat(offset: Vector3f, rotation: Vector4f): Vector3f { val x = offset.x val y = offset.y val z = offset.z val qx = rotation.x.toDouble() val qy = rotation.y.toDouble() val qz = rotation.z.toDouble() val qw = rotation.w.toDouble() val t2 = qw * x + qy * z - qz * y val t3 = qw * y + qz * x - qx * z val t4 = qw * z + qx * y - qy * x val t5 = -qx * x - qy * y - qz * z val newX = t2 * qw + t5 * -qx + t3 * -qz - t4 * -qy val newY = t3 * qw + t5 * -qy + t4 * -qx - t2 * -qz val newZ = t4 * qw + t5 * -qz + t2 * -qy - t3 * -qx return Vector3f(newX.toFloat(), newY.toFloat(), newZ.toFloat()) } fun transformOffsetByScale(offset: Vector3f, scale: Vector3f): Vector3f { return Vector3f(offset).mul(scale) } fun lerp(x: Float, y: Float, t: Float) : Float { val clampedT = t.coerceIn(0f, 1f) return x + (y - x) * clampedT } fun lerpArray(array: Array, t: Float, curve: LerpCurves = LerpCurves.Linear) : Any { val idx = round(lerp(0.0f, array.lastIndex.toFloat(), t) * curve.function(t)).toInt() return array[idx] } fun sdfSphere(pos: Vector3f, radius: Float, objectPos: Vector3f): Float { val dx = objectPos.x - pos.x val dy = objectPos.y - pos.y val dz = objectPos.z - pos.z val distanceFromCenter = sqrt(dx * dx + dy * dy + dz * dz) return (distanceFromCenter - radius) } fun sdfCube(pos: Vector3f, size: Vector3f, objectPos: Vector3f): Float { val px = objectPos.x - pos.x val py = objectPos.y - pos.y val pz = objectPos.z - pos.z val sx = size.x.toDouble() val sy = size.y.toDouble() val sz = size.z.toDouble() val halfSize = Triple(sx / 2, sy / 2, sz / 2) val absPoint = Triple(abs(px), abs(py), abs(pz)) val dx = absPoint.first - halfSize.first val dy = absPoint.second - halfSize.second val dz = absPoint.third - halfSize.third val outside = Triple(max(dx, 0.0), max(dy, 0.0), max(dz, 0.0)) val outsideDistance = sqrt(outside.first * outside.first + outside.second * outside.second + outside.third * outside.third) val insideDistance = min(max(dx, max(dy, dz)), 0.0) return (outsideDistance + insideDistance).toFloat() } fun normalizeSdf(sdf: Float, radius: Float): Float { return if (sdf < 0) (sdf + radius) / radius else 0f }