Files
BDE_ParticleSys/src/main/kotlin/com/bytedice/bde_particles/Math.kt
T
2024-12-02 19:11:12 +01:00

211 lines
5.5 KiB
Kotlin

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<Any>, 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
}