[WIP] initial Fabric port

major package refactoring
This commit is contained in:
octarine-noise
2020-02-05 13:42:48 +01:00
parent 2252fb3b42
commit df50f61b0d
151 changed files with 5181 additions and 5663 deletions

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package mods.betterfoliage.util
import net.minecraft.util.math.Direction
import net.minecraft.util.math.Direction.*
fun Pair<Direction, Direction>.ccwWinding() = arrayOf(first to second, first.opposite to second, first.opposite to second.opposite, first to second.opposite)
typealias BoxCorner = Triple<Direction, Direction, Direction>
fun BoxCorner.equalsUnordered(other: BoxCorner) = contains(other.first) && contains(other.second) && contains(other.third)
fun BoxCorner.contains(dir: Direction) = first == dir || second == dir || third == dir
fun Array<BoxCorner>.findIdx(corner: BoxCorner): Int? {
forEachIndexed { idx, test -> if (test.contains(corner.first) && test.contains(corner.second) && test.contains(corner.third)) return idx }
return null
}
fun Array<BoxCorner>.findIdx(predicate: (BoxCorner)->Boolean): Int? {
forEachIndexed { idx, test -> if (predicate(test)) return idx }
return null
}
/**
* Decribes the winding order for vanilla AO data.
* 1st index: light face ordinal
* 2nd index: index in AO data array
* value: pair of [Direction]s that along with light face fully describe the corner
* the AO data belongs to
*/
val aoWinding = allDirections.map { when(it) {
DOWN -> (SOUTH to WEST).ccwWinding()
UP -> (SOUTH to EAST).ccwWinding()
NORTH -> (WEST to UP).ccwWinding()
SOUTH -> (UP to WEST).ccwWinding()
WEST -> (SOUTH to UP).ccwWinding()
EAST -> (SOUTH to DOWN).ccwWinding()
} }
/**
* Indexing for undirected box corners (component order does not matter).
* Array contains [Direction] triplets fully defining the corner.
*/
val cornersUndir = Array(8) { idx -> Triple(
if (idx and 1 != 0) EAST else WEST,
if (idx and 2 != 0) UP else DOWN,
if (idx and 4 != 0) SOUTH else NORTH
) }
/**
* Reverse lookup for [cornersUndir]. Index 3 times with the corner's cardinal directions.
* A null value indicates an invalid corner (multiple indexing along the same axis)
*/
val cornersUndirIdx = Array(6) { idx1 -> Array(6) { idx2 -> Array(6) { idx3 ->
cornersUndir.findIdx(BoxCorner(byId(idx1), byId(idx2), byId(idx3)))
} } }
/**
* Get corner index for vertex coordinates
*/
fun getCornerUndir(x: Float, y: Float, z: Float): Int {
var result = 0
if (x > 0.5f) result += 1
if (y > 0.5f) result += 2
if (z > 0.5f) result += 4
return result
}
/**
* Indexing scheme for directed box corners.
* The first direction - the face - matters, the other two are unordered.
* 1:1 correspondence with possible AO values.
* Array contains triplets defining the corner fully.
*/
val cornersDir = Array(24) { idx ->
val faceIdx = idx / 4
val windingIdx = idx % 4
val winding = aoWinding[faceIdx][windingIdx]
BoxCorner(byId(faceIdx), winding.first, winding.second)
}
/**
* Reverse lookup for [cornersDir].
* 1st index: primary face
* 2nd index: undirected corner index.
* value: directed corner index
* A null value indicates an invalid corner (primary face not shared by corner).
*/
val cornerDirFromUndir = Array(6) { faceIdx -> Array(8) { undirIdx ->
val face = byId(faceIdx); val corner = cornersUndir[undirIdx]
if (!corner.contains(face)) null else cornersDir.findIdx { it.first == face && it.equalsUnordered(corner) }
} }
/**
* Reverse lookup for [cornersDir].
* 1st index: primary face
* 2nd index: AO value index on the face.
* value: directed corner index
*/
val cornerDirFromAo = Array(6) { faceIdx -> IntArray(4) { aoIdx ->
val face = byId(faceIdx); val corner = aoWinding[face.ordinal][aoIdx].let { Triple(face, it.first, it.second) }
cornersDir.findIdx { it.first == face && it.equalsUnordered(corner) }!!
} }