Files
BetterFoliage/src/main/kotlin/mods/betterfoliage/util/Geometry.kt
octarine-noise 8f82fefbb7 Port to 1.16.5
Kottle -> KotlinForForge
2021-05-14 14:44:29 +02:00

253 lines
12 KiB
Kotlin

package mods.betterfoliage.util
import net.minecraft.util.Direction
import net.minecraft.util.Direction.*
import net.minecraft.util.Direction.Axis.*
import net.minecraft.util.Direction.AxisDirection.NEGATIVE
import net.minecraft.util.Direction.AxisDirection.POSITIVE
import net.minecraft.util.math.BlockPos
import net.minecraft.util.math.vector.Quaternion
val EPSILON_ZERO = 0.05
val EPSILON_ONE = 0.95
// ================================
// Axes and directions
// ================================
val axes = listOf(X, Y, Z)
val axisDirs = listOf(POSITIVE, NEGATIVE)
val Direction.dir: AxisDirection get() = axisDirection
val AxisDirection.sign: String get() = when(this) { POSITIVE -> "+"; NEGATIVE -> "-" }
val allDirections = Direction.values()
val horizontalDirections = listOf(NORTH, SOUTH, EAST, WEST)
val allDirOffsets = allDirections.map { Int3(it) }
val Pair<Axis, AxisDirection>.face: Direction get() = when(this) {
X to POSITIVE -> EAST; X to NEGATIVE -> WEST;
Y to POSITIVE -> UP; Y to NEGATIVE -> DOWN;
Z to POSITIVE -> SOUTH; else -> NORTH;
}
val directionsAndNull = arrayOf(DOWN, UP, NORTH, SOUTH, WEST, EAST, null)
val Direction.perpendiculars: Array<Direction> get() =
axes.filter { it != this.axis }.flatMap { listOf((it to POSITIVE).face, (it to NEGATIVE).face) }.toTypedArray()
val perpendiculars: Array<Array<Direction>> = Direction.values().map { dir ->
axes.filter { it != dir.axis }
.flatMap { listOf(
(it to POSITIVE).face,
(it to NEGATIVE).face
) }.toTypedArray()
}.toTypedArray()
val Direction.offset: Int3 get() = allDirOffsets[ordinal]
/** Old ForgeDirection rotation matrix yanked from 1.7.10 */
val ROTATION_MATRIX: Array<IntArray> get() = arrayOf(
intArrayOf(0, 1, 4, 5, 3, 2, 6),
intArrayOf(0, 1, 5, 4, 2, 3, 6),
intArrayOf(5, 4, 2, 3, 0, 1, 6),
intArrayOf(4, 5, 2, 3, 1, 0, 6),
intArrayOf(2, 3, 1, 0, 4, 5, 6),
intArrayOf(3, 2, 0, 1, 4, 5, 6)
)
// ================================
// Vectors
// ================================
operator fun Direction.times(scale: Double) =
Double3(normal.x.toDouble() * scale, normal.y.toDouble() * scale, normal.z.toDouble() * scale)
val Direction.vec: Double3 get() = Double3(normal.x.toDouble(), normal.y.toDouble(), normal.z.toDouble())
operator fun BlockPos.plus(other: Int3) = BlockPos(x + other.x, y + other.y, z + other.z)
/** 3D vector of [Double]s. Offers both mutable operations, and immutable operations in operator notation. */
data class Double3(var x: Double, var y: Double, var z: Double) {
constructor(x: Float, y: Float, z: Float) : this(x.toDouble(), y.toDouble(), z.toDouble())
constructor(dir: Direction) : this(dir.normal.x.toDouble(), dir.normal.y.toDouble(), dir.normal.z.toDouble())
companion object {
val zero: Double3 get() = Double3(0.0, 0.0, 0.0)
fun weight(v1: Double3, weight1: Double, v2: Double3, weight2: Double) =
Double3(v1.x * weight1 + v2.x * weight2, v1.y * weight1 + v2.y * weight2, v1.z * weight1 + v2.z * weight2)
fun lerp(delta: Double, first: Double3, second: Double3) = first + (second - first) * delta
}
// immutable operations
operator fun plus(other: Double3) = Double3(x + other.x, y + other.y, z + other.z)
operator fun unaryMinus() = Double3(-x, -y, -z)
operator fun minus(other: Double3) = Double3(x - other.x, y - other.y, z - other.z)
operator fun times(scale: Double) = Double3(x * scale, y * scale, z * scale)
operator fun times(other: Double3) = Double3(x * other.x, y * other.y, z * other.z)
/** Rotate this vector, and return coordinates in the unrotated frame */
fun rotate(rot: Rotation) = Double3(
rot.rotatedComponent(EAST, x, y, z),
rot.rotatedComponent(UP, x, y, z),
rot.rotatedComponent(SOUTH, x, y, z)
)
/** Rotate vector by the given [Quaternion] */
fun rotate(quat: Quaternion) =
quat.copy()
.apply { mul(Quaternion(x.toFloat(), y.toFloat(), z.toFloat(), 0.0F)) }
.apply { mul(quat.copy().apply(Quaternion::conj)) }
.let { Double3(it.i().toDouble(), it.j().toDouble(), it.k().toDouble()) }
// mutable operations
fun setTo(other: Double3): Double3 { x = other.x; y = other.y; z = other.z; return this }
fun setTo(x: Double, y: Double, z: Double): Double3 { this.x = x; this.y = y; this.z = z; return this }
fun setTo(x: Float, y: Float, z: Float) = setTo(x.toDouble(), y.toDouble(), z.toDouble())
fun add(other: Double3): Double3 { x += other.x; y += other.y; z += other.z; return this }
fun add(x: Double, y: Double, z: Double): Double3 { this.x += x; this.y += y; this.z += z; return this }
fun sub(other: Double3): Double3 { x -= other.x; y -= other.y; z -= other.z; return this }
fun sub(x: Double, y: Double, z: Double): Double3 { this.x -= x; this.y -= y; this.z -= z; return this }
fun invert(): Double3 { x = -x; y = -y; z = -z; return this }
fun mul(scale: Double): Double3 { x *= scale; y *= scale; z *= scale; return this }
fun mul(other: Double3): Double3 { x *= other.x; y *= other.y; z *= other.z; return this }
fun rotateMut(rot: Rotation): Double3 {
val rotX = rot.rotatedComponent(EAST, x, y, z)
val rotY = rot.rotatedComponent(UP, x, y, z)
val rotZ = rot.rotatedComponent(SOUTH, x, y, z)
return setTo(rotX, rotY, rotZ)
}
// misc operations
infix fun dot(other: Double3) = x * other.x + y * other.y + z * other.z
infix fun cross(o: Double3) = Double3(y * o.z - z * o.y, z * o.x - x * o.z, x * o.y - y * o.x)
val length: Double get() = Math.sqrt(x * x + y * y + z * z)
val normalize: Double3 get() = (1.0 / length).let { Double3(x * it, y * it, z * it) }
val nearestCardinal: Direction get() = nearestAngle(this, allDirections.asIterable()) { it.vec }.first
}
/** 3D vector of [Int]s. Offers both mutable operations, and immutable operations in operator notation. */
data class Int3(var x: Int, var y: Int, var z: Int) {
constructor(dir: Direction) : this(dir.normal.x, dir.normal.y, dir.normal.z)
constructor(offset: Pair<Int, Direction>) : this(
offset.first * offset.second.normal.x,
offset.first * offset.second.normal.y,
offset.first * offset.second.normal.z
)
companion object {
val zero = Int3(0, 0, 0)
}
// immutable operations
operator fun plus(other: Int3) = Int3(x + other.x, y + other.y, z + other.z)
operator fun plus(other: Pair<Int, Direction>) = Int3(
x + other.first * other.second.normal.x,
y + other.first * other.second.normal.y,
z + other.first * other.second.normal.z
)
operator fun unaryMinus() = Int3(-x, -y, -z)
operator fun minus(other: Int3) = Int3(x - other.x, y - other.y, z - other.z)
operator fun times(scale: Int) = Int3(x * scale, y * scale, z * scale)
operator fun times(other: Int3) = Int3(x * other.x, y * other.y, z * other.z)
/** Rotate this vector, and return coordinates in the unrotated frame */
fun rotate(rot: Rotation) = Int3(
rot.rotatedComponent(EAST, x, y, z),
rot.rotatedComponent(UP, x, y, z),
rot.rotatedComponent(SOUTH, x, y, z)
)
// mutable operations
fun setTo(other: Int3): Int3 { x = other.x; y = other.y; z = other.z; return this }
fun setTo(x: Int, y: Int, z: Int): Int3 { this.x = x; this.y = y; this.z = z; return this }
fun add(other: Int3): Int3 { x += other.x; y += other.y; z += other.z; return this }
fun sub(other: Int3): Int3 { x -= other.x; y -= other.y; z -= other.z; return this }
fun invert(): Int3 { x = -x; y = -y; z = -z; return this }
fun mul(scale: Int): Int3 { x *= scale; y *= scale; z *= scale; return this }
fun mul(other: Int3): Int3 { x *= other.x; y *= other.y; z *= other.z; return this }
fun rotateMut(rot: Rotation): Int3 {
val rotX = rot.rotatedComponent(EAST, x, y, z)
val rotY = rot.rotatedComponent(UP, x, y, z)
val rotZ = rot.rotatedComponent(SOUTH, x, y, z)
return setTo(rotX, rotY, rotZ)
}
}
// ================================
// Rotation
// ================================
val Direction.rotations: Array<Direction> get() =
Array(6) { idx -> Direction.values()[ROTATION_MATRIX[ordinal][idx]] }
fun Direction.rotate(rot: Rotation) = rot.forward[ordinal]
fun rot(axis: Direction) = Rotation.rot90[axis.ordinal]
/**
* Class representing an arbitrary rotation (or combination of rotations) around cardinal axes by 90 degrees.
* In effect, a permutation of [ForgeDirection]s.
*/
@Suppress("NOTHING_TO_INLINE")
class Rotation(val forward: Array<Direction>, val reverse: Array<Direction>) {
operator fun plus(other: Rotation) = Rotation(
Array(6) { idx -> forward[other.forward[idx].ordinal] },
Array(6) { idx -> other.reverse[reverse[idx].ordinal] }
)
operator fun unaryMinus() = Rotation(reverse, forward)
operator fun times(num: Int) = when(num % 4) { 1 -> this; 2 -> this + this; 3 -> -this; else -> identity }
inline fun rotatedComponent(dir: Direction, x: Int, y: Int, z: Int) =
when(reverse[dir.ordinal]) { EAST -> x; WEST -> -x; UP -> y; DOWN -> -y; SOUTH -> z; NORTH -> -z; else -> 0 }
inline fun rotatedComponent(dir: Direction, x: Double, y: Double, z: Double) =
when(reverse[dir.ordinal]) { EAST -> x; WEST -> -x; UP -> y; DOWN -> -y; SOUTH -> z; NORTH -> -z; else -> 0.0 }
companion object {
// Forge rotation matrix is left-hand
val rot90 = Array(6) { idx -> Rotation(allDirections[idx].opposite.rotations, allDirections[idx].rotations) }
val identity = Rotation(allDirections, allDirections)
val fromUp = arrayOf(
rot90[EAST.ordinal] * 2,
identity,
rot90[WEST.ordinal],
rot90[EAST.ordinal],
rot90[SOUTH.ordinal],
rot90[NORTH.ordinal]
)
}
}
// ================================
// Miscellaneous
// ================================
inline operator fun <reified T> Array<T>.get(face: Direction): T = get(face.ordinal)
data class BoxFace(val top: Direction, val left: Direction) {
val allCorners = listOf(top to left, top to left.opposite, top.opposite to left, top.opposite to left.opposite)
}
val boxFaces = allDirections.map { when(it) {
DOWN -> BoxFace(SOUTH, WEST)
UP -> BoxFace(SOUTH, EAST)
NORTH -> BoxFace(WEST, UP)
SOUTH -> BoxFace(UP, WEST)
WEST -> BoxFace(SOUTH, UP)
EAST -> BoxFace(SOUTH, DOWN)
}}.toTypedArray()
/** List of all 12 box edges, represented as a [Pair] of [ForgeDirection]s */
val boxEdges = allDirections.flatMap { face1 -> allDirections.filter { it.axis > face1.axis }.map { face1 to it } }
/**
* Get the closest object to the specified point from a list of objects.
*
* @param[vertex] the reference point
* @param[objs] list of geomertric objects
* @param[objPos] lambda to calculate the position of an object
* @return [Pair] of (object, distance)
*/
fun <T> nearestPosition(vertex: Double3, objs: Iterable<T>, objPos: (T)-> Double3): Pair<T, Double> =
objs.map { it to (objPos(it) - vertex).length }.minBy { it.second }!!
/**
* Get the object closest in orientation to the specified vector from a list of objects.
*
* @param[vector] the reference vector (direction)
* @param[objs] list of geomertric objects
* @param[objAngle] lambda to calculate the orientation of an object
* @return [Pair] of (object, normalized dot product)
*/
fun <T> nearestAngle(vector: Double3, objs: Iterable<T>, objAngle: (T)-> Double3): Pair<T, Double> =
objs.map { it to objAngle(it).dot(vector) }.maxBy { it.second }!!