front_face_offset 0.01 -> 0.05
This commit is contained in:
@@ -1,329 +1,329 @@
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using ChestPreview.Configs;
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using ChestPreview.Models;
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using ChestPreview.Utils;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using Vintagestory.API.Client;
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using Vintagestory.API.Common;
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using Vintagestory.API.MathTools;
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using Vintagestory.GameContent;
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namespace ChestPreview.Rendering;
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internal class WorldBillboardPresenter(ICoreClientAPI api)
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{
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private const int multiblock_scan_radius = 2;
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private static readonly float front_face_offset = 0.01f;
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private readonly ICoreClientAPI api = api;
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private readonly List<BillboardTarget> frameBillboards = [];
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public IReadOnlyList<BillboardTarget> FrameBillboards => frameBillboards;
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public void PrepareFrame(List<PreviewTarget> previewTargets)
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{
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frameBillboards.Clear();
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foreach (PreviewTarget previewTarget in previewTargets)
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{
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if (!CanPresentAsBillboard(previewTarget))
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continue;
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if (!TryCreateBillboardTarget(previewTarget, out BillboardTarget billboardTarget))
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continue;
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frameBillboards.Add(billboardTarget);
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}
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}
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public void Clear()
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{
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frameBillboards.Clear();
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}
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private static bool CanPresentAsBillboard(PreviewTarget previewTarget)
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{
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return previewTarget.Mode is PreviewModes.ON_HOVERED_CONTAINER or PreviewModes.ON_NEARBY_CONTAINERS;
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}
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private bool TryCreateBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
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{
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return TryCreateFrontBillboardTarget(previewTarget, out billboardTarget);
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}
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private bool TryCreateFrontBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
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{
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billboardTarget = default;
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Block block = previewTarget.Block;
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BlockPos blockPos = previewTarget.BlockEntity.Pos;
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GetContainerBounds(block, blockPos, out Vector3 min, out Vector3 max);
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if (!TryResolveFacingNormal(previewTarget.Block, previewTarget.BlockEntity, out Vec3f forward, out Vec3f right, out Vec3f up))
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return false;
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Vector3 centerLocal = (min + max) * 0.5f;
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Vector3 halfExtents = (max - min) * 0.5f;
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Vector3 rightVector = right.ToVector3();
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Vector3 upVector = up.ToVector3();
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Vector3 forwardVector = forward.ToVector3();
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float halfWidth = Vector3.Dot(Vector3.Abs(rightVector), halfExtents);
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float halfHeight = Vector3.Dot(Vector3.Abs(upVector), halfExtents);
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float halfDepth = ResolveStableHalfDepth(forwardVector, halfExtents);
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float width = halfWidth * 2f;
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float height = halfHeight * 2f;
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Vector3 center = blockPos.ToVector3() + centerLocal + forwardVector * (halfDepth + front_face_offset);
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width = Math.Max(0.05f, width);
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height = Math.Max(0.05f, height);
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billboardTarget = new BillboardTarget(previewTarget, center.ToVec3d(), right, up, forward, width, height, true);
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return true;
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}
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private static float ResolveStableHalfDepth(Vector3 forward, Vector3 halfExtents)
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{
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if (MathF.Abs(forward.Y) < 0.5f)
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return MathF.Abs(forward.X) >= MathF.Abs(forward.Z) ? halfExtents.X : halfExtents.Z;
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return MathF.Abs(forward.Y) >= MathF.Abs(forward.Z) ? halfExtents.Y : halfExtents.Z;
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}
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private void GetContainerBounds(Block block, BlockPos blockPos, out Vector3 min, out Vector3 max)
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{
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min = new Vector3(0f, 0f, 0f);
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max = new Vector3(1f, 1f, 1f);
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ExpandBoundsFromSelectionBoxes(block, blockPos, blockPos, ref min, ref max);
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ExpandBoundsFromLinkedMultiblockParts(blockPos, ref min, ref max);
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}
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private void ExpandBoundsFromLinkedMultiblockParts(BlockPos controllerPos, ref Vector3 min, ref Vector3 max)
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{
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int minScanX = controllerPos.X - multiblock_scan_radius;
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int maxScanX = controllerPos.X + multiblock_scan_radius;
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int minScanY = controllerPos.Y - multiblock_scan_radius;
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int maxScanY = controllerPos.Y + multiblock_scan_radius;
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int minScanZ = controllerPos.Z - multiblock_scan_radius;
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int maxScanZ = controllerPos.Z + multiblock_scan_radius;
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Vector3 minLocal = min;
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Vector3 maxLocal = max;
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api.World.BlockAccessor.WalkBlocks(new BlockPos(minScanX, minScanY, minScanZ), new BlockPos(maxScanX, maxScanY, maxScanZ), (partBlock, x, y, z) =>
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{
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if (x == controllerPos.X && y == controllerPos.Y && z == controllerPos.Z)
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return;
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if (partBlock.Id == 0 || partBlock is not IMultiblockOffset multiblockOffset)
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return;
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BlockPos partPos = new(x, y, z);
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BlockPos linkedControllerPos = multiblockOffset.GetControlBlockPos(partPos);
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if (!IsSameBlockPos(linkedControllerPos, controllerPos))
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return;
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ExpandBoundsFromSelectionBoxes(partBlock, partPos, controllerPos, ref minLocal, ref maxLocal);
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});
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min = minLocal;
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max = maxLocal;
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}
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private void ExpandBoundsFromSelectionBoxes(Block block, BlockPos sourcePos, BlockPos originPos, ref Vector3 min, ref Vector3 max)
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{
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Cuboidf[]? selectionBoxes = block.GetSelectionBoxes(api.World.BlockAccessor, sourcePos);
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Vector3 sourceOffset = sourcePos.ToVector3() - originPos.ToVector3();
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if (selectionBoxes is not { Length: > 0 })
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{
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min = Vector3.Min(min, sourceOffset);
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max = Vector3.Max(max, sourceOffset + Vector3.One);
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return;
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}
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foreach (Cuboidf selectionBox in selectionBoxes)
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{
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min = Vector3.Min(min, sourceOffset + selectionBox.Start.ToVector3());
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max = Vector3.Max(max, sourceOffset + selectionBox.End.ToVector3());
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}
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}
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private static bool IsSameBlockPos(BlockPos a, BlockPos b)
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{
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return a.X == b.X && a.Y == b.Y && a.Z == b.Z;
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}
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private bool TryResolveFacingNormal(Block block, BlockEntity blockEntity, out Vec3f forward, out Vec3f right, out Vec3f up)
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{
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forward = new Vec3f(0f, 0f, 1f);
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right = new Vec3f(1f, 0f, 0f);
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up = new Vec3f(0f, 1f, 0f);
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if (TryGetMeshAngle(blockEntity, out float meshAngleRadians))
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{
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// MeshAngle is around Y axis in radians.
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forward = new Vec3f(MathF.Sin(meshAngleRadians), 0f, MathF.Cos(meshAngleRadians));
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NormalizeFacing(ref forward);
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BuildBasisFromForward(forward, out right, out up);
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return true;
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}
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if (TryGetBlockSideFacing(block, out forward))
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{
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BuildBasisFromForward(forward, out right, out up);
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return true;
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}
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if (!TryGetPlayerFacing(blockEntity.Pos, out forward))
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return false;
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BuildBasisFromForward(forward, out right, out up);
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return true;
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}
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private bool TryGetPlayerFacing(BlockPos blockPos, out Vec3f facing)
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{
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facing = new Vec3f(0f, 0f, 1f);
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EntityPlayer? playerEntity = api.World.Player?.Entity;
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if (playerEntity?.CameraPos == null)
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return false;
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Vec3d cameraPos = playerEntity.CameraPos + playerEntity.LocalEyePos;
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double dx = cameraPos.X - (blockPos.X + 0.5d);
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double dz = cameraPos.Z - (blockPos.Z + 0.5d);
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if (Math.Abs(dx) <= 0.0001d && Math.Abs(dz) <= 0.0001d)
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return false;
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double absDx = Math.Abs(dx);
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double absDz = Math.Abs(dz);
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double diagonalTolerance = Math.Max(absDx, absDz) * 0.65d;
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bool isDiagonalView = Math.Abs(absDx - absDz) <= diagonalTolerance;
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if (isDiagonalView)
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{
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Vec3f facingX = dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f);
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Vec3f facingZ = dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f);
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int obstructionX = GetFacingObstructionScore(blockPos, facingX);
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int obstructionZ = GetFacingObstructionScore(blockPos, facingZ);
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if (obstructionX != obstructionZ)
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{
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facing = obstructionX < obstructionZ ? facingX : facingZ;
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return true;
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}
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}
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facing = absDx >= absDz
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? (dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f))
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: (dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f));
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return true;
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}
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private int GetFacingObstructionScore(BlockPos blockPos, Vec3f facing)
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{
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int offsetX = Math.Sign(facing.X);
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int offsetZ = Math.Sign(facing.Z);
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int score = 0;
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for (int yOffset = 0; yOffset <= 1; yOffset++)
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{
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BlockPos checkPos = new(blockPos.X + offsetX, blockPos.Y + yOffset, blockPos.Z + offsetZ);
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if (IsSolidBlock(checkPos))
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score++;
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}
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return score;
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}
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private bool IsSolidBlock(BlockPos blockPos)
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{
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Block block = api.World.BlockAccessor.GetBlock(blockPos);
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if (block.Id == 0)
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return false;
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Cuboidf[]? collisionBoxes = block.GetCollisionBoxes(api.World.BlockAccessor, blockPos);
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return collisionBoxes is { Length: > 0 };
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}
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private static bool TryGetBlockSideFacing(Block block, out Vec3f facing)
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{
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facing = new Vec3f(0f, 0f, 1f);
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string? side = block.Variant?["side"];
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if (string.IsNullOrWhiteSpace(side))
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return false;
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switch (side.ToLowerInvariant())
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{
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case "north":
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facing = new Vec3f(0f, 0f, 1f);
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return true;
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case "south":
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facing = new Vec3f(0f, 0f, -1f);
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return true;
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case "east":
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facing = new Vec3f(-1f, 0f, 0f);
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return true;
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case "west":
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facing = new Vec3f(1f, 0f, 0f);
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return true;
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case "up":
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facing = new Vec3f(0f, 1f, 0f);
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return true;
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case "down":
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facing = new Vec3f(0f, -1f, 0f);
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return true;
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default:
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return false;
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}
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}
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private static void BuildBasisFromForward(Vec3f forward, out Vec3f right, out Vec3f up)
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{
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up = new Vec3f(0f, 1f, 0f);
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if (Math.Abs(forward.Y) > 0.5f)
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{
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up = forward.Y > 0f ? new Vec3f(0f, 0f, -1f) : new Vec3f(0f, 0f, 1f);
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right = new Vec3f(1f, 0f, 0f);
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return;
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}
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right = new Vec3f(-forward.Z, 0f, forward.X);
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}
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private static void NormalizeFacing(ref Vec3f facing)
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{
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float length = MathF.Sqrt(facing.X * facing.X + facing.Y * facing.Y + facing.Z * facing.Z);
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if (length <= 0.0001f)
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{
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facing = new Vec3f(0f, 0f, 1f);
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return;
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}
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float invLength = 1f / length;
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facing = new Vec3f(facing.X * invLength, facing.Y * invLength, facing.Z * invLength);
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}
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private static bool TryGetMeshAngle(BlockEntity blockEntity, out float radians)
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{
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if (blockEntity is BlockEntityGenericTypedContainer genericContainer)
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{
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radians = genericContainer.MeshAngle;
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return true;
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}
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if (blockEntity is BlockEntityCrate crate)
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{
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radians = crate.MeshAngle;
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return true;
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}
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radians = 0f;
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return false;
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}
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}
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using ChestPreview.Configs;
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using ChestPreview.Models;
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using ChestPreview.Utils;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using Vintagestory.API.Client;
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using Vintagestory.API.Common;
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using Vintagestory.API.MathTools;
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using Vintagestory.GameContent;
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namespace ChestPreview.Rendering;
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internal class WorldBillboardPresenter(ICoreClientAPI api)
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{
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private const int multiblock_scan_radius = 2;
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private static readonly float front_face_offset = 0.05f;
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private readonly ICoreClientAPI api = api;
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private readonly List<BillboardTarget> frameBillboards = [];
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public IReadOnlyList<BillboardTarget> FrameBillboards => frameBillboards;
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public void PrepareFrame(List<PreviewTarget> previewTargets)
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{
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frameBillboards.Clear();
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foreach (PreviewTarget previewTarget in previewTargets)
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{
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if (!CanPresentAsBillboard(previewTarget))
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continue;
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if (!TryCreateBillboardTarget(previewTarget, out BillboardTarget billboardTarget))
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continue;
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frameBillboards.Add(billboardTarget);
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}
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}
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public void Clear()
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{
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frameBillboards.Clear();
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}
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private static bool CanPresentAsBillboard(PreviewTarget previewTarget)
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{
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return previewTarget.Mode is PreviewModes.ON_HOVERED_CONTAINER or PreviewModes.ON_NEARBY_CONTAINERS;
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}
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private bool TryCreateBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
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{
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return TryCreateFrontBillboardTarget(previewTarget, out billboardTarget);
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}
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private bool TryCreateFrontBillboardTarget(PreviewTarget previewTarget, out BillboardTarget billboardTarget)
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{
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billboardTarget = default;
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Block block = previewTarget.Block;
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BlockPos blockPos = previewTarget.BlockEntity.Pos;
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GetContainerBounds(block, blockPos, out Vector3 min, out Vector3 max);
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if (!TryResolveFacingNormal(previewTarget.Block, previewTarget.BlockEntity, out Vec3f forward, out Vec3f right, out Vec3f up))
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return false;
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Vector3 centerLocal = (min + max) * 0.5f;
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Vector3 halfExtents = (max - min) * 0.5f;
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Vector3 rightVector = right.ToVector3();
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Vector3 upVector = up.ToVector3();
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Vector3 forwardVector = forward.ToVector3();
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float halfWidth = Vector3.Dot(Vector3.Abs(rightVector), halfExtents);
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float halfHeight = Vector3.Dot(Vector3.Abs(upVector), halfExtents);
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float halfDepth = ResolveStableHalfDepth(forwardVector, halfExtents);
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float width = halfWidth * 2f;
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float height = halfHeight * 2f;
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Vector3 center = blockPos.ToVector3() + centerLocal + forwardVector * (halfDepth + front_face_offset);
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width = Math.Max(0.05f, width);
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height = Math.Max(0.05f, height);
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billboardTarget = new BillboardTarget(previewTarget, center.ToVec3d(), right, up, forward, width, height, true);
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return true;
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}
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private static float ResolveStableHalfDepth(Vector3 forward, Vector3 halfExtents)
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{
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if (MathF.Abs(forward.Y) < 0.5f)
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return MathF.Abs(forward.X) >= MathF.Abs(forward.Z) ? halfExtents.X : halfExtents.Z;
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return MathF.Abs(forward.Y) >= MathF.Abs(forward.Z) ? halfExtents.Y : halfExtents.Z;
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}
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private void GetContainerBounds(Block block, BlockPos blockPos, out Vector3 min, out Vector3 max)
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{
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min = new Vector3(0f, 0f, 0f);
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max = new Vector3(1f, 1f, 1f);
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ExpandBoundsFromSelectionBoxes(block, blockPos, blockPos, ref min, ref max);
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ExpandBoundsFromLinkedMultiblockParts(blockPos, ref min, ref max);
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}
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private void ExpandBoundsFromLinkedMultiblockParts(BlockPos controllerPos, ref Vector3 min, ref Vector3 max)
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{
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int minScanX = controllerPos.X - multiblock_scan_radius;
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int maxScanX = controllerPos.X + multiblock_scan_radius;
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int minScanY = controllerPos.Y - multiblock_scan_radius;
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int maxScanY = controllerPos.Y + multiblock_scan_radius;
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int minScanZ = controllerPos.Z - multiblock_scan_radius;
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int maxScanZ = controllerPos.Z + multiblock_scan_radius;
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Vector3 minLocal = min;
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Vector3 maxLocal = max;
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api.World.BlockAccessor.WalkBlocks(new BlockPos(minScanX, minScanY, minScanZ), new BlockPos(maxScanX, maxScanY, maxScanZ), (partBlock, x, y, z) =>
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{
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if (x == controllerPos.X && y == controllerPos.Y && z == controllerPos.Z)
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return;
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if (partBlock.Id == 0 || partBlock is not IMultiblockOffset multiblockOffset)
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return;
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BlockPos partPos = new(x, y, z);
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BlockPos linkedControllerPos = multiblockOffset.GetControlBlockPos(partPos);
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if (!IsSameBlockPos(linkedControllerPos, controllerPos))
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return;
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ExpandBoundsFromSelectionBoxes(partBlock, partPos, controllerPos, ref minLocal, ref maxLocal);
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});
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min = minLocal;
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max = maxLocal;
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}
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|
||||
private void ExpandBoundsFromSelectionBoxes(Block block, BlockPos sourcePos, BlockPos originPos, ref Vector3 min, ref Vector3 max)
|
||||
{
|
||||
Cuboidf[]? selectionBoxes = block.GetSelectionBoxes(api.World.BlockAccessor, sourcePos);
|
||||
Vector3 sourceOffset = sourcePos.ToVector3() - originPos.ToVector3();
|
||||
if (selectionBoxes is not { Length: > 0 })
|
||||
{
|
||||
min = Vector3.Min(min, sourceOffset);
|
||||
max = Vector3.Max(max, sourceOffset + Vector3.One);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Cuboidf selectionBox in selectionBoxes)
|
||||
{
|
||||
min = Vector3.Min(min, sourceOffset + selectionBox.Start.ToVector3());
|
||||
max = Vector3.Max(max, sourceOffset + selectionBox.End.ToVector3());
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsSameBlockPos(BlockPos a, BlockPos b)
|
||||
{
|
||||
return a.X == b.X && a.Y == b.Y && a.Z == b.Z;
|
||||
}
|
||||
|
||||
private bool TryResolveFacingNormal(Block block, BlockEntity blockEntity, out Vec3f forward, out Vec3f right, out Vec3f up)
|
||||
{
|
||||
forward = new Vec3f(0f, 0f, 1f);
|
||||
right = new Vec3f(1f, 0f, 0f);
|
||||
up = new Vec3f(0f, 1f, 0f);
|
||||
|
||||
if (TryGetMeshAngle(blockEntity, out float meshAngleRadians))
|
||||
{
|
||||
// MeshAngle is around Y axis in radians.
|
||||
forward = new Vec3f(MathF.Sin(meshAngleRadians), 0f, MathF.Cos(meshAngleRadians));
|
||||
NormalizeFacing(ref forward);
|
||||
BuildBasisFromForward(forward, out right, out up);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (TryGetBlockSideFacing(block, out forward))
|
||||
{
|
||||
BuildBasisFromForward(forward, out right, out up);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!TryGetPlayerFacing(blockEntity.Pos, out forward))
|
||||
return false;
|
||||
|
||||
BuildBasisFromForward(forward, out right, out up);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryGetPlayerFacing(BlockPos blockPos, out Vec3f facing)
|
||||
{
|
||||
facing = new Vec3f(0f, 0f, 1f);
|
||||
|
||||
EntityPlayer? playerEntity = api.World.Player?.Entity;
|
||||
if (playerEntity?.CameraPos == null)
|
||||
return false;
|
||||
|
||||
Vec3d cameraPos = playerEntity.CameraPos + playerEntity.LocalEyePos;
|
||||
double dx = cameraPos.X - (blockPos.X + 0.5d);
|
||||
double dz = cameraPos.Z - (blockPos.Z + 0.5d);
|
||||
if (Math.Abs(dx) <= 0.0001d && Math.Abs(dz) <= 0.0001d)
|
||||
return false;
|
||||
|
||||
double absDx = Math.Abs(dx);
|
||||
double absDz = Math.Abs(dz);
|
||||
double diagonalTolerance = Math.Max(absDx, absDz) * 0.65d;
|
||||
bool isDiagonalView = Math.Abs(absDx - absDz) <= diagonalTolerance;
|
||||
if (isDiagonalView)
|
||||
{
|
||||
Vec3f facingX = dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f);
|
||||
Vec3f facingZ = dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f);
|
||||
|
||||
int obstructionX = GetFacingObstructionScore(blockPos, facingX);
|
||||
int obstructionZ = GetFacingObstructionScore(blockPos, facingZ);
|
||||
if (obstructionX != obstructionZ)
|
||||
{
|
||||
facing = obstructionX < obstructionZ ? facingX : facingZ;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
facing = absDx >= absDz
|
||||
? (dx >= 0d ? new Vec3f(1f, 0f, 0f) : new Vec3f(-1f, 0f, 0f))
|
||||
: (dz >= 0d ? new Vec3f(0f, 0f, 1f) : new Vec3f(0f, 0f, -1f));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private int GetFacingObstructionScore(BlockPos blockPos, Vec3f facing)
|
||||
{
|
||||
int offsetX = Math.Sign(facing.X);
|
||||
int offsetZ = Math.Sign(facing.Z);
|
||||
int score = 0;
|
||||
|
||||
for (int yOffset = 0; yOffset <= 1; yOffset++)
|
||||
{
|
||||
BlockPos checkPos = new(blockPos.X + offsetX, blockPos.Y + yOffset, blockPos.Z + offsetZ);
|
||||
if (IsSolidBlock(checkPos))
|
||||
score++;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
private bool IsSolidBlock(BlockPos blockPos)
|
||||
{
|
||||
Block block = api.World.BlockAccessor.GetBlock(blockPos);
|
||||
if (block.Id == 0)
|
||||
return false;
|
||||
|
||||
Cuboidf[]? collisionBoxes = block.GetCollisionBoxes(api.World.BlockAccessor, blockPos);
|
||||
return collisionBoxes is { Length: > 0 };
|
||||
}
|
||||
|
||||
private static bool TryGetBlockSideFacing(Block block, out Vec3f facing)
|
||||
{
|
||||
facing = new Vec3f(0f, 0f, 1f);
|
||||
|
||||
string? side = block.Variant?["side"];
|
||||
if (string.IsNullOrWhiteSpace(side))
|
||||
return false;
|
||||
|
||||
switch (side.ToLowerInvariant())
|
||||
{
|
||||
case "north":
|
||||
facing = new Vec3f(0f, 0f, 1f);
|
||||
return true;
|
||||
case "south":
|
||||
facing = new Vec3f(0f, 0f, -1f);
|
||||
return true;
|
||||
case "east":
|
||||
facing = new Vec3f(-1f, 0f, 0f);
|
||||
return true;
|
||||
case "west":
|
||||
facing = new Vec3f(1f, 0f, 0f);
|
||||
return true;
|
||||
case "up":
|
||||
facing = new Vec3f(0f, 1f, 0f);
|
||||
return true;
|
||||
case "down":
|
||||
facing = new Vec3f(0f, -1f, 0f);
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static void BuildBasisFromForward(Vec3f forward, out Vec3f right, out Vec3f up)
|
||||
{
|
||||
up = new Vec3f(0f, 1f, 0f);
|
||||
|
||||
if (Math.Abs(forward.Y) > 0.5f)
|
||||
{
|
||||
up = forward.Y > 0f ? new Vec3f(0f, 0f, -1f) : new Vec3f(0f, 0f, 1f);
|
||||
right = new Vec3f(1f, 0f, 0f);
|
||||
return;
|
||||
}
|
||||
|
||||
right = new Vec3f(-forward.Z, 0f, forward.X);
|
||||
}
|
||||
|
||||
private static void NormalizeFacing(ref Vec3f facing)
|
||||
{
|
||||
float length = MathF.Sqrt(facing.X * facing.X + facing.Y * facing.Y + facing.Z * facing.Z);
|
||||
if (length <= 0.0001f)
|
||||
{
|
||||
facing = new Vec3f(0f, 0f, 1f);
|
||||
return;
|
||||
}
|
||||
|
||||
float invLength = 1f / length;
|
||||
facing = new Vec3f(facing.X * invLength, facing.Y * invLength, facing.Z * invLength);
|
||||
}
|
||||
|
||||
private static bool TryGetMeshAngle(BlockEntity blockEntity, out float radians)
|
||||
{
|
||||
if (blockEntity is BlockEntityGenericTypedContainer genericContainer)
|
||||
{
|
||||
radians = genericContainer.MeshAngle;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (blockEntity is BlockEntityCrate crate)
|
||||
{
|
||||
radians = crate.MeshAngle;
|
||||
return true;
|
||||
}
|
||||
|
||||
radians = 0f;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user