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https://github.com/Jozufozu/Flywheel.git
synced 2024-12-27 07:26:48 +01:00
Get some bounding spheres at home
- Compute bounding spheres with the AABB method. Should be pretty well suited for funny block game. - Remove Miniball from dependencies.
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parent
80139cf673
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2 changed files with 40 additions and 44 deletions
18
build.gradle
18
build.gradle
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@ -74,21 +74,6 @@ repositories {
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mavenCentral()
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}
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// Fix for loading non-mod libraries in dev-env, used for Miniball.
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// https://gist.github.com/SizableShrimp/66b22f1b24c255e1491c8d98d3f11f83
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// v--------------------------------------------------------------------v
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configurations {
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library
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implementation.extendsFrom library
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}
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minecraft.runs.configureEach {
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lazyToken('minecraft_classpath') {
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configurations.library.copyRecursive().resolve().collect { it.absolutePath }.join(File.pathSeparator)
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}
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}
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// ^--------------------------------------------------------------------^
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dependencies {
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testImplementation 'org.junit.jupiter:junit-jupiter:5.8.1'
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minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}"
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@ -96,9 +81,6 @@ dependencies {
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compileOnly fg.deobf("maven.modrinth:embeddium:0.2.10+mc1.20.1")
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compileOnly fg.deobf("maven.modrinth:oculus:1.20.1-1.6.9")
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jarJar(group: 'com.dreizak', name: 'miniball', version: '[1.0.3,2.0.0)')
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library 'com.dreizak:miniball:1.0.3'
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// https://discord.com/channels/313125603924639766/725850371834118214/910619168821354497
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// Prevent Mixin annotation processor from getting into IntelliJ's annotation processor settings
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// This allows 'Settings > Build, Execution, and Deployment > Build Tools > Gradle > Build and run using' set to IntelliJ to work correctly
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@ -4,12 +4,11 @@ import java.lang.reflect.Field;
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import java.nio.ByteBuffer;
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import org.jetbrains.annotations.Nullable;
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import org.joml.Vector3f;
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import org.joml.Vector4f;
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import org.lwjgl.system.MemoryUtil;
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import org.slf4j.Logger;
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import com.dreizak.miniball.highdim.Miniball;
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import com.dreizak.miniball.model.PointSet;
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import com.jozufozu.flywheel.api.material.Material;
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import com.jozufozu.flywheel.api.model.Mesh;
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import com.jozufozu.flywheel.api.vertex.VertexList;
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@ -37,6 +36,7 @@ public final class ModelUtil {
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* Meant to be used for virtual rendering.
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*/
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public static final BlockRenderDispatcher VANILLA_RENDERER = createVanillaRenderer();
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private static final float BOUNDING_SPHERE_EPSILON = 1e-4f;
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private ModelUtil() {
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}
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@ -128,33 +128,47 @@ public final class ModelUtil {
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}
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public static Vector4f computeBoundingSphere(VertexList vertexList) {
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return computeBoundingSphere(new PointSet() {
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@Override
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public int size() {
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return vertexList.vertexCount();
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var center = computeCenterOfAABBContaining(vertexList);
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var radius = computeMaxDistanceTo(vertexList, center) + BOUNDING_SPHERE_EPSILON;
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return new Vector4f(center, radius);
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}
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@Override
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public int dimension() {
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return 3;
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private static float computeMaxDistanceTo(VertexList vertexList, Vector3f pos) {
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float farthestDistanceSquared = -1;
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for (int i = 0; i < vertexList.vertexCount(); i++) {
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var distanceSquared = pos.distanceSquared(vertexList.x(i), vertexList.y(i), vertexList.z(i));
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if (distanceSquared > farthestDistanceSquared) {
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farthestDistanceSquared = distanceSquared;
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}
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}
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@Override
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public double coord(int i, int dim) {
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return switch (dim) {
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case 0 -> vertexList.x(i);
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case 1 -> vertexList.y(i);
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case 2 -> vertexList.z(i);
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default -> throw new IllegalArgumentException("Invalid dimension: " + dim);
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};
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}
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});
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return (float) Math.sqrt(farthestDistanceSquared);
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}
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public static Vector4f computeBoundingSphere(PointSet points) {
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var miniball = new Miniball(points);
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double[] center = miniball.center();
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double radius = miniball.radius();
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return new Vector4f((float) center[0], (float) center[1], (float) center[2], (float) radius);
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private static Vector3f computeCenterOfAABBContaining(VertexList vertexList) {
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var min = new Vector3f(Float.MAX_VALUE);
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var max = new Vector3f(Float.MIN_VALUE);
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for (int i = 0; i < vertexList.vertexCount(); i++) {
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float x = vertexList.x(i);
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float y = vertexList.y(i);
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float z = vertexList.z(i);
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// JOML's min/max methods don't accept floats :whywheel:
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min.x = Math.min(min.x, x);
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min.y = Math.min(min.y, y);
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min.z = Math.min(min.z, z);
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max.x = Math.max(max.x, x);
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max.y = Math.max(max.y, y);
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max.z = Math.max(max.z, z);
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}
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return min.add(max)
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.mul(0.5f);
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}
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}
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