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https://github.com/Jozufozu/Flywheel.git
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a42c027b6f
- Fix Resources not being closed properly - Change versioning scheme to match Create - Add LICENSE to built jar - Fix mods.toml version sync - Move JOML code to non-src directory - Update Gradle - Organize imports
154 lines
6.1 KiB
Java
154 lines
6.1 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2015-2021 Kai Burjack
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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/**
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* Provides methods to compute rays through an arbitrary perspective transformation defined by a {@link Matrix4fc}.
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* <p>
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* This can be used to compute the eye-rays in simple software-based raycasting/raytracing.
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* <p>
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* To obtain the origin of the rays call {@link #origin(Vector3f)}.
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* Then to compute the directions of subsequent rays use {@link #dir(float, float, Vector3f)}.
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*
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* @author Kai Burjack
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*/
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public class FrustumRayBuilder {
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private float nxnyX, nxnyY, nxnyZ;
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private float pxnyX, pxnyY, pxnyZ;
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private float pxpyX, pxpyY, pxpyZ;
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private float nxpyX, nxpyY, nxpyZ;
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private float cx, cy, cz;
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/**
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* Create a new {@link FrustumRayBuilder} with an undefined frustum.
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* <p>
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* Before obtaining ray directions, make sure to define the frustum using {@link #set(Matrix4fc)}.
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*/
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public FrustumRayBuilder() {
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}
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/**
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* Create a new {@link FrustumRayBuilder} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum.
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*
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* @param m
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* the {@link Matrix4fc} to create the frustum from
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*/
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public FrustumRayBuilder(Matrix4fc m) {
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set(m);
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}
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/**
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* Update the stored frustum corner rays and origin of <code>this</code> {@link FrustumRayBuilder} with the given {@link Matrix4fc matrix}.
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* <p>
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* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
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* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
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* <p>
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* Reference: <a href="http://geomalgorithms.com/a05-_intersect-1.html">http://geomalgorithms.com</a>
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*
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* @param m
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* the {@link Matrix4fc matrix} to update the frustum corner rays and origin with
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* @return this
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*/
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public FrustumRayBuilder set(Matrix4fc m) {
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float nxX = m.m03() + m.m00(), nxY = m.m13() + m.m10(), nxZ = m.m23() + m.m20(), d1 = m.m33() + m.m30();
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float pxX = m.m03() - m.m00(), pxY = m.m13() - m.m10(), pxZ = m.m23() - m.m20(), d2 = m.m33() - m.m30();
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float nyX = m.m03() + m.m01(), nyY = m.m13() + m.m11(), nyZ = m.m23() + m.m21();
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float pyX = m.m03() - m.m01(), pyY = m.m13() - m.m11(), pyZ = m.m23() - m.m21(), d3 = m.m33() - m.m31();
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// bottom left
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nxnyX = nyY * nxZ - nyZ * nxY;
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nxnyY = nyZ * nxX - nyX * nxZ;
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nxnyZ = nyX * nxY - nyY * nxX;
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// bottom right
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pxnyX = pxY * nyZ - pxZ * nyY;
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pxnyY = pxZ * nyX - pxX * nyZ;
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pxnyZ = pxX * nyY - pxY * nyX;
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// top left
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nxpyX = nxY * pyZ - nxZ * pyY;
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nxpyY = nxZ * pyX - nxX * pyZ;
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nxpyZ = nxX * pyY - nxY * pyX;
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// top right
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pxpyX = pyY * pxZ - pyZ * pxY;
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pxpyY = pyZ * pxX - pyX * pxZ;
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pxpyZ = pyX * pxY - pyY * pxX;
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// compute origin
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float pxnxX, pxnxY, pxnxZ;
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pxnxX = pxY * nxZ - pxZ * nxY;
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pxnxY = pxZ * nxX - pxX * nxZ;
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pxnxZ = pxX * nxY - pxY * nxX;
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float invDot = 1.0f / (nxX * pxpyX + nxY * pxpyY + nxZ * pxpyZ);
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cx = (-pxpyX * d1 - nxpyX * d2 - pxnxX * d3) * invDot;
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cy = (-pxpyY * d1 - nxpyY * d2 - pxnxY * d3) * invDot;
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cz = (-pxpyZ * d1 - nxpyZ * d2 - pxnxZ * d3) * invDot;
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return this;
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}
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/**
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* Store the eye/origin of the perspective frustum in the given <code>origin</code>.
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*
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* @param origin
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* will hold the perspective origin
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* @return the <code>origin</code> vector
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*/
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public Vector3fc origin(Vector3f origin) {
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origin.x = cx;
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origin.y = cy;
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origin.z = cz;
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return origin;
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}
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/**
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* Obtain the normalized direction of a ray starting at the center of the coordinate system and going
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* through the near frustum plane.
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* <p>
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* The parameters <code>x</code> and <code>y</code> are used to interpolate the generated ray direction
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* from the bottom-left to the top-right frustum corners.
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*
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* @param x
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* the interpolation factor along the left-to-right frustum planes, within <code>[0..1]</code>
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* @param y
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* the interpolation factor along the bottom-to-top frustum planes, within <code>[0..1]</code>
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* @param dir
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* will hold the normalized ray direction
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* @return the <code>dir</code> vector
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*/
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public Vector3fc dir(float x, float y, Vector3f dir) {
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float y1x = nxnyX + (nxpyX - nxnyX) * y;
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float y1y = nxnyY + (nxpyY - nxnyY) * y;
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float y1z = nxnyZ + (nxpyZ - nxnyZ) * y;
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float y2x = pxnyX + (pxpyX - pxnyX) * y;
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float y2y = pxnyY + (pxpyY - pxnyY) * y;
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float y2z = pxnyZ + (pxpyZ - pxnyZ) * y;
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float dx = y1x + (y2x - y1x) * x;
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float dy = y1y + (y2y - y1y) * x;
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float dz = y1z + (y2z - y1z) * x;
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// normalize the vector
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float invLen = Math.invsqrt(dx * dx + dy * dy + dz * dz);
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dir.x = dx * invLen;
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dir.y = dy * invLen;
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dir.z = dz * invLen;
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return dir;
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}
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}
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