Flywheel/src/main/java/com/jozufozu/flywheel/util/RenderUtil.java
Jozufozu 3cc4ec7d6a Utilities created during an attempt at signs
- Cuboids can be inverted across Y and Z
 - TransformStack scaling
 - VecBuffer coloring
2021-07-17 17:06:49 -07:00

77 lines
2.4 KiB
Java

package com.jozufozu.flywheel.util;
import java.util.function.Supplier;
import com.mojang.blaze3d.matrix.MatrixStack;
import net.minecraft.util.Direction;
import net.minecraft.util.math.vector.Matrix3f;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3f;
public class RenderUtil {
private static final Matrix4f IDENTITY = new Matrix4f();
static {
IDENTITY.setIdentity();
}
public static Matrix4f getIdentity() {
return IDENTITY;
}
public static Matrix4f copyIdentity() {
return IDENTITY.copy();
}
public static int nextPowerOf2(int a) {
int h = Integer.highestOneBit(a);
return (h == a) ? h : (h << 1);
}
public static boolean isPowerOf2(int n) {
int b = n & (n - 1);
return b == 0 && n != 0;
}
public static double lengthSqr(double x, double y, double z) {
return x * x + y * y + z * z;
}
public static double length(double x, double y, double z) {
return Math.sqrt(lengthSqr(x, y, z));
}
public static float[] writeMatrixStack(MatrixStack stack) {
return writeMatrixStack(stack.last()
.pose(), stack.last()
.normal());
}
// GPUs want matrices in column major order.
public static float[] writeMatrixStack(Matrix4f model, Matrix3f normal) {
return new float[]{model.m00, model.m10, model.m20, model.m30, model.m01, model.m11, model.m21, model.m31, model.m02, model.m12, model.m22, model.m32, model.m03, model.m13, model.m23, model.m33, normal.m00, normal.m10, normal.m20, normal.m01, normal.m11, normal.m21, normal.m02, normal.m12, normal.m22,};
}
public static float[] writeMatrix(Matrix4f model) {
return new float[]{model.m00, model.m10, model.m20, model.m30, model.m01, model.m11, model.m21, model.m31, model.m02, model.m12, model.m22, model.m32, model.m03, model.m13, model.m23, model.m33,};
}
public static Supplier<MatrixStack> rotateToFace(Direction facing) {
return () -> {
MatrixStack stack = new MatrixStack();
// MatrixStacker.of(stack)
// .centre()
// .rotateY(AngleHelper.horizontalAngle(facing))
// .rotateX(AngleHelper.verticalAngle(facing))
// .unCentre();
stack.last()
.pose()
.setTranslation(0.5f, 0.5f, 0.5f);
stack.mulPose(Vector3f.YP.rotationDegrees(AngleHelper.horizontalAngle(facing)));
stack.mulPose(Vector3f.XP.rotationDegrees(AngleHelper.verticalAngle(facing)));
stack.translate(-0.5f, -0.5f, -0.5f);
return stack;
};
}
}