use of net.minecraft.util.math.Vec3i in project GregTech by GregTechCEu.
the class ToolDrillLarge method findOppositeCorner.
private static BlockPos findOppositeCorner(int max, BlockPos corner, EnumFacing facing) {
Vec3i rightVec = RelativeDirection.RIGHT.applyVec3i(facing);
Vec3i forwardVec = RelativeDirection.FRONT.applyVec3i(facing);
Vec3i upVec = RelativeDirection.UP.applyVec3i(facing);
return corner.add(multiplyVec(rightVec, max - 1)).add(multiplyVec(forwardVec, max - 1)).add(multiplyVec(upVec, max - 1));
}
use of net.minecraft.util.math.Vec3i in project Blockus by Brandcraf06.
the class WoodenBarrelBlockEntity method playSound.
void playSound(BlockState state, SoundEvent soundEvent) {
Vec3i vec3i = state.get(BarrelBlock.FACING).getVector();
double d = (double) this.pos.getX() + 0.5D + (double) vec3i.getX() / 2.0D;
double e = (double) this.pos.getY() + 0.5D + (double) vec3i.getY() / 2.0D;
double f = (double) this.pos.getZ() + 0.5D + (double) vec3i.getZ() / 2.0D;
this.world.playSound(null, d, e, f, soundEvent, SoundCategory.BLOCKS, 0.5F, this.world.random.nextFloat() * 0.1F + 0.9F);
}
use of net.minecraft.util.math.Vec3i in project baritone by cabaletta.
the class MovementFall method updateState.
@Override
public MovementState updateState(MovementState state) {
super.updateState(state);
if (state.getStatus() != MovementStatus.RUNNING) {
return state;
}
BlockPos playerFeet = ctx.playerFeet();
Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest), ctx.playerRotations());
Rotation targetRotation = null;
Block destBlock = ctx.world().getBlockState(dest).getBlock();
boolean isWater = destBlock == Blocks.WATER || destBlock == Blocks.FLOWING_WATER;
if (!isWater && willPlaceBucket() && !playerFeet.equals(dest)) {
if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) {
return state.setStatus(MovementStatus.UNREACHABLE);
}
if (ctx.player().posY - dest.getY() < ctx.playerController().getBlockReachDistance() && !ctx.player().onGround) {
ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER);
targetRotation = new Rotation(toDest.getYaw(), 90.0F);
if (ctx.isLookingAt(dest) || ctx.isLookingAt(dest.down())) {
state.setInput(Input.CLICK_RIGHT, true);
}
}
}
if (targetRotation != null) {
state.setTarget(new MovementTarget(targetRotation, true));
} else {
state.setTarget(new MovementTarget(toDest, false));
}
if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || isWater)) {
// 0.094 because lilypads
if (isWater) {
// only match water, not flowing water (which we cannot pick up with a bucket)
if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
if (ctx.player().motionY >= 0) {
return state.setInput(Input.CLICK_RIGHT, true);
} else {
return state;
}
} else {
if (ctx.player().motionY >= 0) {
return state.setStatus(MovementStatus.SUCCESS);
}
// don't else return state; we need to stay centered because this water might be flowing under the surface
}
} else {
return state.setStatus(MovementStatus.SUCCESS);
}
}
// we are moving to the 0.5 center not the edge (like if we were falling on a ladder)
Vec3d destCenter = VecUtils.getBlockPosCenter(dest);
if (Math.abs(ctx.player().posX + ctx.player().motionX - destCenter.x) > 0.1 || Math.abs(ctx.player().posZ + ctx.player().motionZ - destCenter.z) > 0.1) {
if (!ctx.player().onGround && Math.abs(ctx.player().motionY) > 0.4) {
state.setInput(Input.SNEAK, true);
}
state.setInput(Input.MOVE_FORWARD, true);
}
Vec3i avoid = Optional.ofNullable(avoid()).map(EnumFacing::getDirectionVec).orElse(null);
if (avoid == null) {
avoid = src.subtract(dest);
} else {
double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ));
if (dist < 0.6) {
state.setInput(Input.MOVE_FORWARD, true);
} else if (!ctx.player().onGround) {
state.setInput(Input.SNEAK, false);
}
}
if (targetRotation == null) {
Vec3d destCenterOffset = new Vec3d(destCenter.x + 0.125 * avoid.getX(), destCenter.y, destCenter.z + 0.125 * avoid.getZ());
state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset, ctx.playerRotations()), false));
}
return state;
}
use of net.minecraft.util.math.Vec3i in project baritone by cabaletta.
the class SelCommand method execute.
@Override
public void execute(String label, IArgConsumer args) throws CommandException {
Action action = Action.getByName(args.getString());
if (action == null) {
throw new CommandInvalidTypeException(args.consumed(), "an action");
}
if (action == Action.POS1 || action == Action.POS2) {
if (action == Action.POS2 && pos1 == null) {
throw new CommandInvalidStateException("Set pos1 first before using pos2");
}
BetterBlockPos playerPos = mc.getRenderViewEntity() != null ? BetterBlockPos.from(new BlockPos(mc.getRenderViewEntity())) : ctx.playerFeet();
BetterBlockPos pos = args.hasAny() ? args.getDatatypePost(RelativeBlockPos.INSTANCE, playerPos) : playerPos;
args.requireMax(0);
if (action == Action.POS1) {
pos1 = pos;
logDirect("Position 1 has been set");
} else {
manager.addSelection(pos1, pos);
pos1 = null;
logDirect("Selection added");
}
} else if (action == Action.CLEAR) {
args.requireMax(0);
pos1 = null;
logDirect(String.format("Removed %d selections", manager.removeAllSelections().length));
} else if (action == Action.UNDO) {
args.requireMax(0);
if (pos1 != null) {
pos1 = null;
logDirect("Undid pos1");
} else {
ISelection[] selections = manager.getSelections();
if (selections.length < 1) {
throw new CommandInvalidStateException("Nothing to undo!");
} else {
pos1 = manager.removeSelection(selections[selections.length - 1]).pos1();
logDirect("Undid pos2");
}
}
} else if (action == Action.SET || action == Action.WALLS || action == Action.SHELL || action == Action.CLEARAREA || action == Action.REPLACE) {
BlockOptionalMeta type = action == Action.CLEARAREA ? new BlockOptionalMeta(Blocks.AIR) : args.getDatatypeFor(ForBlockOptionalMeta.INSTANCE);
BlockOptionalMetaLookup replaces = null;
if (action == Action.REPLACE) {
args.requireMin(1);
List<BlockOptionalMeta> replacesList = new ArrayList<>();
replacesList.add(type);
while (args.has(2)) {
replacesList.add(args.getDatatypeFor(ForBlockOptionalMeta.INSTANCE));
}
type = args.getDatatypeFor(ForBlockOptionalMeta.INSTANCE);
replaces = new BlockOptionalMetaLookup(replacesList.toArray(new BlockOptionalMeta[0]));
} else {
args.requireMax(0);
}
ISelection[] selections = manager.getSelections();
if (selections.length == 0) {
throw new CommandInvalidStateException("No selections");
}
BetterBlockPos origin = selections[0].min();
CompositeSchematic composite = new CompositeSchematic(0, 0, 0);
for (ISelection selection : selections) {
BetterBlockPos min = selection.min();
origin = new BetterBlockPos(Math.min(origin.x, min.x), Math.min(origin.y, min.y), Math.min(origin.z, min.z));
}
for (ISelection selection : selections) {
Vec3i size = selection.size();
BetterBlockPos min = selection.min();
ISchematic schematic = new FillSchematic(size.getX(), size.getY(), size.getZ(), type);
if (action == Action.WALLS) {
schematic = new WallsSchematic(schematic);
} else if (action == Action.SHELL) {
schematic = new ShellSchematic(schematic);
} else if (action == Action.REPLACE) {
schematic = new ReplaceSchematic(schematic, replaces);
}
composite.put(schematic, min.x - origin.x, min.y - origin.y, min.z - origin.z);
}
baritone.getBuilderProcess().build("Fill", composite, origin);
logDirect("Filling now");
} else if (action == Action.COPY) {
BetterBlockPos playerPos = mc.getRenderViewEntity() != null ? BetterBlockPos.from(new BlockPos(mc.getRenderViewEntity())) : ctx.playerFeet();
BetterBlockPos pos = args.hasAny() ? args.getDatatypePost(RelativeBlockPos.INSTANCE, playerPos) : playerPos;
args.requireMax(0);
ISelection[] selections = manager.getSelections();
if (selections.length < 1) {
throw new CommandInvalidStateException("No selections");
}
BlockStateInterface bsi = new BlockStateInterface(ctx);
BetterBlockPos origin = selections[0].min();
CompositeSchematic composite = new CompositeSchematic(0, 0, 0);
for (ISelection selection : selections) {
BetterBlockPos min = selection.min();
origin = new BetterBlockPos(Math.min(origin.x, min.x), Math.min(origin.y, min.y), Math.min(origin.z, min.z));
}
for (ISelection selection : selections) {
Vec3i size = selection.size();
BetterBlockPos min = selection.min();
IBlockState[][][] blockstates = new IBlockState[size.getX()][size.getZ()][size.getY()];
for (int x = 0; x < size.getX(); x++) {
for (int y = 0; y < size.getY(); y++) {
for (int z = 0; z < size.getZ(); z++) {
blockstates[x][z][y] = bsi.get0(min.x + x, min.y + y, min.z + z);
}
}
}
ISchematic schematic = new StaticSchematic() {
{
states = blockstates;
x = size.getX();
y = size.getY();
z = size.getZ();
}
};
composite.put(schematic, min.x - origin.x, min.y - origin.y, min.z - origin.z);
}
clipboard = composite;
clipboardOffset = origin.subtract(pos);
logDirect("Selection copied");
} else if (action == Action.PASTE) {
BetterBlockPos playerPos = mc.getRenderViewEntity() != null ? BetterBlockPos.from(new BlockPos(mc.getRenderViewEntity())) : ctx.playerFeet();
BetterBlockPos pos = args.hasAny() ? args.getDatatypePost(RelativeBlockPos.INSTANCE, playerPos) : playerPos;
args.requireMax(0);
if (clipboard == null) {
throw new CommandInvalidStateException("You need to copy a selection first");
}
baritone.getBuilderProcess().build("Fill", clipboard, pos.add(clipboardOffset));
logDirect("Building now");
} else if (action == Action.EXPAND || action == Action.CONTRACT || action == Action.SHIFT) {
args.requireExactly(3);
TransformTarget transformTarget = TransformTarget.getByName(args.getString());
if (transformTarget == null) {
throw new CommandInvalidStateException("Invalid transform type");
}
EnumFacing direction = args.getDatatypeFor(ForEnumFacing.INSTANCE);
int blocks = args.getAs(Integer.class);
ISelection[] selections = manager.getSelections();
if (selections.length < 1) {
throw new CommandInvalidStateException("No selections found");
}
selections = transformTarget.transform(selections);
for (ISelection selection : selections) {
if (action == Action.EXPAND) {
manager.expand(selection, direction, blocks);
} else if (action == Action.CONTRACT) {
manager.contract(selection, direction, blocks);
} else {
manager.shift(selection, direction, blocks);
}
}
logDirect(String.format("Transformed %d selections", selections.length));
}
}
use of net.minecraft.util.math.Vec3i in project fabric by FabricMC.
the class AoCalculator method computeFace.
/**
* Computes smoothed brightness and Ao shading for four corners of a block face.
* Outer block face is what you normally see and what you get get when second
* parameter is true. Inner is light *within* the block and usually darker.
* It is blended with the outer face for inset surfaces, but is also used directly
* in vanilla logic for some blocks that aren't full opaque cubes.
* Except for parameterization, the logic itself is practically identical to vanilla.
*/
private AoFaceData computeFace(Direction lightFace, boolean isOnBlockFace) {
final int faceDataIndex = isOnBlockFace ? lightFace.getId() : lightFace.getId() + 6;
final int mask = 1 << faceDataIndex;
final AoFaceData result = faceData[faceDataIndex];
if ((completionFlags & mask) == 0) {
completionFlags |= mask;
final ExtendedBlockView world = blockInfo.blockView;
final BlockPos pos = blockInfo.blockPos;
final BlockPos.Mutable lightPos = this.lightPos;
final BlockPos.Mutable searchPos = this.searchPos;
lightPos.set(isOnBlockFace ? pos.offset(lightFace) : pos);
AoFace aoFace = AoFace.get(lightFace);
searchPos.set(lightPos).setOffset(aoFace.neighbors[0]);
final int light0 = brightnessFunc.applyAsInt(searchPos);
final float ao0 = aoFunc.apply(searchPos);
searchPos.set(lightPos).setOffset(aoFace.neighbors[1]);
final int light1 = brightnessFunc.applyAsInt(searchPos);
final float ao1 = aoFunc.apply(searchPos);
searchPos.set(lightPos).setOffset(aoFace.neighbors[2]);
final int light2 = brightnessFunc.applyAsInt(searchPos);
final float ao2 = aoFunc.apply(searchPos);
searchPos.set(lightPos).setOffset(aoFace.neighbors[3]);
final int light3 = brightnessFunc.applyAsInt(searchPos);
final float ao3 = aoFunc.apply(searchPos);
// vanilla was further offsetting these in the direction of the light face
// but it was actually mis-sampling and causing visible artifacts in certain situation
// .setOffset(lightFace);
searchPos.set(lightPos).setOffset(aoFace.neighbors[0]);
if (!Indigo.FIX_SMOOTH_LIGHTING_OFFSET)
searchPos.setOffset(lightFace);
final boolean isClear0 = world.getBlockState(searchPos).getLightSubtracted(world, searchPos) == 0;
// .setOffset(lightFace);
searchPos.set(lightPos).setOffset(aoFace.neighbors[1]);
if (!Indigo.FIX_SMOOTH_LIGHTING_OFFSET)
searchPos.setOffset(lightFace);
final boolean isClear1 = world.getBlockState(searchPos).getLightSubtracted(world, searchPos) == 0;
// .setOffset(lightFace);
searchPos.set(lightPos).setOffset(aoFace.neighbors[2]);
if (!Indigo.FIX_SMOOTH_LIGHTING_OFFSET)
searchPos.setOffset(lightFace);
final boolean isClear2 = world.getBlockState(searchPos).getLightSubtracted(world, searchPos) == 0;
// .setOffset(lightFace);
searchPos.set(lightPos).setOffset(aoFace.neighbors[3]);
if (!Indigo.FIX_SMOOTH_LIGHTING_OFFSET)
searchPos.setOffset(lightFace);
final boolean isClear3 = world.getBlockState(searchPos).getLightSubtracted(world, searchPos) == 0;
// c = corner - values at corners of face
int cLight0, cLight1, cLight2, cLight3;
float cAo0, cAo1, cAo2, cAo3;
// then we use values from the outwardly diagonal corner. (outwardly = position is one more away from light face)
if (!isClear2 && !isClear0) {
cAo0 = ao0;
cLight0 = light0;
} else {
searchPos.set(lightPos).setOffset(aoFace.neighbors[0]).setOffset(aoFace.neighbors[2]);
cAo0 = aoFunc.apply(searchPos);
cLight0 = brightnessFunc.applyAsInt(searchPos);
}
if (!isClear3 && !isClear0) {
cAo1 = ao0;
cLight1 = light0;
} else {
searchPos.set(lightPos).setOffset(aoFace.neighbors[0]).setOffset(aoFace.neighbors[3]);
cAo1 = aoFunc.apply(searchPos);
cLight1 = brightnessFunc.applyAsInt(searchPos);
}
if (!isClear2 && !isClear1) {
cAo2 = ao1;
cLight2 = light1;
} else {
searchPos.set(lightPos).setOffset(aoFace.neighbors[1]).setOffset(aoFace.neighbors[2]);
cAo2 = aoFunc.apply(searchPos);
cLight2 = brightnessFunc.applyAsInt(searchPos);
}
if (!isClear3 && !isClear1) {
cAo3 = ao1;
cLight3 = light1;
} else {
searchPos.set(lightPos).setOffset(aoFace.neighbors[1]).setOffset(aoFace.neighbors[3]);
cAo3 = aoFunc.apply(searchPos);
cLight3 = brightnessFunc.applyAsInt(searchPos);
}
// If on block face or neighbor isn't occluding, "center" will be neighbor brightness
// Doesn't use light pos because logic not based solely on this block's geometry
int lightCenter;
searchPos.set((Vec3i) pos).setOffset(lightFace);
if (isOnBlockFace || !world.getBlockState(searchPos).isFullOpaque(world, searchPos)) {
lightCenter = brightnessFunc.applyAsInt(searchPos);
} else {
lightCenter = brightnessFunc.applyAsInt(pos);
}
float aoCenter = aoFunc.apply(isOnBlockFace ? lightPos : pos);
result.a0 = (ao3 + ao0 + cAo1 + aoCenter) * 0.25F;
result.a1 = (ao2 + ao0 + cAo0 + aoCenter) * 0.25F;
result.a2 = (ao2 + ao1 + cAo2 + aoCenter) * 0.25F;
result.a3 = (ao3 + ao1 + cAo3 + aoCenter) * 0.25F;
result.l0(meanBrightness(light3, light0, cLight1, lightCenter));
result.l1(meanBrightness(light2, light0, cLight0, lightCenter));
result.l2(meanBrightness(light2, light1, cLight2, lightCenter));
result.l3(meanBrightness(light3, light1, cLight3, lightCenter));
}
return result;
}
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