baritone/src/api/java/baritone/api/utils/RotationUtils.java

226 lines
9.6 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.api.utils;
import baritone.api.BaritoneAPI;
import baritone.api.IBaritone;
import net.minecraft.block.BlockFire;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.*;
import java.util.Optional;
/**
* @author Brady
* @since 9/25/2018
*/
public final class RotationUtils {
/**
* Constant that a degree value is multiplied by to get the equivalent radian value
*/
public static final double DEG_TO_RAD = Math.PI / 180.0;
/**
* Constant that a radian value is multiplied by to get the equivalent degree value
*/
public static final double RAD_TO_DEG = 180.0 / Math.PI;
/**
* Offsets from the root block position to the center of each side.
*/
private static final Vec3d[] BLOCK_SIDE_MULTIPLIERS = new Vec3d[]{
new Vec3d(0.5, 0, 0.5), // Down
new Vec3d(0.5, 1, 0.5), // Up
new Vec3d(0.5, 0.5, 0), // North
new Vec3d(0.5, 0.5, 1), // South
new Vec3d(0, 0.5, 0.5), // West
new Vec3d(1, 0.5, 0.5) // East
};
private RotationUtils() {}
/**
* Calculates the rotation from BlockPos<sub>dest</sub> to BlockPos<sub>orig</sub>
*
* @param orig The origin position
* @param dest The destination position
* @return The rotation from the origin to the destination
*/
public static Rotation calcRotationFromCoords(BlockPos orig, BlockPos dest) {
return calcRotationFromVec3d(new Vec3d(orig), new Vec3d(dest));
}
/**
* Wraps the target angles to a relative value from the current angles. This is done by
* subtracting the current from the target, normalizing it, and then adding the current
* angles back to it.
*
* @param current The current angles
* @param target The target angles
* @return The wrapped angles
*/
public static Rotation wrapAnglesToRelative(Rotation current, Rotation target) {
return target.subtract(current).normalize().add(current);
}
/**
* Calculates the rotation from Vec<sub>dest</sub> to Vec<sub>orig</sub> and makes the
* return value relative to the specified current rotations.
*
* @param orig The origin position
* @param dest The destination position
* @param current The current rotations
* @return The rotation from the origin to the destination
* @see #wrapAnglesToRelative(Rotation, Rotation)
*/
public static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest, Rotation current) {
return wrapAnglesToRelative(current, calcRotationFromVec3d(orig, dest));
}
/**
* Calculates the rotation from Vec<sub>dest</sub> to Vec<sub>orig</sub>
*
* @param orig The origin position
* @param dest The destination position
* @return The rotation from the origin to the destination
*/
public static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest) {
double[] delta = {orig.x - dest.x, orig.y - dest.y, orig.z - dest.z};
double yaw = MathHelper.atan2(delta[0], -delta[2]);
double dist = Math.sqrt(delta[0] * delta[0] + delta[2] * delta[2]);
double pitch = MathHelper.atan2(delta[1], dist);
return new Rotation(
(float) (yaw * RAD_TO_DEG),
(float) (pitch * RAD_TO_DEG)
);
}
/**
* Calculates the look vector for the specified yaw/pitch rotations.
*
* @param rotation The input rotation
* @return Look vector for the rotation
*/
public static Vec3d calcVec3dFromRotation(Rotation rotation) {
float f = MathHelper.cos(-rotation.getYaw() * (float) DEG_TO_RAD - (float) Math.PI);
float f1 = MathHelper.sin(-rotation.getYaw() * (float) DEG_TO_RAD - (float) Math.PI);
float f2 = -MathHelper.cos(-rotation.getPitch() * (float) DEG_TO_RAD);
float f3 = MathHelper.sin(-rotation.getPitch() * (float) DEG_TO_RAD);
return new Vec3d((double) (f1 * f2), (double) f3, (double) (f * f2));
}
/**
* @param ctx Context for the viewing entity
* @param pos The target block position
* @return The optional rotation
* @see #reachable(EntityPlayerSP, BlockPos, double)
*/
public static Optional<Rotation> reachable(IPlayerContext ctx, BlockPos pos) {
return reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
}
/**
* Determines if the specified entity is able to reach the center of any of the sides
* of the specified block. It first checks if the block center is reachable, and if so,
* that rotation will be returned. If not, it will return the first center of a given
* side that is reachable. The return type will be {@link Optional#empty()} if the entity is
* unable to reach any of the sides of the block.
*
* @param entity The viewing entity
* @param pos The target block position
* @param blockReachDistance The block reach distance of the entity
* @return The optional rotation
*/
public static Optional<Rotation> reachable(EntityPlayerSP entity, BlockPos pos, double blockReachDistance) {
IBaritone baritone = BaritoneAPI.getProvider().getBaritoneForPlayer(entity);
if (pos.equals(baritone.getPlayerContext().getSelectedBlock().orElse(null))) {
/*
* why add 0.0001?
* to indicate that we actually have a desired pitch
* the way we indicate that the pitch can be whatever and we only care about the yaw
* is by setting the desired pitch to the current pitch
* setting the desired pitch to the current pitch + 0.0001 means that we do have a desired pitch, it's
* just what it currently is
*
* or if you're a normal person literally all this does it ensure that we don't nudge the pitch to a normal level
*/
return Optional.of(new Rotation(entity.rotationYaw, entity.rotationPitch + 0.0001F));
}
Optional<Rotation> possibleRotation = reachableCenter(entity, pos, blockReachDistance);
//System.out.println("center: " + possibleRotation);
if (possibleRotation.isPresent()) {
return possibleRotation;
}
IBlockState state = entity.world.getBlockState(pos);
AxisAlignedBB aabb = state.getBoundingBox(entity.world, pos);
for (Vec3d sideOffset : BLOCK_SIDE_MULTIPLIERS) {
double xDiff = aabb.minX * sideOffset.x + aabb.maxX * (1 - sideOffset.x);
double yDiff = aabb.minY * sideOffset.y + aabb.maxY * (1 - sideOffset.y);
double zDiff = aabb.minZ * sideOffset.z + aabb.maxZ * (1 - sideOffset.z);
possibleRotation = reachableOffset(entity, pos, new Vec3d(pos).add(xDiff, yDiff, zDiff), blockReachDistance);
if (possibleRotation.isPresent()) {
return possibleRotation;
}
}
return Optional.empty();
}
/**
* Determines if the specified entity is able to reach the specified block with
* the given offsetted position. The return type will be {@link Optional#empty()} if
* the entity is unable to reach the block with the offset applied.
*
* @param entity The viewing entity
* @param pos The target block position
* @param offsetPos The position of the block with the offset applied.
* @param blockReachDistance The block reach distance of the entity
* @return The optional rotation
*/
public static Optional<Rotation> reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance) {
Rotation rotation = calcRotationFromVec3d(entity.getPositionEyes(1.0F), offsetPos);
RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, rotation, blockReachDistance);
//System.out.println(result);
if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
if (result.getBlockPos().equals(pos)) {
return Optional.of(rotation);
}
if (entity.world.getBlockState(pos).getBlock() instanceof BlockFire && result.getBlockPos().equals(pos.down())) {
return Optional.of(rotation);
}
}
return Optional.empty();
}
/**
* Determines if the specified entity is able to reach the specified block where it is
* looking at the direct center of it's hitbox.
*
* @param entity The viewing entity
* @param pos The target block position
* @param blockReachDistance The block reach distance of the entity
* @return The optional rotation
*/
public static Optional<Rotation> reachableCenter(Entity entity, BlockPos pos, double blockReachDistance) {
return reachableOffset(entity, pos, VecUtils.calculateBlockCenter(entity.world, pos), blockReachDistance);
}
}