mirror of https://github.com/cabaletta/baritone
332 lines
14 KiB
Java
332 lines
14 KiB
Java
/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.utils;
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import baritone.Baritone;
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import baritone.api.BaritoneAPI;
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import baritone.api.pathing.goals.GoalBlock;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.Helper;
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import net.minecraft.client.gui.GuiScreen;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.math.*;
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import net.minecraft.util.text.ITextComponent;
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import net.minecraft.util.text.TextComponentString;
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import net.minecraft.util.text.TextFormatting;
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import net.minecraft.util.text.event.ClickEvent;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import java.awt.*;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.Collections;
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import static baritone.api.command.IBaritoneChatControl.FORCE_COMMAND_PREFIX;
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import static org.lwjgl.opengl.GL11.*;
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public class GuiClick extends GuiScreen {
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// My name is Brady and I grant leijurv permission to use this pasted code
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private final FloatBuffer MODELVIEW = BufferUtils.createFloatBuffer(16);
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private final FloatBuffer PROJECTION = BufferUtils.createFloatBuffer(16);
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private final IntBuffer VIEWPORT = BufferUtils.createIntBuffer(16);
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private final FloatBuffer TO_WORLD_BUFFER = BufferUtils.createFloatBuffer(3);
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private BlockPos clickStart;
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private BlockPos currentMouseOver;
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@Override
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public boolean doesGuiPauseGame() {
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return false;
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}
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@Override
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public void render(int mouseX, int mouseY, float partialTicks) {
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double mx = mc.mouseHelper.getMouseX();
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double my = mc.mouseHelper.getMouseY();
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my = mc.mainWindow.getHeight() - my;
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my *= mc.mainWindow.getFramebufferHeight() / (double) mc.mainWindow.getHeight();
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mx *= mc.mainWindow.getFramebufferWidth() / (double) mc.mainWindow.getWidth();
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Vec3d near = toWorld(mx, my, 0);
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Vec3d far = toWorld(mx, my, 1); // "Use 0.945 that's what stack overflow says" - leijurv
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if (near != null && far != null) {
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Vec3d viewerPos = new Vec3d(mc.getRenderManager().viewerPosX, mc.getRenderManager().viewerPosY, mc.getRenderManager().viewerPosZ);
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RayTraceResult result = mc.world.rayTraceBlocks(near.add(viewerPos), far.add(viewerPos), RayTraceFluidMode.NEVER, false, true);
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if (result != null && result.type == RayTraceResult.Type.BLOCK) {
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currentMouseOver = result.getBlockPos();
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}
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}
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}
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@Override
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public boolean mouseReleased(double mouseX, double mouseY, int mouseButton) {
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if (currentMouseOver != null) { //Catch this, or else a click into void will result in a crash
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if (mouseButton == 0) {
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if (clickStart != null && !clickStart.equals(currentMouseOver)) {
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BaritoneAPI.getProvider().getPrimaryBaritone().getSelectionManager().removeAllSelections();
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BaritoneAPI.getProvider().getPrimaryBaritone().getSelectionManager().addSelection(BetterBlockPos.from(clickStart), BetterBlockPos.from(currentMouseOver));
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ITextComponent component = new TextComponentString("Selection made! For usage: " + Baritone.settings().prefix.value + "help sel");
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component.getStyle()
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.setColor(TextFormatting.WHITE)
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.setClickEvent(new ClickEvent(
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ClickEvent.Action.RUN_COMMAND,
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FORCE_COMMAND_PREFIX + "help sel"
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));
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Helper.HELPER.logDirect(component);
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clickStart = null;
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} else {
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BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalBlock(currentMouseOver));
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}
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} else if (mouseButton == 1) {
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BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalBlock(currentMouseOver.up()));
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}
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}
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clickStart = null;
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return super.mouseReleased(mouseX, mouseY, mouseButton);
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}
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@Override
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public boolean mouseClicked(double mouseX, double mouseY, int mouseButton) {
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clickStart = currentMouseOver;
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return super.mouseClicked(mouseX, mouseY, mouseButton);
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}
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public void onRender() {
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GlStateManager.getFloatv(GL_MODELVIEW_MATRIX, (FloatBuffer) MODELVIEW.clear());
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GlStateManager.getFloatv(GL_PROJECTION_MATRIX, (FloatBuffer) PROJECTION.clear());
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GL11.glGetIntegerv(GL_VIEWPORT, (IntBuffer) VIEWPORT.clear());
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if (currentMouseOver != null) {
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Entity e = mc.getRenderViewEntity();
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// drawSingleSelectionBox WHEN?
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PathRenderer.drawManySelectionBoxes(e, Collections.singletonList(currentMouseOver), Color.CYAN);
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if (clickStart != null && !clickStart.equals(currentMouseOver)) {
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GlStateManager.enableBlend();
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GlStateManager.blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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GlStateManager.color4f(Color.RED.getColorComponents(null)[0], Color.RED.getColorComponents(null)[1], Color.RED.getColorComponents(null)[2], 0.4F);
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GlStateManager.lineWidth(Baritone.settings().pathRenderLineWidthPixels.value);
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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GlStateManager.disableDepthTest();
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BetterBlockPos a = new BetterBlockPos(currentMouseOver);
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BetterBlockPos b = new BetterBlockPos(clickStart);
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IRenderer.drawAABB(new AxisAlignedBB(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z), Math.max(a.x, b.x) + 1, Math.max(a.y, b.y) + 1, Math.max(a.z, b.z) + 1));
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GlStateManager.enableDepthTest();
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GlStateManager.depthMask(true);
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GlStateManager.enableTexture2D();
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GlStateManager.disableBlend();
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}
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}
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}
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private Vec3d toWorld(double x, double y, double z) {
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boolean result = gluUnProject((float) x, (float) y, (float) z, MODELVIEW, PROJECTION, VIEWPORT, (FloatBuffer) TO_WORLD_BUFFER.clear());
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if (result) {
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return new Vec3d(TO_WORLD_BUFFER.get(0), TO_WORLD_BUFFER.get(1), TO_WORLD_BUFFER.get(2));
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}
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return null;
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}
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// skidded from lwjgl2 :ok_hand:
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// its uhhhhh mit license so its ok
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// here is the uhh license
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/*
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* Copyright (c) 2002-2007 Lightweight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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public static boolean gluUnProject(
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float winx,
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float winy,
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float winz,
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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer obj_pos) {
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FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
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float[] in = new float[4];
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float[] out = new float[4];
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__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
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if (!__gluInvertMatrixf(finalMatrix, finalMatrix))
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return false;
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in[0] = winx;
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in[1] = winy;
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in[2] = winz;
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in[3] = 1.0f;
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// Map x and y from window coordinates
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in[0] = (in[0] - viewport.get(viewport.position() + 0)) / viewport.get(viewport.position() + 2);
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in[1] = (in[1] - viewport.get(viewport.position() + 1)) / viewport.get(viewport.position() + 3);
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// Map to range -1 to 1
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in[0] = in[0] * 2 - 1;
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in[1] = in[1] * 2 - 1;
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in[2] = in[2] * 2 - 1;
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__gluMultMatrixVecf(finalMatrix, in, out);
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if (out[3] == 0.0)
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return false;
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out[3] = 1.0f / out[3];
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obj_pos.put(obj_pos.position() + 0, out[0] * out[3]);
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obj_pos.put(obj_pos.position() + 1, out[1] * out[3]);
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obj_pos.put(obj_pos.position() + 2, out[2] * out[3]);
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return true;
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}
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private static void __gluMultMatrixVecf(FloatBuffer m, float[] in, float[] out) {
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for (int i = 0; i < 4; i++) {
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out[i] =
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in[0] * m.get(m.position() + 0 * 4 + i)
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+ in[1] * m.get(m.position() + 1 * 4 + i)
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+ in[2] * m.get(m.position() + 2 * 4 + i)
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+ in[3] * m.get(m.position() + 3 * 4 + i);
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}
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}
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private static void __gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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r.put(r.position() + i * 4 + j,
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a.get(a.position() + i * 4 + 0) * b.get(b.position() + 0 * 4 + j) + a.get(a.position() + i * 4 + 1) * b.get(b.position() + 1 * 4 + j) + a.get(a.position() + i * 4 + 2) * b.get(b.position() + 2 * 4 + j) + a.get(a.position() + i * 4 + 3) * b.get(b.position() + 3 * 4 + j));
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}
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}
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}
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private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
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int i, j, k, swap;
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float t;
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FloatBuffer temp = BufferUtils.createFloatBuffer(16);
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for (i = 0; i < 16; i++) {
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temp.put(i, src.get(i + src.position()));
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}
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__gluMakeIdentityf(inverse);
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for (i = 0; i < 4; i++) {
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/*
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* * Look for largest element in column
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*/
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swap = i;
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for (j = i + 1; j < 4; j++) {
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/*
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* if (fabs(temp[j][i]) > fabs(temp[i][i])) { swap = j;
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*/
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if (Math.abs(temp.get(j * 4 + i)) > Math.abs(temp.get(i * 4 + i))) {
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swap = j;
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}
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}
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if (swap != i) {
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/*
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* * Swap rows.
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*/
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for (k = 0; k < 4; k++) {
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t = temp.get(i * 4 + k);
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temp.put(i * 4 + k, temp.get(swap * 4 + k));
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temp.put(swap * 4 + k, t);
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t = inverse.get(i * 4 + k);
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inverse.put(i * 4 + k, inverse.get(swap * 4 + k));
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//inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
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inverse.put(swap * 4 + k, t);
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//inverse.put((swap << 2) + k, t);
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}
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}
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if (temp.get(i * 4 + i) == 0) {
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/*
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* * No non-zero pivot. The matrix is singular, which shouldn't *
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* happen. This means the user gave us a bad matrix.
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*/
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return false;
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}
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t = temp.get(i * 4 + i);
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for (k = 0; k < 4; k++) {
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temp.put(i * 4 + k, temp.get(i * 4 + k) / t);
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inverse.put(i * 4 + k, inverse.get(i * 4 + k) / t);
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}
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for (j = 0; j < 4; j++) {
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if (j != i) {
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t = temp.get(j * 4 + i);
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for (k = 0; k < 4; k++) {
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temp.put(j * 4 + k, temp.get(j * 4 + k) - temp.get(i * 4 + k) * t);
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inverse.put(j * 4 + k, inverse.get(j * 4 + k) - inverse.get(i * 4 + k) * t);
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/*inverse.put(
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(j << 2) + k,
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inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t);*/
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}
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}
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}
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}
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return true;
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}
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private static final float[] IDENTITY_MATRIX =
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new float[]{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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private static void __gluMakeIdentityf(FloatBuffer m) {
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int oldPos = m.position();
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m.put(IDENTITY_MATRIX);
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m.position(oldPos);
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}
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}
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