autoformat
This commit is contained in:
@@ -15,15 +15,13 @@
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
package com.seibel.lod.render;
|
||||
|
||||
import com.seibel.lod.config.LodConfig;
|
||||
import com.seibel.lod.enums.LodTemplate;
|
||||
import com.seibel.lod.objects.LodRegion;
|
||||
import com.seibel.lod.util.DetailDistanceUtil;
|
||||
import com.seibel.lod.util.LodUtil;
|
||||
import com.seibel.lod.wrappers.MinecraftWrapper;
|
||||
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.util.math.vector.Vector3d;
|
||||
@@ -31,7 +29,7 @@ import net.minecraft.util.math.vector.Vector3d;
|
||||
/**
|
||||
* This holds miscellaneous helper code
|
||||
* to be used in the rendering process.
|
||||
*
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 8-21-2021
|
||||
*/
|
||||
@@ -46,11 +44,11 @@ public class RenderUtil
|
||||
*/
|
||||
public static boolean isChunkPosInLoadedArea(ChunkPos pos, ChunkPos center)
|
||||
{
|
||||
return (pos.x >= center.x - mc.getRenderDistance()
|
||||
&& pos.x <= center.x + mc.getRenderDistance())
|
||||
&&
|
||||
(pos.z >= center.z - mc.getRenderDistance()
|
||||
&& pos.z <= center.z + mc.getRenderDistance());
|
||||
return (pos.x >= center.x - mc.getRenderDistance()
|
||||
&& pos.x <= center.x + mc.getRenderDistance())
|
||||
&&
|
||||
(pos.z >= center.z - mc.getRenderDistance()
|
||||
&& pos.z <= center.z + mc.getRenderDistance());
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -59,11 +57,11 @@ public class RenderUtil
|
||||
*/
|
||||
public static boolean isCoordinateInLoadedArea(int x, int z, int centerCoordinate)
|
||||
{
|
||||
return (x >= centerCoordinate - mc.getRenderDistance()
|
||||
&& x <= centerCoordinate + mc.getRenderDistance())
|
||||
&&
|
||||
(z >= centerCoordinate - mc.getRenderDistance()
|
||||
&& z <= centerCoordinate + mc.getRenderDistance());
|
||||
return (x >= centerCoordinate - mc.getRenderDistance()
|
||||
&& x <= centerCoordinate + mc.getRenderDistance())
|
||||
&&
|
||||
(z >= centerCoordinate - mc.getRenderDistance()
|
||||
&& z <= centerCoordinate + mc.getRenderDistance());
|
||||
}
|
||||
|
||||
|
||||
@@ -75,17 +73,17 @@ public class RenderUtil
|
||||
{
|
||||
int halfRadius = lodRadius / 2;
|
||||
|
||||
return (i >= lodRadius - halfRadius
|
||||
&& i <= lodRadius + halfRadius)
|
||||
&&
|
||||
return (i >= lodRadius - halfRadius
|
||||
&& i <= lodRadius + halfRadius)
|
||||
&&
|
||||
(j >= lodRadius - halfRadius
|
||||
&& j <= lodRadius + halfRadius);
|
||||
&& j <= lodRadius + halfRadius);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get how much buffer memory would be required for the given radius multiplier
|
||||
*
|
||||
*
|
||||
* issue #62
|
||||
* TODO check if this is actually returning the correct memory needed
|
||||
* it is possible (albeit unlikely) to have a buffer indexOutOfBounds exception
|
||||
@@ -116,37 +114,37 @@ public class RenderUtil
|
||||
*/
|
||||
public static boolean isRegionInViewFrustum(BlockPos playerBlockPos, Vector3d cameraDir, BlockPos vboCenterPos)
|
||||
{
|
||||
// convert the vbo position into a direction vector
|
||||
// starting from the player's position
|
||||
// convert the vbo position into a direction vector
|
||||
// starting from the player's position
|
||||
Vector3d vboVec = new Vector3d(vboCenterPos.getX(), 0, vboCenterPos.getZ());
|
||||
Vector3d playerVec = new Vector3d(playerBlockPos.getX(), playerBlockPos.getY(), playerBlockPos.getZ());
|
||||
Vector3d vboCenterVec = vboVec.subtract(playerVec);
|
||||
|
||||
|
||||
int halfRegionWidth = LodUtil.REGION_WIDTH / 2;
|
||||
|
||||
// calculate the 4 corners
|
||||
Vector3d vboSeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
|
||||
Vector3d vboSwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
|
||||
Vector3d vboNwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
|
||||
Vector3d vboNeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
|
||||
|
||||
// if any corner is visible, this region should be rendered
|
||||
return isNormalizedVectorInViewFrustum(vboSeVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboSwVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboNwVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboNeVec, cameraDir);
|
||||
int halfRegionWidth = LodUtil.REGION_WIDTH / 2;
|
||||
|
||||
// calculate the 4 corners
|
||||
Vector3d vboSeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
|
||||
Vector3d vboSwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
|
||||
Vector3d vboNwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
|
||||
Vector3d vboNeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
|
||||
|
||||
// if any corner is visible, this region should be rendered
|
||||
return isNormalizedVectorInViewFrustum(vboSeVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboSwVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboNwVec, cameraDir) ||
|
||||
isNormalizedVectorInViewFrustum(vboNeVec, cameraDir);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Currently takes the dot product of the two vectors,
|
||||
* but in the future could do more complicated frustum culling tests.
|
||||
*/
|
||||
private static boolean isNormalizedVectorInViewFrustum(Vector3d objectVector, Vector3d cameraDir)
|
||||
private static boolean isNormalizedVectorInViewFrustum(Vector3d objectVector, Vector3d cameraDir)
|
||||
{
|
||||
// the -0.1 is to offer a slight buffer, so we are
|
||||
// more likely to render LODs and thus, hopefully prevent
|
||||
// flickering or odd disappearances
|
||||
return objectVector.dot(cameraDir) > -0.1;
|
||||
// the -0.1 is to offer a slight buffer, so we are
|
||||
// more likely to render LODs and thus, hopefully prevent
|
||||
// flickering or odd disappearances
|
||||
return objectVector.dot(cameraDir) > -0.1;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user