114 lines
3.8 KiB
Java
114 lines
3.8 KiB
Java
package com.hypixel.hytale.math.hitdetection.projection;
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import com.hypixel.hytale.codec.Codec;
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import com.hypixel.hytale.codec.KeyedCodec;
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import com.hypixel.hytale.codec.builder.BuilderCodec;
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import com.hypixel.hytale.math.hitdetection.MatrixProvider;
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import com.hypixel.hytale.math.matrix.Matrix4d;
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import javax.annotation.Nonnull;
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public class FrustumProjectionProvider implements MatrixProvider {
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public static final BuilderCodec<FrustumProjectionProvider> CODEC = BuilderCodec.builder(FrustumProjectionProvider.class, FrustumProjectionProvider::new)
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.addField(new KeyedCodec<>("Left", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.left = d, projectionProvider -> projectionProvider.left)
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.addField(
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new KeyedCodec<>("Right", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.right = d, projectionProvider -> projectionProvider.right
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)
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.addField(new KeyedCodec<>("Top", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.top = d, projectionProvider -> projectionProvider.top)
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.addField(
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new KeyedCodec<>("Bottom", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.bottom = d, projectionProvider -> projectionProvider.bottom
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)
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.addField(new KeyedCodec<>("Near", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.near = d, projectionProvider -> projectionProvider.near)
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.addField(new KeyedCodec<>("Far", Codec.DOUBLE), (projectionProvider, d) -> projectionProvider.far = d, projectionProvider -> projectionProvider.far)
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.build();
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protected final Matrix4d matrix;
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protected final Matrix4d rotMatrix = new Matrix4d();
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protected boolean invalid;
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protected double left;
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protected double right;
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protected double bottom;
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protected double top;
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protected double near;
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protected double far;
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protected double yaw;
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protected double pitch;
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protected double roll;
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public FrustumProjectionProvider() {
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this(new Matrix4d(), 0.1, 0.1, 0.1, 0.1, 1.0, 5.0);
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}
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public FrustumProjectionProvider(Matrix4d matrix, double left, double right, double bottom, double top, double near, double far) {
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this.matrix = matrix;
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this.left = left;
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this.right = right;
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this.bottom = bottom;
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this.top = top;
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this.near = near;
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this.far = far;
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this.invalid = true;
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}
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@Nonnull
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public FrustumProjectionProvider setLeft(double left) {
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this.left = left;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setRight(double right) {
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this.right = right;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setBottom(double bottom) {
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this.bottom = bottom;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setTop(double top) {
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this.top = top;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setNear(double near) {
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this.near = near;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setFar(double far) {
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this.far = far;
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this.invalid = true;
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return this;
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}
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@Nonnull
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public FrustumProjectionProvider setRotation(double yaw, double pitch, double roll) {
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this.yaw = yaw;
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this.pitch = pitch;
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this.roll = roll;
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return this;
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}
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@Override
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public Matrix4d getMatrix() {
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if (this.invalid) {
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this.matrix.projectionFrustum(this.left, this.right, this.bottom, this.top, this.near, this.far);
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this.matrix.rotateAxis(this.pitch, 1.0, 0.0, 0.0, this.rotMatrix);
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this.matrix.rotateAxis(this.yaw, 0.0, 1.0, 0.0, this.rotMatrix);
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this.matrix.rotateAxis(this.roll, 0.0, 0.0, 1.0, this.rotMatrix);
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this.invalid = false;
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}
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return this.matrix;
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}
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}
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