SDF, Noise, Blocks Helper, Spline Helper, Translation Helper
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344
src/main/java/ru/bclib/util/SplineHelper.java
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344
src/main/java/ru/bclib/util/SplineHelper.java
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package ru.bclib.util;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import java.util.function.Function;
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import com.google.common.collect.Lists;
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import com.mojang.math.Vector3f;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.BlockPos.MutableBlockPos;
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import net.minecraft.util.Mth;
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import net.minecraft.world.level.WorldGenLevel;
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import net.minecraft.world.level.block.state.BlockState;
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import ru.bclib.sdf.SDF;
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import ru.bclib.sdf.operator.SDFUnion;
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import ru.bclib.sdf.primitive.SDFLine;
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public class SplineHelper {
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public static List<Vector3f> makeSpline(float x1, float y1, float z1, float x2, float y2, float z2, int points) {
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List<Vector3f> spline = Lists.newArrayList();
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spline.add(new Vector3f(x1, y1, z1));
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int count = points - 1;
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for (int i = 1; i < count; i++) {
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float delta = (float) i / (float) count;
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float x = Mth.lerp(delta, x1, x2);
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float y = Mth.lerp(delta, y1, y2);
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float z = Mth.lerp(delta, z1, z2);
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spline.add(new Vector3f(x, y, z));
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}
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spline.add(new Vector3f(x2, y2, z2));
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return spline;
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}
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public static List<Vector3f> smoothSpline(List<Vector3f> spline, int segmentPoints) {
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List<Vector3f> result = Lists.newArrayList();
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Vector3f start = spline.get(0);
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for (int i = 1; i < spline.size(); i++) {
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Vector3f end = spline.get(i);
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for (int j = 0; j < segmentPoints; j++) {
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float delta = (float) j / segmentPoints;
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delta = 0.5F - 0.5F * Mth.cos(delta * 3.14159F);
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result.add(lerp(start, end, delta));
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}
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start = end;
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}
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result.add(start);
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return result;
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}
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private static Vector3f lerp(Vector3f start, Vector3f end, float delta) {
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float x = Mth.lerp(delta, start.x(), end.x());
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float y = Mth.lerp(delta, start.y(), end.y());
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float z = Mth.lerp(delta, start.z(), end.z());
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return new Vector3f(x, y, z);
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}
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public static void offsetParts(List<Vector3f> spline, Random random, float dx, float dy, float dz) {
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int count = spline.size();
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for (int i = 1; i < count; i++) {
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Vector3f pos = spline.get(i);
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float x = pos.x() + (float) random.nextGaussian() * dx;
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float y = pos.y() + (float) random.nextGaussian() * dy;
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float z = pos.z() + (float) random.nextGaussian() * dz;
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pos.set(x, y, z);
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}
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}
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public static void powerOffset(List<Vector3f> spline, float distance, float power) {
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int count = spline.size();
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float max = count + 1;
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for (int i = 1; i < count; i++) {
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Vector3f pos = spline.get(i);
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float x = (float) i / max;
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float y = pos.y() + (float) Math.pow(x, power) * distance;
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pos.set(pos.x(), y, pos.z());
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}
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}
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public static SDF buildSDF(List<Vector3f> spline, float radius1, float radius2, Function<BlockPos, BlockState> placerFunction) {
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int count = spline.size();
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float max = count - 2;
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SDF result = null;
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Vector3f start = spline.get(0);
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for (int i = 1; i < count; i++) {
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Vector3f pos = spline.get(i);
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float delta = (float) (i - 1) / max;
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SDF line = new SDFLine()
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.setRadius(Mth.lerp(delta, radius1, radius2))
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.setStart(start.x(), start.y(), start.z())
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.setEnd(pos.x(), pos.y(), pos.z())
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.setBlock(placerFunction);
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result = result == null ? line : new SDFUnion().setSourceA(result).setSourceB(line);
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start = pos;
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}
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return result;
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}
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public static SDF buildSDF(List<Vector3f> spline, Function<Float, Float> radiusFunction, Function<BlockPos, BlockState> placerFunction) {
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int count = spline.size();
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float max = count - 2;
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SDF result = null;
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Vector3f start = spline.get(0);
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for (int i = 1; i < count; i++) {
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Vector3f pos = spline.get(i);
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float delta = (float) (i - 1) / max;
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SDF line = new SDFLine()
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.setRadius(radiusFunction.apply(delta))
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.setStart(start.x(), start.y(), start.z())
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.setEnd(pos.x(), pos.y(), pos.z())
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.setBlock(placerFunction);
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result = result == null ? line : new SDFUnion().setSourceA(result).setSourceB(line);
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start = pos;
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}
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return result;
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}
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public static boolean fillSpline(List<Vector3f> spline, WorldGenLevel world, BlockState state, BlockPos pos, Function<BlockState, Boolean> replace) {
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Vector3f startPos = spline.get(0);
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for (int i = 1; i < spline.size(); i++) {
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Vector3f endPos = spline.get(i);
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if (!(fillLine(startPos, endPos, world, state, pos, replace))) {
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return false;
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}
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startPos = endPos;
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}
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return true;
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}
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public static void fillSplineForce(List<Vector3f> spline, WorldGenLevel world, BlockState state, BlockPos pos, Function<BlockState, Boolean> replace) {
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Vector3f startPos = spline.get(0);
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for (int i = 1; i < spline.size(); i++) {
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Vector3f endPos = spline.get(i);
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fillLineForce(startPos, endPos, world, state, pos, replace);
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startPos = endPos;
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}
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}
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public static boolean fillLine(Vector3f start, Vector3f end, WorldGenLevel world, BlockState state, BlockPos pos, Function<BlockState, Boolean> replace) {
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float dx = end.x() - start.x();
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float dy = end.y() - start.y();
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float dz = end.z() - start.z();
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float max = MHelper.max(Math.abs(dx), Math.abs(dy), Math.abs(dz));
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int count = MHelper.floor(max + 1);
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dx /= max;
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dy /= max;
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dz /= max;
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float x = start.x();
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float y = start.y();
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float z = start.z();
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boolean down = Math.abs(dy) > 0.2;
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BlockState bState;
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MutableBlockPos bPos = new MutableBlockPos();
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for (int i = 0; i < count; i++) {
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bPos.set(x + pos.getX(), y + pos.getY(), z + pos.getZ());
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bState = world.getBlockState(bPos);
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if (bState.equals(state) || replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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bPos.setY(bPos.getY() - 1);
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bState = world.getBlockState(bPos);
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if (down && bState.equals(state) || replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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}
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}
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else {
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return false;
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}
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x += dx;
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y += dy;
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z += dz;
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}
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bPos.set(end.x() + pos.getX(), end.y() + pos.getY(), end.z() + pos.getZ());
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bState = world.getBlockState(bPos);
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if (bState.equals(state) || replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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bPos.setY(bPos.getY() - 1);
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bState = world.getBlockState(bPos);
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if (down && bState.equals(state) || replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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}
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return true;
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}
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else {
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return false;
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}
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}
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public static void fillLineForce(Vector3f start, Vector3f end, WorldGenLevel world, BlockState state, BlockPos pos, Function<BlockState, Boolean> replace) {
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float dx = end.x() - start.x();
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float dy = end.y() - start.y();
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float dz = end.z() - start.z();
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float max = MHelper.max(Math.abs(dx), Math.abs(dy), Math.abs(dz));
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int count = MHelper.floor(max + 1);
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dx /= max;
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dy /= max;
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dz /= max;
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float x = start.x();
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float y = start.y();
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float z = start.z();
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boolean down = Math.abs(dy) > 0.2;
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BlockState bState;
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MutableBlockPos bPos = new MutableBlockPos();
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for (int i = 0; i < count; i++) {
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bPos.set(x + pos.getX(), y + pos.getY(), z + pos.getZ());
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bState = world.getBlockState(bPos);
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if (replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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bPos.setY(bPos.getY() - 1);
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bState = world.getBlockState(bPos);
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if (down && replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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}
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}
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x += dx;
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y += dy;
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z += dz;
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}
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bPos.set(end.x() + pos.getX(), end.y() + pos.getY(), end.z() + pos.getZ());
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bState = world.getBlockState(bPos);
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if (replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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bPos.setY(bPos.getY() - 1);
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bState = world.getBlockState(bPos);
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if (down && replace.apply(bState)) {
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BlocksHelper.setWithoutUpdate(world, bPos, state);
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}
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}
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}
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public static boolean canGenerate(List<Vector3f> spline, float scale, BlockPos start, WorldGenLevel world, Function<BlockState, Boolean> canReplace) {
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int count = spline.size();
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Vector3f vec = spline.get(0);
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MutableBlockPos mut = new MutableBlockPos();
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float x1 = start.getX() + vec.x() * scale;
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float y1 = start.getY() + vec.y() * scale;
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float z1 = start.getZ() + vec.z() * scale;
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for (int i = 1; i < count; i++) {
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vec = spline.get(i);
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float x2 = start.getX() + vec.x() * scale;
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float y2 = start.getY() + vec.y() * scale;
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float z2 = start.getZ() + vec.z() * scale;
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for (float py = y1; py < y2; py += 3) {
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if (py - start.getY() < 10) continue;
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float lerp = (py - y1) / (y2 - y1);
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float x = Mth.lerp(lerp, x1, x2);
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float z = Mth.lerp(lerp, z1, z2);
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mut.set(x, py, z);
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if (!canReplace.apply(world.getBlockState(mut))) {
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return false;
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}
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}
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x1 = x2;
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y1 = y2;
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z1 = z2;
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}
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return true;
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}
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public static boolean canGenerate(List<Vector3f> spline, BlockPos start, WorldGenLevel world, Function<BlockState, Boolean> canReplace) {
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int count = spline.size();
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Vector3f vec = spline.get(0);
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MutableBlockPos mut = new MutableBlockPos();
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float x1 = start.getX() + vec.x();
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float y1 = start.getY() + vec.y();
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float z1 = start.getZ() + vec.z();
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for (int i = 1; i < count; i++) {
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vec = spline.get(i);
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float x2 = start.getX() + vec.x();
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float y2 = start.getY() + vec.y();
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float z2 = start.getZ() + vec.z();
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for (float py = y1; py < y2; py += 3) {
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if (py - start.getY() < 10) continue;
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float lerp = (py - y1) / (y2 - y1);
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float x = Mth.lerp(lerp, x1, x2);
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float z = Mth.lerp(lerp, z1, z2);
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mut.set(x, py, z);
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if (!canReplace.apply(world.getBlockState(mut))) {
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return false;
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}
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}
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x1 = x2;
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y1 = y2;
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z1 = z2;
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}
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return true;
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}
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public static Vector3f getPos(List<Vector3f> spline, float index) {
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int i = (int) index;
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int last = spline.size() - 1;
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if (i >= last) {
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return spline.get(last);
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}
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float delta = index - i;
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Vector3f p1 = spline.get(i);
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Vector3f p2 = spline.get(i + 1);
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float x = Mth.lerp(delta, p1.x(), p2.x());
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float y = Mth.lerp(delta, p1.y(), p2.y());
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float z = Mth.lerp(delta, p1.z(), p2.z());
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return new Vector3f(x, y, z);
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}
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public static void rotateSpline(List<Vector3f> spline, float angle) {
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for (Vector3f v: spline) {
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float sin = (float) Math.sin(angle);
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float cos = (float) Math.cos(angle);
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float x = v.x() * cos + v.z() * sin;
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float z = v.x() * sin + v.z() * cos;
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v.set(x, v.y(), z);
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}
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}
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public static List<Vector3f> copySpline(List<Vector3f> spline) {
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List<Vector3f> result = new ArrayList<Vector3f>(spline.size());
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for (Vector3f v: spline) {
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result.add(new Vector3f(v.x(), v.y(), v.z()));
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}
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return result;
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}
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public static void scale(List<Vector3f> spline, float scale) {
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scale(spline, scale, scale, scale);
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}
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public static void scale(List<Vector3f> spline, float x, float y, float z) {
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for (Vector3f v: spline) {
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v.set(v.x() * x, v.y() * y, v.z() * z);
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}
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}
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public static void offset(List<Vector3f> spline, Vector3f offset) {
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for (Vector3f v: spline) {
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v.set(offset.x() + v.x(), offset.y() + v.y(), offset.z() + v.z());
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}
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}
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}
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