369 lines
9.5 KiB
Java
369 lines
9.5 KiB
Java
package ru.betterend.util;
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import java.util.Random;
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import com.mojang.math.Vector3f;
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import net.minecraft.core.Vec3i;
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import net.minecraft.world.phys.Vec3;
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public class MHelper {
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public static final float PI2 = (float) (Math.PI * 2);
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private static final int ALPHA = 255 << 24;
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public static final Random RANDOM = new Random();
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private static final float RAD_TO_DEG = 57.295779513082320876798154814105F;
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public static final float PHI = (float) (Math.PI * (3 - Math.sqrt(5)));
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private static final Vec3i[] RANDOM_OFFSETS = new Vec3i[3 * 3 * 3 - 1];
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public static int color(int r, int g, int b) {
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return ALPHA | (r << 16) | (g << 8) | b;
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}
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public static int color(String hex) {
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int r = Integer.parseInt(hex.substring(0, 2), 16);
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int g = Integer.parseInt(hex.substring(2, 4), 16);
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int b = Integer.parseInt(hex.substring(4, 6), 16);
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return color(r, g, b);
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}
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public static int randRange(int min, int max, Random random) {
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return min + random.nextInt(max - min + 1);
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}
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public static double randRange(double min, double max, Random random) {
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return min + random.nextDouble() * (max - min);
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}
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public static float randRange(float min, float max, Random random) {
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return min + random.nextFloat() * (max - min);
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}
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public static byte setBit(byte source, int pos, boolean value) {
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return value ? setBitTrue(source, pos) : setBitFalse(source, pos);
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}
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public static byte setBitTrue(byte source, int pos) {
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source |= 1 << pos;
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return source;
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}
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public static byte setBitFalse(byte source, int pos) {
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source &= ~(1 << pos);
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return source;
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}
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public static boolean getBit(byte source, int pos) {
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return ((source >> pos) & 1) == 1;
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}
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public static int floor(float x) {
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return x < 0 ? (int) (x - 1) : (int) x;
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}
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public static float wrap(float x, float side) {
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return x - floor(x / side) * side;
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}
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public static int floor(double x) {
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return x < 0 ? (int) (x - 1) : (int) x;
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}
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public static int min(int a, int b) {
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return a < b ? a : b;
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}
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public static int min(int a, int b, int c) {
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return min(a, min(b, c));
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}
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public static int max(int a, int b) {
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return a > b ? a : b;
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}
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public static float min(float a, float b) {
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return a < b ? a : b;
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}
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public static float max(float a, float b) {
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return a > b ? a : b;
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}
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public static float max(float a, float b, float c) {
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return max(a, max(b, c));
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}
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public static int max(int a, int b, int c) {
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return max(a, max(b, c));
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}
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public static boolean isEven(int num) {
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return (num & 1) == 0;
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}
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public static float lengthSqr(float x, float y, float z) {
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return x * x + y * y + z * z;
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}
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public static double lengthSqr(double x, double y, double z) {
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return x * x + y * y + z * z;
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}
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public static float length(float x, float y, float z) {
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return (float) Math.sqrt(lengthSqr(x, y, z));
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}
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public static double length(double x, double y, double z) {
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return Math.sqrt(lengthSqr(x, y, z));
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}
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public static float lengthSqr(float x, float y) {
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return x * x + y * y;
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}
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public static double lengthSqr(double x, double y) {
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return x * x + y * y;
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}
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public static float length(float x, float y) {
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return (float) Math.sqrt(lengthSqr(x, y));
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}
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public static double length(double x, double y) {
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return Math.sqrt(lengthSqr(x, y));
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}
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public static float dot(float x1, float y1, float z1, float x2, float y2, float z2) {
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return x1 * x2 + y1 * y2 + z1 * z2;
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}
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public static float dot(float x1, float y1, float x2, float y2) {
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return x1 * x2 + y1 * y2;
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}
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public static int getRandom(int x, int z) {
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int h = x * 374761393 + z * 668265263;
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h = (h ^ (h >> 13)) * 1274126177;
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return h ^ (h >> 16);
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}
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public static int getSeed(int seed, int x, int y) {
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int h = seed + x * 374761393 + y * 668265263;
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h = (h ^ (h >> 13)) * 1274126177;
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return h ^ (h >> 16);
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}
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public static int getSeed(int seed, int x, int y, int z) {
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int h = seed + x * 374761393 + y * 668265263 + z;
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h = (h ^ (h >> 13)) * 1274126177;
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return h ^ (h >> 16);
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}
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public static <T> void shuffle(T[] array, Random random) {
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for (int i = 0; i < array.length; i++) {
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int i2 = random.nextInt(array.length);
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T element = array[i];
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array[i] = array[i2];
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array[i2] = element;
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}
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}
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public static int pow2(int i) {
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return i * i;
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}
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public static float pow2(float f) {
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return f * f;
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}
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public static double pow2(double d) {
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return d * d;
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}
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public static int fromHSBtoRGB(float hue, float saturation, float brightness) {
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int red = 0;
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int green = 0;
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int blue = 0;
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if (saturation == 0.0F) {
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red = green = blue = (int) (brightness * 255.0F + 0.5F);
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} else {
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float var6 = (hue - (float) Math.floor((double) hue)) * 6.0F;
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float var7 = var6 - (float) Math.floor((double) var6);
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float var8 = brightness * (1.0F - saturation);
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float var9 = brightness * (1.0F - saturation * var7);
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float var10 = brightness * (1.0F - saturation * (1.0F - var7));
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switch ((int) var6) {
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case 0 :
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red = (int) (brightness * 255.0F + 0.5F);
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green = (int) (var10 * 255.0F + 0.5F);
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blue = (int) (var8 * 255.0F + 0.5F);
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break;
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case 1 :
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red = (int) (var9 * 255.0F + 0.5F);
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green = (int) (brightness * 255.0F + 0.5F);
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blue = (int) (var8 * 255.0F + 0.5F);
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break;
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case 2 :
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red = (int) (var8 * 255.0F + 0.5F);
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green = (int) (brightness * 255.0F + 0.5F);
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blue = (int) (var10 * 255.0F + 0.5F);
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break;
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case 3 :
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red = (int) (var8 * 255.0F + 0.5F);
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green = (int) (var9 * 255.0F + 0.5F);
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blue = (int) (brightness * 255.0F + 0.5F);
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break;
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case 4 :
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red = (int) (var10 * 255.0F + 0.5F);
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green = (int) (var8 * 255.0F + 0.5F);
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blue = (int) (brightness * 255.0F + 0.5F);
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break;
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case 5 :
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red = (int) (brightness * 255.0F + 0.5F);
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green = (int) (var8 * 255.0F + 0.5F);
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blue = (int) (var9 * 255.0F + 0.5F);
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}
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}
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return ALPHA | red << 16 | green << 8 | blue;
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}
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public static float[] fromRGBtoHSB(int r, int g, int b) {
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float[] values = new float[3];
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int max = max(r, g, b);
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int min = min(r, g, b);
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float brightness = (float) max / 255.0F;
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float saturation;
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if (max != 0) {
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saturation = (float) (max - min) / (float) max;
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} else {
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saturation = 0.0F;
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}
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float hue;
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if (saturation == 0.0F) {
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hue = 0.0F;
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}
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else {
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float var9 = (float) (max - r) / (float) (max - min);
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float var10 = (float) (max - g) / (float) (max - min);
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float var11 = (float) (max - b) / (float) (max - min);
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if (r == max) {
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hue = var11 - var10;
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} else if (g == max) {
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hue = 2.0F + var9 - var11;
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} else {
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hue = 4.0F + var10 - var9;
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}
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hue /= 6.0F;
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if (hue < 0.0F) {
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++hue;
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}
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}
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values[0] = hue;
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values[1] = saturation;
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values[2] = brightness;
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return values;
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}
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public static Vec3 fromRGBtoHSBV(int r, int g, int b) {
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int max = max(r, g, b);
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int min = min(r, g, b);
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float brightness = (float) max / 255.0F;
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float saturation;
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if (max != 0) {
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saturation = (float) (max - min) / (float) max;
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} else {
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saturation = 0.0F;
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}
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float hue;
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if (saturation == 0.0F) {
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hue = 0.0F;
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}
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else {
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float var9 = (float) (max - r) / (float) (max - min);
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float var10 = (float) (max - g) / (float) (max - min);
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float var11 = (float) (max - b) / (float) (max - min);
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if (r == max) {
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hue = var11 - var10;
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} else if (g == max) {
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hue = 2.0F + var9 - var11;
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} else {
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hue = 4.0F + var10 - var9;
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}
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hue /= 6.0F;
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if (hue < 0.0F) {
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++hue;
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}
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}
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return new Vec3(hue, saturation, brightness);
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}
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public static final float radiansToDegrees(float value) {
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return value * RAD_TO_DEG;
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}
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public static final float degreesToRadians(float value) {
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return value / RAD_TO_DEG;
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}
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public static Vector3f cross(Vector3f vec1, Vector3f vec2)
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{
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float cx = vec1.y() * vec2.z() - vec1.z() * vec2.y();
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float cy = vec1.z() * vec2.x() - vec1.x() * vec2.z();
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float cz = vec1.x() * vec2.y() - vec1.y() * vec2.x();
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return new Vector3f(cx, cy, cz);
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}
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public static Vector3f normalize(Vector3f vec) {
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float length = lengthSqr(vec.x(), vec.y(), vec.z());
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if (length > 0) {
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length = (float) Math.sqrt(length);
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float x = vec.x() / length;
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float y = vec.y() / length;
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float z = vec.z() / length;
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vec.set(x, y, z);
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}
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return vec;
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}
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public static float angle(Vector3f vec1, Vector3f vec2) {
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float dot = vec1.x() * vec2.x() + vec1.y() * vec2.y() + vec1.z() * vec2.z();
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float length1 = lengthSqr(vec1.x(), vec1.y(), vec1.z());
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float length2 = lengthSqr(vec2.x(), vec2.y(), vec2.z());
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return (float) Math.acos(dot / Math.sqrt(length1 * length2));
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}
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public static Vector3f randomHorizontal(Random random) {
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float angleY = MHelper.randRange(0, MHelper.PI2, random);
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float vx = (float) Math.sin(angleY);
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float vz = (float) Math.cos(angleY);
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return new Vector3f(vx, 0, vz);
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}
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public static Vec3i[] getOffsets(Random random) {
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MHelper.shuffle(RANDOM_OFFSETS, random);
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return RANDOM_OFFSETS;
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}
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static {
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int index = 0;
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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if (x != 0 || y != 0 || z != 0) {
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RANDOM_OFFSETS[index++] = new Vec3i(x, y, z);
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}
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}
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}
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}
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}
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}
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