450 lines
15 KiB
Java
450 lines
15 KiB
Java
package com.atsuishio.superbwarfare.tools;
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import net.minecraft.world.phys.AABB;
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import net.minecraft.world.phys.Vec3;
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import org.jetbrains.annotations.Nullable;
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import org.joml.Intersectionf;
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import org.joml.Math;
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import org.joml.Quaternionf;
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import org.joml.Vector3f;
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import java.util.List;
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import java.util.Optional;
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/**
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* Codes based on @AnECanSaiTin's <a href="https://github.com/AnECanSaiTin/HitboxAPI">HitboxAPI</a>
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*
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* @param center 旋转中心
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* @param extents 三个轴向上的半长
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* @param rotation 旋转
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* @param part 部件
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*/
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public record OBB(Vector3f center, Vector3f extents, Quaternionf rotation, Part part) {
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public void setCenter(Vector3f center) {
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this.center.set(center);
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}
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public void setExtents(Vector3f extents) {
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this.extents.set(extents);
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}
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public void setRotation(Quaternionf rotation) {
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this.rotation.set(rotation);
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}
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/**
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* 获取OBB的8个顶点坐标
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*
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* @return 顶点坐标
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*/
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public Vector3f[] getVertices() {
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Vector3f[] vertices = new Vector3f[8];
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Vector3f[] localVertices = new Vector3f[]{
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new Vector3f(-extents.x, -extents.y, -extents.z),
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new Vector3f(extents.x, -extents.y, -extents.z),
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new Vector3f(extents.x, extents.y, -extents.z),
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new Vector3f(-extents.x, extents.y, -extents.z),
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new Vector3f(-extents.x, -extents.y, extents.z),
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new Vector3f(extents.x, -extents.y, extents.z),
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new Vector3f(extents.x, extents.y, extents.z),
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new Vector3f(-extents.x, extents.y, extents.z)
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};
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for (int i = 0; i < 8; i++) {
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Vector3f vertex = localVertices[i];
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vertex.rotate(rotation);
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vertex.add(center);
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vertices[i] = vertex;
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}
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return vertices;
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}
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/**
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* 获取OBB的三个正交轴
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*
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* @return 正交轴
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*/
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public Vector3f[] getAxes() {
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Vector3f[] axes = new Vector3f[]{
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new Vector3f(1, 0, 0),
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new Vector3f(0, 1, 0),
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new Vector3f(0, 0, 1)};
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rotation.transform(axes[0]);
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rotation.transform(axes[1]);
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rotation.transform(axes[2]);
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return axes;
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}
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/**
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* 判断两个OBB是否相撞
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*/
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public static boolean isColliding(OBB obb, OBB other) {
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Vector3f[] axes1 = obb.getAxes();
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Vector3f[] axes2 = other.getAxes();
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return Intersectionf.testObOb(obb.center(), axes1[0], axes1[1], axes1[2], obb.extents(),
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other.center(), axes2[0], axes2[1], axes2[2], other.extents());
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}
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/**
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* 判断OBB和AABB是否相撞
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*/
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public static boolean isColliding(OBB obb, AABB aabb) {
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Vector3f obbCenter = obb.center();
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Vector3f[] obbAxes = obb.getAxes();
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Vector3f obbHalfExtents = obb.extents();
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Vector3f aabbCenter = aabb.getCenter().toVector3f();
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Vector3f aabbHalfExtents = new Vector3f((float) (aabb.getXsize() / 2f), (float) (aabb.getYsize() / 2f), (float) (aabb.getZsize() / 2f));
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return Intersectionf.testObOb(
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obbCenter.x, obbCenter.y, obbCenter.z,
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obbAxes[0].x, obbAxes[0].y, obbAxes[0].z,
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obbAxes[1].x, obbAxes[1].y, obbAxes[1].z,
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obbAxes[2].x, obbAxes[2].y, obbAxes[2].z,
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obbHalfExtents.x, obbHalfExtents.y, obbHalfExtents.z,
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aabbCenter.x, aabbCenter.y, aabbCenter.z,
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1, 0, 0,
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0, 1, 0,
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0, 0, 1,
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aabbHalfExtents.x, aabbHalfExtents.y, aabbHalfExtents.z
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);
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}
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/**
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* 计算OBB上离待判定点最近的点
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*
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* @param point 待判定点
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* @param obb OBB盒
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* @return 在OBB上离待判定点最近的点
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*/
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public static Vector3f getClosestPointOBB(Vector3f point, OBB obb) {
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Vector3f nearP = new Vector3f(obb.center());
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Vector3f dist = point.sub(nearP, new Vector3f());
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float[] extents = new float[]{obb.extents().x, obb.extents().y, obb.extents().z};
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Vector3f[] axes = obb.getAxes();
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for (int i = 0; i < 3; i++) {
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float distance = dist.dot(axes[i]);
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distance = Math.clamp(distance, -extents[i], extents[i]);
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nearP.x += distance * axes[i].x;
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nearP.y += distance * axes[i].y;
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nearP.z += distance * axes[i].z;
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}
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return nearP;
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}
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public Optional<Vector3f> clip(Vector3f pFrom, Vector3f pTo) {
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// 计算OBB的局部坐标系基向量(世界坐标系中的方向)
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Vector3f[] axes = new Vector3f[3];
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axes[0] = rotation.transform(new Vector3f(1, 0, 0));
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axes[1] = rotation.transform(new Vector3f(0, 1, 0));
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axes[2] = rotation.transform(new Vector3f(0, 0, 1));
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// 将点转换到OBB局部坐标系
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Vector3f localFrom = worldToLocal(pFrom, axes);
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Vector3f localTo = worldToLocal(pTo, axes);
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// 射线方向(局部坐标系)
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Vector3f dir = new Vector3f(localTo).sub(localFrom);
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// Slab算法参数
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double tEnter = 0.0; // 进入时间
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double tExit = 1.0; // 离开时间
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// 在三个轴上执行Slab算法
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for (int i = 0; i < 3; i++) {
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double min = -extents.get(i);
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double max = extents.get(i);
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double origin = localFrom.get(i);
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double direction = dir.get(i);
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// 处理射线平行于轴的情况
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if (Math.abs(direction) < 1e-7f) {
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if (origin < min || origin > max) {
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return Optional.empty();
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}
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continue;
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}
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// 计算与两个平面的交点参数
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double t1 = (min - origin) / direction;
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double t2 = (max - origin) / direction;
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// 确保tNear是近平面,tFar是远平面
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double tNear = Math.min(t1, t2);
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double tFar = Math.max(t1, t2);
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// 更新进入/离开时间
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if (tNear > tEnter) tEnter = tNear;
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if (tFar < tExit) tExit = tFar;
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// 检查是否提前退出(无交点)
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if (tEnter > tExit) {
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return Optional.empty();
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}
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}
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// 检查是否有有效交点
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// 计算局部坐标系中的交点
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Vector3f localHit = new Vector3f(dir).mul((float) tEnter).add(localFrom);
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// 转换回世界坐标系
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return Optional.of(localToWorld(localHit, axes));
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}
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// 世界坐标转局部坐标
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private Vector3f worldToLocal(Vector3f worldPoint, Vector3f[] axes) {
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Vector3f rel = new Vector3f(worldPoint).sub(center);
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return new Vector3f(
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rel.dot(axes[0]),
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rel.dot(axes[1]),
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rel.dot(axes[2])
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);
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}
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// 局部坐标转世界坐标
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private Vector3f localToWorld(Vector3f localPoint, Vector3f[] axes) {
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Vector3f result = new Vector3f(center);
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result.add(axes[0].mul(localPoint.x, new Vector3f()));
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result.add(axes[1].mul(localPoint.y, new Vector3f()));
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result.add(axes[2].mul(localPoint.z, new Vector3f()));
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return result;
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}
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public OBB inflate(float amount) {
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Vector3f newExtents = new Vector3f(extents).add(amount, amount, amount);
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return new OBB(center, newExtents, rotation, part);
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}
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public OBB inflate(float x, float y, float z) {
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Vector3f newExtents = new Vector3f(extents).add(x, y, z);
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return new OBB(center, newExtents, rotation, part);
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}
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public OBB move(Vec3 vec3) {
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Vector3f newCenter = new Vector3f((float) (center.x + vec3.x), (float) (center.y + vec3.y), (float) (center.z + vec3.z));
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return new OBB(newCenter, extents, rotation, part);
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}
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/**
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* 检查点是否在OBB内部
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*
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* @return 如果点在OBB内部则返回true,否则返回false
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*/
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public boolean contains(Vec3 vec3) {
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// 计算点到OBB中心的向量
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Vector3f rel = new Vector3f(vec3.toVector3f()).sub(center);
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Vector3f[] axes = new Vector3f[3];
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axes[0] = rotation.transform(new Vector3f(1, 0, 0));
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axes[1] = rotation.transform(new Vector3f(0, 1, 0));
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axes[2] = rotation.transform(new Vector3f(0, 0, 1));
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// 将相对向量投影到OBB的三个轴上
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float projX = Math.abs(rel.dot(axes[0]));
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float projY = Math.abs(rel.dot(axes[1]));
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float projZ = Math.abs(rel.dot(axes[2]));
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// 检查投影值是否小于对应轴上的半长
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return projX <= extents.x &&
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projY <= extents.y &&
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projZ <= extents.z;
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}
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// 获取最近面的全局法向量
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public Vector3f getClosestFaceNormal(Vec3 vec3) {
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// 转换玩家位置到Vector3f
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Vector3f pos = new Vector3f((float) vec3.x, (float) vec3.y, (float) vec3.z);
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// 1. 转换到局部坐标系
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Vector3f localPos = new Vector3f(pos).sub(center); // 减去中心
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Quaternionf invRotation = new Quaternionf(rotation).invert(); // 旋转的逆
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invRotation.transform(localPos); // 应用逆旋转
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// 2. 计算到六个面的距离
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float[] distances = new float[6];
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distances[0] = Math.abs(localPos.x - extents.x); // +X 面
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distances[1] = Math.abs(localPos.x + extents.x); // -X 面
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distances[2] = Math.abs(localPos.y - extents.y); // +Y 面
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distances[3] = Math.abs(localPos.y + extents.y); // -Y 面
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distances[4] = Math.abs(localPos.z - extents.z); // +Z 面
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distances[5] = Math.abs(localPos.z + extents.z); // -Z 面
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// 3. 找到最近面的索引
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int minIndex = 0;
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for (int i = 1; i < distances.length; i++) {
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if (distances[i] < distances[minIndex]) {
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minIndex = i;
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}
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}
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// 4. 获取局部法向量并转换到全局坐标系
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Vector3f localNormal = getLocalNormalByIndex(minIndex);
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Vector3f globalNormal = new Vector3f(localNormal);
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rotation.transform(globalNormal);
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globalNormal.normalize(); // 确保单位长度
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return globalNormal;
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}
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// 根据索引返回局部法向量
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private Vector3f getLocalNormalByIndex(int index) {
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return switch (index) {
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case 0 -> new Vector3f(1, 0, 0); // +X
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case 1 -> new Vector3f(-1, 0, 0); // -X
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case 2 -> new Vector3f(0, 1, 0); // +Y
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case 3 -> new Vector3f(0, -1, 0); // -Y
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case 4 -> new Vector3f(0, 0, 1); // +Z
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case 5 -> new Vector3f(0, 0, -1); // -Z
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default -> throw new IllegalArgumentException("Invalid face index");
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};
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}
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// 计算OBB的包围球(中心点相同,半径为对角线长度)
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public float getBoundingSphereRadius() {
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return extents.length();
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}
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// 获取面的信息(全局中心点和法向量)
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public FaceInfo getFaceInfo(int faceIndex) {
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// 局部坐标系的面法向量
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Vector3f localNormal = getLocalNormalByIndex(faceIndex);
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// 局部中心点:从OBB中心指向该面中心
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Vector3f localCenter = new Vector3f(localNormal).mul(extents);
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// 转换到全局坐标系
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Vector3f globalCenter = new Vector3f(localCenter);
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rotation.transform(globalCenter);
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globalCenter.add(center);
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Vector3f globalNormal = new Vector3f(localNormal);
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rotation.transform(globalNormal);
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globalNormal.normalize(); // 确保单位向量
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return new FaceInfo(globalCenter, globalNormal);
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}
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// 计算玩家位置到指定面的距离
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public float distanceToFace(int faceIndex, Vector3f playerPos) {
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FaceInfo faceInfo = getFaceInfo(faceIndex);
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Vector3f diff = new Vector3f(playerPos).sub(faceInfo.center());
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return Math.abs(diff.dot(faceInfo.normal()));
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}
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// 存储面信息
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public record FaceInfo(Vector3f center, Vector3f normal) {
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}
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// 计算点到OBB的距离(平方)
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public float distanceSquaredToPoint(Vector3f point) {
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Vector3f localPoint = new Vector3f(point).sub(center);
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Quaternionf invRotation = new Quaternionf(rotation).invert();
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invRotation.transform(localPoint);
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Vector3f closestPoint = new Vector3f();
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closestPoint.x = Math.max(-extents.x, Math.min(localPoint.x, extents.x));
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closestPoint.y = Math.max(-extents.y, Math.min(localPoint.y, extents.y));
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closestPoint.z = Math.max(-extents.z, Math.min(localPoint.z, extents.z));
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return localPoint.distanceSquared(closestPoint);
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}
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/**
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* 寻找距离某一个位置最近的OBB
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*/
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@Nullable
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public static OBB findClosestOBB(List<OBB> obbList, Vec3 vec3) {
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if (obbList == null || obbList.isEmpty()) {
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return null;
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}
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Vector3f pos = vec3.toVector3f();
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OBB closestOBB = null;
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float minDistanceSq = Float.MAX_VALUE;
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for (OBB obb : obbList) {
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float distToCenterSq = pos.distanceSquared(obb.center());
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float boundingRadiusSq = obb.getBoundingSphereRadius() * obb.getBoundingSphereRadius();
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if (distToCenterSq - boundingRadiusSq > minDistanceSq) {
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continue;
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}
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float distSq = obb.distanceSquaredToPoint(pos);
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if (distSq < minDistanceSq) {
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minDistanceSq = distSq;
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closestOBB = obb;
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}
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}
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return closestOBB;
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}
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// 查找最近的面
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@Nullable
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public static ClosestFaceResult findClosestFace(List<OBB> obbList, Vec3 playerPos) {
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if (obbList == null || obbList.isEmpty()) {
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return null;
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}
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Vector3f pos = playerPos.toVector3f();
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OBB closestOBB = null;
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int closestFaceIndex = -1;
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float minDistance = Float.MAX_VALUE;
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Vector3f closestFaceNormal = null;
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Vector3f closestFaceCenter = null;
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// 第一阶段:使用包围球快速筛选候选OBB
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for (OBB obb : obbList) {
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// 计算玩家到OBB中心的距离
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float distToCenter = pos.distance(obb.center());
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// 如果距离大于包围球半径,不可能比当前最小值更近
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if (distToCenter > obb.getBoundingSphereRadius()) {
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continue;
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}
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// 第二阶段:检查该OBB的所有面
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for (int faceIndex = 0; faceIndex < 6; faceIndex++) {
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float dist = obb.distanceToFace(faceIndex, pos);
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// 更新最小距离
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if (dist < minDistance) {
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minDistance = dist;
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closestOBB = obb;
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closestFaceIndex = faceIndex;
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OBB.FaceInfo faceInfo = obb.getFaceInfo(faceIndex);
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closestFaceNormal = faceInfo.normal();
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closestFaceCenter = faceInfo.center();
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}
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}
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}
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if (closestOBB == null) {
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return null;
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}
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return new ClosestFaceResult(closestOBB, closestFaceIndex, minDistance,
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closestFaceCenter, closestFaceNormal);
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}
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// 存储最近面结果
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public record ClosestFaceResult(OBB obb, int faceIndex, float distance, Vector3f faceCenter, Vector3f faceNormal) {
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}
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public enum Part {
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EMPTY,
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WHEEL_LEFT,
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WHEEL_RIGHT,
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TURRET,
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ENGINE1,
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ENGINE2,
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BODY
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}
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}
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