Frustum filtering tracker
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package io.nanachiyo0721.shiroha.utils;
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import net.minecraft.world.entity.player.Player;
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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.Contract;
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import org.jspecify.annotations.NonNull;
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public class Culling {
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private static final float VERTICAL_FOV_RAD = (float) Math.toRadians(120);
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private static final float ASPECT = 1.0f;
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private static final float NEAR = 0.1f;
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private static final float FAR = 32.0f;
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private float fov;
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private float aspect;
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private float near;
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private float far;
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private final Player player;
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private float[] planes;
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@Contract(value = "_ -> new", pure = true)
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public static @NonNull Culling newDefault(Player player) {
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return fromBuilder(new Builder(), player);
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}
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@Contract(value = "_, _ -> new", pure = true)
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public static @NonNull Culling fromBuilder(@NonNull Builder builder, Player player) {
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return new Culling(builder.fov, builder.aspect, builder.near, builder.far, player);
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}
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public static class Builder {
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private float fov;
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private float aspect;
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private float near;
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private float far;
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public Builder() {
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this.fov = VERTICAL_FOV_RAD;
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this.aspect = ASPECT;
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this.near = NEAR;
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this.far = FAR;
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}
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public Builder fov(float fov) {
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this.fov = fov;
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return this;
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}
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public Builder aspect(float aspect) {
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this.aspect = aspect;
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return this;
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}
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public Builder near(float near) {
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this.near = near;
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return this;
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}
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public Builder far(float far) {
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this.far = far;
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return this;
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}
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public Culling build(Player player) {
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return fromBuilder(this, player);
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}
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}
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public Culling(float fov, float aspect, float near, float far, Player player) {
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this.fov = fov;
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this.aspect = aspect;
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this.near = near;
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this.far = far;
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this.player = player;
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}
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public static float @NonNull [] buildFrustumPlanes(
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float eyeX, float eyeY, float eyeZ,
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float forwardX, float forwardY, float forwardZ,
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float upX, float upY, float upZ,
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float verticalFovRad, float aspect, float nearDist, float farDist) {
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float lenF = (float) Math.sqrt(forwardX * forwardX + forwardY * forwardY + forwardZ * forwardZ);
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float fx = forwardX / lenF;
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float fy = forwardY / lenF;
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float fz = forwardZ / lenF;
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float rx = fy * upZ - fz * upY;
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float ry = fz * upX - fx * upZ;
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float rz = fx * upY - fy * upX;
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float lenR = (float) Math.sqrt(rx * rx + ry * ry + rz * rz);
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if (lenR < 1.0e-4f) {
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float fallbackUpX = 0.0f, fallbackUpY = 0.0f, fallbackUpZ = 1.0f;
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if (Math.abs(fz) > 0.999f) {
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fallbackUpX = 1.0f;
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fallbackUpY = 0.0f;
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fallbackUpZ = 0.0f;
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}
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rx = fy * fallbackUpZ - fz * fallbackUpY;
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ry = fz * fallbackUpX - fx * fallbackUpZ;
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rz = fx * fallbackUpY - fy * fallbackUpX;
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lenR = (float) Math.sqrt(rx * rx + ry * ry + rz * rz);
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}
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rx /= lenR;
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ry /= lenR;
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rz /= lenR;
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float ux = ry * fz - rz * fy;
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float uy = rz * fx - rx * fz;
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float uz = rx * fy - ry * fx;
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float lenU = (float) Math.sqrt(ux * ux + uy * uy + uz * uz);
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ux /= lenU;
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uy /= lenU;
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uz /= lenU;
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float tanHalf = (float) Math.tan(verticalFovRad * 0.5);
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float halfVNear = tanHalf * nearDist;
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float halfHNear = halfVNear * aspect;
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float halfVFar = tanHalf * farDist;
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float halfHFar = halfVFar * aspect;
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float nearCX = eyeX + fx * nearDist;
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float nearCY = eyeY + fy * nearDist;
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float nearCZ = eyeZ + fz * nearDist;
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float farCX = eyeX + fx * farDist;
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float farCY = eyeY + fy * farDist;
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float farCZ = eyeZ + fz * farDist;
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float ntlX = nearCX + ux * halfVNear - rx * halfHNear;
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float ntlY = nearCY + uy * halfVNear - ry * halfHNear;
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float ntlZ = nearCZ + uz * halfVNear - rz * halfHNear;
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float ntrX = nearCX + ux * halfVNear + rx * halfHNear;
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float ntrY = nearCY + uy * halfVNear + ry * halfHNear;
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float ntrZ = nearCZ + uz * halfVNear + rz * halfHNear;
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float nblX = nearCX - ux * halfVNear - rx * halfHNear;
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float nblY = nearCY - uy * halfVNear - ry * halfHNear;
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float nblZ = nearCZ - uz * halfVNear - rz * halfHNear;
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float nbrX = nearCX - ux * halfVNear + rx * halfHNear;
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float nbrY = nearCY - uy * halfVNear + ry * halfHNear;
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float nbrZ = nearCZ - uz * halfVNear + rz * halfHNear;
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float ftlX = farCX + ux * halfVFar - rx * halfHFar;
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float ftlY = farCY + uy * halfVFar - ry * halfHFar;
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float ftlZ = farCZ + uz * halfVFar - rz * halfHFar;
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float ftrX = farCX + ux * halfVFar + rx * halfHFar;
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float ftrY = farCY + uy * halfVFar + ry * halfHFar;
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float ftrZ = farCZ + uz * halfVFar + rz * halfHFar;
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float fbrX = farCX - ux * halfVFar + rx * halfHFar;
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float fbrY = farCY - uy * halfVFar + ry * halfHFar;
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float fbrZ = farCZ - uz * halfVFar + rz * halfHFar;
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float midDist = (nearDist + farDist) * 0.5f;
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float refX = eyeX + fx * midDist;
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float refY = eyeY + fy * midDist;
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float refZ = eyeZ + fz * midDist;
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float[] planes = new float[24];
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int idx = 0;
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idx = computePlane(planes, idx,
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eyeX, eyeY, eyeZ,
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ntlX, ntlY, ntlZ,
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nblX, nblY, nblZ,
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refX, refY, refZ);
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idx = computePlane(planes, idx,
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eyeX, eyeY, eyeZ,
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nbrX, nbrY, nbrZ,
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ntrX, ntrY, ntrZ,
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refX, refY, refZ);
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idx = computePlane(planes, idx,
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eyeX, eyeY, eyeZ,
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nblX, nblY, nblZ,
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nbrX, nbrY, nbrZ,
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refX, refY, refZ);
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idx = computePlane(planes, idx,
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eyeX, eyeY, eyeZ,
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ntrX, ntrY, ntrZ,
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ntlX, ntlY, ntlZ,
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refX, refY, refZ);
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idx = computePlane(planes, idx,
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ntlX, ntlY, ntlZ,
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ntrX, ntrY, ntrZ,
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nblX, nblY, nblZ,
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refX, refY, refZ);
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idx = computePlane(planes, idx,
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ftrX, ftrY, ftrZ,
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ftlX, ftlY, ftlZ,
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fbrX, fbrY, fbrZ,
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refX, refY, refZ);
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return planes;
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}
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private static int computePlane(float[] out, int start,
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float p0x, float p0y, float p0z,
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float p1x, float p1y, float p1z,
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float p2x, float p2y, float p2z,
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float refX, float refY, float refZ) {
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float e1x = p1x - p0x, e1y = p1y - p0y, e1z = p1z - p0z;
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float e2x = p2x - p0x, e2y = p2y - p0y, e2z = p2z - p0z;
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float nx = e1y * e2z - e1z * e2y;
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float ny = e1z * e2x - e1x * e2z;
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float nz = e1x * e2y - e1y * e2x;
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float d = -(nx * p0x + ny * p0y + nz * p0z);
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float val = nx * refX + ny * refY + nz * refZ + d;
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if (val < 0.0f) {
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nx = -nx;
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ny = -ny;
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nz = -nz;
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d = -d;
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}
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float len = (float) Math.sqrt(nx * nx + ny * ny + nz * nz);
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nx /= len;
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ny /= len;
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nz /= len;
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d = -(nx * p0x + ny * p0y + nz * p0z);
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out[start] = nx;
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out[start + 1] = ny;
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out[start + 2] = nz;
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out[start + 3] = d;
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return start + 4;
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}
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public void apply(@NonNull Builder builder) {
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this.fov = builder.fov;
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this.aspect = builder.aspect;
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this.near = builder.near;
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this.far = builder.far;
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}
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public void updateFrustum() {
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Vec3 eye = this.player.getEyePosition();
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Vec3 look = this.player.getLookAngle();
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this.planes = buildFrustumPlanes(
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(float) eye.x, (float) eye.y, (float) eye.z,
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(float) look.x, (float) look.y, (float) look.z,
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0.0f, 1.0f, 0.0f,
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this.fov, this.aspect, this.near, this.far
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);
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}
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public void far(float far) {
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this.far = far;
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}
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public boolean isVisibleFor(@NonNull AABB box) {
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final float[] planes = this.planes;
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for (int i = 0; i < 6; i++) {
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int base = i << 2;
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float nx = planes[base], ny = planes[base+1], nz = planes[base+2], d = planes[base+3];
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float px = (nx >= 0) ? (float) box.maxX : (float) box.minX;
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float py = (ny >= 0) ? (float) box.maxY : (float) box.minY;
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float pz = (nz >= 0) ? (float) box.maxZ : (float) box.minZ;
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if (nx * px + ny * py + nz * pz + d < 0) {
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return false;
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}
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}
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return true;
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}
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}
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