chore: format Minecraft.Client

This commit is contained in:
Tropical
2026-03-13 17:10:10 -05:00
parent 33d0737d1d
commit e8424f2000
531 changed files with 67709 additions and 62690 deletions

View File

@@ -2,39 +2,37 @@
#include "../../Minecraft.World/IO/Streams/FloatBuffer.h"
#include "Frustum.h"
Frustum *Frustum::frustum = new Frustum();
Frustum* Frustum::frustum = new Frustum();
Frustum::Frustum()
{
_proj = MemoryTracker::createFloatBuffer(16);
_modl = MemoryTracker::createFloatBuffer(16);
_clip = MemoryTracker::createFloatBuffer(16);
Frustum::Frustum() {
_proj = MemoryTracker::createFloatBuffer(16);
_modl = MemoryTracker::createFloatBuffer(16);
_clip = MemoryTracker::createFloatBuffer(16);
}
Frustum::~Frustum()
{
delete _proj;
delete _modl;
delete _clip;
Frustum::~Frustum() {
delete _proj;
delete _modl;
delete _clip;
}
FrustumData *Frustum::getFrustum()
{
frustum->calculateFrustum();
FrustumData* Frustum::getFrustum() {
frustum->calculateFrustum();
return frustum;
}
///////////////////////////////// NORMALIZE PLANE
///\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This normalizes a plane (A side) from a given frustum.
/////
///////////////////////////////// NORMALIZE PLANE
///\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This normalizes a plane (A side) from a given frustum.
/////
///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void Frustum::normalizePlane(float **frustum, int side)
{
float magnitude = (float) sqrt(frustum[side][A] * frustum[side][A] + frustum[side][B] * frustum[side][B] + frustum[side][C] * frustum[side][C]);
void Frustum::normalizePlane(float** frustum, int side) {
float magnitude = (float)sqrt(frustum[side][A] * frustum[side][A] +
frustum[side][B] * frustum[side][B] +
frustum[side][C] * frustum[side][C]);
// Then we divide the plane's values by it's magnitude.
// This makes it easier to work with.
@@ -44,8 +42,7 @@ void Frustum::normalizePlane(float **frustum, int side)
frustum[side][D] /= magnitude;
}
void Frustum::calculateFrustum()
{
void Frustum::calculateFrustum() {
_proj->clear();
_modl->clear();
_clip->clear();
@@ -58,34 +55,51 @@ void Frustum::calculateFrustum()
// By passing in GL_MODELVIEW_MATRIX, we can abstract our model view matrix.
// This also stores it in an array of [16].
glGetFloat(GL_MODELVIEW_MATRIX, _modl);
_proj->flip()->limit(16);
_proj->get(&proj);
_modl->flip()->limit(16);
_modl->get(&modl);
// Now that we have our modelview and projection matrix, if we combine these 2 matrices,
// it will give us our clipping planes. To combine 2 matrices, we multiply them.
// Now that we have our modelview and projection matrix, if we combine these
// 2 matrices, it will give us our clipping planes. To combine 2 matrices,
// we multiply them.
clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] + modl[3] * proj[12];
clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] + modl[3] * proj[13];
clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] + modl[3] * proj[14];
clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] + modl[3] * proj[15];
clip[0] = modl[0] * proj[0] + modl[1] * proj[4] + modl[2] * proj[8] +
modl[3] * proj[12];
clip[1] = modl[0] * proj[1] + modl[1] * proj[5] + modl[2] * proj[9] +
modl[3] * proj[13];
clip[2] = modl[0] * proj[2] + modl[1] * proj[6] + modl[2] * proj[10] +
modl[3] * proj[14];
clip[3] = modl[0] * proj[3] + modl[1] * proj[7] + modl[2] * proj[11] +
modl[3] * proj[15];
clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] + modl[7] * proj[12];
clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] + modl[7] * proj[13];
clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] + modl[7] * proj[14];
clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] + modl[7] * proj[15];
clip[4] = modl[4] * proj[0] + modl[5] * proj[4] + modl[6] * proj[8] +
modl[7] * proj[12];
clip[5] = modl[4] * proj[1] + modl[5] * proj[5] + modl[6] * proj[9] +
modl[7] * proj[13];
clip[6] = modl[4] * proj[2] + modl[5] * proj[6] + modl[6] * proj[10] +
modl[7] * proj[14];
clip[7] = modl[4] * proj[3] + modl[5] * proj[7] + modl[6] * proj[11] +
modl[7] * proj[15];
clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] + modl[11] * proj[12];
clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] + modl[11] * proj[13];
clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] + modl[11] * proj[14];
clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] + modl[11] * proj[15];
clip[8] = modl[8] * proj[0] + modl[9] * proj[4] + modl[10] * proj[8] +
modl[11] * proj[12];
clip[9] = modl[8] * proj[1] + modl[9] * proj[5] + modl[10] * proj[9] +
modl[11] * proj[13];
clip[10] = modl[8] * proj[2] + modl[9] * proj[6] + modl[10] * proj[10] +
modl[11] * proj[14];
clip[11] = modl[8] * proj[3] + modl[9] * proj[7] + modl[10] * proj[11] +
modl[11] * proj[15];
clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] + modl[15] * proj[12];
clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] + modl[15] * proj[13];
clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] + modl[15] * proj[14];
clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] + modl[15] * proj[15];
clip[12] = modl[12] * proj[0] + modl[13] * proj[4] + modl[14] * proj[8] +
modl[15] * proj[12];
clip[13] = modl[12] * proj[1] + modl[13] * proj[5] + modl[14] * proj[9] +
modl[15] * proj[13];
clip[14] = modl[12] * proj[2] + modl[13] * proj[6] + modl[14] * proj[10] +
modl[15] * proj[14];
clip[15] = modl[12] * proj[3] + modl[13] * proj[7] + modl[14] * proj[11] +
modl[15] * proj[15];
// Now we actually want to get the sides of the frustum. To do this we take
// the clipping planes we received above and extract the sides from them.