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

@@ -1,90 +1,131 @@
#include "../Platform/stdafx.h"
#include "FrustumData.h"
#include "FrustumData.h"
float** m_Frustum;
FrustumData::FrustumData()
{
m_Frustum = new float *[16];
for( int i = 0; i < 16; i++ ) m_Frustum[i] = new float[16];
proj = floatArray( 16 );
modl = floatArray( 16 );
clip = floatArray( 16 );
FrustumData::FrustumData() {
m_Frustum = new float*[16];
for (int i = 0; i < 16; i++) m_Frustum[i] = new float[16];
proj = floatArray(16);
modl = floatArray(16);
clip = floatArray(16);
}
FrustumData::~FrustumData()
{
delete[] proj.data;
delete[] modl.data;
delete[] clip.data;
for( int i = 0; i < 16; i++ ) delete[] m_Frustum[i];
delete[] m_Frustum;
FrustumData::~FrustumData() {
delete[] proj.data;
delete[] modl.data;
delete[] clip.data;
for (int i = 0; i < 16; i++) delete[] m_Frustum[i];
delete[] m_Frustum;
}
bool FrustumData::pointInFrustum(float x, float y, float z)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
{
bool FrustumData::pointInFrustum(float x, float y, float z) {
for (int i = 0; i < 6; i++) {
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z +
m_Frustum[i][D] <=
0) {
return false;
}
}
return true;
}
bool FrustumData::sphereInFrustum(float x, float y, float z, float radius)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius)
{
return false;
}
}
return true;
}
bool FrustumData::cubeFullyInFrustum(double x1, double y1, double z1, double x2, double y2, double z2)
{
for (int i = 0; i < 6; i++)
{
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
bool FrustumData::sphereInFrustum(float x, float y, float z, float radius) {
for (int i = 0; i < 6; i++) {
if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z +
m_Frustum[i][D] <=
-radius) {
return false;
}
}
return true;
}
bool FrustumData::cubeInFrustum(double x1, double y1, double z1, double x2, double y2, double z2)
{
for (int i = 0; i < 6; i++)
{
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
bool FrustumData::cubeFullyInFrustum(double x1, double y1, double z1, double x2,
double y2, double z2) {
for (int i = 0; i < 6; i++) {
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0))
return false;
if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0))
return false;
}
return true;
}
bool FrustumData::cubeInFrustum(double x1, double y1, double z1, double x2,
double y2, double z2) {
for (int i = 0; i < 6; i++) {
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z1) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0)
continue;
if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) +
m_Frustum[i][C] * (z2) + m_Frustum[i][D] >
0)
continue;
return false;
}
return true;
}
bool FrustumData::isVisible(AABB *aabb)
{
return cubeInFrustum(aabb->x0, aabb->y0, aabb->z0, aabb->x1, aabb->y1, aabb->z1);
bool FrustumData::isVisible(AABB* aabb) {
return cubeInFrustum(aabb->x0, aabb->y0, aabb->z0, aabb->x1, aabb->y1,
aabb->z1);
}