Merge branch 'useful-misc-functions' into 'main'

Smoother ride rotations.

See merge request cable-mc/cobblemon!2407
This commit is contained in:
Polymeta
2026-09-21 08:28:50 +00:00
7 changed files with 565 additions and 7 deletions
+1
View File
@@ -29,6 +29,7 @@
### Changes
- Updated various recipes to display in Recipe Groups within the Recipe Book
- Updated most recipes to display more logically/consistently within the Recipe Book's categories
- Make ride rotations less jittery in multiplayer.
### Fixes
- Correctly grants "They're Minerals!" advancement when planting a type gem
@@ -8,8 +8,10 @@
package com.cobblemon.mod.common.api.orientation
import com.cobblemon.mod.common.util.math.QuatSpring
import com.cobblemon.mod.common.util.math.geometry.toDegrees
import com.cobblemon.mod.common.util.math.geometry.toRadians
import com.cobblemon.mod.common.util.math.simpleSpringDamperQuat
import net.minecraft.client.Minecraft
import net.minecraft.util.Mth
import net.minecraft.world.entity.LivingEntity
@@ -26,6 +28,8 @@ open class OrientationController(val entity: LivingEntity) {
val FORWARDS: Vector3f = Vector3f(0.0f, 0.0f, -1.0f)
val UP: Vector3f = Vector3f(0.0f, 1.0f, 0.0f)
val LEFT: Vector3f = Vector3f(-1.0f, 0.0f, 0.0f)
private const val TICK_DT = 1f / 20f // Minecraft server tick rate
private const val RENDER_SMOOTH_HALFLIFE = 0.1f // seconds to close ~half the gap
}
open var active: Boolean = false
@@ -33,6 +37,8 @@ open class OrientationController(val entity: LivingEntity) {
var orientation: Matrix3f? = null
private set
private val renderSpring = QuatSpring()
private var renderOrientationO: Matrix3f? = null
private var renderOrientation: Matrix3f? = null
@@ -54,6 +60,8 @@ open class OrientationController(val entity: LivingEntity) {
orientation = null
renderOrientationO = null
renderOrientation = null
renderSpring.quat.identity()
renderSpring.angVel.set(0f, 0f, 0f)
active = false
}
@@ -77,18 +85,26 @@ open class OrientationController(val entity: LivingEntity) {
return oldQuat
}
/** Every tick move the current render orientation towards the last known true orientation **/
fun tick() {
if (!active || orientation == null) return
renderOrientationO = renderOrientation
val current = orientation
val renderMatrix = this.renderOrientation ?: current
val renderQuat = Quaternionf().setFromUnnormalized(renderMatrix)
val targetQuat = Quaternionf().setFromUnnormalized(current)
val dampingFactor = 0.66f // Smooth interpolation to reduce jitter of orientations recieved from the server.
renderQuat.slerp(targetQuat, dampingFactor)
val current = orientation!!
val targetQuat = Quaternionf().setFromUnnormalized(current)
if (renderOrientation == null) {
// First tick: snap the spring to the target instead of easing in from identity
renderSpring.quat.set(targetQuat)
renderSpring.angVel.set(0f, 0f, 0f)
}
// Use a "quat spring" to smoothly move the render orientation towards the goal orientation.
// It takes into account the orientations angular velocities and should be much more resilient
// to sharp changes in goal orientation or late/missed packets.
simpleSpringDamperQuat(renderSpring, targetQuat, 0.15f, TICK_DT)
val newRenderOrientation = Matrix3f()
renderQuat.get(newRenderOrientation)
renderSpring.quat.get(newRenderOrientation)
renderOrientation = newRenderOrientation
}
@@ -0,0 +1,62 @@
/*
* Copyright (C) 2023 Cobblemon Contributors
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
package com.cobblemon.mod.common.api.riding.util
import net.minecraft.core.BlockPos
import net.minecraft.world.level.BlockGetter
import net.minecraft.world.phys.AABB
import kotlin.math.floor
/**
* Walks every block position inside [searchBox] and turns each solid block into one
* full-cube [FieldPrimitive].
*
* @author Jackson
* @since July 27th, 2026
*/
fun collectPrimitivesFromBlocks(
level: BlockGetter,
searchBox: AABB,
shape: PrimitiveShape,
includeFluids: Boolean = false
): List<FieldPrimitive> {
val primitives = mutableListOf<FieldPrimitive>()
val minX = floor(searchBox.minX).toInt()
val maxX = floor(searchBox.maxX).toInt()
val minY = floor(searchBox.minY).toInt()
val maxY = floor(searchBox.maxY).toInt()
val minZ = floor(searchBox.minZ).toInt()
val maxZ = floor(searchBox.maxZ).toInt()
val pos = BlockPos.MutableBlockPos()
for (x in minX..maxX) {
for (y in minY..maxY) {
for (z in minZ..maxZ) {
pos.set(x, y, z)
val state = level.getBlockState(pos)
val isSolid = !state.getCollisionShape(level, pos).isEmpty
val isFluid = includeFluids && !state.fluidState.isEmpty
if (!isSolid && !isFluid) continue
primitives.add(
FieldPrimitive(
shape = shape,
centerX = x + 0.5f, centerY = y + 0.5f, centerZ = z + 0.5f,
halfWidth = 0.5f, halfHeight = 0.5f, halfDepth = 0.5f
)
)
}
}
}
return primitives
}
@@ -0,0 +1,155 @@
/*
* Copyright (C) 2023 Cobblemon Contributors
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
package com.cobblemon.mod.common.api.riding.util
import net.minecraft.world.phys.Vec3
import kotlin.math.abs
import kotlin.math.max
import kotlin.math.min
import kotlin.math.sqrt
/**
* Helpful Functions when working with signed distance fields/functions.
* https://iquilezles.org/articles/distfunctions/
*
* @author Jackson
* @since July 27th, 2026
*/
/** Which distance formula a primitive uses. */
enum class PrimitiveShape {
BOX,
ROUNDED_BOX,
ELLIPSOID
}
/** Tunable constants for the field. */
data class DistanceFieldTuning(
val smoothingRange: Float = 0.5f,
val roundingRadius: Float = 0.08f
)
/** A single shape in the field - a center position, half-extents, and which formula to use. */
data class FieldPrimitive(
val shape: PrimitiveShape,
val centerX: Float, val centerY: Float, val centerZ: Float,
val halfWidth: Float, val halfHeight: Float, val halfDepth: Float
)
/** Fast approximate 1/sqrt(x) - the Quake III trick, cheaper than a real sqrt + divide. */
fun fastInverseSqrt(value: Float): Float {
var x = value
val halfX = 0.5f * x
var bits = java.lang.Float.floatToIntBits(x)
bits = 0x5f3759df - (bits shr 1)
x = java.lang.Float.intBitsToFloat(bits)
x *= (1.5f - halfX * x * x)
return x
}
/** Exact distance from a point to an axis-aligned box. Inputs are relative to the box's own center. */
fun boxDistance(relX: Float, relY: Float, relZ: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Float {
val qx = abs(relX) - halfWidth
val qy = abs(relY) - halfHeight
val qz = abs(relZ) - halfDepth
val ox = max(qx, 0f)
val oy = max(qy, 0f)
val oz = max(qz, 0f)
val outside = sqrt(ox * ox + oy * oy + oz * oz)
val inside = min(max(qx, max(qy, qz)), 0f)
return outside + inside
}
/** Same as boxDistance but with rounded corners/edges https://iquilezles.org/articles/distfunctions/ */
fun roundedBoxDistance(relX: Float, relY: Float, relZ: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float, roundingRadius: Float): Float =
boxDistance(relX, relY, relZ, halfWidth - roundingRadius, halfHeight - roundingRadius, halfDepth - roundingRadius) - roundingRadius
/** Approximate (lower-bound) distance to an ellipsoid https://iquilezles.org/articles/ellipsoids/. */
fun ellipsoidDistance(relX: Float, relY: Float, relZ: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Float {
val px = relX / halfWidth
val py = relY / halfHeight
val pz = relZ / halfDepth
val inverseMagnitude = fastInverseSqrt(px * px + py * py + pz * pz)
val trueDistance = sqrt(relX * relX + relY * relY + relZ * relZ)
return trueDistance * (1.0f - inverseMagnitude)
}
/** Distance from a point to one primitive, dispatched by its shape. */
fun distanceToPrimitive(primitive: FieldPrimitive, sampleX: Float, sampleY: Float, sampleZ: Float, tuning: DistanceFieldTuning): Float {
val relX = sampleX - primitive.centerX
val relY = sampleY - primitive.centerY
val relZ = sampleZ - primitive.centerZ
return when (primitive.shape) {
PrimitiveShape.BOX -> boxDistance(relX, relY, relZ, primitive.halfWidth, primitive.halfHeight, primitive.halfDepth)
PrimitiveShape.ROUNDED_BOX -> roundedBoxDistance(relX, relY, relZ, primitive.halfWidth, primitive.halfHeight, primitive.halfDepth, tuning.roundingRadius)
PrimitiveShape.ELLIPSOID -> ellipsoidDistance(relX, relY, relZ, primitive.halfWidth, primitive.halfHeight, primitive.halfDepth)
}
}
///** Normalized quadratic smooth-min https://iquilezles.org/articles/smin/ */
//fun smoothMinimum(a: Float, b: Float, smoothingRange: Float): Float {
// if (smoothingRange <= 0.001f) return min(a, b)
// val k = smoothingRange * 4.0f
// val h = (0.5f + 0.5f * (b - a) / k).coerceIn(0f, 1f)
// return b + (a - b) * h - k * h * (1f - h)
//}
//
///** Folds every primitive's distance together into one field value at a point. */
//fun sampleField(primitives: List<FieldPrimitive>, sampleX: Float, sampleY: Float, sampleZ: Float, tuning: DistanceFieldTuning): Float {
// var result = Float.POSITIVE_INFINITY
// for (primitive in primitives) {
// val distance = distanceToPrimitive(primitive, sampleX, sampleY, sampleZ, tuning)
// result = if (result == Float.POSITIVE_INFINITY) distance else smoothMinimum(result, distance, tuning.smoothingRange)
// }
// return result
//}
/** Normalized quadratic smooth-min https://iquilezles.org/articles/smin/ */
fun smoothMinimum(a: Float, b: Float, smoothingRange: Float): Float {
if (smoothingRange <= 0.001f) return min(a, b)
val k = smoothingRange * 4.0f
val h = (0.5f + 0.5f * (b - a) / k).coerceIn(0f, 1f)
return b + (a - b) * h - k * h * (1f - h)
}
/** Folds nearby primitive distances together into one field value at a point. */
fun sampleField(primitives: List<FieldPrimitive>, sampleX: Float, sampleY: Float, sampleZ: Float, tuning: DistanceFieldTuning): Float {
if (primitives.isEmpty()) return Float.POSITIVE_INFINITY
val distances = FloatArray(primitives.size) { distanceToPrimitive(primitives[it], sampleX, sampleY, sampleZ, tuning) }
val minDistance = distances.min()
if (tuning.smoothingRange <= 0.001f) return minDistance
// Anything more than a few blend-widths past the closest primitive is cut - its
// contribution would be negligible in a correct blend anyway, but left in, it still
// drags the chained result down the more of them there are.
val cutoff = tuning.smoothingRange * 3f
var result = Float.POSITIVE_INFINITY
for (distance in distances) {
if (distance - minDistance > cutoff) continue
result = if (result == Float.POSITIVE_INFINITY) distance else smoothMinimum(result, distance, tuning.smoothingRange)
}
return result
}
/** Finite-difference gradient of the field at a point - points away from the surface, magnitude ~1 for a clean field. */
fun estimateGradient(primitives: List<FieldPrimitive>, point: Vec3, tuning: DistanceFieldTuning, epsilon: Float = 0.05f): Vec3 {
val px = point.x.toFloat()
val py = point.y.toFloat()
val pz = point.z.toFloat()
val dx = sampleField(primitives, px + epsilon, py, pz, tuning) - sampleField(primitives, px - epsilon, py, pz, tuning)
val dy = sampleField(primitives, px, py + epsilon, pz, tuning) - sampleField(primitives, px, py - epsilon, pz, tuning)
val dz = sampleField(primitives, px, py, pz + epsilon, tuning) - sampleField(primitives, px, py, pz - epsilon, tuning)
val gradient = Vec3(dx.toDouble(), dy.toDouble(), dz.toDouble())
return if (gradient.lengthSqr() > 1e-8) gradient.normalize() else Vec3(0.0, 1.0, 0.0)
}
@@ -0,0 +1,105 @@
/*
* Copyright (C) 2023 Cobblemon Contributors
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
package com.cobblemon.mod.common.api.riding.util
import net.minecraft.core.particles.DustParticleOptions
import net.minecraft.server.level.ServerLevel
import net.minecraft.world.entity.Entity
import net.minecraft.world.phys.AABB
import net.minecraft.world.phys.Vec3
import org.joml.Vector3f
/** One shell to draw - a target field value, a color, a particle size. */
data class DistanceFieldLayer(
val isoValue: Float,
val color: Vector3f,
val particleSize: Float = 1.0f
)
/**
* Marches a grid of vertical columns through the field around [center] and spawns a
* particle everywhere it crosses one of [layers]' target values. Server-side only.
*/
fun visualizeDistanceField(
referenceEntity: Entity,
center: Vec3,
layers: List<DistanceFieldLayer>,
shape: PrimitiveShape = PrimitiveShape.BOX,
horizontalRadius: Double = 4.0,
verticalRange: Double = 4.0,
sampleSpacing: Double = 0.5,
marchStep: Double = 0.1,
tuning: DistanceFieldTuning = DistanceFieldTuning()
) {
val level = referenceEntity.level()
if (level !is ServerLevel) return
val searchBox = AABB(
center.x - horizontalRadius, center.y - verticalRange, center.z - horizontalRadius,
center.x + horizontalRadius, center.y, center.z + horizontalRadius
)
val primitives = collectPrimitivesFromBlocks(level, searchBox, shape, includeFluids = true)
if (primitives.isEmpty()) return
var x = -horizontalRadius
while (x <= horizontalRadius) {
var z = -horizontalRadius
while (z <= horizontalRadius) {
marchColumn(level, primitives, center, x, z, verticalRange, marchStep, layers, tuning)
z += sampleSpacing
}
x += sampleSpacing
}
}
private fun marchColumn(
level: ServerLevel,
primitives: List<FieldPrimitive>,
center: Vec3,
offsetX: Double,
offsetZ: Double,
verticalRange: Double,
marchStep: Double,
layers: List<DistanceFieldLayer>,
tuning: DistanceFieldTuning
) {
val previousValue = FloatArray(layers.size) { Float.NaN }
var y = verticalRange
while (y >= -verticalRange) {
val worldX = (center.x + offsetX).toFloat()
val worldY = (center.y + y).toFloat()
val worldZ = (center.z + offsetZ).toFloat()
val fieldValue = sampleField(primitives, worldX, worldY, worldZ, tuning)
for (layerIndex in layers.indices) {
val layer = layers[layerIndex]
val previous = previousValue[layerIndex]
if (!previous.isNaN() && crossedTarget(previous, fieldValue, layer.isoValue)) {
val t = (layer.isoValue - previous) / (fieldValue - previous)
val crossingY = (y + marchStep) - marchStep * t
spawnLayerParticle(level, center.add(offsetX, crossingY, offsetZ), layer)
}
previousValue[layerIndex] = fieldValue
}
y -= marchStep
}
}
private fun crossedTarget(previous: Float, current: Float, target: Float): Boolean =
(previous - target) * (current - target) < 0f
private fun spawnLayerParticle(level: ServerLevel, pos: Vec3, layer: DistanceFieldLayer) {
val particle = DustParticleOptions(layer.color, layer.particleSize)
level.sendParticles(particle, pos.x, pos.y, pos.z, 1, 0.0, 0.0, 0.0, 0.0)
}
@@ -53,4 +53,60 @@ fun Quaternionf.toEulerXYZDegrees(): Vector3f {
vector.z = vector.z.toDegrees()
return vector
}
/* // is not allocation free so just inline ".get(AxisAngle4f)" like in the function below this
fun Quaternionf.toScaledAngleAxis(angAxisScaled: Vector3f) {
val axisAng4 = AxisAngle4f()
this.get(axisAng4)
angAxisScaled.x = axisAng4.x
angAxisScaled.y = axisAng4.y
angAxisScaled.z = axisAng4.z
angAxisScaled.mul(axisAng4.angle)
} */
fun Quaternionf.toScaledAngleAxis(dest: Vector3f) {
var x = this.x
var y = this.y
var z = this.z
var w = this.w
if (w > 1.0f) {
val invNorm = 1.0f / kotlin.math.sqrt(x * x + y * y + z * z + w * w)
x *= invNorm
y *= invNorm
z *= invNorm
w *= invNorm
}
val angle = 2.0f * kotlin.math.acos(w)
val s = kotlin.math.sqrt(1.0f - w * w)
if (s < 0.001f) {
dest.x = x * angle
dest.y = y * angle
dest.z = z * angle
} else {
val invS = angle / s
dest.x = x * invS
dest.y = y * invS
dest.z = z * invS
}
}
fun Quaternionf.setFromScaledAngleAxis(angAxisScaled: Vector3f) {
val len = angAxisScaled.length()
if (len > 1e-5f) {
this.rotationAxis(
len,
angAxisScaled.x / len,
angAxisScaled.y / len,
angAxisScaled.z / len
)
} else {
this.identity()
}
}
@@ -0,0 +1,163 @@
/*
* Copyright (C) 2023 Cobblemon Contributors
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
package com.cobblemon.mod.common.util.math
import net.minecraft.util.Mth
import kotlin.math.max
import kotlin.math.sqrt
import kotlin.math.abs
import org.joml.Quaternionf
import org.joml.Vector3f
/**
* Much of the code here is directly taken or inspired off this great article:
* https://theorangeduck.com/page/spring-roll-call#critical
*
* Very much worth the read.
*
* Util funcitons for using springs to smoothly/naturally approach one value towards a target
*/
/**
* Need to pass in and mutate both a value and a velocity to a spring
*/
class FloatSpring(
var value: Float = 0f,
var velocity: Float = 0f
)
class QuatSpring(
var quat: Quaternionf = Quaternionf(),
var angVel: Vector3f = Vector3f()
)
/**
* Provides a fast negative exponent approximation for e^-x
*/
fun negExp(x: Float): Float {
return 1.0f / (1.0f + x + 0.48f*x*x + 0.235f*x*x*x)
}
fun halflifeToDamping(halflife: Float, eps: Float = 1e-5f): Float {
return (4.0f * 0.69314718056f) / (halflife + eps)
}
fun simpleSpringDamper(
spring: FloatSpring,
goalValue: Float,
halflife: Float,
dt: Float,
isAngle: Boolean = false
) {
val y = halflifeToDamping(halflife) / 2.0f
val j0 = if (isAngle) Mth.wrapDegrees(spring.value - goalValue) else spring.value - goalValue
val j1 = spring.velocity + j0*y;
val eydt = negExp(y*dt);
spring.value = eydt*(j0 + j1*dt) + goalValue;
spring.velocity = eydt*(spring.velocity - j1*y*dt);
}
fun simpleSpringDamperQuat(
spring: QuatSpring,
goalQuat: Quaternionf,
halflife: Float,
dt: Float
) {
val y = halflifeToDamping(halflife) / 2.0f
// Quaternions have double cover q and -q represent the same rotation.
// so an accidentally rotation the long way could be calculated.
// account for that specifically
val goal = if (spring.quat.dot(goalQuat) < 0f) {
Quaternionf(-goalQuat.x, -goalQuat.y, -goalQuat.z, -goalQuat.w)
} else {
goalQuat
}
// Gather the rotation from the goal to the current
val goalToCurrQuat = Quaternionf(spring.quat).mul(Quaternionf(goal).conjugate())
val j0 = Vector3f()
goalToCurrQuat.toScaledAngleAxis(j0)
val j1: Vector3f = Vector3f(spring.angVel).add(Vector3f(j0).mul(y))
val eydt: Float = negExp(y * dt)
val scaledAxis = Vector3f(j0).add(Vector3f(j1).mul(dt)).mul(eydt)
spring.quat.setFromScaledAngleAxis(scaledAxis)
spring.quat.mul(goal)
spring.angVel.sub(j1.mul(y * dt))
spring.angVel.mul(eydt)
}
/**
* Below is essentially the same code as found here: https://github.com/orangeduck/Spring-It-On/blob/main/inertialeasing.c
* https://theorangeduck.com/page/inertial-easing <- the blogpost
*/
// Class to hold the "time" along the curve/function and scale of the function currently
// Held in this class so both can be mutated and returned in one function call
class InertialVals(
var t: Float = 0f,
var s: Float = 0f,
var offset: Float = 0f,
)
// Includes the negative portion
fun smoothstep(t: Float, s: Float): Float {
return s * (if(t > 1.0f) 1.0f else 3*t*t - 2*t*t*t)
}
// Derivative of the above smoothstep
fun smoothstepDt(t: Float, s: Float): Float {
return s * (if(t > 1.0f) 0.0f else 6*t - 6*t*t)
}
// Solve for smoothstep parameters `t` and `s` given new target `x` and velocity `v`
fun smoothstepSolve( //TODO change these names to make more sense
vals: InertialVals,
x: Float, // Target Value x
v: Float, // Goal velocity
overshoot: Float = 0.05f,
eps: Float = 1e-8f
) {
// If velocity is low enough then start from time zero
if (abs(v) < 1e-8f) {
vals.t = 0f
vals.s = x
return
}
// If x is negative then invert signs and re-Solve
if (x < 0f) {
smoothstepSolve(vals, -x, -v, overshoot, eps)
vals.s *= -1f
return
}
// Find the possible times that solve for the given `x` and `v`
// Quadratic formula!
val q: Float = sqrt(max((6*x - v)*(6*x - v) + 8*v*v, eps))
val t0: Float = (v - 6*x + q) / (4*v)
val t1: Float = (v - 6*x - q) / (4*v)
// Overshoot if the alternative time is between -0.5f and -(0.5f + overshoot)
vals.t = if(-0.5f > t1 && t1 > -(0.5f + overshoot)) t1 else t0;
// Find the un-scaled velocity at the fitted time
val vt: Float = smoothstepDt(vals.t, 1f);
// Find the scaling factor so that the velocity at the fitted time matches
vals.s = if(abs(vt) < eps) 0f else v / vt;
}