001/* 002 * This file is part of Baritone. 003 * 004 * Baritone is free software: you can redistribute it and/or modify 005 * it under the terms of the GNU Lesser General Public License as published by 006 * the Free Software Foundation, either version 3 of the License, or 007 * (at your option) any later version. 008 * 009 * Baritone is distributed in the hope that it will be useful, 010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 012 * GNU Lesser General Public License for more details. 013 * 014 * You should have received a copy of the GNU Lesser General Public License 015 * along with Baritone. If not, see <https://www.gnu.org/licenses/>. 016 */ 017 018package baritone.api.utils; 019 020import net.minecraft.world.entity.Entity; 021import net.minecraft.world.entity.Pose; 022import net.minecraft.world.level.ClipContext; 023import net.minecraft.world.phys.HitResult; 024import net.minecraft.world.phys.Vec3; 025 026/** 027 * @author Brady 028 * @since 8/25/2018 029 */ 030public final class RayTraceUtils { 031 032 private RayTraceUtils() {} 033 034 /** 035 * Performs a block raytrace with the specified rotations. This should only be used when 036 * any entity collisions can be ignored, because this method will not recognize if an 037 * entity is in the way or not. The local player's block reach distance will be used. 038 * 039 * @param entity The entity representing the raytrace source 040 * @param rotation The rotation to raytrace towards 041 * @param blockReachDistance The block reach distance of the entity 042 * @return The calculated raytrace result 043 */ 044 public static HitResult rayTraceTowards(Entity entity, Rotation rotation, double blockReachDistance) { 045 return rayTraceTowards(entity, rotation, blockReachDistance, false); 046 } 047 048 public static HitResult rayTraceTowards(Entity entity, Rotation rotation, double blockReachDistance, boolean wouldSneak) { 049 Vec3 start; 050 if (wouldSneak) { 051 start = inferSneakingEyePosition(entity); 052 } else { 053 start = entity.getEyePosition(1.0F); // do whatever is correct 054 } 055 056 Vec3 direction = RotationUtils.calcLookDirectionFromRotation(rotation); 057 Vec3 end = start.add( 058 direction.x * blockReachDistance, 059 direction.y * blockReachDistance, 060 direction.z * blockReachDistance 061 ); 062 return entity.level().clip(new ClipContext(start, end, ClipContext.Block.OUTLINE, ClipContext.Fluid.NONE, entity)); 063 } 064 065 public static Vec3 inferSneakingEyePosition(Entity entity) { 066 return new Vec3(entity.getX(), entity.getY() + entity.getEyeHeight(Pose.CROUCHING), entity.getZ()); 067 } 068}