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Fixed Vector[2D].transform2D not using the aboutX/Z arguments properly.
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@ -577,22 +577,25 @@ public class Vector {
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* 2D transformation.
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* 2D transformation.
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*
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*
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* @param angle in degrees
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* @param angle in degrees
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* @param aboutX
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* @param aboutX about which x coordinate to rotate
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* @param aboutZ
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* @param aboutZ about which z coordinate to rotate
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* @param translateX
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* @param translateX what to add after rotation
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* @param translateZ
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* @param translateZ what to add after rotation
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* @return
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* @return
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*/
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*/
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public Vector transform2D(double angle,
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public Vector transform2D(double angle,
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double aboutX, double aboutZ, double translateX, double translateZ) {
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double aboutX, double aboutZ, double translateX, double translateZ) {
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angle = Math.toRadians(angle);
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angle = Math.toRadians(angle);
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double x = this.x;
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double x = this.x - aboutX;
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double z = this.z;
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double z = this.z - aboutZ;
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double x2 = x * Math.cos(angle) - z * Math.sin(angle);
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double x2 = x * Math.cos(angle) - z * Math.sin(angle);
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double z2 = x * Math.sin(angle) + z * Math.cos(angle);
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double z2 = x * Math.sin(angle) + z * Math.cos(angle);
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return new Vector(x2 + aboutX + translateX,
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y,
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return new Vector(
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z2 + aboutZ + translateZ);
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x2 + aboutX + translateX,
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y,
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z2 + aboutZ + translateZ
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);
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}
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}
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/**
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/**
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@ -503,21 +503,23 @@ public class Vector2D {
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* 2D transformation.
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* 2D transformation.
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*
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*
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* @param angle in degrees
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* @param angle in degrees
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* @param aboutX
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* @param aboutX about which x coordinate to rotate
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* @param aboutZ
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* @param aboutZ about which z coordinate to rotate
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* @param translateX
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* @param translateX what to add after rotation
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* @param translateZ
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* @param translateZ what to add after rotation
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* @return
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* @return
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*/
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*/
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public Vector2D transform2D(double angle,
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public Vector2D transform2D(double angle,
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double aboutX, double aboutZ, double translateX, double translateZ) {
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double aboutX, double aboutZ, double translateX, double translateZ) {
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angle = Math.toRadians(angle);
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angle = Math.toRadians(angle);
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double x = this.x;
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double x = this.x - aboutX;
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double z = this.z;
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double z = this.z - aboutZ;
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double x2 = x * Math.cos(angle) - z * Math.sin(angle);
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double x2 = x * Math.cos(angle) - z * Math.sin(angle);
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double z2 = x * Math.sin(angle) + z * Math.cos(angle);
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double z2 = x * Math.sin(angle) + z * Math.cos(angle);
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return new Vector2D(x2 + aboutX + translateX,
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return new Vector2D(
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z2 + aboutZ + translateZ);
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x2 + aboutX + translateX,
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z2 + aboutZ + translateZ
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);
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}
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}
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/**
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/**
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