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Merge pull request #287
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64
src/main/java/com/sk89q/worldedit/math/geom/Polygons.java
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64
src/main/java/com/sk89q/worldedit/math/geom/Polygons.java
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/*
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* WorldEdit, a Minecraft world manipulation toolkit
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* Copyright (C) sk89q <http://www.sk89q.com>
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* Copyright (C) WorldEdit team and contributors
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.math.geom;
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import com.sk89q.worldedit.BlockVector2D;
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import com.sk89q.worldedit.Vector2D;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* Helper method for anything related to polygons.
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*/
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public final class Polygons {
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private Polygons() {
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}
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/**
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* Calculates the polygon shape of a cylinder which can then be used for e.g. intersection detection.
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*
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* @param center the center point of the cylinder
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* @param radius the radius of the cylinder
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* @param maxPoints max points to be used for the calculation
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* @return a list of {@link BlockVector2D} which resemble the shape as a polygon
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*/
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public static List<BlockVector2D> polygonizeCylinder(Vector2D center, Vector2D radius, int maxPoints) {
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int nPoints = (int) Math.ceil(Math.PI*radius.length());
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// These strange semantics for maxPoints are copied from the selectSecondary method.
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if (maxPoints >= 0 && nPoints >= maxPoints) {
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nPoints = maxPoints - 1;
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}
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final List<BlockVector2D> points = new ArrayList<BlockVector2D>(nPoints);
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for (int i = 0; i < nPoints; ++i) {
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double angle = i * (2.0 * Math.PI) / nPoints;
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final Vector2D pos = new Vector2D(Math.cos(angle), Math.sin(angle));
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final BlockVector2D blockVector2D = pos.multiply(radius).add(center).toBlockVector2D();
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points.add(blockVector2D);
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}
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return points;
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}
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}
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