mirror of
https://github.com/plexusorg/Plex-FAWE.git
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656 lines
14 KiB
Java
656 lines
14 KiB
Java
/*
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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;
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/**
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*
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* @author sk89q
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*/
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public class Vector2D {
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public static final Vector2D ZERO = new Vector2D(0, 0);
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public static final Vector2D UNIT_X = new Vector2D(1, 0);
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public static final Vector2D UNIT_Z = new Vector2D(0, 1);
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public static final Vector2D ONE = new Vector2D(1, 1);
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protected final double x, z;
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/**
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* Construct the Vector2D object.
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*
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* @param x
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* @param z
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*/
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public Vector2D(double x, double z) {
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this.x = x;
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this.z = z;
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}
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/**
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* Construct the Vector2D object.
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*
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* @param x
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* @param z
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*/
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public Vector2D(int x, int z) {
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this.x = (double) x;
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this.z = (double) z;
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}
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/**
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* Construct the Vector2D object.
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*
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* @param x
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* @param z
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*/
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public Vector2D(float x, float z) {
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this.x = (double) x;
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this.z = (double) z;
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}
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/**
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* Construct the Vector2D object.
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*
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* @param pt
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*/
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public Vector2D(Vector2D pt) {
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this.x = pt.x;
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this.z = pt.z;
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}
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/**
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* Construct the Vector2D object.
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*/
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public Vector2D() {
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this.x = 0;
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this.z = 0;
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}
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/**
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* @return the x
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*/
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public double getX() {
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return x;
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}
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/**
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* @return the x
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*/
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public int getBlockX() {
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return (int) Math.round(x);
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}
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/**
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* Set X.
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*
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* @param x
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* @return new vector
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*/
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public Vector2D setX(double x) {
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return new Vector2D(x, z);
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}
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/**
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* Set X.
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*
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* @param x
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* @return new vector
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*/
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public Vector2D setX(int x) {
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return new Vector2D(x, z);
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}
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/**
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* @return the z
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*/
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public double getZ() {
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return z;
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}
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/**
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* @return the z
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*/
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public int getBlockZ() {
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return (int) Math.round(z);
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}
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/**
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* Set Z.
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*
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* @param z
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* @return new vector
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*/
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public Vector2D setZ(double z) {
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return new Vector2D(x, z);
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}
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/**
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* Set Z.
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*
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* @param z
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* @return new vector
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*/
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public Vector2D setZ(int z) {
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return new Vector2D(x, z);
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}
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/**
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* Adds two points.
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*
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* @param other
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* @return New point
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*/
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public Vector2D add(Vector2D other) {
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return new Vector2D(x + other.x, z + other.z);
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}
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/**
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* Adds two points.
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D add(double x, double z) {
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return new Vector2D(this.x + x, this.z + z);
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}
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/**
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* Adds two points.
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D add(int x, int z) {
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return new Vector2D(this.x + x, this.z + z);
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}
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/**
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* Adds points.
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*
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* @param others
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* @return New point
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*/
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public Vector2D add(Vector2D... others) {
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double newX = x, newZ = z;
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for (int i = 0; i < others.length; ++i) {
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newX += others[i].x;
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newZ += others[i].z;
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}
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return new Vector2D(newX, newZ);
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}
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/**
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* Subtracts two points.
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*
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* @param other
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* @return New point
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*/
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public Vector2D subtract(Vector2D other) {
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return new Vector2D(x - other.x, z - other.z);
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}
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/**
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* Subtract two points.
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D subtract(double x, double z) {
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return new Vector2D(this.x - x, this.z - z);
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}
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/**
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* Subtract two points.
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D subtract(int x, int z) {
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return new Vector2D(this.x - x, this.z - z);
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}
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/**
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* Subtract points.
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*
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* @param others
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* @return New point
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*/
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public Vector2D subtract(Vector2D... others) {
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double newX = x, newZ = z;
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for (int i = 0; i < others.length; ++i) {
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newX -= others[i].x;
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newZ -= others[i].z;
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}
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return new Vector2D(newX, newZ);
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}
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/**
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* Component-wise multiplication
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*
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* @param other
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* @return New point
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*/
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public Vector2D multiply(Vector2D other) {
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return new Vector2D(x * other.x, z * other.z);
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}
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/**
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* Component-wise multiplication
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D multiply(double x, double z) {
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return new Vector2D(this.x * x, this.z * z);
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}
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/**
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* Component-wise multiplication
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D multiply(int x, int z) {
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return new Vector2D(this.x * x, this.z * z);
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}
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/**
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* Component-wise multiplication
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*
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* @param others
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* @return New point
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*/
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public Vector2D multiply(Vector2D... others) {
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double newX = x, newZ = z;
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for (int i = 0; i < others.length; ++i) {
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newX *= others[i].x;
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newZ *= others[i].z;
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}
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return new Vector2D(newX, newZ);
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}
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/**
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* Scalar multiplication.
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*
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* @param n
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* @return New point
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*/
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public Vector2D multiply(double n) {
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return new Vector2D(this.x * n, this.z * n);
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}
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/**
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* Scalar multiplication.
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*
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* @param n
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* @return New point
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*/
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public Vector2D multiply(float n) {
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return new Vector2D(this.x * n, this.z * n);
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}
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/**
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* Scalar multiplication.
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*
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* @param n
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* @return New point
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*/
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public Vector2D multiply(int n) {
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return new Vector2D(this.x * n, this.z * n);
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}
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/**
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* Component-wise division
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*
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* @param other
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* @return New point
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*/
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public Vector2D divide(Vector2D other) {
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return new Vector2D(x / other.x, z / other.z);
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}
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/**
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* Component-wise division
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D divide(double x, double z) {
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return new Vector2D(this.x / x, this.z / z);
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}
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/**
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* Component-wise division
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*
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* @param x
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* @param z
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* @return New point
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*/
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public Vector2D divide(int x, int z) {
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return new Vector2D(this.x / x, this.z / z);
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}
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/**
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* Scalar division.
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*
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* @param n
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* @return new point
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*/
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public Vector2D divide(int n) {
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return new Vector2D(x / n, z / n);
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}
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/**
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* Scalar division.
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*
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* @param n
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* @return new point
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*/
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public Vector2D divide(double n) {
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return new Vector2D(x / n, z / n);
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}
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/**
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* Scalar division.
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*
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* @param n
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* @return new point
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*/
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public Vector2D divide(float n) {
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return new Vector2D(x / n, z / n);
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}
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/**
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* Get the length of the vector.
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*
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* @return length
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*/
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public double length() {
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return Math.sqrt(x * x + z * z);
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}
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/**
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* Get the length^2 of the vector.
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*
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* @return length^2
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*/
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public double lengthSq() {
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return x * x + z * z;
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}
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/**
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* Get the distance away from a point.
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*
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* @param pt
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* @return distance
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*/
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public double distance(Vector2D pt) {
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return Math.sqrt(Math.pow(pt.x - x, 2) +
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Math.pow(pt.z - z, 2));
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}
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/**
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* Get the distance away from a point, squared.
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*
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* @param pt
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* @return distance
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*/
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public double distanceSq(Vector2D pt) {
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return Math.pow(pt.x - x, 2) +
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Math.pow(pt.z - z, 2);
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}
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/**
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* Get the normalized vector.
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*
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* @return vector
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*/
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public Vector2D normalize() {
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return divide(length());
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}
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/**
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* Gets the dot product of this and another vector.
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*
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* @param other
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* @return the dot product of this and the other vector
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*/
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public double dot(Vector2D other) {
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return x * other.x + z * other.z;
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}
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/**
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* Checks to see if a vector is contained with another.
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*
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* @param min
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* @param max
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* @return
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*/
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public boolean containedWithin(Vector2D min, Vector2D max) {
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return x >= min.x && x <= max.x
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&& z >= min.z && z <= max.z;
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}
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/**
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* Checks to see if a vector is contained with another.
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*
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* @param min
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* @param max
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* @return
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*/
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public boolean containedWithinBlock(Vector2D min, Vector2D max) {
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return getBlockX() >= min.getBlockX() && getBlockX() <= max.getBlockX()
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&& getBlockZ() >= min.getBlockZ() && getBlockZ() <= max.getBlockZ();
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}
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/**
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* Rounds all components down.
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*
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* @return
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*/
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public Vector2D floor() {
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return new Vector2D(Math.floor(x), Math.floor(z));
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}
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/**
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* Rounds all components up.
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*
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* @return
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*/
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public Vector2D ceil() {
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return new Vector2D(Math.ceil(x), Math.ceil(z));
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}
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/**
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* Rounds all components to the closest integer.<br>
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*<br>
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* Components < 0.5 are rounded down, otherwise up
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*
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* @return
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*/
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public Vector2D round() {
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return new Vector2D(Math.floor(x + 0.5), Math.floor(z + 0.5));
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}
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/**
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* Returns a vector with the absolute values of the components of this vector.
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*
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* @return
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*/
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public Vector2D positive() {
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return new Vector2D(Math.abs(x), Math.abs(z));
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}
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/**
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* 2D transformation.
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*
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* @param angle in degrees
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* @param aboutX about which x coordinate to rotate
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* @param aboutZ about which z coordinate to rotate
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* @param translateX what to add after rotation
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* @param translateZ what to add after rotation
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* @return
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*/
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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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angle = Math.toRadians(angle);
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double x = this.x - aboutX;
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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 z2 = x * Math.sin(angle) + z * Math.cos(angle);
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return new Vector2D(
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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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public boolean isCollinearWith(Vector2D other) {
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if (x == 0 && z == 0) {
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// this is a zero vector
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return true;
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}
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final double otherX = other.x;
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final double otherZ = other.z;
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if (otherX == 0 && otherZ == 0) {
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// other is a zero vector
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return true;
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}
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if ((x == 0) != (otherX == 0)) return false;
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if ((z == 0) != (otherZ == 0)) return false;
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final double quotientX = otherX / x;
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if (!Double.isNaN(quotientX)) {
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return other.equals(multiply(quotientX));
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}
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final double quotientZ = otherZ / z;
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if (!Double.isNaN(quotientZ)) {
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return other.equals(multiply(quotientZ));
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}
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throw new RuntimeException("This should not happen");
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}
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/**
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* Gets a BlockVector version.
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*
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* @return BlockVector
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*/
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public BlockVector2D toBlockVector2D() {
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return new BlockVector2D(this);
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}
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/**
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* Checks if another object is equivalent.
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*
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* @param obj
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* @return whether the other object is equivalent
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*/
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@Override
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public boolean equals(Object obj) {
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if (!(obj instanceof Vector2D)) {
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return false;
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}
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Vector2D other = (Vector2D) obj;
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return other.x == this.x && other.z == this.z;
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}
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/**
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* Gets the hash code.
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*
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* @return hash code
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*/
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@Override
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public int hashCode() {
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return ((new Double(x)).hashCode() >> 13) ^
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(new Double(z)).hashCode();
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}
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/**
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* Returns string representation "(x, y, z)".
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*
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* @return string
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*/
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@Override
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public String toString() {
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return "(" + x + ", " + z + ")";
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}
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/**
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* Creates a 3D vector by adding a zero Y component to this vector.
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*
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* @return Vector
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*/
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public Vector toVector() {
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return new Vector(x, 0, z);
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}
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/**
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* Creates a 3D vector by adding the specified Y component to this vector.
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*
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* @return Vector
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*/
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public Vector toVector(double y) {
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return new Vector(x, y, z);
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}
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/**
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* Gets the minimum components of two vectors.
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*
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* @param v1
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* @param v2
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* @return minimum
|
|
*/
|
|
public static Vector2D getMinimum(Vector2D v1, Vector2D v2) {
|
|
return new Vector2D(
|
|
Math.min(v1.x, v2.x),
|
|
Math.min(v1.z, v2.z)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Gets the maximum components of two vectors.
|
|
*
|
|
* @param v1
|
|
* @param v2
|
|
* @return maximum
|
|
*/
|
|
public static Vector2D getMaximum(Vector2D v1, Vector2D v2) {
|
|
return new Vector2D(
|
|
Math.max(v1.x, v2.x),
|
|
Math.max(v1.z, v2.z)
|
|
);
|
|
}
|
|
}
|