Plex-FAWE/src/main/java/com/sk89q/worldedit/Vector.java

831 lines
18 KiB
Java

/*
* WorldEdit, a Minecraft world manipulation toolkit
* Copyright (C) sk89q <http://www.sk89q.com>
* Copyright (C) WorldEdit team and contributors
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
* for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit;
/**
*
* @author sk89q
*/
public class Vector implements Comparable<Vector> {
public static final Vector ZERO = new Vector(0, 0, 0);
public static final Vector UNIT_X = new Vector(1, 0, 0);
public static final Vector UNIT_Y = new Vector(0, 1, 0);
public static final Vector UNIT_Z = new Vector(0, 0, 1);
public static final Vector ONE = new Vector(1, 1, 1);
protected final double x, y, z;
/**
* Construct the Vector object.
*
* @param x
* @param y
* @param z
*/
public Vector(double x, double y, double z) {
this.x = x;
this.y = y;
this.z = z;
}
/**
* Construct the Vector object.
*
* @param x
* @param y
* @param z
*/
public Vector(int x, int y, int z) {
this.x = (double) x;
this.y = (double) y;
this.z = (double) z;
}
/**
* Construct the Vector object.
*
* @param x
* @param y
* @param z
*/
public Vector(float x, float y, float z) {
this.x = (double) x;
this.y = (double) y;
this.z = (double) z;
}
/**
* Construct the Vector object.
*
* @param pt
*/
public Vector(Vector pt) {
this.x = pt.x;
this.y = pt.y;
this.z = pt.z;
}
/**
* Construct the Vector object.
*/
public Vector() {
this.x = 0;
this.y = 0;
this.z = 0;
}
/**
* @return the x
*/
public double getX() {
return x;
}
/**
* @return the x
*/
public int getBlockX() {
return (int) Math.round(x);
}
/**
* Set X.
*
* @param x
* @return new vector
*/
public Vector setX(double x) {
return new Vector(x, y, z);
}
/**
* Set X.
*
* @param x
* @return new vector
*/
public Vector setX(int x) {
return new Vector(x, y, z);
}
/**
* @return the y
*/
public double getY() {
return y;
}
/**
* @return the y
*/
public int getBlockY() {
return (int) Math.round(y);
}
/**
* Set Y.
*
* @param y
* @return new vector
*/
public Vector setY(double y) {
return new Vector(x, y, z);
}
/**
* Set Y.
*
* @param y
* @return new vector
*/
public Vector setY(int y) {
return new Vector(x, y, z);
}
/**
* @return the z
*/
public double getZ() {
return z;
}
/**
* @return the z
*/
public int getBlockZ() {
return (int) Math.round(z);
}
/**
* Set Z.
*
* @param z
* @return new vector
*/
public Vector setZ(double z) {
return new Vector(x, y, z);
}
/**
* Set Z.
*
* @param z
* @return new vector
*/
public Vector setZ(int z) {
return new Vector(x, y, z);
}
/**
* Adds two points.
*
* @param other
* @return New point
*/
public Vector add(Vector other) {
return new Vector(x + other.x, y + other.y, z + other.z);
}
/**
* Adds two points.
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector add(double x, double y, double z) {
return new Vector(this.x + x, this.y + y, this.z + z);
}
/**
* Adds two points.
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector add(int x, int y, int z) {
return new Vector(this.x + x, this.y + y, this.z + z);
}
/**
* Adds points.
*
* @param others
* @return New point
*/
public Vector add(Vector... others) {
double newX = x, newY = y, newZ = z;
for (int i = 0; i < others.length; ++i) {
newX += others[i].x;
newY += others[i].y;
newZ += others[i].z;
}
return new Vector(newX, newY, newZ);
}
/**
* Subtracts two points.
*
* @param other
* @return New point
*/
public Vector subtract(Vector other) {
return new Vector(x - other.x, y - other.y, z - other.z);
}
/**
* Subtract two points.
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector subtract(double x, double y, double z) {
return new Vector(this.x - x, this.y - y, this.z - z);
}
/**
* Subtract two points.
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector subtract(int x, int y, int z) {
return new Vector(this.x - x, this.y - y, this.z - z);
}
/**
* Subtract points.
*
* @param others
* @return New point
*/
public Vector subtract(Vector... others) {
double newX = x, newY = y, newZ = z;
for (int i = 0; i < others.length; ++i) {
newX -= others[i].x;
newY -= others[i].y;
newZ -= others[i].z;
}
return new Vector(newX, newY, newZ);
}
/**
* Component-wise multiplication
*
* @param other
* @return New point
*/
public Vector multiply(Vector other) {
return new Vector(x * other.x, y * other.y, z * other.z);
}
/**
* Component-wise multiplication
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector multiply(double x, double y, double z) {
return new Vector(this.x * x, this.y * y, this.z * z);
}
/**
* Component-wise multiplication
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector multiply(int x, int y, int z) {
return new Vector(this.x * x, this.y * y, this.z * z);
}
/**
* Component-wise multiplication
*
* @param others
* @return New point
*/
public Vector multiply(Vector... others) {
double newX = x, newY = y, newZ = z;
for (int i = 0; i < others.length; ++i) {
newX *= others[i].x;
newY *= others[i].y;
newZ *= others[i].z;
}
return new Vector(newX, newY, newZ);
}
/**
* Scalar multiplication.
*
* @param n
* @return New point
*/
public Vector multiply(double n) {
return new Vector(this.x * n, this.y * n, this.z * n);
}
/**
* Scalar multiplication.
*
* @param n
* @return New point
*/
public Vector multiply(float n) {
return new Vector(this.x * n, this.y * n, this.z * n);
}
/**
* Scalar multiplication.
*
* @param n
* @return New point
*/
public Vector multiply(int n) {
return new Vector(this.x * n, this.y * n, this.z * n);
}
/**
* Component-wise division
*
* @param other
* @return New point
*/
public Vector divide(Vector other) {
return new Vector(x / other.x, y / other.y, z / other.z);
}
/**
* Component-wise division
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector divide(double x, double y, double z) {
return new Vector(this.x / x, this.y / y, this.z / z);
}
/**
* Component-wise division
*
* @param x
* @param y
* @param z
* @return New point
*/
public Vector divide(int x, int y, int z) {
return new Vector(this.x / x, this.y / y, this.z / z);
}
/**
* Scalar division.
*
* @param n
* @return new point
*/
public Vector divide(int n) {
return new Vector(x / n, y / n, z / n);
}
/**
* Scalar division.
*
* @param n
* @return new point
*/
public Vector divide(double n) {
return new Vector(x / n, y / n, z / n);
}
/**
* Scalar division.
*
* @param n
* @return new point
*/
public Vector divide(float n) {
return new Vector(x / n, y / n, z / n);
}
/**
* Get the length of the vector.
*
* @return length
*/
public double length() {
return Math.sqrt(x * x + y * y + z * z);
}
/**
* Get the length^2 of the vector.
*
* @return length^2
*/
public double lengthSq() {
return x * x + y * y + z * z;
}
/**
* Get the distance away from a point.
*
* @param pt
* @return distance
*/
public double distance(Vector pt) {
return Math.sqrt(Math.pow(pt.x - x, 2) +
Math.pow(pt.y - y, 2) +
Math.pow(pt.z - z, 2));
}
/**
* Get the distance away from a point, squared.
*
* @param pt
* @return distance
*/
public double distanceSq(Vector pt) {
return Math.pow(pt.x - x, 2) +
Math.pow(pt.y - y, 2) +
Math.pow(pt.z - z, 2);
}
/**
* Get the normalized vector.
*
* @return vector
*/
public Vector normalize() {
return divide(length());
}
/**
* Gets the dot product of this and another vector.
*
* @param other
* @return the dot product of this and the other vector
*/
public double dot(Vector other) {
return x * other.x + y * other.y + z * other.z;
}
/**
* Gets the cross product of this and another vector.
*
* @param other
* @return the cross product of this and the other vector
*/
public Vector cross(Vector other) {
return new Vector(
y * other.z - z * other.y,
z * other.x - x * other.z,
x * other.y - y * other.x
);
}
/**
* Checks to see if a vector is contained with another.
*
* @param min
* @param max
* @return
*/
public boolean containedWithin(Vector min, Vector max) {
return x >= min.x && x <= max.x
&& y >= min.y && y <= max.y
&& z >= min.z && z <= max.z;
}
/**
* Checks to see if a vector is contained with another.
*
* @param min
* @param max
* @return
*/
public boolean containedWithinBlock(Vector min, Vector max) {
return getBlockX() >= min.getBlockX() && getBlockX() <= max.getBlockX()
&& getBlockY() >= min.getBlockY() && getBlockY() <= max.getBlockY()
&& getBlockZ() >= min.getBlockZ() && getBlockZ() <= max.getBlockZ();
}
/**
* Clamp the Y component.
*
* @param min
* @param max
* @return
*/
public Vector clampY(int min, int max) {
return new Vector(x, Math.max(min, Math.min(max, y)), z);
}
/**
* Rounds all components down.
*
* @return
*/
public Vector floor() {
return new Vector(Math.floor(x), Math.floor(y), Math.floor(z));
}
/**
* Rounds all components up.
*
* @return
*/
public Vector ceil() {
return new Vector(Math.ceil(x), Math.ceil(y), Math.ceil(z));
}
/**
* Rounds all components to the closest integer.<br>
*<br>
* Components < 0.5 are rounded down, otherwise up
*
* @return
*/
public Vector round() {
return new Vector(Math.floor(x + 0.5), Math.floor(y + 0.5), Math.floor(z + 0.5));
}
/**
* Returns a vector with the absolute values of the components of this vector.
*
* @return
*/
public Vector positive() {
return new Vector(Math.abs(x), Math.abs(y), Math.abs(z));
}
/**
* 2D transformation.
*
* @param angle in degrees
* @param aboutX about which x coordinate to rotate
* @param aboutZ about which z coordinate to rotate
* @param translateX what to add after rotation
* @param translateZ what to add after rotation
* @return
*/
public Vector transform2D(double angle,
double aboutX, double aboutZ, double translateX, double translateZ) {
angle = Math.toRadians(angle);
double x = this.x - aboutX;
double z = this.z - aboutZ;
double x2 = x * Math.cos(angle) - z * Math.sin(angle);
double z2 = x * Math.sin(angle) + z * Math.cos(angle);
return new Vector(
x2 + aboutX + translateX,
y,
z2 + aboutZ + translateZ
);
}
public boolean isCollinearWith(Vector other) {
if (x == 0 && y == 0 && z == 0) {
// this is a zero vector
return true;
}
final double otherX = other.x;
final double otherY = other.y;
final double otherZ = other.z;
if (otherX == 0 && otherY == 0 && otherZ == 0) {
// other is a zero vector
return true;
}
if ((x == 0) != (otherX == 0)) return false;
if ((y == 0) != (otherY == 0)) return false;
if ((z == 0) != (otherZ == 0)) return false;
final double quotientX = otherX / x;
if (!Double.isNaN(quotientX)) {
return other.equals(multiply(quotientX));
}
final double quotientY = otherY / y;
if (!Double.isNaN(quotientY)) {
return other.equals(multiply(quotientY));
}
final double quotientZ = otherZ / z;
if (!Double.isNaN(quotientZ)) {
return other.equals(multiply(quotientZ));
}
throw new RuntimeException("This should not happen");
}
/**
* Get this vector's pitch as used within the game.
*
* @return pitch in radians
*/
public float toPitch() {
double x = getX();
double z = getZ();
if (x == 0 && z == 0) {
return getY() > 0 ? -90 : 90;
} else {
double x2 = x * x;
double z2 = z * z;
double xz = Math.sqrt(x2 + z2);
return (float) Math.atan(-getY() / xz);
}
}
/**
* Get this vector's yaw as used within the game.
*
* @return yaw in radians
*/
public float toYaw() {
double x = getX();
double z = getZ();
double t = Math.atan2(-x, z);
double _2pi = 2 * Math.PI;
return (float) ((t + _2pi) % _2pi);
}
/**
* Get a block point from a point.
*
* @param x
* @param y
* @param z
* @return point
*/
public static BlockVector toBlockPoint(double x, double y, double z) {
return new BlockVector(
Math.floor(x),
Math.floor(y),
Math.floor(z)
);
}
/**
* Get a block point from a point.
*
* @return point
*/
public BlockVector toBlockPoint() {
return new BlockVector(
Math.floor(x),
Math.floor(y),
Math.floor(z)
);
}
/**
* Checks if another object is equivalent.
*
* @param obj
* @return whether the other object is equivalent
*/
@Override
public boolean equals(Object obj) {
if (!(obj instanceof Vector)) {
return false;
}
Vector other = (Vector) obj;
return other.x == this.x && other.y == this.y && other.z == this.z;
}
@Override
public int compareTo(Vector other) {
if (y != other.y) return Double.compare(y, other.y);
if (z != other.z) return Double.compare(z, other.z);
if (x != other.x) return Double.compare(x, other.x);
return 0;
}
/**
* Gets the hash code.
*
* @return hash code
*/
@Override
public int hashCode() {
int hash = 7;
hash = 79 * hash + (int) (Double.doubleToLongBits(this.x) ^ (Double.doubleToLongBits(this.x) >>> 32));
hash = 79 * hash + (int) (Double.doubleToLongBits(this.y) ^ (Double.doubleToLongBits(this.y) >>> 32));
hash = 79 * hash + (int) (Double.doubleToLongBits(this.z) ^ (Double.doubleToLongBits(this.z) >>> 32));
return hash;
}
/**
* Returns string representation "(x, y, z)".
*
* @return string
*/
@Override
public String toString() {
return "(" + x + ", " + y + ", " + z + ")";
}
/**
* Gets a BlockVector version.
*
* @return BlockVector
*/
public BlockVector toBlockVector() {
return new BlockVector(this);
}
/**
* Creates a 2D vector by dropping the Y component from this vector.
*
* @return Vector2D
*/
public Vector2D toVector2D() {
return new Vector2D(x, z);
}
/**
* Gets the minimum components of two vectors.
*
* @param v1
* @param v2
* @return minimum
*/
public static Vector getMinimum(Vector v1, Vector v2) {
return new Vector(
Math.min(v1.x, v2.x),
Math.min(v1.y, v2.y),
Math.min(v1.z, v2.z)
);
}
/**
* Gets the maximum components of two vectors.
*
* @param v1
* @param v2
* @return maximum
*/
public static Vector getMaximum(Vector v1, Vector v2) {
return new Vector(
Math.max(v1.x, v2.x),
Math.max(v1.y, v2.y),
Math.max(v1.z, v2.z)
);
}
/**
* Gets the midpoint of two vectors.
*
* @param v1
* @param v2
* @return maximum
*/
public static Vector getMidpoint(Vector v1, Vector v2) {
return new Vector(
(v1.x + v2.x) / 2,
(v1.y + v2.y) / 2,
(v1.z + v2.z) / 2
);
}
}