mirror of
https://github.com/plexusorg/Plex-FAWE.git
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831 lines
18 KiB
Java
831 lines
18 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 Vector implements Comparable<Vector> {
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public static final Vector ZERO = new Vector(0, 0, 0);
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public static final Vector UNIT_X = new Vector(1, 0, 0);
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public static final Vector UNIT_Y = new Vector(0, 1, 0);
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public static final Vector UNIT_Z = new Vector(0, 0, 1);
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public static final Vector ONE = new Vector(1, 1, 1);
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protected final double x, y, z;
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/**
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* Construct the Vector object.
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*
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* @param x
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* @param y
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* @param z
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*/
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public Vector(double x, double y, double z) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/**
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* Construct the Vector object.
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*
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* @param x
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* @param y
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* @param z
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*/
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public Vector(int x, int y, int z) {
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this.x = (double) x;
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this.y = (double) y;
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this.z = (double) z;
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}
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/**
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* Construct the Vector object.
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*
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* @param x
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* @param y
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* @param z
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*/
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public Vector(float x, float y, float z) {
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this.x = (double) x;
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this.y = (double) y;
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this.z = (double) z;
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}
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/**
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* Construct the Vector object.
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*
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* @param pt
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*/
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public Vector(Vector pt) {
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this.x = pt.x;
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this.y = pt.y;
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this.z = pt.z;
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}
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/**
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* Construct the Vector object.
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*/
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public Vector() {
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this.x = 0;
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this.y = 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 Vector setX(double x) {
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return new Vector(x, y, 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 Vector setX(int x) {
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return new Vector(x, y, z);
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}
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/**
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* @return the y
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*/
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public double getY() {
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return y;
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}
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/**
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* @return the y
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*/
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public int getBlockY() {
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return (int) Math.round(y);
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}
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/**
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* Set Y.
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*
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* @param y
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* @return new vector
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*/
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public Vector setY(double y) {
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return new Vector(x, y, z);
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}
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/**
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* Set Y.
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*
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* @param y
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* @return new vector
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*/
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public Vector setY(int y) {
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return new Vector(x, y, 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 Vector setZ(double z) {
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return new Vector(x, y, 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 Vector setZ(int z) {
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return new Vector(x, y, 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 Vector add(Vector other) {
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return new Vector(x + other.x, y + other.y, 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 y
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* @param z
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* @return New point
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*/
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public Vector add(double x, double y, double z) {
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return new Vector(this.x + x, this.y + y, 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 y
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* @param z
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* @return New point
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*/
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public Vector add(int x, int y, int z) {
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return new Vector(this.x + x, this.y + y, 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 Vector add(Vector... others) {
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double newX = x, newY = y, 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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newY += others[i].y;
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newZ += others[i].z;
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}
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return new Vector(newX, newY, 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 Vector subtract(Vector other) {
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return new Vector(x - other.x, y - other.y, 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 y
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* @param z
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* @return New point
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*/
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public Vector subtract(double x, double y, double z) {
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return new Vector(this.x - x, this.y - y, 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 y
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* @param z
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* @return New point
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*/
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public Vector subtract(int x, int y, int z) {
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return new Vector(this.x - x, this.y - y, 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 Vector subtract(Vector... others) {
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double newX = x, newY = y, 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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newY -= others[i].y;
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newZ -= others[i].z;
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}
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return new Vector(newX, newY, 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 Vector multiply(Vector other) {
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return new Vector(x * other.x, y * other.y, 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 y
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* @param z
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* @return New point
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*/
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public Vector multiply(double x, double y, double z) {
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return new Vector(this.x * x, this.y * y, 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 y
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* @param z
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* @return New point
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*/
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public Vector multiply(int x, int y, int z) {
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return new Vector(this.x * x, this.y * y, 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 Vector multiply(Vector... others) {
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double newX = x, newY = y, 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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newY *= others[i].y;
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newZ *= others[i].z;
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}
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return new Vector(newX, newY, 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 Vector multiply(double n) {
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return new Vector(this.x * n, this.y * 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 Vector multiply(float n) {
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return new Vector(this.x * n, this.y * 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 Vector multiply(int n) {
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return new Vector(this.x * n, this.y * 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 Vector divide(Vector other) {
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return new Vector(x / other.x, y / other.y, 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 y
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* @param z
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* @return New point
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*/
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public Vector divide(double x, double y, double z) {
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return new Vector(this.x / x, this.y / y, 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 y
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* @param z
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* @return New point
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*/
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public Vector divide(int x, int y, int z) {
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return new Vector(this.x / x, this.y / y, 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 Vector divide(int n) {
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return new Vector(x / n, y / 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 Vector divide(double n) {
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return new Vector(x / n, y / 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 Vector divide(float n) {
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return new Vector(x / n, y / 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 + y * y + 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 + y * y + 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(Vector pt) {
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return Math.sqrt(Math.pow(pt.x - x, 2) +
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Math.pow(pt.y - y, 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(Vector pt) {
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return Math.pow(pt.x - x, 2) +
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Math.pow(pt.y - y, 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 Vector 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(Vector other) {
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return x * other.x + y * other.y + z * other.z;
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}
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/**
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* Gets the cross product of this and another vector.
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*
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* @param other
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* @return the cross product of this and the other vector
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*/
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public Vector cross(Vector other) {
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return new Vector(
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y * other.z - z * other.y,
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z * other.x - x * other.z,
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x * other.y - y * other.x
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);
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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(Vector min, Vector max) {
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return x >= min.x && x <= max.x
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&& y >= min.y && y <= max.y
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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(Vector min, Vector max) {
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return getBlockX() >= min.getBlockX() && getBlockX() <= max.getBlockX()
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&& getBlockY() >= min.getBlockY() && getBlockY() <= max.getBlockY()
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&& getBlockZ() >= min.getBlockZ() && getBlockZ() <= max.getBlockZ();
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}
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/**
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* Clamp the Y component.
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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 Vector clampY(int min, int max) {
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return new Vector(x, Math.max(min, Math.min(max, y)), z);
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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 Vector floor() {
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return new Vector(Math.floor(x), Math.floor(y), 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 Vector ceil() {
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return new Vector(Math.ceil(x), Math.ceil(y), 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 Vector round() {
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return new Vector(Math.floor(x + 0.5), Math.floor(y + 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 Vector positive() {
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return new Vector(Math.abs(x), Math.abs(y), 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 Vector 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 Vector(
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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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public boolean isCollinearWith(Vector other) {
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if (x == 0 && y == 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 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
|
|
);
|
|
}
|
|
|
|
}
|