mirror of
https://github.com/PaperMC/Paper.git
synced 2024-12-30 16:19:03 +01:00
38b76fb99e
By: sk89q <the.sk89q@gmail.com>
614 lines
13 KiB
Java
614 lines
13 KiB
Java
package org.bukkit;
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import java.util.Random;
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/**
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* Represents a mutable vector. Because the components of Vectors are mutable,
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* storing Vectors long term may be dangerous if passing code modifies the
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* Vector later. If you want to keep around a Vector, it may be wise to call
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* <code>clone()</code> in order to get a copy.
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*
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* @author sk89q
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*/
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public class Vector implements Cloneable {
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private static final long serialVersionUID = -2657651106777219169L;
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private static Random random = new Random();
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/**
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* Threshold for fuzzy equals().
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*/
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private static final double epsilon = 0.000001;
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protected double x;
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protected double y;
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protected double z;
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/**
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* Construct the vector with all components as 0.
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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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* Construct the vector with provided integer components.
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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 = 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 with provided double components.
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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 with provided float components.
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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 = 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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* Adds the vector by another.
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*
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* @param vec
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* @return the same vector
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*/
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public Vector add(Vector vec) {
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x += vec.x;
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y += vec.y;
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z += vec.z;
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return this;
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}
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/**
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* Subtracts the vector by another.
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*
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* @param vec
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* @return the same vector
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*/
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public Vector subtract(Vector vec) {
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x -= vec.x;
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y -= vec.y;
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z -= vec.z;
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return this;
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}
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/**
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* Multiplies the vector by another.
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*
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* @param vec
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* @return the same vector
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*/
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public Vector multiply(Vector vec) {
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x *= vec.x;
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y *= vec.y;
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z *= vec.z;
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return this;
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}
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/**
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* Divides the vector by another.
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*
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* @param vec
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* @return the same vector
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*/
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public Vector divide(Vector vec) {
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x /= vec.x;
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y /= vec.y;
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z /= vec.z;
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return this;
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}
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/**
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* Gets the magnitude of the vector, defined as sqrt(x^2+y^2+z^2). The value
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* of this method is not cached and uses a costly square-root function, so
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* do not repeatedly call this method to get the vector's magnitude. NaN
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* will be returned if the inner result of the sqrt() function overflows,
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* which will be caused if the length is too long.
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*
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* @return the magnitude
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*/
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public double length() {
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return Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2));
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}
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/**
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* Gets the magnitude of the vector squared.
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*
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* @return the magnitude
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*/
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public double lengthSquared() {
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return Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2);
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}
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/**
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* Get the distance between this vector and another. The value
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* of this method is not cached and uses a costly square-root function, so
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* do not repeatedly call this method to get the vector's magnitude. NaN
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* will be returned if the inner result of the sqrt() function overflows,
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* which will be caused if the distance is too long.
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*
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* @return the distance
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*/
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public double distance(Vector o) {
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return Math.sqrt(Math.pow(x - o.x, 2) + Math.pow(y - o.y, 2)
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+ Math.pow(z - o.z, 2));
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}
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/**
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* Get the squared distance between this vector and another.
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*
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* @return the distance
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*/
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public double distanceSquared(Vector o) {
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return Math.pow(x - o.x, 2) + Math.pow(y - o.y, 2)
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+ Math.pow(z - o.z, 2);
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}
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/**
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* Gets the angle between this vector and another in radians.
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*
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* @param other
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* @return angle in radians
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*/
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public float angle(Vector other) {
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double dot = dot(other) / (length() * other.length());
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return (float)Math.acos(dot);
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}
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/**
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* Sets this vector to the midpoint between this vector and another.
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*
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* @param other
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* @return this same vector (now a midpoint)
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*/
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public Vector midpoint(Vector other) {
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x = (x + other.x) / 2;
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y = (y + other.y) / 2;
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z = (z + other.z) / 2;
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return this;
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}
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/**
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* Gets a new midpoint vector between this vector and another.
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*
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* @param other
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* @return a new midpoint vector
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*/
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public Vector getMidpoint(Vector other) {
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x = (x + other.x) / 2;
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y = (y + other.y) / 2;
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z = (z + other.z) / 2;
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return new Vector(x, y, z);
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}
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/**
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* Performs scalar multiplication, multiplying all components with a scalar.
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*
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* @param m
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* @return the same vector
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*/
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public Vector multiply(int m) {
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x *= m;
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y *= m;
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z *= m;
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return this;
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}
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/**
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* Performs scalar multiplication, multiplying all components with a scalar.
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*
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* @param m
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* @return the same vector
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*/
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public Vector multiply(double m) {
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x *= m;
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y *= m;
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z *= m;
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return this;
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}
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/**
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* Performs scalar multiplication, multiplying all components with a scalar.
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*
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* @param m
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* @return the same vector
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*/
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public Vector multiply(float m) {
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x *= m;
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y *= m;
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z *= m;
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return this;
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}
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/**
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* Calculates the dot product of this vector with another. The dot product
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* is defined as x1*x2+y1*y2+z1*z2. The returned value is a scalar.
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*
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* @param other
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* @return dot product
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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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* Calculates the cross product of this vector with another. The cross
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* product is defined as:
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*
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* x = y1 * z2 - y2 * z1<br/>
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* y = z1 * x2 - z2 * x1<br/>
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* z = x1 * y2 - x2 * y1
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*
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* @param o
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* @return the same vector
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*/
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public Vector crossProduct(Vector o) {
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double newX = y * o.z - o.y * z;
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double newY = z * o.x - o.z * x;
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double newZ = x * o.y - o.x * y;
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x = newX;
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y = newY;
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z = newZ;
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return this;
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}
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/**
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* Converts this vector to a unit vector (a vector with length of 1).
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*
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* @return the same vector
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*/
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public Vector normalize() {
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double length = length();
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x /= length;
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y /= length;
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z /= length;
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return this;
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}
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/**
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* Zero this vector's components.
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*
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* @return the same vector
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*/
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public Vector zero() {
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x = 0;
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y = 0;
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z = 0;
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return this;
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}
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/**
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* Returns whether this vector is in an axis-aligned bounding box.
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* The minimum and maximum vectors given must be truly the minimum and
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* maximum X, Y and Z components.
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*
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* @param min
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* @param max
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* @return whether this vector is in the AABB
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*/
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public boolean isInAABB(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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* Returns whether this vector is within a sphere.
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*
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* @param origin
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* @param radius
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* @return whether this vector is in the sphere
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*/
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public boolean isInSphere(Vector origin, double radius) {
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return (Math.pow(origin.x - x, 2)
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+ Math.pow(origin.y - y, 2)
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+ Math.pow(origin.z - z, 2))
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<= Math.pow(radius, 2);
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}
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/**
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* Gets the X component.
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*
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* @return
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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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* Gets the floored value of the X component, indicating the block that
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* this vector is contained with.
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*
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* @return block X
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*/
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public int getBlockX() {
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return (int)Math.floor(x);
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}
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/**
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* Gets the Y component.
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*
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* @return
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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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* Gets the floored value of the Y component, indicating the block that
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* this vector is contained with.
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*
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* @return block y
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*/
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public int getBlockY() {
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return (int)Math.floor(y);
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}
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/**
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* Gets the Z component.
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*
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* @return
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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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* Gets the floored value of the Z component, indicating the block that
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* this vector is contained with.
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*
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* @return block z
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*/
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public int getBlockZ() {
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return (int)Math.floor(z);
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}
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/**
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* Set the X component.
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*
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* @param x
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* @return x
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*/
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public Vector setX(int x) {
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this.x = x;
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return this;
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}
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/**
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* Set the X component.
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*
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* @param x
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* @return x
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*/
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public Vector setX(double x) {
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this.x = x;
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return this;
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}
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/**
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* Set the X component.
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*
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* @param x
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* @return x
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*/
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public Vector setX(float x) {
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this.x = x;
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return this;
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}
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/**
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* Set the Y component.
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*
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* @param y
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* @return y
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*/
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public Vector setY(int y) {
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this.y = y;
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return this;
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}
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/**
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* Set the Y component.
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*
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* @param y
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* @return y
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*/
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public Vector setY(double y) {
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this.y = y;
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return this;
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}
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/**
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* Set the Y component.
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*
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* @param y
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* @return y
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*/
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public Vector setY(float y) {
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this.y = y;
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return this;
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}
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/**
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* Set the Z component.
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*
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* @param z
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* @return z
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*/
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public Vector setZ(int z) {
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this.z = z;
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return this;
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}
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/**
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* Set the Z component.
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*
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* @param z
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* @return z
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*/
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public Vector setZ(double z) {
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this.z = z;
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return this;
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}
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/**
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* Set the Z component.
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*
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* @param z
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* @return z
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*/
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public Vector setZ(float z) {
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this.z = z;
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return this;
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}
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/**
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* Checks to see if two objects are equal.
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*
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* Only two Vectors can ever return true. This method uses a fuzzy match
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* to account for floating point errors. The epsilon can be retrieved
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* with epsilon.
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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 Vector)) {
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return false;
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}
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Vector other = (Vector)obj;
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return Math.abs(x - other.x) < epsilon
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&& Math.abs(y - other.y) < epsilon
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&& Math.abs(z - other.z) < epsilon;
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}
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/**
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* Returns a hash code for this vector. Due to floating point errors, this
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* hash code should not be used in hash tables of any sort.
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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 ((int)Double.doubleToLongBits(x) >> 13) ^
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((int)Double.doubleToLongBits(y) >> 7) ^
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(int)Double.doubleToLongBits(z);
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}
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/**
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* Get a new vector.
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*
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* @return vector
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*/
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@Override
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public Vector clone() {
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return new Vector(x, y, z);
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}
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/**
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* Returns this vector's components as x,y,z.
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*
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*/
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@Override
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public String toString() {
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return x + "," + y + "," + z;
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}
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/**
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* Gets a Location version of this vector with yaw and pitch being 0.
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*
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* @param world
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* @return the location
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*/
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public Location toLocation(World world) {
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return new Location(world, x, y, z);
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}
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/**
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* Gets a Location version of this vector.
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*
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* @param world
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* @return the location
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*/
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public Location toLocation(World world, float yaw, float pitch) {
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return new Location(world, x, y, z, yaw, pitch);
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}
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/**
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* Get the threshold used for equals().
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*
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* @return
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*/
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public static double getEpsilon() {
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return epsilon;
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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
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*/
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public static Vector getMinimum(Vector v1, Vector v2) {
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return new Vector(
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Math.min(v1.x, v2.x),
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Math.min(v1.y, v2.y),
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Math.min(v1.z, v2.z));
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}
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/**
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* Gets the maximum 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 maximum
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*/
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public static Vector getMaximum(Vector v1, Vector v2) {
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return new Vector(
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Math.max(v1.x, v2.x),
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Math.max(v1.y, v2.y),
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Math.max(v1.z, v2.z));
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}
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/**
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* Gets a random vector with components having a random value between
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* 0 and 1.
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*
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* @return
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*/
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public static Vector getRandom() {
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return new Vector(
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random.nextDouble(),
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random.nextDouble(),
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random.nextDouble());
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}
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}
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