mirror of https://github.com/LOOHP/Limbo.git
872 lines
23 KiB
Java
872 lines
23 KiB
Java
/*
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* This file is part of Limbo.
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*
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* Copyright (C) 2026. LoohpJames <jamesloohp@gmail.com>
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* Copyright (C) 2026. Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.loohp.limbo.location;
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import com.google.common.base.Preconditions;
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import com.google.common.primitives.Doubles;
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import com.loohp.limbo.utils.NumberConversions;
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import com.loohp.limbo.world.World;
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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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public class Vector implements Cloneable {
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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 X component
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* @param y Y component
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* @param z Z component
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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 X component
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* @param y Y component
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* @param z Z component
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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 X component
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* @param y Y component
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* @param z Z component
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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 a vector to this one
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*
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* @param vec The other vector
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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 a vector from this one.
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*
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* @param vec The other vector
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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 The other vector
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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 The other vector
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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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* Copies another vector
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*
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* @param vec The other vector
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* @return the same vector
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*/
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public Vector copy(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
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* value of this method is not cached and uses a costly square-root
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* function, so do not repeatedly call this method to get the vector's
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* magnitude. NaN will be returned if the inner result of the sqrt()
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* function overflows, 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(NumberConversions.square(x) + NumberConversions.square(y) + NumberConversions.square(z));
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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 NumberConversions.square(x) + NumberConversions.square(y) + NumberConversions.square(z);
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}
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/**
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* Get the distance between this vector and another. The value of this
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* method is not cached and uses a costly square-root function, so do not
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* repeatedly call this method to get the vector's magnitude. NaN will be
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* returned if the inner result of the sqrt() function overflows, which
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* will be caused if the distance is too long.
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*
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* @param o The other vector
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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(NumberConversions.square(x - o.x) + NumberConversions.square(y - o.y) + NumberConversions.square(z - o.z));
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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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* @param o The other vector
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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 NumberConversions.square(x - o.x) + NumberConversions.square(y - o.y) + NumberConversions.square(z - o.z);
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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 The other vector
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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 = Doubles.constrainToRange(dot(other) / (length() * other.length()), -1.0, 1.0);
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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 The other vector
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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 The other vector
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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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double x = (this.x + other.x) / 2;
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double y = (this.y + other.y) / 2;
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double z = (this.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
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* scalar.
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*
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* @param m The factor
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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
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* scalar.
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*
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* @param m The factor
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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
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* scalar.
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*
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* @param m The factor
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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 The other vector
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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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* <ul>
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* <li>x = y1 * z2 - y2 * z1
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* <li>y = z1 * x2 - z2 * x1
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* <li>z = x1 * y2 - x2 * y1
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* </ul>
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*
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* @param o The other vector
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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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* Calculates the cross product of this vector with another without mutating
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* the original. The cross product is defined as:
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* <ul>
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* <li>x = y1 * z2 - y2 * z1
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* <li>y = z1 * x2 - z2 * x1
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* <li>z = x1 * y2 - x2 * y1
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* </ul>
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*
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* @param o The other vector
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* @return a new vector
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*/
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public Vector getCrossProduct(Vector o) {
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double x = this.y * o.z - o.y * this.z;
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double y = this.z * o.x - o.z * this.x;
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double z = this.x * o.y - o.x * this.y;
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return new Vector(x, y, z);
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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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* Converts each component of value <code>-0.0</code> to <code>0.0</code>.
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*
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* @return This vector.
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*/
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Vector normalizeZeros() {
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if (x == -0.0D) x = 0.0D;
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if (y == -0.0D) y = 0.0D;
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if (z == -0.0D) z = 0.0D;
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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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* <p>
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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 Minimum vector
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* @param max Maximum vector
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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 && y >= min.y && y <= max.y && 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 Sphere origin.
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* @param radius Sphere 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 (NumberConversions.square(origin.x - x) + NumberConversions.square(origin.y - y) + NumberConversions.square(origin.z - z)) <= NumberConversions.square(radius);
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}
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/**
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* Returns if a vector is normalized
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*
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* @return whether the vector is normalised
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*/
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public boolean isNormalized() {
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return Math.abs(this.lengthSquared() - 1) < getEpsilon();
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}
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/**
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* Rotates the vector around the x axis.
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* <p>
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* This piece of math is based on the standard rotation matrix for vectors
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* in three dimensional space. This matrix can be found here:
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* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
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* Matrix</a>.
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*
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* @param angle the angle to rotate the vector about. This angle is passed
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* in radians
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* @return the same vector
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*/
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public Vector rotateAroundX(double angle) {
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double angleCos = Math.cos(angle);
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double angleSin = Math.sin(angle);
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double y = angleCos * getY() - angleSin * getZ();
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double z = angleSin * getY() + angleCos * getZ();
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return setY(y).setZ(z);
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}
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/**
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* Rotates the vector around the y axis.
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* <p>
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* This piece of math is based on the standard rotation matrix for vectors
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* in three dimensional space. This matrix can be found here:
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* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
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* Matrix</a>.
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*
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* @param angle the angle to rotate the vector about. This angle is passed
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* in radians
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* @return the same vector
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*/
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public Vector rotateAroundY(double angle) {
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double angleCos = Math.cos(angle);
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double angleSin = Math.sin(angle);
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double x = angleCos * getX() + angleSin * getZ();
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double z = -angleSin * getX() + angleCos * getZ();
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return setX(x).setZ(z);
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}
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/**
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* Rotates the vector around the z axis
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* <p>
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* This piece of math is based on the standard rotation matrix for vectors
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* in three dimensional space. This matrix can be found here:
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* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
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* Matrix</a>.
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*
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* @param angle the angle to rotate the vector about. This angle is passed
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* in radians
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* @return the same vector
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*/
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public Vector rotateAroundZ(double angle) {
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double angleCos = Math.cos(angle);
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double angleSin = Math.sin(angle);
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double x = angleCos * getX() - angleSin * getY();
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double y = angleSin * getX() + angleCos * getY();
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return setX(x).setY(y);
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}
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/**
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* Rotates the vector around a given arbitrary axis in 3 dimensional space.
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*
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* <p>
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* Rotation will follow the general Right-Hand-Rule, which means rotation
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* will be counterclockwise when the axis is pointing towards the observer.
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* <p>
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* This method will always make sure the provided axis is a unit vector, to
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* not modify the length of the vector when rotating. If you are experienced
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* with the scaling of a non-unit axis vector, you can use
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* {@link Vector#rotateAroundNonUnitAxis(Vector, double)}.
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*
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* @param axis the axis to rotate the vector around. If the passed vector is
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* not of length 1, it gets copied and normalized before using it for the
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* rotation. Please use {@link Vector#normalize()} on the instance before
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* passing it to this method
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* @param angle the angle to rotate the vector around the axis
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* @return the same vector
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* @throws IllegalArgumentException if the provided axis vector instance is
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* null
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*/
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public Vector rotateAroundAxis(Vector axis, double angle) throws IllegalArgumentException {
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Preconditions.checkArgument(axis != null, "The provided axis vector was null");
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return rotateAroundNonUnitAxis(axis.isNormalized() ? axis : axis.clone().normalize(), angle);
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}
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/**
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* Rotates the vector around a given arbitrary axis in 3 dimensional space.
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*
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* <p>
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* Rotation will follow the general Right-Hand-Rule, which means rotation
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* will be counterclockwise when the axis is pointing towards the observer.
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* <p>
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* Note that the vector length will change accordingly to the axis vector
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* length. If the provided axis is not a unit vector, the rotated vector
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* will not have its previous length. The scaled length of the resulting
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* vector will be related to the axis vector. If you are not perfectly sure
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* about the scaling of the vector, use
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* {@link Vector#rotateAroundAxis(Vector, double)}
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*
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* @param axis the axis to rotate the vector around.
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* @param angle the angle to rotate the vector around the axis
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* @return the same vector
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* @throws IllegalArgumentException if the provided axis vector instance is
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* null
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*/
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public Vector rotateAroundNonUnitAxis(Vector axis, double angle) throws IllegalArgumentException {
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Preconditions.checkArgument(axis != null, "The provided axis vector was null");
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double x = getX(), y = getY(), z = getZ();
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double x2 = axis.getX(), y2 = axis.getY(), z2 = axis.getZ();
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double cosTheta = Math.cos(angle);
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double sinTheta = Math.sin(angle);
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double dotProduct = this.dot(axis);
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double xPrime = x2 * dotProduct * (1d - cosTheta)
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+ x * cosTheta
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+ (-z2 * y + y2 * z) * sinTheta;
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double yPrime = y2 * dotProduct * (1d - cosTheta)
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+ y * cosTheta
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+ (z2 * x - x2 * z) * sinTheta;
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double zPrime = z2 * dotProduct * (1d - cosTheta)
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+ z * cosTheta
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+ (-y2 * x + x2 * y) * sinTheta;
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return setX(xPrime).setY(yPrime).setZ(zPrime);
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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 The X component.
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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
|
|
* this vector is contained with.
|
|
*
|
|
* @return block X
|
|
*/
|
|
public int getBlockX() {
|
|
return NumberConversions.floor(x);
|
|
}
|
|
|
|
/**
|
|
* Gets the Y component.
|
|
*
|
|
* @return The Y component.
|
|
*/
|
|
public double getY() {
|
|
return y;
|
|
}
|
|
|
|
/**
|
|
* Gets the floored value of the Y component, indicating the block that
|
|
* this vector is contained with.
|
|
*
|
|
* @return block y
|
|
*/
|
|
public int getBlockY() {
|
|
return NumberConversions.floor(y);
|
|
}
|
|
|
|
/**
|
|
* Gets the Z component.
|
|
*
|
|
* @return The Z component.
|
|
*/
|
|
public double getZ() {
|
|
return z;
|
|
}
|
|
|
|
/**
|
|
* Gets the floored value of the Z component, indicating the block that
|
|
* this vector is contained with.
|
|
*
|
|
* @return block z
|
|
*/
|
|
public int getBlockZ() {
|
|
return NumberConversions.floor(z);
|
|
}
|
|
|
|
/**
|
|
* Set the X component.
|
|
*
|
|
* @param x The new X component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setX(int x) {
|
|
this.x = x;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the X component.
|
|
*
|
|
* @param x The new X component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setX(double x) {
|
|
this.x = x;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the X component.
|
|
*
|
|
* @param x The new X component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setX(float x) {
|
|
this.x = x;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Y component.
|
|
*
|
|
* @param y The new Y component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setY(int y) {
|
|
this.y = y;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Y component.
|
|
*
|
|
* @param y The new Y component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setY(double y) {
|
|
this.y = y;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Y component.
|
|
*
|
|
* @param y The new Y component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setY(float y) {
|
|
this.y = y;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Z component.
|
|
*
|
|
* @param z The new Z component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setZ(int z) {
|
|
this.z = z;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Z component.
|
|
*
|
|
* @param z The new Z component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setZ(double z) {
|
|
this.z = z;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Set the Z component.
|
|
*
|
|
* @param z The new Z component.
|
|
* @return This vector.
|
|
*/
|
|
public Vector setZ(float z) {
|
|
this.z = z;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Checks to see if two objects are equal.
|
|
* <p>
|
|
* Only two Vectors can ever return true. This method uses a fuzzy match
|
|
* to account for floating point errors. The epsilon can be retrieved
|
|
* with epsilon.
|
|
*/
|
|
@Override
|
|
public boolean equals(Object obj) {
|
|
if (!(obj instanceof Vector)) {
|
|
return false;
|
|
}
|
|
|
|
Vector other = (Vector) obj;
|
|
|
|
return Math.abs(x - other.x) < epsilon && Math.abs(y - other.y) < epsilon && Math.abs(z - other.z) < epsilon && (this.getClass().equals(obj.getClass()));
|
|
}
|
|
|
|
/**
|
|
* Returns a hash code for this vector
|
|
*
|
|
* @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;
|
|
}
|
|
|
|
/**
|
|
* Get a new vector.
|
|
*
|
|
* @return vector
|
|
*/
|
|
@Override
|
|
public Vector clone() {
|
|
try {
|
|
return (Vector) super.clone();
|
|
} catch (CloneNotSupportedException e) {
|
|
throw new Error(e);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns this vector's components as x,y,z.
|
|
*/
|
|
@Override
|
|
public String toString() {
|
|
return x + "," + y + "," + z;
|
|
}
|
|
|
|
/**
|
|
* Gets a Location version of this vector with yaw and pitch being 0.
|
|
*
|
|
* @param world The world to link the location to.
|
|
* @return the location
|
|
*/
|
|
public Location toLocation(World world) {
|
|
return new Location(world, x, y, z);
|
|
}
|
|
|
|
/**
|
|
* Gets a Location version of this vector.
|
|
*
|
|
* @param world The world to link the location to.
|
|
* @param yaw The desired yaw.
|
|
* @param pitch The desired pitch.
|
|
* @return the location
|
|
*/
|
|
public Location toLocation(World world, float yaw, float pitch) {
|
|
return new Location(world, x, y, z, yaw, pitch);
|
|
}
|
|
|
|
/**
|
|
* Get the block vector of this vector.
|
|
*
|
|
* @return A block vector.
|
|
public BlockVector toBlockVector() {
|
|
return new BlockVector(x, y, z);
|
|
}
|
|
*/
|
|
|
|
/**
|
|
* Check if each component of this Vector is finite.
|
|
*
|
|
* @throws IllegalArgumentException if any component is not finite
|
|
*/
|
|
public void checkFinite() throws IllegalArgumentException {
|
|
NumberConversions.checkFinite(x, "x not finite");
|
|
NumberConversions.checkFinite(y, "y not finite");
|
|
NumberConversions.checkFinite(z, "z not finite");
|
|
}
|
|
|
|
/**
|
|
* Get the threshold used for equals().
|
|
*
|
|
* @return The epsilon.
|
|
*/
|
|
public static double getEpsilon() {
|
|
return epsilon;
|
|
}
|
|
|
|
/**
|
|
* Gets the minimum components of two vectors.
|
|
*
|
|
* @param v1 The first vector.
|
|
* @param v2 The second vector.
|
|
* @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 The first vector.
|
|
* @param v2 The second vector.
|
|
* @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 a random vector with components having a random value between 0
|
|
* and 1.
|
|
*
|
|
* @return A random vector.
|
|
*/
|
|
public static Vector getRandom() {
|
|
return new Vector(random.nextDouble(), random.nextDouble(), random.nextDouble());
|
|
}
|
|
|
|
/*
|
|
@Override
|
|
public Map<String, Object> serialize() {
|
|
Map<String, Object> result = new LinkedHashMap<String, Object>();
|
|
|
|
result.put("x", getX());
|
|
result.put("y", getY());
|
|
result.put("z", getZ());
|
|
|
|
return result;
|
|
}
|
|
*/
|
|
/*
|
|
public static Vector deserialize(Map<String, Object> args) {
|
|
double x = 0;
|
|
double y = 0;
|
|
double z = 0;
|
|
|
|
if (args.containsKey("x")) {
|
|
x = (Double) args.get("x");
|
|
}
|
|
if (args.containsKey("y")) {
|
|
y = (Double) args.get("y");
|
|
}
|
|
if (args.containsKey("z")) {
|
|
z = (Double) args.get("z");
|
|
}
|
|
|
|
return new Vector(x, y, z);
|
|
}
|
|
*/
|
|
}
|