Add Vec#rotateAroundAxis

This commit is contained in:
TheMode 2021-07-11 15:33:22 +02:00
parent 13768d35cf
commit 2bdc403fd0

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@ -17,6 +17,8 @@ public final class Vec implements Point {
public static final Vec ZERO = new Vec(0);
public static final Vec ONE = new Vec(1);
public static final double EPSILON = 1E-6;
private final double x, y, z;
/**
@ -233,6 +235,15 @@ public final class Vec implements Point {
return new Vec(x / length, y / length, z / length);
}
/**
* Returns if a vector is normalized
*
* @return whether the vector is normalised
*/
public boolean isNormalized() {
return Math.abs(lengthSquared() - 1) < EPSILON;
}
/**
* Gets the angle between this vector and another in radians.
*
@ -277,10 +288,10 @@ public final class Vec implements Point {
}
/**
* Rotates the vector around the x axis.
* Rotates the vector around the x-axis.
* <p>
* This piece of math is based on the standard rotation matrix for vectors
* in three dimensional space. This matrix can be found here:
* in three-dimensional space. This matrix can be found here:
* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
* Matrix</a>.
*
@ -299,10 +310,10 @@ public final class Vec implements Point {
}
/**
* Rotates the vector around the y axis.
* Rotates the vector around the y-axis.
* <p>
* This piece of math is based on the standard rotation matrix for vectors
* in three dimensional space. This matrix can be found here:
* in three-dimensional space. This matrix can be found here:
* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
* Matrix</a>.
*
@ -324,7 +335,7 @@ public final class Vec implements Point {
* Rotates the vector around the z axis
* <p>
* This piece of math is based on the standard rotation matrix for vectors
* in three dimensional space. This matrix can be found here:
* in three-dimensional space. This matrix can be found here:
* <a href="https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations">Rotation
* Matrix</a>.
*
@ -380,6 +391,69 @@ public final class Vec implements Point {
return rotateFromView(pos.yaw(), pos.pitch());
}
/**
* Rotates the vector around a given arbitrary axis in 3 dimensional space.
*
* <p>
* Rotation will follow the general Right-Hand-Rule, which means rotation
* will be counterclockwise when the axis is pointing towards the observer.
* <p>
* This method will always make sure the provided axis is a unit vector, to
* not modify the length of the vector when rotating. If you are experienced
* with the scaling of a non-unit axis vector, you can use
* {@link Vec#rotateAroundNonUnitAxis(Vec, double)}.
*
* @param axis the axis to rotate the vector around. If the passed vector is
* not of length 1, it gets copied and normalized before using it for the
* rotation. Please use {@link Vec#normalize()} on the instance before
* passing it to this method
* @param angle the angle to rotate the vector around the axis
* @return a new vector
*/
@Contract(pure = true)
public @NotNull Vec rotateAroundAxis(@NotNull Vec axis, double angle) throws IllegalArgumentException {
return rotateAroundNonUnitAxis(axis.isNormalized() ? axis : axis.normalize(), angle);
}
/**
* Rotates the vector around a given arbitrary axis in 3 dimensional space.
*
* <p>
* Rotation will follow the general Right-Hand-Rule, which means rotation
* will be counterclockwise when the axis is pointing towards the observer.
* <p>
* Note that the vector length will change accordingly to the axis vector
* length. If the provided axis is not a unit vector, the rotated vector
* will not have its previous length. The scaled length of the resulting
* vector will be related to the axis vector. If you are not perfectly sure
* about the scaling of the vector, use
* {@link Vec#rotateAroundAxis(Vec, double)}
*
* @param axis the axis to rotate the vector around.
* @param angle the angle to rotate the vector around the axis
* @return a new vector
*/
@Contract(pure = true)
public @NotNull Vec rotateAroundNonUnitAxis(@NotNull Vec axis, double angle) throws IllegalArgumentException {
double x = x(), y = y(), z = z();
double x2 = axis.x(), y2 = axis.y(), z2 = axis.z();
double cosTheta = Math.cos(angle);
double sinTheta = Math.sin(angle);
double dotProduct = this.dot(axis);
double newX = x2 * dotProduct * (1d - cosTheta)
+ x * cosTheta
+ (-z2 * y + y2 * z) * sinTheta;
double newY = y2 * dotProduct * (1d - cosTheta)
+ y * cosTheta
+ (z2 * x - x2 * z) * sinTheta;
double newZ = z2 * dotProduct * (1d - cosTheta)
+ z * cosTheta
+ (-y2 * x + x2 * y) * sinTheta;
return new Vec(newX, newY, newZ);
}
/**
* Calculates a linear interpolation between this vector with another
* vector.
@ -431,12 +505,12 @@ public final class Vec implements Point {
@FunctionalInterface
public interface Operator {
/**
* Checks each axis' value, if it's below {@code 1E-6} then it gets replaced with {@code 0}
* Checks each axis' value, if it's below {@code Vec#EPSILON} then it gets replaced with {@code 0}
*/
Operator EPSILON = (x, y, z) -> new Vec(
Math.abs(x) < 1E-6 ? 0 : x,
Math.abs(y) < 1E-6 ? 0 : y,
Math.abs(z) < 1E-6 ? 0 : z
Math.abs(x) < Vec.EPSILON ? 0 : x,
Math.abs(y) < Vec.EPSILON ? 0 : y,
Math.abs(z) < Vec.EPSILON ? 0 : z
);
Operator FLOOR = (x, y, z) -> new Vec(