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Add Vec#rotateAroundAxis
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@ -17,6 +17,8 @@ public final class Vec implements Point {
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public static final Vec ZERO = new Vec(0);
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public static final Vec ONE = new Vec(1);
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public static final double EPSILON = 1E-6;
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private final double x, y, z;
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/**
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@ -233,6 +235,15 @@ public final class Vec implements Point {
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return new Vec(x / length, y / length, z / length);
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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(lengthSquared() - 1) < EPSILON;
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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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@ -277,10 +288,10 @@ public final class Vec implements Point {
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}
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/**
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* Rotates the vector around the x axis.
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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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* 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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@ -299,10 +310,10 @@ public final class Vec implements Point {
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}
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/**
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* Rotates the vector around the y axis.
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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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* 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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@ -324,7 +335,7 @@ public final class Vec implements Point {
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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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* 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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@ -380,6 +391,69 @@ public final class Vec implements Point {
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return rotateFromView(pos.yaw(), pos.pitch());
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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 Vec#rotateAroundNonUnitAxis(Vec, 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 Vec#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 a new vector
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*/
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@Contract(pure = true)
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public @NotNull Vec rotateAroundAxis(@NotNull Vec axis, double angle) throws IllegalArgumentException {
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return rotateAroundNonUnitAxis(axis.isNormalized() ? axis : axis.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 Vec#rotateAroundAxis(Vec, 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 a new vector
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*/
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@Contract(pure = true)
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public @NotNull Vec rotateAroundNonUnitAxis(@NotNull Vec axis, double angle) throws IllegalArgumentException {
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double x = x(), y = y(), z = z();
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double x2 = axis.x(), y2 = axis.y(), z2 = axis.z();
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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 newX = x2 * dotProduct * (1d - cosTheta)
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+ x * cosTheta
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+ (-z2 * y + y2 * z) * sinTheta;
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double newY = y2 * dotProduct * (1d - cosTheta)
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+ y * cosTheta
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+ (z2 * x - x2 * z) * sinTheta;
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double newZ = z2 * dotProduct * (1d - cosTheta)
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+ z * cosTheta
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+ (-y2 * x + x2 * y) * sinTheta;
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return new Vec(newX, newY, newZ);
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}
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/**
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* Calculates a linear interpolation between this vector with another
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* vector.
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@ -431,12 +505,12 @@ public final class Vec implements Point {
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@FunctionalInterface
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public interface Operator {
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/**
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* Checks each axis' value, if it's below {@code 1E-6} then it gets replaced with {@code 0}
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* Checks each axis' value, if it's below {@code Vec#EPSILON} then it gets replaced with {@code 0}
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*/
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Operator EPSILON = (x, y, z) -> new Vec(
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Math.abs(x) < 1E-6 ? 0 : x,
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Math.abs(y) < 1E-6 ? 0 : y,
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Math.abs(z) < 1E-6 ? 0 : z
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Math.abs(x) < Vec.EPSILON ? 0 : x,
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Math.abs(y) < Vec.EPSILON ? 0 : y,
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Math.abs(z) < Vec.EPSILON ? 0 : z
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);
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Operator FLOOR = (x, y, z) -> new Vec(
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