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Introduce rotation methods to the Vector class
By: Bjarne Koll <LynxPlay101@gmail.com>
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package org.bukkit.util;
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import com.google.common.base.Preconditions;
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import java.util.LinkedHashMap;
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import java.util.Map;
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import java.util.Random;
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@ -373,6 +374,148 @@ public class Vector implements Cloneable, ConfigurationSerializable {
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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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117
paper-api/src/test/java/org/bukkit/util/VectorTest.java
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117
paper-api/src/test/java/org/bukkit/util/VectorTest.java
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package org.bukkit.util;
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import org.bukkit.block.BlockFace;
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import org.junit.Test;
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import static org.junit.Assert.*;
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public class VectorTest {
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@Test
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public void testNormalisedVectors() {
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assertFalse(new Vector(1, 0, 0).multiply(1.1).isNormalized());
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assertTrue(new Vector(1, 1, 1).normalize().isNormalized());
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assertTrue(new Vector(1, 0, 0).isNormalized());
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}
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@Test(expected = IllegalArgumentException.class)
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public void testNullVectorAxis() {
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new Vector(0, 1, 0).rotateAroundAxis(null, Math.PI);
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}
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@Test
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public void testBypassingAxisVector() {
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new Vector(0, 1, 0).rotateAroundNonUnitAxis(new Vector(1, 1, 1), Math.PI); // This will result some weird result, but there may be some use for it for some people
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}
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@Test
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public void testResizeAxis() {
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Vector axis = new Vector(0, 10, 0);
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assertEquals(BlockFace.EAST.getDirection().rotateAroundAxis(axis, Math.PI * 0.5), BlockFace.NORTH.getDirection());
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}
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/**
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* As west to east are the x axis in Minecraft, rotating around it from up
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* should lead to up -> south -> down -> north.
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*/
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@Test
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public void testRotationAroundX() {
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Vector vector = BlockFace.UP.getDirection();
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundX(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.DOWN.getDirection(), vector.clone().rotateAroundX(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundX(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.UP.getDirection(), vector.clone().rotateAroundX(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As up to down are the y axis in Minecraft, rotating around it from up
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* should lead to east (positive x) -> south -> west -> north.
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*/
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@Test
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public void testRotationAroundY() {
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Vector vector = BlockFace.EAST.getDirection();
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundY(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundY(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundY(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundY(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As up to down are the y axis in Minecraft, rotating around it from up
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* should lead to east (positive x) -> south -> west -> north.
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*/
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@Test
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public void testRotationAroundYUsingCustomAxis() {
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Vector vector = BlockFace.EAST.getDirection();
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Vector axis = BlockFace.UP.getDirection();
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As south to north are the z axis in Minecraft, rotating around it from up
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* should lead to up (positive y) -> west -> down -> east.
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*/
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@Test
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public void testRotationAroundZ() {
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Vector vector = BlockFace.UP.getDirection();
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundZ(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.DOWN.getDirection(), vector.clone().rotateAroundZ(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundZ(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.UP.getDirection(), vector.clone().rotateAroundZ(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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@Test
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public void testRotationAroundAxis() {
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Vector axis = new Vector(1, 0, 1);
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assertEquals(new Vector(0, 1, 0).rotateAroundNonUnitAxis(axis, Math.PI * 0.5), new Vector(-1, 0, 1));
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}
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@Test
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public void testRotationAroundAxisNonUnit() {
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Vector axis = new Vector(0, 2, 0);
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Vector v = BlockFace.EAST.getDirection();
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assertEquals(v.rotateAroundNonUnitAxis(axis, Math.PI * 0.5), BlockFace.NORTH.getDirection().multiply(2));
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}
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/**
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* This will be a bit tricky to prove so we will try to simply see if the
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* vectors have correct angle to each other This will work with any two
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* vectors, as the rotation will keep the angle the same.
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*/
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@Test
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public void testRotationAroundCustomAngle() {
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Vector axis = new Vector(-30, 1, 2000).normalize();
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Vector v = new Vector(53, 12, 98);
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float a = v.angle(axis);
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double stepSize = Math.PI / 21;
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for (int i = 0; i < 42; i++) {
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v.rotateAroundAxis(axis, stepSize);
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assertEquals(a, v.angle(axis), Vector.getEpsilon());
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}
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}
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}
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