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Blazingly fast Minecraft world manipulation for artists, builders and everyone else.

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/*
 * WorldEdit, a Minecraft world manipulation toolkit
 * Copyright (C) sk89q 
 * Copyright (C) WorldEdit team and contributors
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see .
 */

package com.sk89q.worldedit.math;

import com.fastasyncworldedit.core.math.MutableBlockVector3;
import com.sk89q.jnbt.CompoundTag;
import com.sk89q.worldedit.extent.Extent;
import com.sk89q.worldedit.math.transform.AffineTransform;
import com.sk89q.worldedit.world.biome.BiomeType;
import com.sk89q.worldedit.world.block.BaseBlock;
import com.sk89q.worldedit.world.block.BlockState;

import java.util.Comparator;

import static com.google.common.base.Preconditions.checkArgument;
import static com.sk89q.worldedit.math.BitMath.mask;
import static com.sk89q.worldedit.math.BitMath.unpackX;
import static com.sk89q.worldedit.math.BitMath.unpackY;
import static com.sk89q.worldedit.math.BitMath.unpackZ;

/**
 * An immutable 3-dimensional vector.
 */
public abstract class BlockVector3 {

    public static final BlockVector3 ZERO = BlockVector3.at(0, 0, 0);
    public static final BlockVector3 UNIT_X = BlockVector3.at(1, 0, 0);
    public static final BlockVector3 UNIT_Y = BlockVector3.at(0, 1, 0);
    public static final BlockVector3 UNIT_Z = BlockVector3.at(0, 0, 1);
    public static final BlockVector3 UNIT_MINUS_X = BlockVector3.at(-1, 0, 0);
    public static final BlockVector3 UNIT_MINUS_Y = BlockVector3.at(0, -1, 0);
    public static final BlockVector3 UNIT_MINUS_Z = BlockVector3.at(0, 0, -1);
    public static final BlockVector3 ONE = BlockVector3.at(1, 1, 1);

    public static BlockVector3 at(double x, double y, double z) {
        return at((int) Math.floor(x), (int) Math.floor(y), (int) Math.floor(z));
    }

    public static BlockVector3 at(int x, int y, int z) {
        /*FAWE start unnecessary
        // switch for efficiency on typical cases
        // in MC y is rarely 0/1 on selections
        switch (y) {
            case 0:
                if (x == 0 && z == 0) {
                    return ZERO;
                }
                break;
            case 1:
                if (x == 1 && z == 1) {
                    return ONE;
                }
                break;
            default:
                break;
        }
        */
        //FAWE end
        return new BlockVector3Imp(x, y, z);
    }

    private static final int WORLD_XZ_MINMAX = 30_000_000;
    private static final int WORLD_Y_MIN = -2048;
    private static final int WORLD_Y_MAX = 2047;

    private static boolean isHorizontallyInBounds(int h) {
        return -WORLD_XZ_MINMAX <= h && h <= WORLD_XZ_MINMAX;
    }

    public static boolean isLongPackable(BlockVector3 location) {
        return isHorizontallyInBounds(location.getX())
                && isHorizontallyInBounds(location.getZ())
                && WORLD_Y_MIN <= location.getY() && location.getY() <= WORLD_Y_MAX;
    }

    public static void checkLongPackable(BlockVector3 location) {
        checkArgument(isLongPackable(location),
                "Location exceeds long packing limits: %s", location
        );
    }

    private static final long BITS_26 = mask(26);
    private static final long BITS_12 = mask(12);

    public static BlockVector3 fromLongPackedForm(long packed) {
        return at(unpackX(packed), unpackY(packed), unpackZ(packed));
    }

    // thread-safe initialization idiom
    private static final class YzxOrderComparator {

        private static final Comparator YZX_ORDER =
                Comparator.comparingInt(BlockVector3::getY)
                        .thenComparingInt(BlockVector3::getZ)
                        .thenComparingInt(BlockVector3::getX);

    }

    /**
     * Returns a comparator that sorts vectors first by Y, then Z, then X.
     *
     * 

* Useful for sorting by chunk block storage order. *

*/ public static Comparator sortByCoordsYzx() { return YzxOrderComparator.YZX_ORDER; } //FAWE start public MutableBlockVector3 setComponents(double x, double y, double z) { return new MutableBlockVector3((int) x, (int) y, (int) z); } public MutableBlockVector3 setComponents(int x, int y, int z) { return new MutableBlockVector3(x, y, z); } public long toLongPackedForm() { checkLongPackable(this); return (getX() & BITS_26) | ((getZ() & BITS_26) << 26) | (((getY() & BITS_12) << (26 + 26))); } public MutableBlockVector3 mutX(double x) { return new MutableBlockVector3((int) x, getY(), getZ()); } public MutableBlockVector3 mutY(double y) { return new MutableBlockVector3(getX(), (int) y, getZ()); } public MutableBlockVector3 mutZ(double z) { return new MutableBlockVector3(getX(), getY(), (int) z); } public MutableBlockVector3 mutX(int x) { return new MutableBlockVector3(x, getY(), getZ()); } public MutableBlockVector3 mutY(int y) { return new MutableBlockVector3(getX(), y, getZ()); } public MutableBlockVector3 mutZ(int z) { return new MutableBlockVector3(getX(), getY(), z); } public BlockVector3 toImmutable() { return BlockVector3.at(getX(), getY(), getZ()); } //FAWE end /** * Get the X coordinate. * * @return the x coordinate */ //FAWE start - Made abstract public abstract int getX(); //FAWE end /** * Get the X coordinate. * * @return the x coordinate */ //FAWE start - getter public int getBlockX() { return getX(); } //FAWE end /** * Set the X coordinate. * * @param x the new X * @return a new vector */ //FAWE start - getter public BlockVector3 withX(int x) { return BlockVector3.at(x, getY(), getZ()); } //FAWE end /** * Get the Y coordinate. * * @return the y coordinate */ //FAWE start - Made abstract public abstract int getY(); //FAWE end /** * Get the Y coordinate. * * @return the y coordinate */ //FAWE start - getter public int getBlockY() { return getY(); } //FAWE end /** * Set the Y coordinate. * * @param y the new Y * @return a new vector */ //FAWE start - getter public BlockVector3 withY(int y) { return BlockVector3.at(getX(), y, getZ()); } //FAWE end /** * Get the Z coordinate. * * @return the z coordinate */ //FAWE start - Made abstract public abstract int getZ(); //FAWE end /** * Get the Z coordinate. * * @return the z coordinate */ //FAWE start - getter public int getBlockZ() { return getZ(); } //FAWE end /** * Set the Z coordinate. * * @param z the new Z * @return a new vector */ //FAWE start - getter public BlockVector3 withZ(int z) { return BlockVector3.at(getX(), getY(), z); } //FAWE end /** * Add another vector to this vector and return the result as a new vector. * * @param other the other vector * @return a new vector */ //FAWE start - getter public BlockVector3 add(BlockVector3 other) { return add(other.getX(), other.getY(), other.getZ()); } //FAWE end /** * Add another vector to this vector and return the result as a new vector. * * @param x the value to add * @param y the value to add * @param z the value to add * @return a new vector */ //FAWE start - getter public BlockVector3 add(int x, int y, int z) { return BlockVector3.at(this.getX() + x, this.getY() + y, this.getZ() + z); } //FAWE end /** * Add a list of vectors to this vector and return the * result as a new vector. * * @param others an array of vectors * @return a new vector */ //FAWE start - getter public BlockVector3 add(BlockVector3... others) { int newX = getX(); int newY = getY(); int newZ = getZ(); for (BlockVector3 other : others) { newX += other.getX(); newY += other.getY(); newZ += other.getZ(); } return BlockVector3.at(newX, newY, newZ); } //FAWE end /** * Subtract another vector from this vector and return the result * as a new vector. * * @param other the other vector * @return a new vector */ //FAWE start - getter public BlockVector3 subtract(BlockVector3 other) { return subtract(other.getX(), other.getY(), other.getZ()); } //FAWE end /** * Subtract another vector from this vector and return the result * as a new vector. * * @param x the value to subtract * @param y the value to subtract * @param z the value to subtract * @return a new vector */ //FAWE start - getter public BlockVector3 subtract(int x, int y, int z) { return BlockVector3.at(this.getX() - x, this.getY() - y, this.getZ() - z); } //FAWE end /** * Subtract a list of vectors from this vector and return the result * as a new vector. * * @param others an array of vectors * @return a new vector */ //FAWE start - getter public BlockVector3 subtract(BlockVector3... others) { int newX = getX(); int newY = getY(); int newZ = getZ(); for (BlockVector3 other : others) { newX -= other.getX(); newY -= other.getY(); newZ -= other.getZ(); } return BlockVector3.at(newX, newY, newZ); } //FAWE end /** * Multiply this vector by another vector on each component. * * @param other the other vector * @return a new vector */ //FAWE start - getter public BlockVector3 multiply(BlockVector3 other) { return multiply(other.getX(), other.getY(), other.getZ()); } //FAWE end /** * Multiply this vector by another vector on each component. * * @param x the value to multiply * @param y the value to multiply * @param z the value to multiply * @return a new vector */ //FAWE start - getter public BlockVector3 multiply(int x, int y, int z) { return BlockVector3.at(this.getX() * x, this.getY() * y, this.getZ() * z); } //FAWE end /** * Multiply this vector by zero or more vectors on each component. * * @param others an array of vectors * @return a new vector */ //FAWE start - getter public BlockVector3 multiply(BlockVector3... others) { int newX = getX(); int newY = getY(); int newZ = getZ(); for (BlockVector3 other : others) { newX *= other.getX(); newY *= other.getY(); newZ *= other.getZ(); } return BlockVector3.at(newX, newY, newZ); } //FAWE end /** * Perform scalar multiplication and return a new vector. * * @param n the value to multiply * @return a new vector */ public BlockVector3 multiply(int n) { return multiply(n, n, n); } /** * Divide this vector by another vector on each component. * * @param other the other vector * @return a new vector */ //FAWE start - getter public BlockVector3 divide(BlockVector3 other) { return divide(other.getX(), other.getY(), other.getZ()); } //FAWE end /** * Divide this vector by another vector on each component. * * @param x the value to divide by * @param y the value to divide by * @param z the value to divide by * @return a new vector */ //FAWE start - getter public BlockVector3 divide(int x, int y, int z) { return BlockVector3.at(this.getX() / x, this.getY() / y, this.getZ() / z); } //FAWE end /** * Perform scalar division and return a new vector. * * @param n the value to divide by * @return a new vector */ public BlockVector3 divide(int n) { return divide(n, n, n); } /** * Shift all components right. * * @param x the value to shift x by * @param y the value to shift y by * @param z the value to shift z by * @return a new vector */ //FAWE start - getter public BlockVector3 shr(int x, int y, int z) { return at(this.getX() >> x, this.getY() >> y, this.getZ() >> z); } //FAWE end /** * Shift all components right by {@code n}. * * @param n the value to shift by * @return a new vector */ public BlockVector3 shr(int n) { return shr(n, n, n); } /** * Shift all components left. * * @param x the value to shift x by * @param y the value to shift y by * @param z the value to shift z by * @return a new vector */ //FAWE start - getter public BlockVector3 shl(int x, int y, int z) { return at(this.getX() << x, this.getY() << y, this.getZ() << z); } //FAWE end /** * Shift all components left by {@code n}. * * @param n the value to shift by * @return a new vector */ public BlockVector3 shl(int n) { return shl(n, n, n); } /** * Get the length of the vector. * * @return length */ public double length() { return Math.sqrt(lengthSq()); } /** * Get the length, squared, of the vector. * * @return length, squared */ //FAWE start - getter public int lengthSq() { return getX() * getX() + getY() * getY() + getZ() * getZ(); } //FAWE end /** * Get the distance between this vector and another vector. * * @param other the other vector * @return distance */ public double distance(BlockVector3 other) { return Math.sqrt(distanceSq(other)); } /** * Get the distance between this vector and another vector, squared. * * @param other the other vector * @return distance */ //FAWE start - getter public int distanceSq(BlockVector3 other) { int dx = other.getX() - getX(); int dy = other.getY() - getY(); int dz = other.getZ() - getZ(); return dx * dx + dy * dy + dz * dz; } //FAWE end /** * Get the normalized vector, which is the vector divided by its * length, as a new vector. * * @return a new vector */ //FAWE start - getter public BlockVector3 normalize() { double len = length(); double x = this.getX() / len; double y = this.getY() / len; double z = this.getZ() / len; return BlockVector3.at(x, y, z); } //FAWE end /** * Gets the dot product of this and another vector. * * @param other the other vector * @return the dot product of this and the other vector */ //FAWE start - getter public double dot(BlockVector3 other) { return getX() * other.getX() + getY() * other.getY() + getZ() * other.getZ(); } //FAWE end /** * Gets the cross product of this and another vector. * * @param other the other vector * @return the cross product of this and the other vector */ //FAWE start - getter public BlockVector3 cross(BlockVector3 other) { return new BlockVector3Imp( getY() * other.getZ() - getZ() * other.getY(), getZ() * other.getX() - getX() * other.getZ(), getX() * other.getY() - getY() * other.getX() ); } //FAWE end /** * Checks to see if a vector is contained with another. * * @param min the minimum point (X, Y, and Z are the lowest) * @param max the maximum point (X, Y, and Z are the lowest) * @return true if the vector is contained */ //FAWE start - getter public boolean containedWithin(BlockVector3 min, BlockVector3 max) { return getX() >= min.getX() && getX() <= max.getX() && getY() >= min.getY() && getY() <= max .getY() && getZ() >= min.getZ() && getZ() <= max.getZ(); } //FAWE end /** * Clamp the Y component. * * @param min the minimum value * @param max the maximum value * @return a new vector */ //FAWE start - getter public BlockVector3 clampY(int min, int max) { checkArgument(min <= max, "minimum cannot be greater than maximum"); if (getY() < min) { return BlockVector3.at(getX(), min, getZ()); } if (getY() > max) { return BlockVector3.at(getX(), max, getZ()); } return this; } //FAWE end /** * Floors the values of all components. * * @return a new vector */ public BlockVector3 floor() { // already floored, kept for feature parity with Vector3 return this; } /** * Rounds all components up. * * @return a new vector */ public BlockVector3 ceil() { // already raised, kept for feature parity with Vector3 return this; } /** * Rounds all components to the closest integer. * *

Components < 0.5 are rounded down, otherwise up.

* * @return a new vector */ public BlockVector3 round() { // already rounded, kept for feature parity with Vector3 return this; } /** * Returns a vector with the absolute values of the components of * this vector. * * @return a new vector */ //FAWE start - getter public BlockVector3 abs() { return BlockVector3.at(Math.abs(getX()), Math.abs(getY()), Math.abs(getZ())); } //FAWE end /** * Perform a 2D transformation on this vector and return a new one. * * @param angle in degrees * @param aboutX about which x coordinate to rotate * @param aboutZ about which z coordinate to rotate * @param translateX what to add after rotation * @param translateZ what to add after rotation * @return a new vector * @see AffineTransform another method to transform vectors */ //FAWE start - getter public BlockVector3 transform2D(double angle, double aboutX, double aboutZ, double translateX, double translateZ) { angle = Math.toRadians(angle); double x = this.getX() - aboutX; double z = this.getZ() - aboutZ; double cos = Math.cos(angle); double sin = Math.sin(angle); double x2 = x * cos - z * sin; double z2 = x * sin + z * cos; return BlockVector3.at( x2 + aboutX + translateX, getY(), z2 + aboutZ + translateZ ); } //FAWE end /** * Get this vector's pitch as used within the game. * * @return pitch in radians */ public double toPitch() { double x = getX(); double z = getZ(); if (x == 0 && z == 0) { return getY() > 0 ? -90 : 90; } else { double x2 = x * x; double z2 = z * z; double xz = Math.sqrt(x2 + z2); return Math.toDegrees(Math.atan(-getY() / xz)); } } /** * Get this vector's yaw as used within the game. * * @return yaw in radians */ public double toYaw() { double x = getX(); double z = getZ(); double t = Math.atan2(-x, z); double tau = 2 * Math.PI; return Math.toDegrees(((t + tau) % tau)); } /** * Gets the minimum components of two vectors. * * @param v2 the second vector * @return minimum */ //FAWE start - getter public BlockVector3 getMinimum(BlockVector3 v2) { return new BlockVector3Imp( Math.min(getX(), v2.getX()), Math.min(getY(), v2.getY()), Math.min(getZ(), v2.getZ()) ); } //FAWE end /** * Gets the maximum components of two vectors. * * @param v2 the second vector * @return maximum */ //FAWE start - getter public BlockVector3 getMaximum(BlockVector3 v2) { return new BlockVector3Imp( Math.max(getX(), v2.getX()), Math.max(getY(), v2.getY()), Math.max(getZ(), v2.getZ()) ); } //FAWE end //FAWE start /* Methods for getting/setting blocks Why are these methods here? - Getting a block at a position requires various operations (bounds checks, cache checks, ensuring loaded chunk, get ChunkSection, etc.) - When iterating over a region, it will provide custom BlockVector3 positions - These override the below set/get and avoid lookups (as the iterator shifts it to the chunk level) */ public boolean setOrdinal(Extent orDefault, int ordinal) { return orDefault.setBlock(this, BlockState.getFromOrdinal(ordinal)); } public boolean setBlock(Extent orDefault, BlockState state) { return orDefault.setBlock(this, state); } public boolean setFullBlock(Extent orDefault, BaseBlock block) { return orDefault.setBlock(this, block); } public int getOrdinal(Extent orDefault) { return getBlock(orDefault).getOrdinal(); } public char getOrdinalChar(Extent orDefault) { return (char) getOrdinal(orDefault); } public BlockState getBlock(Extent orDefault) { return orDefault.getBlock(this); } public BaseBlock getFullBlock(Extent orDefault) { return orDefault.getFullBlock(this); } public boolean setBiome(Extent orDefault, BiomeType type) { return orDefault.setBiome(this, type); } public BiomeType getBiome(Extent orDefault) { return orDefault.getBiome(this); } public CompoundTag getNbtData(Extent orDefault) { return orDefault.getFullBlock(getX(), getY(), getZ()).getNbtData(); } public BlockState getOrdinalBelow(Extent orDefault) { return orDefault.getBlock(getX(), getY() - 1, getZ()); } public BlockState getStateAbove(Extent orDefault) { return orDefault.getBlock(getX(), getY() + 1, getZ()); } public BlockState getStateRelativeY(Extent orDefault, final int y) { return orDefault.getBlock(getX(), getY() + y, getZ()); } /** * Creates a 2D vector by dropping the Y component from this vector. * * @return a new {@link BlockVector2} */ public BlockVector2 toBlockVector2() { return BlockVector2.at(getX(), getZ()); } public Vector3 toVector3() { return Vector3.at(getX(), getY(), getZ()); } @Override public boolean equals(Object obj) { if (!(obj instanceof BlockVector3)) { return false; } BlockVector3 other = (BlockVector3) obj; return other.getX() == this.getX() && other.getY() == this.getY() && other.getZ() == this.getZ(); } public final boolean equals(BlockVector3 other) { if (other == null) { return false; } return other.getX() == this.getX() && other.getY() == this.getY() && other.getZ() == this.getZ(); } @Override public int hashCode() { return (getX() ^ (getZ() << 12)) ^ (getY() << 24); } @Override public String toString() { return "(" + getX() + ", " + getY() + ", " + getZ() + ")"; } /** * Returns a string representation that is supported by the parser. * * @return string */ public String toParserString() { return getX() + "," + getY() + "," + getZ(); } //Used by VS fork public BlockVector3 plus(BlockVector3 other) { return add(other); } //FAWE end }




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