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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.sk89q.worldedit.math.transform.AffineTransform;

/**
 * An immutable 2-dimensional vector.
 */
public final class Vector2 {

    public static final Vector2 ZERO = new Vector2(0, 0);
    public static final Vector2 UNIT_X = new Vector2(1, 0);
    public static final Vector2 UNIT_Z = new Vector2(0, 1);
    public static final Vector2 ONE = new Vector2(1, 1);

    public static Vector2 at(double x, double z) {
        int xTrunc = (int) x;
        switch (xTrunc) {
            case 0:
                if (x == 0 && z == 0) {
                    return ZERO;
                }
                break;
            case 1:
                if (x == 1 && z == 1) {
                    return ONE;
                }
                break;
            default:
                break;
        }
        return new Vector2(x, z);
    }

    private final double x;
    private final double z;

    /**
     * Construct an instance.
     *
     * @param x the X coordinate
     * @param z the Z coordinate
     */
    private Vector2(double x, double z) {
        this.x = x;
        this.z = z;
    }

    /**
     * Get the X coordinate.
     *
     * @return the x coordinate
     */
    public double getX() {
        return x;
    }

    /**
     * Set the X coordinate.
     *
     * @param x the new X
     * @return a new vector
     */
    public Vector2 withX(double x) {
        return Vector2.at(x, z);
    }

    /**
     * Get the Z coordinate.
     *
     * @return the z coordinate
     */
    public double getZ() {
        return z;
    }

    /**
     * Set the Z coordinate.
     *
     * @param z the new Z
     * @return a new vector
     */
    public Vector2 withZ(double z) {
        return Vector2.at(x, z);
    }

    /**
     * Add another vector to this vector and return the result as a new vector.
     *
     * @param other the other vector
     * @return a new vector
     */
    public Vector2 add(Vector2 other) {
        return add(other.x, other.z);
    }

    /**
     * Add another vector to this vector and return the result as a new vector.
     *
     * @param x the value to add
     * @param z the value to add
     * @return a new vector
     */
    public Vector2 add(double x, double z) {
        return Vector2.at(this.x + x, this.z + z);
    }

    /**
     * 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
     */
    public Vector2 add(Vector2... others) {
        double newX = x;
        double newZ = z;

        for (Vector2 other : others) {
            newX += other.x;
            newZ += other.z;
        }

        return Vector2.at(newX, newZ);
    }

    /**
     * Subtract another vector from this vector and return the result
     * as a new vector.
     *
     * @param other the other vector
     * @return a new vector
     */
    public Vector2 subtract(Vector2 other) {
        return subtract(other.x, other.z);
    }

    /**
     * Subtract another vector from this vector and return the result
     * as a new vector.
     *
     * @param x the value to subtract
     * @param z the value to subtract
     * @return a new vector
     */
    public Vector2 subtract(double x, double z) {
        return Vector2.at(this.x - x, this.z - z);
    }

    /**
     * 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
     */
    public Vector2 subtract(Vector2... others) {
        double newX = x;
        double newZ = z;

        for (Vector2 other : others) {
            newX -= other.x;
            newZ -= other.z;
        }

        return Vector2.at(newX, newZ);
    }

    /**
     * Multiply this vector by another vector on each component.
     *
     * @param other the other vector
     * @return a new vector
     */
    public Vector2 multiply(Vector2 other) {
        return multiply(other.x, other.z);
    }

    /**
     * Multiply this vector by another vector on each component.
     *
     * @param x the value to multiply
     * @param z the value to multiply
     * @return a new vector
     */
    public Vector2 multiply(double x, double z) {
        return Vector2.at(this.x * x, this.z * z);
    }

    /**
     * Multiply this vector by zero or more vectors on each component.
     *
     * @param others an array of vectors
     * @return a new vector
     */
    public Vector2 multiply(Vector2... others) {
        double newX = x;
        double newZ = z;

        for (Vector2 other : others) {
            newX *= other.x;
            newZ *= other.z;
        }

        return Vector2.at(newX, newZ);
    }

    /**
     * Perform scalar multiplication and return a new vector.
     *
     * @param n the value to multiply
     * @return a new vector
     */
    public Vector2 multiply(double n) {
        return multiply(n, n);
    }

    /**
     * Divide this vector by another vector on each component.
     *
     * @param other the other vector
     * @return a new vector
     */
    public Vector2 divide(Vector2 other) {
        return divide(other.x, other.z);
    }

    /**
     * Divide this vector by another vector on each component.
     *
     * @param x the value to divide by
     * @param z the value to divide by
     * @return a new vector
     */
    public Vector2 divide(double x, double z) {
        return Vector2.at(this.x / x, this.z / z);
    }

    /**
     * Perform scalar division and return a new vector.
     *
     * @param n the value to divide by
     * @return a new vector
     */
    public Vector2 divide(double n) {
        return divide(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
     */
    public double lengthSq() {
        return x * x + z * z;
    }

    /**
     * Get the distance between this vector and another vector.
     *
     * @param other the other vector
     * @return distance
     */
    public double distance(Vector2 other) {
        return Math.sqrt(distanceSq(other));
    }

    /**
     * Get the distance between this vector and another vector, squared.
     *
     * @param other the other vector
     * @return distance
     */
    public double distanceSq(Vector2 other) {
        double dx = other.x - x;
        double dz = other.z - z;
        return dx * dx + dz * dz;
    }

    /**
     * Get the normalized vector, which is the vector divided by its
     * length, as a new vector.
     *
     * @return a new vector
     */
    public Vector2 normalize() {
        return divide(length());
    }

    /**
     * Gets the dot product of this and another vector.
     *
     * @param other the other vector
     * @return the dot product of this and the other vector
     */
    public double dot(Vector2 other) {
        return x * other.x + z * other.z;
    }

    /**
     * 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
     */
    public boolean containedWithin(Vector2 min, Vector2 max) {
        return x >= min.x && x <= max.x
                && z >= min.z && z <= max.z;
    }

    /**
     * Floors the values of all components.
     *
     * @return a new vector
     */
    public Vector2 floor() {
        return Vector2.at(Math.floor(x), Math.floor(z));
    }

    /**
     * Rounds all components up.
     *
     * @return a new vector
     */
    public Vector2 ceil() {
        return Vector2.at(Math.ceil(x), Math.ceil(z));
    }

    /**
     * Rounds all components to the closest integer.
     *
     * 

Components < 0.5 are rounded down, otherwise up.

* * @return a new vector */ public Vector2 round() { return Vector2.at(Math.floor(x + 0.5), Math.floor(z + 0.5)); } /** * Returns a vector with the absolute values of the components of * this vector. * * @return a new vector */ public Vector2 abs() { return Vector2.at(Math.abs(x), Math.abs(z)); } /** * 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 */ public Vector2 transform2D(double angle, double aboutX, double aboutZ, double translateX, double translateZ) { angle = Math.toRadians(angle); double x = this.x - aboutX; double z = this.z - aboutZ; double cos = Math.cos(angle); double sin = Math.sin(angle); double x2 = x * cos - z * sin; double z2 = x * sin + z * cos; return new Vector2( x2 + aboutX + translateX, z2 + aboutZ + translateZ ); } /** * Gets the minimum components of two vectors. * * @param v2 the second vector * @return minimum */ public Vector2 getMinimum(Vector2 v2) { return new Vector2( Math.min(x, v2.x), Math.min(z, v2.z) ); } /** * Gets the maximum components of two vectors. * * @param v2 the second vector * @return maximum */ public Vector2 getMaximum(Vector2 v2) { return new Vector2( Math.max(x, v2.x), Math.max(z, v2.z) ); } public static BlockVector2 toBlockPoint(double x, double z) { return BlockVector2.at(x, z); } /** * Create a new {@link BlockVector2} from this vector. * * @return a new {@link BlockVector2} */ public BlockVector2 toBlockPoint() { return toBlockPoint(x, z); } /** * Creates a 3D vector by adding a zero Y component to this vector. * * @return a new vector */ public Vector3 toVector3() { return toVector3(0); } /** * Creates a 3D vector by adding the specified Y component to this vector. * * @param y the Y component * @return a new vector */ public Vector3 toVector3(double y) { return Vector3.at(x, y, z); } @Override public boolean equals(Object obj) { if (!(obj instanceof Vector2)) { return false; } Vector2 other = (Vector2) obj; return other.x == this.x && other.z == this.z; } @Override public int hashCode() { //FAWE start - XOR over x z calc return (int) x << 16 ^ (int) z; //FAWE end } @Override public String toString() { return "(" + x + ", " + z + ")"; } /** * Returns a string representation that is supported by the parser. * * @return string */ public String toParserString() { return x + "," + z; } }




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