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Blazingly fast Minecraft world manipulation for artists, builders and everyone else.
/*
* 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.geom;
import com.sk89q.worldedit.math.BlockVector2;
import com.sk89q.worldedit.math.Vector2;
import java.util.ArrayList;
import java.util.List;
/**
* Helper method for anything related to polygons.
*/
public final class Polygons {
private Polygons() {
}
/**
* Calculates the polygon shape of a cylinder which can then be used for e.g. intersection detection.
*
* @param center the center point of the cylinder
* @param radius the radius of the cylinder
* @param maxPoints max points to be used for the calculation
* @return a list of {@link BlockVector2} which resemble the shape as a polygon
*/
public static List polygonizeCylinder(BlockVector2 center, Vector2 radius, int maxPoints) {
int nPoints = (int) Math.ceil(Math.PI * radius.length());
// These strange semantics for maxPoints are copied from the selectSecondary method.
if (maxPoints >= 0 && nPoints >= maxPoints) {
nPoints = maxPoints - 1;
}
final List points = new ArrayList<>(nPoints);
for (int i = 0; i < nPoints; ++i) {
double angle = i * (2.0 * Math.PI) / nPoints;
final Vector2 pos = Vector2.at(Math.cos(angle), Math.sin(angle));
final BlockVector2 blockVector2D = pos.multiply(radius).toBlockPoint().add(center);
points.add(blockVector2D);
}
return points;
}
}