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com.github.shynixn.petblocks.sponge.logic.persistence.entity.SpongeLocationBuilder.kt Maven / Gradle / Ivy

package com.github.shynixn.petblocks.sponge.logic.persistence.entity

import com.flowpowered.math.vector.Vector3d
import com.github.shynixn.petblocks.core.logic.persistence.entity.LocationBuilder

/**
 * Created by Shynixn 2018.
 * 

* Version 1.2 *

* MIT License *

* Copyright (c) 2018 by Shynixn *

* Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: *

* The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. *

* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ class SpongeLocationBuilder : LocationBuilder { constructor() : super() constructor(worldName: String?, x: Double, y: Double, z: Double, yaw: Float, pitch: Float) : super(worldName, x, y, z, yaw, pitch) constructor(worldName: String?, x: Double, y: Double, z: Double, yaw: Double, pitch: Double) : super(worldName, x, y, z, yaw, pitch) /** * Returns the direction of the location. * * @return direction */ fun getDirection(): Vector3d { val vector = SpongeLocationBuilder() val rotX = this.yaw val rotY = this.pitch vector.y = -Math.sin(Math.toRadians(rotY)) val xz = Math.cos(Math.toRadians(rotY)) vector.x = -xz * Math.sin(Math.toRadians(rotX)) vector.z = xz * Math.cos(Math.toRadians(rotX)) return vector.toVector() } fun toVector(): Vector3d { return Vector3d(x, y, z) } }





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