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)
}
}