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A plugin API for Minecraft: Java Edition
/*
* This file is part of SpongeAPI, licensed under the MIT License (MIT).
*
* Copyright (c) SpongePowered
* Copyright (c) contributors
*
* 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.
*/
package org.spongepowered.api.util.rotation;
import org.spongepowered.api.registry.DefaultedRegistryValue;
import org.spongepowered.api.util.Angle;
import org.spongepowered.api.util.annotation.CatalogedBy;
import org.spongepowered.math.matrix.Matrix4d;
@CatalogedBy(Rotations.class)
public interface Rotation extends DefaultedRegistryValue {
Rotation and(final Rotation rotation);
/**
* Gets the the rotation in degrees always in clockwise order.
*
* @return The rotation
*/
Angle angle();
/**
* Gets the {@link Matrix4d 4D rotation matrix} of this rotation.
*
* Minecraft's coordinate system is different than traditional systems
* applying the semantic meaning behind the {@code x} and {@code z} axis.
* These natures are described as below:
*
*
* - The x-axis indicates the east (when positive) or west
* (when negative) of the origin point {@code (0, 0, 0)}
* - The z-axis indicates the south (when positive) or north
* (when negative) of the origin point {@code (0, 0, 0)}
*
*
* These rules differ from traditional coordinate interpretations and
* therefore may be unintuitive when a rotation of {@code 90} degrees will
* instead rotate the coordinates {@code (1, 1, 1)} across the pivot
* {@code (0, 0, 0)}
*
*
* @return The euler matrix that represents this rotation in the X-Z plane.
*/
default Matrix4d toRotationMatrix() {
final int cos = (int) Math.round(Math.cos(Math.toRadians(-this.angle().degrees())));
final int sin = (int) Math.round(Math.sin(Math.toRadians(-this.angle().degrees())));
return Matrix4d.from(
cos, 0, sin, 0,
0, 1, 0, 0,
-sin, 0, cos, 0,
0, 0, 0, 1
);
}
}