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A plugin API for Minecraft: Java Edition
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/*
* 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;
import org.spongepowered.math.vector.Vector3d;
/**
* Represents a three dimensional cartesian axis.
*/
public enum Axis implements Cycleable {
X(new Vector3d(1, 0, 0)),
Y(new Vector3d(0, 1, 0)),
Z(new Vector3d(0, 0, 1));
private final Vector3d direction;
Axis(final Vector3d vector3d) {
this.direction = vector3d;
}
/**
* Gets the closest horizontal direction from the given vector. If the
* vector is the 0-Vector, this method returns {@link #X}. If the vector has
* the same length in a horizontal and vertical direction, a horizontal axis
* will be returned. If the vector has the same length in x and in z
* direction {@link #X} will be returned.
*
* @param vector The vector to convert to a axis
* @return The closest axis.
*/
public static Axis closest(final Vector3d vector) {
final double x = Math.abs(vector.x());
final double y = Math.abs(vector.y());
final double z = Math.abs(vector.z());
if (x < y) {
if (z < y) {
return Axis.Y;
}
return Axis.Z;
} else if (x < z) {
return Axis.Z;
} else {
return Axis.X;
}
}
/**
* Returns whether the given vector is along this axis.
*
* @param vector The vector to test
* @return True if it is along this axis
*/
public boolean isVectorAlongAxis(final Vector3d vector) {
return vector.abs().normalize().sub(this.direction).lengthSquared() == 0;
}
/**
* Gets the component of the vector denoted by this axis.
*
* @param vector3d The vector
* @return The value of the component
*/
public double component(final Vector3d vector3d) {
switch (this) {
case X:
return this.direction.x();
case Y:
return this.direction.y();
case Z:
return this.direction.z();
default:
throw new IllegalStateException("Not capable of handling the " + this.name() + " axis!");
}
}
/**
* Gets the direction of the vector's component denoted by this axis.
*
* @param vector3d The vector
* @return The direction of the component
*/
public AxisDirection direction(final Vector3d vector3d) {
final double component = this.component(vector3d);
if (component > 0) {
return AxisDirection.PLUS;
} else if (component == 0) {
return AxisDirection.ZERO;
} else {
return AxisDirection.MINUS;
}
}
/**
* Gets the Vector3d backing this axis.
*
* @return the Vector3d
*/
public Vector3d toVector3d() {
return this.direction;
}
/**
* Gets the Vector3d with the given {@link AxisDirection}.
*
* @param axisDirection The direction along the axis.
* @return the Vector3d
*/
public Vector3d toVector3dWithDirection(final AxisDirection axisDirection) {
return this.direction.mul(axisDirection.signum());
}
@Override
public Axis cycleNext() {
if (this == Axis.X) {
return Axis.Y;
}
if (this == Axis.Y) {
return Axis.Z;
}
return Axis.X;
}
}