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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
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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 ); } }




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