New BlockSet super-interface for AABBBlock and AABBBlockGroup + reorganized classes related to geometry to a new package
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package fr.pandacube.lib.paper.geometry;
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import org.bukkit.Location;
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import org.bukkit.util.Vector;
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/**
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* This vector considers Minecraft X Y Z axis orientation,
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* but consider standard (not Minecraft) radian values for yaw and pitch.<br/>
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* The length of this Vector (based on {@link #x}, {@link #y} and {@link #z} values)
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* Is always 1.
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*
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* <pre>Yaw :
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* North (-z) = -PI/2
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* East (+x) = 0
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* South (+z) = PI/2
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* West (-x) = ±PI
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*
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* Pitch :
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* Up (+y) = PI/2
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* Down (-y) = -PI/2</pre>
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*/
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public class DirectionalVector {
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/**
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* The X cartesian coordinate of this {@link DirectionalVector}.
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* It corresponds to the X (west to east) axis in a Minecraft world.
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*/
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public final double x;
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/**
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* The Y cartesian coordinate of this {@link DirectionalVector}.
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* It corresponds to the Y (bottom to top) axis in a Minecraft world.
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*/
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public final double y;
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/**
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* The Z cartesian coordinate of this {@link DirectionalVector}.
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* It corresponds to the Z (north to south) axis in a Minecraft world.
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*/
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public final double z;
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/**
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* The azimuthal angle φ (phi) of this {@link DirectionalVector}, in radian.
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* It corresponds with Minecraft world as follows :
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* <pre>Yaw :
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* North (-z) = -PI/2
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* East (+x) = 0
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* South (+z) = PI/2
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* West (-x) = ±PI</pre>
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*/
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public final double yaw;
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/**
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* The polar angle θ (theta) of this {@link DirectionalVector}, in radian.
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* It corresponds with Minecraft world as follows :
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* <pre>Pitch :
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* Down (-y) = -PI/2
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* Up (+y) = PI/2</pre>
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*/
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public final double pitch;
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/**
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* Initialize this {@link DirectionalVector} with the yaw and pitch
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* contained in the provided {@link Location}.
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* {@link Location#getYaw()} and {@link Location#getPitch()} values are automatically
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* converted to conform {@link #yaw} and {@link #pitch} specification.
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*/
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public DirectionalVector(Location l) {
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this(
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Math.toRadians(((l.getYaw() + 90) % 360) > 180 ? ((l.getYaw() + 90) % 360) - 360 : ((l.getYaw() + 90) % 360)),
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-Math.toRadians(l.getPitch())
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);
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/* MC : +90 : %360 : >180 -> -360
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* South (+z) = 0, 360 : 90-450 : 90 : 90 : PI/2
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* West (-x) = 90 : 180 : 180 : ±180 : ±PI
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* North (-z) = 180 : 270 : 270 : -90 : -PI/2
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* East (+x) = 270 : 360 : 0-360 : 0 : 0
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*/
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}
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/**
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* @param v the vector representing the direction. If v.getX() and v.getZ() are 0,
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* the yaw will be 0. This may have inconsistency if the vector is calculated
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* from a {@link Location}'s yaw and pitch. In this case, prefer using
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* {@link #DirectionalVector(Location)}. The {@link Vector} is
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* normalized if necessary (does not modify the provided {@link Vector}).
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*/
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public DirectionalVector(Vector v) {
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this(v.getX(), v.getY(), v.getZ());
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// this((v = v.clone().normalize()).getX(), v.getY(), v.getZ());
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}
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private DirectionalVector(double x, double y, double z) {
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double vecSize = Math.sqrt(x * x + y * y + z * z);
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this.x = x / vecSize;
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this.y = y / vecSize;
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this.z = z / vecSize;
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if (x == 0.0 && z == 0.0) {
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pitch = y > 0.0 ? GeometryUtil.PId2 : -GeometryUtil.PId2;
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yaw = 0;
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} else {
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yaw = Math.atan2(z, x);
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pitch = Math.atan(y / Math.sqrt(x * x + z * z));
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}
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}
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private DirectionalVector(double x, double y, double z, double yaw, double pitch) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.yaw = yaw;
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this.pitch = pitch;
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}
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private DirectionalVector(double yaw, double pitch) {
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this.yaw = yaw;
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this.pitch = pitch;
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y = Math.sin(pitch);
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double cosPitch = Math.cos(pitch);
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x = cosPitch * Math.cos(yaw);
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z = cosPitch * Math.sin(yaw);
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}
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public Vector toVector() {
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return new Vector(x, y, z);
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}
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/**
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* Set the yaw and the pitch of the provided {@link Location}
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* with the values inside the current {@link DirectionalVector}
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* after conversion of these values
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*/
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public void putIntoLocation(Location l) {
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/* std : -PI/2 : <0 ? +2PI : MC
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* South (+z) = PI/2 : 0 : 0 : 0, 360
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* West (-x) = ±PI : -3PI/2 - PI/2 : PI/2 : 90
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* North (-z) = -PI/2 : -PI : PI : 180
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* East (+x) = 0 : -PI/2 : 3PI/2 : 270
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*/
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l.setYaw((float) Math.toDegrees(yaw < GeometryUtil.PId2 ? yaw + GeometryUtil.PIx2 - GeometryUtil.PId2 : yaw - GeometryUtil.PId2));
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l.setPitch((float) Math.toDegrees(-pitch));
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}
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public DirectionalVector getOpposite() {
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return new DirectionalVector(
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-x,
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-y,
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-z,
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(yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI)),
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-pitch
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);
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}
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/**
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* If the current direction is the player face direction,
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* this method return the direction of the back of the head.
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* This is an alias of {@link #getOpposite()}
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*/
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public DirectionalVector getBackDirection() {
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return getOpposite();
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}
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/**
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* If the current direction is the player face direction,
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* this method return the direction of the bottom of the head.
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*/
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public DirectionalVector getBottomDirection() {
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return new DirectionalVector(
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(pitch > 0 ? yaw : (yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI))),
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(pitch > 0 ? (pitch - GeometryUtil.PId2) : (-GeometryUtil.PId2 - pitch))
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);
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}
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/**
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* If the current direction is the player face direction,
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* this method return the direction of the top of the head.
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*/
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public DirectionalVector getTopDirection() {
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return new DirectionalVector(
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(pitch < 0 ? yaw : (yaw > 0 ? (yaw - GeometryUtil.PI) : (yaw + GeometryUtil.PI))),
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(pitch < 0 ? (pitch + GeometryUtil.PId2) : (GeometryUtil.PId2 - pitch))
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);
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}
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/**
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* If the current direction is the player face direction,
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* this method return the direction of the left of the head.
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*/
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public DirectionalVector getLeftDirection() {
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return new DirectionalVector(
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yaw > -GeometryUtil.PId2 ? (yaw - GeometryUtil.PId2) : (yaw - GeometryUtil.PId2 + GeometryUtil.PIx2),
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0
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);
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}
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/**
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* If the current direction is the player face direction,
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* this method return the direction of the right of the head.
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*/
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public DirectionalVector getRightDirection() {
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return new DirectionalVector(
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yaw < GeometryUtil.PId2 ? (yaw + GeometryUtil.PId2) : (yaw + GeometryUtil.PId2 - GeometryUtil.PIx2),
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0
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);
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}
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}
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@ -0,0 +1,155 @@
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package fr.pandacube.lib.paper.geometry;
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import org.bukkit.Location;
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import org.bukkit.entity.Player;
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import org.bukkit.util.Vector;
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public class GeometryUtil {
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/**
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* Value equal to <code>{@link Math#PI}</code>.
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*/
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public static final double PI = Math.PI;
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/**
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* Value equal to <code>{@link Math#PI} / 2</code>.
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*/
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public static final double PId2 = PI/2;
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/**
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* Value equal to <code>{@link Math#PI} * 2</code>.
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*/
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public static final double PIx2 = PI*2;
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/*
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* Player geometry
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*/
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/**
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* The visual height of a Minecraft player skin, when he is standing up and not sneaking,
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* from the ground where the player is standing on, to the above of the first layer of the head skin.
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* It doesn't correspond to the player hit box height.<br/>
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* <br/>
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* The value is provided in Minecraft Wiki.
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*/
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public static final double PLAYER_SKIN_HEIGHT = 1.85;
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/**
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* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
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*/
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public static final double PLAYER_EYE_HEIGHT = 1.62;
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/**
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* The visual height of a Minecraft player skin, when he is standing up and sneaking,
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* from the ground where the player is standing on, to the above of the first layer of the head skin.
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* It may not correspond to the player hit box height.<br/>
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* <br/>
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* The current value is the height of the player's hit box when sneaking. Even if this
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* is close to the real value (tested in game), this is not the exact value.
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*/
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public static final double PLAYER_SKIN_HEIGHT_SNEAK = 1.50;
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/**
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* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
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*/
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public static final double PLAYER_EYE_HEIGHT_SNEAK = 1.27;
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public static final double PLAYER_SKIN_PIXEL_SIZE = PLAYER_SKIN_HEIGHT / 32;
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public static final double PLAYER_HEAD_ROTATION_HEIGHT = PLAYER_SKIN_PIXEL_SIZE * 24;
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public static final double PLAYER_HEAD_ROTATION_HEIGHT_SNEAK = PLAYER_HEAD_ROTATION_HEIGHT - (PLAYER_SKIN_HEIGHT - PLAYER_SKIN_HEIGHT_SNEAK);
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public static final double PLAYER_HEAD_SIZE = PLAYER_SKIN_PIXEL_SIZE * 8;
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/**
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* Get the {@link Location}s of the 8 vertex of the player head<br/>
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* This method only work if the player is standing up
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* (not dead, not gliding, not sleeping).
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* @param playerLocation the location of the player, generally provided by {@link Player#getLocation()}
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* @param isSneaking if the player is sneaking. Generally {@link Player#isSneaking()}
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* @return an array of 8 {@link Location}s with x, y, and z values filled (yaw and pitch are ignored).
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* <pre>
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* return[0] // top front left
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* return[1] // top front right
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* return[2] // bottom front left
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* return[3] // bottom front right
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* return[4] // top back left
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* return[5] // top back right
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* return[6] // bottom back left
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* return[7] // bottom back right
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* </pre>
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*/
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public static Location[] getPlayerHeadGeometry(Location playerLocation, boolean isSneaking) {
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Location[] headAnglesPoints = new Location[8];
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Location playerHeadRotationLocation = playerLocation.clone()
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.add(0, isSneaking ? PLAYER_HEAD_ROTATION_HEIGHT_SNEAK : PLAYER_HEAD_ROTATION_HEIGHT, 0);
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DirectionalVector frontDirection = new DirectionalVector(playerHeadRotationLocation);
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Vector frontHalfVector = frontDirection.toVector().multiply(PLAYER_HEAD_SIZE/2);
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Vector backHalfDirection = frontDirection.getBackDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
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Vector leftHalfVector = frontDirection.getLeftDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
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Vector rightHalfVector = frontDirection.getRightDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
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Vector topVector = frontDirection.getTopDirection().toVector().multiply(PLAYER_HEAD_SIZE);
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Location bottomFrontMiddle = playerHeadRotationLocation.clone().add(frontHalfVector);
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Location bottomBackMiddle = playerHeadRotationLocation.clone().add(backHalfDirection);
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Location topFrontMiddle = bottomFrontMiddle.clone().add(topVector);
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Location topBackMiddle = bottomBackMiddle.clone().add(topVector);
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headAnglesPoints[0] = topFrontMiddle.clone().add(leftHalfVector);
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headAnglesPoints[1] = topFrontMiddle.clone().add(rightHalfVector);
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headAnglesPoints[2] = bottomFrontMiddle.clone().add(leftHalfVector);
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headAnglesPoints[3] = bottomFrontMiddle.clone().add(rightHalfVector);
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headAnglesPoints[4] = topBackMiddle.clone().add(leftHalfVector);
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headAnglesPoints[5] = topBackMiddle.clone().add(rightHalfVector);
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headAnglesPoints[6] = bottomBackMiddle.clone().add(leftHalfVector);
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headAnglesPoints[7] = bottomBackMiddle.clone().add(rightHalfVector);
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return headAnglesPoints;
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}
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/**
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* Check if the path from <i>start</i> location to <i>end</i> pass through
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* the axis aligned bounding box defined by <i>min</i> and <i>max</i>.
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*/
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public static boolean hasIntersection(Vector start, Vector end, Vector min, Vector max) {
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final double epsilon = 0.0001f;
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Vector d = end.clone().subtract(start).multiply(0.5);
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Vector e = max.clone().subtract(min).multiply(0.5);
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Vector c = start.clone().add(d).subtract(min.clone().add(max).multiply(0.5));
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Vector ad = d.clone();
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ad.setX(Math.abs(ad.getX()));
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ad.setY(Math.abs(ad.getY()));
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ad.setZ(Math.abs(ad.getZ()));
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return !(
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Math.abs(c.getX()) > e.getX() + ad.getX()
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|| Math.abs(c.getY()) > e.getY() + ad.getY()
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|| Math.abs(c.getZ()) > e.getX() + ad.getZ()
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|| Math.abs(d.getY() * c.getZ() - d.getZ() * c.getY()) > e.getY() * ad.getZ() + e.getZ() * ad.getY() + epsilon
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|| Math.abs(d.getZ() * c.getX() - d.getX() * c.getZ()) > e.getZ() * ad.getX() + e.getX() * ad.getZ() + epsilon
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|| Math.abs(d.getX() * c.getY() - d.getY() * c.getX()) > e.getX() * ad.getY() + e.getY() * ad.getX() + epsilon
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);
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}
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}
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@ -1,29 +1,26 @@
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package fr.pandacube.lib.paper.util;
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import java.util.Iterator;
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package fr.pandacube.lib.paper.geometry.blocks;
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import fr.pandacube.lib.util.RandomUtil;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.block.Block;
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import org.bukkit.entity.Entity;
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import org.bukkit.util.BlockVector;
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import org.bukkit.util.BoundingBox;
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import org.bukkit.util.Vector;
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import fr.pandacube.lib.util.RandomUtil;
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import java.util.Iterator;
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/**
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* Checkpoint represented as a 3D Axis and Block Aligned Bounding Box (sort of AABB).
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* Block Aligned Bounding Box (sort of AABB).
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* Represent the littlest cuboid selection of blocks that contains the bounding box
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* passed to the constructor.
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*/
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public class AABBBlock implements Iterable<BlockVector>, Cloneable {
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public final Vector pos1, pos2;
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public class AABBBlock implements BlockSet, Cloneable {
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/* package */ final Vector pos1, pos2;
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private final Vector center;
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private final long volume;
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private BoundingBox bukkitBoundingBox;
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private AABBBlock(AABBBlock original, int shiftX, int shiftY, int shiftZ) {
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Vector shiftVec = new Vector(shiftX, shiftY, shiftZ);
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@ -37,6 +34,14 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
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this(p1.getBlockX(), p1.getBlockY(), p1.getBlockZ(), p2.getBlockX(), p2.getBlockY(), p2.getBlockZ());
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}
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public AABBBlock(BoundingBox bb) {
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pos1 = bb.getMin();
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pos2 = bb.getMax();
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center = bb.getCenter();
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volume = (int) bb.getVolume();
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bukkitBoundingBox = bb;
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}
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public AABBBlock(Location l1, Location l2) {
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this(l1.getBlockX(), l1.getBlockY(), l1.getBlockZ(), l2.getBlockX(), l2.getBlockY(), l2.getBlockZ());
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}
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@ -64,6 +69,11 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
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volume = (long) Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_) * Math.abs(p2x_ - p1x_);
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}
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@Override
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public AABBBlock getEnglobingAABB() {
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return this;
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}
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public AABBBlock shift(int x, int y, int z) {
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return new AABBBlock(this, x, y, z);
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}
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@ -74,22 +84,14 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
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return new AABBBlock(this, 0, 0, 0);
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}
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public boolean overlaps(Entity e) {
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return overlaps(e.getBoundingBox());
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}
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public boolean overlaps(BoundingBox bb) {
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return asBukkitBoundingBox().overlaps(bb);
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}
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public boolean isInside(Vector v) {
|
||||
return v.isInAABB(pos1, pos2);
|
||||
}
|
||||
public boolean isInside(Location l) {
|
||||
return isInside(l.toVector());
|
||||
}
|
||||
public boolean isInside(Entity p) {
|
||||
return isInside(p.getLocation());
|
||||
return asBukkitBoundingBox().contains(v);
|
||||
}
|
||||
|
||||
public Vector getCenter() {
|
||||
@ -101,8 +103,11 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
|
||||
}
|
||||
|
||||
public BoundingBox asBukkitBoundingBox() {
|
||||
return new BoundingBox(pos1.getX(), pos1.getY(), pos1.getZ(),
|
||||
pos2.getX(), pos2.getY(), pos2.getZ());
|
||||
if (bukkitBoundingBox == null) {
|
||||
bukkitBoundingBox = new BoundingBox(pos1.getX(), pos1.getY(), pos1.getZ(),
|
||||
pos2.getX(), pos2.getY(), pos2.getZ());
|
||||
}
|
||||
return bukkitBoundingBox;
|
||||
}
|
||||
|
||||
public Vector getRandomPosition() {
|
||||
@ -159,4 +164,20 @@ public class AABBBlock implements Iterable<BlockVector>, Cloneable {
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
static boolean overlap(AABBBlock aabb1, AABBBlock aabb2) {
|
||||
return aabb1.asBukkitBoundingBox().overlaps(aabb2.asBukkitBoundingBox());
|
||||
}
|
||||
|
||||
static boolean overlap(AABBBlock aabb1, BlockSet bs) {
|
||||
if (!overlap(aabb1, bs.getEnglobingAABB()))
|
||||
return false;
|
||||
AABBBlock intersection = new AABBBlock(aabb1.asBukkitBoundingBox().intersection(bs.getEnglobingAABB().asBukkitBoundingBox()));
|
||||
for (BlockVector bv : intersection)
|
||||
if (bs.isInside(bv))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,138 @@
|
||||
package fr.pandacube.lib.paper.geometry.blocks;
|
||||
|
||||
import fr.pandacube.lib.util.IteratorIterator;
|
||||
import fr.pandacube.lib.util.RandomUtil;
|
||||
import org.bukkit.util.BlockVector;
|
||||
import org.bukkit.util.BoundingBox;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Collection;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
|
||||
public class AABBBlockGroup implements BlockSet {
|
||||
|
||||
public final List<AABBBlock> subAABB;
|
||||
|
||||
private final AABBBlock englobingAABB;
|
||||
|
||||
public AABBBlockGroup(Collection<AABBBlock> in) {
|
||||
if (in.isEmpty())
|
||||
throw new IllegalArgumentException("Provided collection must not be empty.");
|
||||
subAABB = List.copyOf(in);
|
||||
englobingAABB = initEnglobingAABB();
|
||||
}
|
||||
|
||||
public AABBBlockGroup(AABBBlock... in) {
|
||||
this(Arrays.asList(in));
|
||||
}
|
||||
|
||||
private AABBBlock initEnglobingAABB() {
|
||||
Vector pos1 = subAABB.get(0).pos1.clone();
|
||||
Vector pos2 = subAABB.get(0).pos2.clone().add(new Vector(-1, -1, -1));
|
||||
for (int i = 1; i < subAABB.size(); i++) {
|
||||
AABBBlock aabb = subAABB.get(i);
|
||||
pos1.setX(Math.min(pos1.getBlockX(), aabb.pos1.getBlockX()));
|
||||
pos1.setY(Math.min(pos1.getBlockY(), aabb.pos1.getBlockZ()));
|
||||
pos1.setZ(Math.min(pos1.getBlockY(), aabb.pos1.getBlockZ()));
|
||||
pos2.setX(Math.max(pos2.getBlockX(), aabb.pos2.getBlockX() - 1));
|
||||
pos2.setY(Math.max(pos2.getBlockY(), aabb.pos2.getBlockZ() - 1));
|
||||
pos2.setZ(Math.max(pos2.getBlockY(), aabb.pos2.getBlockZ() - 1));
|
||||
}
|
||||
return new AABBBlock(pos1, pos2);
|
||||
}
|
||||
|
||||
@Override
|
||||
public AABBBlock getEnglobingAABB() {
|
||||
return englobingAABB;
|
||||
}
|
||||
|
||||
public boolean isInside(Vector v) {
|
||||
if (!englobingAABB.isInside(v))
|
||||
return false;
|
||||
for (AABBBlock b : subAABB)
|
||||
if (b.isInside(v))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public Vector getRandomPosition() {
|
||||
double[] freq = subAABB.stream().mapToDouble(AABBBlock::getVolume).toArray();
|
||||
int i = RandomUtil.randomIndexOfFrequencies(freq);
|
||||
return subAABB.get(i).getRandomPosition();
|
||||
}
|
||||
|
||||
public long getVolume() {
|
||||
long v = 0;
|
||||
for (AABBBlock b : subAABB)
|
||||
v += b.getVolume();
|
||||
return v;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean overlaps(BoundingBox bb) {
|
||||
if (!englobingAABB.overlaps(bb))
|
||||
return false;
|
||||
for (AABBBlock b : subAABB)
|
||||
if (b.overlaps(bb))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Iterator<BlockVector> iterator() {
|
||||
return IteratorIterator.ofCollectionOfIterator(subAABB.stream().map(AABBBlock::iterator).toList());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* package */ static boolean overlap(AABBBlockGroup aabbGroup, AABBBlock aabb) {
|
||||
if (!aabbGroup.englobingAABB.overlaps(aabb))
|
||||
return false;
|
||||
for (AABBBlock b : aabbGroup.subAABB)
|
||||
if (b.overlaps(aabb))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/* package */ static boolean overlap(AABBBlockGroup aabbGroup1, AABBBlockGroup aabbGroup2) {
|
||||
if (!aabbGroup1.englobingAABB.overlaps(aabbGroup2.englobingAABB))
|
||||
return false;
|
||||
List<AABBBlock> group1SubList = new ArrayList<>();
|
||||
for (AABBBlock b : aabbGroup1.subAABB) {
|
||||
if (b.overlaps(aabbGroup2.englobingAABB))
|
||||
group1SubList.add(b);
|
||||
}
|
||||
if (group1SubList.isEmpty())
|
||||
return false;
|
||||
List<AABBBlock> group2SubList = new ArrayList<>();
|
||||
for (AABBBlock b : aabbGroup2.subAABB) {
|
||||
if (b.overlaps(aabbGroup1.englobingAABB))
|
||||
group2SubList.add(b);
|
||||
}
|
||||
if (group2SubList.isEmpty())
|
||||
return false;
|
||||
for (AABBBlock b1 : group1SubList)
|
||||
for (AABBBlock b2 : group2SubList)
|
||||
if (b1.overlaps(b2))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
static boolean overlap(AABBBlockGroup aabbGroup, BlockSet bs) {
|
||||
if (!aabbGroup.englobingAABB.overlaps(bs.getEnglobingAABB()))
|
||||
return false;
|
||||
for (AABBBlock b : aabbGroup.subAABB) {
|
||||
if (b.overlaps(bs)) // already checks for englobingAABB before checking block per block
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,64 @@
|
||||
package fr.pandacube.lib.paper.geometry.blocks;
|
||||
|
||||
import org.bukkit.Location;
|
||||
import org.bukkit.block.Block;
|
||||
import org.bukkit.entity.Entity;
|
||||
import org.bukkit.util.BlockVector;
|
||||
import org.bukkit.util.BoundingBox;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
public interface BlockSet extends Iterable<BlockVector> {
|
||||
|
||||
Vector getRandomPosition();
|
||||
long getVolume();
|
||||
AABBBlock getEnglobingAABB();
|
||||
|
||||
|
||||
boolean overlaps(BoundingBox bb);
|
||||
default boolean overlaps(Entity e) {
|
||||
return overlaps(e.getBoundingBox());
|
||||
}
|
||||
default boolean overlaps(BlockSet bs) {
|
||||
if (this instanceof AABBBlock b1) {
|
||||
if (bs instanceof AABBBlock b2)
|
||||
return AABBBlock.overlap(b1, b2);
|
||||
if (bs instanceof AABBBlockGroup bg2)
|
||||
return AABBBlockGroup.overlap(bg2, b1);
|
||||
return AABBBlock.overlap(b1, bs);
|
||||
}
|
||||
if (this instanceof AABBBlockGroup bg1) {
|
||||
if (bs instanceof AABBBlock b2)
|
||||
return AABBBlockGroup.overlap(bg1, b2);
|
||||
if (bs instanceof AABBBlockGroup bg2)
|
||||
return AABBBlockGroup.overlap(bg1, bg2);
|
||||
return AABBBlockGroup.overlap(bg1, bs);
|
||||
}
|
||||
return overlap(this, bs);
|
||||
}
|
||||
|
||||
|
||||
boolean isInside(Vector v);
|
||||
default boolean isInside(Location l) {
|
||||
return isInside(l.toVector());
|
||||
}
|
||||
default boolean isInside(Block b) {
|
||||
return isInside(b.getLocation().add(.5, .5, .5));
|
||||
}
|
||||
default boolean isInside(Entity p) {
|
||||
return isInside(p.getLocation());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
static boolean overlap(BlockSet bs1, BlockSet bs2) {
|
||||
if (!bs1.getEnglobingAABB().overlaps(bs2.getEnglobingAABB()))
|
||||
return false;
|
||||
AABBBlock intersection = new AABBBlock(bs1.getEnglobingAABB().asBukkitBoundingBox().intersection(bs2.getEnglobingAABB().asBukkitBoundingBox()));
|
||||
for (BlockVector bv : intersection)
|
||||
if (bs1.isInside(bv) && bs2.isInside(bv))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
@ -1,59 +0,0 @@
|
||||
package fr.pandacube.lib.paper.util;
|
||||
|
||||
import java.util.Collection;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
|
||||
import org.bukkit.Location;
|
||||
import org.bukkit.entity.Entity;
|
||||
import org.bukkit.util.BlockVector;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
import fr.pandacube.lib.util.IteratorIterator;
|
||||
import fr.pandacube.lib.util.RandomUtil;
|
||||
|
||||
public class AABBBlockGroup implements Iterable<BlockVector> {
|
||||
|
||||
public final List<AABBBlock> aabbBlocks;
|
||||
|
||||
public AABBBlockGroup(Collection<AABBBlock> in) {
|
||||
aabbBlocks = List.copyOf(in);
|
||||
}
|
||||
|
||||
public AABBBlockGroup(AABBBlock... in) {
|
||||
aabbBlocks = List.of(in);
|
||||
}
|
||||
|
||||
|
||||
public boolean isInside(Vector v) {
|
||||
for (AABBBlock b : aabbBlocks)
|
||||
if (b.isInside(v))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
public boolean isInside(Location l) {
|
||||
return isInside(l.toVector());
|
||||
}
|
||||
public boolean isInside(Entity p) {
|
||||
return isInside(p.getLocation());
|
||||
}
|
||||
|
||||
public Vector getRandomPosition() {
|
||||
double[] freq = aabbBlocks.stream().mapToDouble(AABBBlock::getVolume).toArray();
|
||||
int i = RandomUtil.randomIndexOfFrequencies(freq);
|
||||
return aabbBlocks.get(i).getRandomPosition();
|
||||
}
|
||||
|
||||
public long getVolume() {
|
||||
long v = 0;
|
||||
for (AABBBlock b : aabbBlocks)
|
||||
v += b.getVolume();
|
||||
return v;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Iterator<BlockVector> iterator() {
|
||||
return IteratorIterator.ofCollectionOfIterator(aabbBlocks.stream().map(AABBBlock::iterator).toList());
|
||||
}
|
||||
|
||||
}
|
@ -1,395 +0,0 @@
|
||||
package fr.pandacube.lib.paper.util;
|
||||
|
||||
import org.bukkit.Location;
|
||||
import org.bukkit.entity.Player;
|
||||
import org.bukkit.util.Vector;
|
||||
|
||||
public class GeometryUtil {
|
||||
|
||||
/**
|
||||
* Value equal to <code>{@link Math#PI}</code>.
|
||||
*/
|
||||
public static final double PI = Math.PI;
|
||||
|
||||
/**
|
||||
* Value equal to <code>{@link Math#PI} / 2</code>.
|
||||
*/
|
||||
public static final double PId2 = PI/2;
|
||||
|
||||
/**
|
||||
* Value equal to <code>{@link Math#PI} * 2</code>.
|
||||
*/
|
||||
public static final double PIx2 = PI*2;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Player geometry
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* The visual height of a Minecraft player skin, when he is standing up and not sneaking,
|
||||
* from the ground where the player is standing on, to the above of the first layer of the head skin.
|
||||
* It doesn't correspond to the player hit box height.<br/>
|
||||
* <br/>
|
||||
* The value is provided in Minecraft Wiki.
|
||||
*/
|
||||
public static final double PLAYER_SKIN_HEIGHT = 1.85;
|
||||
/**
|
||||
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
|
||||
*/
|
||||
public static final double PLAYER_EYE_HEIGHT = 1.62;
|
||||
/**
|
||||
* The visual height of a Minecraft player skin, when he is standing up and sneaking,
|
||||
* from the ground where the player is standing on, to the above of the first layer of the head skin.
|
||||
* It may not correspond to the player hit box height.<br/>
|
||||
* <br/>
|
||||
* The current value is the height of the player's hit box when sneaking. Even if this
|
||||
* is close to the real value (tested in game), this is not the exact value.
|
||||
*/
|
||||
public static final double PLAYER_SKIN_HEIGHT_SNEAK = 1.50;
|
||||
/**
|
||||
* Value provided by net.minecraft.world.entity.player.Player#getStandingEyeHeight
|
||||
*/
|
||||
public static final double PLAYER_EYE_HEIGHT_SNEAK = 1.27;
|
||||
public static final double PLAYER_SKIN_PIXEL_SIZE = PLAYER_SKIN_HEIGHT / 32;
|
||||
public static final double PLAYER_HEAD_ROTATION_HEIGHT = PLAYER_SKIN_PIXEL_SIZE * 24;
|
||||
public static final double PLAYER_HEAD_ROTATION_HEIGHT_SNEAK = PLAYER_HEAD_ROTATION_HEIGHT - (PLAYER_SKIN_HEIGHT - PLAYER_SKIN_HEIGHT_SNEAK);
|
||||
public static final double PLAYER_HEAD_SIZE = PLAYER_SKIN_PIXEL_SIZE * 8;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Get the {@link Location}s of the 8 vertex of the player head<br/>
|
||||
* This method only work if the player is standing up
|
||||
* (not dead, not gliding, not sleeping).
|
||||
* @param playerLocation the location of the player, generally provided by {@link Player#getLocation()}
|
||||
* @param isSneaking if the player is sneaking. Generally {@link Player#isSneaking()}
|
||||
* @return an array of 8 {@link Location}s with x, y, and z values filled (yaw and pitch are ignored).
|
||||
* <pre>
|
||||
* return[0] // top front left
|
||||
* return[1] // top front right
|
||||
* return[2] // bottom front left
|
||||
* return[3] // bottom front right
|
||||
* return[4] // top back left
|
||||
* return[5] // top back right
|
||||
* return[6] // bottom back left
|
||||
* return[7] // bottom back right
|
||||
* </pre>
|
||||
*/
|
||||
public static Location[] getPlayerHeadGeometry(Location playerLocation, boolean isSneaking) {
|
||||
Location[] headAnglesPoints = new Location[8];
|
||||
|
||||
Location playerHeadRotationLocation = playerLocation.clone()
|
||||
.add(0, isSneaking ? PLAYER_HEAD_ROTATION_HEIGHT_SNEAK : PLAYER_HEAD_ROTATION_HEIGHT, 0);
|
||||
|
||||
DirectionalVector frontDirection = new DirectionalVector(playerHeadRotationLocation);
|
||||
Vector frontHalfVector = frontDirection.toVector().multiply(PLAYER_HEAD_SIZE/2);
|
||||
Vector backHalfDirection = frontDirection.getBackDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
|
||||
Vector leftHalfVector = frontDirection.getLeftDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
|
||||
Vector rightHalfVector = frontDirection.getRightDirection().toVector().multiply(PLAYER_HEAD_SIZE/2);
|
||||
Vector topVector = frontDirection.getTopDirection().toVector().multiply(PLAYER_HEAD_SIZE);
|
||||
|
||||
Location bottomFrontMiddle = playerHeadRotationLocation.clone().add(frontHalfVector);
|
||||
Location bottomBackMiddle = playerHeadRotationLocation.clone().add(backHalfDirection);
|
||||
|
||||
Location topFrontMiddle = bottomFrontMiddle.clone().add(topVector);
|
||||
Location topBackMiddle = bottomBackMiddle.clone().add(topVector);
|
||||
|
||||
headAnglesPoints[0] = topFrontMiddle.clone().add(leftHalfVector);
|
||||
headAnglesPoints[1] = topFrontMiddle.clone().add(rightHalfVector);
|
||||
headAnglesPoints[2] = bottomFrontMiddle.clone().add(leftHalfVector);
|
||||
headAnglesPoints[3] = bottomFrontMiddle.clone().add(rightHalfVector);
|
||||
headAnglesPoints[4] = topBackMiddle.clone().add(leftHalfVector);
|
||||
headAnglesPoints[5] = topBackMiddle.clone().add(rightHalfVector);
|
||||
headAnglesPoints[6] = bottomBackMiddle.clone().add(leftHalfVector);
|
||||
headAnglesPoints[7] = bottomBackMiddle.clone().add(rightHalfVector);
|
||||
|
||||
return headAnglesPoints;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Check if the path from <i>start</i> location to <i>end</i> pass through
|
||||
* the axis aligned bounding box defined by <i>min</i> and <i>max</i>.
|
||||
*/
|
||||
public static boolean hasIntersection(Vector start, Vector end, Vector min, Vector max) {
|
||||
final double epsilon = 0.0001f;
|
||||
|
||||
Vector d = end.clone().subtract(start).multiply(0.5);
|
||||
Vector e = max.clone().subtract(min).multiply(0.5);
|
||||
Vector c = start.clone().add(d).subtract(min.clone().add(max).multiply(0.5));
|
||||
Vector ad = d.clone();
|
||||
ad.setX(Math.abs(ad.getX()));
|
||||
ad.setY(Math.abs(ad.getY()));
|
||||
ad.setZ(Math.abs(ad.getZ()));
|
||||
|
||||
return !(
|
||||
Math.abs(c.getX()) > e.getX() + ad.getX()
|
||||
|| Math.abs(c.getY()) > e.getY() + ad.getY()
|
||||
|| Math.abs(c.getZ()) > e.getX() + ad.getZ()
|
||||
|| Math.abs(d.getY() * c.getZ() - d.getZ() * c.getY()) > e.getY() * ad.getZ() + e.getZ() * ad.getY() + epsilon
|
||||
|| Math.abs(d.getZ() * c.getX() - d.getX() * c.getZ()) > e.getZ() * ad.getX() + e.getX() * ad.getZ() + epsilon
|
||||
|| Math.abs(d.getX() * c.getY() - d.getY() * c.getX()) > e.getX() * ad.getY() + e.getY() * ad.getX() + epsilon
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* This vector considers Minecraft X Y Z axis orientation,
|
||||
* but consider standard (not Minecraft) radian values for yaw and pitch.<br/>
|
||||
* The length of this Vector (based on {@link #x}, {@link #y} and {@link #z} values)
|
||||
* Is always 1.
|
||||
*
|
||||
* <pre>Yaw :
|
||||
* North (-z) = -PI/2
|
||||
* East (+x) = 0
|
||||
* South (+z) = PI/2
|
||||
* West (-x) = ±PI
|
||||
*
|
||||
* Pitch :
|
||||
* Up (+y) = PI/2
|
||||
* Down (-y) = -PI/2</pre>
|
||||
*/
|
||||
public static class DirectionalVector {
|
||||
/**
|
||||
* The X cartesian coordinate of this {@link DirectionalVector}.
|
||||
* It corresponds to the X (west to east) axis in a Minecraft world.
|
||||
*/
|
||||
public final double x;
|
||||
|
||||
/**
|
||||
* The Y cartesian coordinate of this {@link DirectionalVector}.
|
||||
* It corresponds to the Y (bottom to top) axis in a Minecraft world.
|
||||
*/
|
||||
public final double y;
|
||||
|
||||
/**
|
||||
* The Z cartesian coordinate of this {@link DirectionalVector}.
|
||||
* It corresponds to the Z (north to south) axis in a Minecraft world.
|
||||
*/
|
||||
public final double z;
|
||||
|
||||
/**
|
||||
* The azimuthal angle φ (phi) of this {@link DirectionalVector}, in radian.
|
||||
* It corresponds with Minecraft world as follows :
|
||||
* <pre>Yaw :
|
||||
* North (-z) = -PI/2
|
||||
* East (+x) = 0
|
||||
* South (+z) = PI/2
|
||||
* West (-x) = ±PI</pre>
|
||||
*/
|
||||
public final double yaw;
|
||||
|
||||
/**
|
||||
* The polar angle θ (theta) of this {@link DirectionalVector}, in radian.
|
||||
* It corresponds with Minecraft world as follows :
|
||||
* <pre>Pitch :
|
||||
* Down (-y) = -PI/2
|
||||
* Up (+y) = PI/2</pre>
|
||||
*/
|
||||
public final double pitch;
|
||||
|
||||
/**
|
||||
* Initialize this {@link DirectionalVector} with the yaw and pitch
|
||||
* contained in the provided {@link Location}.
|
||||
* {@link Location#getYaw()} and {@link Location#getPitch()} values are automatically
|
||||
* converted to conform {@link #yaw} and {@link #pitch} specification.
|
||||
*/
|
||||
public DirectionalVector(Location l) {
|
||||
this(
|
||||
Math.toRadians(((l.getYaw()+90)%360) > 180 ? ((l.getYaw()+90)%360)-360 : ((l.getYaw()+90)%360)),
|
||||
-Math.toRadians(l.getPitch())
|
||||
);
|
||||
/* MC : +90 : %360 : >180 -> -360
|
||||
* South (+z) = 0, 360 : 90-450 : 90 : 90 : PI/2
|
||||
* West (-x) = 90 : 180 : 180 : ±180 : ±PI
|
||||
* North (-z) = 180 : 270 : 270 : -90 : -PI/2
|
||||
* East (+x) = 270 : 360 : 0-360 : 0 : 0
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* @param v the vector representing the direction. If v.getX() and v.getZ() are 0,
|
||||
* the yaw will be 0. This may have inconsistency if the vector is calculated
|
||||
* from a {@link Location}'s yaw and pitch. In this case, prefer using
|
||||
* {@link #DirectionalVector(Location)}. The {@link Vector} is
|
||||
* normalized if necessary (does not modify the provided {@link Vector}).
|
||||
*/
|
||||
public DirectionalVector(Vector v) {
|
||||
this(v.getX(), v.getY(), v.getZ());
|
||||
// this((v = v.clone().normalize()).getX(), v.getY(), v.getZ());
|
||||
}
|
||||
|
||||
|
||||
|
||||
private DirectionalVector(double x, double y, double z) {
|
||||
double vecSize = Math.sqrt(x*x + y*y + z*z);
|
||||
this.x = x/vecSize;
|
||||
this.y = y/vecSize;
|
||||
this.z = z/vecSize;
|
||||
|
||||
if (x == 0.0 && z == 0.0) {
|
||||
pitch = y > 0.0 ? PId2 : -PId2;
|
||||
yaw = 0;
|
||||
}
|
||||
else {
|
||||
yaw = Math.atan2(z, x);
|
||||
pitch = Math.atan(y / Math.sqrt(x*x + z*z));
|
||||
}
|
||||
}
|
||||
|
||||
private DirectionalVector(double x, double y, double z, double yaw, double pitch) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.yaw = yaw;
|
||||
this.pitch = pitch;
|
||||
}
|
||||
|
||||
private DirectionalVector(double yaw, double pitch) {
|
||||
this.yaw = yaw;
|
||||
this.pitch = pitch;
|
||||
|
||||
y = Math.sin(pitch);
|
||||
|
||||
double cosPitch = Math.cos(pitch);
|
||||
x = cosPitch * Math.cos(yaw);
|
||||
z = cosPitch * Math.sin(yaw);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public Vector toVector() {
|
||||
return new Vector(x, y, z);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Set the yaw and the pitch of the provided {@link Location}
|
||||
* with the values inside the current {@link DirectionalVector}
|
||||
* after conversion of these values
|
||||
*/
|
||||
public void putIntoLocation(Location l) {
|
||||
/* std : -PI/2 : <0 ? +2PI : MC
|
||||
* South (+z) = PI/2 : 0 : 0 : 0, 360
|
||||
* West (-x) = ±PI : -3PI/2 - PI/2 : PI/2 : 90
|
||||
* North (-z) = -PI/2 : -PI : PI : 180
|
||||
* East (+x) = 0 : -PI/2 : 3PI/2 : 270
|
||||
*/
|
||||
l.setYaw((float)Math.toDegrees(yaw < PId2 ? yaw + PIx2 - PId2 : yaw - PId2));
|
||||
l.setPitch((float)Math.toDegrees(-pitch));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public DirectionalVector getOpposite() {
|
||||
return new DirectionalVector(
|
||||
-x,
|
||||
-y,
|
||||
-z,
|
||||
(yaw > 0 ? (yaw - PI) : (yaw + PI)),
|
||||
-pitch
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* If the current direction is the player face direction,
|
||||
* this method return the direction of the back of the head.
|
||||
* This is an alias of {@link #getOpposite()}
|
||||
*/
|
||||
public DirectionalVector getBackDirection() {
|
||||
return getOpposite();
|
||||
}
|
||||
|
||||
/**
|
||||
* If the current direction is the player face direction,
|
||||
* this method return the direction of the bottom of the head.
|
||||
*/
|
||||
public DirectionalVector getBottomDirection() {
|
||||
return new DirectionalVector(
|
||||
(pitch > 0 ? yaw : (yaw > 0 ? (yaw - PI) : (yaw + PI))),
|
||||
(pitch > 0 ? (pitch - PId2) : (-PId2 - pitch))
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* If the current direction is the player face direction,
|
||||
* this method return the direction of the top of the head.
|
||||
*/
|
||||
public DirectionalVector getTopDirection() {
|
||||
return new DirectionalVector(
|
||||
(pitch < 0 ? yaw : (yaw > 0 ? (yaw - PI) : (yaw + PI))),
|
||||
(pitch < 0 ? (pitch + PId2) : (PId2 - pitch))
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* If the current direction is the player face direction,
|
||||
* this method return the direction of the left of the head.
|
||||
*/
|
||||
public DirectionalVector getLeftDirection() {
|
||||
return new DirectionalVector(
|
||||
yaw > -PId2 ? (yaw - PId2) : (yaw - PId2 + PIx2),
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* If the current direction is the player face direction,
|
||||
* this method return the direction of the right of the head.
|
||||
*/
|
||||
public DirectionalVector getRightDirection() {
|
||||
return new DirectionalVector(
|
||||
yaw < PId2 ? (yaw + PId2) : (yaw + PId2 - PIx2),
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user