Initial Repository Push
This commit is contained in:
@@ -0,0 +1,101 @@
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.math;
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import java.util.concurrent.atomic.AtomicInteger;
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public class AtomicFloat {
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private final AtomicInteger fl;
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public AtomicFloat() {
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fl = new AtomicInteger(Float.floatToIntBits(0f));
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}
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public AtomicFloat(float value) {
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fl = new AtomicInteger(Float.floatToIntBits(value));
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}
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public float addAndGet(float delta) {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) + delta))) {
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oldValue = fl.get();
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}
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return fl.get();
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||||
}
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||||
public boolean compareAndSet(float oldVal, float newVal) {
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return fl.compareAndSet(Float.floatToIntBits(oldVal), Float.floatToIntBits(newVal));
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}
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public float decrementAndGet() {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) - 1f))) {
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oldValue = fl.get();
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}
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return fl.get();
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}
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public float get() {
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return Float.intBitsToFloat(fl.get());
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}
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||||
|
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public float getAndAdd(float delta) {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) + delta))) {
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oldValue = fl.get();
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}
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return oldValue;
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}
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public float getAndIncrement() {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) + 1f))) {
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oldValue = fl.get();
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}
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return oldValue;
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}
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public float getAndDecrement(float delta) {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) - 1f))) {
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oldValue = fl.get();
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}
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return oldValue;
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}
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|
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public float getAndSet(float value) {
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return Float.intBitsToFloat(fl.getAndSet(Float.floatToIntBits(value)));
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}
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|
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public float incrementAndGet() {
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int oldValue = fl.get();
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while (!fl.compareAndSet(oldValue, Float.floatToIntBits(Float.intBitsToFloat(oldValue) + 1f))) {
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oldValue = fl.get();
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}
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return fl.get();
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}
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public void lazySet(float value) {
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fl.lazySet(Float.floatToIntBits(value));
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}
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public void set(float value) {
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fl.set(Float.floatToIntBits(value));
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}
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@Override
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public String toString() {
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return fl.toString();
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}
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||||
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||||
public boolean weakCompareAndSet(float oldVal, float newVal) {
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return fl.weakCompareAndSet(Float.floatToIntBits(oldVal), Float.floatToIntBits(newVal));
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}
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}
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@@ -0,0 +1,583 @@
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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||||
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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||||
// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.math;
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import engine.InterestManagement.WorldGrid;
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import engine.gameManager.ZoneManager;
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import engine.net.client.msg.PlaceAssetMsg.PlacementInfo;
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import engine.objects.*;
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import engine.server.MBServerStatics;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.concurrent.LinkedBlockingQueue;
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/**
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* This class contains all methods of storing bounds
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* information within MagicBane and performing collision
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* detection against them.
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* <p>
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* These objects are essentially an AABB, given rotations
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* in MagicBane for placed objects come in a quantum of 90.
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*/
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public class Bounds {
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private static final LinkedBlockingQueue<Bounds> boundsPool = new LinkedBlockingQueue<>();
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public static HashMap<Integer,MeshBounds> meshBoundsCache = new HashMap<>();
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private Vector2f origin = new Vector2f();
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private Vector2f halfExtents = new Vector2f();
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private float rotation;
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private float rotationDegrees = 0;
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private Quaternion quaternion;
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private boolean flipExtents;
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private ArrayList<Regions> regions = new ArrayList<>();
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private ArrayList<Colliders> colliders = new ArrayList<>();
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// Default constructor
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public Bounds() {
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origin.zero();
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halfExtents.zero();
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rotation = 0.0f;
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flipExtents = false;
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}
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public static Bounds borrow() {
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Bounds outBounds;
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outBounds = boundsPool.poll();
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if (outBounds == null)
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||||
outBounds = new Bounds();
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||||
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return outBounds;
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}
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public void release() {
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Bounds.zero(this);
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boundsPool.add(this);
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}
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public void setBounds(Vector2f origin, Vector2f extents, float rotation) {
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this.origin.set(origin);
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this.halfExtents.set(extents);
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this.rotation = rotation;
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this.flipExtents = Bounds.calculateFlipExtents(this);
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}
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public void setBounds(PlacementInfo sourceInfo) {
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Blueprint sourceBlueprint;
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||||
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sourceBlueprint = Blueprint.getBlueprint(sourceInfo.getBlueprintUUID());
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this.origin.set(sourceInfo.getLoc().x, sourceInfo.getLoc().z);
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this.halfExtents.set(sourceBlueprint.getExtents());
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this.quaternion = new Quaternion(sourceInfo.getRot().x, sourceInfo.getRot().y,sourceInfo.getRot().z,sourceInfo.getW());
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this.rotation = sourceInfo.getRot().y;
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this.flipExtents = Bounds.calculateFlipExtents(this);
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}
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public void setBounds(Bounds sourceBounds) {
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origin.set(sourceBounds.origin);
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halfExtents.set(sourceBounds.halfExtents);
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this.rotation = sourceBounds.rotation;
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this.flipExtents = sourceBounds.flipExtents;
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}
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public void setBounds(AbstractCharacter sourcePlayer) {
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this.origin.set(sourcePlayer.getLoc().x, sourcePlayer.getLoc().z);
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this.halfExtents.set(.5f, .5f);
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this.rotation = 0;
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this.flipExtents = false;
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}
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public void setBounds(Vector3fImmutable sourceLocation) {
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this.origin.set(sourceLocation.x, sourceLocation.z);
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this.halfExtents.set(.5f, .5f);
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this.rotation = 0;
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this.flipExtents = false;
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}
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public void setBounds(Vector3fImmutable sourceLocation, float halfExtent) {
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this.origin.set(sourceLocation.x, sourceLocation.z);
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this.halfExtents.set(halfExtent, halfExtent);
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this.rotation = 0;
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this.flipExtents = false;
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}
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public void setBounds(Building building) {
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Blueprint blueprint;
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MeshBounds meshBounds;
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int halfExtentX;
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int halfExtentY;
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// Need a blueprint for proper bounds
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blueprint = building.getBlueprint();
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this.quaternion = new Quaternion(building.getRot().x, building.getRot().y,building.getRot().z,building.getw());
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// Calculate Bounds for non-blueprint objects
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if (blueprint == null) {
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// If a mesh is a non-blueprint structure then we calculate
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// it's bounding box based upon defaults from original source
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// lookup.
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meshBounds = meshBoundsCache.get(building.getMeshUUID());
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this.origin.set(building.getLoc().x, building.getLoc().z);
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// Magicbane uses half halfExtents
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if (meshBounds == null){
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halfExtentX = 1;
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halfExtentY = 1;
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}else{
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float halfExtent = Math.max((meshBounds.maxX - meshBounds.minX)/2, (meshBounds.maxZ - meshBounds.minZ) /2);
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halfExtentX = Math.round(halfExtent);
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halfExtentY = Math.round(halfExtent);
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}
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// The rotation is reset after the new aabb is calculated.
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this.rotation = building.getRot().y;
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// Caclculate and set the new half halfExtents for the rotated bounding box
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// and reset the rotation to 0 for this bounds.
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this.halfExtents.set(halfExtentX, (halfExtentY));
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this.rotation = 0;
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this.setRegions(building);
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this.setColliders(building);
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return;
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||||
}
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this.origin.set(building.getLoc().x, building.getLoc().z);
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this.rotation = building.getRot().y;
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this.halfExtents.set(blueprint.getExtents());
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this.flipExtents = Bounds.calculateFlipExtents(this);
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||||
|
||||
|
||||
this.setRegions(building);
|
||||
this.setColliders(building);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Identity Bounds at location
|
||||
public static void zero(Bounds bounds) {
|
||||
bounds.origin.zero();
|
||||
bounds.halfExtents.zero();
|
||||
bounds.rotation = 0.0f;
|
||||
bounds.flipExtents = false;
|
||||
}
|
||||
|
||||
public static boolean collide(Vector3fImmutable location, Bounds targetBounds) {
|
||||
|
||||
if (targetBounds == null)
|
||||
return false;
|
||||
|
||||
boolean collisionState = false;
|
||||
Bounds identityBounds = Bounds.borrow();
|
||||
identityBounds.setBounds(location);
|
||||
|
||||
collisionState = collide(targetBounds, identityBounds, 0.0f);
|
||||
identityBounds.release();
|
||||
return collisionState;
|
||||
}
|
||||
|
||||
|
||||
public static boolean collide(Vector3fImmutable location, Building targetBuilding) {
|
||||
|
||||
boolean collisionState = false;
|
||||
Bounds targetBounds = targetBuilding.getBounds();
|
||||
|
||||
if (targetBounds == null)
|
||||
return false;
|
||||
Bounds identityBounds = Bounds.borrow();
|
||||
identityBounds.setBounds(location);
|
||||
|
||||
collisionState = collide(targetBounds, identityBounds, 0.1f);
|
||||
identityBounds.release();
|
||||
return collisionState;
|
||||
}
|
||||
|
||||
public static boolean collide(Bounds sourceBounds, Bounds targetBounds, float threshold) {
|
||||
|
||||
float deltaX;
|
||||
float deltaY;
|
||||
float extentX;
|
||||
float extentY;
|
||||
float sourceExtentX;
|
||||
float sourceExtentY;
|
||||
float targetExtentX;
|
||||
float targetExtentY;
|
||||
|
||||
deltaX = Math.abs(sourceBounds.origin.x - targetBounds.origin.x);
|
||||
deltaY = Math.abs(sourceBounds.origin.y - targetBounds.origin.y);
|
||||
|
||||
if (sourceBounds.flipExtents) {
|
||||
sourceExtentX = sourceBounds.halfExtents.y;
|
||||
sourceExtentY = sourceBounds.halfExtents.x;
|
||||
}
|
||||
else {
|
||||
sourceExtentX = sourceBounds.halfExtents.x;
|
||||
sourceExtentY = sourceBounds.halfExtents.y;
|
||||
}
|
||||
if (targetBounds.flipExtents) {
|
||||
targetExtentX = targetBounds.halfExtents.y;
|
||||
targetExtentY = targetBounds.halfExtents.x;
|
||||
}
|
||||
else {
|
||||
targetExtentX = targetBounds.halfExtents.x;
|
||||
targetExtentY = targetBounds.halfExtents.y;
|
||||
}
|
||||
|
||||
extentX = sourceExtentX + targetExtentX;
|
||||
extentY = sourceExtentY + targetExtentY;
|
||||
|
||||
// Return false on overlapping edge cases
|
||||
if ((Math.abs(deltaX + threshold) < extentX))
|
||||
if ((Math.abs(deltaY + threshold) < extentY))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
// Method detects overlap of two given Bounds objects.
|
||||
// Just your generic AABB collision algorythm.
|
||||
|
||||
public static boolean collide(PlacementInfo sourceInfo, Building targetBuilding) {
|
||||
|
||||
Bounds sourceBounds;
|
||||
Bounds targetBounds;
|
||||
|
||||
boolean collisionState = false;
|
||||
|
||||
// Early exit sanity check. Can't quite collide against nothing
|
||||
|
||||
if ((sourceInfo == null) || (targetBuilding == null))
|
||||
return false;
|
||||
|
||||
sourceBounds = Bounds.borrow();
|
||||
sourceBounds.setBounds(sourceInfo);
|
||||
|
||||
// WARNING: DO NOT EVER RELEASE THESE WORLDOBJECT BOUNDS
|
||||
// THEY ARE NOT IMMUTABLE
|
||||
|
||||
targetBounds = targetBuilding.getBounds();
|
||||
|
||||
// If target building has no bounds, we certainly cannot collide.
|
||||
// Note: We remove and release bounds objects to the pool when
|
||||
// buildings are destroyed.
|
||||
|
||||
if (targetBounds == null)
|
||||
return false;
|
||||
|
||||
collisionState = collide(sourceBounds, targetBounds,.1f);
|
||||
|
||||
// Release bounds and return collision state
|
||||
|
||||
sourceBounds.release();
|
||||
return collisionState;
|
||||
}
|
||||
|
||||
public static boolean collide(Bounds bounds, Vector3fImmutable start, Vector3fImmutable end) {
|
||||
boolean collide = false;
|
||||
for (Colliders collider: bounds.colliders) {
|
||||
|
||||
collide = linesTouching(collider.startX, collider.startY, collider.endX,collider.endY, start.x, start.z, end.x,end.z);
|
||||
|
||||
if (collide)
|
||||
break;
|
||||
|
||||
|
||||
}
|
||||
|
||||
return collide;
|
||||
}
|
||||
|
||||
//used for wall collision with players.
|
||||
public static Vector3fImmutable PlayerBuildingCollisionPoint(PlayerCharacter player, Vector3fImmutable start, Vector3fImmutable end) {
|
||||
Vector3fImmutable collidePoint = null;
|
||||
|
||||
//player can fly over walls when at max altitude. skip collision checks.
|
||||
if (player.getAltitude() >= 60)
|
||||
return null;
|
||||
|
||||
|
||||
float distance = player.getLoc().distance2D(end);
|
||||
// Players should not be able to move more than 2000 units at a time, stop them dead in their tracks if they do. (hacks)
|
||||
if (distance > 2000)
|
||||
return player.getLoc();
|
||||
|
||||
|
||||
|
||||
HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(player, distance + 1000, MBServerStatics.MASK_BUILDING);
|
||||
float collideDistance = 0;
|
||||
float lastDistance = -1;
|
||||
|
||||
|
||||
for (AbstractWorldObject awo : awoList) {
|
||||
|
||||
Building building = (Building)awo;
|
||||
|
||||
|
||||
|
||||
//player is inside building region, skip collision check. we only do collision from the outside.
|
||||
if (player.getRegion() != null && player.getRegion().parentBuildingID == building.getObjectUUID())
|
||||
continue;
|
||||
if (building.getBounds().colliders == null)
|
||||
continue;
|
||||
|
||||
for (Colliders collider: building.getBounds().colliders) {
|
||||
|
||||
//links are what link together buildings, allow players to run through them only if they are in a building already.
|
||||
if (collider.isLink() && player.getRegion() != null)
|
||||
continue;
|
||||
if (collider.getDoorID() != 0 && building.isDoorOpen(collider.getDoorID()))
|
||||
continue;
|
||||
|
||||
Vector3fImmutable tempCollidePoint = lineIntersection(collider.startX, collider.startY, collider.endX,collider.endY, start.x, start.z, end.x,end.z);
|
||||
|
||||
//didnt collide, skip distance checks.
|
||||
if (tempCollidePoint == null)
|
||||
continue;
|
||||
|
||||
//first collision detection, inititialize all variables.
|
||||
if (lastDistance == -1) {
|
||||
collideDistance = start.distance2D(tempCollidePoint);
|
||||
lastDistance = collideDistance;
|
||||
collidePoint = tempCollidePoint;
|
||||
}else
|
||||
//get closest collide point.
|
||||
collideDistance = start.distance2D(tempCollidePoint);
|
||||
|
||||
if (collideDistance < lastDistance) {
|
||||
lastDistance = collideDistance;
|
||||
collidePoint = tempCollidePoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
if (collidePoint != null) {
|
||||
|
||||
if(collideDistance >= 2)
|
||||
collidePoint = player.getFaceDir().scaleAdd(-2f, new Vector3fImmutable((float) collidePoint.getX(), end.y, (float) collidePoint.getZ()));
|
||||
else
|
||||
collidePoint = player.getLoc();
|
||||
}
|
||||
|
||||
|
||||
return collidePoint;
|
||||
}
|
||||
|
||||
public static boolean linesTouching(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
|
||||
float denominator = ((x2 - x1) * (y4 - y3)) - ((y2 - y1) * (x4 - x3));
|
||||
float numerator1 = ((y1 - y3) * (x4 - x3)) - ((x1 - x3) * (y4 - y3));
|
||||
float numerator2 = ((y1 - y3) * (x2 - x1)) - ((x1 - x3) * (y2 - y1));
|
||||
|
||||
// Detect coincident lines (has a problem, read below)
|
||||
if (denominator == 0) return numerator1 == 0 && numerator2 == 0;
|
||||
|
||||
float r = numerator1 / denominator;
|
||||
float s = numerator2 / denominator;
|
||||
|
||||
return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
|
||||
}
|
||||
|
||||
public static Vector3fImmutable lineIntersection(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
|
||||
|
||||
// calculate the distance to intersection point
|
||||
float uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
|
||||
float uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
|
||||
|
||||
// if uA and uB are between 0-1, lines are colliding
|
||||
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
|
||||
return new Vector3fImmutable(x1 + (uA * (x2-x1)),0, y1 + (uA * (y2-y1)));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private static boolean calculateFlipExtents(Bounds bounds) {
|
||||
|
||||
int degrees;
|
||||
double radian =0;
|
||||
if (bounds.quaternion != null){
|
||||
radian = bounds.quaternion.angleY;
|
||||
}
|
||||
|
||||
degrees = (int) Math.toDegrees(radian);
|
||||
bounds.rotationDegrees = degrees;
|
||||
if (degrees < 0)
|
||||
degrees += 360;
|
||||
return (degrees >= 85 && degrees <= 95) ||
|
||||
(degrees >= 265 && degrees <= 275);
|
||||
|
||||
}
|
||||
|
||||
public void modify(float x, float y, float extents) {
|
||||
this.origin.x = x;
|
||||
this.origin.y = y;
|
||||
this.halfExtents.x = extents;
|
||||
this.halfExtents.y = extents;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @return the origin
|
||||
*/
|
||||
public Vector2f getOrigin() {
|
||||
return origin;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the halfExtents
|
||||
*/
|
||||
public Vector2f getHalfExtents() {
|
||||
return halfExtents;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the rotation
|
||||
*/
|
||||
public float getRotation() {
|
||||
return rotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param rotation the rotation to set
|
||||
*/
|
||||
public void setRotation(float rotation) {
|
||||
this.rotation = rotation;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void setRegions(Building building ){
|
||||
//Collidables are for player movement collision
|
||||
ArrayList<BuildingRegions> tempList = BuildingRegions._staticRegions.get(building.getMeshUUID());
|
||||
|
||||
ArrayList<Regions> tempRegions = new ArrayList<>();
|
||||
if (tempList != null){
|
||||
|
||||
for (BuildingRegions buildingRegion:tempList){
|
||||
|
||||
ArrayList<Vector3f> regionPoints = new ArrayList<>();
|
||||
|
||||
Vector3f centerPoint = ZoneManager.convertLocalToWorld(building, buildingRegion.center, this);
|
||||
for (Vector3f point: buildingRegion.getRegionPoints()){
|
||||
Vector3f rotatedPoint = ZoneManager.convertLocalToWorld(building, point,this);
|
||||
regionPoints.add(rotatedPoint);
|
||||
}
|
||||
tempRegions.add(new Regions(regionPoints, buildingRegion.getLevel(),buildingRegion.getRoom(),buildingRegion.isOutside(),buildingRegion.isExitRegion(), buildingRegion.isStairs(), centerPoint,building.getObjectUUID()));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
this.regions = tempRegions;
|
||||
}
|
||||
|
||||
public void setColliders(Building building ){
|
||||
//Collidables are for player movement collision
|
||||
ArrayList<StaticColliders> tempList = StaticColliders._staticColliders.get(building.getMeshUUID());
|
||||
|
||||
ArrayList<Colliders> tempColliders = new ArrayList<>();
|
||||
if (tempList != null){
|
||||
|
||||
for (StaticColliders staticCollider :tempList){
|
||||
|
||||
ArrayList<Vector3f> regionPoints = new ArrayList<>();
|
||||
|
||||
Vector3f colliderStart = new Vector3f(staticCollider.getStartX(), 0, staticCollider.getStartY());
|
||||
Vector3f colliderEnd = new Vector3f(staticCollider.getEndX(), 0, staticCollider.getEndY());
|
||||
Vector3f worldStart = ZoneManager.convertLocalToWorld(building, colliderStart, this);
|
||||
Vector3f worldEnd = ZoneManager.convertLocalToWorld(building, colliderEnd, this);
|
||||
tempColliders.add(new Colliders(worldStart.x, worldStart.z, worldEnd.x, worldEnd.z, staticCollider.getDoorID(), staticCollider.isLink()));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
this.colliders = tempColliders;
|
||||
}
|
||||
|
||||
public ArrayList<Regions> getRegions() {
|
||||
return regions;
|
||||
}
|
||||
|
||||
public void setRegions(ArrayList<Regions> regions) {
|
||||
this.regions = regions;
|
||||
}
|
||||
|
||||
public static Vector3f getRotatedPoint(Vector3f point, float centerX, float centerZ, float angle){
|
||||
|
||||
//TRANSLATE TO ORIGIN
|
||||
float x1 = point.getX() - centerX;
|
||||
float y1 = point.getZ() - centerZ;
|
||||
|
||||
//APPLY ROTATION
|
||||
float temp_x1 = (float) (x1 * Math.cos(angle) - y1 * Math.sin(angle));
|
||||
float temp_z1 = (float) (x1 * Math.sin(angle) + y1 * Math.cos(angle));
|
||||
|
||||
temp_x1 += centerX;
|
||||
temp_z1 += centerZ;
|
||||
|
||||
return new Vector3f(temp_x1,point.y,temp_z1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public float getRotationDegrees() {
|
||||
return rotationDegrees;
|
||||
}
|
||||
|
||||
public boolean isFlipExtents() {
|
||||
return flipExtents;
|
||||
}
|
||||
|
||||
public Quaternion getQuaternion() {
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,668 @@
|
||||
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
|
||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
|
||||
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
|
||||
// Magicbane Emulator Project © 2013 - 2022
|
||||
// www.magicbane.com
|
||||
|
||||
package engine.math;
|
||||
|
||||
import java.util.Calendar;
|
||||
import java.util.concurrent.ThreadLocalRandom;
|
||||
|
||||
/**
|
||||
* <code>FastMath</code> provides 'fast' math approximations and float
|
||||
* equivalents of Math functions. These are all used as static values and
|
||||
* functions.
|
||||
*
|
||||
* @author Various
|
||||
*/
|
||||
|
||||
final public class FastMath {
|
||||
|
||||
private FastMath() {
|
||||
}
|
||||
|
||||
/** A "close to zero" double epsilon value for use */
|
||||
public static final double DBL_EPSILON = 2.220446049250313E-16d;
|
||||
|
||||
/** A "close to zero" float epsilon value for use */
|
||||
public static final float FLT_EPSILON = 1.1920928955078125E-7f;
|
||||
|
||||
/** A "close to zero" float epsilon value for use */
|
||||
public static final float ZERO_TOLERANCE = 0.0001f;
|
||||
|
||||
public static final float ONE_THIRD = 1f / 3f;
|
||||
|
||||
/** The value PI as a float. (180 degrees) */
|
||||
public static final float PI = (float) Math.PI;
|
||||
|
||||
/** The value 2PI as a float. (360 degrees) */
|
||||
public static final float TWO_PI = 2.0f * PI;
|
||||
|
||||
/** The value PI/2 as a float. (90 degrees) */
|
||||
public static final float HALF_PI = 0.5f * PI;
|
||||
|
||||
/** The value PI/4 as a float. (45 degrees) */
|
||||
public static final float QUARTER_PI = 0.25f * PI;
|
||||
|
||||
/** The value 1/PI as a float. */
|
||||
public static final float INV_PI = 1.0f / PI;
|
||||
|
||||
/** The value 1/(2PI) as a float. */
|
||||
public static final float INV_TWO_PI = 1.0f / TWO_PI;
|
||||
|
||||
/** A value to multiply a degree value by, to convert it to radians. */
|
||||
public static final float DEG_TO_RAD = PI / 180.0f;
|
||||
|
||||
/** A value to multiply a radian value by, to convert it to degrees. */
|
||||
public static final float RAD_TO_DEG = 180.0f / PI;
|
||||
|
||||
/**
|
||||
* Returns true if the number is a power of 2 (2,4,8,16...)
|
||||
*
|
||||
* A good implementation found on the Java boards. note: a number is a power
|
||||
* of two if and only if it is the smallest number with that number of
|
||||
* significant bits. Therefore, if you subtract 1, you know that the new
|
||||
* number will have fewer bits, so ANDing the original number with anything
|
||||
* less than it will give 0.
|
||||
*
|
||||
* @param number
|
||||
* The number to test.
|
||||
* @return True if it is a power of two.
|
||||
*/
|
||||
public static boolean isPowerOfTwo(int number) {
|
||||
return (number > 0) && (number & (number - 1)) == 0;
|
||||
}
|
||||
|
||||
public static int nearestPowerOfTwo(int number) {
|
||||
return (int) Math.pow(2, Math.ceil(Math.log(number) / Math.log(2)));
|
||||
}
|
||||
|
||||
public static boolean between(float i, float minValueInclusive, float maxValueInclusive) {
|
||||
return (i >= minValueInclusive && i <= maxValueInclusive);
|
||||
}
|
||||
|
||||
/**
|
||||
* Linear interpolation from startValue to endValue by the given percent.
|
||||
* Basically: ((1 - percent) * startValue) + (percent * endValue)
|
||||
*
|
||||
* @param percent
|
||||
* Percent value to use.
|
||||
* @param startValue
|
||||
* Begining value. 0% of f
|
||||
* @param endValue
|
||||
* ending value. 100% of f
|
||||
* @return The interpolated value between startValue and endValue.
|
||||
*/
|
||||
public static float LERP(float percent, float startValue, float endValue) {
|
||||
if (startValue == endValue)
|
||||
return startValue;
|
||||
return ((1 - percent) * startValue) + (percent * endValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the arc cosine of an angle given in radians.<br>
|
||||
* Special cases:
|
||||
* <ul>
|
||||
* <li>If fValue is smaller than -1, then the result is PI.
|
||||
* <li>If the argument is greater than 1, then the result is 0.
|
||||
* </ul>
|
||||
*
|
||||
* @param fValue
|
||||
* The angle, in radians.
|
||||
* @return fValue's acos
|
||||
* @see java.lang.Math#acos(double)
|
||||
*/
|
||||
public static float acos(float fValue) {
|
||||
if (-1.0f < fValue) {
|
||||
if (fValue < 1.0f)
|
||||
return (float) Math.acos(fValue);
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return PI;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the arc sine of an angle given in radians.<br>
|
||||
* Special cases:
|
||||
* <ul>
|
||||
* <li>If fValue is smaller than -1, then the result is -HALF_PI.
|
||||
* <li>If the argument is greater than 1, then the result is HALF_PI.
|
||||
* </ul>
|
||||
*
|
||||
* @param fValue
|
||||
* The angle, in radians.
|
||||
* @return fValue's asin
|
||||
* @see java.lang.Math#asin(double)
|
||||
*/
|
||||
public static float asin(float fValue) {
|
||||
if (-1.0f < fValue) {
|
||||
if (fValue < 1.0f)
|
||||
return (float) Math.asin(fValue);
|
||||
|
||||
return HALF_PI;
|
||||
}
|
||||
|
||||
return -HALF_PI;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the arc tangent of an angle given in radians.<br>
|
||||
*
|
||||
* @param fValue
|
||||
* The angle, in radians.
|
||||
* @return fValue's asin
|
||||
* @see java.lang.Math#atan(double)
|
||||
*/
|
||||
public static float atan(float fValue) {
|
||||
return (float) Math.atan(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* A direct call to Math.atan2.
|
||||
*
|
||||
* @param fY
|
||||
* @param fX
|
||||
* @return Math.atan2(fY,fX)
|
||||
* @see java.lang.Math#atan2(double, double)
|
||||
*/
|
||||
public static float atan2(float fY, float fX) {
|
||||
return (float) Math.atan2(fY, fX);
|
||||
}
|
||||
|
||||
/**
|
||||
* Rounds a fValue up. A call to Math.ceil
|
||||
*
|
||||
* @param fValue
|
||||
* The value.
|
||||
* @return The fValue rounded up
|
||||
* @see java.lang.Math#ceil(double)
|
||||
*/
|
||||
public static float ceil(float fValue) {
|
||||
return (float) Math.ceil(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Fast Trig functions for x86. This forces the trig functiosn to stay
|
||||
* within the safe area on the x86 processor (-45 degrees to +45 degrees)
|
||||
* The results may be very slightly off from what the Math and StrictMath
|
||||
* trig functions give due to rounding in the angle reduction but it will be
|
||||
* very very close.
|
||||
*
|
||||
*/
|
||||
public static float reduceSinAngle(float radians) {
|
||||
radians %= TWO_PI; // put us in -2PI to +2PI space
|
||||
if (Math.abs(radians) > PI) { // put us in -PI to +PI space
|
||||
radians -= (TWO_PI);
|
||||
}
|
||||
if (Math.abs(radians) > HALF_PI) {// put us in -PI/2 to +PI/2 space
|
||||
radians = PI - radians;
|
||||
}
|
||||
|
||||
return radians;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns sine of a value.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to sine, in radians.
|
||||
* @return The sine of fValue.
|
||||
* @see java.lang.Math#sin(double)
|
||||
*/
|
||||
public static float sin(float fValue) {
|
||||
fValue = reduceSinAngle(fValue); // limits angle to between -PI/2 and
|
||||
// +PI/2
|
||||
if (Math.abs(fValue) <= Math.PI / 4) {
|
||||
return (float) Math.sin(fValue);
|
||||
}
|
||||
|
||||
return (float) Math.cos(Math.PI / 2 - fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns cos of a value.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to cosine, in radians.
|
||||
* @return The cosine of fValue.
|
||||
* @see java.lang.Math#cos(double)
|
||||
*/
|
||||
public static float cos(float fValue) {
|
||||
return sin(fValue + HALF_PI);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns E^fValue
|
||||
*
|
||||
* @param fValue
|
||||
* Value to raise to a power.
|
||||
* @return The value E^fValue
|
||||
* @see java.lang.Math#exp(double)
|
||||
*/
|
||||
public static float exp(float fValue) {
|
||||
return (float) Math.exp(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns Absolute value of a float.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to abs.
|
||||
* @return The abs of the value.
|
||||
* @see java.lang.Math#abs(float)
|
||||
*/
|
||||
public static float abs(float fValue) {
|
||||
if (fValue < 0)
|
||||
return -fValue;
|
||||
return fValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a number rounded down.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to round
|
||||
* @return The given number rounded down
|
||||
* @see java.lang.Math#floor(double)
|
||||
*/
|
||||
public static float floor(float fValue) {
|
||||
return (float) Math.floor(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1/sqrt(fValue)
|
||||
*
|
||||
* @param fValue
|
||||
* The value to process.
|
||||
* @return 1/sqrt(fValue)
|
||||
* @see java.lang.Math#sqrt(double)
|
||||
*/
|
||||
public static float invSqrt(float fValue) {
|
||||
return (float) (1.0f / Math.sqrt(fValue));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the log base E of a value.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to Logger.getInstance().
|
||||
* @return The log of fValue base E
|
||||
* @see java.lang.Math#log(double)
|
||||
*/
|
||||
public static float log(float fValue) {
|
||||
return (float) Math.log(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the logarithm of value with given base, calculated as
|
||||
* log(value)/log(base), so that pow(base, return)==value (contributed by
|
||||
* vear)
|
||||
*
|
||||
* @param value
|
||||
* The value to Logger.getInstance().
|
||||
* @param base
|
||||
* Base of logarithm.
|
||||
* @return The logarithm of value with given base
|
||||
*/
|
||||
public static float log(float value, float base) {
|
||||
return (float) (Math.log(value) / Math.log(base));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a number raised to an exponent power. fBase^fExponent
|
||||
*
|
||||
* @param fBase
|
||||
* The base value (IE 2)
|
||||
* @param fExponent
|
||||
* The exponent value (IE 3)
|
||||
* @return base raised to exponent (IE 8)
|
||||
* @see java.lang.Math#pow(double, double)
|
||||
*/
|
||||
public static float pow(float fBase, float fExponent) {
|
||||
return (float) Math.pow(fBase, fExponent);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the value squared. fValue ^ 2
|
||||
*
|
||||
* @param fValue
|
||||
* The vaule to square.
|
||||
* @return The square of the given value.
|
||||
*/
|
||||
public static float sqr(float fValue) {
|
||||
return fValue * fValue;
|
||||
}
|
||||
|
||||
public static double sqr(double fValue) {
|
||||
return fValue * fValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the square root of a given value.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to sqrt.
|
||||
* @return The square root of the given value.
|
||||
* @see java.lang.Math#sqrt(double)
|
||||
*/
|
||||
public static float sqrt(float fValue) {
|
||||
return (float) Math.sqrt(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the tangent of a value. If USE_FAST_TRIG is enabled, an
|
||||
* approximate value is returned. Otherwise, a direct value is used.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to tangent, in radians.
|
||||
* @return The tangent of fValue.
|
||||
* @see java.lang.Math#tan(double)
|
||||
*/
|
||||
public static float tan(float fValue) {
|
||||
return (float) Math.tan(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1 if the number is positive, -1 if the number is negative, and 0
|
||||
* otherwise
|
||||
*
|
||||
* @param iValue
|
||||
* The integer to examine.
|
||||
* @return The integer's sign.
|
||||
*/
|
||||
public static int sign(int iValue) {
|
||||
if (iValue > 0)
|
||||
return 1;
|
||||
|
||||
if (iValue < 0)
|
||||
return -1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1 if the number is positive, -1 if the number is negative, and 0
|
||||
* otherwise
|
||||
*
|
||||
* @param fValue
|
||||
* The float to examine.
|
||||
* @return The float's sign.
|
||||
*/
|
||||
public static float sign(float fValue) {
|
||||
return Math.signum(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Given 3 points in a 2d plane, this function computes if the points going
|
||||
* from A-B-C are moving counter clock wise.
|
||||
*
|
||||
* @param p0
|
||||
* Point 0.
|
||||
* @param p1
|
||||
* Point 1.
|
||||
* @param p2
|
||||
* Point 2.
|
||||
* @return 1 If they are CCW, -1 if they are not CCW, 0 if p2 is between p0
|
||||
* and p1.
|
||||
*/
|
||||
public static int counterClockwise(Vector2f p0, Vector2f p1, Vector2f p2) {
|
||||
float dx1, dx2, dy1, dy2;
|
||||
dx1 = p1.x - p0.x;
|
||||
dy1 = p1.y - p0.y;
|
||||
dx2 = p2.x - p0.x;
|
||||
dy2 = p2.y - p0.y;
|
||||
if (dx1 * dy2 > dy1 * dx2)
|
||||
return 1;
|
||||
if (dx1 * dy2 < dy1 * dx2)
|
||||
return -1;
|
||||
if ((dx1 * dx2 < 0) || (dy1 * dy2 < 0))
|
||||
return -1;
|
||||
if ((dx1 * dx1 + dy1 * dy1) < (dx2 * dx2 + dy2 * dy2))
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Test if a point is inside a triangle. 1 if the point is on the ccw side,
|
||||
* -1 if the point is on the cw side, and 0 if it is on neither.
|
||||
*
|
||||
* @param t0
|
||||
* First point of the triangle.
|
||||
* @param t1
|
||||
* Second point of the triangle.
|
||||
* @param t2
|
||||
* Third point of the triangle.
|
||||
* @param p
|
||||
* The point to test.
|
||||
* @return Value 1 or -1 if inside triangle, 0 otherwise.
|
||||
*/
|
||||
public static int pointInsideTriangle(Vector2f t0, Vector2f t1,
|
||||
Vector2f t2, Vector2f p) {
|
||||
int val1 = counterClockwise(t0, t1, p);
|
||||
if (val1 == 0)
|
||||
return 1;
|
||||
int val2 = counterClockwise(t1, t2, p);
|
||||
if (val2 == 0)
|
||||
return 1;
|
||||
if (val2 != val1)
|
||||
return 0;
|
||||
int val3 = counterClockwise(t2, t0, p);
|
||||
if (val3 == 0)
|
||||
return 1;
|
||||
if (val3 != val1)
|
||||
return 0;
|
||||
return val3;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the determinant of a 4x4 matrix.
|
||||
*/
|
||||
public static float determinant(double m00, double m01, double m02,
|
||||
double m03, double m10, double m11, double m12, double m13,
|
||||
double m20, double m21, double m22, double m23, double m30,
|
||||
double m31, double m32, double m33) {
|
||||
|
||||
double det01 = m20 * m31 - m21 * m30;
|
||||
double det02 = m20 * m32 - m22 * m30;
|
||||
double det03 = m20 * m33 - m23 * m30;
|
||||
double det12 = m21 * m32 - m22 * m31;
|
||||
double det13 = m21 * m33 - m23 * m31;
|
||||
double det23 = m22 * m33 - m23 * m32;
|
||||
return (float) (m00 * (m11 * det23 - m12 * det13 + m13 * det12) - m01
|
||||
* (m10 * det23 - m12 * det03 + m13 * det02) + m02
|
||||
* (m10 * det13 - m11 * det03 + m13 * det01) - m03
|
||||
* (m10 * det12 - m11 * det02 + m12 * det01));
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Spherical coordinates to Cartesian (using positive
|
||||
* Y as up) and stores the results in the store var.
|
||||
*/
|
||||
public static Vector3f sphericalToCartesian(Vector3f sphereCoords,
|
||||
Vector3f store) {
|
||||
store.y = sphereCoords.x * FastMath.sin(sphereCoords.z);
|
||||
float a = sphereCoords.x * FastMath.cos(sphereCoords.z);
|
||||
store.x = a * FastMath.cos(sphereCoords.y);
|
||||
store.z = a * FastMath.sin(sphereCoords.y);
|
||||
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Cartesian coordinates (using positive Y as up) to
|
||||
* Spherical and stores the results in the store var. (Radius, Azimuth,
|
||||
* Polar)
|
||||
*/
|
||||
public static Vector3f cartesianToSpherical(Vector3f cartCoords,
|
||||
Vector3f store) {
|
||||
if (cartCoords.x == 0)
|
||||
cartCoords.x = FastMath.FLT_EPSILON;
|
||||
store.x = FastMath
|
||||
.sqrt((cartCoords.x * cartCoords.x)
|
||||
+ (cartCoords.y * cartCoords.y)
|
||||
+ (cartCoords.z * cartCoords.z));
|
||||
store.y = FastMath.atan(cartCoords.z / cartCoords.x);
|
||||
if (cartCoords.x < 0)
|
||||
store.y += FastMath.PI;
|
||||
store.z = FastMath.asin(cartCoords.y / store.x);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Spherical coordinates to Cartesian (using positive
|
||||
* Z as up) and stores the results in the store var.
|
||||
*/
|
||||
public static Vector3f sphericalToCartesianZ(Vector3f sphereCoords,
|
||||
Vector3f store) {
|
||||
store.z = sphereCoords.x * FastMath.sin(sphereCoords.z);
|
||||
float a = sphereCoords.x * FastMath.cos(sphereCoords.z);
|
||||
store.x = a * FastMath.cos(sphereCoords.y);
|
||||
store.y = a * FastMath.sin(sphereCoords.y);
|
||||
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Cartesian coordinates (using positive Z as up) to
|
||||
* Spherical and stores the results in the store var. (Radius, Azimuth,
|
||||
* Polar)
|
||||
*/
|
||||
public static Vector3f cartesianZToSpherical(Vector3f cartCoords,
|
||||
Vector3f store) {
|
||||
if (cartCoords.x == 0)
|
||||
cartCoords.x = FastMath.FLT_EPSILON;
|
||||
store.x = FastMath
|
||||
.sqrt((cartCoords.x * cartCoords.x)
|
||||
+ (cartCoords.y * cartCoords.y)
|
||||
+ (cartCoords.z * cartCoords.z));
|
||||
store.z = FastMath.atan(cartCoords.z / cartCoords.x);
|
||||
if (cartCoords.x < 0)
|
||||
store.z += FastMath.PI;
|
||||
store.y = FastMath.asin(cartCoords.y / store.x);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes an value and expresses it in terms of min to max.
|
||||
*
|
||||
* @param val
|
||||
* - the angle to normalize (in radians)
|
||||
* @return the normalized angle (also in radians)
|
||||
*/
|
||||
public static float normalize(float val, float min, float max) {
|
||||
if (Float.isInfinite(val) || Float.isNaN(val))
|
||||
return 0f;
|
||||
float range = max - min;
|
||||
while (val > max)
|
||||
val -= range;
|
||||
while (val < min)
|
||||
val += range;
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param x
|
||||
* the value whose sign is to be adjusted.
|
||||
* @param y
|
||||
* the value whose sign is to be used.
|
||||
* @return x with its sign changed to match the sign of y.
|
||||
*/
|
||||
public static float copysign(float x, float y) {
|
||||
if (y >= 0 && x <= -0)
|
||||
return -x;
|
||||
else if (y < 0 && x >= 0)
|
||||
return -x;
|
||||
else
|
||||
return x;
|
||||
}
|
||||
|
||||
/**
|
||||
* Take a float input and clamp it between min and max.
|
||||
*
|
||||
* @param input
|
||||
* @param min
|
||||
* @param max
|
||||
* @return clamped input
|
||||
*/
|
||||
public static float clamp(float input, float min, float max) {
|
||||
return (input < min) ? min : (input > max) ? max : input;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Return a random 2D vector
|
||||
* this needs checked
|
||||
*/
|
||||
public static Vector3fImmutable randomVector2D() {
|
||||
float x = ((ThreadLocalRandom.current().nextFloat() * 2) - 1);
|
||||
float z = ((ThreadLocalRandom.current().nextFloat() * 2) - 1);
|
||||
Vector3fImmutable ret = new Vector3fImmutable(x, 0, z);
|
||||
return ret.normalize();
|
||||
}
|
||||
|
||||
/**
|
||||
* Turns a String into an Integer hash that the client will recognize.
|
||||
*
|
||||
* @param s
|
||||
* The String to hash
|
||||
* @return the Integer hash
|
||||
*/
|
||||
public static int hash(String s) {
|
||||
int out = 0, pad = 0;
|
||||
for(char c : s.toCharArray()) {
|
||||
if(c == ' ' || c == '\\') {
|
||||
pad += 5;
|
||||
continue;
|
||||
}
|
||||
if(c > 0x40 && c < 0x60)
|
||||
out ^= _rotl((byte) 0x60, pad);
|
||||
out ^= _rotl((byte) (c & 0xDF), pad);
|
||||
pad += 5;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Utility function for making hashes
|
||||
*/
|
||||
private static int _rotl(int value, int shift) {
|
||||
if ((shift &= 31) == 0)
|
||||
return value;
|
||||
return (value << shift) | (value >> (32 - shift));
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets number of seconds until next hours
|
||||
*/
|
||||
|
||||
public static int secondsUntilNextHour() {
|
||||
Calendar cal = Calendar.getInstance();
|
||||
int minute = cal.get(Calendar.MINUTE);
|
||||
int second = cal.get(Calendar.SECOND);
|
||||
return 3600 - (minute * 60) - second;
|
||||
}
|
||||
|
||||
public static float area(float x1, float y1, float x2, float y2, float x3, float y3){
|
||||
return (float) Math.abs((x1*(y2-y3) + x2*(y3-y1)+ x3*(y1-y2))/2.0); //Change to *.5?
|
||||
}
|
||||
|
||||
public static float GetDegrees(float yRot){
|
||||
double radian = Math.asin(yRot);
|
||||
float degrees = (float) Math.toDegrees(radian);
|
||||
|
||||
degrees *=2;
|
||||
return degrees;
|
||||
}
|
||||
|
||||
public static float degreesToW(float degrees){
|
||||
return (float) Math.abs(Math.cos(Math.toRadians(degrees)/2));
|
||||
}
|
||||
public static float degreesToYRotation(float degrees){
|
||||
return (float)Math.sin(Math.toRadians(degrees)/2);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,662 @@
|
||||
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
|
||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
|
||||
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
|
||||
// Magicbane Emulator Project © 2013 - 2022
|
||||
// www.magicbane.com
|
||||
|
||||
package engine.math;
|
||||
|
||||
/**
|
||||
* <code>Vector2f</code> defines a Vector for a two float value vector.
|
||||
*
|
||||
*/
|
||||
public class Vector2f {
|
||||
|
||||
/**
|
||||
* the x value of the vector.
|
||||
*/
|
||||
public float x;
|
||||
/**
|
||||
* the y value of the vector.
|
||||
*/
|
||||
public float y;
|
||||
|
||||
/**
|
||||
* Creates a Vector2f with the given initial x and y values.
|
||||
*
|
||||
* @param x
|
||||
* The x value of this Vector2f.
|
||||
* @param y
|
||||
* The y value of this Vector2f.
|
||||
*/
|
||||
public Vector2f(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0).
|
||||
*/
|
||||
public Vector2f() {
|
||||
x = y = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Vector2f that contains the passed vector's information
|
||||
*
|
||||
* @param vector2f
|
||||
* The vector to copy
|
||||
*/
|
||||
public Vector2f(Vector2f vector2f) {
|
||||
this.x = vector2f.x;
|
||||
this.y = vector2f.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* set the x and y values of the vector
|
||||
*
|
||||
* @param x
|
||||
* the x value of the vector.
|
||||
* @param y
|
||||
* the y value of the vector.
|
||||
* @return this vector
|
||||
*/
|
||||
public Vector2f set(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* set the x and y values of the vector from another vector
|
||||
*
|
||||
* @param vec
|
||||
* the vector to copy from
|
||||
* @return this vector
|
||||
*/
|
||||
public Vector2f set(Vector2f vec) {
|
||||
this.x = vec.x;
|
||||
this.y = vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>add</code> adds a provided vector to this vector creating a
|
||||
* resultant vector which is returned. If the provided vector is null, null
|
||||
* is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to add to this.
|
||||
* @return the resultant vector.
|
||||
*/
|
||||
public Vector2f add(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
return new Vector2f(x + vec.x, y + vec.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>addLocal</code> adds a provided vector to this vector internally,
|
||||
* and returns a handle to this vector for easy chaining of calls. If the
|
||||
* provided vector is null, null is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to add to this vector.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f addLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
x += vec.x;
|
||||
y += vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>addLocal</code> adds the provided values to this vector internally,
|
||||
* and returns a handle to this vector for easy chaining of calls.
|
||||
*
|
||||
* @param addX
|
||||
* value to add to x
|
||||
* @param addY
|
||||
* value to add to y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f addLocal(float addX, float addY) {
|
||||
x += addX;
|
||||
y += addY;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>add</code> adds this vector by <code>vec</code> and stores the
|
||||
* result in <code>result</code>.
|
||||
*
|
||||
* @param vec
|
||||
* The vector to add.
|
||||
* @param result
|
||||
* The vector to store the result in.
|
||||
* @return The result vector, after adding.
|
||||
*/
|
||||
public Vector2f add(Vector2f vec, Vector2f result) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
if (result == null)
|
||||
result = new Vector2f();
|
||||
result.x = x + vec.x;
|
||||
result.y = y + vec.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>dot</code> calculates the dot product of this vector with a
|
||||
* provided vector. If the provided vector is null, 0 is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to dot with this vector.
|
||||
* @return the resultant dot product of this vector and a given vector.
|
||||
*/
|
||||
public float dot(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
return 0;
|
||||
}
|
||||
return x * vec.x + y * vec.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>cross</code> calculates the cross product of this vector with a
|
||||
* parameter vector v.
|
||||
*
|
||||
* @param v
|
||||
* the vector to take the cross product of with this.
|
||||
* @return the cross product vector.
|
||||
*/
|
||||
public Vector3f cross(Vector2f v) {
|
||||
return new Vector3f(0, 0, determinant(v));
|
||||
}
|
||||
|
||||
public float determinant(Vector2f v) {
|
||||
return (x * v.y) - (y * v.x);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets this vector to the interpolation by changeAmnt from this to the
|
||||
* finalVec this=(1-changeAmnt)*this + changeAmnt * finalVec
|
||||
*
|
||||
* @param finalVec
|
||||
* The final vector to interpolate towards
|
||||
* @param changeAmnt
|
||||
* An amount between 0.0 - 1.0 representing a percentage change
|
||||
* from this towards finalVec
|
||||
*/
|
||||
public void interpolate(Vector2f finalVec, float changeAmnt) {
|
||||
this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
|
||||
this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets this vector to the interpolation by changeAmnt from beginVec to
|
||||
* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
|
||||
*
|
||||
* @param beginVec
|
||||
* The begining vector (delta=0)
|
||||
* @param finalVec
|
||||
* The final vector to interpolate towards (delta=1)
|
||||
* @param changeAmnt
|
||||
* An amount between 0.0 - 1.0 representing a precentage change
|
||||
* from beginVec towards finalVec
|
||||
*/
|
||||
public void interpolate(Vector2f beginVec, Vector2f finalVec,
|
||||
float changeAmnt) {
|
||||
this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
|
||||
this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check a vector... if it is null or its floats are NaN or infinite, return
|
||||
* false. Else return true.
|
||||
*
|
||||
* @param vector
|
||||
* the vector to check
|
||||
* @return true or false as stated above.
|
||||
*/
|
||||
public static boolean isValidVector(Vector2f vector) {
|
||||
if (vector == null)
|
||||
return false;
|
||||
if (Float.isNaN(vector.x) || Float.isNaN(vector.y))
|
||||
return false;
|
||||
return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y);
|
||||
}
|
||||
|
||||
public static boolean isZeroVector(Vector2f vector) {
|
||||
|
||||
return (vector.x == 0) &&
|
||||
(vector.y == 0);
|
||||
|
||||
}
|
||||
/**
|
||||
* <code>length</code> calculates the magnitude of this vector.
|
||||
*
|
||||
* @return the length or magnitude of the vector.
|
||||
*/
|
||||
public float length() {
|
||||
return FastMath.sqrt(lengthSquared());
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>lengthSquared</code> calculates the squared value of the magnitude
|
||||
* of the vector.
|
||||
*
|
||||
* @return the magnitude squared of the vector.
|
||||
*/
|
||||
public float lengthSquared() {
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distanceSquared</code> calculates the distance squared between this
|
||||
* vector and vector v.
|
||||
*
|
||||
* @param v
|
||||
* the second vector to determine the distance squared.
|
||||
* @return the distance squared between the two vectors.
|
||||
*/
|
||||
public float distanceSquared(Vector2f v) {
|
||||
double dx = x - v.x;
|
||||
double dy = y - v.y;
|
||||
return (float) (dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distanceSquared</code> calculates the distance squared between this
|
||||
* vector and vector v.
|
||||
*
|
||||
* @return the distance squared between the two vectors.
|
||||
*/
|
||||
public float distanceSquared(float otherX, float otherY) {
|
||||
double dx = x - otherX;
|
||||
double dy = y - otherY;
|
||||
return (float) (dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distance</code> calculates the distance between this vector and
|
||||
* vector v.
|
||||
*
|
||||
* @param v
|
||||
* the second vector to determine the distance.
|
||||
* @return the distance between the two vectors.
|
||||
*/
|
||||
public float distance(Vector2f v) {
|
||||
return FastMath.sqrt(distanceSquared(v));
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>mult</code> multiplies this vector by a scalar. The resultant
|
||||
* vector is returned.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to multiply this vector by.
|
||||
* @return the new vector.
|
||||
*/
|
||||
public Vector2f mult(float scalar) {
|
||||
return new Vector2f(x * scalar, y * scalar);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>multLocal</code> multiplies this vector by a scalar internally, and
|
||||
* returns a handle to this vector for easy chaining of calls.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to multiply this vector by.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f multLocal(float scalar) {
|
||||
x *= scalar;
|
||||
y *= scalar;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>multLocal</code> multiplies a provided vector to this vector
|
||||
* internally, and returns a handle to this vector for easy chaining of
|
||||
* calls. If the provided vector is null, null is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to mult to this vector.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f multLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
x *= vec.x;
|
||||
y *= vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Multiplies this Vector2f's x and y by the scalar and stores the result in
|
||||
* product. The result is returned for chaining. Similar to
|
||||
* product=this*scalar;
|
||||
*
|
||||
* @param scalar
|
||||
* The scalar to multiply by.
|
||||
* @param product
|
||||
* The vector2f to store the result in.
|
||||
* @return product, after multiplication.
|
||||
*/
|
||||
public Vector2f mult(float scalar, Vector2f product) {
|
||||
if (null == product) {
|
||||
product = new Vector2f();
|
||||
}
|
||||
|
||||
product.x = x * scalar;
|
||||
product.y = y * scalar;
|
||||
return product;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>divide</code> divides the values of this vector by a scalar and
|
||||
* returns the result. The values of this vector remain untouched.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to divide this vectors attributes by.
|
||||
* @return the result <code>Vector</code>.
|
||||
*/
|
||||
public Vector2f divide(float scalar) {
|
||||
return new Vector2f(x / scalar, y / scalar);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>divideLocal</code> divides this vector by a scalar internally, and
|
||||
* returns a handle to this vector for easy chaining of calls. Dividing by
|
||||
* zero will result in an exception.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to divides this vector by.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f divideLocal(float scalar) {
|
||||
x /= scalar;
|
||||
y /= scalar;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>negate</code> returns the negative of this vector. All values are
|
||||
* negated and set to a new vector.
|
||||
*
|
||||
* @return the negated vector.
|
||||
*/
|
||||
public Vector2f negate() {
|
||||
return new Vector2f(-x, -y);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>negateLocal</code> negates the internal values of this vector.
|
||||
*
|
||||
* @return this.
|
||||
*/
|
||||
public Vector2f negateLocal() {
|
||||
x = -x;
|
||||
y = -y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtract</code> subtracts the values of a given vector from those
|
||||
* of this vector creating a new vector object. If the provided vector is
|
||||
* null, an exception is thrown.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to subtract from this vector.
|
||||
* @return the result vector.
|
||||
*/
|
||||
public Vector2f subtract(Vector2f vec) {
|
||||
return subtract(vec, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtract</code> subtracts the values of a given vector from those
|
||||
* of this vector storing the result in the given vector object. If the
|
||||
* provided vector is null, an exception is thrown.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to subtract from this vector.
|
||||
* @param store
|
||||
* the vector to store the result in. It is safe for this to be
|
||||
* the same as vec. If null, a new vector is created.
|
||||
* @return the result vector.
|
||||
*/
|
||||
public Vector2f subtract(Vector2f vec, Vector2f store) {
|
||||
if (store == null)
|
||||
store = new Vector2f();
|
||||
store.x = x - vec.x;
|
||||
store.y = y - vec.y;
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtract</code> subtracts the given x,y values from those of this
|
||||
* vector creating a new vector object.
|
||||
*
|
||||
* @param valX
|
||||
* value to subtract from x
|
||||
* @param valY
|
||||
* value to subtract from y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f subtract(float valX, float valY) {
|
||||
return new Vector2f(x - valX, y - valY);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtractLocal</code> subtracts a provided vector to this vector
|
||||
* internally, and returns a handle to this vector for easy chaining of
|
||||
* calls. If the provided vector is null, null is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to subtract
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f subtractLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
x -= vec.x;
|
||||
y -= vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtractLocal</code> subtracts the provided values from this vector
|
||||
* internally, and returns a handle to this vector for easy chaining of
|
||||
* calls.
|
||||
*
|
||||
* @param valX
|
||||
* value to subtract from x
|
||||
* @param valY
|
||||
* value to subtract from y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f subtractLocal(float valX, float valY) {
|
||||
x -= valX;
|
||||
y -= valY;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>normalize</code> returns the unit vector of this vector.
|
||||
*
|
||||
* @return unit vector of this vector.
|
||||
*/
|
||||
public Vector2f normalize() {
|
||||
float length = length();
|
||||
if (length != 0) {
|
||||
return divide(length);
|
||||
}
|
||||
|
||||
return divide(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>normalizeLocal</code> makes this vector into a unit vector of
|
||||
* itself.
|
||||
*
|
||||
* @return this.
|
||||
*/
|
||||
public Vector2f normalizeLocal() {
|
||||
float length = length();
|
||||
if (length != 0) {
|
||||
return divideLocal(length);
|
||||
}
|
||||
|
||||
return divideLocal(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>smallestAngleBetween</code> returns (in radians) the minimum angle
|
||||
* between two vectors. It is assumed that both this vector and the given
|
||||
* vector are unit vectors (iow, normalized).
|
||||
*
|
||||
* @param otherVector
|
||||
* a unit vector to find the angle against
|
||||
* @return the angle in radians.
|
||||
*/
|
||||
public float smallestAngleBetween(Vector2f otherVector) {
|
||||
float dotProduct = dot(otherVector);
|
||||
return FastMath.acos(dotProduct);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>angleBetween</code> returns (in radians) the angle required to
|
||||
* rotate a ray represented by this vector to lie colinear to a ray
|
||||
* described by the given vector. It is assumed that both this vector and
|
||||
* the given vector are unit vectors (iow, normalized).
|
||||
*
|
||||
* @param otherVector
|
||||
* the "destination" unit vector
|
||||
* @return the angle in radians.
|
||||
*/
|
||||
public float angleBetween(Vector2f otherVector) {
|
||||
return FastMath.atan2(otherVector.y, otherVector.x)
|
||||
- FastMath.atan2(y, x);
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>getAngle</code> returns (in radians) the angle represented by this
|
||||
* Vector2f as expressed by a conversion from rectangular coordinates (
|
||||
* <code>x</code>, <code>y</code>) to polar coordinates
|
||||
* (r, <i>theta</i>).
|
||||
*
|
||||
* @return the angle in radians. [-pi, pi)
|
||||
*/
|
||||
public float getAngle() {
|
||||
return -FastMath.atan2(y, x);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>zero</code> resets this vector's data to zero internally.
|
||||
*/
|
||||
public void zero() {
|
||||
x = y = 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vector2f clone() {
|
||||
try {
|
||||
return (Vector2f) super.clone();
|
||||
} catch (CloneNotSupportedException e) {
|
||||
throw new AssertionError(); // can not happen
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves this Vector2f into the given float[] object.
|
||||
*
|
||||
* @param floats
|
||||
* The float[] to take this Vector2f. If null, a new float[2] is
|
||||
* created.
|
||||
* @return The array, with X, Y float values in that order
|
||||
*/
|
||||
public float[] toArray(float[] floats) {
|
||||
if (floats == null) {
|
||||
floats = new float[2];
|
||||
}
|
||||
floats[0] = x;
|
||||
floats[1] = y;
|
||||
return floats;
|
||||
}
|
||||
|
||||
/**
|
||||
* are these two vectors the same? they are is they both have the same x and
|
||||
* y values.
|
||||
*
|
||||
* @param o
|
||||
* the object to compare for equality
|
||||
* @return true if they are equal
|
||||
*/
|
||||
@Override
|
||||
public boolean equals(Object o) {
|
||||
if (!(o instanceof Vector2f)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this == o) {
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector2f comp = (Vector2f) o;
|
||||
if (Float.compare(x, comp.x) != 0)
|
||||
return false;
|
||||
return Float.compare(y, comp.y) == 0;
|
||||
}
|
||||
|
||||
public void rotateAroundOrigin(float angle, boolean cw) {
|
||||
if (cw)
|
||||
angle = -angle;
|
||||
float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y;
|
||||
float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y;
|
||||
x = newX;
|
||||
y = newY;
|
||||
}
|
||||
|
||||
public synchronized float getLat() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public synchronized float getLong() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public synchronized void setLat(float lat) {
|
||||
this.x = lat;
|
||||
}
|
||||
|
||||
public synchronized void setLong(float lon) {
|
||||
this.y = lon;
|
||||
}
|
||||
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
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||||
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
|
||||
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
||||
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
||||
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
|
||||
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
|
||||
// Magicbane Emulator Project © 2013 - 2022
|
||||
// www.magicbane.com
|
||||
|
||||
package engine.math;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.io.ObjectInput;
|
||||
import java.io.ObjectOutput;
|
||||
import java.util.concurrent.ThreadLocalRandom;
|
||||
|
||||
import static engine.math.FastMath.sqr;
|
||||
|
||||
public class Vector3fImmutable {
|
||||
|
||||
public final float x, y, z;
|
||||
|
||||
public Vector3fImmutable() {
|
||||
x = y = z = 0.0f;
|
||||
}
|
||||
|
||||
public Vector3fImmutable(float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public Vector3fImmutable(Vector3f original) {
|
||||
this.x = original.x;
|
||||
this.y = original.y;
|
||||
this.z = original.z;
|
||||
}
|
||||
|
||||
public Vector3fImmutable(Vector3fImmutable original) {
|
||||
this.x = original.x;
|
||||
this.y = original.y;
|
||||
this.z = original.z;
|
||||
}
|
||||
|
||||
public boolean isInsideCircle(Vector3fImmutable circleCenter, float radius) {
|
||||
|
||||
return (circleCenter.distanceSquared2D(this) < sqr(radius));
|
||||
}
|
||||
|
||||
public Vector3fImmutable add(Vector3f vec) {
|
||||
if (null == vec)
|
||||
return null;
|
||||
return new Vector3fImmutable(x + vec.x, y + vec.y, z + vec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable add(Vector3fImmutable vec) {
|
||||
if (null == vec)
|
||||
return null;
|
||||
return new Vector3fImmutable(x + vec.x, y + vec.y, z + vec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable add(float x, float y, float z) {
|
||||
return new Vector3fImmutable(this.x + x, this.y + y, this.z + z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable scaleAdd(float scalar, Vector3fImmutable add) {
|
||||
return new Vector3fImmutable(x * scalar + add.x, y * scalar + add.y , z
|
||||
* scalar + add.z);
|
||||
}
|
||||
|
||||
public static Vector3fImmutable scaleAdd(float scalar, Vector3fImmutable mult,
|
||||
Vector3fImmutable add) {
|
||||
return new Vector3fImmutable(mult.x * scalar + add.x, mult.y * scalar
|
||||
+ add.y, mult.z * scalar + add.z);
|
||||
}
|
||||
|
||||
public float dot(Vector3fImmutable vec) {
|
||||
if (null == vec) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return x * vec.x + y * vec.y + z * vec.z;
|
||||
}
|
||||
|
||||
public float dot2D(Vector3fImmutable vec) {
|
||||
if (null == vec) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return x * vec.x + z * vec.z;
|
||||
}
|
||||
|
||||
public Vector3fImmutable cross(Vector3fImmutable v) {
|
||||
return cross(v.x, v.y, v.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable cross(float x, float y, float z) {
|
||||
return new Vector3fImmutable(this.y * z - this.z * y, this.z * x
|
||||
- this.x * z, this.x * y - this.y * x);
|
||||
}
|
||||
|
||||
public float length() {
|
||||
return FastMath.sqrt(lengthSquared());
|
||||
}
|
||||
|
||||
public float lengthSquared() {
|
||||
return x * x + y * y + z * z;
|
||||
}
|
||||
|
||||
public float distanceSquared(Vector3fImmutable v) {
|
||||
double dx = x - v.x;
|
||||
double dy = y - v.y;
|
||||
double dz = z - v.z;
|
||||
return (float) (dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
|
||||
public float magnitude() {
|
||||
return FastMath.sqrt(sqrMagnitude());
|
||||
}
|
||||
|
||||
public float sqrMagnitude() {
|
||||
return x * x + y * y + z * z;
|
||||
}
|
||||
|
||||
public Vector3fImmutable moveTowards (Vector3fImmutable target, float maxDistanceDelta)
|
||||
{
|
||||
Vector3fImmutable outVector;
|
||||
|
||||
Vector3fImmutable direction = target.subtract2D(this);
|
||||
float magnitude = direction.magnitude();
|
||||
|
||||
if (magnitude <= maxDistanceDelta || magnitude == 0f)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
outVector = direction.divide(magnitude).mult(maxDistanceDelta);
|
||||
outVector = this.add(outVector);
|
||||
return outVector;
|
||||
}
|
||||
|
||||
public float distanceSquared2D(Vector3fImmutable v) {
|
||||
double dx = x - v.x;
|
||||
double dz = z - v.z;
|
||||
return (float) (dx * dx + dz * dz);
|
||||
}
|
||||
|
||||
public float distance(Vector3fImmutable v) {
|
||||
return FastMath.sqrt(distanceSquared(v));
|
||||
}
|
||||
|
||||
public float distance2D(Vector3fImmutable v) {
|
||||
return FastMath.sqrt(distanceSquared2D(v));
|
||||
}
|
||||
|
||||
public Vector3fImmutable mult(float scalar) {
|
||||
return new Vector3fImmutable(x * scalar, y * scalar, z * scalar);
|
||||
}
|
||||
|
||||
public Vector3fImmutable mult(Vector3fImmutable vec) {
|
||||
if (null == vec) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return new Vector3fImmutable(x * vec.x, y * vec.y, z * vec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable divide(float scalar) {
|
||||
scalar = 1f / scalar;
|
||||
return new Vector3fImmutable(x * scalar, y * scalar, z * scalar);
|
||||
}
|
||||
|
||||
public Vector3fImmutable divide(Vector3fImmutable scalar) {
|
||||
return new Vector3fImmutable(x / scalar.x, y / scalar.y, z / scalar.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable negate() {
|
||||
return new Vector3fImmutable(-x, -y, -z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable subtract(Vector3fImmutable vec) {
|
||||
return new Vector3fImmutable(x - vec.x, y - vec.y, z - vec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable subtract2D(Vector3fImmutable vec) {
|
||||
return new Vector3fImmutable(x - vec.x, 0, z - vec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable subtract(float x, float y, float z) {
|
||||
return new Vector3fImmutable(this.x - x, this.y - y, this.z - z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable normalize() {
|
||||
float length = length();
|
||||
if (length != 0) {
|
||||
return divide(length);
|
||||
}
|
||||
|
||||
return divide(1);
|
||||
}
|
||||
|
||||
public float angleBetween(Vector3fImmutable otherVector) {
|
||||
float dotProduct = dot(otherVector);
|
||||
return FastMath.acos(dotProduct);
|
||||
}
|
||||
|
||||
public float angleBetween2D(Vector3fImmutable otherVector) {
|
||||
float dotProduct = dot(otherVector);
|
||||
return FastMath.acos(dotProduct);
|
||||
}
|
||||
|
||||
public Vector3fImmutable interpolate(Vector3f finalVec, float changeAmnt) {
|
||||
return new Vector3fImmutable((1 - changeAmnt) * this.x + changeAmnt
|
||||
* finalVec.x, (1 - changeAmnt) * this.y + changeAmnt
|
||||
* finalVec.y, (1 - changeAmnt) * this.z + changeAmnt
|
||||
* finalVec.z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable interpolate(Vector3fImmutable finalVec, float changeAmnt) {
|
||||
return new Vector3fImmutable((1 - changeAmnt) * this.x + changeAmnt
|
||||
* finalVec.x, (1 - changeAmnt) * this.y + changeAmnt
|
||||
* finalVec.y, (1 - changeAmnt) * this.z + changeAmnt
|
||||
* finalVec.z);
|
||||
}
|
||||
|
||||
|
||||
public static boolean isValidVector(Vector3fImmutable vector) {
|
||||
if (vector == null)
|
||||
return false;
|
||||
if (Float.isNaN(vector.x) || Float.isNaN(vector.y)
|
||||
|| Float.isNaN(vector.z))
|
||||
return false;
|
||||
return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y)
|
||||
&& !Float.isInfinite(vector.z);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vector3fImmutable clone() throws CloneNotSupportedException {
|
||||
return (Vector3fImmutable) super.clone();
|
||||
}
|
||||
|
||||
public float[] toArray(float[] floats) {
|
||||
if (floats == null) {
|
||||
floats = new float[3];
|
||||
}
|
||||
floats[0] = x;
|
||||
floats[1] = y;
|
||||
floats[2] = z;
|
||||
return floats;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean equals(Object o) {
|
||||
if (!(o instanceof Vector3fImmutable)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this == o) {
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector3fImmutable comp = (Vector3fImmutable) o;
|
||||
if (Float.compare(x, comp.x) != 0)
|
||||
return false;
|
||||
if (Float.compare(y, comp.y) != 0)
|
||||
return false;
|
||||
return Float.compare(z, comp.z) == 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int hashCode() {
|
||||
int hash = 37;
|
||||
hash += 37 * hash + Float.floatToIntBits(x);
|
||||
hash += 37 * hash + Float.floatToIntBits(y);
|
||||
hash += 37 * hash + Float.floatToIntBits(z);
|
||||
return hash;
|
||||
}
|
||||
|
||||
public static Vector3fImmutable readExternal(ObjectInput in)
|
||||
throws IOException, ClassNotFoundException {
|
||||
return new Vector3fImmutable(in.readFloat(), in.readFloat(), in
|
||||
.readFloat());
|
||||
}
|
||||
|
||||
public void writeExternal(ObjectOutput out) throws IOException {
|
||||
out.writeFloat(x);
|
||||
out.writeFloat(y);
|
||||
out.writeFloat(z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable getOffset(float rotation, float xOffset, float yOffset, float zOffset, boolean invertZ) {
|
||||
float sin = FastMath.sin(rotation);
|
||||
float cos = FastMath.cos(rotation);
|
||||
Vector3f faceDir = new Vector3f(sin, 0f, cos);
|
||||
Vector3f crossDir = new Vector3f(cos, 0f, sin);
|
||||
faceDir.multLocal(zOffset);
|
||||
crossDir.multLocal(xOffset);
|
||||
if (invertZ) {
|
||||
faceDir.z = -faceDir.z;
|
||||
crossDir.z = -crossDir.z;
|
||||
}
|
||||
Vector3f loc = new Vector3f(this);
|
||||
loc.addLocal(faceDir);
|
||||
loc.addLocal(crossDir);
|
||||
loc.y += yOffset;
|
||||
return new Vector3fImmutable(loc);
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public float get(int index) {
|
||||
switch (index) {
|
||||
case 0:
|
||||
return x;
|
||||
case 1:
|
||||
return y;
|
||||
case 2:
|
||||
return z;
|
||||
}
|
||||
throw new IllegalArgumentException("index must be either 0, 1 or 2");
|
||||
}
|
||||
|
||||
public Vector2f getLatLong() {
|
||||
return new Vector2f(this.x, this.z);
|
||||
}
|
||||
|
||||
public synchronized float getLat() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public synchronized float getLong() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public synchronized float getAlt() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public Vector3fImmutable setX(float x) {
|
||||
return new Vector3fImmutable(x, y, z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable setY(float y) {
|
||||
return new Vector3fImmutable(x, y, z);
|
||||
}
|
||||
|
||||
public Vector3fImmutable setZ(float z) {
|
||||
return new Vector3fImmutable(x, y, z);
|
||||
}
|
||||
|
||||
public float getRotation() {
|
||||
return 3.14f + FastMath.atan2(-x, -z);
|
||||
}
|
||||
public boolean inRange2D(Vector3fImmutable otherVec, float range){
|
||||
float distance = this.distanceSquared2D(otherVec);
|
||||
return !(distance > range * range);
|
||||
}
|
||||
|
||||
public static String toString(Vector3fImmutable vector) {
|
||||
|
||||
return vector.toString();
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString() {
|
||||
|
||||
String outString;
|
||||
|
||||
outString = "(" + this.x + '/' + this.y + '/' + this.z;
|
||||
return outString;
|
||||
|
||||
}
|
||||
|
||||
public String toString2D() {
|
||||
|
||||
String outString;
|
||||
|
||||
outString = "( " + (int)this.x + " , " + (int)(this.z *-1) +" )";
|
||||
return outString;
|
||||
|
||||
}
|
||||
|
||||
public static Vector3fImmutable ClosestPointOnLine(Vector3fImmutable lineStart, Vector3fImmutable lineEnd, Vector3fImmutable sourcePoint) {
|
||||
|
||||
Vector3fImmutable closestPoint;
|
||||
Vector3fImmutable lineStartToTarget;
|
||||
Vector3fImmutable lineDirection;
|
||||
float lineLength;
|
||||
float dotProduct;
|
||||
|
||||
lineStartToTarget = sourcePoint.subtract(lineStart);
|
||||
lineDirection = lineEnd.subtract(lineStart).normalize();
|
||||
lineLength = lineStart.distance2D(lineEnd);
|
||||
|
||||
dotProduct = lineDirection.dot(lineStartToTarget);
|
||||
|
||||
if (dotProduct <= 0)
|
||||
return lineStart;
|
||||
|
||||
if (dotProduct >= lineLength)
|
||||
return lineEnd;
|
||||
|
||||
// Project the point by advancing it along the line from
|
||||
// the starting point.
|
||||
|
||||
closestPoint = lineDirection.mult(dotProduct);
|
||||
closestPoint = lineStart.add(closestPoint);
|
||||
|
||||
return closestPoint;
|
||||
}
|
||||
|
||||
public Vector3fImmutable ClosestPointOnLine(Vector3fImmutable lineStart, Vector3fImmutable lineEnd) {
|
||||
|
||||
Vector3fImmutable closestPoint;
|
||||
Vector3fImmutable lineStartToTarget;
|
||||
Vector3fImmutable lineDirection;
|
||||
float lineLength;
|
||||
float dotProduct;
|
||||
|
||||
lineStartToTarget = this.subtract(lineStart);
|
||||
lineDirection = lineEnd.subtract(lineStart).normalize();
|
||||
lineLength = lineStart.distance2D(lineEnd);
|
||||
|
||||
dotProduct = lineDirection.dot(lineStartToTarget);
|
||||
|
||||
if (dotProduct <= 0)
|
||||
return lineStart;
|
||||
|
||||
if (dotProduct >= lineLength)
|
||||
return lineEnd;
|
||||
|
||||
// Project the point by advancing it along the line from
|
||||
// the starting point.
|
||||
|
||||
closestPoint = lineDirection.mult(dotProduct);
|
||||
closestPoint = lineStart.add(closestPoint);
|
||||
|
||||
return closestPoint;
|
||||
}
|
||||
|
||||
public static Vector3fImmutable rotateAroundPoint(Vector3fImmutable origin, Vector3fImmutable point, int angle) {
|
||||
|
||||
float angleRadians;
|
||||
int modifiedAngle;
|
||||
|
||||
// Convert angle to radians
|
||||
|
||||
modifiedAngle = angle;
|
||||
|
||||
if (angle < 0)
|
||||
modifiedAngle = 360 + modifiedAngle;
|
||||
|
||||
angleRadians = (float) Math.toRadians(modifiedAngle);
|
||||
|
||||
return rotateAroundPoint(origin, point, angleRadians);
|
||||
}
|
||||
|
||||
public static Vector3fImmutable rotateAroundPoint(Vector3fImmutable origin, Vector3fImmutable point, float radians) {
|
||||
|
||||
Vector3fImmutable outVector;
|
||||
Vector3f directionVector;
|
||||
Quaternion angleRotation;
|
||||
|
||||
// Build direction vector relative to origin
|
||||
|
||||
directionVector = new Vector3f(point.subtract(origin));
|
||||
|
||||
// Build quaternion rotation
|
||||
|
||||
angleRotation = new Quaternion().fromAngleAxis(radians, new Vector3f(0,1,0));
|
||||
// Apply rotation to direction vector
|
||||
|
||||
directionVector = angleRotation.mult(directionVector);
|
||||
|
||||
// Translate from origin back to new rotated point
|
||||
|
||||
outVector = origin.add(directionVector);
|
||||
|
||||
return outVector;
|
||||
|
||||
}
|
||||
|
||||
public static Vector3fImmutable rotateAroundPoint(Vector3fImmutable origin, Vector3fImmutable point,Quaternion angleRotation) {
|
||||
|
||||
Vector3fImmutable outVector;
|
||||
Vector3f directionVector;
|
||||
// Build direction vector relative to origin
|
||||
directionVector = new Vector3f(point.subtract(origin));
|
||||
|
||||
// Build quaternion rotation
|
||||
|
||||
|
||||
// Apply rotation to direction vector
|
||||
|
||||
|
||||
directionVector = angleRotation.mult(directionVector);
|
||||
|
||||
// Translate from origin back to new rotated point
|
||||
|
||||
outVector = origin.add(directionVector);
|
||||
|
||||
return outVector;
|
||||
|
||||
}
|
||||
|
||||
public static Vector3fImmutable rotateAroundPoint(Vector3fImmutable origin, Vector3fImmutable point, float w, Vector3f axis) {
|
||||
|
||||
Vector3fImmutable outVector;
|
||||
Vector3f directionVector;
|
||||
Quaternion angleRotation;
|
||||
|
||||
// Build direction vector relative to origin
|
||||
|
||||
directionVector = new Vector3f(point.subtract(origin));
|
||||
|
||||
// Build quaternion rotation
|
||||
|
||||
angleRotation = new Quaternion().fromAngleAxis(w, axis);
|
||||
// Apply rotation to direction vector
|
||||
|
||||
directionVector = angleRotation.mult(directionVector);
|
||||
|
||||
// Translate from origin back to new rotated point
|
||||
|
||||
outVector = origin.add(directionVector);
|
||||
|
||||
return outVector;
|
||||
|
||||
}
|
||||
|
||||
public static Vector3fImmutable getRandomPointInCircle(Vector3fImmutable origin, float radius) {
|
||||
// Member variables
|
||||
|
||||
float targetAngle;
|
||||
float targetRadius;
|
||||
Vector3fImmutable targetPosition;
|
||||
|
||||
targetAngle = (float) (ThreadLocalRandom.current().nextFloat() * Math.PI * 2);
|
||||
targetRadius = (float) (Math.sqrt(ThreadLocalRandom.current().nextFloat()) * radius);
|
||||
targetPosition = new Vector3fImmutable((float) (origin.x + targetRadius * Math.cos(targetAngle)), origin.y, (float) (origin.z + targetRadius * Math.sin(targetAngle)));
|
||||
return targetPosition;
|
||||
}
|
||||
|
||||
public static Vector3fImmutable getLocBetween(Vector3fImmutable start, Vector3fImmutable end) {
|
||||
// Member variables
|
||||
|
||||
Vector3fImmutable faceDirection = end.subtract(start).normalize();
|
||||
float distance = end.distance(start) * .5f;
|
||||
return faceDirection.scaleAdd(distance, start);
|
||||
}
|
||||
|
||||
public static Vector3fImmutable getRandomPointOnCircle(Vector3fImmutable origin, float radius) {
|
||||
|
||||
// Member variables
|
||||
|
||||
int randomAngle;
|
||||
Vector3fImmutable targetPosition;
|
||||
|
||||
randomAngle = ThreadLocalRandom.current().nextInt(360);
|
||||
|
||||
targetPosition = new Vector3fImmutable((float) (origin.x + radius * Math.cos(randomAngle)), origin.y, (float) (origin.z + radius * Math.sin(randomAngle)));
|
||||
return targetPosition;
|
||||
}
|
||||
|
||||
public static final Vector3fImmutable ZERO = new Vector3fImmutable(0,0,0);
|
||||
|
||||
public static Vector3fImmutable transform(Vector3fImmutable origin,Vector3fImmutable point, float angle){
|
||||
|
||||
//TRANSLATE TO ORIGIN
|
||||
float x1 = point.x - origin.x;
|
||||
float y1 = point.z - origin.z;
|
||||
|
||||
//APPLY ROTATION
|
||||
float temp_x1 = (float) (x1 * Math.cos(angle) - y1 * Math.sin(angle));
|
||||
float temp_z1 = (float) (x1 * Math.sin(angle) + y1 * Math.cos(angle));
|
||||
|
||||
temp_x1 += origin.x;
|
||||
temp_z1 += origin.z;
|
||||
|
||||
return new Vector3fImmutable(temp_x1,point.y,temp_z1);
|
||||
}
|
||||
public float Lerp(Vector3fImmutable dest, float lerpFactor)
|
||||
{
|
||||
return dest.subtract(this).mult(lerpFactor).add(this).y;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user