package com.hypixel.hytale.math.vector; import com.hypixel.hytale.codec.Codec; import com.hypixel.hytale.codec.KeyedCodec; import com.hypixel.hytale.codec.builder.BuilderCodec; import com.hypixel.hytale.codec.schema.metadata.ui.UIDisplayMode; import com.hypixel.hytale.math.Axis; import com.hypixel.hytale.math.util.HashUtil; import com.hypixel.hytale.math.util.MathUtil; import com.hypixel.hytale.math.util.TrigMathUtil; import java.util.Random; import javax.annotation.Nonnull; import javax.annotation.Nullable; public class Vector3f { @Nonnull public static final BuilderCodec CODEC = BuilderCodec.builder(Vector3f.class, () -> new Vector3f(Float.NaN, Float.NaN, Float.NaN)) .metadata(UIDisplayMode.COMPACT) .appendInherited(new KeyedCodec<>("X", Codec.FLOAT), (o, i) -> o.x = i, o -> Float.isNaN(o.x) ? null : o.x, (o, p) -> o.x = p.x) .add() .appendInherited(new KeyedCodec<>("Y", Codec.FLOAT), (o, i) -> o.y = i, o -> Float.isNaN(o.y) ? null : o.y, (o, p) -> o.y = p.y) .add() .appendInherited(new KeyedCodec<>("Z", Codec.FLOAT), (o, i) -> o.z = i, o -> Float.isNaN(o.z) ? null : o.z, (o, p) -> o.z = p.z) .add() .build(); @Nonnull public static final BuilderCodec ROTATION = BuilderCodec.builder(Vector3f.class, () -> new Vector3f(Float.NaN, Float.NaN, Float.NaN)) .metadata(UIDisplayMode.COMPACT) .appendInherited(new KeyedCodec<>("Pitch", Codec.FLOAT), (o, i) -> o.x = i, o -> Float.isNaN(o.x) ? null : o.x, (o, p) -> o.x = p.x) .add() .appendInherited(new KeyedCodec<>("Yaw", Codec.FLOAT), (o, i) -> o.y = i, o -> Float.isNaN(o.y) ? null : o.y, (o, p) -> o.y = p.y) .add() .appendInherited(new KeyedCodec<>("Roll", Codec.FLOAT), (o, i) -> o.z = i, o -> Float.isNaN(o.z) ? null : o.z, (o, p) -> o.z = p.z) .add() .build(); public static final Vector3f ZERO = new Vector3f(0.0F, 0.0F, 0.0F); public static final Vector3f UP = new Vector3f(0.0F, 1.0F, 0.0F); public static final Vector3f POS_Y = UP; public static final Vector3f DOWN = new Vector3f(0.0F, -1.0F, 0.0F); public static final Vector3f NEG_Y = DOWN; public static final Vector3f FORWARD = new Vector3f(0.0F, 0.0F, -1.0F); public static final Vector3f NEG_Z = FORWARD; public static final Vector3f NORTH = FORWARD; public static final Vector3f BACKWARD = new Vector3f(0.0F, 0.0F, 1.0F); public static final Vector3f POS_Z = BACKWARD; public static final Vector3f SOUTH = BACKWARD; public static final Vector3f RIGHT = new Vector3f(1.0F, 0.0F, 0.0F); public static final Vector3f POS_X = RIGHT; public static final Vector3f EAST = RIGHT; public static final Vector3f LEFT = new Vector3f(-1.0F, 0.0F, 0.0F); public static final Vector3f NEG_X = LEFT; public static final Vector3f WEST = LEFT; public static final Vector3f ALL_ONES = new Vector3f(1.0F, 1.0F, 1.0F); public static final Vector3f MIN = new Vector3f(-Float.MAX_VALUE, -Float.MAX_VALUE, -Float.MAX_VALUE); public static final Vector3f MAX = new Vector3f(Float.MAX_VALUE, Float.MAX_VALUE, Float.MAX_VALUE); public static final Vector3f NaN = new Vector3f(Float.NaN, Float.NaN, Float.NaN); public static final Vector3f[] BLOCK_SIDES = new Vector3f[]{UP, DOWN, FORWARD, BACKWARD, LEFT, RIGHT}; public static final Vector3f[] BLOCK_EDGES = new Vector3f[]{ add(UP, FORWARD), add(DOWN, FORWARD), add(UP, BACKWARD), add(DOWN, BACKWARD), add(UP, LEFT), add(DOWN, LEFT), add(UP, RIGHT), add(DOWN, RIGHT), add(FORWARD, LEFT), add(FORWARD, RIGHT), add(BACKWARD, LEFT), add(BACKWARD, RIGHT) }; public static final Vector3f[] BLOCK_CORNERS = new Vector3f[]{ add(UP, FORWARD, LEFT), add(UP, FORWARD, RIGHT), add(DOWN, FORWARD, LEFT), add(DOWN, FORWARD, RIGHT), add(UP, BACKWARD, LEFT), add(UP, BACKWARD, RIGHT), add(DOWN, BACKWARD, LEFT), add(DOWN, BACKWARD, RIGHT) }; public static final Vector3f[][] BLOCK_PARTS = new Vector3f[][]{BLOCK_SIDES, BLOCK_EDGES, BLOCK_CORNERS}; public static final Vector3f[] CARDINAL_DIRECTIONS = new Vector3f[]{NORTH, SOUTH, EAST, WEST}; public float x; public float y; public float z; private transient int hash; public Vector3f() { this(0.0F, 0.0F, 0.0F); } public Vector3f(@Nonnull Vector3f v) { this(v.x, v.y, v.z); } public Vector3f(@Nonnull Vector3i v) { this(v.x, v.y, v.z); } public Vector3f(float x, float y, float z) { this.x = x; this.y = y; this.z = z; this.hash = 0; } public Vector3f(float yaw, float pitch) { this(); this.assign(yaw, pitch); } public Vector3f(@Nonnull Random random, float length) { this(random.nextFloat() * (float) (Math.PI * 2), random.nextFloat() * (float) (Math.PI * 2)); this.scale(length); } public float getX() { return this.x; } public float getPitch() { return this.x; } public void setX(float x) { this.x = x; this.hash = 0; } public void setPitch(float pitch) { this.x = pitch; this.hash = 0; } public float getY() { return this.y; } public float getYaw() { return this.y; } public void setY(float y) { this.y = y; this.hash = 0; } public void setYaw(float yaw) { this.y = yaw; this.hash = 0; } public float getZ() { return this.z; } public float getRoll() { return this.z; } public void setZ(float z) { this.z = z; this.hash = 0; } public void setRoll(float roll) { this.z = roll; this.hash = 0; } @Nonnull public Vector3f assign(@Nonnull Vector3f v) { this.x = v.x; this.y = v.y; this.z = v.z; this.hash = v.hash; return this; } @Nonnull public Vector3f assign(float v) { this.x = v; this.y = v; this.z = v; this.hash = 0; return this; } @Nonnull public Vector3f assign(@Nonnull float[] v) { this.x = v[0]; this.y = v[1]; this.z = v[2]; this.hash = 0; return this; } @Nonnull public Vector3f assign(float yaw, float pitch) { float len = TrigMathUtil.cos(pitch); float x = len * -TrigMathUtil.sin(yaw); float y = TrigMathUtil.sin(pitch); float z = len * -TrigMathUtil.cos(yaw); return this.assign(x, y, z); } @Nonnull public Vector3f assign(float x, float y, float z) { this.x = x; this.y = y; this.z = z; this.hash = 0; return this; } @Nonnull public Vector3f add(@Nonnull Vector3f v) { this.x = this.x + v.x; this.y = this.y + v.y; this.z = this.z + v.z; this.hash = 0; return this; } @Nonnull public Vector3f add(@Nonnull Vector3i v) { this.x = this.x + v.x; this.y = this.y + v.y; this.z = this.z + v.z; this.hash = 0; return this; } @Nonnull public Vector3f add(float x, float y, float z) { this.x += x; this.y += y; this.z += z; this.hash = 0; return this; } public void addPitch(float pitch) { this.x += pitch; this.hash = 0; } public void addYaw(float yaw) { this.y += yaw; this.hash = 0; } public void addRoll(float roll) { this.z += roll; this.hash = 0; } @Nonnull public Vector3f addScaled(@Nonnull Vector3f v, float s) { this.x = this.x + v.x * s; this.y = this.y + v.y * s; this.z = this.z + v.z * s; this.hash = 0; return this; } @Nonnull public Vector3f subtract(@Nonnull Vector3f v) { this.x = this.x - v.x; this.y = this.y - v.y; this.z = this.z - v.z; this.hash = 0; return this; } @Nonnull public Vector3f subtract(@Nonnull Vector3i v) { this.x = this.x - v.x; this.y = this.y - v.y; this.z = this.z - v.z; this.hash = 0; return this; } @Nonnull public Vector3f subtract(float x, float y, float z) { this.x -= x; this.y -= y; this.z -= z; this.hash = 0; return this; } public void addRotationOnAxis(@Nonnull Axis axis, int angle) { float rad = (float) (Math.PI / 180.0) * angle; switch (axis) { case X: this.setPitch(this.getPitch() + rad); break; case Y: this.setYaw(this.getYaw() + rad); break; case Z: this.setRoll(this.getRoll() + rad); } } public void flipRotationOnAxis(@Nonnull Axis axis) { this.addRotationOnAxis(axis, 180); } @Nonnull public Vector3f negate() { this.x = -this.x; this.y = -this.y; this.z = -this.z; this.hash = 0; return this; } @Nonnull public Vector3f scale(float s) { this.x *= s; this.y *= s; this.z *= s; this.hash = 0; return this; } @Nonnull public Vector3f scale(@Nonnull Vector3f p) { this.x = this.x * p.x; this.y = this.y * p.y; this.z = this.z * p.z; this.hash = 0; return this; } @Nonnull public Vector3f cross(@Nonnull Vector3f v) { float x0 = this.y * v.z - this.z * v.y; float y0 = this.z * v.x - this.x * v.z; float z0 = this.x * v.y - this.y * v.x; return new Vector3f(x0, y0, z0); } @Nonnull public Vector3f cross(@Nonnull Vector3f v, @Nonnull Vector3f res) { res.assign(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x); return this; } public float dot(@Nonnull Vector3f other) { return this.x * other.x + this.y * other.y + this.z * other.z; } public float distanceTo(@Nonnull Vector3f v) { return (float)Math.sqrt(this.distanceSquaredTo(v)); } public float distanceTo(@Nonnull Vector3i v) { return (float)Math.sqrt(this.distanceSquaredTo(v)); } public float distanceTo(float x, float y, float z) { return (float)Math.sqrt(this.distanceSquaredTo(x, y, z)); } public float distanceSquaredTo(@Nonnull Vector3f v) { float x0 = v.x - this.x; float y0 = v.y - this.y; float z0 = v.z - this.z; return x0 * x0 + y0 * y0 + z0 * z0; } public float distanceSquaredTo(@Nonnull Vector3i v) { float x0 = v.x - this.x; float y0 = v.y - this.y; float z0 = v.z - this.z; return x0 * x0 + y0 * y0 + z0 * z0; } public float distanceSquaredTo(float x, float y, float z) { float dx = x - this.x; float dy = y - this.y; float dz = z - this.z; return dx * dx + dy * dy + dz * dz; } @Nonnull public Vector3f normalize() { return this.setLength(1.0F); } public float length() { return (float)Math.sqrt(this.squaredLength()); } public float squaredLength() { return this.x * this.x + this.y * this.y + this.z * this.z; } @Nonnull public Vector3f setLength(float newLen) { return this.scale(newLen / this.length()); } @Nonnull public Vector3f clampLength(float maxLength) { float length = this.length(); return maxLength > length ? this : this.scale(maxLength / length); } @Nonnull public Vector3f rotateX(float angle) { float cos = TrigMathUtil.cos(angle); float sin = TrigMathUtil.sin(angle); float cy = this.y * cos - this.z * sin; float cz = this.y * sin + this.z * cos; this.y = cy; this.z = cz; return this; } @Nonnull public Vector3f rotateY(float angle) { float cos = TrigMathUtil.cos(angle); float sin = TrigMathUtil.sin(angle); float cx = this.x * cos + this.z * sin; float cz = this.x * -sin + this.z * cos; this.x = cx; this.z = cz; return this; } @Nonnull public Vector3f rotateZ(float angle) { float cos = TrigMathUtil.cos(angle); float sin = TrigMathUtil.sin(angle); float cx = this.x * cos - this.y * sin; float cy = this.x * sin + this.y * cos; this.x = cx; this.y = cy; return this; } @Nonnull public Vector3f floor() { this.x = MathUtil.fastFloor(this.x); this.y = MathUtil.fastFloor(this.y); this.z = MathUtil.fastFloor(this.z); this.hash = 0; return this; } @Nonnull public Vector3f ceil() { this.x = MathUtil.fastCeil(this.x); this.y = MathUtil.fastCeil(this.y); this.z = MathUtil.fastCeil(this.z); this.hash = 0; return this; } @Nonnull public Vector3f clipToZero(float epsilon) { this.x = MathUtil.clipToZero(this.x, epsilon); this.y = MathUtil.clipToZero(this.y, epsilon); this.z = MathUtil.clipToZero(this.z, epsilon); this.hash = 0; return this; } public boolean closeToZero(float epsilon) { return MathUtil.closeToZero(this.x, epsilon) && MathUtil.closeToZero(this.y, epsilon) && MathUtil.closeToZero(this.z, epsilon); } public boolean isInside(int x, int y, int z) { float dx = this.x - x; float dy = this.y - y; float dz = this.z - z; return dx >= 0.0F && dx < 1.0F && dy >= 0.0F && dy < 1.0F && dz >= 0.0F && dz < 1.0F; } public boolean isFinite() { return Float.isFinite(this.x) && Float.isFinite(this.y) && Float.isFinite(this.z); } @Nonnull public Vector3f dropHash() { this.hash = 0; return this; } @Nonnull public Vector3f clone() { return new Vector3f(this.x, this.y, this.z); } @Override public boolean equals(@Nullable Object o) { if (this == o) { return true; } else if (o != null && this.getClass() == o.getClass()) { Vector3f vector3f = (Vector3f)o; return vector3f.x == this.x && vector3f.y == this.y && vector3f.z == this.z ? true : Float.isNaN(vector3f.x) && Float.isNaN(this.x) && Float.isNaN(vector3f.y) && Float.isNaN(this.y) && Float.isNaN(vector3f.z) && Float.isNaN(this.z); } else { return false; } } public boolean equals(@Nullable Vector3f o) { if (o == null) { return false; } else { return o.x == this.x && o.y == this.y && o.z == this.z ? true : Float.isNaN(o.x) && Float.isNaN(this.x) && Float.isNaN(o.y) && Float.isNaN(this.y) && Float.isNaN(o.z) && Float.isNaN(this.z); } } @Override public int hashCode() { if (this.hash == 0) { this.hash = (int)HashUtil.hash(Float.floatToIntBits(this.x), Float.floatToIntBits(this.y), Float.floatToIntBits(this.z)); } return this.hash; } @Nonnull @Override public String toString() { return "Vector3f{x=" + this.x + ", y=" + this.y + ", z=" + this.z + "}"; } @Nonnull public Vector3d toVector3d() { return new Vector3d(this.x, this.y, this.z); } @Nonnull public static Vector3f max(@Nonnull Vector3f a, @Nonnull Vector3f b) { return new Vector3f(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z)); } @Nonnull public static Vector3f min(@Nonnull Vector3f a, @Nonnull Vector3f b) { return new Vector3f(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z)); } @Nonnull public static Vector3f lerp(@Nonnull Vector3f a, @Nonnull Vector3f b, float t) { return lerpUnclamped(a, b, MathUtil.clamp(t, 0.0F, 1.0F)); } @Nonnull public static Vector3f lerpUnclamped(@Nonnull Vector3f a, @Nonnull Vector3f b, float t) { return new Vector3f(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y), a.z + t * (b.z - a.z)); } @Nonnull public static Vector3f lerpAngle(@Nonnull Vector3f a, @Nonnull Vector3f b, float t) { return lerpAngle(a, b, t, new Vector3f()); } @Nonnull public static Vector3f lerpAngle(@Nonnull Vector3f a, @Nonnull Vector3f b, float t, @Nonnull Vector3f target) { target.assign(MathUtil.lerpAngle(a.x, b.x, t), MathUtil.lerpAngle(a.y, b.y, t), MathUtil.lerpAngle(a.z, b.z, t)); return target; } @Nonnull public static Vector3f directionTo(@Nonnull Vector3f from, @Nonnull Vector3f to) { return to.clone().subtract(from).normalize(); } @Nonnull public static Vector3f add(@Nonnull Vector3f one, @Nonnull Vector3f two) { return new Vector3f().add(one).add(two); } @Nonnull public static Vector3f add(@Nonnull Vector3f one, @Nonnull Vector3f two, @Nonnull Vector3f three) { return new Vector3f().add(one).add(two).add(three); } @Nonnull public static Vector3f lookAt(@Nonnull Vector3d relative) { return lookAt(relative, new Vector3f()); } @Nonnull public static Vector3f lookAt(@Nonnull Vector3d relative, @Nonnull Vector3f result) { if (!MathUtil.closeToZero(relative.x) || !MathUtil.closeToZero(relative.z)) { float yaw = TrigMathUtil.atan2((float)(-relative.x), (float)(-relative.z)); result.setY(MathUtil.wrapAngle(yaw)); } double length = relative.squaredLength(); if (length > 0.0) { float pitch = (float) (Math.PI / 2) - (float)Math.acos(relative.y / Math.sqrt(length)); result.setX(MathUtil.clamp(pitch, (float) (-Math.PI / 2) + MathUtil.PITCH_EDGE_PADDING, (float) (Math.PI / 2) - MathUtil.PITCH_EDGE_PADDING)); } return result; } }