MinecraftConsoles/Minecraft.Server.FourKit/Util/Vector.cs

580 lines
15 KiB
C#

namespace Minecraft.Server.FourKit.Util;
/// <summary>
/// Represents a mutable vector. Because the components of Vectors are mutable,
/// storing Vectors long term may be dangerous if passing code modifies the
/// Vector later. If you want to keep around a Vector, it may be wise to call
/// <see cref="clone"/> in order to get a copy.
/// </summary>
public class Vector
{
private static readonly double EPSILON = 0.000001;
private static readonly Random _random = new();
protected double x;
protected double y;
protected double z;
public Vector()
{
x = 0;
y = 0;
z = 0;
}
/// <summary>
/// Construct the vector with provided integer components.
/// </summary>
/// <param name="x">X component.</param>
/// <param name="y">Y component.</param>
/// <param name="z">Z component.</param>
public Vector(int x, int y, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Construct the vector with provided double components.
/// </summary>
/// <param name="x">X component.</param>
/// <param name="y">Y component.</param>
/// <param name="z">Z component.</param>
public Vector(double x, double y, double z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Construct the vector with provided float components.
/// </summary>
/// <param name="x">X component.</param>
/// <param name="y">Y component.</param>
/// <param name="z">Z component.</param>
public Vector(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Adds a vector to this one.
/// </summary>
/// <param name="vec">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector add(Vector vec)
{
x += vec.x;
y += vec.y;
z += vec.z;
return this;
}
/// <summary>
/// Subtracts a vector from this one.
/// </summary>
/// <param name="vec">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector subtract(Vector vec)
{
x -= vec.x;
y -= vec.y;
z -= vec.z;
return this;
}
/// <summary>
/// Multiplies the vector by another.
/// </summary>
/// <param name="vec">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector multiply(Vector vec)
{
x *= vec.x;
y *= vec.y;
z *= vec.z;
return this;
}
/// <summary>
/// Divides the vector by another.
/// </summary>
/// <param name="vec">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector divide(Vector vec)
{
x /= vec.x;
y /= vec.y;
z /= vec.z;
return this;
}
/// <summary>
/// Copies another vector.
/// </summary>
/// <param name="vec">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector copy(Vector vec)
{
x = vec.x;
y = vec.y;
z = vec.z;
return this;
}
/// <summary>
/// Gets the magnitude of the vector, defined as sqrt(x^2+y^2+z^2).
/// The value of this method is not cached and uses a costly square-root
/// function, so do not repeatedly call this method to get the vector's
/// magnitude. NaN will be returned if the inner result of the sqrt()
/// function overflows, which will be caused if the length is too long.
/// </summary>
/// <returns>The magnitude.</returns>
public double length()
{
return Math.Sqrt(x * x + y * y + z * z);
}
/// <summary>
/// Gets the magnitude of the vector squared.
/// </summary>
/// <returns>The magnitude squared.</returns>
public double lengthSquared()
{
return x * x + y * y + z * z;
}
/// <summary>
/// Get the distance between this vector and another. The value of this
/// method is not cached and uses a costly square-root function, so do not
/// repeatedly call this method to get the vector's magnitude. NaN will be
/// returned if the inner result of the sqrt() function overflows, which
/// will be caused if the distance is too long.
/// </summary>
/// <param name="o">The other vector.</param>
/// <returns>The distance.</returns>
public double distance(Vector o)
{
return Math.Sqrt(distanceSquared(o));
}
/// <summary>
/// Get the squared distance between this vector and another.
/// </summary>
/// <param name="o">The other vector.</param>
/// <returns>The distance squared.</returns>
public double distanceSquared(Vector o)
{
double dx = x - o.x;
double dy = y - o.y;
double dz = z - o.z;
return dx * dx + dy * dy + dz * dz;
}
/// <summary>
/// Gets the angle between this vector and another in radians.
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Angle in radians.</returns>
public float angle(Vector other)
{
double dot = this.dot(other) / (length() * other.length());
return (float)Math.Acos(dot);
}
/// <summary>
/// Sets this vector to the midpoint between this vector and another.
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>This same vector (now a midpoint).</returns>
public Vector midpoint(Vector other)
{
x = (x + other.x) / 2.0;
y = (y + other.y) / 2.0;
z = (z + other.z) / 2.0;
return this;
}
/// <summary>
/// Gets a new midpoint vector between this vector and another.
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>A new midpoint vector.</returns>
public Vector getMidpoint(Vector other)
{
double mx = (x + other.x) / 2.0;
double my = (y + other.y) / 2.0;
double mz = (z + other.z) / 2.0;
return new Vector(mx, my, mz);
}
/// <summary>
/// Performs scalar multiplication, multiplying all components with a scalar.
/// </summary>
/// <param name="m">The factor.</param>
/// <returns>The same vector.</returns>
public Vector multiply(int m)
{
x *= m;
y *= m;
z *= m;
return this;
}
/// <summary>
/// Performs scalar multiplication, multiplying all components with a scalar.
/// </summary>
/// <param name="m">The factor.</param>
/// <returns>The same vector.</returns>
public Vector multiply(double m)
{
x *= m;
y *= m;
z *= m;
return this;
}
/// <summary>
/// Performs scalar multiplication, multiplying all components with a scalar.
/// </summary>
/// <param name="m">The factor.</param>
/// <returns>The same vector.</returns>
public Vector multiply(float m)
{
x *= m;
y *= m;
z *= m;
return this;
}
/// <summary>
/// Calculates the dot product of this vector with another. The dot product
/// is defined as x1*x2+y1*y2+z1*z2. The returned value is a scalar.
/// </summary>
/// <param name="other">The other vector.</param>
/// <returns>Dot product.</returns>
public double dot(Vector other)
{
return x * other.x + y * other.y + z * other.z;
}
/// <summary>
/// Calculates the cross product of this vector with another.
/// The cross product is defined as:
/// <code>
/// x = y1 * z2 - y2 * z1
/// y = z1 * x2 - z2 * x1
/// z = x1 * y2 - x2 * y1
/// </code>
/// </summary>
/// <param name="o">The other vector.</param>
/// <returns>The same vector.</returns>
public Vector crossProduct(Vector o)
{
double newX = y * o.z - o.y * z;
double newY = z * o.x - o.z * x;
double newZ = x * o.y - o.x * y;
x = newX;
y = newY;
z = newZ;
return this;
}
/// <summary>
/// Converts this vector to a unit vector (a vector with length of 1).
/// </summary>
/// <returns>The same vector.</returns>
public Vector normalize()
{
double mag = length();
x /= mag;
y /= mag;
z /= mag;
return this;
}
/// <summary>
/// Zero this vector's components.
/// </summary>
/// <returns>The same vector.</returns>
public Vector zero()
{
x = 0;
y = 0;
z = 0;
return this;
}
/// <summary>
/// Returns whether this vector is in an axis-aligned bounding box.
/// The minimum and maximum vectors given must be truly the minimum and
/// maximum X, Y and Z components.
/// </summary>
/// <param name="min">Minimum vector.</param>
/// <param name="max">Maximum vector.</param>
/// <returns>Whether this vector is in the AABB.</returns>
public bool isInAABB(Vector min, Vector max)
{
return x >= min.x && x <= max.x &&
y >= min.y && y <= max.y &&
z >= min.z && z <= max.z;
}
/// <summary>
/// Returns whether this vector is within a sphere.
/// </summary>
/// <param name="origin">Sphere origin.</param>
/// <param name="radius">Sphere radius.</param>
/// <returns>Whether this vector is in the sphere.</returns>
public bool isInSphere(Vector origin, double radius)
{
return distanceSquared(origin) <= radius * radius;
}
/// <summary>
/// Gets the X component.
/// </summary>
/// <returns>The X component.</returns>
public double getX()
{
return x;
}
/// <summary>
/// Gets the floored value of the X component, indicating the block that
/// this vector is contained with.
/// </summary>
/// <returns>Block X.</returns>
public int getBlockX()
{
return (int)Math.Floor(x);
}
/// <summary>
/// Gets the Y component.
/// </summary>
/// <returns>The Y component.</returns>
public double getY()
{
return y;
}
/// <summary>
/// Gets the floored value of the Y component, indicating the block that
/// this vector is contained with.
/// </summary>
/// <returns>Block Y.</returns>
public int getBlockY()
{
return (int)Math.Floor(y);
}
/// <summary>
/// Gets the Z component.
/// </summary>
/// <returns>The Z component.</returns>
public double getZ()
{
return z;
}
/// <summary>
/// Gets the floored value of the Z component, indicating the block that
/// this vector is contained with.
/// </summary>
/// <returns>Block Z.</returns>
public int getBlockZ()
{
return (int)Math.Floor(z);
}
/// <summary>
/// Set the X component.
/// </summary>
/// <param name="x">The new X component.</param>
/// <returns>This vector.</returns>
public Vector setX(int x)
{
this.x = x;
return this;
}
/// <summary>
/// Set the X component.
/// </summary>
/// <param name="x">The new X component.</param>
/// <returns>This vector.</returns>
public Vector setX(double x)
{
this.x = x;
return this;
}
/// <summary>
/// Set the X component.
/// </summary>
/// <param name="x">The new X component.</param>
/// <returns>This vector.</returns>
public Vector setX(float x)
{
this.x = x;
return this;
}
/// <summary>
/// Set the Y component.
/// </summary>
/// <param name="y">The new Y component.</param>
/// <returns>This vector.</returns>
public Vector setY(int y)
{
this.y = y;
return this;
}
/// <summary>
/// Set the Y component.
/// </summary>
/// <param name="y">The new Y component.</param>
/// <returns>This vector.</returns>
public Vector setY(double y)
{
this.y = y;
return this;
}
/// <summary>
/// Set the Y component.
/// </summary>
/// <param name="y">The new Y component.</param>
/// <returns>This vector.</returns>
public Vector setY(float y)
{
this.y = y;
return this;
}
/// <summary>
/// Set the Z component.
/// </summary>
/// <param name="z">The new Z component.</param>
/// <returns>This vector.</returns>
public Vector setZ(int z)
{
this.z = z;
return this;
}
/// <summary>
/// Set the Z component.
/// </summary>
/// <param name="z">The new Z component.</param>
/// <returns>This vector.</returns>
public Vector setZ(double z)
{
this.z = z;
return this;
}
/// <summary>
/// Set the Z component.
/// </summary>
/// <param name="z">The new Z component.</param>
/// <returns>This vector.</returns>
public Vector setZ(float z)
{
this.z = z;
return this;
}
/// <summary>
/// Get a new vector.
/// </summary>
/// <returns>A clone of this vector.</returns>
public Vector clone()
{
return new Vector(x, y, z);
}
/// <summary>
/// Gets a Location version of this vector with yaw and pitch being 0.
/// </summary>
/// <param name="world">The world to link the location to.</param>
/// <returns>The location.</returns>
public Location toLocation(World world)
{
return new Location(world, x, y, z);
}
/// <summary>
/// Gets a Location version of this vector.
/// </summary>
/// <param name="world">The world to link the location to.</param>
/// <param name="yaw">The desired yaw.</param>
/// <param name="pitch">The desired pitch.</param>
/// <returns>The location.</returns>
public Location toLocation(World world, float yaw, float pitch)
{
return new Location(world, x, y, z, yaw, pitch);
}
/// <summary>
/// Get the threshold used for equals().
/// </summary>
/// <returns>The epsilon.</returns>
public static double getEpsilon()
{
return EPSILON;
}
/// <summary>
/// Gets the minimum components of two vectors.
/// </summary>
/// <param name="v1">The first vector.</param>
/// <param name="v2">The second vector.</param>
/// <returns>Minimum.</returns>
public static Vector getMinimum(Vector v1, Vector v2)
{
return new Vector(Math.Min(v1.x, v2.x), Math.Min(v1.y, v2.y), Math.Min(v1.z, v2.z));
}
/// <summary>
/// Gets the maximum components of two vectors.
/// </summary>
/// <param name="v1">The first vector.</param>
/// <param name="v2">The second vector.</param>
/// <returns>Maximum.</returns>
public static Vector getMaximum(Vector v1, Vector v2)
{
return new Vector(Math.Max(v1.x, v2.x), Math.Max(v1.y, v2.y), Math.Max(v1.z, v2.z));
}
/// <summary>
/// Gets a random vector with components having a random value between 0 and 1.
/// </summary>
/// <returns>A random vector.</returns>
public static Vector getRandom()
{
return new Vector(_random.NextDouble(), _random.NextDouble(), _random.NextDouble());
}
/// <inheritdoc/>
public override bool Equals(object? obj)
{
if (obj is not Vector other) return false;
return Math.Abs(x - other.x) < EPSILON &&
Math.Abs(y - other.y) < EPSILON &&
Math.Abs(z - other.z) < EPSILON;
}
/// <inheritdoc/>
public override string ToString()
{
return $"{x},{y},{z}";
}
}