143 lines
5.1 KiB
Java

package net.knarcraft.stargate.utility;
import org.bukkit.Location;
import org.bukkit.block.BlockFace;
import org.bukkit.util.Vector;
/**
* This class helps with direction-related calculations
*/
public final class DirectionHelper {
private DirectionHelper() {
}
/**
* Gets a yaw by comparing two locations
*
* <p>The yaw here is the direction an observer a the first location has to look to face the second location.
* The yaw is only meant to be calculated for locations where both have either the same x value or the same z value.
* Equal locations, or locations with equal x and equal z will throw an exception.</p>
*
* @param location1 <p>The first location, which works as the origin</p>
* @param location2 <p>The second location, which the yaw will point towards</p>
* @return <p>The yaw pointing from the first location to the second location</p>
*/
public static float getYawFromLocationDifference(Location location1, Location location2) {
Location difference = location1.clone().subtract(location2.clone());
if (difference.getX() > 0) {
return 90;
} else if (difference.getX() < 0) {
return 270;
} else if (difference.getZ() > 0) {
return 180;
} else if (difference.getZ() < 0) {
return 0;
}
throw new IllegalArgumentException("Locations given are equal or at the same x and y axis");
}
/**
* Gets a block face given a yaw value
*
* <p>The supplied yaw must be a value such that (yaw mod 90) = 0. If not, an exception is thrown.</p>
*
* @param yaw <p>The yaw value to convert</p>
* @return <p>The block face the yaw corresponds to</p>
*/
public static BlockFace getBlockFaceFromYaw(double yaw) {
//Make sure the yaw is between 0 and 360
yaw = normalizeYaw(yaw);
if (yaw == 0) {
return BlockFace.SOUTH;
} else if (yaw == 90) {
return BlockFace.WEST;
} else if (yaw == 180) {
return BlockFace.NORTH;
} else if (yaw == 270) {
return BlockFace.EAST;
} else {
throw new IllegalArgumentException("Invalid yaw given. Yaw must be divisible by 90.");
}
}
/**
* Gets a direction vector given a yaw
*
* @param yaw <p>The yaw to convert to a direction vector</p>
* @return <p>The direction vector pointing in the same direction as the yaw</p>
*/
public static Vector getDirectionVectorFromYaw(double yaw) {
//Make sure the yaw is between 0 and 360
yaw = normalizeYaw(yaw);
if (yaw == 0) {
return new Vector(0, 0, 1);
} else if (yaw == 90) {
return new Vector(-1, 0, 0);
} else if (yaw == 180) {
return new Vector(0, 0, -1);
} else if (yaw == 270) {
return new Vector(1, 0, 0);
} else {
throw new IllegalArgumentException(String.format("Invalid yaw %f given", yaw));
}
}
/**
* Moves a location by the given amounts
*
* <p>The right, down and out work the same as for the relative block vector. Looking a the front of a portal,
* right goes rightwards, down goes downwards and out goes towards the observer.</p>
*
* @param location <p>The location to start at</p>
* @param right <p>The amount to go right</p>
* @param down <p>The amount to go downward</p>
* @param out <p>The amount to go outward</p>
* @param yaw <p>The yaw when looking directly outwards from a portal</p>
* @return <p>A location relative to the given location</p>
*/
public static Location moveLocation(Location location, double right, double down, double out, double yaw) {
return location.add(getCoordinateVectorFromRelativeVector(right, down, out, yaw));
}
/**
* Gets a vector in Minecraft's normal X,Y,Z-space from a relative block vector
*
* @param right <p>The amount of rightward steps from the top-left origin</p>
* @param down <p>The amount of downward steps from the top-left origin</p>
* @param out <p>The distance outward from the top-left origin</p>
* @param yaw <p>The yaw when looking directly outwards from a portal</p>
* @return <p>A normal vector</p>
*/
public static Vector getCoordinateVectorFromRelativeVector(double right, double down, double out, double yaw) {
Vector distanceVector = DirectionHelper.getDirectionVectorFromYaw(yaw);
distanceVector.multiply(out);
Vector rightVector = DirectionHelper.getDirectionVectorFromYaw(yaw - 90);
rightVector.multiply(right);
Vector depthVector = new Vector(0, -1, 0);
depthVector.multiply(down);
return distanceVector.add(rightVector).add(depthVector);
}
/**
* Normalizes a yaw to make it positive and no larger than 360 degrees
*
* @param yaw <p>The yaw to normalize</p>
* @return <p>The normalized yaw</p>
*/
private static double normalizeYaw(double yaw) {
while (yaw < 0) {
yaw += 360;
}
yaw = yaw % 360;
return yaw;
}
}