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Introduce rotation methods to the Vector class
By: Bjarne Koll <LynxPlay101@gmail.com>
This commit is contained in:
117
paper-api/src/test/java/org/bukkit/util/VectorTest.java
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117
paper-api/src/test/java/org/bukkit/util/VectorTest.java
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package org.bukkit.util;
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import org.bukkit.block.BlockFace;
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import org.junit.Test;
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import static org.junit.Assert.*;
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public class VectorTest {
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@Test
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public void testNormalisedVectors() {
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assertFalse(new Vector(1, 0, 0).multiply(1.1).isNormalized());
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assertTrue(new Vector(1, 1, 1).normalize().isNormalized());
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assertTrue(new Vector(1, 0, 0).isNormalized());
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}
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@Test(expected = IllegalArgumentException.class)
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public void testNullVectorAxis() {
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new Vector(0, 1, 0).rotateAroundAxis(null, Math.PI);
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}
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@Test
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public void testBypassingAxisVector() {
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new Vector(0, 1, 0).rotateAroundNonUnitAxis(new Vector(1, 1, 1), Math.PI); // This will result some weird result, but there may be some use for it for some people
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}
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@Test
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public void testResizeAxis() {
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Vector axis = new Vector(0, 10, 0);
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assertEquals(BlockFace.EAST.getDirection().rotateAroundAxis(axis, Math.PI * 0.5), BlockFace.NORTH.getDirection());
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}
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/**
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* As west to east are the x axis in Minecraft, rotating around it from up
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* should lead to up -> south -> down -> north.
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*/
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@Test
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public void testRotationAroundX() {
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Vector vector = BlockFace.UP.getDirection();
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundX(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.DOWN.getDirection(), vector.clone().rotateAroundX(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundX(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.UP.getDirection(), vector.clone().rotateAroundX(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As up to down are the y axis in Minecraft, rotating around it from up
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* should lead to east (positive x) -> south -> west -> north.
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*/
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@Test
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public void testRotationAroundY() {
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Vector vector = BlockFace.EAST.getDirection();
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundY(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundY(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundY(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundY(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As up to down are the y axis in Minecraft, rotating around it from up
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* should lead to east (positive x) -> south -> west -> north.
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*/
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@Test
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public void testRotationAroundYUsingCustomAxis() {
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Vector vector = BlockFace.EAST.getDirection();
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Vector axis = BlockFace.UP.getDirection();
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assertEquals(BlockFace.NORTH.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.SOUTH.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundAxis(axis, Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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/**
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* As south to north are the z axis in Minecraft, rotating around it from up
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* should lead to up (positive y) -> west -> down -> east.
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*/
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@Test
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public void testRotationAroundZ() {
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Vector vector = BlockFace.UP.getDirection();
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assertEquals(BlockFace.WEST.getDirection(), vector.clone().rotateAroundZ(Math.PI * 0.5)); // Should rotate around x axis for 1/4 of a circle.
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assertEquals(BlockFace.DOWN.getDirection(), vector.clone().rotateAroundZ(Math.PI * 1.0)); // Should rotate around x axis for 2/4 of a circle.
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assertEquals(BlockFace.EAST.getDirection(), vector.clone().rotateAroundZ(Math.PI * 1.5)); // Should rotate around x axis for 3/4 of a circle.
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assertEquals(BlockFace.UP.getDirection(), vector.clone().rotateAroundZ(Math.PI * 2.0)); // Should rotate around x axis for 4/4 of a circle.
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}
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@Test
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public void testRotationAroundAxis() {
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Vector axis = new Vector(1, 0, 1);
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assertEquals(new Vector(0, 1, 0).rotateAroundNonUnitAxis(axis, Math.PI * 0.5), new Vector(-1, 0, 1));
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}
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@Test
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public void testRotationAroundAxisNonUnit() {
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Vector axis = new Vector(0, 2, 0);
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Vector v = BlockFace.EAST.getDirection();
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assertEquals(v.rotateAroundNonUnitAxis(axis, Math.PI * 0.5), BlockFace.NORTH.getDirection().multiply(2));
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}
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/**
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* This will be a bit tricky to prove so we will try to simply see if the
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* vectors have correct angle to each other This will work with any two
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* vectors, as the rotation will keep the angle the same.
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*/
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@Test
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public void testRotationAroundCustomAngle() {
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Vector axis = new Vector(-30, 1, 2000).normalize();
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Vector v = new Vector(53, 12, 98);
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float a = v.angle(axis);
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double stepSize = Math.PI / 21;
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for (int i = 0; i < 42; i++) {
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v.rotateAroundAxis(axis, stepSize);
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assertEquals(a, v.angle(axis), Vector.getEpsilon());
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}
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}
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}
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