/* * This file is part of NucleusFramework for Bukkit, licensed under the MIT License (MIT). * * Copyright (c) JCThePants (www.jcwhatever.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.jcwhatever.nucleus.providers.math; import com.jcwhatever.nucleus.utils.coords.IVector2D; import com.jcwhatever.nucleus.utils.coords.IVector3D; /** * A rotation matrix used to rotate vectors. */ public interface IRotationMatrix { /** * Get the angle of rotation. */ float getRotation(); /** * Rotate the vector on the X axis by the rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateX(IVector2D vector); /** * Rotate the vector on the X axis by the rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateX(IVector3D vector); /** * Copy and rotate the vector on the X axis by the rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateX(IVector2D vector, T output); /** * Copy and rotate the vector on the X axis by the rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateX(IVector3D vector, T output); /** * Rotate the vector on the Y axis by the rotation angle. * * <p>This method should reverse rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateY(IVector2D vector); /** * Rotate the vector on the Y axis by the rotation angle. * * <p>This method should reverse rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateY(IVector3D vector); /** * Copy and rotate the vector on the Y axis by the rotation angle. * * <p>This method should reverse rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * If the vector is 2D, 0 is substituted for the Y coords. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateY(IVector2D vector, T output); /** * Copy and rotate the vector on the Y axis by the rotation angle. * * <p>This method should reverse rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateY(IVector3D vector, T output); /** * Rotate the vector on the Z axis by the rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateZ(IVector2D vector); /** * Rotate the vector on the Z axis by the rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateZ(IVector3D vector); /** * Copy and rotate the vector on the Z axis by the matrix angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateZ(IVector2D vector, T output); /** * Copy and rotate the vector on the Z axis by the matrix angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateZ(IVector3D vector, T output); /** * Rotate the vector on the Y axis by the negated rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateReverseX(IVector2D vector); /** * Rotate the vector on the Y axis by the negated rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateReverseX(IVector3D vector); /** * Copy and rotate the vector on the X axis by the negated rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateReverseX(IVector2D vector, T output); /** * Copy and rotate the vector on the X axis by the negated rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateReverseX(IVector3D vector, T output); /** * Rotate the vector on the Y axis by the negated rotation angle. * * <p>This method should forward rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateReverseY(IVector2D vector); /** * Rotate the vector on the Y axis by the negated rotation angle. * * <p>This method should forward rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateReverseY(IVector3D vector); /** * Copy and rotate the vector on the Y axis by the negated rotation angle. * * <p>This method should forward rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateReverseY(IVector2D vector, T output); /** * Copy and rotate the vector on the Y axis by the negated rotation angle. * * <p>This method should forward rotate Y to keep values consistent with * Minecraft's inverted X axis coordinates.</p> * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateReverseY(IVector3D vector, T output); /** * Rotate the vector on the Z axis by the negated rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector2D rotateReverseZ(IVector2D vector); /** * Rotate the vector on the Z axis by the negated rotation angle. * * @param vector The input vector. * * @return A new rotated vector. */ IVector3D rotateReverseZ(IVector3D vector); /** * Copy and rotate the vector on the Z axis by the negated rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector2D> T rotateReverseZ(IVector2D vector, T output); /** * Copy and rotate the vector on the Z axis by the negated rotation angle. * * @param vector The input vector. * @param output The rotated output vector. * * @return The rotated output vector. */ <T extends IVector3D> T rotateReverseZ(IVector3D vector, T output); }