geforkt von Mirrors/FastAsyncWorldEdit
Slightly better angle calculation
Dieser Commit ist enthalten in:
Ursprung
5c32cc17a2
Commit
054e60729b
@ -21,7 +21,7 @@ import java.util.List;
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*/
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public abstract class Spline {
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private BlockVector2 direction = BlockVector2.at(1, 0);
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private Vector2 direction = Vector2.at(1, 0);
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private final int nodeCount;
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protected EditSession editSession;
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@ -77,10 +77,10 @@ public abstract class Spline {
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* is rotated by that angle to follow the curve slope.
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* <p>
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* The default direction is a (1;0) vector (pointing in the positive x-direction).
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* @param direction A normalized vector representing the horizontal forward direction of the clipboard content
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* @param direction A vector representing the horizontal forward direction of the clipboard content
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*/
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public void setDirection(BlockVector2 direction) {
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this.direction = direction;
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public void setDirection(Vector2 direction) {
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this.direction = direction.normalize();
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}
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/**
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@ -93,7 +93,7 @@ public abstract class Spline {
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* The default direction is a (1;0) vector (pointing in the positive x-direction).
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* @return A vector representing the horizontal forward direction of the clipboard content
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*/
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public BlockVector2 getDirection() {
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public Vector2 getDirection() {
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return direction;
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}
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@ -136,9 +136,11 @@ public abstract class Spline {
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Vector3 deriv = interpolation.get1stDerivative(position);
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Vector2 deriv2D = Vector2.at(deriv.getX(), deriv.getZ()).normalize();
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double angle = Math.toDegrees(
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Math.atan2(direction.getZ(), direction.getX()) - Math.atan2(deriv2D.getZ(), deriv2D.getX())
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-Math.acos(direction.dot(deriv2D))
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);
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angle = ((angle % 360) + 360) % 360; // Wrap to 360 degrees
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return pasteBlocks(blockTarget, offset, angle);
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}
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