package net.minecraft.world.phys; import com.mojang.serialization.Codec; import java.util.List; import java.util.Objects; import net.minecraft.util.Mth; import net.minecraft.util.Util; public class Vec2 { public static final Vec2 ZERO = new Vec2(0.0F, 0.0F); public static final Vec2 ONE = new Vec2(1.0F, 1.0F); public static final Vec2 UNIT_X = new Vec2(1.0F, 0.0F); public static final Vec2 NEG_UNIT_X = new Vec2(-1.0F, 0.0F); public static final Vec2 UNIT_Y = new Vec2(0.0F, 1.0F); public static final Vec2 NEG_UNIT_Y = new Vec2(0.0F, -1.0F); public static final Vec2 MAX = new Vec2(Float.MAX_VALUE, Float.MAX_VALUE); public static final Vec2 MIN = new Vec2(Float.MIN_VALUE, Float.MIN_VALUE); public static final Codec CODEC = Codec.FLOAT .listOf() .comapFlatMap(input -> Util.fixedSize(input, 2).map(floats -> new Vec2((Float)floats.get(0), (Float)floats.get(1))), vec -> List.of(vec.x, vec.y)); public final float x; public final float y; public Vec2(final float x, final float y) { this.x = x; this.y = y; } public Vec2 scale(final float s) { return new Vec2(this.x * s, this.y * s); } public float dot(final Vec2 v) { return this.x * v.x + this.y * v.y; } public Vec2 add(final Vec2 rhs) { return new Vec2(this.x + rhs.x, this.y + rhs.y); } public Vec2 add(final float v) { return new Vec2(this.x + v, this.y + v); } public boolean equals(final Object rhs) { if (this == rhs) { return true; } else { return !(rhs instanceof Vec2 other) ? false : this.x == other.x && this.y == other.y; } } public int hashCode() { return Objects.hash(new Object[]{this.x, this.y}); } public Vec2 normalized() { float dist = Mth.sqrt(this.x * this.x + this.y * this.y); return dist < 1.0E-4F ? ZERO : new Vec2(this.x / dist, this.y / dist); } public float length() { return Mth.sqrt(this.x * this.x + this.y * this.y); } public float lengthSquared() { return this.x * this.x + this.y * this.y; } public float distanceToSqr(final Vec2 p) { float xd = p.x - this.x; float yd = p.y - this.y; return xd * xd + yd * yd; } public Vec2 negated() { return new Vec2(-this.x, -this.y); } public Vec2 rotate(final double angleRadians) { float cosine = Mth.cos(angleRadians); float sine = Mth.sin(angleRadians); return new Vec2(this.x * cosine - this.y * sine, this.y * cosine + this.x * sine); } }