Interface Transform

    • Method Detail

      • position

        Vector3d position()
        Gets the coordinates of this transform.
        Returns:
        The coordinates
      • withPosition

        Transform withPosition​(Vector3d position)
        Creates a copy of this transform while setting the position of the new one.
        Parameters:
        position - The position
        Returns:
        A new transform
      • rotation

        Vector3d rotation()
        Gets the rotation of this transform, as a Vector3d.

        The format of the rotation is represented by:

        • x -> pitch
        • y -> yaw
        • z -> roll
        Returns:
        The rotation vector
      • withRotation

        Transform withRotation​(Vector3d rotation)
        Creates a copy of this transform and sets the rotation as a quaternion.

        Quaternions are objectively better than the Euler angles preferred by Minecraft. This is for compatibility with the flow-math library.

        Parameters:
        rotation - The new rotation
        Returns:
        A new transform
      • withRotation

        Transform withRotation​(Quaterniond rotation)
        Creates a copy of this transform and sets the rotation.

        The format of the rotation is represented by:

        • x -> pitch
        • y -> yaw
        • z -> roll
        Parameters:
        rotation - The new rotation
        Returns:
        A new transform
      • rotationAsQuaternion

        Quaterniond rotationAsQuaternion()
        Returns the rotation as a quaternion.

        Quaternions are objectively better than the Euler angles preferred by Minecraft. This is for compatibility with the flow-math library.

        Returns:
        The rotation
      • pitch

        double pitch()
        Gets the pitch component of this transform rotation.
        Returns:
        The pitch
      • yaw

        double yaw()
        Gets the yaw component of this transform rotation.
        Returns:
        The yaw
      • roll

        double roll()
        Gets the roll component of this transform rotation.
        Returns:
        The roll
      • scale

        Vector3d scale()
        Gets the scale of the transform for each axis.
        Returns:
        The scale
      • withScale

        Transform withScale​(Vector3d scale)
        Creates a copy of this transform and sets the scale for each axis.
        Parameters:
        scale - The scale
        Returns:
        A new transform
      • add

        Transform add​(Transform other)
        "Adds" another transform to this one. This is equivalent to adding the translation, rotation and scale individually.

        Returns the results as a new copy.

        Parameters:
        other - The transform to add
        Returns:
        A new transform
      • translate

        Transform translate​(Vector3d translation)
        Adds a translation to this transform.

        Returns the results as a new copy.

        Parameters:
        translation - The translation to add
        Returns:
        A new transform
      • rotate

        Transform rotate​(Vector3d rotation)
        Adds a rotation to this transform. Returns the results as a new copy.
        Parameters:
        rotation - The rotation to add
        Returns:
        A new transform
      • rotate

        Transform rotate​(Quaterniond rotation)
        Adds a rotation to this transform.

        Quaternions are objectively better than the Euler angles preferred by Minecraft. This is the preferred method when dealing with rotation additions. This is for compatibility with the flow-math library.

        Returns the results as a new copy.

        Parameters:
        rotation - The rotation to add
        Returns:
        A new transform
      • scale

        Transform scale​(Vector3d scale)
        "Adds" a scale to this transform. Scales are multiplicative, so this actually multiplies the current scale.

        Returns the results as a new copy.

        Parameters:
        scale - The scale to add
        Returns:
        A new transform
      • toMatrix

        Matrix4d toMatrix()
        Returns a matrix representation of this transform.

        This includes the position, rotation and scale. To apply the transform to a vector, use the following:

        Vector3d original = ...;<br />
         Transform transform = ...;<br /><br />
         Vector3d transformed =
         transform.toMatrix().transform(original.toVector4(1)).toVector3();<br />
         }

        This converts the original 3D vector to 4D by appending 1 as the w coordinate, applies the transformation, then converts it back to 3D by dropping the w coordinate.

        Using a 4D matrix and a w coordinate with value 1 is what allows for the position to be included in the transformation applied by the matrix.

        Returns:
        The transform as a matrix