Fixed rotation of structures
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@@ -14,21 +14,25 @@ fun Structure.buildAt(loc: Location) {
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structureData.forEach { it.structureData.createAt(buildLoc + it.location) }
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structureData.forEach { it.structureData.createAt(buildLoc + it.location) }
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}
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}
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/** @see Structure.rotate */
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fun Structure.rotateAroundX(angle: Number)
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fun Structure.rotateAroundX(angle: Number)
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= rotate { it.rotateAroundX(angle.toDouble()) }
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= rotate(angle) { it, rad -> it.rotateAroundZ(rad) }
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/** @see Structure.rotate */
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fun Structure.rotateAroundY(angle: Number)
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fun Structure.rotateAroundY(angle: Number)
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= rotate { it.rotateAroundY(angle.toDouble()) }
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= rotate(angle) { it, rad -> it.rotateAroundY(rad) }
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/** @see Structure.rotate */
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fun Structure.rotateAroundZ(angle: Number)
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fun Structure.rotateAroundZ(angle: Number)
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= rotate { it.rotateAroundZ(angle.toDouble()) }
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= rotate(angle) { it, rad -> it.rotateAroundZ(rad) }
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inline fun Structure.rotate(vectorRotation: (Vector) -> Vector)
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/** @param angle The angle of rotation in degrees.*/
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inline fun Structure.rotate(angle: Number, vectorRotation: (Vector, Double) -> Vector)
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= Structure(
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= Structure(
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HashSet<SingleStructureData>().apply {
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HashSet<SingleStructureData>().apply {
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structureData.forEach {
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structureData.forEach {
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this += SingleStructureData(
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this += SingleStructureData(
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vectorRotation.invoke(it.location.toVector()).toSimpleLoc(),
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vectorRotation.invoke(it.location.toVector(), Math.toRadians(angle.toDouble())).toSimpleLoc(),
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it.structureData
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it.structureData
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)
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)
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}
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}
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