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authorCurtis Rueden <[email protected]>2015-11-18 09:10:28 -0600
committerCurtis Rueden <[email protected]>2015-11-27 22:55:12 -0600
commit0bc630ab20ae013225c0c93ff13733457724f143 (patch)
tree92cb5c4bc2ef7440ea2daccecc490092a7bf12f8 /src/org/jogamp/vecmath/AxisAngle4f.java
parent89caa5181fae34eaaec6d4e0a40c08ea5d38844e (diff)
Relocate package prefix to org.jogamp.vecmath
Updating the package prefix avoids clashes with old versions of Java 3D. This is especially important on OS X, where Java 3D 1.3 is sometimes present on the java.ext.path, taking precedence over the classpath.
Diffstat (limited to 'src/org/jogamp/vecmath/AxisAngle4f.java')
-rw-r--r--src/org/jogamp/vecmath/AxisAngle4f.java647
1 files changed, 647 insertions, 0 deletions
diff --git a/src/org/jogamp/vecmath/AxisAngle4f.java b/src/org/jogamp/vecmath/AxisAngle4f.java
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+++ b/src/org/jogamp/vecmath/AxisAngle4f.java
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+/*
+ * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ *
+ */
+
+package org.jogamp.vecmath;
+
+
+/**
+ * A four-element axis angle represented by single-precision floating point
+ * x,y,z,angle components. An axis angle is a rotation of angle (radians)
+ * about the vector (x,y,z).
+ *
+ */
+public class AxisAngle4f implements java.io.Serializable, Cloneable {
+
+ // Compatible with 1.1
+ static final long serialVersionUID = -163246355858070601L;
+
+ /**
+ * The x coordinate.
+ */
+ public float x;
+
+ /**
+ * The y coordinate.
+ */
+ public float y;
+
+ /**
+ * The z coordinate.
+ */
+ public float z;
+
+ /**
+ * The angle of rotation in radians.
+ */
+ public float angle;
+
+ final static double EPS = 0.000001;
+
+ /**
+ * Constructs and initializes a AxisAngle4f from the specified xyzw coordinates.
+ * @param x the x coordinate
+ * @param y the y coordinate
+ * @param z the z coordinate
+ * @param angle the angle of rotation in radians
+ */
+ public AxisAngle4f(float x, float y, float z, float angle)
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.angle = angle;
+ }
+
+
+ /**
+ * Constructs and initializes an AxisAngle4f from the array of length 4.
+ * @param a the array of length 4 containing x,y,z,angle in order
+ */
+ public AxisAngle4f(float[] a)
+ {
+ this.x = a[0];
+ this.y = a[1];
+ this.z = a[2];
+ this.angle = a[3];
+ }
+
+
+ /**
+ * Constructs and initializes an AxisAngle4f from the specified
+ * AxisAngle4f.
+ * @param a1 the AxisAngle4f containing the initialization x y z angle data
+ */
+ public AxisAngle4f(AxisAngle4f a1)
+ {
+ this.x = a1.x;
+ this.y = a1.y;
+ this.z = a1.z;
+ this.angle = a1.angle;
+ }
+
+
+ /**
+ * Constructs and initializes an AxisAngle4f from the specified AxisAngle4d.
+ * @param a1 the AxisAngle4d containing the initialization x y z angle data
+ */
+ public AxisAngle4f(AxisAngle4d a1)
+ {
+ this.x = (float) a1.x;
+ this.y = (float) a1.y;
+ this.z = (float) a1.z;
+ this.angle = (float) a1.angle;
+ }
+
+
+ /**
+ * Constructs and initializes an AxisAngle4f from the specified
+ * axis and angle.
+ * @param axis the axis
+ * @param angle the angle of rotation in radians
+ *
+ * @since vecmath 1.2
+ */
+ public AxisAngle4f(Vector3f axis, float angle) {
+ this.x = axis.x;
+ this.y = axis.y;
+ this.z = axis.z;
+ this.angle = angle;
+ }
+
+
+ /**
+ * Constructs and initializes an AxisAngle4f to (0,0,1,0).
+ */
+ public AxisAngle4f()
+ {
+ this.x = 0.0f;
+ this.y = 0.0f;
+ this.z = 1.0f;
+ this.angle = 0.0f;
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the specified x,y,z,angle.
+ * @param x the x coordinate
+ * @param y the y coordinate
+ * @param z the z coordinate
+ * @param angle the angle of rotation in radians
+ */
+ public final void set(float x, float y, float z, float angle)
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.angle = angle;
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the specified values in the
+ * array of length 4.
+ * @param a the array of length 4 containing x,y,z,angle in order
+ */
+ public final void set(float[] a)
+ {
+ this.x = a[0];
+ this.y = a[1];
+ this.z = a[2];
+ this.angle = a[3];
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the value of axis-angle a1.
+ * @param a1 the axis-angle to be copied
+ */
+ public final void set(AxisAngle4f a1)
+ {
+ this.x = a1.x;
+ this.y = a1.y;
+ this.z = a1.z;
+ this.angle = a1.angle;
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the value of axis-angle a1.
+ * @param a1 the axis-angle to be copied
+ */
+ public final void set(AxisAngle4d a1)
+ {
+ this.x = (float) a1.x;
+ this.y = (float) a1.y;
+ this.z = (float) a1.z;
+ this.angle = (float) a1.angle;
+ }
+
+
+ /**
+ * Sets the value of this AxisAngle4f to the specified
+ * axis and angle.
+ * @param axis the axis
+ * @param angle the angle of rotation in radians
+ *
+ * @since vecmath 1.2
+ */
+ public final void set(Vector3f axis, float angle) {
+ this.x = axis.x;
+ this.y = axis.y;
+ this.z = axis.z;
+ this.angle = angle;
+ }
+
+
+ /**
+ * Copies the value of this axis-angle into the array a.
+ * @param a the array
+ */
+ public final void get(float[] a)
+ {
+ a[0] = this.x;
+ a[1] = this.y;
+ a[2] = this.z;
+ a[3] = this.angle;
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational equivalent
+ * of the passed quaternion.
+ * If the specified quaternion has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param q1 the Quat4f
+ */
+ public final void set(Quat4f q1)
+ {
+ double mag = q1.x*q1.x + q1.y*q1.y + q1.z*q1.z;
+
+ if ( mag > EPS ) {
+ mag = Math.sqrt(mag);
+ double invMag = 1.0/mag;
+
+ x = (float)(q1.x*invMag);
+ y = (float)(q1.y*invMag);
+ z = (float)(q1.z*invMag);
+ angle = (float)(2.0*Math.atan2(mag, q1.w));
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational equivalent
+ * of the passed quaternion.
+ * If the specified quaternion has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param q1 the Quat4d
+ */
+ public final void set(Quat4d q1)
+ {
+ double mag = q1.x*q1.x + q1.y*q1.y + q1.z*q1.z;
+
+ if (mag > EPS) {
+ mag = Math.sqrt(mag);
+ double invMag = 1.0/mag;
+
+ x = (float)(q1.x*invMag);
+ y = (float)(q1.y*invMag);
+ z = (float)(q1.z*invMag);
+ angle = (float)(2.0*Math.atan2(mag, q1.w));
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational component of
+ * the passed matrix.
+ * If the specified matrix has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param m1 the matrix4f
+ */
+ public final void set(Matrix4f m1)
+ {
+ Matrix3f m3f = new Matrix3f();
+
+ m1.get(m3f);
+
+ x = m3f.m21 - m3f.m12;
+ y = m3f.m02 - m3f.m20;
+ z = m3f.m10 - m3f.m01;
+ double mag = x*x + y*y + z*z;
+
+ if (mag > EPS) {
+ mag = Math.sqrt(mag);
+ double sin = 0.5*mag;
+ double cos = 0.5*(m3f.m00 + m3f.m11 + m3f.m22 - 1.0);
+
+ angle = (float)Math.atan2(sin, cos);
+ double invMag = 1.0/mag;
+ x = (float)(x*invMag);
+ y = (float)(y*invMag);
+ z = (float)(z*invMag);
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+
+
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational component of
+ * the passed matrix.
+ * If the specified matrix has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param m1 the matrix4d
+ */
+ public final void set(Matrix4d m1)
+ {
+ Matrix3d m3d = new Matrix3d();
+
+ m1.get(m3d);
+
+
+ x = (float)(m3d.m21 - m3d.m12);
+ y = (float)(m3d.m02 - m3d.m20);
+ z = (float)(m3d.m10 - m3d.m01);
+ double mag = x*x + y*y + z*z;
+
+ if (mag > EPS) {
+ mag = Math.sqrt(mag);
+ double sin = 0.5*mag;
+ double cos = 0.5*(m3d.m00 + m3d.m11 + m3d.m22 - 1.0);
+ angle = (float)Math.atan2(sin, cos);
+
+ double invMag = 1.0/mag;
+ x = (float)(x*invMag);
+ y = (float)(y*invMag);
+ z = (float)(z*invMag);
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational component of
+ * the passed matrix.
+ * If the specified matrix has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param m1 the matrix3f
+ */
+ public final void set(Matrix3f m1)
+ {
+ x = (float)(m1.m21 - m1.m12);
+ y = (float)(m1.m02 - m1.m20);
+ z = (float)(m1.m10 - m1.m01);
+ double mag = x*x + y*y + z*z;
+ if (mag > EPS) {
+ mag = Math.sqrt(mag);
+ double sin = 0.5*mag;
+ double cos = 0.5*(m1.m00 + m1.m11 + m1.m22 - 1.0);
+
+ angle = (float)Math.atan2(sin, cos);
+
+ double invMag = 1.0/mag;
+ x = (float)(x*invMag);
+ y = (float)(y*invMag);
+ z = (float)(z*invMag);
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+
+ }
+
+
+ /**
+ * Sets the value of this axis-angle to the rotational component of
+ * the passed matrix.
+ * If the specified matrix has no rotational component, the value
+ * of this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0).
+ * @param m1 the matrix3d
+ */
+ public final void set(Matrix3d m1)
+ {
+
+ x = (float)(m1.m21 - m1.m12);
+ y = (float)(m1.m02 - m1.m20);
+ z = (float)(m1.m10 - m1.m01);
+ double mag = x*x + y*y + z*z;
+
+ if (mag > EPS) {
+ mag = Math.sqrt(mag);
+ double sin = 0.5*mag;
+ double cos = 0.5*(m1.m00 + m1.m11 + m1.m22 - 1.0);
+
+ angle = (float)Math.atan2(sin, cos);
+
+ double invMag = 1.0/mag;
+ x = (float)(x*invMag);
+ y = (float)(y*invMag);
+ z = (float)(z*invMag);
+ } else {
+ x = 0.0f;
+ y = 1.0f;
+ z = 0.0f;
+ angle = 0.0f;
+ }
+ }
+
+
+ /**
+ * Returns a string that contains the values of this AxisAngle4f.
+ * The form is (x,y,z,angle).
+ * @return the String representation
+ */
+ @Override
+ public String toString() {
+ return "(" + this.x + ", " + this.y + ", " + this.z + ", " + this.angle + ")";
+ }
+
+
+ /**
+ * Returns true if all of the data members of AxisAngle4f a1 are
+ * equal to the corresponding data members in this AxisAngle4f.
+ * @param a1 the axis-angle with which the comparison is made
+ * @return true or false
+ */
+ public boolean equals(AxisAngle4f a1)
+ {
+ try {
+ return(this.x == a1.x && this.y == a1.y && this.z == a1.z
+ && this.angle == a1.angle);
+ }
+ catch (NullPointerException e2) {return false;}
+
+ }
+
+ /**
+ * Returns true if the Object o1 is of type AxisAngle4f and all of the
+ * data members of o1 are equal to the corresponding data members in
+ * this AxisAngle4f.
+ * @param o1 the object with which the comparison is made
+ * @return true or false
+ */
+ @Override
+ public boolean equals(Object o1)
+ {
+ try {
+ AxisAngle4f a2 = (AxisAngle4f) o1;
+ return(this.x == a2.x && this.y == a2.y && this.z == a2.z
+ && this.angle == a2.angle);
+ }
+ catch (NullPointerException e2) {return false;}
+ catch (ClassCastException e1) {return false;}
+
+ }
+
+ /**
+ * Returns true if the L-infinite distance between this axis-angle
+ * and axis-angle a1 is less than or equal to the epsilon parameter,
+ * otherwise returns false. The L-infinite
+ * distance is equal to
+ * MAX[abs(x1-x2), abs(y1-y2), abs(z1-z2), abs(angle1-angle2)].
+ * @param a1 the axis-angle to be compared to this axis-angle
+ * @param epsilon the threshold value
+ */
+ public boolean epsilonEquals(AxisAngle4f a1, float epsilon)
+ {
+ float diff;
+
+ diff = x - a1.x;
+ if((diff<0?-diff:diff) > epsilon) return false;
+
+ diff = y - a1.y;
+ if((diff<0?-diff:diff) > epsilon) return false;
+
+ diff = z - a1.z;
+ if((diff<0?-diff:diff) > epsilon) return false;
+
+ diff = angle - a1.angle;
+ if((diff<0?-diff:diff) > epsilon) return false;
+
+ return true;
+
+ }
+
+
+ /**
+ * Returns a hash code value based on the data values in this
+ * object. Two different AxisAngle4f objects with identical data values
+ * (i.e., AxisAngle4f.equals returns true) will return the same hash
+ * code value. Two objects with different data members may return the
+ * same hash value, although this is not likely.
+ * @return the integer hash code value
+ */
+ @Override
+ public int hashCode() {
+ long bits = 1L;
+ bits = VecMathUtil.hashFloatBits(bits, x);
+ bits = VecMathUtil.hashFloatBits(bits, y);
+ bits = VecMathUtil.hashFloatBits(bits, z);
+ bits = VecMathUtil.hashFloatBits(bits, angle);
+ return VecMathUtil.hashFinish(bits);
+ }
+
+ /**
+ * Creates a new object of the same class as this object.
+ *
+ * @return a clone of this instance.
+ * @exception OutOfMemoryError if there is not enough memory.
+ * @see java.lang.Cloneable
+ * @since vecmath 1.3
+ */
+ @Override
+ public Object clone() {
+ // Since there are no arrays we can just use Object.clone()
+ try {
+ return super.clone();
+ } catch (CloneNotSupportedException e) {
+ // this shouldn't happen, since we are Cloneable
+ throw new InternalError();
+ }
+ }
+
+
+ /**
+ * Get the axis angle, in radians.<br>
+ * An axis angle is a rotation angle about the vector (x,y,z).
+ *
+ * @return Returns the angle, in radians.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getAngle() {
+ return angle;
+ }
+
+
+ /**
+ * Set the axis angle, in radians.<br>
+ * An axis angle is a rotation angle about the vector (x,y,z).
+ *
+ * @param angle The angle to set, in radians.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setAngle(float angle) {
+ this.angle = angle;
+ }
+
+
+ /**
+ * Get value of <i>x</i> coordinate.
+ *
+ * @return the <i>x</i> coordinate.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getX() {
+ return x;
+ }
+
+
+ /**
+ * Set a new value for <i>x</i> coordinate.
+ *
+ * @param x the <i>x</i> coordinate.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setX(float x) {
+ this.x = x;
+ }
+
+
+ /**
+ * Get value of <i>y</i> coordinate.
+ *
+ * @return the <i>y</i> coordinate
+ *
+ * @since vecmath 1.5
+ */
+ public final float getY() {
+ return y;
+ }
+
+
+ /**
+ * Set a new value for <i>y</i> coordinate.
+ *
+ * @param y the <i>y</i> coordinate.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setY(float y) {
+ this.y = y;
+ }
+
+
+ /**
+ * Get value of <i>z</i> coordinate.
+ *
+ * @return the <i>z</i> coordinate.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getZ() {
+ return z;
+ }
+
+
+ /**
+ * Set a new value for <i>z</i> coordinate.
+ *
+ * @param z the <i>z</i> coordinate.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setZ(float z) {
+ this.z = z;
+ }
+
+}