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author | phil <[email protected]> | 2018-12-23 22:40:58 +1300 |
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committer | phil <[email protected]> | 2018-12-23 22:40:58 +1300 |
commit | 63fe7f35ead4db73dfa3128413bd48674b06d6e1 (patch) | |
tree | ca92328c4e253d239ed6086b098eaa0d3e215f68 /src/org/jogamp/vecmath/AxisAngle4f.java | |
parent | e5b12d9df1e74f09d0bbf19b873bcafe1aa10cca (diff) |
# WARNING: head commit changed in the meantime
source location changed, javadoc files added, AWT dependant methods
removed
Diffstat (limited to 'src/org/jogamp/vecmath/AxisAngle4f.java')
-rw-r--r-- | src/org/jogamp/vecmath/AxisAngle4f.java | 647 |
1 files changed, 647 insertions, 0 deletions
diff --git a/src/org/jogamp/vecmath/AxisAngle4f.java b/src/org/jogamp/vecmath/AxisAngle4f.java new file mode 100644 index 0000000..e78f769 --- /dev/null +++ b/src/org/jogamp/vecmath/AxisAngle4f.java @@ -0,0 +1,647 @@ +/* + * 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; + } + +} |