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Diffstat (limited to 'src/javax/vecmath/AxisAngle4f.java')
-rw-r--r-- | src/javax/vecmath/AxisAngle4f.java | 647 |
1 files changed, 0 insertions, 647 deletions
diff --git a/src/javax/vecmath/AxisAngle4f.java b/src/javax/vecmath/AxisAngle4f.java deleted file mode 100644 index 5da30ab..0000000 --- a/src/javax/vecmath/AxisAngle4f.java +++ /dev/null @@ -1,647 +0,0 @@ -/* - * 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 javax.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; - } - -} |