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diff --git a/src/javax/vecmath/AxisAngle4f.java b/src/javax/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 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;
- }
-
-}