/* * $RCSfile$ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision$ * $Date$ * $State$ */ package javax.vecmath; import java.lang.Math; /** * A four-element axis angle represented by double-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 AxisAngle4d implements java.io.Serializable, Cloneable { // Compatible with 1.1 static final long serialVersionUID = 3644296204459140589L; /** * The x coordinate. */ public double x; /** * The y coordinate. */ public double y; /** * The z coordinate. */ public double z; /** * The angle of rotation in radians. */ public double angle; final static double EPS = 0.000001; /** * Constructs and initializes an AxisAngle4d from the specified * x, y, z, and 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 AxisAngle4d(double x, double y, double z, double angle) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4d from the components * contained in the array. * @param a the array of length 4 containing x,y,z,angle in order */ public AxisAngle4d(double[] a) { this.x = a[0]; this.y = a[1]; this.z = a[2]; this.angle = a[3]; } /** * Constructs and initializes an AxisAngle4d from the specified AxisAngle4d. * @param a1 the AxisAngle4d containing the initialization x y z angle data */ public AxisAngle4d(AxisAngle4d a1) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Constructs and initializes an AxisAngle4d from the specified * AxisAngle4f. * @param a1 the AxisAngle4f containing the initialization x y z angle data */ public AxisAngle4d(AxisAngle4f a1) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Constructs and initializes an AxisAngle4d from the specified * axis and angle. * @param axis the axis * @param angle the angle of rotation in radian * * @since vecmath 1.2 */ public AxisAngle4d(Vector3d axis, double angle) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4d to (0,0,1,0). */ public AxisAngle4d() { this.x = 0.0; this.y = 0.0; this.z = 1.0; this.angle = 0.0; } /** * 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(double x, double y, double z, double angle) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Sets the value of this axis angle to the specified x,y,z,angle. * @param a the array of length 4 containing x,y,z,angle in order */ public final void set(double[] 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(AxisAngle4d 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(AxisAngle4f a1) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Sets the value of this AxisAngle4d 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(Vector3d axis, double angle) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Gets the value of this axis angle and places it into the array a of * length four in x,y,z,angle order. * @param a the array of length four */ public final void get(double[] 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 component of * the passed matrix. * If the specified matrix has no rotational component, the value * of this AxisAngle4d is set to an angle of 0 about an axis of (0,1,0). * * @param m1 the matrix4f */ public final void set(Matrix4f 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 = x*invMag; y = y*invMag; z = 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 AxisAngle4d 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 = x*invMag; y = y*invMag; z = 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 AxisAngle4d 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 = x*invMag; y = y*invMag; z = 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 AxisAngle4d 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 = x*invMag; y = y*invMag; z = 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 equivalent * of the passed quaternion. * If the specified quaternion has no rotational component, the value * of this AxisAngle4d 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 = q1.x*invMag; y = q1.y*invMag; z = q1.z*invMag; angle = 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 AxisAngle4d 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 = q1.x*invMag; y = q1.y*invMag; z = q1.z*invMag; angle = 2.0*Math.atan2(mag, q1.w); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0f; } } /** * Returns a string that contains the values of this AxisAngle4d. * The form is (x,y,z,angle). * @return the String representation */ public String toString() { return "(" + this.x + ", " + this.y + ", " + this.z + ", " + this.angle + ")"; } /** * Returns true if all of the data members of AxisAngle4d a1 are * equal to the corresponding data members in this AxisAngle4d. * @param a1 the axis-angle with which the comparison is made * @return true or false */ public boolean equals(AxisAngle4d 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 AxisAngle4d and all of the * data members of o1 are equal to the corresponding data members in * this AxisAngle4d. * @param o1 the object with which the comparison is made * @return true or false */ public boolean equals(Object o1) { try { AxisAngle4d a2 = (AxisAngle4d) 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(AxisAngle4d a1, double epsilon) { double 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 AxisAngle4d objects with identical data values * (i.e., AxisAngle4d.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 */ public int hashCode() { long bits = 1L; bits = 31L * bits + VecMathUtil.doubleToLongBits(x); bits = 31L * bits + VecMathUtil.doubleToLongBits(y); bits = 31L * bits + VecMathUtil.doubleToLongBits(z); bits = 31L * bits + VecMathUtil.doubleToLongBits(angle); return (int) (bits ^ (bits >> 32)); } /** * 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 */ 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.
* An axis angle is a rotation angle about the vector (x,y,z). * * @return the angle, in radians. * * @since vecmath 1.5 */ public final double getAngle() { return angle; } /** * Set the axis angle, in radians.
* 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(double angle) { this.angle = angle; } /** * Get value of x coordinate. * * @return the x coordinate. * * @since vecmath 1.5 */ public double getX() { return x; } /** * Set a new value for x coordinate. * * @param x the x coordinate. * * @since vecmath 1.5 */ public final void setX(double x) { this.x = x; } /** * Get value of y coordinate. * * @return the y coordinate. * * @since vecmath 1.5 */ public final double getY() { return y; } /** * Set a new value for y coordinate. * * @param y the y coordinate. * * @since vecmath 1.5 */ public final void setY(double y) { this.y = y; } /** * Get value of z coordinate. * * @return the z coordinate. * * @since vecmath 1.5 */ public double getZ() { return z; } /** * Set a new value for z coordinate. * * @param z the z coordinate. * * @since vecmath 1.5 */ public final void setZ(double z) { this.z = z; } }