/* * 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 3-element vector that is represented by single-precision floating point * x,y,z coordinates. If this value represents a normal, then it should * be normalized. * */ public class Vector3f extends Tuple3f implements java.io.Serializable { // Combatible with 1.1 static final long serialVersionUID = -7031930069184524614L; /** * Constructs and initializes a Vector3f from the specified xyz coordinates. * @param x the x coordinate * @param y the y coordinate * @param z the z coordinate */ public Vector3f(float x, float y, float z) { super(x,y,z); } /** * Constructs and initializes a Vector3f from the array of length 3. * @param v the array of length 3 containing xyz in order */ public Vector3f(float[] v) { super(v); } /** * Constructs and initializes a Vector3f from the specified Vector3f. * @param v1 the Vector3f containing the initialization x y z data */ public Vector3f(Vector3f v1) { super(v1); } /** * Constructs and initializes a Vector3f from the specified Vector3d. * @param v1 the Vector3d containing the initialization x y z data */ public Vector3f(Vector3d v1) { super(v1); } /** * Constructs and initializes a Vector3f from the specified Tuple3f. * @param t1 the Tuple3f containing the initialization x y z data */ public Vector3f(Tuple3f t1) { super(t1); } /** * Constructs and initializes a Vector3f from the specified Tuple3d. * @param t1 the Tuple3d containing the initialization x y z data */ public Vector3f(Tuple3d t1) { super(t1); } /** * Constructs and initializes a Vector3f to (0,0,0). */ public Vector3f() { super(); } /** * Returns the squared length of this vector. * @return the squared length of this vector */ public final float lengthSquared() { return (this.x*this.x + this.y*this.y + this.z*this.z); } /** * Returns the length of this vector. * @return the length of this vector */ public final float length() { return (float) Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z); } /** * Sets this vector to be the vector cross product of vectors v1 and v2. * @param v1 the first vector * @param v2 the second vector */ public final void cross(Vector3f v1, Vector3f v2) { float x,y; x = v1.y*v2.z - v1.z*v2.y; y = v2.x*v1.z - v2.z*v1.x; this.z = v1.x*v2.y - v1.y*v2.x; this.x = x; this.y = y; } /** * Computes the dot product of this vector and vector v1. * @param v1 the other vector * @return the dot product of this vector and v1 */ public final float dot(Vector3f v1) { return (this.x*v1.x + this.y*v1.y + this.z*v1.z); } /** * Sets the value of this vector to the normalization of vector v1. * @param v1 the un-normalized vector */ public final void normalize(Vector3f v1) { float norm; norm = (float) (1.0/Math.sqrt(v1.x*v1.x + v1.y*v1.y + v1.z*v1.z)); this.x = v1.x*norm; this.y = v1.y*norm; this.z = v1.z*norm; } /** * Normalizes this vector in place. */ public final void normalize() { float norm; norm = (float) (1.0/Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z)); this.x *= norm; this.y *= norm; this.z *= norm; } /** * Returns the angle in radians between this vector and the vector * parameter; the return value is constrained to the range [0,PI]. * @param v1 the other vector * @return the angle in radians in the range [0,PI] */ public final float angle(Vector3f v1) { double vDot = this.dot(v1) / ( this.length()*v1.length() ); if( vDot < -1.0) vDot = -1.0; if( vDot > 1.0) vDot = 1.0; return((float) (Math.acos( vDot ))); } }