/* * gleem -- OpenGL Extremely Easy-To-Use Manipulators. * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu) * * Copying, distribution and use of this software in source and binary * forms, with or without modification, is permitted provided that the * following conditions are met: * * Distributions of source code must reproduce the copyright notice, * this list of conditions and the following disclaimer in the source * code header files; and Distributions of binary code must reproduce * the copyright notice, this list of conditions and the following * disclaimer in the documentation, Read me file, license file and/or * other materials provided with the software distribution. * * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright * holder may not be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION, * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED * WARRANTY OF FITNESS FOR SUCH USES. */ package gleem.linalg; /** 4-element single-precision vector */ public class Vec4f { private float x; private float y; private float z; private float w; public Vec4f() {} public Vec4f(Vec4f arg) { set(arg); } public Vec4f(float x, float y, float z, float w) { set(x, y, z, w); } public Vec4f copy() { return new Vec4f(this); } public void set(Vec4f arg) { set(arg.x, arg.y, arg.z, arg.w); } public void set(float x, float y, float z, float w) { this.x = x; this.y = y; this.z = z; this.w = w; } /** Sets the ith component, 0 <= i < 4 */ public void set(int i, float val) { switch (i) { case 0: x = val; break; case 1: y = val; break; case 2: z = val; break; case 3: w = val; break; default: throw new IndexOutOfBoundsException(); } } /** Gets the ith component, 0 <= i < 4 */ public float get(int i) { switch (i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; default: throw new IndexOutOfBoundsException(); } } public float x() { return x; } public float y() { return y; } public float z() { return z; } public float w() { return w; } public void setX(float x) { this.x = x; } public void setY(float y) { this.y = y; } public void setZ(float z) { this.z = z; } public void setW(float w) { this.w = w; } public float dot(Vec4f arg) { return x * arg.x + y * arg.y + z * arg.z + w * arg.w; } public float length() { return (float) Math.sqrt(lengthSquared()); } public float lengthSquared() { return this.dot(this); } public void normalize() { float len = length(); if (len == 0.0f) return; scale(1.0f / len); } /** Returns this * val; creates new vector */ public Vec4f times(float val) { Vec4f tmp = new Vec4f(this); tmp.scale(val); return tmp; } /** this = this * val */ public void scale(float val) { x *= val; y *= val; z *= val; w *= val; } /** Returns this + arg; creates new vector */ public Vec4f plus(Vec4f arg) { Vec4f tmp = new Vec4f(); tmp.add(this, arg); return tmp; } /** this = this + b */ public void add(Vec4f b) { add(this, b); } /** this = a + b */ public void add(Vec4f a, Vec4f b) { x = a.x + b.x; y = a.y + b.y; z = a.z + b.z; w = a.w + b.w; } /** Returns this + s * arg; creates new vector */ public Vec4f addScaled(float s, Vec4f arg) { Vec4f tmp = new Vec4f(); tmp.addScaled(this, s, arg); return tmp; } /** this = a + s * b */ public void addScaled(Vec4f a, float s, Vec4f b) { x = a.x + s * b.x; y = a.y + s * b.y; z = a.z + s * b.z; w = a.w + s * b.w; } /** Returns this - arg; creates new vector */ public Vec4f minus(Vec4f arg) { Vec4f tmp = new Vec4f(); tmp.sub(this, arg); return tmp; } /** this = this - b */ public void sub(Vec4f b) { sub(this, b); } /** this = a - b */ public void sub(Vec4f a, Vec4f b) { x = a.x - b.x; y = a.y - b.y; z = a.z - b.z; w = a.w - b.w; } /** Sets each component of this vector to the product of the component with the corresponding component of the argument vector. */ public void componentMul(Vec4f arg) { x *= arg.x; y *= arg.y; z *= arg.z; w *= arg.w; } public Vecf toVecf() { Vecf out = new Vecf(4); for (int i = 0; i < 4; i++) { out.set(i, get(i)); } return out; } public String toString() { return "(" + x + ", " + y + ", " + z + ")"; } }