diff options
author | Sven Gothel <[email protected]> | 2014-03-15 16:54:34 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2014-03-15 16:54:34 +0100 |
commit | 101567f5f16d91a13c8067764d5e14eefb2b9936 (patch) | |
tree | dd53040810d4728182962a6a6dc6ae96427741cf /src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java | |
parent | 06fbb390d28bc247945931699e1d59bdd76230c6 (diff) |
FloatUtil/VectorUtil: Enhance isEqual/compare w/ and w/o epsilon, add unit tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java | 287 |
1 files changed, 138 insertions, 149 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java index 4aa1baf78..778c17a53 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java @@ -31,9 +31,6 @@ import java.util.ArrayList; public class VectorUtil { - /** Zero vector */ - public static final float[] ZERO = new float[] { 0f, 0f, 0f }; - public enum Winding { CW(-1), CCW(1); @@ -44,8 +41,6 @@ public class VectorUtil { } } - public static final int COLLINEAR = 0; - /** * Copies a vector of length 3 * @param dst output vector @@ -75,47 +70,78 @@ public class VectorUtil { } /** - * Return true if both vectors are equal, no {@link FloatUtil#EPSILON} is taken into consideration. + * Return true if both vectors are equal w/o regarding an epsilon. + * <p> + * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details. + * </p> + */ + public static boolean isVec2Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) { + return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) && + FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) ; + } + + /** + * Return true if both vectors are equal w/o regarding an epsilon. + * <p> + * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details. + * </p> */ - public static boolean isEqual(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) { - return vec1[0+vec1Offset] == vec2[0+vec2Offset] && - vec1[1+vec1Offset] == vec2[1+vec2Offset] && - vec1[2+vec1Offset] == vec2[2+vec2Offset]; + public static boolean isVec3Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) { + return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) && + FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) && + FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset]) ; } /** * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>. - * @see FloatUtil#EPSILON + * <p> + * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details. + * </p> */ - public static boolean isEqual(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) { - return Math.abs(vec1[0+vec1Offset] - vec2[0+vec2Offset]) < epsilon && - Math.abs(vec1[1+vec1Offset] - vec2[1+vec2Offset]) < epsilon && - Math.abs(vec1[2+vec1Offset] - vec2[2+vec2Offset]) < epsilon ; + public static boolean isVec2Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) { + return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) && + FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) ; + } + + /** + * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>. + * <p> + * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details. + * </p> + */ + public static boolean isVec3Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) { + return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) && + FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) && + FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset], epsilon) ; } /** * Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration. */ - public static boolean isZero(final float[] vec, final int vecOffset) { + public static boolean isVec3Zero(final float[] vec, final int vecOffset) { return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset] && 0f == vec[2+vecOffset]; } /** * Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>. - * @see FloatUtil#EPSILON + * <p> + * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details. + * </p> */ - public static boolean isZero(final float[] vec, final int vecOffset, final float epsilon) { + public static boolean isVec3Zero(final float[] vec, final int vecOffset, final float epsilon) { return isZero(vec[0+vecOffset], vec[1+vecOffset], vec[2+vecOffset], epsilon); } /** * Return true if all three vector components are zero, i.e. it's their absolute value < <code>epsilon</code>. - * @see FloatUtil#EPSILON + * <p> + * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details. + * </p> */ public static boolean isZero(final float x, final float y, final float z, final float epsilon) { - return Math.abs(x) < epsilon && - Math.abs(y) < epsilon && - Math.abs(z) < epsilon ; + return FloatUtil.isZero(x, epsilon) && + FloatUtil.isZero(y, epsilon) && + FloatUtil.isZero(z, epsilon) ; } /** @@ -125,7 +151,7 @@ public class VectorUtil { * distances, thus avoiding an expensive square root operation. * </p> */ - public static float distanceSquared(final float[] v1, final float[] v2) { + public static float vec3DistanceSquare(final float[] v1, final float[] v2) { final float dx = v1[0] - v2[0]; final float dy = v1[1] - v2[1]; final float dz = v1[2] - v2[2]; @@ -135,41 +161,43 @@ public class VectorUtil { /** * Return the distance between the given two points described vector v1 and v2. */ - public static float distance(final float[] v1, final float[] v2) { - return FloatUtil.sqrt(distanceSquared(v1, v2)); + public static float vec3Distance(final float[] v1, final float[] v2) { + return FloatUtil.sqrt(vec3DistanceSquare(v1, v2)); } - /** compute the dot product of two points + /** + * Compute the dot product of two points * @param vec1 vector 1 * @param vec2 vector 2 * @return the dot product as float */ - public static float dot(final float[] vec1, final float[] vec2) + public static float vec3Dot(final float[] vec1, final float[] vec2) { - return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]); + return vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]; } /** * Compute the squared length of a vector, a.k.a the squared <i>norm</i> */ - public static float lengthSquared(final float[] vec) { + public static float vec3LengthSquare(final float[] vec) { return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; } /** * Compute the length of a vector, a.k.a the <i>norm</i> */ - public static float length(final float[] vec) { - return FloatUtil.sqrt(lengthSquared(vec)); + public static float vec3Length(final float[] vec) { + return FloatUtil.sqrt(vec3LengthSquare(vec)); } /** * Normalize a vector - * @param result output vector + * @param result output vector, may be vector (in-place) * @param vector input vector * @return normalized output vector + * @return result vector for chaining */ - public static float[] normalize(final float[] result, final float[] vector) { - final float lengthSq = lengthSquared(vector); + public static float[] normalizeVec3(final float[] result, final float[] vector) { + final float lengthSq = vec3LengthSquare(vector); if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) { result[0] = 0f; result[1] = 0f; @@ -185,12 +213,11 @@ public class VectorUtil { /** * Normalize a vector in place - * @param result output vector * @param vector input vector * @return normalized output vector */ - public static float[] normalize(final float[] vector) { - final float lengthSq = lengthSquared(vector); + public static float[] normalizeVec3(final float[] vector) { + final float lengthSq = vec3LengthSquare(vector); if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) { vector[0] = 0f; vector[1] = 0f; @@ -206,24 +233,26 @@ public class VectorUtil { /** * Scales a vector by param using given result float[] - * @param result vector for the result + * @param result vector for the result, may be vector (in-place) * @param vector input vector * @param scale single scale constant for all vector components + * @return result vector for chaining */ - public static float[] scale(final float[] result, final float[] vector, final float scale) { + public static float[] scaleVec3(final float[] result, final float[] vector, final float scale) { result[0] = vector[0] * scale; result[1] = vector[1] * scale; result[2] = vector[2] * scale; return result; } - /** Scales a vector by param using given result float[] - * @param result vector for the result + /** + * Scales a vector by param using given result float[] + * @param result vector for the result, may be vector (in-place) * @param vector input vector * @param scale 3 component scale constant for each vector component - * @return given result vector + * @return result vector for chaining */ - public static float[] scale(final float[] result, final float[] vector, final float[] scale) + public static float[] scaleVec3(final float[] result, final float[] vector, final float[] scale) { result[0] = vector[0] * scale[0]; result[1] = vector[1] * scale[1]; @@ -232,12 +261,13 @@ public class VectorUtil { } /** - * Adds two vectors + * Adds two vectors, result = v1 + v2 + * @param result float[3] result vector, may be either v1 or v2 (in-place) * @param v1 vector 1 * @param v2 vector 2 - * @return v1 + v2 + * @return result vector for chaining */ - public static float[] vectorAdd(final float[] result, final float[] v1, final float[] v2) { + public static float[] addVec3(final float[] result, final float[] v1, final float[] v2) { result[0] = v1[0] + v2[0]; result[1] = v1[1] + v2[1]; result[2] = v1[2] + v2[2]; @@ -245,12 +275,13 @@ public class VectorUtil { } /** - * Subtracts two vectors + * Subtracts two vectors, result = v1 - v2 + * @param result float[3] result vector, may be either v1 or v2 (in-place) * @param v1 vector 1 * @param v2 vector 2 - * @return v1 - v2 + * @return result vector for chaining */ - public static float[] vectorSub(final float[] result, final float[] v1, final float[] v2) { + public static float[] subVec3(final float[] result, final float[] v1, final float[] v2) { result[0] = v1[0] - v2[0]; result[1] = v1[1] - v2[1]; result[2] = v1[2] - v2[2]; @@ -263,7 +294,7 @@ public class VectorUtil { * @param v2 vector 2 * @return the resulting vector */ - public static float[] cross(final float[] result, final float[] v1, final float[] v2) + public static float[] crossVec3(final float[] result, final float[] v1, final float[] v2) { result[0] = v1[1] * v2[2] - v1[2] * v2[1]; result[1] = v1[2] * v2[0] - v1[0] * v2[2]; @@ -271,12 +302,13 @@ public class VectorUtil { return result; } - /** Column Matrix Vector multiplication + /** + * Multiplication of column-major 4x4 matrix with vector * @param colMatrix column matrix (4x4) * @param vec vector(x,y,z) * @return result */ - public static float[] colMatrixVectorMult(final float[] result, final float[] colMatrix, final float[] vec) + public static float[] mulColMat4Vec3(final float[] result, final float[] colMatrix, final float[] vec) { result[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12]; result[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13]; @@ -285,12 +317,13 @@ public class VectorUtil { return result; } - /** Matrix Vector multiplication + /** + * Matrix Vector multiplication * @param rawMatrix column matrix (4x4) * @param vec vector(x,y,z) * @return result */ - public static float[] rowMatrixVectorMult(final float[] result, final float[] rawMatrix, final float[] vec) + public static float[] mulRowMat4Vec3(final float[] result, final float[] rawMatrix, final float[] vec) { result[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3]; result[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7]; @@ -299,103 +332,53 @@ public class VectorUtil { return result; } - /** Calculate the midpoint of two values + /** + * Calculate the midpoint of two values * @param p1 first value * @param p2 second vale * @return midpoint */ - public static float mid(final float p1, final float p2) - { + public static float mid(final float p1, final float p2) { return (p1+p2)/2.0f; } /** * Calculate the midpoint of two points - * @param p1 first point - * @param p2 second point + * @param p1 first point vector + * @param p2 second point vector * @return midpoint */ - public static float[] mid(final float[] result, final float[] p1, final float[] p2) - { + public static float[] midVec3(final float[] result, final float[] p1, final float[] p2) { result[0] = (p1[0] + p2[0])*0.5f; result[1] = (p1[1] + p2[1])*0.5f; result[2] = (p1[2] + p2[2])*0.5f; - return result; } - /** Compute distance between 2 points - * @param p0 a ref point on the line - * @param vec vector representing the direction of the line - * @param point the point to compute the relative distance of - * @return distance float - */ - public static float computeLength(final float[] p0, final float[] point) - { - final float w0 = point[0]-p0[0]; - final float w1 = point[1]-p0[1]; - final float w2 = point[2]-p0[2]; - - return FloatUtil.sqrt(w0*w0 + w1*w1 + w2*w2); - } - - /**Check equality of 2 vec3 vectors - * @param v1 vertex 1 - * @param v2 vertex 2 - * @return - */ - public static boolean checkEquality(final float[] v1, final float[] v2) - { - return Float.compare(v1[0], v2[0]) == 0 && - Float.compare(v1[1], v2[1]) == 0 && - Float.compare(v1[2], v2[2]) == 0 ; - } - - /**Check equality of 2 vec2 vectors - * @param v1 vertex 1 - * @param v2 vertex 2 - * @return - */ - public static boolean checkEqualityVec2(final float[] v1, final float[] v2) - { - return Float.compare(v1[0], v2[0]) == 0 && - Float.compare(v1[1], v2[1]) == 0 ; - } - - /** Compute the determinant of 3 vectors + /** + * Compute the determinant of 3 vectors * @param a vector 1 * @param b vector 2 * @param c vector 3 * @return the determinant value */ - public static float computeDeterminant(final float[] a, final float[] b, final float[] c) - { + public static float vec3Determinant(final float[] a, final float[] b, final float[] c) { return a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0]; } - /** Check if three vertices are colliniear + /** + * Check if three vertices are colliniear * @param v1 vertex 1 * @param v2 vertex 2 * @param v3 vertex 3 * @return true if collinear, false otherwise */ - public static boolean checkCollinear(final float[] v1, final float[] v2, final float[] v3) - { - return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR); + public static boolean isVec3Collinear(final float[] v1, final float[] v2, final float[] v3) { + return FloatUtil.isZero( vec3Determinant(v1, v2, v3), FloatUtil.EPSILON ); } - /** Compute Vector - * @param vector storage for resulting Vector V1V2 - * @param v1 vertex 1 - * @param v2 vertex2 2 - */ - public static void computeVector(final float[] vector, final float[] v1, final float[] v2) { - vector[0] = v2[0] - v1[0]; - vector[1] = v2[1] - v1[1]; - vector[2] = v2[2] - v1[2]; - } - - /** Check if vertices in triangle circumcircle + /** + * Check if vertices in triangle circumcircle * @param a triangle vertex 1 * @param b triangle vertex 2 * @param c triangle vertex 3 @@ -403,7 +386,7 @@ public class VectorUtil { * @return true if the vertex d is inside the circle defined by the * vertices a, b, c. from paper by Guibas and Stolfi (1985). */ - public static boolean inCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) { + public static boolean isInCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) { final float[] A = a.getCoord(); final float[] B = b.getCoord(); final float[] C = c.getCoord(); @@ -414,7 +397,8 @@ public class VectorUtil { (D[0] * D[0] + D[1] * D[1]) * triArea(A, B, C) > 0; } - /** Computes oriented area of a triangle + /** + * Computes oriented area of a triangle * @param a first vertex * @param b second vertex * @param c third vertex @@ -428,7 +412,8 @@ public class VectorUtil { return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1]) * (C[0] - A[0]); } - /** Computes oriented area of a triangle + /** + * Computes oriented area of a triangle * @param A first vertex * @param B second vertex * @param C third vertex @@ -439,7 +424,8 @@ public class VectorUtil { return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1])*(C[0] - A[0]); } - /** Check if a vertex is in triangle using + /** + * Check if a vertex is in triangle using * barycentric coordinates computation. * @param a first triangle vertex * @param b second triangle vertex @@ -447,20 +433,20 @@ public class VectorUtil { * @param p the vertex in question * @return true if p is in triangle (a, b, c), false otherwise. */ - public static boolean vertexInTriangle(final float[] a, final float[] b, final float[] c, + public static boolean isVec3InTriangle(final float[] a, final float[] b, final float[] c, final float[] p, final float[] ac, final float[] ab, final float[] ap){ // Compute vectors - computeVector(ac, a, c); //v0 - computeVector(ab, a, b); //v1 - computeVector(ap, a, p); //v2 + subVec3(ac, c, a); //v0 + subVec3(ab, b, a); //v1 + subVec3(ap, p, a); //v2 // Compute dot products - final float dot00 = dot(ac, ac); - final float dot01 = dot(ac, ab); - final float dot02 = dot(ac, ap); - final float dot11 = dot(ab, ab); - final float dot12 = dot(ab, ap); + final float dot00 = vec3Dot(ac, ac); + final float dot01 = vec3Dot(ac, ab); + final float dot02 = vec3Dot(ac, ap); + final float dot11 = vec3Dot(ab, ab); + final float dot12 = vec3Dot(ab, ap); // Compute barycentric coordinates final float invDenom = 1 / (dot00 * dot11 - dot01 * dot01); @@ -485,24 +471,24 @@ public class VectorUtil { * @param tmpAP * @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise. */ - public static boolean vertexInTriangle3(final float[] a, final float[] b, final float[] c, + public static boolean isVec3InTriangle3(final float[] a, final float[] b, final float[] c, final float[] p1, final float[] p2, final float[] p3, final float[] tmpAC, final float[] tmpAB, final float[] tmpAP){ // Compute vectors - computeVector(tmpAC, a, c); //v0 - computeVector(tmpAB, a, b); //v1 + subVec3(tmpAC, c, a); //v0 + subVec3(tmpAB, b, a); //v1 // Compute dot products - final float dotAC_AC = dot(tmpAC, tmpAC); - final float dotAC_AB = dot(tmpAC, tmpAB); - final float dotAB_AB = dot(tmpAB, tmpAB); + final float dotAC_AC = vec3Dot(tmpAC, tmpAC); + final float dotAC_AB = vec3Dot(tmpAC, tmpAB); + final float dotAB_AB = vec3Dot(tmpAB, tmpAB); // Compute barycentric coordinates final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB); { - computeVector(tmpAP, a, p1); //v2 - final float dotAC_AP1 = dot(tmpAC, tmpAP); - final float dotAB_AP1 = dot(tmpAB, tmpAP); + subVec3(tmpAP, p1, a); //v2 + final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP); + final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP); final float u1 = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom; final float v1 = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom; @@ -513,9 +499,9 @@ public class VectorUtil { } { - computeVector(tmpAP, a, p2); //v2 - final float dotAC_AP2 = dot(tmpAC, tmpAP); - final float dotAB_AP2 = dot(tmpAB, tmpAP); + subVec3(tmpAP, p1, a); //v2 + final float dotAC_AP2 = vec3Dot(tmpAC, tmpAP); + final float dotAB_AP2 = vec3Dot(tmpAB, tmpAP); final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom; final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom; @@ -526,9 +512,9 @@ public class VectorUtil { } { - computeVector(tmpAP, a, p3); //v2 - final float dotAC_AP3 = dot(tmpAC, tmpAP); - final float dotAB_AP3 = dot(tmpAB, tmpAP); + subVec3(tmpAP, p2, a); //v2 + final float dotAC_AP3 = vec3Dot(tmpAC, tmpAP); + final float dotAB_AP3 = vec3Dot(tmpAB, tmpAP); final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom; final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom; @@ -655,7 +641,9 @@ public class VectorUtil { * @return the intersection coordinates if the lines intersect, otherwise * returns null */ - public static float[] line2lineIntersection(final float[] result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) { + public static float[] line2lineIntersection(final float[] result, + final Vert2fImmutable a, final Vert2fImmutable b, + final Vert2fImmutable c, final Vert2fImmutable d) { final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX()); if (determinant == 0) @@ -680,7 +668,8 @@ public class VectorUtil { * @param e vertex 2 of first segment * @return true if the segment intersects at least one segment of the triangle, false otherwise */ - public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d, final Vert2fImmutable e){ + public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, + final Vert2fImmutable d, final Vert2fImmutable e){ return testSeg2SegIntersection(a, b, d, e) || testSeg2SegIntersection(b, c, d, e) || testSeg2SegIntersection(a, c, d, e) ; |