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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java8
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java92
2 files changed, 86 insertions, 14 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index cc2a3a1cc..345224788 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -649,7 +649,7 @@ public class Quaternion {
* @return this quaternion for chaining.
*/
public final Quaternion setFromVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec, final float[] tmpNormalVec) {
- final float factor = VectorUtil.vec3Length(v1) * VectorUtil.vec3Length(v2);
+ final float factor = VectorUtil.vec3Norm(v1) * VectorUtil.vec3Norm(v2);
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
@@ -658,7 +658,7 @@ public class Quaternion {
VectorUtil.crossVec3(tmpPivotVec, v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Length(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) {
// Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector
// perpendicular to this vector will rotate vector a onto vector b.
//
@@ -704,7 +704,7 @@ public class Quaternion {
* @return this quaternion for chaining.
*/
public final Quaternion setFromNormalVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec) {
- final float factor = VectorUtil.vec3Length(v1) * VectorUtil.vec3Length(v2);
+ final float factor = VectorUtil.vec3Norm(v1) * VectorUtil.vec3Norm(v2);
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
@@ -713,7 +713,7 @@ public class Quaternion {
VectorUtil.crossVec3(tmpPivotVec, v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Length(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) {
// Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector
// perpendicular to this vector will rotate vector a onto vector b.
//
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index 9c6da7e24..7fa6f2d60 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -45,6 +45,20 @@ public class VectorUtil {
}
/**
+ * Copies a vector of length 2
+ * @param dst output vector
+ * @param dstOffset offset of dst in array
+ * @param src input vector
+ * @param srcOffset offset of src in array
+ * @return copied output vector for chaining
+ */
+ public static float[] copyVec2(final float[] dst, int dstOffset, final float[] src, int srcOffset)
+ {
+ System.arraycopy(src, srcOffset, dst, dstOffset, 2);
+ return dst;
+ }
+
+ /**
* Copies a vector of length 3
* @param dst output vector
* @param dstOffset offset of dst in array
@@ -121,6 +135,13 @@ public class VectorUtil {
/**
* Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
*/
+ public static boolean isVec2Zero(final float[] vec, final int vecOffset) {
+ return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset];
+ }
+
+ /**
+ * Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
+ */
public static boolean isVec3Zero(final float[] vec, final int vecOffset) {
return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset] && 0f == vec[2+vecOffset];
}
@@ -131,11 +152,32 @@ public class VectorUtil {
* Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
* </p>
*/
+ public static boolean isVec2Zero(final float[] vec, final int vecOffset, final float epsilon) {
+ return isZero(vec[0+vecOffset], vec[1+vecOffset], epsilon);
+ }
+
+ /**
+ * Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>.
+ * <p>
+ * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
+ * </p>
+ */
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 two vector components are zero, i.e. it's their absolute value < <code>epsilon</code>.
+ * <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 epsilon) {
+ return FloatUtil.isZero(x, epsilon) &&
+ FloatUtil.isZero(y, epsilon) ;
+ }
+
+ /**
* Return true if all three vector components are zero, i.e. it's their absolute value < <code>epsilon</code>.
* <p>
* Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
@@ -174,22 +216,39 @@ public class VectorUtil {
* @param vec2 vector 2
* @return the dot product as float
*/
- public static float vec3Dot(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];
}
/**
- * Compute the squared length of a vector, a.k.a the squared <i>norm</i>
+ * Compute the cos of the angle between to vectors
+ * @param vec1 vector 1
+ * @param vec2 vector 2
+ */
+ public static float vec3CosAngle(final float[] vec1, final float[] vec2) {
+ return vec3Dot(vec1, vec2) / ( vec3Norm(vec1) * vec3Norm(vec2) ) ;
+ }
+
+ /**
+ * Compute the angle between to vectors in radians
+ * @param vec1 vector 1
+ * @param vec2 vector 2
+ */
+ public static float vec3Angle(final float[] vec1, final float[] vec2) {
+ return FloatUtil.acos(vec3CosAngle(vec1, vec2));
+ }
+
+ /**
+ * Compute the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
- public static float vec3LengthSquare(final float[] vec) {
+ public static float vec3NormSquare(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>
+ * Compute the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i>
*/
- public static float vec3Length(final float[] vec) {
- return FloatUtil.sqrt(vec3LengthSquare(vec));
+ public static float vec3Norm(final float[] vec) {
+ return FloatUtil.sqrt(vec3NormSquare(vec));
}
/**
@@ -200,7 +259,7 @@ public class VectorUtil {
* @return result vector for chaining
*/
public static float[] normalizeVec3(final float[] result, final float[] vector) {
- final float lengthSq = vec3LengthSquare(vector);
+ final float lengthSq = vec3NormSquare(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
result[0] = 0f;
result[1] = 0f;
@@ -220,7 +279,7 @@ public class VectorUtil {
* @return normalized output vector
*/
public static float[] normalizeVec3(final float[] vector) {
- final float lengthSq = vec3LengthSquare(vector);
+ final float lengthSq = vec3NormSquare(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
vector[0] = 0f;
vector[1] = 0f;
@@ -279,6 +338,19 @@ public class VectorUtil {
/**
* Subtracts two vectors, result = v1 - v2
+ * @param result float[2] result vector, may be either v1 or v2 (in-place)
+ * @param v1 vector 1
+ * @param v2 vector 2
+ * @return result vector for chaining
+ */
+ public static float[] subVec2(final float[] result, final float[] v1, final float[] v2) {
+ result[0] = v1[0] - v2[0];
+ result[1] = v1[1] - v2[1];
+ return result;
+ }
+
+ /**
+ * 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
@@ -342,7 +414,7 @@ public class VectorUtil {
* @return midpoint
*/
public static float mid(final float p1, final float p2) {
- return (p1+p2)/2.0f;
+ return (p1+p2)*0.5f;
}
/**