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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java12
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java132
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java2
3 files changed, 73 insertions, 73 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index 93f13a34c..319cbad50 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -649,16 +649,16 @@ 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.vec3Norm(v1) * VectorUtil.vec3Norm(v2);
+ final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2);
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
- final float dot = VectorUtil.vec3Dot(v1, v2) / factor; // normalize
+ final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize
final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1]
VectorUtil.crossVec3(tmpPivotVec, v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(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.
//
@@ -704,16 +704,16 @@ 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.vec3Norm(v1) * VectorUtil.vec3Norm(v2);
+ final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2);
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
- final float dot = VectorUtil.vec3Dot(v1, v2) / factor; // normalize
+ final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize
final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1]
VectorUtil.crossVec3(tmpPivotVec, v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.vec3Norm(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(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 1d78ff30d..7e4f45795 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -196,7 +196,7 @@ public class VectorUtil {
* distances, thus avoiding an expensive square root operation.
* </p>
*/
- public static float vec3DistanceSquare(final float[] v1, final float[] v2) {
+ public static float distSquareVec3(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];
@@ -206,64 +206,64 @@ public class VectorUtil {
/**
* Return the distance between the given two points described vector v1 and v2.
*/
- public static float vec3Distance(final float[] v1, final float[] v2) {
- return FloatUtil.sqrt(vec3DistanceSquare(v1, v2));
+ public static float distVec3(final float[] v1, final float[] v2) {
+ return FloatUtil.sqrt(distSquareVec3(v1, v2));
}
/**
- * Compute the dot product of two points
+ * Return the dot product of two points
* @param vec1 vector 1
* @param vec2 vector 2
* @return the dot product as float
*/
- public static float vec3Dot(final float[] vec1, final float[] vec2) {
+ public static float dotVec3(final float[] vec1, final float[] vec2) {
return vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2];
}
/**
- * Compute the cos of the angle between to vectors
+ * Return the cosines 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) ) ;
+ public static float cosAngleVec3(final float[] vec1, final float[] vec2) {
+ return dotVec3(vec1, vec2) / ( normVec3(vec1) * normVec3(vec2) ) ;
}
/**
- * Compute the angle between to vectors in radians
+ * Return 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));
+ public static float angleVec3(final float[] vec1, final float[] vec2) {
+ return FloatUtil.acos(cosAngleVec3(vec1, vec2));
}
/**
- * Compute the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ * Return the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
- public static float vec2NormSquare(final float[] vec) {
+ public static float normSquareVec2(final float[] vec) {
return vec[0]*vec[0] + vec[1]*vec[1];
}
/**
- * Compute the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ * Return the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
- public static float vec3NormSquare(final float[] vec) {
+ public static float normSquareVec3(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> or <i>magnitude</i>
+ * Return the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i>
*/
- public static float vec2Norm(final float[] vec) {
- return FloatUtil.sqrt(vec2NormSquare(vec));
+ public static float normVec2(final float[] vec) {
+ return FloatUtil.sqrt(normSquareVec2(vec));
}
/**
- * Compute the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i>
+ * Return the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i>
*/
- public static float vec3Norm(final float[] vec) {
- return FloatUtil.sqrt(vec3NormSquare(vec));
+ public static float normVec3(final float[] vec) {
+ return FloatUtil.sqrt(normSquareVec3(vec));
}
/**
@@ -274,7 +274,7 @@ public class VectorUtil {
* @return result vector for chaining
*/
public static float[] normalizeVec2(final float[] result, final float[] vector) {
- final float lengthSq = vec2NormSquare(vector);
+ final float lengthSq = normSquareVec2(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
result[0] = 0f;
result[1] = 0f;
@@ -292,7 +292,7 @@ public class VectorUtil {
* @return normalized output vector
*/
public static float[] normalizeVec2(final float[] vector) {
- final float lengthSq = vec2NormSquare(vector);
+ final float lengthSq = normSquareVec2(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
vector[0] = 0f;
vector[1] = 0f;
@@ -312,7 +312,7 @@ public class VectorUtil {
* @return result vector for chaining
*/
public static float[] normalizeVec3(final float[] result, final float[] vector) {
- final float lengthSq = vec3NormSquare(vector);
+ final float lengthSq = normSquareVec3(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
result[0] = 0f;
result[1] = 0f;
@@ -332,7 +332,7 @@ public class VectorUtil {
* @return normalized output vector
*/
public static float[] normalizeVec3(final float[] vector) {
- final float lengthSq = vec3NormSquare(vector);
+ final float lengthSq = normSquareVec3(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
vector[0] = 0f;
vector[1] = 0f;
@@ -524,13 +524,13 @@ public class VectorUtil {
}
/**
- * Compute the determinant of 3 vectors
+ * Return the determinant of 3 vectors
* @param a vector 1
* @param b vector 2
* @param c vector 3
* @return the determinant value
*/
- public static float vec3Determinant(final float[] a, final float[] b, final float[] c) {
+ public static float determinantVec3(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];
}
@@ -541,8 +541,8 @@ public class VectorUtil {
* @param v3 vertex 3
* @return true if collinear, false otherwise
*/
- public static boolean isVec3Collinear(final float[] v1, final float[] v2, final float[] v3) {
- return FloatUtil.isZero( vec3Determinant(v1, v2, v3), FloatUtil.EPSILON );
+ public static boolean isCollinearVec3(final float[] v1, final float[] v2, final float[] v3) {
+ return FloatUtil.isZero( determinantVec3(v1, v2, v3), FloatUtil.EPSILON );
}
/**
@@ -554,15 +554,15 @@ 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 isInCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
+ public static boolean isInCircleVec2(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();
final float[] D = d.getCoord();
- return (A[0] * A[0] + A[1] * A[1]) * triArea(B, C, D) -
- (B[0] * B[0] + B[1] * B[1]) * triArea(A, C, D) +
- (C[0] * C[0] + C[1] * C[1]) * triArea(A, B, D) -
- (D[0] * D[0] + D[1] * D[1]) * triArea(A, B, C) > 0;
+ return (A[0] * A[0] + A[1] * A[1]) * triAreaVec2(B, C, D) -
+ (B[0] * B[0] + B[1] * B[1]) * triAreaVec2(A, C, D) +
+ (C[0] * C[0] + C[1] * C[1]) * triAreaVec2(A, B, D) -
+ (D[0] * D[0] + D[1] * D[1]) * triAreaVec2(A, B, C) > 0;
}
/**
@@ -573,7 +573,7 @@ public class VectorUtil {
* @return compute twice the area of the oriented triangle (a,b,c), the area
* is positive if the triangle is oriented counterclockwise.
*/
- public static float triArea(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
+ public static float triAreaVec2(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
final float[] A = a.getCoord();
final float[] B = b.getCoord();
final float[] C = c.getCoord();
@@ -588,7 +588,7 @@ public class VectorUtil {
* @return compute twice the area of the oriented triangle (a,b,c), the area
* is positive if the triangle is oriented counterclockwise.
*/
- public static float triArea(final float[] A, final float[] B, final float[] C){
+ public static float triAreaVec2(final float[] A, final float[] B, final float[] C){
return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1])*(C[0] - A[0]);
}
@@ -601,7 +601,7 @@ public class VectorUtil {
* @param p the vertex in question
* @return true if p is in triangle (a, b, c), false otherwise.
*/
- public static boolean isVec3InTriangle(final float[] a, final float[] b, final float[] c,
+ public static boolean isInTriangleVec3(final float[] a, final float[] b, final float[] c,
final float[] p,
final float[] ac, final float[] ab, final float[] ap){
// Compute vectors
@@ -610,11 +610,11 @@ public class VectorUtil {
subVec3(ap, p, a); //v2
// Compute dot products
- final float dotAC_AC = vec3Dot(ac, ac);
- final float dotAC_AB = vec3Dot(ac, ab);
- final float dotAB_AB = vec3Dot(ab, ab);
- final float dotAC_AP = vec3Dot(ac, ap);
- final float dotAB_AP = vec3Dot(ab, ap);
+ final float dotAC_AC = dotVec3(ac, ac);
+ final float dotAC_AB = dotVec3(ac, ab);
+ final float dotAB_AB = dotVec3(ab, ab);
+ final float dotAC_AP = dotVec3(ac, ap);
+ final float dotAB_AP = dotVec3(ab, ap);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
@@ -647,16 +647,16 @@ public class VectorUtil {
subVec3(tmpAB, b, a); //v1
// Compute dot products
- final float dotAC_AC = vec3Dot(tmpAC, tmpAC);
- final float dotAC_AB = vec3Dot(tmpAC, tmpAB);
- final float dotAB_AB = vec3Dot(tmpAB, tmpAB);
+ final float dotAC_AC = dotVec3(tmpAC, tmpAC);
+ final float dotAC_AB = dotVec3(tmpAC, tmpAB);
+ final float dotAB_AB = dotVec3(tmpAB, tmpAB);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP1 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP1 = dotVec3(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -668,8 +668,8 @@ public class VectorUtil {
{
subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP2 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP2 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP2 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP2 = dotVec3(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;
@@ -681,8 +681,8 @@ public class VectorUtil {
{
subVec3(tmpAP, p2, a); //v2
- final float dotAC_AP3 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP3 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP3 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP3 = dotVec3(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;
@@ -716,16 +716,16 @@ public class VectorUtil {
subVec3(tmpAB, b, a); //v1
// Compute dot products
- final float dotAC_AC = vec3Dot(tmpAC, tmpAC);
- final float dotAC_AB = vec3Dot(tmpAC, tmpAB);
- final float dotAB_AB = vec3Dot(tmpAB, tmpAB);
+ final float dotAC_AC = dotVec3(tmpAC, tmpAC);
+ final float dotAC_AB = dotVec3(tmpAC, tmpAB);
+ final float dotAB_AB = dotVec3(tmpAB, tmpAB);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP1 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP1 = dotVec3(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -739,8 +739,8 @@ public class VectorUtil {
{
subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP2 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP2 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP2 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP2 = dotVec3(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;
@@ -754,8 +754,8 @@ public class VectorUtil {
{
subVec3(tmpAP, p2, a); //v2
- final float dotAC_AP3 = vec3Dot(tmpAC, tmpAP);
- final float dotAB_AP3 = vec3Dot(tmpAB, tmpAP);
+ final float dotAC_AP3 = dotVec3(tmpAC, tmpAP);
+ final float dotAB_AP3 = dotVec3(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;
@@ -777,7 +777,7 @@ public class VectorUtil {
* @return true if the points a,b,c are in a ccw order
*/
public static boolean ccw(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
- return triArea(a,b,c) > 0;
+ return triAreaVec2(a,b,c) > 0;
}
/** Compute the winding of given points
@@ -787,7 +787,7 @@ public class VectorUtil {
* @return Winding
*/
public static Winding getWinding(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c) {
- return triArea(a,b,c) > 0 ? Winding.CCW : Winding.CW ;
+ return triAreaVec2(a,b,c) > 0 ? Winding.CCW : Winding.CW ;
}
/** Computes the area of a list of vertices to check if ccw
@@ -860,7 +860,7 @@ public class VectorUtil {
= - vec3Dot ( normal, a ) ;
*/
System.arraycopy(normalVec3, 0, resultV4, 0, 3);
- resultV4 [ 3 ] = -vec3Dot(normalVec3, pVec3) ;
+ resultV4 [ 3 ] = -dotVec3(normalVec3, pVec3) ;
return resultV4;
}
@@ -884,7 +884,7 @@ public class VectorUtil {
= - vec3Dot ( normal, a ) ;
*/
getNormalVec3( resultVec4, v1, v2, v3, temp1V3, temp2V3 ) ;
- resultVec4 [ 3 ] = -vec3Dot (resultVec4, v1) ;
+ resultVec4 [ 3 ] = -dotVec3 (resultVec4, v1) ;
return resultVec4;
}
@@ -901,12 +901,12 @@ public class VectorUtil {
* @return resulting intersecting if exists, otherwise null
*/
public static float[] line2PlaneIntersection(final float[] result, final Ray ray, float[/*4*/] plane, final float epsilon) {
- final float tmp = vec3Dot(ray.dir, plane) ;
+ final float tmp = dotVec3(ray.dir, plane) ;
if ( Math.abs(tmp) < epsilon ) {
return null; // ray is parallel to plane
}
- scaleVec3 ( result, ray.dir, -( vec3Dot(ray.orig, plane) + plane[3] ) / tmp ) ;
+ scaleVec3 ( result, ray.dir, -( dotVec3(ray.orig, plane) + plane[3] ) / tmp ) ;
return addVec3(result, result, ray.orig);
}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
index 6f1384c28..e4c1445ff 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
@@ -568,7 +568,7 @@ public class AABBox {
* @return a float representing the size of the AABBox
*/
public final float getSize() {
- return VectorUtil.vec3Distance(low, high);
+ return VectorUtil.distVec3(low, high);
}
/**