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/**
* Copyright 2022-2023 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package com.jogamp.math;
/**
* 3D Vector based upon three float components.
*
* Implementation borrowed from [gfxbox2](https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel3f.hpp#n29)
* and its data layout from JOAL's Vec3f.
*/
public final class Vec3f {
public static final Vec3f ONE = new Vec3f(1f, 1f, 1f);
public static final Vec3f UNIT_X = new Vec3f(1f, 0f, 0f);
public static final Vec3f UNIT_X_NEG = new Vec3f(-1f, 0f, 0f);
public static final Vec3f UNIT_Y = new Vec3f(0f, 1f, 0f);
public static final Vec3f UNIT_Y_NEG = new Vec3f(0f, -1f, 0f);
public static final Vec3f UNIT_Z = new Vec3f(0f, 0f, 1f);
public static final Vec3f UNIT_Z_NEG = new Vec3f(0f, 0f, -1f);
private float x;
private float y;
private float z;
public Vec3f() {}
public Vec3f(final Vec3f o) {
set(o);
}
/** Creating new Vec3f using Vec4f, dropping w. */
public Vec3f(final Vec4f o) {
set(o);
}
/** Creating new Vec3f using { Vec2f, z}. */
public Vec3f(final Vec2f o, final float z) {
set(o, z);
}
public Vec3f copy() {
return new Vec3f(this);
}
public Vec3f(final float[/*3*/] xyz) {
set(xyz);
}
public Vec3f(final float x, final float y, final float z) {
set(x, y, z);
}
/** this = o, returns this. */
public Vec3f set(final Vec3f o) {
this.x = o.x;
this.y = o.y;
this.z = o.z;
return this;
}
/** this = { o, z }, returns this. */
public Vec3f set(final Vec2f o, final float z) {
this.x = o.x();
this.y = o.y();
this.z = z;
return this;
}
/** this = o while dropping w, returns this. */
public Vec3f set(final Vec4f o) {
this.x = o.x();
this.y = o.y();
this.z = o.z();
return this;
}
/** this = { x, y, z }, returns this. */
public Vec3f set(final float x, final float y, final float z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
/** this = xyz, returns this. */
public Vec3f set(final float[/*3*/] xyz) {
this.x = xyz[0];
this.y = xyz[1];
this.z = xyz[2];
return this;
}
/** xyz[0..2] = this.{x, y, z}, returns this. */
public Vec3f toArray(final float[/*3*/] xyz) {
xyz[0] = this.x;
xyz[1] = this.y;
xyz[2] = this.z;
return this;
}
/** Sets the ith component, 0 <= i < 3 */
public void set(final int i, final float val) {
switch (i) {
case 0: x = val; break;
case 1: y = val; break;
case 2: z = val; break;
default: throw new IndexOutOfBoundsException();
}
}
/** xyz = this, returns xyz. */
public float[] get(final float[/*3*/] xyz) {
xyz[0] = this.x;
xyz[1] = this.y;
xyz[2] = this.z;
return xyz;
}
/** Gets the ith component, 0 <= i < 3 */
public float get(final int i) {
switch (i) {
case 0: return x;
case 1: return y;
case 2: return z;
default: throw new IndexOutOfBoundsException();
}
}
public float x() { return x; }
public float y() { return y; }
public float z() { return z; }
public void setX(final float x) { this.x = x; }
public void setY(final float y) { this.y = y; }
public void setZ(final float z) { this.z = z; }
/** this = max(this, m), returns this. */
public Vec3f max(final Vec3f m) {
this.x = Math.max(this.x, m.x);
this.y = Math.max(this.y, m.y);
this.z = Math.max(this.z, m.z);
return this;
}
/** this = min(this, m), returns this. */
public Vec3f min(final Vec3f m) {
this.x = Math.min(this.x, m.x);
this.y = Math.min(this.y, m.y);
this.z = Math.min(this.z, m.z);
return this;
}
/** Returns this * val; creates new vector */
public Vec3f mul(final float val) {
return new Vec3f(this).scale(val);
}
/** this = a * b, returns this. */
public Vec3f mul(final Vec3f a, final Vec3f b) {
x = a.x * b.x;
y = a.y * b.y;
z = a.z * b.z;
return this;
}
/** this = this * s, returns this. */
public Vec3f mul(final Vec3f s) { return mul(s.x, s.y, s.z); }
/** this = this * { sx, sy, sz }, returns this. */
public Vec3f mul(final float sx, final float sy, final float sz) {
x *= sx;
y *= sy;
z *= sz;
return this;
}
/** this = a / b, returns this. */
public Vec3f div(final Vec3f a, final Vec3f b) {
x = a.x / b.x;
y = a.y / b.y;
z = a.z / b.z;
return this;
}
/** this = this / a, returns this. */
public Vec3f div(final Vec3f a) {
x /= a.x;
y /= a.y;
z /= a.z;
return this;
}
/** this = this * s, returns this. */
public Vec3f scale(final float s) {
x *= s;
y *= s;
z *= s;
return this;
}
/** Returns this + arg; creates new vector */
public Vec3f plus(final Vec3f arg) {
return new Vec3f(this).add(arg);
}
/** this = a + b, returns this. */
public Vec3f plus(final Vec3f a, final Vec3f b) {
x = a.x + b.x;
y = a.y + b.y;
z = a.z + b.z;
return this;
}
/** this = this + { dx, dy, dz }, returns this. */
public Vec3f add(final float dx, final float dy, final float dz) {
x += dx;
y += dy;
z += dz;
return this;
}
/** this = this + b, returns this. */
public Vec3f add(final Vec3f b) {
x += b.x;
y += b.y;
z += b.z;
return this;
}
/** Returns this - arg; creates new vector */
public Vec3f minus(final Vec3f arg) {
return new Vec3f(this).sub(arg);
}
/** this = a - b, returns this. */
public Vec3f minus(final Vec3f a, final Vec3f b) {
x = a.x - b.x;
y = a.y - b.y;
z = a.z - b.z;
return this;
}
/** this = this - b, returns this. */
public Vec3f sub(final Vec3f b) {
x -= b.x;
y -= b.y;
z -= b.z;
return this;
}
/** Return true if all components are zero, i.e. it's absolute value < {@link #EPSILON}. */
public boolean isZero() {
return FloatUtil.isZero(x) && FloatUtil.isZero(y) && FloatUtil.isZero(z);
}
/**
* Return the length of this vector, a.k.a the <i>norm</i> or <i>magnitude</i>
*/
public float length() {
return (float) Math.sqrt(lengthSq());
}
/**
* Return the squared length of this vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
public float lengthSq() {
return x*x + y*y + z*z;
}
/**
* Normalize this vector in place
*/
public Vec3f normalize() {
final float lengthSq = lengthSq();
if ( FloatUtil.isZero( lengthSq ) ) {
x = 0.0f;
y = 0.0f;
z = 0.0f;
} else {
final float invSqr = 1.0f / (float)Math.sqrt(lengthSq);
x *= invSqr;
y *= invSqr;
z *= invSqr;
}
return this;
}
/**
* Return the squared distance between this vector and the given one.
* <p>
* When comparing the relative distance between two points it is usually sufficient to compare the squared
* distances, thus avoiding an expensive square root operation.
* </p>
*/
public float distSq(final Vec3f o) {
final float dx = x - o.x;
final float dy = y - o.y;
final float dz = z - o.z;
return dx*dx + dy*dy + dz*dz;
}
/**
* Return the distance between this vector and the given one.
*/
public float dist(final Vec3f o) {
return (float)Math.sqrt(distSq(o));
}
/**
* Return the dot product of this vector and the given one
* @return the dot product as float
*/
public float dot(final Vec3f o) {
return x*o.x + y*o.y + z*o.z;
}
/** Returns this cross arg; creates new vector */
public Vec3f cross(final Vec3f arg) {
return new Vec3f().cross(this, arg);
}
/** this = a cross b. NOTE: "this" must be a different vector than
both a and b. */
public Vec3f cross(final Vec3f a, final Vec3f b) {
x = a.y * b.z - a.z * b.y;
y = a.z * b.x - a.x * b.z;
z = a.x * b.y - a.y * b.x;
return this;
}
/**
* Return the cosine of the angle between two vectors using {@link #dot(Vec3f)}
*/
public float cosAngle(final Vec3f o) {
return dot(o) / ( length() * o.length() ) ;
}
/**
* Return the angle between two vectors in radians using {@link Math#acos(double)} on {@link #cosAngle(Vec3f)}.
*/
public float angle(final Vec3f o) {
return (float) Math.acos( cosAngle(o) );
}
/**
* Equals check using a given {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
* <p>
* Implementation considers following corner cases:
* <ul>
* <li>NaN == NaN</li>
* <li>+Inf == +Inf</li>
* <li>-Inf == -Inf</li>
* </ul>
* @param o comparison value
* @param epsilon consider using {@link FloatUtil#EPSILON}
* @return true if all components differ less than {@code epsilon}, otherwise false.
*/
public boolean isEqual(final Vec3f o, final float epsilon) {
if( this == o ) {
return true;
} else {
return FloatUtil.isEqual(x, o.x, epsilon) &&
FloatUtil.isEqual(y, o.y, epsilon) &&
FloatUtil.isEqual(z, o.z, epsilon);
}
}
/**
* Equals check using {@link FloatUtil#EPSILON} in {@link FloatUtil#isEqual(float, float)}.
* <p>
* Implementation considers following corner cases:
* <ul>
* <li>NaN == NaN</li>
* <li>+Inf == +Inf</li>
* <li>-Inf == -Inf</li>
* </ul>
* @param o comparison value
* @return true if all components differ less than {@link FloatUtil#EPSILON}, otherwise false.
*/
public boolean isEqual(final Vec3f o) {
if( this == o ) {
return true;
} else {
return FloatUtil.isEqual(x, o.x) &&
FloatUtil.isEqual(y, o.y) &&
FloatUtil.isEqual(z, o.z);
}
}
@Override
public boolean equals(final Object o) {
if( o instanceof Vec3f ) {
return isEqual((Vec3f)o);
} else {
return false;
}
}
@Override
public String toString() {
return x + " / " + y + " / " + z;
}
}
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