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/*
* $RCSfile$
*
* Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
* $Revision$
* $Date$
* $State$
*/
package javax.vecmath;
import java.lang.Math;
/**
* A 3-element vector that is represented by single-precision floating point
* x,y,z coordinates. If this value represents a normal, then it should
* be normalized.
*
*/
public class Vector3f extends Tuple3f implements java.io.Serializable {
// Combatible with 1.1
static final long serialVersionUID = -7031930069184524614L;
/**
* Constructs and initializes a Vector3f from the specified xyz coordinates.
* @param x the x coordinate
* @param y the y coordinate
* @param z the z coordinate
*/
public Vector3f(float x, float y, float z)
{
super(x,y,z);
}
/**
* Constructs and initializes a Vector3f from the array of length 3.
* @param v the array of length 3 containing xyz in order
*/
public Vector3f(float[] v)
{
super(v);
}
/**
* Constructs and initializes a Vector3f from the specified Vector3f.
* @param v1 the Vector3f containing the initialization x y z data
*/
public Vector3f(Vector3f v1)
{
super(v1);
}
/**
* Constructs and initializes a Vector3f from the specified Vector3d.
* @param v1 the Vector3d containing the initialization x y z data
*/
public Vector3f(Vector3d v1)
{
super(v1);
}
/**
* Constructs and initializes a Vector3f from the specified Tuple3f.
* @param t1 the Tuple3f containing the initialization x y z data
*/
public Vector3f(Tuple3f t1) {
super(t1);
}
/**
* Constructs and initializes a Vector3f from the specified Tuple3d.
* @param t1 the Tuple3d containing the initialization x y z data
*/
public Vector3f(Tuple3d t1) {
super(t1);
}
/**
* Constructs and initializes a Vector3f to (0,0,0).
*/
public Vector3f()
{
super();
}
/**
* Returns the squared length of this vector.
* @return the squared length of this vector
*/
public final float lengthSquared()
{
return (this.x*this.x + this.y*this.y + this.z*this.z);
}
/**
* Returns the length of this vector.
* @return the length of this vector
*/
public final float length()
{
return (float)
Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
}
/**
* Sets this vector to be the vector cross product of vectors v1 and v2.
* @param v1 the first vector
* @param v2 the second vector
*/
public final void cross(Vector3f v1, Vector3f v2)
{
float x,y;
x = v1.y*v2.z - v1.z*v2.y;
y = v2.x*v1.z - v2.z*v1.x;
this.z = v1.x*v2.y - v1.y*v2.x;
this.x = x;
this.y = y;
}
/**
* Computes the dot product of this vector and vector v1.
* @param v1 the other vector
* @return the dot product of this vector and v1
*/
public final float dot(Vector3f v1)
{
return (this.x*v1.x + this.y*v1.y + this.z*v1.z);
}
/**
* Sets the value of this vector to the normalization of vector v1.
* @param v1 the un-normalized vector
*/
public final void normalize(Vector3f v1)
{
float norm;
norm = (float) (1.0/Math.sqrt(v1.x*v1.x + v1.y*v1.y + v1.z*v1.z));
this.x = v1.x*norm;
this.y = v1.y*norm;
this.z = v1.z*norm;
}
/**
* Normalizes this vector in place.
*/
public final void normalize()
{
float norm;
norm = (float)
(1.0/Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z));
this.x *= norm;
this.y *= norm;
this.z *= norm;
}
/**
* Returns the angle in radians between this vector and the vector
* parameter; the return value is constrained to the range [0,PI].
* @param v1 the other vector
* @return the angle in radians in the range [0,PI]
*/
public final float angle(Vector3f v1)
{
double vDot = this.dot(v1) / ( this.length()*v1.length() );
if( vDot < -1.0) vDot = -1.0;
if( vDot > 1.0) vDot = 1.0;
return((float) (Math.acos( vDot )));
}
}
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