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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.opengl.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 layout from OpenAL's Vec3f.
+ */
+public final class Vec3f {
+ private float x;
+ private float y;
+ private float z;
+
+ public Vec3f() {}
+
+ public Vec3f(final Vec3f o) {
+ this.x = o.x;
+ this.y = o.y;
+ this.z = o.z;
+ }
+
+ public Vec3f copy() {
+ return new Vec3f(this);
+ }
+
+ public Vec3f(final float x, final float y, final float z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ public void set(final Vec3f o) {
+ this.x = o.x;
+ this.y = o.y;
+ this.z = o.z;
+ }
+
+ public void set(final float x, final float y, final float z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ /** 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();
+ }
+ }
+
+ /** 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; }
+
+ /** Returns this * val; creates new vector */
+ public Vec3f mul(final float val) {
+ return new Vec3f(this).scale(val);
+ }
+
+ /** this = this * val */
+ public Vec3f scale(final float val) {
+ x *= val;
+ y *= val;
+ z *= val;
+ return this;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec3f plus(final Vec3f arg) {
+ return new Vec3f(this).add(arg);
+ }
+
+ /** this = this + b */
+ public Vec3f add(final Vec3f b) {
+ x += b.x;
+ y += b.y;
+ z += b.z;
+ return this;
+ }
+
+ /** Returns this + s * arg; creates new vector */
+ public Vec3f plusScaled(final float s, final Vec3f arg) {
+ return new Vec3f(this).addScaled(s, arg);
+ }
+
+ /** this = this + s * b */
+ public Vec3f addScaled(final float s, final Vec3f b) {
+ x += s * b.x;
+ y += s * b.y;
+ z += s * b.z;
+ return this;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec3f minus(final Vec3f arg) {
+ return new Vec3f(this).sub(arg);
+ }
+
+ /** this = this - b */
+ public Vec3f sub(final Vec3f b) {
+ x -= b.x;
+ y -= b.y;
+ z -= b.z;
+ return this;
+ }
+
+ public boolean is_zero() {
+ 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 cosines of the angle between two vectors
+ */
+ public float cosAngle(final Vec3f o) {
+ return dot(o) / ( length() * o.length() ) ;
+ }
+
+ /**
+ * Return the angle between two vectors in radians
+ */
+ public float angle(final Vec3f o) {
+ return (float) Math.acos( cosAngle(o) );
+ }
+
+ public boolean intersects(final Vec3f o) {
+ if( Math.abs(x-o.x) >= FloatUtil.EPSILON || Math.abs(y-o.y) >= FloatUtil.EPSILON || Math.abs(z-o.z) >= FloatUtil.EPSILON ) {
+ return false;
+ }
+ return true;
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y + " / " + z;
+ }
+}