diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math/Vec3f.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/Vec3f.java | 404 |
1 files changed, 0 insertions, 404 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java b/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java deleted file mode 100644 index 7012edd74..000000000 --- a/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java +++ /dev/null @@ -1,404 +0,0 @@ -/** - * 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 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; - } - - /** 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 scale(final float s) { - x *= s; - y *= s; - z *= s; - return this; - } - - /** this = this * { sx, sy, sz }, returns this. */ - public Vec3f scale(final float sx, final float sy, final float sz) { - x *= sx; - y *= sy; - z *= sz; - return this; - } - - /** this = this * { s.x, s.y, s.z }, returns this. */ - public Vec3f scale(final Vec3f s) { return scale(s.x, s.y, s.z); } - - /** 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; - } -} |