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authorSven Gothel <[email protected]>2023-09-20 19:51:55 +0200
committerSven Gothel <[email protected]>2023-09-20 19:51:55 +0200
commit5d6e8a367c03644740187e500c6de5d3ac039d5e (patch)
treea649f559413c51272ee3f4afff1f68ebfea45477 /src/jogl/classes/com/jogamp/math/Vec2f.java
parentbbe845846ffc00807395a5070a7352c6bbe7e4ef (diff)
Bug 1452 - Decouple math functionality to 'com.jogamp.math' to be toolkit agnostic (PMVMatrix, Matrix4f, Vec4f, ..)
Math functionality (PMVMatrix, Matrix4f, Vec4f, ..) - shall be used toolkit agnostic, e.g. independent from OpenGL - shall be reused within our upcoming Vulkan implementation - may also move outside of JOGL, i.e. GlueGen or within its own package to be reused for other purposed. The 'com.jogamp.opengl.util.PMVMatrix' currently also used to feed in GLUniformData via the toolkit agnostic SyncAction and SyncBuffer shall also be split to a toolkit agnostic variant. An OpenGL PMVMatrix specialization implementing GLMatrixFunc can still exist, being derived from the toolkit agnostic base implementation. +++ Initial commit .. compile clean, passing most unit tests.
Diffstat (limited to 'src/jogl/classes/com/jogamp/math/Vec2f.java')
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diff --git a/src/jogl/classes/com/jogamp/math/Vec2f.java b/src/jogl/classes/com/jogamp/math/Vec2f.java
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+++ b/src/jogl/classes/com/jogamp/math/Vec2f.java
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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;
+
+/**
+ * 2D Vector based upon two float components.
+ *
+ * Implementation borrowed from [gfxbox2](https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel2f.hpp#n29)
+ * and its data layout from JOAL's Vec3f.
+ */
+public final class Vec2f {
+ private float x;
+ private float y;
+
+ public static Vec2f from_length_angle(final float magnitude, final float radians) {
+ return new Vec2f((float)(magnitude * Math.cos(radians)), (float)(magnitude * Math.sin(radians)));
+ }
+
+ public Vec2f() {}
+
+ public Vec2f(final Vec2f o) {
+ set(o);
+ }
+
+ /** Creating new Vec2f using Vec3f, dropping z. */
+ public Vec2f(final Vec3f o) {
+ set(o);
+ }
+
+ public Vec2f copy() {
+ return new Vec2f(this);
+ }
+
+ public Vec2f(final float[/*2*/] xy) {
+ set(xy);
+ }
+
+ public Vec2f(final float x, final float y) {
+ set(x, y);
+ }
+
+ /** this = o, returns this. */
+ public void set(final Vec2f o) {
+ this.x = o.x;
+ this.y = o.y;
+ }
+
+ /** this = o while dropping z, returns this. */
+ public void set(final Vec3f o) {
+ this.x = o.x();
+ this.y = o.y();
+ }
+
+ /** this = { x, y }, returns this. */
+ public void set(final float x, final float y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /** this = xy, returns this. */
+ public Vec2f set(final float[/*2*/] xy) {
+ this.x = xy[0];
+ this.y = xy[1];
+ return this;
+ }
+
+ /** Sets the ith component, 0 <= i < 2 */
+ public void set(final int i, final float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** xy = this, returns xy. */
+ public float[] get(final float[/*2*/] xy) {
+ xy[0] = this.x;
+ xy[1] = this.y;
+ return xy;
+ }
+
+ /** Gets the ith component, 0 <= i < 2 */
+ public float get(final int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+
+ public void setX(final float x) { this.x = x; }
+ public void setY(final float y) { this.y = y; }
+
+ /** this = max(this, m), returns this. */
+ public Vec2f max(final Vec2f m) {
+ this.x = Math.max(this.x, m.x);
+ this.y = Math.max(this.y, m.y);
+ return this;
+ }
+ /** this = min(this, m), returns this. */
+ public Vec2f min(final Vec2f m) {
+ this.x = Math.min(this.x, m.x);
+ this.y = Math.min(this.y, m.y);
+ return this;
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec2f mul(final float val) {
+ return new Vec2f(this).scale(val);
+ }
+
+ /** this = a * b, returns this. */
+ public Vec2f mul(final Vec2f a, final Vec2f b) {
+ x = a.x * b.x;
+ y = a.y * b.y;
+ return this;
+ }
+
+ /** this = this * s, returns this. */
+ public Vec2f scale(final float s) {
+ x *= s;
+ y *= s;
+ return this;
+ }
+
+ /** this = this * { sx, sy }, returns this. */
+ public Vec2f scale(final float sx, final float sy) {
+ x *= sx;
+ y *= sy;
+ return this;
+ }
+
+ /** this = this * { s.x, s.y }, returns this. */
+ public Vec2f scale(final Vec2f s) { return scale(s.x, s.y); }
+
+ /** Returns this + arg; creates new vector */
+ public Vec2f plus(final Vec2f arg) {
+ return new Vec2f(this).add(arg);
+ }
+
+ /** this = a + b, returns this. */
+ public Vec2f plus(final Vec2f a, final Vec2f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ return this;
+ }
+
+ /** this = this + { dx, dy }, returns this. */
+ public Vec2f add(final float dx, final float dy) {
+ x += dx;
+ y += dy;
+ return this;
+ }
+
+ /** this = this + b, returns this. */
+ public Vec2f add(final Vec2f b) {
+ x += b.x;
+ y += b.y;
+ return this;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec2f minus(final Vec2f arg) {
+ return new Vec2f(this).sub(arg);
+ }
+
+ /** this = a - b, returns this. */
+ public Vec2f minus(final Vec2f a, final Vec2f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ return this;
+ }
+
+ /** this = this - b, returns this. */
+ public Vec2f sub(final Vec2f b) {
+ x -= b.x;
+ y -= b.y;
+ 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);
+ }
+
+ public void rotate(final float radians, final Vec2f ctr) {
+ final float cos = (float)Math.cos(radians);
+ final float sin = (float)Math.sin(radians);
+ rotate(sin, cos, ctr);
+ }
+
+ public void rotate(final float sin, final float cos, final Vec2f ctr) {
+ final float x0 = x - ctr.x;
+ final float y0 = y - ctr.y;
+ final float tmp = x0 * cos - y0 * sin + ctr.x;
+ y = x0 * sin + y0 * cos + ctr.y;
+ x = tmp;
+ }
+
+ /**
+ * 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;
+ }
+
+ /**
+ * Return the direction angle of this vector in radians
+ */
+ public float angle() {
+ // Utilize atan2 taking y=sin(a) and x=cos(a), resulting in proper direction angle for all quadrants.
+ return (float) Math.atan2(y, x);
+ }
+
+ /**
+ * Normalize this vector in place
+ */
+ public Vec2f normalize() {
+ final float lengthSq = lengthSq();
+ if ( FloatUtil.isZero( lengthSq ) ) {
+ x = 0.0f;
+ y = 0.0f;
+ } else {
+ final float invSqr = 1.0f / (float)Math.sqrt(lengthSq);
+ x *= invSqr;
+ y *= 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 Vec2f o) {
+ final float dx = x - o.x;
+ final float dy = y - o.y;
+ return dx*dx + dy*dy;
+ }
+
+ /**
+ * Return the distance between this vector and the given one.
+ */
+ public float dist(final Vec2f 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 Vec2f arg) {
+ return x * arg.x + y * arg.y;
+ }
+
+ /**
+ * Returns cross product of this vectors and the given one, i.e. *this x o.
+ *
+ * The 2D cross product is identical with the 2D perp dot product.
+ *
+ * @return the resulting scalar
+ */
+ public float cross(final Vec2f o) {
+ return x * o.y - y * o.x;
+ }
+
+ /**
+ * Return the cosines of the angle between two vectors
+ */
+ public float cosAngle(final Vec2f o) {
+ return dot(o) / ( length() * o.length() ) ;
+ }
+
+ /**
+ * Return the angle between two vectors in radians
+ */
+ public float angle(final Vec2f o) {
+ return (float) Math.acos( cosAngle(o) );
+ }
+
+ /**
+ * Return the counter-clock-wise (CCW) normal of this vector, i.e. perp(endicular) vector
+ */
+ public Vec2f normal_ccw() {
+ return new Vec2f(-y, x);
+ }
+
+ /**
+ * 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 Vec2f o, final float epsilon) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(x, o.x, epsilon) &&
+ FloatUtil.isEqual(y, o.y, 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 Vec2f o) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(x, o.x) &&
+ FloatUtil.isEqual(y, o.y);
+ }
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Vec2f ) {
+ return isEqual((Vec2f)o);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y;
+ }
+}