diff options
author | Sven Gothel <[email protected]> | 2023-09-20 19:51:55 +0200 |
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committer | Sven Gothel <[email protected]> | 2023-09-20 19:51:55 +0200 |
commit | 5d6e8a367c03644740187e500c6de5d3ac039d5e (patch) | |
tree | a649f559413c51272ee3f4afff1f68ebfea45477 /src/jogl/classes/com/jogamp/math/Vec3f.java | |
parent | bbe845846ffc00807395a5070a7352c6bbe7e4ef (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/Vec3f.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/math/Vec3f.java | 404 |
1 files changed, 404 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/math/Vec3f.java b/src/jogl/classes/com/jogamp/math/Vec3f.java new file mode 100644 index 000000000..1ad27463e --- /dev/null +++ b/src/jogl/classes/com/jogamp/math/Vec3f.java @@ -0,0 +1,404 @@ +/** + * 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; + } + + /** 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; + } +} |