From 324b85b0cc688f85a91e84b0b6d6a0378a79bea3 Mon Sep 17 00:00:00 2001 From: Sven Gothel <sgothel@jausoft.com> Date: Fri, 8 Apr 2011 21:35:34 +0200 Subject: Fix TAB: Replace all TAB with 4 spaces --- .../classes/com/jogamp/graph/math/VectorUtil.java | 466 ++++++++++----------- 1 file changed, 233 insertions(+), 233 deletions(-) (limited to 'src/jogl/classes/com/jogamp/graph/math/VectorUtil.java') diff --git a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java b/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java index cca9a454f..7cbb742e5 100755 --- a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java @@ -35,261 +35,261 @@ import com.jogamp.graph.geom.Vertex; public class VectorUtil { - public static final int CW = -1; - public static final int CCW = 1; - public static final int COLLINEAR = 0; + public static final int CW = -1; + public static final int CCW = 1; + public static final int COLLINEAR = 0; - /** compute the dot product of two points - * @param vec1 vector 1 - * @param vec2 vector 2 - * @return the dot product as float - */ - public static float dot(float[] vec1, float[] vec2) - { - return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]); - } - /** Normalize a vector - * @param vector input vector - * @return normalized vector - */ - public static float[] normalize(float[] vector) - { - float[] newVector = new float[3]; + /** compute the dot product of two points + * @param vec1 vector 1 + * @param vec2 vector 2 + * @return the dot product as float + */ + public static float dot(float[] vec1, float[] vec2) + { + return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]); + } + /** Normalize a vector + * @param vector input vector + * @return normalized vector + */ + public static float[] normalize(float[] vector) + { + float[] newVector = new float[3]; - float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]); - if(d> 0.0f) - { - newVector[0] = vector[0]/d; - newVector[1] = vector[1]/d; - newVector[2] = vector[2]/d; - } - return newVector; - } + float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]); + if(d> 0.0f) + { + newVector[0] = vector[0]/d; + newVector[1] = vector[1]/d; + newVector[2] = vector[2]/d; + } + return newVector; + } - /** Scales a vector by param - * @param vector input vector - * @param scale constant to scale by - * @return scaled vector - */ - public static float[] scale(float[] vector, float scale) - { - float[] newVector = new float[3]; + /** Scales a vector by param + * @param vector input vector + * @param scale constant to scale by + * @return scaled vector + */ + public static float[] scale(float[] vector, float scale) + { + float[] newVector = new float[3]; - newVector[0] = vector[0]*scale; - newVector[1] = vector[1]*scale; - newVector[2] = vector[2]*scale; - return newVector; - } - - /** Adds to vectors - * @param v1 vector 1 - * @param v2 vector 2 - * @return v1 + v2 - */ - public static float[] vectorAdd(float[] v1, float[] v2) - { - float[] newVector = new float[3]; + newVector[0] = vector[0]*scale; + newVector[1] = vector[1]*scale; + newVector[2] = vector[2]*scale; + return newVector; + } + + /** Adds to vectors + * @param v1 vector 1 + * @param v2 vector 2 + * @return v1 + v2 + */ + public static float[] vectorAdd(float[] v1, float[] v2) + { + float[] newVector = new float[3]; - newVector[0] = v1[0] + v2[0]; - newVector[1] = v1[1] + v2[1]; - newVector[2] = v1[2] + v2[2]; - return newVector; - } + newVector[0] = v1[0] + v2[0]; + newVector[1] = v1[1] + v2[1]; + newVector[2] = v1[2] + v2[2]; + return newVector; + } - /** cross product vec1 x vec2 - * @param vec1 vector 1 - * @param vec2 vecttor 2 - * @return the resulting vector - */ - public static float[] cross(float[] vec1, float[] vec2) - { - float[] out = new float[3]; + /** cross product vec1 x vec2 + * @param vec1 vector 1 + * @param vec2 vecttor 2 + * @return the resulting vector + */ + public static float[] cross(float[] vec1, float[] vec2) + { + float[] out = new float[3]; - out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2]; - out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0]; - out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1]; + out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2]; + out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0]; + out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1]; - return out; - } + return out; + } - /** Column Matrix Vector multiplication - * @param colMatrix column matrix (4x4) - * @param vec vector(x,y,z) - * @return result new float[3] - */ - public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec) - { - float[] out = new float[3]; + /** Column Matrix Vector multiplication + * @param colMatrix column matrix (4x4) + * @param vec vector(x,y,z) + * @return result new float[3] + */ + public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec) + { + float[] out = new float[3]; - out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12]; - out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13]; - out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14]; + out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12]; + out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13]; + out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14]; - return out; - } - - /** Matrix Vector multiplication - * @param rawMatrix column matrix (4x4) - * @param vec vector(x,y,z) - * @return result new float[3] - */ - public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec) - { - float[] out = new float[3]; + return out; + } + + /** Matrix Vector multiplication + * @param rawMatrix column matrix (4x4) + * @param vec vector(x,y,z) + * @return result new float[3] + */ + public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec) + { + float[] out = new float[3]; - out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3]; - out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7]; - out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11]; + out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3]; + out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7]; + out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11]; - return out; - } - - /** Calculate the midpoint of two values - * @param p1 first value - * @param p2 second vale - * @return midpoint - */ - public static float mid(float p1, float p2) - { - return (p1+p2)/2.0f; - } - /** Calculate the midpoint of two points - * @param p1 first point - * @param p2 second point - * @return midpoint - */ - public static float[] mid(float[] p1, float[] p2) - { - float[] midPoint = new float[3]; - midPoint[0] = (p1[0] + p2[0])/2.0f; - midPoint[1] = (p1[1] + p2[1])/2.0f; - midPoint[2] = (p1[2] + p2[2])/2.0f; + return out; + } + + /** Calculate the midpoint of two values + * @param p1 first value + * @param p2 second vale + * @return midpoint + */ + public static float mid(float p1, float p2) + { + return (p1+p2)/2.0f; + } + /** Calculate the midpoint of two points + * @param p1 first point + * @param p2 second point + * @return midpoint + */ + public static float[] mid(float[] p1, float[] p2) + { + float[] midPoint = new float[3]; + midPoint[0] = (p1[0] + p2[0])/2.0f; + midPoint[1] = (p1[1] + p2[1])/2.0f; + midPoint[2] = (p1[2] + p2[2])/2.0f; - return midPoint; - } - /** Compute the norm of a vector - * @param vec vector - * @return vorm - */ - public static float norm(float[] vec) - { - return MathFloat.sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]); - } - /** Compute distance between 2 points - * @param p0 a ref point on the line - * @param vec vector representing the direction of the line - * @param point the point to compute the relative distance of - * @return distance float - */ - public static float computeLength(float[] p0, float[] point) - { - float[] w = new float[]{point[0]-p0[0],point[1]-p0[1],point[2]-p0[2]}; + return midPoint; + } + /** Compute the norm of a vector + * @param vec vector + * @return vorm + */ + public static float norm(float[] vec) + { + return MathFloat.sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]); + } + /** Compute distance between 2 points + * @param p0 a ref point on the line + * @param vec vector representing the direction of the line + * @param point the point to compute the relative distance of + * @return distance float + */ + public static float computeLength(float[] p0, float[] point) + { + float[] w = new float[]{point[0]-p0[0],point[1]-p0[1],point[2]-p0[2]}; - float distance = MathFloat.sqrt(w[0]*w[0] + w[1]*w[1] + w[2]*w[2]); + float distance = MathFloat.sqrt(w[0]*w[0] + w[1]*w[1] + w[2]*w[2]); - return distance; - } + return distance; + } - /**Check equality of 2 vec3 vectors - * @param v1 vertex 1 - * @param v2 vertex 2 - * @return - */ - public static boolean checkEquality(float[] v1, float[] v2) - { - if(Float.compare(v1[0], v2[0]) == 0 - && Float.compare(v1[1] , v2[1]) == 0 - && Float.compare(v1[2], v2[2]) == 0 ) - return true; - return false; - } + /**Check equality of 2 vec3 vectors + * @param v1 vertex 1 + * @param v2 vertex 2 + * @return + */ + public static boolean checkEquality(float[] v1, float[] v2) + { + if(Float.compare(v1[0], v2[0]) == 0 + && Float.compare(v1[1] , v2[1]) == 0 + && Float.compare(v1[2], v2[2]) == 0 ) + return true; + return false; + } - /** Compute the determinant of 3 vectors - * @param a vector 1 - * @param b vector 2 - * @param c vector 3 - * @return the determinant value - */ - public static float computeDeterminant(float[] a, float[] b, float[] c) - { - float area = a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0]; - return area; - } + /** Compute the determinant of 3 vectors + * @param a vector 1 + * @param b vector 2 + * @param c vector 3 + * @return the determinant value + */ + public static float computeDeterminant(float[] a, float[] b, float[] c) + { + float area = a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0]; + return area; + } - /** Check if three vertices are colliniear - * @param v1 vertex 1 - * @param v2 vertex 2 - * @param v3 vertex 3 - * @return true if collinear, false otherwise - */ - public static boolean checkCollinear(float[] v1, float[] v2, float[] v3) - { - return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR); - } + /** Check if three vertices are colliniear + * @param v1 vertex 1 + * @param v2 vertex 2 + * @param v3 vertex 3 + * @return true if collinear, false otherwise + */ + public static boolean checkCollinear(float[] v1, float[] v2, float[] v3) + { + return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR); + } - /** Compute Vector - * @param v1 vertex 1 - * @param v2 vertex2 2 - * @return Vector V1V2 - */ - public static float[] computeVector(float[] v1, float[] v2) - { - float[] vector = new float[3]; - vector[0] = v2[0] - v1[0]; - vector[1] = v2[1] - v1[1]; - vector[2] = v2[2] - v1[2]; - return vector; - } + /** Compute Vector + * @param v1 vertex 1 + * @param v2 vertex2 2 + * @return Vector V1V2 + */ + public static float[] computeVector(float[] v1, float[] v2) + { + float[] vector = new float[3]; + vector[0] = v2[0] - v1[0]; + vector[1] = v2[1] - v1[1]; + vector[2] = v2[2] - v1[2]; + return vector; + } - /** Check if vertices in triangle circumcircle - * @param a triangle vertex 1 - * @param b triangle vertex 2 - * @param c triangle vertex 3 - * @param d vertex in question - * @return true if the vertex d is inside the circle defined by the - * vertices a, b, c. from paper by Guibas and Stolfi (1985). - */ - public static boolean inCircle(Vertex a, Vertex b, Vertex c, Vertex d){ - return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) - - (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) + - (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) - - (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0; - } + /** Check if vertices in triangle circumcircle + * @param a triangle vertex 1 + * @param b triangle vertex 2 + * @param c triangle vertex 3 + * @param d vertex in question + * @return true if the vertex d is inside the circle defined by the + * vertices a, b, c. from paper by Guibas and Stolfi (1985). + */ + public static boolean inCircle(Vertex a, Vertex b, Vertex c, Vertex d){ + return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) - + (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) + + (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) - + (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0; + } - /** Computes oriented area of a triangle - * @param a first vertex - * @param b second vertex - * @param c third vertex - * @return compute twice the area of the oriented triangle (a,b,c), the area - * is positive if the triangle is oriented counterclockwise. - */ - public static float triArea(Vertex a, Vertex b, Vertex c){ - return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX()); - } + /** Computes oriented area of a triangle + * @param a first vertex + * @param b second vertex + * @param c third vertex + * @return compute twice the area of the oriented triangle (a,b,c), the area + * is positive if the triangle is oriented counterclockwise. + */ + public static float triArea(Vertex a, Vertex b, Vertex c){ + return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX()); + } - /** Check if points are in ccw order - * @param a first vertex - * @param b second vertex - * @param c third vertex - * @return true if the points a,b,c are in a ccw order - */ - public static boolean ccw(Vertex a, Vertex b, Vertex c){ - return triArea(a,b,c) > 0; - } + /** Check if points are in ccw order + * @param a first vertex + * @param b second vertex + * @param c third vertex + * @return true if the points a,b,c are in a ccw order + */ + public static boolean ccw(Vertex a, Vertex b, Vertex c){ + return triArea(a,b,c) > 0; + } - /** Computes the area of a list of vertices to check if ccw - * @param vertices - * @return positve area if ccw else negative area value - */ - public static float area(ArrayList<Vertex> vertices) { - int n = vertices.size(); - float area = 0.0f; - for (int p = n - 1, q = 0; q < n; p = q++) - { - float[] pCoord = vertices.get(p).getCoord(); - float[] qCoord = vertices.get(q).getCoord(); - area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1]; - } - return area; - } + /** Computes the area of a list of vertices to check if ccw + * @param vertices + * @return positve area if ccw else negative area value + */ + public static float area(ArrayList<Vertex> vertices) { + int n = vertices.size(); + float area = 0.0f; + for (int p = n - 1, q = 0; q < n; p = q++) + { + float[] pCoord = vertices.get(p).getCoord(); + float[] qCoord = vertices.get(q).getCoord(); + area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1]; + } + return area; + } } -- cgit v1.2.3