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;
+    }
 }
-- 
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