mirror of
https://github.com/SlimeVR/SlimeVR-Server.git
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972 lines
25 KiB
Java
972 lines
25 KiB
Java
/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.math;
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import java.util.logging.Logger;
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/**
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* <code>Vector4f</code> defines a Vector for a four float value tuple.
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* <code>Vector4f</code> can represent any four dimensional value, such as a
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* vertex, a normal, etc. Utility methods are also included to aid in
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* mathematical calculations.
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*
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* @author Maarten Steur
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*/
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public final class Vector4f implements Cloneable, java.io.Serializable {
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static final long serialVersionUID = 1;
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private static final Logger logger = Logger.getLogger(Vector4f.class.getName());
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public final static Vector4f ZERO = new Vector4f(0, 0, 0, 0);
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public final static Vector4f NAN = new Vector4f(Float.NaN, Float.NaN, Float.NaN, Float.NaN);
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public final static Vector4f UNIT_X = new Vector4f(1, 0, 0, 0);
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public final static Vector4f UNIT_Y = new Vector4f(0, 1, 0, 0);
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public final static Vector4f UNIT_Z = new Vector4f(0, 0, 1, 0);
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public final static Vector4f UNIT_W = new Vector4f(0, 0, 0, 1);
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public final static Vector4f UNIT_XYZW = new Vector4f(1, 1, 1, 1);
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public final static Vector4f POSITIVE_INFINITY = new Vector4f(
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Float.POSITIVE_INFINITY,
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Float.POSITIVE_INFINITY,
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Float.POSITIVE_INFINITY,
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Float.POSITIVE_INFINITY
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);
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public final static Vector4f NEGATIVE_INFINITY = new Vector4f(
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Float.NEGATIVE_INFINITY,
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Float.NEGATIVE_INFINITY,
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Float.NEGATIVE_INFINITY,
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Float.NEGATIVE_INFINITY
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);
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/**
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* the x value of the vector.
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*/
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public float x;
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/**
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* the y value of the vector.
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*/
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public float y;
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/**
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* the z value of the vector.
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*/
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public float z;
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/**
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* the w value of the vector.
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*/
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public float w;
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/**
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* Constructor instantiates a new <code>Vector3f</code> with default values
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* of (0,0,0).
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*
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*/
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public Vector4f() {
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x = y = z = w = 0;
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}
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/**
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* Constructor instantiates a new <code>Vector4f</code> with provides
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* values.
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*
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* @param x the x value of the vector.
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* @param y the y value of the vector.
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* @param z the z value of the vector.
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* @param w the w value of the vector.
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*/
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public Vector4f(float x, float y, float z, float w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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/**
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* Constructor instantiates a new <code>Vector3f</code> that is a copy of
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* the provided vector
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*
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* @param copy The Vector3f to copy
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*/
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public Vector4f(Vector4f copy) {
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this.set(copy);
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}
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/**
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* <code>set</code> sets the x,y,z,w values of the vector based on passed
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* parameters.
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*
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* @param x the x value of the vector.
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* @param y the y value of the vector.
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* @param z the z value of the vector.
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* @param w the w value of the vector.
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* @return this vector
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*/
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public Vector4f set(float x, float y, float z, float w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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}
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/**
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* <code>set</code> sets the x,y,z values of the vector by copying the
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* supplied vector.
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*
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* @param vect the vector to copy.
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* @return this vector
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*/
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public Vector4f set(Vector4f vect) {
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this.x = vect.x;
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this.y = vect.y;
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this.z = vect.z;
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this.w = vect.w;
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return this;
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}
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/**
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*
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* <code>add</code> adds a provided vector to this vector creating a
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* resultant vector which is returned. If the provided vector is null, null
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* is returned.
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*
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* @param vec the vector to add to this.
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* @return the resultant vector.
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*/
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public Vector4f add(Vector4f vec) {
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if (null == vec) {
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logger.warning("Provided vector is null, null returned.");
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return null;
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}
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return new Vector4f(x + vec.x, y + vec.y, z + vec.z, w + vec.w);
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}
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/**
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*
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* <code>add</code> adds the values of a provided vector storing the values
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* in the supplied vector.
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*
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* @param vec the vector to add to this
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* @param result the vector to store the result in
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* @return result returns the supplied result vector.
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*/
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public Vector4f add(Vector4f vec, Vector4f result) {
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result.x = x + vec.x;
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result.y = y + vec.y;
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result.z = z + vec.z;
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result.w = w + vec.w;
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return result;
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}
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/**
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* <code>addLocal</code> adds a provided vector to this vector internally,
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* and returns a handle to this vector for easy chaining of calls. If the
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* provided vector is null, null is returned.
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*
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* @param vec the vector to add to this vector.
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* @return this
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*/
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public Vector4f addLocal(Vector4f vec) {
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if (null == vec) {
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logger.warning("Provided vector is null, null returned.");
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return null;
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}
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x += vec.x;
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y += vec.y;
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z += vec.z;
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w += vec.w;
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return this;
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}
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/**
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*
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* <code>add</code> adds the provided values to this vector, creating a new
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* vector that is then returned.
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*
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* @param addX the x value to add.
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* @param addY the y value to add.
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* @param addZ the z value to add.
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* @return the result vector.
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*/
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public Vector4f add(float addX, float addY, float addZ, float addW) {
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return new Vector4f(x + addX, y + addY, z + addZ, w + addW);
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}
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/**
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* <code>addLocal</code> adds the provided values to this vector internally,
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* and returns a handle to this vector for easy chaining of calls.
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*
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* @param addX value to add to x
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* @param addY value to add to y
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* @param addZ value to add to z
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* @return this
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*/
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public Vector4f addLocal(float addX, float addY, float addZ, float addW) {
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x += addX;
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y += addY;
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z += addZ;
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w += addW;
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return this;
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}
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/**
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*
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* <code>scaleAdd</code> multiplies this vector by a scalar then adds the
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* given Vector3f.
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*
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* @param scalar the value to multiply this vector by.
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* @param add the value to add
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*/
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public Vector4f scaleAdd(float scalar, Vector4f add) {
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x = x * scalar + add.x;
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y = y * scalar + add.y;
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z = z * scalar + add.z;
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w = w * scalar + add.w;
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return this;
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}
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/**
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*
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* <code>scaleAdd</code> multiplies the given vector by a scalar then adds
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* the given vector.
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*
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* @param scalar the value to multiply this vector by.
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* @param mult the value to multiply the scalar by
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* @param add the value to add
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*/
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public Vector4f scaleAdd(float scalar, Vector4f mult, Vector4f add) {
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this.x = mult.x * scalar + add.x;
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this.y = mult.y * scalar + add.y;
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this.z = mult.z * scalar + add.z;
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this.w = mult.w * scalar + add.w;
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return this;
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}
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/**
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*
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* <code>dot</code> calculates the dot product of this vector with a
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* provided vector. If the provided vector is null, 0 is returned.
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*
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* @param vec the vector to dot with this vector.
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* @return the resultant dot product of this vector and a given vector.
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*/
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public float dot(Vector4f vec) {
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if (null == vec) {
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logger.warning("Provided vector is null, 0 returned.");
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return 0;
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}
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return x * vec.x + y * vec.y + z * vec.z + w * vec.w;
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}
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public Vector4f project(Vector4f other) {
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float n = this.dot(other); // A . B
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float d = other.lengthSquared(); // |B|^2
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return new Vector4f(other).normalizeLocal().multLocal(n / d);
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}
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/**
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* Returns true if this vector is a unit vector (length() ~= 1), returns
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* false otherwise.
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*
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* @return true if this vector is a unit vector (length() ~= 1), or false
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* otherwise.
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*/
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public boolean isUnitVector() {
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float len = length();
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return 0.99f < len && len < 1.01f;
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}
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/**
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* <code>length</code> calculates the magnitude of this vector.
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*
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* @return the length or magnitude of the vector.
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*/
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public float length() {
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return FastMath.sqrt(lengthSquared());
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}
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/**
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* <code>lengthSquared</code> calculates the squared value of the magnitude
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* of the vector.
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*
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* @return the magnitude squared of the vector.
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*/
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public float lengthSquared() {
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return x * x + y * y + z * z + w * w;
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}
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/**
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* <code>distanceSquared</code> calculates the distance squared between this
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* vector and vector v.
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*
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* @param v the second vector to determine the distance squared.
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* @return the distance squared between the two vectors.
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*/
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public float distanceSquared(Vector4f v) {
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double dx = x - v.x;
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double dy = y - v.y;
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double dz = z - v.z;
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double dw = w - v.w;
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return (float) (dx * dx + dy * dy + dz * dz + dw * dw);
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}
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/**
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* <code>distance</code> calculates the distance between this vector and
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* vector v.
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*
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* @param v the second vector to determine the distance.
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* @return the distance between the two vectors.
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*/
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public float distance(Vector4f v) {
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return FastMath.sqrt(distanceSquared(v));
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}
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/**
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*
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* <code>mult</code> multiplies this vector by a scalar. The resultant
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* vector is returned.
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*
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* @param scalar the value to multiply this vector by.
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* @return the new vector.
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*/
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public Vector4f mult(float scalar) {
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return new Vector4f(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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/**
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*
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* <code>mult</code> multiplies this vector by a scalar. The resultant
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* vector is supplied as the second parameter and returned.
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*
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* @param scalar the scalar to multiply this vector by.
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* @param product the product to store the result in.
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* @return product
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*/
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public Vector4f mult(float scalar, Vector4f product) {
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if (null == product) {
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product = new Vector4f();
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}
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product.x = x * scalar;
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product.y = y * scalar;
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product.z = z * scalar;
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product.w = w * scalar;
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return product;
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}
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/**
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* <code>multLocal</code> multiplies this vector by a scalar internally, and
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* returns a handle to this vector for easy chaining of calls.
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*
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* @param scalar the value to multiply this vector by.
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* @return this
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*/
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public Vector4f multLocal(float scalar) {
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x *= scalar;
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y *= scalar;
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z *= scalar;
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w *= scalar;
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return this;
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}
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/**
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* <code>multLocal</code> multiplies a provided vector to this vector
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* internally, and returns a handle to this vector for easy chaining of
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* calls. If the provided vector is null, null is returned.
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*
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* @param vec the vector to mult to this vector.
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* @return this
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*/
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public Vector4f multLocal(Vector4f vec) {
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if (null == vec) {
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logger.warning("Provided vector is null, null returned.");
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return null;
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}
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x *= vec.x;
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y *= vec.y;
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z *= vec.z;
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w *= vec.w;
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return this;
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}
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/**
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* <code>multLocal</code> multiplies this vector by 3 scalars internally,
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* and returns a handle to this vector for easy chaining of calls.
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*
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* @param x
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* @param y
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* @param z
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* @param w
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* @return this
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*/
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public Vector4f multLocal(float x, float y, float z, float w) {
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this.x *= x;
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this.y *= y;
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this.z *= z;
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this.w *= w;
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return this;
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}
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/**
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* <code>multLocal</code> multiplies a provided vector to this vector
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* internally, and returns a handle to this vector for easy chaining of
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* calls. If the provided vector is null, null is returned.
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*
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* @param vec the vector to mult to this vector.
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* @return this
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*/
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public Vector4f mult(Vector4f vec) {
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if (null == vec) {
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logger.warning("Provided vector is null, null returned.");
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return null;
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}
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return mult(vec, null);
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}
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/**
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* <code>multLocal</code> multiplies a provided vector to this vector
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* internally, and returns a handle to this vector for easy chaining of
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* calls. If the provided vector is null, null is returned.
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*
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* @param vec the vector to mult to this vector.
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* @param store result vector (null to create a new vector)
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* @return this
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*/
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public Vector4f mult(Vector4f vec, Vector4f store) {
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if (null == vec) {
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logger.warning("Provided vector is null, null returned.");
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return null;
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}
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if (store == null)
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store = new Vector4f();
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return store.set(x * vec.x, y * vec.y, z * vec.z, w * vec.w);
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}
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/**
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* <code>divide</code> divides the values of this vector by a scalar and
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* returns the result. The values of this vector remain untouched.
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*
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* @param scalar the value to divide this vectors attributes by.
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* @return the result <code>Vector</code>.
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*/
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public Vector4f divide(float scalar) {
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scalar = 1f / scalar;
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return new Vector4f(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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/**
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* <code>divideLocal</code> divides this vector by a scalar internally, and
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* returns a handle to this vector for easy chaining of calls. Dividing by
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* zero will result in an exception.
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*
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* @param scalar the value to divides this vector by.
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* @return this
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*/
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public Vector4f divideLocal(float scalar) {
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scalar = 1f / scalar;
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x *= scalar;
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y *= scalar;
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z *= scalar;
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w *= scalar;
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return this;
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}
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/**
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* <code>divide</code> divides the values of this vector by a scalar and
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* returns the result. The values of this vector remain untouched.
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*
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* @param scalar the value to divide this vectors attributes by.
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* @return the result <code>Vector</code>.
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*/
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public Vector4f divide(Vector4f scalar) {
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return new Vector4f(x / scalar.x, y / scalar.y, z / scalar.z, w / scalar.w);
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}
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/**
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* <code>divideLocal</code> divides this vector by a scalar internally, and
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* returns a handle to this vector for easy chaining of calls. Dividing by
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* zero will result in an exception.
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*
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* @param scalar the value to divides this vector by.
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* @return this
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*/
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public Vector4f divideLocal(Vector4f scalar) {
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x /= scalar.x;
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y /= scalar.y;
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z /= scalar.z;
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w /= scalar.w;
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return this;
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}
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/**
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*
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* <code>negate</code> returns the negative of this vector. All values are
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* negated and set to a new vector.
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*
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* @return the negated vector.
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*/
|
|
public Vector4f negate() {
|
|
return new Vector4f(-x, -y, -z, -w);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* <code>negateLocal</code> negates the internal values of this vector.
|
|
*
|
|
* @return this.
|
|
*/
|
|
public Vector4f negateLocal() {
|
|
x = -x;
|
|
y = -y;
|
|
z = -z;
|
|
w = -w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
*
|
|
* <code>subtract</code> subtracts the values of a given vector from those
|
|
* of this vector creating a new vector object. If the provided vector is
|
|
* null, null is returned.
|
|
*
|
|
* @param vec the vector to subtract from this vector.
|
|
* @return the result vector.
|
|
*/
|
|
public Vector4f subtract(Vector4f vec) {
|
|
return new Vector4f(x - vec.x, y - vec.y, z - vec.z, w - vec.w);
|
|
}
|
|
|
|
/**
|
|
* <code>subtractLocal</code> subtracts a provided vector to this vector
|
|
* internally, and returns a handle to this vector for easy chaining of
|
|
* calls. If the provided vector is null, null is returned.
|
|
*
|
|
* @param vec the vector to subtract
|
|
* @return this
|
|
*/
|
|
public Vector4f subtractLocal(Vector4f vec) {
|
|
if (null == vec) {
|
|
logger.warning("Provided vector is null, null returned.");
|
|
return null;
|
|
}
|
|
x -= vec.x;
|
|
y -= vec.y;
|
|
z -= vec.z;
|
|
w -= vec.w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
*
|
|
* <code>subtract</code>
|
|
*
|
|
* @param vec the vector to subtract from this
|
|
* @param result the vector to store the result in
|
|
* @return result
|
|
*/
|
|
public Vector4f subtract(Vector4f vec, Vector4f result) {
|
|
if (result == null) {
|
|
result = new Vector4f();
|
|
}
|
|
result.x = x - vec.x;
|
|
result.y = y - vec.y;
|
|
result.z = z - vec.z;
|
|
result.w = w - vec.w;
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
*
|
|
* <code>subtract</code> subtracts the provided values from this vector,
|
|
* creating a new vector that is then returned.
|
|
*
|
|
* @param subtractX the x value to subtract.
|
|
* @param subtractY the y value to subtract.
|
|
* @param subtractZ the z value to subtract.
|
|
* @param subtractW the w value to subtract.
|
|
* @return the result vector.
|
|
*/
|
|
public Vector4f subtract(float subtractX, float subtractY, float subtractZ, float subtractW) {
|
|
return new Vector4f(x - subtractX, y - subtractY, z - subtractZ, w - subtractW);
|
|
}
|
|
|
|
/**
|
|
* <code>subtractLocal</code> subtracts the provided values from this vector
|
|
* internally, and returns a handle to this vector for easy chaining of
|
|
* calls.
|
|
*
|
|
* @param subtractX the x value to subtract.
|
|
* @param subtractY the y value to subtract.
|
|
* @param subtractZ the z value to subtract.
|
|
* @param subtractW the w value to subtract.
|
|
* @return this
|
|
*/
|
|
public Vector4f subtractLocal(
|
|
float subtractX,
|
|
float subtractY,
|
|
float subtractZ,
|
|
float subtractW
|
|
) {
|
|
x -= subtractX;
|
|
y -= subtractY;
|
|
z -= subtractZ;
|
|
w -= subtractW;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* <code>normalize</code> returns the unit vector of this vector.
|
|
*
|
|
* @return unit vector of this vector.
|
|
*/
|
|
public Vector4f normalize() {
|
|
// float length = length();
|
|
// if (length != 0) {
|
|
// return divide(length);
|
|
// }
|
|
//
|
|
// return divide(1);
|
|
float length = x * x + y * y + z * z + w * w;
|
|
if (length != 1f && length != 0f) {
|
|
length = 1.0f / FastMath.sqrt(length);
|
|
return new Vector4f(x * length, y * length, z * length, w * length);
|
|
}
|
|
return clone();
|
|
}
|
|
|
|
/**
|
|
* <code>normalizeLocal</code> makes this vector into a unit vector of
|
|
* itself.
|
|
*
|
|
* @return this.
|
|
*/
|
|
public Vector4f normalizeLocal() {
|
|
// NOTE: this implementation is more optimized
|
|
// than the old jme normalize as this method
|
|
// is commonly used.
|
|
float length = x * x + y * y + z * z + w * w;
|
|
if (length != 1f && length != 0f) {
|
|
length = 1.0f / FastMath.sqrt(length);
|
|
x *= length;
|
|
y *= length;
|
|
z *= length;
|
|
w *= length;
|
|
}
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* <code>maxLocal</code> computes the maximum value for each component in
|
|
* this and <code>other</code> vector. The result is stored in this vector.
|
|
*
|
|
* @param other
|
|
*/
|
|
public Vector4f maxLocal(Vector4f other) {
|
|
x = other.x > x ? other.x : x;
|
|
y = other.y > y ? other.y : y;
|
|
z = other.z > z ? other.z : z;
|
|
w = other.w > w ? other.w : w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* <code>minLocal</code> computes the minimum value for each component in
|
|
* this and <code>other</code> vector. The result is stored in this vector.
|
|
*
|
|
* @param other
|
|
*/
|
|
public Vector4f minLocal(Vector4f other) {
|
|
x = other.x < x ? other.x : x;
|
|
y = other.y < y ? other.y : y;
|
|
z = other.z < z ? other.z : z;
|
|
w = other.w < w ? other.w : w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* <code>zero</code> resets this vector's data to zero internally.
|
|
*/
|
|
public Vector4f zero() {
|
|
x = y = z = w = 0;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* <code>angleBetween</code> returns (in radians) the angle between two
|
|
* vectors. It is assumed that both this vector and the given vector are
|
|
* unit vectors (iow, normalized).
|
|
*
|
|
* @param otherVector a unit vector to find the angle against
|
|
* @return the angle in radians.
|
|
*/
|
|
public float angleBetween(Vector4f otherVector) {
|
|
float dotProduct = dot(otherVector);
|
|
float angle = FastMath.acos(dotProduct);
|
|
return angle;
|
|
}
|
|
|
|
/**
|
|
* Sets this vector to the interpolation by changeAmnt from this to the
|
|
* finalVec this=(1-changeAmnt)*this + changeAmnt * finalVec
|
|
*
|
|
* @param finalVec The final vector to interpolate towards
|
|
* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
|
|
* change from this towards finalVec
|
|
*/
|
|
public Vector4f interpolate(Vector4f finalVec, float changeAmnt) {
|
|
this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
|
|
this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
|
|
this.z = (1 - changeAmnt) * this.z + changeAmnt * finalVec.z;
|
|
this.w = (1 - changeAmnt) * this.w + changeAmnt * finalVec.w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Sets this vector to the interpolation by changeAmnt from beginVec to
|
|
* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
|
|
*
|
|
* @param beginVec the beging vector (changeAmnt=0)
|
|
* @param finalVec The final vector to interpolate towards
|
|
* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
|
|
* change from beginVec towards finalVec
|
|
*/
|
|
public Vector4f interpolate(Vector4f beginVec, Vector4f finalVec, float changeAmnt) {
|
|
this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
|
|
this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
|
|
this.z = (1 - changeAmnt) * beginVec.z + changeAmnt * finalVec.z;
|
|
this.w = (1 - changeAmnt) * beginVec.w + changeAmnt * finalVec.w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Check a vector... if it is null or its floats are NaN or infinite, return
|
|
* false. Else return true.
|
|
*
|
|
* @param vector the vector to check
|
|
* @return true or false as stated above.
|
|
*/
|
|
public static boolean isValidVector(Vector4f vector) {
|
|
if (vector == null)
|
|
return false;
|
|
if (
|
|
Float.isNaN(vector.x)
|
|
||
|
|
Float.isNaN(vector.y)
|
|
||
|
|
Float.isNaN(vector.z)
|
|
||
|
|
Float.isNaN(vector.w)
|
|
)
|
|
return false;
|
|
if (
|
|
Float.isInfinite(vector.x)
|
|
||
|
|
Float.isInfinite(vector.y)
|
|
||
|
|
Float.isInfinite(vector.z)
|
|
||
|
|
Float.isInfinite(vector.w)
|
|
)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
@Override
|
|
public Vector4f clone() {
|
|
try {
|
|
return (Vector4f) super.clone();
|
|
} catch (CloneNotSupportedException e) {
|
|
throw new AssertionError(); // can not happen
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Saves this Vector3f into the given float[] object.
|
|
*
|
|
* @param floats The float[] to take this Vector3f. If null, a new float[3]
|
|
* is created.
|
|
* @return The array, with X, Y, Z float values in that order
|
|
*/
|
|
public float[] toArray(float[] floats) {
|
|
if (floats == null) {
|
|
floats = new float[4];
|
|
}
|
|
floats[0] = x;
|
|
floats[1] = y;
|
|
floats[2] = z;
|
|
floats[3] = w;
|
|
return floats;
|
|
}
|
|
|
|
/**
|
|
* are these two vectors the same? they are is they both have the same x,y,
|
|
* and z values.
|
|
*
|
|
* @param o the object to compare for equality
|
|
* @return true if they are equal
|
|
*/
|
|
@Override
|
|
public boolean equals(Object o) {
|
|
if (!(o instanceof Vector4f)) {
|
|
return false;
|
|
}
|
|
|
|
if (this == o) {
|
|
return true;
|
|
}
|
|
|
|
Vector4f comp = (Vector4f) o;
|
|
if (Float.compare(x, comp.x) != 0)
|
|
return false;
|
|
if (Float.compare(y, comp.y) != 0)
|
|
return false;
|
|
if (Float.compare(z, comp.z) != 0)
|
|
return false;
|
|
if (Float.compare(w, comp.w) != 0)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* <code>hashCode</code> returns a unique code for this vector object based
|
|
* on it's values. If two vectors are logically equivalent, they will return
|
|
* the same hash code value.
|
|
*
|
|
* @return the hash code value of this vector.
|
|
*/
|
|
@Override
|
|
public int hashCode() {
|
|
int hash = 37;
|
|
hash += 37 * hash + Float.floatToIntBits(x);
|
|
hash += 37 * hash + Float.floatToIntBits(y);
|
|
hash += 37 * hash + Float.floatToIntBits(z);
|
|
hash += 37 * hash + Float.floatToIntBits(w);
|
|
return hash;
|
|
}
|
|
|
|
/**
|
|
* <code>toString</code> returns the string representation of this vector.
|
|
* The format is:
|
|
*
|
|
* org.jme.math.Vector3f [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ, W=WW.WWWW]
|
|
*
|
|
* @return the string representation of this vector.
|
|
*/
|
|
@Override
|
|
public String toString() {
|
|
return "(" + x + ", " + y + ", " + z + ", " + w + ")";
|
|
}
|
|
|
|
public float getX() {
|
|
return x;
|
|
}
|
|
|
|
public Vector4f setX(float x) {
|
|
this.x = x;
|
|
return this;
|
|
}
|
|
|
|
public float getY() {
|
|
return y;
|
|
}
|
|
|
|
public Vector4f setY(float y) {
|
|
this.y = y;
|
|
return this;
|
|
}
|
|
|
|
public float getZ() {
|
|
return z;
|
|
}
|
|
|
|
public Vector4f setZ(float z) {
|
|
this.z = z;
|
|
return this;
|
|
}
|
|
|
|
public float getW() {
|
|
return w;
|
|
}
|
|
|
|
public Vector4f setW(float w) {
|
|
this.w = w;
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* @param index
|
|
* @return x value if index == 0, y value if index == 1 or z value if index
|
|
* == 2
|
|
* @throws IllegalArgumentException if index is not one of 0, 1, 2.
|
|
*/
|
|
public float get(int index) {
|
|
switch (index) {
|
|
case 0:
|
|
return x;
|
|
case 1:
|
|
return y;
|
|
case 2:
|
|
return z;
|
|
case 3:
|
|
return w;
|
|
}
|
|
throw new IllegalArgumentException("index must be either 0, 1, 2 or 3");
|
|
}
|
|
|
|
/**
|
|
* @param index which field index in this vector to set.
|
|
* @param value to set to one of x, y, z or w.
|
|
* @throws IllegalArgumentException if index is not one of 0, 1, 2, 3.
|
|
*/
|
|
public void set(int index, float value) {
|
|
switch (index) {
|
|
case 0:
|
|
x = value;
|
|
return;
|
|
case 1:
|
|
y = value;
|
|
return;
|
|
case 2:
|
|
z = value;
|
|
return;
|
|
case 3:
|
|
w = value;
|
|
return;
|
|
}
|
|
throw new IllegalArgumentException("index must be either 0, 1, 2 or 3");
|
|
}
|
|
|
|
}
|