mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 12:51:51 +09:00
First commit
Former-commit-id: 9340873f9cfb15264004c32d6e4b8f8bd6828d94 Former-commit-id: 1916747c109876aa064412e01204c3aeda9bbbc0
This commit is contained in:
866
src/com/jme3/math/FastMath.java
Normal file
866
src/com/jme3/math/FastMath.java
Normal file
@@ -0,0 +1,866 @@
|
||||
/*
|
||||
* Copyright (c) 2009-2010 jMonkeyEngine
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
*
|
||||
* * 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.
|
||||
*
|
||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
||||
* may be used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "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 THE COPYRIGHT OWNER 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.
|
||||
*
|
||||
* This source is a custom modification of the original code.
|
||||
*/
|
||||
|
||||
package com.jme3.math;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
/**
|
||||
* <code>FastMath</code> provides 'fast' math approximations and float equivalents of Math
|
||||
* functions. These are all used as static values and functions.
|
||||
*
|
||||
* @author Various
|
||||
* @version $Id: FastMath.java,v 1.45 2007/08/26 08:44:20 irrisor Exp $
|
||||
*/
|
||||
final public class FastMath {
|
||||
|
||||
private FastMath() {
|
||||
}
|
||||
/** A "close to zero" double epsilon value for use*/
|
||||
public static final double DBL_EPSILON = 2.220446049250313E-16d;
|
||||
/** A "close to zero" float epsilon value for use*/
|
||||
public static final float FLT_EPSILON = 1.1920928955078125E-7f;
|
||||
/** A "close to zero" float epsilon value for use*/
|
||||
public static final float ZERO_TOLERANCE = 0.0001f;
|
||||
public static final float ONE_THIRD = 1f / 3f;
|
||||
/** The value PI as a float. (180 degrees) */
|
||||
public static final float PI = (float) Math.PI;
|
||||
/** The value 2PI as a float. (360 degrees) */
|
||||
public static final float TWO_PI = 2.0f * PI;
|
||||
/** The value PI/2 as a float. (90 degrees) */
|
||||
public static final float HALF_PI = 0.5f * PI;
|
||||
/** The value PI/4 as a float. (45 degrees) */
|
||||
public static final float QUARTER_PI = 0.25f * PI;
|
||||
/** The value 1/PI as a float. */
|
||||
public static final float INV_PI = 1.0f / PI;
|
||||
/** The value 1/(2PI) as a float. */
|
||||
public static final float INV_TWO_PI = 1.0f / TWO_PI;
|
||||
/** A value to multiply a degree value by, to convert it to radians. */
|
||||
public static final float DEG_TO_RAD = PI / 180.0f;
|
||||
/** A value to multiply a radian value by, to convert it to degrees. */
|
||||
public static final float RAD_TO_DEG = 180.0f / PI;
|
||||
/** A precreated random object for random numbers. */
|
||||
public static final Random rand = new Random(System.currentTimeMillis());
|
||||
|
||||
/**
|
||||
* Returns true if the number is a power of 2 (2,4,8,16...)
|
||||
*
|
||||
* A good implementation found on the Java boards. note: a number is a power
|
||||
* of two if and only if it is the smallest number with that number of
|
||||
* significant bits. Therefore, if you subtract 1, you know that the new
|
||||
* number will have fewer bits, so ANDing the original number with anything
|
||||
* less than it will give 0.
|
||||
*
|
||||
* @param number
|
||||
* The number to test.
|
||||
* @return True if it is a power of two.
|
||||
*/
|
||||
public static boolean isPowerOfTwo(int number) {
|
||||
return (number > 0) && (number & (number - 1)) == 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the next power of two of the given number.
|
||||
*
|
||||
* E.g. for an input 100, this returns 128.
|
||||
* Returns 1 for all numbers <= 1.
|
||||
*
|
||||
* @param number The number to obtain the POT for.
|
||||
* @return The next power of two.
|
||||
*/
|
||||
public static int nearestPowerOfTwo(int number) {
|
||||
number--;
|
||||
number |= number >> 1;
|
||||
number |= number >> 2;
|
||||
number |= number >> 4;
|
||||
number |= number >> 8;
|
||||
number |= number >> 16;
|
||||
number++;
|
||||
number += (number == 0) ? 1 : 0;
|
||||
return number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the next binary log of the given number.
|
||||
*
|
||||
* E.g. for an input 100, this returns 6.
|
||||
* Throws runtimeException for all numbers <= 1.
|
||||
*
|
||||
* @param number The number to obtain the POT for.
|
||||
* @return The next power of two.
|
||||
*/
|
||||
public static int intLog2(int number) {
|
||||
if (number == 0) return 0;
|
||||
int log = 0;
|
||||
if( ( number & 0xffff0000 ) != 0 ) { number >>>= 16; log = 16; }
|
||||
if( number >= 256 ) { number >>>= 8; log += 8; }
|
||||
if( number >= 16 ) { number >>>= 4; log += 4; }
|
||||
if( number >= 4 ) { number >>>= 2; log += 2; }
|
||||
return log + ( number >>> 1 );
|
||||
}
|
||||
|
||||
/**
|
||||
* Linear interpolation from startValue to endValue by the given percent.
|
||||
* Basically: ((1 - percent) * startValue) + (percent * endValue)
|
||||
*
|
||||
* @param scale
|
||||
* scale value to use. if 1, use endValue, if 0, use startValue.
|
||||
* @param startValue
|
||||
* Begining value. 0% of f
|
||||
* @param endValue
|
||||
* ending value. 100% of f
|
||||
* @return The interpolated value between startValue and endValue.
|
||||
*/
|
||||
public static float interpolateLinear(float scale, float startValue, float endValue) {
|
||||
if (startValue == endValue) {
|
||||
return startValue;
|
||||
}
|
||||
if (scale <= 0f) {
|
||||
return startValue;
|
||||
}
|
||||
if (scale >= 1f) {
|
||||
return endValue;
|
||||
}
|
||||
return ((1f - scale) * startValue) + (scale * endValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Linear interpolation from startValue to endValue by the given percent.
|
||||
* Basically: ((1 - percent) * startValue) + (percent * endValue)
|
||||
*
|
||||
* @param scale
|
||||
* scale value to use. if 1, use endValue, if 0, use startValue.
|
||||
* @param startValue
|
||||
* Begining value. 0% of f
|
||||
* @param endValue
|
||||
* ending value. 100% of f
|
||||
* @param store a vector3f to store the result
|
||||
* @return The interpolated value between startValue and endValue.
|
||||
*/
|
||||
public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store) {
|
||||
if (store == null) {
|
||||
store = new Vector3f();
|
||||
}
|
||||
store.x = interpolateLinear(scale, startValue.x, endValue.x);
|
||||
store.y = interpolateLinear(scale, startValue.y, endValue.y);
|
||||
store.z = interpolateLinear(scale, startValue.z, endValue.z);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Linear interpolation from startValue to endValue by the given percent.
|
||||
* Basically: ((1 - percent) * startValue) + (percent * endValue)
|
||||
*
|
||||
* @param scale
|
||||
* scale value to use. if 1, use endValue, if 0, use startValue.
|
||||
* @param startValue
|
||||
* Begining value. 0% of f
|
||||
* @param endValue
|
||||
* ending value. 100% of f
|
||||
* @return The interpolated value between startValue and endValue.
|
||||
*/
|
||||
public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue) {
|
||||
return interpolateLinear(scale, startValue, endValue, null);
|
||||
}
|
||||
|
||||
/**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
|
||||
* here is the interpolation matrix
|
||||
* m = [ 0.0 1.0 0.0 0.0 ]
|
||||
* [-T 0.0 T 0.0 ]
|
||||
* [ 2T T-3 3-2T -T ]
|
||||
* [-T 2-T T-2 T ]
|
||||
* where T is the curve tension
|
||||
* the result is a value between p1 and p2, t=0 for p1, t=1 for p2
|
||||
* @param u value from 0 to 1
|
||||
* @param T The tension of the curve
|
||||
* @param p0 control point 0
|
||||
* @param p1 control point 1
|
||||
* @param p2 control point 2
|
||||
* @param p3 control point 3
|
||||
* @return catmull-Rom interpolation
|
||||
*/
|
||||
public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
|
||||
double c1, c2, c3, c4;
|
||||
c1 = p1;
|
||||
c2 = -1.0 * T * p0 + T * p2;
|
||||
c3 = 2 * T * p0 + (T - 3) * p1 + (3 - 2 * T) * p2 + -T * p3;
|
||||
c4 = -T * p0 + (2 - T) * p1 + (T - 2) * p2 + T * p3;
|
||||
|
||||
return (float) (((c4 * u + c3) * u + c2) * u + c1);
|
||||
}
|
||||
|
||||
/**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
|
||||
* here is the interpolation matrix
|
||||
* m = [ 0.0 1.0 0.0 0.0 ]
|
||||
* [-T 0.0 T 0.0 ]
|
||||
* [ 2T T-3 3-2T -T ]
|
||||
* [-T 2-T T-2 T ]
|
||||
* where T is the tension of the curve
|
||||
* the result is a value between p1 and p2, t=0 for p1, t=1 for p2
|
||||
* @param u value from 0 to 1
|
||||
* @param T The tension of the curve
|
||||
* @param p0 control point 0
|
||||
* @param p1 control point 1
|
||||
* @param p2 control point 2
|
||||
* @param p3 control point 3
|
||||
* @param store a Vector3f to store the result
|
||||
* @return catmull-Rom interpolation
|
||||
*/
|
||||
public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
|
||||
if (store == null) {
|
||||
store = new Vector3f();
|
||||
}
|
||||
store.x = interpolateCatmullRom(u, T, p0.x, p1.x, p2.x, p3.x);
|
||||
store.y = interpolateCatmullRom(u, T, p0.y, p1.y, p2.y, p3.y);
|
||||
store.z = interpolateCatmullRom(u, T, p0.z, p1.z, p2.z, p3.z);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
|
||||
* here is the interpolation matrix
|
||||
* m = [ 0.0 1.0 0.0 0.0 ]
|
||||
* [-T 0.0 T 0.0 ]
|
||||
* [ 2T T-3 3-2T -T ]
|
||||
* [-T 2-T T-2 T ]
|
||||
* where T is the tension of the curve
|
||||
* the result is a value between p1 and p2, t=0 for p1, t=1 for p2
|
||||
* @param u value from 0 to 1
|
||||
* @param T The tension of the curve
|
||||
* @param p0 control point 0
|
||||
* @param p1 control point 1
|
||||
* @param p2 control point 2
|
||||
* @param p3 control point 3
|
||||
* @return catmull-Rom interpolation
|
||||
*/
|
||||
public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
|
||||
return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute the lenght on a catmull rom spline between control point 1 and 2
|
||||
* @param p0 control point 0
|
||||
* @param p1 control point 1
|
||||
* @param p2 control point 2
|
||||
* @param p3 control point 3
|
||||
* @param startRange the starting range on the segment (use 0)
|
||||
* @param endRange the end range on the segment (use 1)
|
||||
* @param curveTension the curve tension
|
||||
* @return the length of the segment
|
||||
*/
|
||||
public static float getCatmullRomP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange, float curveTension) {
|
||||
|
||||
float epsilon = 0.001f;
|
||||
float middleValue = (startRange + endRange) * 0.5f;
|
||||
Vector3f start = p1.clone();
|
||||
if (startRange != 0) {
|
||||
FastMath.interpolateCatmullRom(startRange, curveTension, p0, p1, p2, p3, start);
|
||||
}
|
||||
Vector3f end = p2.clone();
|
||||
if (endRange != 1) {
|
||||
FastMath.interpolateCatmullRom(endRange, curveTension, p0, p1, p2, p3, end);
|
||||
}
|
||||
Vector3f middle = FastMath.interpolateCatmullRom(middleValue, curveTension, p0, p1, p2, p3);
|
||||
float l = end.subtract(start).length();
|
||||
float l1 = middle.subtract(start).length();
|
||||
float l2 = end.subtract(middle).length();
|
||||
float len = l1 + l2;
|
||||
if (l + epsilon < len) {
|
||||
l1 = getCatmullRomP1toP2Length(p0, p1, p2, p3, startRange, middleValue, curveTension);
|
||||
l2 = getCatmullRomP1toP2Length(p0, p1, p2, p3, middleValue, endRange, curveTension);
|
||||
}
|
||||
l = l1 + l2;
|
||||
return l;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns the arc cosine of an angle given in radians.<br>
|
||||
* Special cases:
|
||||
* <ul><li>If fValue is smaller than -1, then the result is PI.
|
||||
* <li>If the argument is greater than 1, then the result is 0.</ul>
|
||||
* @param fValue The angle, in radians.
|
||||
* @return fValue's acos
|
||||
* @see java.lang.Math#acos(double)
|
||||
*/
|
||||
public static float acos(float fValue) {
|
||||
if (-1.0f < fValue) {
|
||||
if (fValue < 1.0f) {
|
||||
return (float) Math.acos(fValue);
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return PI;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the arc sine of an angle given in radians.<br>
|
||||
* Special cases:
|
||||
* <ul><li>If fValue is smaller than -1, then the result is -HALF_PI.
|
||||
* <li>If the argument is greater than 1, then the result is HALF_PI.</ul>
|
||||
* @param fValue The angle, in radians.
|
||||
* @return fValue's asin
|
||||
* @see java.lang.Math#asin(double)
|
||||
*/
|
||||
public static float asin(float fValue) {
|
||||
if (-1.0f < fValue) {
|
||||
if (fValue < 1.0f) {
|
||||
return (float) Math.asin(fValue);
|
||||
}
|
||||
|
||||
return HALF_PI;
|
||||
}
|
||||
|
||||
return -HALF_PI;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the arc tangent of an angle given in radians.<br>
|
||||
* @param fValue The angle, in radians.
|
||||
* @return fValue's asin
|
||||
* @see java.lang.Math#atan(double)
|
||||
*/
|
||||
public static float atan(float fValue) {
|
||||
return (float) Math.atan(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* A direct call to Math.atan2.
|
||||
* @param fY
|
||||
* @param fX
|
||||
* @return Math.atan2(fY,fX)
|
||||
* @see java.lang.Math#atan2(double, double)
|
||||
*/
|
||||
public static float atan2(float fY, float fX) {
|
||||
return (float) Math.atan2(fY, fX);
|
||||
}
|
||||
|
||||
/**
|
||||
* Rounds a fValue up. A call to Math.ceil
|
||||
* @param fValue The value.
|
||||
* @return The fValue rounded up
|
||||
* @see java.lang.Math#ceil(double)
|
||||
*/
|
||||
public static int ceil(float fValue) {
|
||||
return (int) Math.ceil(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Fast Trig functions for x86. This forces the trig functiosn to stay
|
||||
* within the safe area on the x86 processor (-45 degrees to +45 degrees)
|
||||
* The results may be very slightly off from what the Math and StrictMath
|
||||
* trig functions give due to rounding in the angle reduction but it will be
|
||||
* very very close.
|
||||
*
|
||||
* note: code from wiki posting on java.net by jeffpk
|
||||
*/
|
||||
public static float reduceSinAngle(float radians) {
|
||||
radians %= TWO_PI; // put us in -2PI to +2PI space
|
||||
if (Math.abs(radians) > PI) { // put us in -PI to +PI space
|
||||
radians = radians - (TWO_PI);
|
||||
}
|
||||
if (Math.abs(radians) > HALF_PI) {// put us in -PI/2 to +PI/2 space
|
||||
radians = PI - radians;
|
||||
}
|
||||
|
||||
return radians;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns sine of a value.
|
||||
*
|
||||
* note: code from wiki posting on java.net by jeffpk
|
||||
*
|
||||
* @param fValue
|
||||
* The value to sine, in radians.
|
||||
* @return The sine of fValue.
|
||||
* @see java.lang.Math#sin(double)
|
||||
*/
|
||||
public static float sin2(float fValue) {
|
||||
fValue = reduceSinAngle(fValue); // limits angle to between -PI/2 and +PI/2
|
||||
if (Math.abs(fValue) <= Math.PI / 4) {
|
||||
return (float) Math.sin(fValue);
|
||||
}
|
||||
|
||||
return (float) Math.cos(Math.PI / 2 - fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns cos of a value.
|
||||
*
|
||||
* @param fValue
|
||||
* The value to cosine, in radians.
|
||||
* @return The cosine of fValue.
|
||||
* @see java.lang.Math#cos(double)
|
||||
*/
|
||||
public static float cos2(float fValue) {
|
||||
return sin2(fValue + HALF_PI);
|
||||
}
|
||||
|
||||
public static float cos(float v) {
|
||||
return (float) Math.cos(v);
|
||||
}
|
||||
|
||||
public static float sin(float v) {
|
||||
return (float) Math.sin(v);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns E^fValue
|
||||
* @param fValue Value to raise to a power.
|
||||
* @return The value E^fValue
|
||||
* @see java.lang.Math#exp(double)
|
||||
*/
|
||||
public static float exp(float fValue) {
|
||||
return (float) Math.exp(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns Absolute value of a float.
|
||||
* @param fValue The value to abs.
|
||||
* @return The abs of the value.
|
||||
* @see java.lang.Math#abs(float)
|
||||
*/
|
||||
public static float abs(float fValue) {
|
||||
if (fValue < 0) {
|
||||
return -fValue;
|
||||
}
|
||||
return fValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a number rounded down.
|
||||
* @param fValue The value to round
|
||||
* @return The given number rounded down
|
||||
* @see java.lang.Math#floor(double)
|
||||
*/
|
||||
public static int floor(float fValue) {
|
||||
return (int) Math.floor(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1/sqrt(fValue)
|
||||
* @param fValue The value to process.
|
||||
* @return 1/sqrt(fValue)
|
||||
* @see java.lang.Math#sqrt(double)
|
||||
*/
|
||||
public static float invSqrt(float fValue) {
|
||||
return (float) (1.0f / Math.sqrt(fValue));
|
||||
}
|
||||
|
||||
public static float fastInvSqrt(float x) {
|
||||
float xhalf = 0.5f * x;
|
||||
int i = Float.floatToIntBits(x); // get bits for floating value
|
||||
i = 0x5f375a86 - (i >> 1); // gives initial guess y0
|
||||
x = Float.intBitsToFloat(i); // convert bits back to float
|
||||
x = x * (1.5f - xhalf * x * x); // Newton step, repeating increases accuracy
|
||||
return x;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the log base E of a value.
|
||||
* @param fValue The value to log.
|
||||
* @return The log of fValue base E
|
||||
* @see java.lang.Math#log(double)
|
||||
*/
|
||||
public static float log(float fValue) {
|
||||
return (float) Math.log(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the logarithm of value with given base, calculated as log(value)/log(base),
|
||||
* so that pow(base, return)==value (contributed by vear)
|
||||
* @param value The value to log.
|
||||
* @param base Base of logarithm.
|
||||
* @return The logarithm of value with given base
|
||||
*/
|
||||
public static float log(float value, float base) {
|
||||
return (float) (Math.log(value) / Math.log(base));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a number raised to an exponent power. fBase^fExponent
|
||||
* @param fBase The base value (IE 2)
|
||||
* @param fExponent The exponent value (IE 3)
|
||||
* @return base raised to exponent (IE 8)
|
||||
* @see java.lang.Math#pow(double, double)
|
||||
*/
|
||||
public static float pow(float fBase, float fExponent) {
|
||||
return (float) Math.pow(fBase, fExponent);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the value squared. fValue ^ 2
|
||||
* @param fValue The vaule to square.
|
||||
* @return The square of the given value.
|
||||
*/
|
||||
public static float sqr(float fValue) {
|
||||
return fValue * fValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the square root of a given value.
|
||||
* @param fValue The value to sqrt.
|
||||
* @return The square root of the given value.
|
||||
* @see java.lang.Math#sqrt(double)
|
||||
*/
|
||||
public static float sqrt(float fValue) {
|
||||
return (float) Math.sqrt(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the tangent of a value. If USE_FAST_TRIG is enabled, an approximate value
|
||||
* is returned. Otherwise, a direct value is used.
|
||||
* @param fValue The value to tangent, in radians.
|
||||
* @return The tangent of fValue.
|
||||
* @see java.lang.Math#tan(double)
|
||||
*/
|
||||
public static float tan(float fValue) {
|
||||
return (float) Math.tan(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
|
||||
* @param iValue The integer to examine.
|
||||
* @return The integer's sign.
|
||||
*/
|
||||
public static int sign(int iValue) {
|
||||
if (iValue > 0) {
|
||||
return 1;
|
||||
}
|
||||
if (iValue < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
|
||||
* @param fValue The float to examine.
|
||||
* @return The float's sign.
|
||||
*/
|
||||
public static float sign(float fValue) {
|
||||
return Math.signum(fValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Given 3 points in a 2d plane, this function computes if the points going from A-B-C
|
||||
* are moving counter clock wise.
|
||||
* @param p0 Point 0.
|
||||
* @param p1 Point 1.
|
||||
* @param p2 Point 2.
|
||||
* @return 1 If they are CCW, -1 if they are not CCW, 0 if p2 is between p0 and p1.
|
||||
*/
|
||||
public static int counterClockwise(Vector2f p0, Vector2f p1, Vector2f p2) {
|
||||
float dx1, dx2, dy1, dy2;
|
||||
dx1 = p1.x - p0.x;
|
||||
dy1 = p1.y - p0.y;
|
||||
dx2 = p2.x - p0.x;
|
||||
dy2 = p2.y - p0.y;
|
||||
if (dx1 * dy2 > dy1 * dx2) {
|
||||
return 1;
|
||||
}
|
||||
if (dx1 * dy2 < dy1 * dx2) {
|
||||
return -1;
|
||||
}
|
||||
if ((dx1 * dx2 < 0) || (dy1 * dy2 < 0)) {
|
||||
return -1;
|
||||
}
|
||||
if ((dx1 * dx1 + dy1 * dy1) < (dx2 * dx2 + dy2 * dy2)) {
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Test if a point is inside a triangle. 1 if the point is on the ccw side,
|
||||
* -1 if the point is on the cw side, and 0 if it is on neither.
|
||||
* @param t0 First point of the triangle.
|
||||
* @param t1 Second point of the triangle.
|
||||
* @param t2 Third point of the triangle.
|
||||
* @param p The point to test.
|
||||
* @return Value 1 or -1 if inside triangle, 0 otherwise.
|
||||
*/
|
||||
public static int pointInsideTriangle(Vector2f t0, Vector2f t1, Vector2f t2, Vector2f p) {
|
||||
int val1 = counterClockwise(t0, t1, p);
|
||||
if (val1 == 0) {
|
||||
return 1;
|
||||
}
|
||||
int val2 = counterClockwise(t1, t2, p);
|
||||
if (val2 == 0) {
|
||||
return 1;
|
||||
}
|
||||
if (val2 != val1) {
|
||||
return 0;
|
||||
}
|
||||
int val3 = counterClockwise(t2, t0, p);
|
||||
if (val3 == 0) {
|
||||
return 1;
|
||||
}
|
||||
if (val3 != val1) {
|
||||
return 0;
|
||||
}
|
||||
return val3;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the determinant of a 4x4 matrix.
|
||||
*/
|
||||
public static float determinant(double m00, double m01, double m02,
|
||||
double m03, double m10, double m11, double m12, double m13,
|
||||
double m20, double m21, double m22, double m23, double m30,
|
||||
double m31, double m32, double m33) {
|
||||
|
||||
double det01 = m20 * m31 - m21 * m30;
|
||||
double det02 = m20 * m32 - m22 * m30;
|
||||
double det03 = m20 * m33 - m23 * m30;
|
||||
double det12 = m21 * m32 - m22 * m31;
|
||||
double det13 = m21 * m33 - m23 * m31;
|
||||
double det23 = m22 * m33 - m23 * m32;
|
||||
return (float) (m00 * (m11 * det23 - m12 * det13 + m13 * det12) - m01
|
||||
* (m10 * det23 - m12 * det03 + m13 * det02) + m02
|
||||
* (m10 * det13 - m11 * det03 + m13 * det01) - m03
|
||||
* (m10 * det12 - m11 * det02 + m12 * det01));
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a random float between 0 and 1.
|
||||
*
|
||||
* @return A random float between <tt>0.0f</tt> (inclusive) to
|
||||
* <tt>1.0f</tt> (exclusive).
|
||||
*/
|
||||
public static float nextRandomFloat() {
|
||||
return rand.nextFloat();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a random float between min and max.
|
||||
*
|
||||
* @return A random int between <tt>min</tt> (inclusive) to
|
||||
* <tt>max</tt> (inclusive).
|
||||
*/
|
||||
public static int nextRandomInt(int min, int max) {
|
||||
return (int) (nextRandomFloat() * (max - min + 1)) + min;
|
||||
}
|
||||
|
||||
public static int nextRandomInt() {
|
||||
return rand.nextInt();
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Spherical coordinates to Cartesian (using positive
|
||||
* Y as up) and stores the results in the store var.
|
||||
*/
|
||||
public static Vector3f sphericalToCartesian(Vector3f sphereCoords,
|
||||
Vector3f store) {
|
||||
store.y = sphereCoords.x * FastMath.sin(sphereCoords.z);
|
||||
float a = sphereCoords.x * FastMath.cos(sphereCoords.z);
|
||||
store.x = a * FastMath.cos(sphereCoords.y);
|
||||
store.z = a * FastMath.sin(sphereCoords.y);
|
||||
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Cartesian coordinates (using positive Y as up) to
|
||||
* Spherical and stores the results in the store var. (Radius, Azimuth,
|
||||
* Polar)
|
||||
*/
|
||||
public static Vector3f cartesianToSpherical(Vector3f cartCoords,
|
||||
Vector3f store) {
|
||||
if (cartCoords.x == 0) {
|
||||
cartCoords.x = FastMath.FLT_EPSILON;
|
||||
}
|
||||
store.x = FastMath.sqrt((cartCoords.x * cartCoords.x)
|
||||
+ (cartCoords.y * cartCoords.y)
|
||||
+ (cartCoords.z * cartCoords.z));
|
||||
store.y = FastMath.atan(cartCoords.z / cartCoords.x);
|
||||
if (cartCoords.x < 0) {
|
||||
store.y += FastMath.PI;
|
||||
}
|
||||
store.z = FastMath.asin(cartCoords.y / store.x);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Spherical coordinates to Cartesian (using positive
|
||||
* Z as up) and stores the results in the store var.
|
||||
*/
|
||||
public static Vector3f sphericalToCartesianZ(Vector3f sphereCoords,
|
||||
Vector3f store) {
|
||||
store.z = sphereCoords.x * FastMath.sin(sphereCoords.z);
|
||||
float a = sphereCoords.x * FastMath.cos(sphereCoords.z);
|
||||
store.x = a * FastMath.cos(sphereCoords.y);
|
||||
store.y = a * FastMath.sin(sphereCoords.y);
|
||||
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a point from Cartesian coordinates (using positive Z as up) to
|
||||
* Spherical and stores the results in the store var. (Radius, Azimuth,
|
||||
* Polar)
|
||||
*/
|
||||
public static Vector3f cartesianZToSpherical(Vector3f cartCoords,
|
||||
Vector3f store) {
|
||||
if (cartCoords.x == 0) {
|
||||
cartCoords.x = FastMath.FLT_EPSILON;
|
||||
}
|
||||
store.x = FastMath.sqrt((cartCoords.x * cartCoords.x)
|
||||
+ (cartCoords.y * cartCoords.y)
|
||||
+ (cartCoords.z * cartCoords.z));
|
||||
store.z = FastMath.atan(cartCoords.z / cartCoords.x);
|
||||
if (cartCoords.x < 0) {
|
||||
store.z += FastMath.PI;
|
||||
}
|
||||
store.y = FastMath.asin(cartCoords.y / store.x);
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes an value and expresses it in terms of min to max.
|
||||
*
|
||||
* @param val -
|
||||
* the angle to normalize (in radians)
|
||||
* @return the normalized angle (also in radians)
|
||||
*/
|
||||
public static float normalize(float val, float min, float max) {
|
||||
if (Float.isInfinite(val) || Float.isNaN(val)) {
|
||||
return 0f;
|
||||
}
|
||||
float range = max - min;
|
||||
while (val > max) {
|
||||
val -= range;
|
||||
}
|
||||
while (val < min) {
|
||||
val += range;
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param x
|
||||
* the value whose sign is to be adjusted.
|
||||
* @param y
|
||||
* the value whose sign is to be used.
|
||||
* @return x with its sign changed to match the sign of y.
|
||||
*/
|
||||
public static float copysign(float x, float y) {
|
||||
if (y >= 0 && x <= -0) {
|
||||
return -x;
|
||||
} else if (y < 0 && x >= 0) {
|
||||
return -x;
|
||||
} else {
|
||||
return x;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Take a float input and clamp it between min and max.
|
||||
*
|
||||
* @param input
|
||||
* @param min
|
||||
* @param max
|
||||
* @return clamped input
|
||||
*/
|
||||
public static float clamp(float input, float min, float max) {
|
||||
return (input < min) ? min : (input > max) ? max : input;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clamps the given float to be between 0 and 1.
|
||||
*
|
||||
* @param input
|
||||
* @return input clamped between 0 and 1.
|
||||
*/
|
||||
public static float saturate(float input) {
|
||||
return clamp(input, 0f, 1f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a single precision (32 bit) floating point value
|
||||
* into half precision (16 bit).
|
||||
*
|
||||
* Source: http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
|
||||
*
|
||||
* @param half The half floating point value as a short.
|
||||
* @return floating point value of the half.
|
||||
*/
|
||||
public static float convertHalfToFloat(short half) {
|
||||
switch ((int) half) {
|
||||
case 0x0000:
|
||||
return 0f;
|
||||
case 0x8000:
|
||||
return -0f;
|
||||
case 0x7c00:
|
||||
return Float.POSITIVE_INFINITY;
|
||||
case 0xfc00:
|
||||
return Float.NEGATIVE_INFINITY;
|
||||
// TODO: Support for NaN?
|
||||
default:
|
||||
return Float.intBitsToFloat(((half & 0x8000) << 16)
|
||||
| (((half & 0x7c00) + 0x1C000) << 13)
|
||||
| ((half & 0x03FF) << 13));
|
||||
}
|
||||
}
|
||||
|
||||
public static short convertFloatToHalf(float flt) {
|
||||
if (Float.isNaN(flt)) {
|
||||
throw new UnsupportedOperationException("NaN to half conversion not supported!");
|
||||
} else if (flt == Float.POSITIVE_INFINITY) {
|
||||
return (short) 0x7c00;
|
||||
} else if (flt == Float.NEGATIVE_INFINITY) {
|
||||
return (short) 0xfc00;
|
||||
} else if (flt == 0f) {
|
||||
return (short) 0x0000;
|
||||
} else if (flt == -0f) {
|
||||
return (short) 0x8000;
|
||||
} else if (flt > 65504f) {
|
||||
// max value supported by half float
|
||||
return 0x7bff;
|
||||
} else if (flt < -65504f) {
|
||||
return (short) (0x7bff | 0x8000);
|
||||
} else if (flt > 0f && flt < 5.96046E-8f) {
|
||||
return 0x0001;
|
||||
} else if (flt < 0f && flt > -5.96046E-8f) {
|
||||
return (short) 0x8001;
|
||||
}
|
||||
|
||||
int f = Float.floatToIntBits(flt);
|
||||
return (short) (((f >> 16) & 0x8000)
|
||||
| ((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00)
|
||||
| ((f >> 13) & 0x03ff));
|
||||
}
|
||||
}
|
||||
743
src/com/jme3/math/Vector2f.java
Normal file
743
src/com/jme3/math/Vector2f.java
Normal file
@@ -0,0 +1,743 @@
|
||||
/*
|
||||
* Copyright (c) 2009-2010 jMonkeyEngine
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
*
|
||||
* * 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.
|
||||
*
|
||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
||||
* may be used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "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 THE COPYRIGHT OWNER 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.
|
||||
*/
|
||||
|
||||
package com.jme3.math;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.io.ObjectInput;
|
||||
import java.io.ObjectOutput;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
/**
|
||||
* <code>Vector2f</code> defines a Vector for a two float value vector.
|
||||
*
|
||||
* @author Mark Powell
|
||||
* @author Joshua Slack
|
||||
*/
|
||||
public final class Vector2f implements Cloneable {
|
||||
private static final Logger logger = Logger.getLogger(Vector2f.class.getName());
|
||||
|
||||
private static final long serialVersionUID = 1L;
|
||||
|
||||
public static final Vector2f ZERO = new Vector2f(0f, 0f);
|
||||
public static final Vector2f UNIT_XY = new Vector2f(1f, 1f);
|
||||
|
||||
/**
|
||||
* the x value of the vector.
|
||||
*/
|
||||
public float x;
|
||||
/**
|
||||
* the y value of the vector.
|
||||
*/
|
||||
public float y;
|
||||
|
||||
/**
|
||||
* Creates a Vector2f with the given initial x and y values.
|
||||
*
|
||||
* @param x
|
||||
* The x value of this Vector2f.
|
||||
* @param y
|
||||
* The y value of this Vector2f.
|
||||
*/
|
||||
public Vector2f(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0).
|
||||
*/
|
||||
public Vector2f() {
|
||||
x = y = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new Vector2f that contains the passed vector's information
|
||||
*
|
||||
* @param vector2f
|
||||
* The vector to copy
|
||||
*/
|
||||
public Vector2f(Vector2f vector2f) {
|
||||
this.x = vector2f.x;
|
||||
this.y = vector2f.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* set the x and y values of the vector
|
||||
*
|
||||
* @param x
|
||||
* the x value of the vector.
|
||||
* @param y
|
||||
* the y value of the vector.
|
||||
* @return this vector
|
||||
*/
|
||||
public Vector2f set(float x, float y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* set the x and y values of the vector from another vector
|
||||
*
|
||||
* @param vec
|
||||
* the vector to copy from
|
||||
* @return this vector
|
||||
*/
|
||||
public Vector2f set(Vector2f vec) {
|
||||
this.x = vec.x;
|
||||
this.y = vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>add</code> adds a provided vector to this vector creating a
|
||||
* resultant vector which is returned. If the provided vector is null, null
|
||||
* is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to add to this.
|
||||
* @return the resultant vector.
|
||||
*/
|
||||
public Vector2f add(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, null returned.");
|
||||
return null;
|
||||
}
|
||||
return new Vector2f(x + vec.x, y + vec.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>addLocal</code> adds 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 add to this vector.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f addLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, null returned.");
|
||||
return null;
|
||||
}
|
||||
x += vec.x;
|
||||
y += vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>addLocal</code> adds the provided values to this vector
|
||||
* internally, and returns a handle to this vector for easy chaining of
|
||||
* calls.
|
||||
*
|
||||
* @param addX
|
||||
* value to add to x
|
||||
* @param addY
|
||||
* value to add to y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f addLocal(float addX, float addY) {
|
||||
x += addX;
|
||||
y += addY;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>add</code> adds this vector by <code>vec</code> and stores the
|
||||
* result in <code>result</code>.
|
||||
*
|
||||
* @param vec
|
||||
* The vector to add.
|
||||
* @param result
|
||||
* The vector to store the result in.
|
||||
* @return The result vector, after adding.
|
||||
*/
|
||||
public Vector2f add(Vector2f vec, Vector2f result) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, null returned.");
|
||||
return null;
|
||||
}
|
||||
if (result == null)
|
||||
result = new Vector2f();
|
||||
result.x = x + vec.x;
|
||||
result.y = y + vec.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>dot</code> calculates the dot product of this vector with a
|
||||
* provided vector. If the provided vector is null, 0 is returned.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to dot with this vector.
|
||||
* @return the resultant dot product of this vector and a given vector.
|
||||
*/
|
||||
public float dot(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, 0 returned.");
|
||||
return 0;
|
||||
}
|
||||
return x * vec.x + y * vec.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>cross</code> calculates the cross product of this vector with a
|
||||
* parameter vector v.
|
||||
*
|
||||
* @param v
|
||||
* the vector to take the cross product of with this.
|
||||
* @return the cross product vector.
|
||||
*/
|
||||
public Vector3f cross(Vector2f v) {
|
||||
return new Vector3f(0, 0, determinant(v));
|
||||
}
|
||||
|
||||
public float determinant(Vector2f v) {
|
||||
return (x * v.y) - (y * v.x);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 percentage change
|
||||
* from this towards finalVec
|
||||
*/
|
||||
public Vector2f interpolate(Vector2f finalVec, float changeAmnt) {
|
||||
this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
|
||||
this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets this vector to the interpolation by changeAmnt from beginVec to
|
||||
* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
|
||||
*
|
||||
* @param beginVec
|
||||
* The begining vector (delta=0)
|
||||
* @param finalVec
|
||||
* The final vector to interpolate towards (delta=1)
|
||||
* @param changeAmnt
|
||||
* An amount between 0.0 - 1.0 representing a precentage change
|
||||
* from beginVec towards finalVec
|
||||
*/
|
||||
public Vector2f interpolate(Vector2f beginVec, Vector2f finalVec,
|
||||
float changeAmnt) {
|
||||
this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
|
||||
this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
|
||||
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(Vector2f vector) {
|
||||
if (vector == null) return false;
|
||||
if (Float.isNaN(vector.x) ||
|
||||
Float.isNaN(vector.y)) return false;
|
||||
if (Float.isInfinite(vector.x) ||
|
||||
Float.isInfinite(vector.y)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>length</code> calculates the magnitude of this vector.
|
||||
*
|
||||
* @return the length or magnitude of the vector.
|
||||
*/
|
||||
public float length() {
|
||||
return FastMath.sqrt(lengthSquared());
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>lengthSquared</code> calculates the squared value of the
|
||||
* magnitude of the vector.
|
||||
*
|
||||
* @return the magnitude squared of the vector.
|
||||
*/
|
||||
public float lengthSquared() {
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distanceSquared</code> calculates the distance squared between
|
||||
* this vector and vector v.
|
||||
*
|
||||
* @param v the second vector to determine the distance squared.
|
||||
* @return the distance squared between the two vectors.
|
||||
*/
|
||||
public float distanceSquared(Vector2f v) {
|
||||
double dx = x - v.x;
|
||||
double dy = y - v.y;
|
||||
return (float) (dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distanceSquared</code> calculates the distance squared between
|
||||
* this vector and vector v.
|
||||
*
|
||||
* @param otherX x-coord
|
||||
* @param otherY y-coord
|
||||
* @return the distance squared between the two vectors.
|
||||
*/
|
||||
public float distanceSquared(float otherX, float otherY) {
|
||||
double dx = x - otherX;
|
||||
double dy = y - otherY;
|
||||
return (float) (dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>distance</code> calculates the distance between this vector and
|
||||
* vector v.
|
||||
*
|
||||
* @param v the second vector to determine the distance.
|
||||
* @return the distance between the two vectors.
|
||||
*/
|
||||
public float distance(Vector2f v) {
|
||||
return FastMath.sqrt(distanceSquared(v));
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>mult</code> multiplies this vector by a scalar. The resultant
|
||||
* vector is returned.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to multiply this vector by.
|
||||
* @return the new vector.
|
||||
*/
|
||||
public Vector2f mult(float scalar) {
|
||||
return new Vector2f(x * scalar, y * scalar);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>multLocal</code> multiplies this vector by a scalar internally,
|
||||
* and returns a handle to this vector for easy chaining of calls.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to multiply this vector by.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f multLocal(float scalar) {
|
||||
x *= scalar;
|
||||
y *= scalar;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>multLocal</code> multiplies 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 mult to this vector.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f multLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, null returned.");
|
||||
return null;
|
||||
}
|
||||
x *= vec.x;
|
||||
y *= vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Multiplies this Vector2f's x and y by the scalar and stores the result in
|
||||
* product. The result is returned for chaining. Similar to
|
||||
* product=this*scalar;
|
||||
*
|
||||
* @param scalar
|
||||
* The scalar to multiply by.
|
||||
* @param product
|
||||
* The vector2f to store the result in.
|
||||
* @return product, after multiplication.
|
||||
*/
|
||||
public Vector2f mult(float scalar, Vector2f product) {
|
||||
if (null == product) {
|
||||
product = new Vector2f();
|
||||
}
|
||||
|
||||
product.x = x * scalar;
|
||||
product.y = y * scalar;
|
||||
return product;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>divide</code> divides the values of this vector by a scalar and
|
||||
* returns the result. The values of this vector remain untouched.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to divide this vectors attributes by.
|
||||
* @return the result <code>Vector</code>.
|
||||
*/
|
||||
public Vector2f divide(float scalar) {
|
||||
return new Vector2f(x / scalar, y / scalar);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>divideLocal</code> divides this vector by a scalar internally,
|
||||
* and returns a handle to this vector for easy chaining of calls. Dividing
|
||||
* by zero will result in an exception.
|
||||
*
|
||||
* @param scalar
|
||||
* the value to divides this vector by.
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f divideLocal(float scalar) {
|
||||
x /= scalar;
|
||||
y /= scalar;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>negate</code> returns the negative of this vector. All values are
|
||||
* negated and set to a new vector.
|
||||
*
|
||||
* @return the negated vector.
|
||||
*/
|
||||
public Vector2f negate() {
|
||||
return new Vector2f(-x, -y);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>negateLocal</code> negates the internal values of this vector.
|
||||
*
|
||||
* @return this.
|
||||
*/
|
||||
public Vector2f negateLocal() {
|
||||
x = -x;
|
||||
y = -y;
|
||||
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, an exception is thrown.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to subtract from this vector.
|
||||
* @return the result vector.
|
||||
*/
|
||||
public Vector2f subtract(Vector2f vec) {
|
||||
return subtract(vec, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtract</code> subtracts the values of a given vector from those
|
||||
* of this vector storing the result in the given vector object. If the
|
||||
* provided vector is null, an exception is thrown.
|
||||
*
|
||||
* @param vec
|
||||
* the vector to subtract from this vector.
|
||||
* @param store
|
||||
* the vector to store the result in. It is safe for this to be
|
||||
* the same as vec. If null, a new vector is created.
|
||||
* @return the result vector.
|
||||
*/
|
||||
public Vector2f subtract(Vector2f vec, Vector2f store) {
|
||||
if (store == null)
|
||||
store = new Vector2f();
|
||||
store.x = x - vec.x;
|
||||
store.y = y - vec.y;
|
||||
return store;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtract</code> subtracts the given x,y values from those of this
|
||||
* vector creating a new vector object.
|
||||
*
|
||||
* @param valX
|
||||
* value to subtract from x
|
||||
* @param valY
|
||||
* value to subtract from y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f subtract(float valX, float valY) {
|
||||
return new Vector2f(x - valX, y - valY);
|
||||
}
|
||||
|
||||
/**
|
||||
* <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 Vector2f subtractLocal(Vector2f vec) {
|
||||
if (null == vec) {
|
||||
logger.warning("Provided vector is null, null returned.");
|
||||
return null;
|
||||
}
|
||||
x -= vec.x;
|
||||
y -= vec.y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>subtractLocal</code> subtracts the provided values from this
|
||||
* vector internally, and returns a handle to this vector for easy chaining
|
||||
* of calls.
|
||||
*
|
||||
* @param valX
|
||||
* value to subtract from x
|
||||
* @param valY
|
||||
* value to subtract from y
|
||||
* @return this
|
||||
*/
|
||||
public Vector2f subtractLocal(float valX, float valY) {
|
||||
x -= valX;
|
||||
y -= valY;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>normalize</code> returns the unit vector of this vector.
|
||||
*
|
||||
* @return unit vector of this vector.
|
||||
*/
|
||||
public Vector2f normalize() {
|
||||
float length = length();
|
||||
if (length != 0) {
|
||||
return divide(length);
|
||||
}
|
||||
|
||||
return divide(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>normalizeLocal</code> makes this vector into a unit vector of
|
||||
* itself.
|
||||
*
|
||||
* @return this.
|
||||
*/
|
||||
public Vector2f normalizeLocal() {
|
||||
float length = length();
|
||||
if (length != 0) {
|
||||
return divideLocal(length);
|
||||
}
|
||||
|
||||
return divideLocal(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>smallestAngleBetween</code> returns (in radians) the minimum
|
||||
* 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 smallestAngleBetween(Vector2f otherVector) {
|
||||
float dotProduct = dot(otherVector);
|
||||
float angle = FastMath.acos(dotProduct);
|
||||
return angle;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>angleBetween</code> returns (in radians) the angle required to
|
||||
* rotate a ray represented by this vector to lie colinear to a ray
|
||||
* described by the given vector. It is assumed that both this vector and
|
||||
* the given vector are unit vectors (iow, normalized).
|
||||
*
|
||||
* @param otherVector
|
||||
* the "destination" unit vector
|
||||
* @return the angle in radians.
|
||||
*/
|
||||
public float angleBetween(Vector2f otherVector) {
|
||||
float angle = FastMath.atan2(otherVector.y, otherVector.x)
|
||||
- FastMath.atan2(y, x);
|
||||
return angle;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public Vector2f setX(float x) {
|
||||
this.x = x;
|
||||
return this;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public Vector2f setY(float y) {
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
/**
|
||||
* <code>getAngle</code> returns (in radians) the angle represented by
|
||||
* this Vector2f as expressed by a conversion from rectangular coordinates (<code>x</code>, <code>y</code>)
|
||||
* to polar coordinates (r, <i>theta</i>).
|
||||
*
|
||||
* @return the angle in radians. [-pi, pi)
|
||||
*/
|
||||
public float getAngle() {
|
||||
return -FastMath.atan2(y, x);
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>zero</code> resets this vector's data to zero internally.
|
||||
*/
|
||||
public Vector2f zero() {
|
||||
x = y = 0;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* <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.
|
||||
*/
|
||||
public int hashCode() {
|
||||
int hash = 37;
|
||||
hash += 37 * hash + Float.floatToIntBits(x);
|
||||
hash += 37 * hash + Float.floatToIntBits(y);
|
||||
return hash;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vector2f clone() {
|
||||
try {
|
||||
return (Vector2f) super.clone();
|
||||
} catch (CloneNotSupportedException e) {
|
||||
throw new AssertionError(); // can not happen
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves this Vector2f into the given float[] object.
|
||||
*
|
||||
* @param floats
|
||||
* The float[] to take this Vector2f. If null, a new float[2] is
|
||||
* created.
|
||||
* @return The array, with X, Y float values in that order
|
||||
*/
|
||||
public float[] toArray(float[] floats) {
|
||||
if (floats == null) {
|
||||
floats = new float[2];
|
||||
}
|
||||
floats[0] = x;
|
||||
floats[1] = y;
|
||||
return floats;
|
||||
}
|
||||
|
||||
/**
|
||||
* are these two vectors the same? they are is they both have the same x and
|
||||
* y values.
|
||||
*
|
||||
* @param o
|
||||
* the object to compare for equality
|
||||
* @return true if they are equal
|
||||
*/
|
||||
public boolean equals(Object o) {
|
||||
if (!(o instanceof Vector2f)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this == o) {
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector2f comp = (Vector2f) o;
|
||||
if (Float.compare(x, comp.x) != 0)
|
||||
return false;
|
||||
if (Float.compare(y, comp.y) != 0)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* <code>toString</code> returns the string representation of this vector
|
||||
* object. The format of the string is such: com.jme.math.Vector2f
|
||||
* [X=XX.XXXX, Y=YY.YYYY]
|
||||
*
|
||||
* @return the string representation of this vector.
|
||||
*/
|
||||
public String toString() {
|
||||
return "(" + x + ", " + y + ")";
|
||||
}
|
||||
|
||||
/**
|
||||
* Used with serialization. Not to be called manually.
|
||||
*
|
||||
* @param in
|
||||
* ObjectInput
|
||||
* @throws IOException
|
||||
* @throws ClassNotFoundException
|
||||
* @see java.io.Externalizable
|
||||
*/
|
||||
public void readExternal(ObjectInput in) throws IOException,
|
||||
ClassNotFoundException {
|
||||
x = in.readFloat();
|
||||
y = in.readFloat();
|
||||
}
|
||||
|
||||
/**
|
||||
* Used with serialization. Not to be called manually.
|
||||
*
|
||||
* @param out
|
||||
* ObjectOutput
|
||||
* @throws IOException
|
||||
* @see java.io.Externalizable
|
||||
*/
|
||||
public void writeExternal(ObjectOutput out) throws IOException {
|
||||
out.writeFloat(x);
|
||||
out.writeFloat(y);
|
||||
}
|
||||
|
||||
public void rotateAroundOrigin(float angle, boolean cw) {
|
||||
if (cw)
|
||||
angle = -angle;
|
||||
float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y;
|
||||
float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y;
|
||||
x = newX;
|
||||
y = newY;
|
||||
}
|
||||
}
|
||||
1031
src/com/jme3/math/Vector3f.java
Normal file
1031
src/com/jme3/math/Vector3f.java
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user