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1189 lines
30 KiB
1189 lines
30 KiB
3 years ago
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.math;
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import java.io.IOException;
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import java.io.ObjectInput;
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import java.io.ObjectOutput;
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/**
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* <code>Vector3f</code> defines a Vector for a three float value tuple.
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* <code>Vector3f</code> can represent any three 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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*/
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public class Vector3f {
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public final static Vector3f ZERO = new Vector3f(0, 0, 0);
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public final static Vector3f UNIT_X = new Vector3f(1, 0, 0);
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public final static Vector3f UNIT_Y = new Vector3f(0, 1, 0);
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public final static Vector3f UNIT_Z = new Vector3f(0, 0, 1);
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public final static Vector3f UNIT_XYZ = new Vector3f(1, 1, 1);
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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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* 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 Vector3f() {
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x = y = z = 0.0f;
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}
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/**
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* Constructor instantiates a new <code>Vector3f</code> with provides
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* values.
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*
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* @param x
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* the x value of the vector.
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* @param y
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* the y value of the vector.
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* @param z
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* the z value of the vector.
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*/
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public Vector3f(float x, float y, float z) {
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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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}
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public Vector3f(Vector3fImmutable original) {
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this.x = original.x;
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this.y = original.y;
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this.z = original.z;
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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
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* The Vector3f to copy
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*/
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public Vector3f(Vector3f 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 values of the vector based on passed
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* parameters.
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*
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* @param x
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* the x value of the vector.
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* @param y
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* the y value of the vector.
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* @param z
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* the z value of the vector.
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* @return this vector
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*/
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public Vector3f set(float x, float y, float z) {
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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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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
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* the vector to copy.
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* @return this vector
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*/
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public Vector3f set(Vector3f 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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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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* Neither 'this' nor 'vec' are modified.
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*
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* @param vec
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* the vector to add to this.
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* @return the resultant vector.
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*/
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public Vector3f add(Vector3f vec) {
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if (null == vec) {
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return null;
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}
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return new Vector3f(x + vec.x, y + vec.y, z + vec.z);
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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
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* the vector to add to this
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* @param result
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* 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 Vector3f add(Vector3f vec, Vector3f 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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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
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* the vector to add to this vector.
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* @return this
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*/
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public Vector3f addLocal(Vector3f vec) {
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if (null == vec) {
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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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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
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* the x value to add.
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* @param addY
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* the y value to add.
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* @param addZ
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* the z value to add.
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* @return the result vector.
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*/
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public Vector3f add(float addX, float addY, float addZ) {
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return new Vector3f(x + addX, y + addY, z + addZ);
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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
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* value to add to x
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* @param addY
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* value to add to y
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* @param addZ
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* value to add to z
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* @return this
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*/
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public Vector3f addLocal(float addX, float addY, float addZ) {
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x += addX;
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y += addY;
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z += addZ;
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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
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* the value to multiply this vector by.
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* @param add
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* the value to add
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*/
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public void scaleAdd(float scalar, Vector3f 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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}
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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
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* the value to multiply this vector by.
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* @param mult
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* the value to multiply the scalar by
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* @param add
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* the value to add
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*/
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public void scaleAdd(float scalar, Vector3f mult, Vector3f 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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}
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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
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* 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(Vector3f vec) {
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if (null == vec) {
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return 0;
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}
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return x * vec.x + y * vec.y + z * vec.z;
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}
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/**
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* Returns a new vector which is the cross product of this vector with the
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* specified vector.
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* <P>
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* Neither 'this' nor v are modified. The starting value of 'result'
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* </P>
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*
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* @param v
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* the vector to take the cross product of with this.
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* @return the cross product vector.
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*/
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public Vector3f cross(Vector3f v) {
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return cross(v, null);
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}
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/**
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* <code>cross</code> calculates the cross product of this vector with a
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* parameter vector v. The result is stored in <code>result</code>
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* <P>
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* Neither 'this' nor v are modified. The starting value of 'result' (if
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* any) is ignored.
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* </P>
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*
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* @param v
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* the vector to take the cross product of with this.
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* @param result
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* the vector to store the cross product result.
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* @return result, after receiving the cross product vector.
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*/
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public Vector3f cross(Vector3f v, Vector3f result) {
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return cross(v.x, v.y, v.z, result);
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}
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/**
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* <code>cross</code> calculates the cross product of this vector with a
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* Vector comprised of the specified other* elements. The result is stored
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* in <code>result</code>, without modifying either 'this' or the 'other*'
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* values.
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*
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* @param otherX
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* x component of the vector to take the cross product of with
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* this.
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* @param otherY
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* y component of the vector to take the cross product of with
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* this.
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* @param otherZ
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* z component of the vector to take the cross product of with
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* this.
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* @param result
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* the vector to store the cross product result.
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* @return result, after receiving the cross product vector.
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*/
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public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
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if (result == null)
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result = new Vector3f();
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float resX = ((y * otherZ) - (z * otherY));
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float resY = ((z * otherX) - (x * otherZ));
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float resZ = ((x * otherY) - (y * otherX));
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result.set(resX, resY, resZ);
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return result;
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}
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/**
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* <code>crossLocal</code> calculates the cross product of this vector with
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* a parameter vector v.
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*
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* @param v
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* the vector to take the cross product of with this.
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* @return this.
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*/
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public Vector3f crossLocal(Vector3f v) {
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return crossLocal(v.x, v.y, v.z);
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}
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/**
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* <code>crossLocal</code> calculates the cross product of this vector with
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* a parameter vector v.
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*
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* @param otherX
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* x component of the vector to take the cross product of with
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* this.
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* @param otherY
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* y component of the vector to take the cross product of with
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* this.
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* @param otherZ
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* z component of the vector to take the cross product of with
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* this.
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* @return this.
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*/
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public Vector3f crossLocal(float otherX, float otherY, float otherZ) {
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float tempx = (y * otherZ) - (z * otherY);
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float tempy = (z * otherX) - (x * otherZ);
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z = (x * otherY) - (y * otherX);
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x = tempx;
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y = tempy;
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return this;
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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;
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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
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* 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(Vector3f 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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return (float) (dx * dx + dy * dy + dz * dz);
|
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}
|
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public float distanceSquared2D(Vector3f v) {
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double dx = x - v.x;
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double dz = z - v.z;
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return (float) (dx * dx + dz * dz);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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(Vector3f v) {
|
||
|
return FastMath.sqrt(distanceSquared(v));
|
||
|
}
|
||
|
|
||
|
public float distance2D(Vector3f v) {
|
||
|
return FastMath.sqrt(distanceSquared2D(v));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>mult</code> multiplies this vector by a scalar. The resultant
|
||
|
* vector is returned. "this" is not modified.
|
||
|
*
|
||
|
* @param scalar
|
||
|
* the value to multiply this vector by.
|
||
|
* @return the new vector.
|
||
|
*/
|
||
|
public Vector3f mult(float scalar) {
|
||
|
return new Vector3f(x * scalar, y * scalar, z * scalar);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
* <code>mult</code> multiplies this vector by a scalar. The resultant
|
||
|
* vector is supplied as the second parameter and returned. "this" is not
|
||
|
* modified.
|
||
|
*
|
||
|
* @param scalar
|
||
|
* the scalar to multiply this vector by.
|
||
|
* @param product
|
||
|
* the product to store the result in.
|
||
|
* @return product
|
||
|
*/
|
||
|
public Vector3f mult(float scalar, Vector3f product) {
|
||
|
if (null == product) {
|
||
|
product = new Vector3f();
|
||
|
}
|
||
|
|
||
|
product.x = x * scalar;
|
||
|
product.y = y * scalar;
|
||
|
product.z = z * scalar;
|
||
|
return product;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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 Vector3f multLocal(float scalar) {
|
||
|
x *= scalar;
|
||
|
y *= scalar;
|
||
|
z *= 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. The provided
|
||
|
* 'vec' is not modified.
|
||
|
*
|
||
|
* @param vec
|
||
|
* the vector to mult to this vector.
|
||
|
* @return this
|
||
|
*/
|
||
|
public Vector3f multLocal(Vector3f vec) {
|
||
|
if (null == vec) {
|
||
|
return null;
|
||
|
}
|
||
|
x *= vec.x;
|
||
|
y *= vec.y;
|
||
|
z *= vec.z;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns a new Vector instance comprised of elements which are the product
|
||
|
* of the corresponding vector elements. (N.b. this is not a cross product).
|
||
|
* <P>
|
||
|
* Neither 'this' nor 'vec' are modified.
|
||
|
* </P>
|
||
|
*
|
||
|
* @param vec
|
||
|
* the vector to mult to this vector.
|
||
|
*/
|
||
|
public Vector3f mult(Vector3f vec) {
|
||
|
if (null == vec) {
|
||
|
return null;
|
||
|
}
|
||
|
return mult(vec, null);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiplies a provided 'vec' vector with this vector. If the specified
|
||
|
* 'store' is null, then a new Vector instance is returned. Otherwise,
|
||
|
* 'store' with replaced values will be returned, to facilitate chaining.
|
||
|
* </P>
|
||
|
* <P>
|
||
|
*'This' is not modified; and the starting value of 'store' (if any) is
|
||
|
* ignored (and over-written).
|
||
|
* <P>
|
||
|
* The resultant Vector is comprised of elements which are the product of
|
||
|
* the corresponding vector elements. (N.b. this is not a cross product).
|
||
|
* </P>
|
||
|
*
|
||
|
* @param vec
|
||
|
* the vector to mult to this vector.
|
||
|
* @param store
|
||
|
* result vector (null to create a new vector)
|
||
|
* @return 'store', or a new Vector3f
|
||
|
*/
|
||
|
public Vector3f mult(Vector3f vec, Vector3f store) {
|
||
|
if (null == vec) {
|
||
|
return null;
|
||
|
}
|
||
|
if (store == null)
|
||
|
store = new Vector3f();
|
||
|
return store.set(x * vec.x, y * vec.y, z * vec.z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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 Vector3f divide(float scalar) {
|
||
|
scalar = 1f / scalar;
|
||
|
return new Vector3f(x * scalar, y * scalar, z * 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 Vector3f divideLocal(float scalar) {
|
||
|
scalar = 1f / scalar;
|
||
|
x *= scalar;
|
||
|
y *= scalar;
|
||
|
z *= scalar;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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 Vector3f divide(Vector3f scalar) {
|
||
|
return new Vector3f(x / scalar.x, y / scalar.y, z / scalar.z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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 Vector3f divideLocal(Vector3f scalar) {
|
||
|
x /= scalar.x;
|
||
|
y /= scalar.y;
|
||
|
z /= scalar.z;
|
||
|
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 Vector3f negate() {
|
||
|
return new Vector3f(-x, -y, -z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
* <code>negateLocal</code> negates the internal values of this vector.
|
||
|
*
|
||
|
* @return this.
|
||
|
*/
|
||
|
public Vector3f negateLocal() {
|
||
|
x = -x;
|
||
|
y = -y;
|
||
|
z = -z;
|
||
|
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 Vector3f subtract(Vector3f vec) {
|
||
|
return new Vector3f(x - vec.x, y - vec.y, z - vec.z);
|
||
|
}
|
||
|
|
||
|
public Vector3f subtract2D(Vector3f vec) {
|
||
|
return new Vector3f(x - vec.x, 0, z - vec.z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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 Vector3f subtractLocal(Vector3f vec) {
|
||
|
if (null == vec) {
|
||
|
return null;
|
||
|
}
|
||
|
x -= vec.x;
|
||
|
y -= vec.y;
|
||
|
z -= vec.z;
|
||
|
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 Vector3f subtract(Vector3f vec, Vector3f result) {
|
||
|
if (result == null) {
|
||
|
result = new Vector3f();
|
||
|
}
|
||
|
result.x = x - vec.x;
|
||
|
result.y = y - vec.y;
|
||
|
result.z = z - vec.z;
|
||
|
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.
|
||
|
* @return the result vector.
|
||
|
*/
|
||
|
public Vector3f subtract(float subtractX, float subtractY, float subtractZ) {
|
||
|
return new Vector3f(x - subtractX, y - subtractY, z - subtractZ);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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.
|
||
|
* @return this
|
||
|
*/
|
||
|
public Vector3f subtractLocal(float subtractX, float subtractY, float subtractZ) {
|
||
|
x -= subtractX;
|
||
|
y -= subtractY;
|
||
|
z -= subtractZ;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>normalize</code> returns the unit vector of this vector.
|
||
|
*
|
||
|
* @return unit vector of this vector.
|
||
|
*/
|
||
|
public Vector3f 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 Vector3f normalizeLocal() {
|
||
|
float length = length();
|
||
|
if (length != 0) {
|
||
|
return divideLocal(length);
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <code>zero</code> resets this vector's data to zero internally.
|
||
|
*/
|
||
|
public void zero() {
|
||
|
x = y = z = 0;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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(Vector3f otherVector) {
|
||
|
float dotProduct = dot(otherVector);
|
||
|
return FastMath.acos(dotProduct);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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 void interpolate(Vector3f 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;
|
||
|
}
|
||
|
|
||
|
|
||
|
public Vector3f lerp(Vector3f finalVec, float changeAmnt) {
|
||
|
float x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
|
||
|
float y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
|
||
|
float z = (1 - changeAmnt) * this.z + changeAmnt * finalVec.z;
|
||
|
return new Vector3f(x,y,z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets this vector to the interpolation by changeAmnt from beginVec to
|
||
|
* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
|
||
|
*
|
||
|
* @param beginVec
|
||
|
* the beginning vector (changeAmnt=0)
|
||
|
* @param finalVec
|
||
|
* The final vector to interpolate towards
|
||
|
* @param changeAmnt
|
||
|
* An amount between 0.0 - 1.0 representing a percentage change
|
||
|
* from beginVec towards finalVec
|
||
|
*/
|
||
|
public void interpolate(Vector3f beginVec, Vector3f 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;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* 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(Vector3f vector) {
|
||
|
if (vector == null)
|
||
|
return false;
|
||
|
if (Float.isNaN(vector.x) || Float.isNaN(vector.y) || Float.isNaN(vector.z))
|
||
|
return false;
|
||
|
return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y) && !Float.isInfinite(vector.z);
|
||
|
}
|
||
|
|
||
|
public static void generateOrthonormalBasis(Vector3f u, Vector3f v, Vector3f w) {
|
||
|
w.normalizeLocal();
|
||
|
generateComplementBasis(u, v, w);
|
||
|
}
|
||
|
|
||
|
public static void generateComplementBasis(Vector3f u, Vector3f v, Vector3f w) {
|
||
|
float fInvLength;
|
||
|
|
||
|
if (FastMath.abs(w.x) >= FastMath.abs(w.y)) {
|
||
|
// w.x or w.z is the largest magnitude component, swap them
|
||
|
fInvLength = FastMath.invSqrt(w.x * w.x + w.z * w.z);
|
||
|
u.x = -w.z * fInvLength;
|
||
|
u.y = 0.0f;
|
||
|
u.z = +w.x * fInvLength;
|
||
|
v.x = w.y * u.z;
|
||
|
v.y = w.z * u.x - w.x * u.z;
|
||
|
v.z = -w.y * u.x;
|
||
|
} else {
|
||
|
// w.y or w.z is the largest magnitude component, swap them
|
||
|
fInvLength = FastMath.invSqrt(w.y * w.y + w.z * w.z);
|
||
|
u.x = 0.0f;
|
||
|
u.y = +w.z * fInvLength;
|
||
|
u.z = -w.y * fInvLength;
|
||
|
v.x = w.y * u.z - w.z * u.y;
|
||
|
v.y = -w.x * u.z;
|
||
|
v.z = w.x * u.y;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public Vector3f clone() {
|
||
|
try {
|
||
|
return (Vector3f) 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[3];
|
||
|
}
|
||
|
floats[0] = x;
|
||
|
floats[1] = y;
|
||
|
floats[2] = z;
|
||
|
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 Vector3f)) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (this == o) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Vector3f comp = (Vector3f) o;
|
||
|
if (Float.compare(x, comp.x) != 0)
|
||
|
return false;
|
||
|
if (Float.compare(y, comp.y) != 0)
|
||
|
return false;
|
||
|
return Float.compare(z, comp.z) == 0;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* <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);
|
||
|
return hash;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Used with serialization. Not to be called manually.
|
||
|
*
|
||
|
* @param in
|
||
|
* input
|
||
|
* @throws IOException
|
||
|
* @throws ClassNotFoundException
|
||
|
* @see java.io.Externalizable
|
||
|
*/
|
||
|
public void readExternal(ObjectInput in) throws IOException, ClassNotFoundException {
|
||
|
x = in.readFloat();
|
||
|
y = in.readFloat();
|
||
|
z = in.readFloat();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Used with serialization. Not to be called manually.
|
||
|
*
|
||
|
* @param out
|
||
|
* output
|
||
|
* @throws IOException
|
||
|
* @see java.io.Externalizable
|
||
|
*/
|
||
|
public void writeExternal(ObjectOutput out) throws IOException {
|
||
|
out.writeFloat(x);
|
||
|
out.writeFloat(y);
|
||
|
out.writeFloat(z);
|
||
|
}
|
||
|
|
||
|
public float getX() {
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
public void setX(float x) {
|
||
|
this.x = x;
|
||
|
}
|
||
|
|
||
|
public float getY() {
|
||
|
return y;
|
||
|
}
|
||
|
|
||
|
public void setY(float y) {
|
||
|
this.y = y;
|
||
|
}
|
||
|
|
||
|
public float getZ() {
|
||
|
return z;
|
||
|
}
|
||
|
|
||
|
public void setZ(float z) {
|
||
|
this.z = z;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @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;
|
||
|
}
|
||
|
throw new IllegalArgumentException("index must be either 0, 1 or 2");
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @param index
|
||
|
* which field index in this vector to set.
|
||
|
* @param value
|
||
|
* to set to one of x, y or z.
|
||
|
* @throws IllegalArgumentException
|
||
|
* if index is not one of 0, 1, 2.
|
||
|
*/
|
||
|
public void set(int index, float value) {
|
||
|
switch (index) {
|
||
|
case 0:
|
||
|
x = value;
|
||
|
return;
|
||
|
case 1:
|
||
|
y = value;
|
||
|
return;
|
||
|
case 2:
|
||
|
z = value;
|
||
|
return;
|
||
|
}
|
||
|
throw new IllegalArgumentException("index must be either 0, 1 or 2");
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Gets an offset from this position based on rotation around Y(up/down)-axis.
|
||
|
*
|
||
|
* @param rotation
|
||
|
* Rotation in radians
|
||
|
* @param xOffset
|
||
|
* Amount to offset along x axis (left negative, right positive)
|
||
|
* @param yOffset
|
||
|
* Amount to offset along y axis (down negative, up positive)
|
||
|
* @param zOffset
|
||
|
* Amount to offset along z axis (backwards negative, forwards positive)
|
||
|
* @param invertZ
|
||
|
* whether to invert the z axis
|
||
|
*/
|
||
|
public Vector3f getOffset(float rotation, float xOffset, float yOffset, float zOffset, boolean invertZ) {
|
||
|
float sin = FastMath.sin(rotation);
|
||
|
float cos = FastMath.cos(rotation);
|
||
|
Vector3f faceDir = new Vector3f(sin, 0f, cos);
|
||
|
Vector3f crossDir = new Vector3f(cos, 0f, sin);
|
||
|
faceDir.multLocal(zOffset);
|
||
|
crossDir.multLocal(xOffset);
|
||
|
if (invertZ) {
|
||
|
faceDir.z = -faceDir.z;
|
||
|
crossDir.z = -crossDir.z;
|
||
|
}
|
||
|
Vector3f loc = new Vector3f(this);
|
||
|
loc.addLocal(faceDir);
|
||
|
loc.addLocal(crossDir);
|
||
|
loc.y += yOffset;
|
||
|
return loc;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the 2D face direction from rotation.
|
||
|
*
|
||
|
* @param rotation
|
||
|
* Rotation in radians
|
||
|
*/
|
||
|
public static Vector3f getFaceDir(float rotation) {
|
||
|
return new Vector3f(FastMath.sin(rotation), 0f, FastMath.cos(rotation));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the 2D cross direction (perpendicular face direction) from rotation.
|
||
|
*
|
||
|
* @param rotation
|
||
|
* Rotation in radians
|
||
|
*/
|
||
|
public static Vector3f getCrossDir(float rotation) {
|
||
|
return new Vector3f(FastMath.cos(rotation), 0f, FastMath.sin(rotation));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the 2D rotation (around Y-axis) in radians.
|
||
|
*
|
||
|
* @return
|
||
|
*/
|
||
|
public float getRotation() {
|
||
|
return 3.14f + FastMath.atan2(-x, -z);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Gets the XYZ component of this Vector3f
|
||
|
*
|
||
|
* @return
|
||
|
*/
|
||
|
public Vector2f getLatLong() {
|
||
|
return new Vector2f(this.x, this.z);
|
||
|
}
|
||
|
|
||
|
public synchronized float getLat() {
|
||
|
return x;
|
||
|
}
|
||
|
|
||
|
public synchronized float getLong() {
|
||
|
return z;
|
||
|
}
|
||
|
|
||
|
public synchronized float getAlt() {
|
||
|
return y;
|
||
|
}
|
||
|
|
||
|
public synchronized void setLat(float lat) {
|
||
|
this.x = lat;
|
||
|
}
|
||
|
|
||
|
public synchronized void setLong(float lon) {
|
||
|
this.z = lon;
|
||
|
}
|
||
|
|
||
|
public synchronized void setAlt(float alt) {
|
||
|
this.y = alt;
|
||
|
}
|
||
|
|
||
|
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point, double angle) {
|
||
|
|
||
|
float angleRadians;
|
||
|
double modifiedAngle;
|
||
|
|
||
|
// Convert angle to radians
|
||
|
|
||
|
modifiedAngle = angle;
|
||
|
|
||
|
if (angle < 0)
|
||
|
modifiedAngle = 360 + modifiedAngle;
|
||
|
|
||
|
angleRadians = (float) Math.toRadians(modifiedAngle);
|
||
|
|
||
|
return rotateAroundPoint(origin, point, angleRadians);
|
||
|
}
|
||
|
|
||
|
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point, float radians) {
|
||
|
|
||
|
Vector3f outVector;
|
||
|
Vector3f directionVector;
|
||
|
Quaternion angleRotation;
|
||
|
|
||
|
// Build direction vector relative to origin
|
||
|
|
||
|
directionVector = new Vector3f(point.subtract(origin));
|
||
|
|
||
|
// Build quaternion rotation
|
||
|
|
||
|
angleRotation = new Quaternion().fromAngleAxis(radians, new Vector3f(0,1,0));
|
||
|
|
||
|
// Apply rotation to direction vector
|
||
|
|
||
|
directionVector = angleRotation.mult(directionVector);
|
||
|
|
||
|
// Translate from origin back to new rotated point
|
||
|
|
||
|
outVector = origin.add(directionVector);
|
||
|
|
||
|
return outVector;
|
||
|
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public String toString() {
|
||
|
String out = "";
|
||
|
out += "x=" + x + ", ";
|
||
|
out += "y=" + y + ", ";
|
||
|
out += "z=" + z;
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
public static Vector3f min(Vector3f vectorA, Vector3f vectorB) {
|
||
|
|
||
|
return new Vector3f(Math.min(vectorA.x, vectorB.x),
|
||
|
Math.min(vectorA.y, vectorB.y),
|
||
|
Math.min(vectorA.z, vectorB.z));
|
||
|
}
|
||
|
|
||
|
public static Vector3f max(Vector3f vectorA, Vector3f vectorB) {
|
||
|
|
||
|
return new Vector3f(Math.max(vectorA.x, vectorB.x),
|
||
|
Math.max(vectorA.y, vectorB.y),
|
||
|
Math.max(vectorA.z, vectorB.z));
|
||
|
}
|
||
|
|
||
|
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point,Quaternion angleRotation) {
|
||
|
|
||
|
Vector3f outVector;
|
||
|
Vector3f directionVector;
|
||
|
// Build direction vector relative to origin
|
||
|
directionVector = new Vector3f(point.subtract(origin));
|
||
|
directionVector = angleRotation.mult(directionVector);
|
||
|
|
||
|
// Translate from origin back to new rotated point
|
||
|
|
||
|
outVector = origin.add(directionVector);
|
||
|
|
||
|
return outVector;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|