/*- * #%L * Fiji distribution of ImageJ for the life sciences. * %% * Copyright (C) 2007 - 2017 Fiji developers. * %% * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as * published by the Free Software Foundation, either version 2 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public * License along with this program. If not, see * <http://www.gnu.org/licenses/gpl-2.0.html>. * #L% */ package spim.vecmath; /* * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ /** * A four-element axis angle represented by single-precision floating point * x,y,z,angle components. An axis angle is a rotation of angle (radians) about * the vector (x,y,z). * */ public class AxisAngle4f implements java.io.Serializable, Cloneable { // Compatible with 1.1 static final long serialVersionUID = -163246355858070601L; /** * The x coordinate. */ public float x; /** * The y coordinate. */ public float y; /** * The z coordinate. */ public float z; /** * The angle of rotation in radians. */ public float angle; final static double EPS = 0.000001; /** * Constructs and initializes a AxisAngle4f from the specified xyzw * coordinates. * * @param x * the x coordinate * @param y * the y coordinate * @param z * the z coordinate * @param angle * the angle of rotation in radians */ public AxisAngle4f( float x, float y, float z, float angle ) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4f from the array of length 4. * * @param a * the array of length 4 containing x,y,z,angle in order */ public AxisAngle4f( float[] a ) { this.x = a[ 0 ]; this.y = a[ 1 ]; this.z = a[ 2 ]; this.angle = a[ 3 ]; } /** * Constructs and initializes an AxisAngle4f from the specified AxisAngle4f. * * @param a1 * the AxisAngle4f containing the initialization x y z angle data */ public AxisAngle4f( AxisAngle4f a1 ) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Constructs and initializes an AxisAngle4f from the specified AxisAngle4d. * * @param a1 * the AxisAngle4d containing the initialization x y z angle data */ public AxisAngle4f( AxisAngle4d a1 ) { this.x = (float) a1.x; this.y = (float) a1.y; this.z = (float) a1.z; this.angle = (float) a1.angle; } /** * Constructs and initializes an AxisAngle4f from the specified axis and * angle. * * @param axis * the axis * @param angle * the angle of rotation in radians * * @since vecmath 1.2 */ public AxisAngle4f( Vector3f axis, float angle ) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4f to (0,0,1,0). */ public AxisAngle4f() { this.x = 0.0f; this.y = 0.0f; this.z = 1.0f; this.angle = 0.0f; } /** * Sets the value of this axis-angle to the specified x,y,z,angle. * * @param x * the x coordinate * @param y * the y coordinate * @param z * the z coordinate * @param angle * the angle of rotation in radians */ public final void set( float x, float y, float z, float angle ) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Sets the value of this axis-angle to the specified values in the array of * length 4. * * @param a * the array of length 4 containing x,y,z,angle in order */ public final void set( float[] a ) { this.x = a[ 0 ]; this.y = a[ 1 ]; this.z = a[ 2 ]; this.angle = a[ 3 ]; } /** * Sets the value of this axis-angle to the value of axis-angle a1. * * @param a1 * the axis-angle to be copied */ public final void set( AxisAngle4f a1 ) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Sets the value of this axis-angle to the value of axis-angle a1. * * @param a1 * the axis-angle to be copied */ public final void set( AxisAngle4d a1 ) { this.x = (float) a1.x; this.y = (float) a1.y; this.z = (float) a1.z; this.angle = (float) a1.angle; } /** * Sets the value of this AxisAngle4f to the specified axis and angle. * * @param axis * the axis * @param angle * the angle of rotation in radians * * @since vecmath 1.2 */ public final void set( Vector3f axis, float angle ) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Copies the value of this axis-angle into the array a. * * @param a * the array */ public final void get( float[] a ) { a[ 0 ] = this.x; a[ 1 ] = this.y; a[ 2 ] = this.z; a[ 3 ] = this.angle; } /** * Sets the value of this axis-angle to the rotational equivalent of the * passed quaternion. If the specified quaternion has no rotational * component, the value of this AxisAngle4f is set to an angle of 0 about an * axis of (0,1,0). * * @param q1 * the Quat4f */ public final void set( Quat4f q1 ) { double mag = q1.x * q1.x + q1.y * q1.y + q1.z * q1.z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double invMag = 1.0 / mag; x = (float) ( q1.x * invMag ); y = (float) ( q1.y * invMag ); z = (float) ( q1.z * invMag ); angle = (float) ( 2.0 * Math.atan2( mag, q1.w ) ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational equivalent of the * passed quaternion. If the specified quaternion has no rotational * component, the value of this AxisAngle4f is set to an angle of 0 about an * axis of (0,1,0). * * @param q1 * the Quat4d */ public final void set( Quat4d q1 ) { double mag = q1.x * q1.x + q1.y * q1.y + q1.z * q1.z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double invMag = 1.0 / mag; x = (float) ( q1.x * invMag ); y = (float) ( q1.y * invMag ); z = (float) ( q1.z * invMag ); angle = (float) ( 2.0 * Math.atan2( mag, q1.w ) ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the * passed matrix. If the specified matrix has no rotational component, the * value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param m1 * the matrix4f */ public final void set( Matrix4f m1 ) { Matrix3f m3f = new Matrix3f(); m1.get( m3f ); x = m3f.m21 - m3f.m12; y = m3f.m02 - m3f.m20; z = m3f.m10 - m3f.m01; double mag = x * x + y * y + z * z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double sin = 0.5 * mag; double cos = 0.5 * ( m3f.m00 + m3f.m11 + m3f.m22 - 1.0 ); angle = (float) Math.atan2( sin, cos ); double invMag = 1.0 / mag; x = (float) ( x * invMag ); y = (float) ( y * invMag ); z = (float) ( z * invMag ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the * passed matrix. If the specified matrix has no rotational component, the * value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param m1 * the matrix4d */ public final void set( Matrix4d m1 ) { Matrix3d m3d = new Matrix3d(); m1.get( m3d ); x = (float) ( m3d.m21 - m3d.m12 ); y = (float) ( m3d.m02 - m3d.m20 ); z = (float) ( m3d.m10 - m3d.m01 ); double mag = x * x + y * y + z * z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double sin = 0.5 * mag; double cos = 0.5 * ( m3d.m00 + m3d.m11 + m3d.m22 - 1.0 ); angle = (float) Math.atan2( sin, cos ); double invMag = 1.0 / mag; x = (float) ( x * invMag ); y = (float) ( y * invMag ); z = (float) ( z * invMag ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the * passed matrix. If the specified matrix has no rotational component, the * value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param m1 * the matrix3f */ public final void set( Matrix3f m1 ) { x = (float) ( m1.m21 - m1.m12 ); y = (float) ( m1.m02 - m1.m20 ); z = (float) ( m1.m10 - m1.m01 ); double mag = x * x + y * y + z * z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double sin = 0.5 * mag; double cos = 0.5 * ( m1.m00 + m1.m11 + m1.m22 - 1.0 ); angle = (float) Math.atan2( sin, cos ); double invMag = 1.0 / mag; x = (float) ( x * invMag ); y = (float) ( y * invMag ); z = (float) ( z * invMag ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the * passed matrix. If the specified matrix has no rotational component, the * value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param m1 * the matrix3d */ public final void set( Matrix3d m1 ) { x = (float) ( m1.m21 - m1.m12 ); y = (float) ( m1.m02 - m1.m20 ); z = (float) ( m1.m10 - m1.m01 ); double mag = x * x + y * y + z * z; if ( mag > EPS ) { mag = Math.sqrt( mag ); double sin = 0.5 * mag; double cos = 0.5 * ( m1.m00 + m1.m11 + m1.m22 - 1.0 ); angle = (float) Math.atan2( sin, cos ); double invMag = 1.0 / mag; x = (float) ( x * invMag ); y = (float) ( y * invMag ); z = (float) ( z * invMag ); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Returns a string that contains the values of this AxisAngle4f. The form * is (x,y,z,angle). * * @return the String representation */ @Override public String toString() { return "(" + this.x + ", " + this.y + ", " + this.z + ", " + this.angle + ")"; } /** * Returns true if all of the data members of AxisAngle4f a1 are equal to * the corresponding data members in this AxisAngle4f. * * @param a1 * the axis-angle with which the comparison is made * @return true or false */ public boolean equals( AxisAngle4f a1 ) { try { return ( this.x == a1.x && this.y == a1.y && this.z == a1.z && this.angle == a1.angle ); } catch ( NullPointerException e2 ) { return false; } } /** * Returns true if the Object o1 is of type AxisAngle4f and all of the data * members of o1 are equal to the corresponding data members in this * AxisAngle4f. * * @param o1 * the object with which the comparison is made * @return true or false */ @Override public boolean equals( Object o1 ) { try { AxisAngle4f a2 = (AxisAngle4f) o1; return ( this.x == a2.x && this.y == a2.y && this.z == a2.z && this.angle == a2.angle ); } catch ( NullPointerException e2 ) { return false; } catch ( ClassCastException e1 ) { return false; } } /** * Returns true if the L-infinite distance between this axis-angle and * axis-angle a1 is less than or equal to the epsilon parameter, otherwise * returns false. The L-infinite distance is equal to MAX[abs(x1-x2), * abs(y1-y2), abs(z1-z2), abs(angle1-angle2)]. * * @param a1 * the axis-angle to be compared to this axis-angle * @param epsilon * the threshold value */ public boolean epsilonEquals( AxisAngle4f a1, float epsilon ) { float diff; diff = x - a1.x; if ( ( diff < 0 ? -diff : diff ) > epsilon ) return false; diff = y - a1.y; if ( ( diff < 0 ? -diff : diff ) > epsilon ) return false; diff = z - a1.z; if ( ( diff < 0 ? -diff : diff ) > epsilon ) return false; diff = angle - a1.angle; if ( ( diff < 0 ? -diff : diff ) > epsilon ) return false; return true; } /** * Returns a hash code value based on the data values in this object. Two * different AxisAngle4f objects with identical data values (i.e., * AxisAngle4f.equals returns true) will return the same hash code value. * Two objects with different data members may return the same hash value, * although this is not likely. * * @return the integer hash code value */ @Override public int hashCode() { long bits = 1L; bits = VecMathUtil.hashFloatBits( bits, x ); bits = VecMathUtil.hashFloatBits( bits, y ); bits = VecMathUtil.hashFloatBits( bits, z ); bits = VecMathUtil.hashFloatBits( bits, angle ); return VecMathUtil.hashFinish( bits ); } /** * Creates a new object of the same class as this object. * * @return a clone of this instance. * @exception OutOfMemoryError * if there is not enough memory. * @see java.lang.Cloneable * @since vecmath 1.3 */ @Override public Object clone() { // Since there are no arrays we can just use Object.clone() try { return super.clone(); } catch ( CloneNotSupportedException e ) { // this shouldn't happen, since we are Cloneable throw new InternalError(); } } /** * Get the axis angle, in radians.<br> * An axis angle is a rotation angle about the vector (x,y,z). * * @return Returns the angle, in radians. * * @since vecmath 1.5 */ public final float getAngle() { return angle; } /** * Set the axis angle, in radians.<br> * An axis angle is a rotation angle about the vector (x,y,z). * * @param angle * The angle to set, in radians. * * @since vecmath 1.5 */ public final void setAngle( float angle ) { this.angle = angle; } /** * Get value of <i>x</i> coordinate. * * @return the <i>x</i> coordinate. * * @since vecmath 1.5 */ public final float getX() { return x; } /** * Set a new value for <i>x</i> coordinate. * * @param x * the <i>x</i> coordinate. * * @since vecmath 1.5 */ public final void setX( float x ) { this.x = x; } /** * Get value of <i>y</i> coordinate. * * @return the <i>y</i> coordinate * * @since vecmath 1.5 */ public final float getY() { return y; } /** * Set a new value for <i>y</i> coordinate. * * @param y * the <i>y</i> coordinate. * * @since vecmath 1.5 */ public final void setY( float y ) { this.y = y; } /** * Get value of <i>z</i> coordinate. * * @return the <i>z</i> coordinate. * * @since vecmath 1.5 */ public final float getZ() { return z; } /** * Set a new value for <i>z</i> coordinate. * * @param z * the <i>z</i> coordinate. * * @since vecmath 1.5 */ public final void setZ( float z ) { this.z = z; } }