/*
* gleem -- OpenGL Extremely Easy-To-Use Manipulators.
* Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu)
*
* Copying, distribution and use of this software in source and binary
* forms, with or without modification, is permitted provided that the
* following conditions are met:
*
* Distributions of source code must reproduce the copyright notice,
* this list of conditions and the following disclaimer in the source
* code header files; and Distributions of binary code must reproduce
* the copyright notice, this list of conditions and the following
* disclaimer in the documentation, Read me file, license file and/or
* other materials provided with the software distribution.
*
* The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
* holder may not be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
* KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
* INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
* COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
* COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
* REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
* CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
* REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
* INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
* DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
* OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
* HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
* WARRANTY OF FITNESS FOR SUCH USES.
*/
package org.gephi.lib.gleem.linalg;
/** 3-element single-precision vector */
public class Vec3f {
public static final Vec3f X_AXIS = new Vec3f( 1, 0, 0);
public static final Vec3f Y_AXIS = new Vec3f( 0, 1, 0);
public static final Vec3f Z_AXIS = new Vec3f( 0, 0, 1);
public static final Vec3f NEG_X_AXIS = new Vec3f(-1, 0, 0);
public static final Vec3f NEG_Y_AXIS = new Vec3f( 0, -1, 0);
public static final Vec3f NEG_Z_AXIS = new Vec3f( 0, 0, -1);
private float x;
private float y;
private float z;
public Vec3f() {}
public Vec3f(Vec3f arg) {
set(arg);
}
public Vec3f(float x, float y, float z) {
set(x, y, z);
}
public Vec3f copy() {
return new Vec3f(this);
}
/** Convert to double-precision */
public Vec3d toDouble() {
return new Vec3d(x, y, z);
}
public void set(Vec3f arg) {
set(arg.x, arg.y, arg.z);
}
public void set(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}
/** Sets the ith component, 0 <= i < 3 */
public void set(int i, float val) {
switch (i) {
case 0: x = val; break;
case 1: y = val; break;
case 2: z = val; break;
default: throw new IndexOutOfBoundsException();
}
}
/** Gets the ith component, 0 <= i < 3 */
public float get(int i) {
switch (i) {
case 0: return x;
case 1: return y;
case 2: return z;
default: throw new IndexOutOfBoundsException();
}
}
public float x() { return x; }
public float y() { return y; }
public float z() { return z; }
public void setX(float x) { this.x = x; }
public void setY(float y) { this.y = y; }
public void setZ(float z) { this.z = z; }
public float dot(Vec3f arg) {
return x * arg.x + y * arg.y + z * arg.z;
}
public float length() {
return (float) Math.sqrt(lengthSquared());
}
public float lengthSquared() {
return this.dot(this);
}
public void normalize() {
float len = length();
if (len == 0.0f) return;
scale(1.0f / len);
}
/** Returns this * val; creates new vector */
public Vec3f times(float val) {
Vec3f tmp = new Vec3f(this);
tmp.scale(val);
return tmp;
}
/** this = this * val */
public void scale(float val) {
x *= val;
y *= val;
z *= val;
}
/** Returns this + arg; creates new vector */
public Vec3f plus(Vec3f arg) {
Vec3f tmp = new Vec3f();
tmp.add(this, arg);
return tmp;
}
/** this = this + b */
public void add(Vec3f b) {
add(this, b);
}
/** this = a + b */
public void add(Vec3f a, Vec3f b) {
x = a.x + b.x;
y = a.y + b.y;
z = a.z + b.z;
}
/** Returns this + s * arg; creates new vector */
public Vec3f addScaled(float s, Vec3f arg) {
Vec3f tmp = new Vec3f();
tmp.addScaled(this, s, arg);
return tmp;
}
/** this = a + s * b */
public void addScaled(Vec3f a, float s, Vec3f b) {
x = a.x + s * b.x;
y = a.y + s * b.y;
z = a.z + s * b.z;
}
/** Returns this - arg; creates new vector */
public Vec3f minus(Vec3f arg) {
Vec3f tmp = new Vec3f();
tmp.sub(this, arg);
return tmp;
}
/** this = this - b */
public void sub(Vec3f b) {
sub(this, b);
}
/** this = a - b */
public void sub(Vec3f a, Vec3f b) {
x = a.x - b.x;
y = a.y - b.y;
z = a.z - b.z;
}
/** Returns this cross arg; creates new vector */
public Vec3f cross(Vec3f arg) {
Vec3f tmp = new Vec3f();
tmp.cross(this, arg);
return tmp;
}
/** this = a cross b. NOTE: "this" must be a different vector than
both a and b. */
public void cross(Vec3f a, Vec3f b) {
x = a.y * b.z - a.z * b.y;
y = a.z * b.x - a.x * b.z;
z = a.x * b.y - a.y * b.x;
}
/** Sets each component of this vector to the product of the
component with the corresponding component of the argument
vector. */
public void componentMul(Vec3f arg) {
x *= arg.x;
y *= arg.y;
z *= arg.z;
}
public Vecf toVecf() {
Vecf out = new Vecf(3);
for (int i = 0; i < 3; i++) {
out.set(i, get(i));
}
return out;
}
public String toString() {
return "(" + x + ", " + y + ", " + z + ")";
}
}