/* * JaamSim Discrete Event Simulation * Copyright (C) 2012 Ausenco Engineering Canada Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.jaamsim.math; import com.jaamsim.input.Input; public class Vec3d extends Vec2d { public double z; /** * Construct a Vec3d initialized to (0,0,0); */ public Vec3d() { x = 0.0d; y = 0.0d; z = 0.0d; } /** * Construct a Vec3d initialized to (v.x, v.y, v.z); * @param v the Vec3d containing the initial values * @throws NullPointerException if v is null */ public Vec3d(Vec3d v) { x = v.x; y = v.y; z = v.z; } /** * Construct a Vec3d initialized to (x, y, z); * @param x the initial x value * @param y the initial y value * @param z the initial z value */ public Vec3d(double x, double y, double z) { this.x = x; this.y = y; this.z = z; } /** * Returns a string representation of this vec. */ @Override public String toString() { StringBuilder tmp = new StringBuilder(); tmp.append(x); tmp.append(Input.SEPARATOR).append(y); tmp.append(Input.SEPARATOR).append(z); return tmp.toString(); } /** * Tests the first three components are exactly equal. * * This returns true if the x,y,z components compare as equal using the == * operator. Note that NaN will always return false, and -0.0 and 0.0 * will compare as equal. * @throws NullPointerException if v is null */ public boolean equals3(Vec3d v) { return x == v.x && y == v.y && z == v.z; } public boolean near3(Vec3d v) { return MathUtils.near(x, v.x) && MathUtils.near(y, v.y) && MathUtils.near(z, v.z); } /** * Set this Vec3d with the values (v.x, v.y, v.z); * @param v the Vec3d containing the values * @throws NullPointerException if v is null */ public void set3(Vec3d v) { this.x = v.x; this.y = v.y; this.z = v.z; } /** * Set this Vec3d with the values (x, y, z); */ public void set3(double x, double y, double z) { this.x = x; this.y = y; this.z = z; } /** * Add v to this Vec3d: this = this + v * @throws NullPointerException if v is null */ public void add3(Vec3d v) { this.x = this.x + v.x; this.y = this.y + v.y; this.z = this.z + v.z; } /** * Add v1 to v2 into this Vec3d: this = v1 + v2 * @throws NullPointerException if v1 or v2 are null */ public void add3(Vec3d v1, Vec3d v2) { this.x = v1.x + v2.x; this.y = v1.y + v2.y; this.z = v1.z + v2.z; } /** * Subtract v from this Vec3d: this = this - v * @throws NullPointerException if v is null */ public void sub3(Vec3d v) { this.x = this.x - v.x; this.y = this.y - v.y; this.z = this.z - v.z; } /** * Subtract v2 from v1 into this Vec3d: this = v1 - v2 * @throws NullPointerException if v1 or v2 are null */ public void sub3(Vec3d v1, Vec3d v2) { this.x = v1.x - v2.x; this.y = v1.y - v2.y; this.z = v1.z - v2.z; } /** * Multiply the elements of this Vec3d by v: this = this * v * @throws NullPointerException if v is null */ public void mul3(Vec3d v) { this.x = this.x * v.x; this.y = this.y * v.y; this.z = this.z * v.z; } /** * Multiply the elements of v1 and v2 into this Vec3d: this = v1 * v2 * @throws NullPointerException if v1 or v2 are null */ public void mul3(Vec3d v1, Vec3d v2) { this.x = v1.x * v2.x; this.y = v1.y * v2.y; this.z = v1.z * v2.z; } /** * Set this Vec3d to the minimum of this and v: this = min(this, v) * @throws NullPointerException if v is null */ public void min3(Vec3d v) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); this.z = Math.min(this.z, v.z); } /** * Set this Vec3d to the minimum of v1 and v2: this = min(v1, v2) * @throws NullPointerException if v is null */ public void min3(Vec3d v1, Vec3d v2) { this.x = Math.min(v1.x, v2.x); this.y = Math.min(v1.y, v2.y); this.z = Math.min(v1.z, v2.z); } /** * Set this Vec3d to the maximum of this and v: this = max(this, v) * @throws NullPointerException if v is null */ public void max3(Vec3d v) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); this.z = Math.max(this.z, v.z); } /** * Set this Vec3d to the maximum of v1 and v2: this = max(v1, v2) * @throws NullPointerException if v is null */ public void max3(Vec3d v1, Vec3d v2) { this.x = Math.max(v1.x, v2.x); this.y = Math.max(v1.y, v2.y); this.z = Math.max(v1.z, v2.z); } /** * Return the 3-component dot product of v1 and v2 * Internal helper to help with dot, mag and magSquared */ private final double _dot3(Vec3d v1, Vec3d v2) { double ret; ret = v1.x * v2.x; ret += v1.y * v2.y; ret += v1.z * v2.z; return ret; } /** * Return the 3-component dot product of this Vec3d with v * @throws NullPointerException if v is null */ public double dot3(Vec3d v) { return _dot3(this, v); } /** * Return the 3-component magnitude of this Vec3d */ public double mag3() { return Math.sqrt(_dot3(this, this)); } /** * Return the 3-component magnitude squared of this Vec3d */ public double magSquare3() { return _dot3(this, this); } private void _norm3(Vec3d v) { double mag = _dot3(v, v); if (nonNormalMag(mag)) { this.x = 0.0d; this.y = 0.0d; this.z = 1.0d; return; } mag = Math.sqrt(mag); this.x = v.x / mag; this.y = v.y / mag; this.z = v.z / mag; } /** * Normalize the first three components in-place * * If the Vec has a zero magnitude or contains NaN or Inf, this sets * all components but the last to zero, the last component is set to one. */ public void normalize3() { _norm3(this); } /** * Set the first three components to the normalized values of v * * If the Vec has a zero magnitude or contains NaN or Inf, this sets * all components but the last to zero, the last component is set to one. * @throws NullPointerException if v is null */ public void normalize3(Vec3d v) { _norm3(v); } /** * Scale the first three components of this Vec: this = scale * this */ public void scale3(double scale) { this.x = this.x * scale; this.y = this.y * scale; this.z = this.z * scale; } /** * Scale the first three components of v into this Vec: this = scale * v * @throws NullPointerException if v is null */ public void scale3(double scale, Vec3d v) { this.x = v.x * scale; this.y = v.y * scale; this.z = v.z * scale; } /** * Linearly interpolate between a, b into this Vec: this = (1 - ratio) * a + ratio * b * @throws NullPointerException if a or b are null */ public void interpolate3(Vec3d a, Vec3d b, double ratio) { double temp = 1.0d - ratio; this.x = temp * a.x + ratio * b.x; this.y = temp * a.y + ratio * b.y; this.z = temp * a.z + ratio * b.z; } /** * Multiply v by m and store into this Vec: this = m x v * @throws NullPointerException if m or v are null */ public void mult3(Mat4d m, Vec3d v) { double _x = m.d00 * v.x + m.d01 * v.y + m.d02 * v.z; double _y = m.d10 * v.x + m.d11 * v.y + m.d12 * v.z; double _z = m.d20 * v.x + m.d21 * v.y + m.d22 * v.z; this.x = _x; this.y = _y; this.z = _z; } /** * Like mult3 but includes an implicit w = 1 term to include the translation part of the matrix * @param m * @param v */ public void multAndTrans3(Mat4d m, Vec3d v) { double _x = m.d00 * v.x + m.d01 * v.y + m.d02 * v.z + m.d03; double _y = m.d10 * v.x + m.d11 * v.y + m.d12 * v.z + m.d13; double _z = m.d20 * v.x + m.d21 * v.y + m.d22 * v.z + m.d23; this.x = _x; this.y = _y; this.z = _z; } /** * Multiply m by v and store into this Vec: this = v x m * @throws NullPointerException if m or v are null */ public void mult3(Vec3d v, Mat4d m) { double _x = v.x * m.d00 + v.y * m.d10 + v.z * m.d20; double _y = v.x * m.d01 + v.y * m.d11 + v.z * m.d21; double _z = v.x * m.d02 + v.y * m.d12 + v.z * m.d22; this.x = _x; this.y = _y; this.z = _z; } /** * Set this Vec3d to the cross product of this and v: this = this X v * @throws NullPointerException if v is null */ public void cross3(Vec3d v) { // Use temp vars to deal with this passed in as the argument double _x = this.y * v.z - this.z * v.y; double _y = this.z * v.x - this.x * v.z; double _z = this.x * v.y - this.y * v.x; this.x = _x; this.y = _y; this.z = _z; } /** * Set this Vec3d to the cross product of v1 and v2: this = v1 X v2 * @throws NullPointerException if v1 or v2 are null */ public void cross3(Vec3d v1, Vec3d v2) { // Use temp vars to deal with this passed in as the argument double _x = v1.y * v2.z - v1.z * v2.y; double _y = v1.z * v2.x - v1.x * v2.z; double _z = v1.x * v2.y - v1.y * v2.x; this.x = _x; this.y = _y; this.z = _z; } }