/* * Copyright (c) 2009-2012 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.scene.plugins.blender.math; import java.io.IOException; import java.io.Serializable; import java.util.logging.Logger; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.export.Savable; import com.jme3.math.FastMath; import com.jme3.math.Vector3f; /* * -- Added *Local methods to cut down on object creation - JS */ /** * <code>Vector3d</code> defines a Vector for a three float value tuple. <code>Vector3d</code> can represent any three dimensional value, such as a * vertex, a normal, etc. Utility methods are also included to aid in * mathematical calculations. * * This class's only purpose is to give better accuracy in floating point operations during computations. * This is made by copying the original Vector3f class from jme3 core and leaving only required methods and basic computation methods, so that * the class is smaller and easier to maintain. * Should any other methods be needed, they will be added. * * @author Mark Powell * @author Joshua Slack * @author Marcin Roguski (Kaelthas) */ public final class Vector3d implements Savable, Cloneable, Serializable { private static final long serialVersionUID = 3090477054277293078L; private static final Logger LOGGER = Logger.getLogger(Vector3d.class.getName()); public final static Vector3d ZERO = new Vector3d(); public final static Vector3d UNIT_XYZ = new Vector3d(1, 1, 1); public final static Vector3d UNIT_X = new Vector3d(1, 0, 0); public final static Vector3d UNIT_Y = new Vector3d(0, 1, 0); public final static Vector3d UNIT_Z = new Vector3d(0, 0, 1); /** * the x value of the vector. */ public double x; /** * the y value of the vector. */ public double y; /** * the z value of the vector. */ public double z; /** * Constructor instantiates a new <code>Vector3d</code> with default * values of (0,0,0). * */ public Vector3d() { } /** * Constructor instantiates a new <code>Vector3d</code> with provides * values. * * @param x * the x value of the vector. * @param y * the y value of the vector. * @param z * the z value of the vector. */ public Vector3d(double x, double y, double z) { this.x = x; this.y = y; this.z = z; } /** * Constructor instantiates a new <code>Vector3d</code> that is a copy * of the provided vector * @param copy * The Vector3d to copy */ public Vector3d(Vector3f vector3f) { this(vector3f.x, vector3f.y, vector3f.z); } public Vector3f toVector3f() { return new Vector3f((float) x, (float) y, (float) z); } /** * <code>set</code> sets the x,y,z values of the vector based on passed * parameters. * * @param x * the x value of the vector. * @param y * the y value of the vector. * @param z * the z value of the vector. * @return this vector */ public Vector3d set(double x, double y, double z) { this.x = x; this.y = y; this.z = z; return this; } /** * <code>set</code> sets the x,y,z values of the vector by copying the * supplied vector. * * @param vect * the vector to copy. * @return this vector */ public Vector3d set(Vector3d vect) { return this.set(vect.x, vect.y, vect.z); } /** * * <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 Vector3d add(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); return null; } return new Vector3d(x + vec.x, y + vec.y, z + vec.z); } /** * * <code>add</code> adds the values of a provided vector storing the * values in the supplied vector. * * @param vec * the vector to add to this * @param result * the vector to store the result in * @return result returns the supplied result vector. */ public Vector3d add(Vector3d vec, Vector3d result) { result.x = x + vec.x; result.y = y + vec.y; result.z = z + vec.z; return result; } /** * <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 Vector3d addLocal(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); return null; } x += vec.x; y += vec.y; z += vec.z; return this; } /** * * <code>add</code> adds the provided values to this vector, creating a * new vector that is then returned. * * @param addX * the x value to add. * @param addY * the y value to add. * @param addZ * the z value to add. * @return the result vector. */ public Vector3d add(double addX, double addY, double addZ) { return new Vector3d(x + addX, y + addY, z + addZ); } /** * <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 * @param addZ * value to add to z * @return this */ public Vector3d addLocal(double addX, double addY, double addZ) { x += addX; y += addY; z += addZ; return this; } /** * * <code>scaleAdd</code> multiplies this vector by a scalar then adds the * given Vector3d. * * @param scalar * the value to multiply this vector by. * @param add * the value to add */ public Vector3d scaleAdd(double scalar, Vector3d add) { x = x * scalar + add.x; y = y * scalar + add.y; z = z * scalar + add.z; return this; } /** * * <code>scaleAdd</code> multiplies the given vector by a scalar then adds * the given vector. * * @param scalar * the value to multiply this vector by. * @param mult * the value to multiply the scalar by * @param add * the value to add */ public Vector3d scaleAdd(double scalar, Vector3d mult, Vector3d add) { x = mult.x * scalar + add.x; y = mult.y * scalar + add.y; z = mult.z * scalar + add.z; return this; } /** * * <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 double dot(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, 0 returned."); return 0; } return x * vec.x + y * vec.y + z * vec.z; } /** * <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 Vector3d cross(Vector3d v) { return this.cross(v, null); } /** * <code>cross</code> calculates the cross product of this vector with a * parameter vector v. The result is stored in <code>result</code> * * @param v * the vector to take the cross product of with this. * @param result * the vector to store the cross product result. * @return result, after recieving the cross product vector. */ public Vector3d cross(Vector3d v, Vector3d result) { return this.cross(v.x, v.y, v.z, result); } /** * <code>cross</code> calculates the cross product of this vector with a * parameter vector v. The result is stored in <code>result</code> * * @param otherX * x component of the vector to take the cross product of with this. * @param otherY * y component of the vector to take the cross product of with this. * @param otherZ * z component of the vector to take the cross product of with this. * @param result * the vector to store the cross product result. * @return result, after recieving the cross product vector. */ public Vector3d cross(double otherX, double otherY, double otherZ, Vector3d result) { if (result == null) { result = new Vector3d(); } double resX = y * otherZ - z * otherY; double resY = z * otherX - x * otherZ; double resZ = x * otherY - y * otherX; result.set(resX, resY, resZ); return result; } /** * <code>crossLocal</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 this. */ public Vector3d crossLocal(Vector3d v) { return this.crossLocal(v.x, v.y, v.z); } /** * <code>crossLocal</code> calculates the cross product of this vector * with a parameter vector v. * * @param otherX * x component of the vector to take the cross product of with this. * @param otherY * y component of the vector to take the cross product of with this. * @param otherZ * z component of the vector to take the cross product of with this. * @return this. */ public Vector3d crossLocal(double otherX, double otherY, double otherZ) { double tempx = y * otherZ - z * otherY; double tempy = z * otherX - x * otherZ; z = x * otherY - y * otherX; x = tempx; y = tempy; return this; } /** * <code>length</code> calculates the magnitude of this vector. * * @return the length or magnitude of the vector. */ public double length() { return Math.sqrt(this.lengthSquared()); } /** * <code>lengthSquared</code> calculates the squared value of the * magnitude of the vector. * * @return the magnitude squared of the vector. */ public double lengthSquared() { return x * x + y * y + z * z; } /** * <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 double distanceSquared(Vector3d v) { double dx = x - v.x; double dy = y - v.y; double dz = z - v.z; return dx * dx + dy * dy + 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 double distance(Vector3d v) { return Math.sqrt(this.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 Vector3d mult(double scalar) { return new Vector3d(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. * * @param scalar * the scalar to multiply this vector by. * @param product * the product to store the result in. * @return product */ public Vector3d mult(double scalar, Vector3d product) { if (null == product) { product = new Vector3d(); } 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 Vector3d multLocal(double 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. * * @param vec * the vector to mult to this vector. * @return this */ public Vector3d multLocal(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); return null; } x *= vec.x; y *= vec.y; z *= vec.z; return this; } /** * <code>multLocal</code> multiplies this vector by 3 scalars * internally, and returns a handle to this vector for easy chaining of * calls. * * @param x * @param y * @param z * @return this */ public Vector3d multLocal(double x, double y, double z) { this.x *= x; this.y *= y; this.z *= z; 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 Vector3d mult(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); return null; } return this.mult(vec, null); } /** * <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. * @param store * result vector (null to create a new vector) * @return this */ public Vector3d mult(Vector3d vec, Vector3d store) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); return null; } if (store == null) { store = new Vector3d(); } 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 Vector3d divide(double scalar) { scalar = 1f / scalar; return new Vector3d(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 Vector3d divideLocal(double 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 Vector3d divide(Vector3d scalar) { return new Vector3d(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 Vector3d divideLocal(Vector3d 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 Vector3d negate() { return new Vector3d(-x, -y, -z); } /** * * <code>negateLocal</code> negates the internal values of this vector. * * @return this. */ public Vector3d 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 Vector3d subtract(Vector3d vec) { return new Vector3d(x - vec.x, y - vec.y, 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 Vector3d subtractLocal(Vector3d vec) { if (null == vec) { LOGGER.warning("Provided vector is null, null returned."); 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 Vector3d subtract(Vector3d vec, Vector3d result) { if (result == null) { result = new Vector3d(); } 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 Vector3d subtract(double subtractX, double subtractY, double subtractZ) { return new Vector3d(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 Vector3d subtractLocal(double subtractX, double subtractY, double 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 Vector3d normalize() { double length = x * x + y * y + z * z; if (length != 1f && length != 0f) { length = 1.0f / Math.sqrt(length); return new Vector3d(x * length, y * length, z * length); } return this.clone(); } /** * <code>normalizeLocal</code> makes this vector into a unit vector of * itself. * * @return this. */ public Vector3d normalizeLocal() { // NOTE: this implementation is more optimized // than the old jme normalize as this method // is commonly used. double length = x * x + y * y + z * z; if (length != 1f && length != 0f) { length = 1.0f / Math.sqrt(length); x *= length; y *= length; z *= length; } return this; } /** * <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 double angleBetween(Vector3d otherVector) { double dot = this.dot(otherVector); // the vectors are normalized, but if they are parallel then the dot product migh get a value like: 1.000000000000000002 // which is caused by floating point operations; in such case, the acos function will return NaN so we need to clamp this value dot = FastMath.clamp((float) dot, -1, 1); return Math.acos(dot); } @Override public Vector3d clone() { try { return (Vector3d) super.clone(); } catch (CloneNotSupportedException e) { throw new AssertionError(); // can not happen } } /** * 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 Vector3d)) { return false; } if (this == o) { return true; } Vector3d comp = (Vector3d) o; if (Double.compare(x, comp.x) != 0) { return false; } if (Double.compare(y, comp.y) != 0) { return false; } if (Double.compare(z, comp.z) != 0) { return false; } return true; } /** * <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() { long hash = 37; hash += 37 * hash + Double.doubleToLongBits(x); hash += 37 * hash + Double.doubleToLongBits(y); hash += 37 * hash + Double.doubleToLongBits(z); return (int) hash; } /** * <code>toString</code> returns the string representation of this vector. * The format is: * * org.jme.math.Vector3d [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ] * * @return the string representation of this vector. */ @Override public String toString() { return "(" + x + ", " + y + ", " + z + ")"; } public void write(JmeExporter e) throws IOException { OutputCapsule capsule = e.getCapsule(this); capsule.write(x, "x", 0); capsule.write(y, "y", 0); capsule.write(z, "z", 0); } public void read(JmeImporter e) throws IOException { InputCapsule capsule = e.getCapsule(this); x = capsule.readDouble("x", 0); y = capsule.readDouble("y", 0); z = capsule.readDouble("z", 0); } }