/* * 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.math; import com.jme3.export.*; import java.io.Externalizable; import java.io.IOException; import java.io.ObjectInput; import java.io.ObjectOutput; import java.util.logging.Logger; /** * <code>Vector2f</code> defines a Vector for a two float value vector. * * @author Mark Powell * @author Joshua Slack */ public final class Vector2f implements Savable, Cloneable, java.io.Serializable { static final long serialVersionUID = 1; private static final Logger logger = Logger.getLogger(Vector2f.class.getName()); public static final Vector2f ZERO = new Vector2f(0f, 0f); public static final Vector2f UNIT_XY = new Vector2f(1f, 1f); /** * the x value of the vector. */ public float x; /** * the y value of the vector. */ public float y; /** * Creates a Vector2f with the given initial x and y values. * * @param x * The x value of this Vector2f. * @param y * The y value of this Vector2f. */ public Vector2f(float x, float y) { this.x = x; this.y = y; } /** * Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0). */ public Vector2f() { x = y = 0; } /** * Creates a new Vector2f that contains the passed vector's information * * @param vector2f * The vector to copy */ public Vector2f(Vector2f vector2f) { this.x = vector2f.x; this.y = vector2f.y; } /** * set the x and y values of the vector * * @param x * the x value of the vector. * @param y * the y value of the vector. * @return this vector */ public Vector2f set(float x, float y) { this.x = x; this.y = y; return this; } /** * set the x and y values of the vector from another vector * * @param vec * the vector to copy from * @return this vector */ public Vector2f set(Vector2f vec) { this.x = vec.x; this.y = vec.y; return this; } /** * <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 Vector2f add(Vector2f vec) { if (null == vec) { logger.warning("Provided vector is null, null returned."); return null; } return new Vector2f(x + vec.x, y + vec.y); } /** * <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 Vector2f addLocal(Vector2f vec) { if (null == vec) { logger.warning("Provided vector is null, null returned."); return null; } x += vec.x; y += vec.y; return this; } /** * <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 * @return this */ public Vector2f addLocal(float addX, float addY) { x += addX; y += addY; return this; } /** * <code>add</code> adds this vector by <code>vec</code> and stores the * result in <code>result</code>. * * @param vec * The vector to add. * @param result * The vector to store the result in. * @return The result vector, after adding. */ public Vector2f add(Vector2f vec, Vector2f result) { if (null == vec) { logger.warning("Provided vector is null, null returned."); return null; } if (result == null) result = new Vector2f(); result.x = x + vec.x; result.y = y + vec.y; return result; } /** * <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 float dot(Vector2f vec) { if (null == vec) { logger.warning("Provided vector is null, 0 returned."); return 0; } return x * vec.x + y * vec.y; } /** * <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 Vector3f cross(Vector2f v) { return new Vector3f(0, 0, determinant(v)); } public float determinant(Vector2f v) { return (x * v.y) - (y * v.x); } /** * 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 Vector2f interpolateLocal(Vector2f finalVec, float changeAmnt) { this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x; this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y; return this; } /** * Sets this vector to the interpolation by changeAmnt from beginVec to * finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec * * @param beginVec * The begining vector (delta=0) * @param finalVec * The final vector to interpolate towards (delta=1) * @param changeAmnt * An amount between 0.0 - 1.0 representing a precentage change * from beginVec towards finalVec */ public Vector2f interpolateLocal(Vector2f beginVec, Vector2f finalVec, float changeAmnt) { this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x; this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y; return this; } /** * 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(Vector2f vector) { if (vector == null) return false; if (Float.isNaN(vector.x) || Float.isNaN(vector.y)) return false; if (Float.isInfinite(vector.x) || Float.isInfinite(vector.y)) return false; return true; } /** * <code>length</code> calculates the magnitude of this vector. * * @return the length or magnitude of the vector. */ public float length() { return FastMath.sqrt(lengthSquared()); } /** * <code>lengthSquared</code> calculates the squared value of the * magnitude of the vector. * * @return the magnitude squared of the vector. */ public float lengthSquared() { return x * x + y * y; } /** * <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 float distanceSquared(Vector2f v) { double dx = x - v.x; double dy = y - v.y; return (float) (dx * dx + dy * dy); } /** * <code>distanceSquared</code> calculates the distance squared between * this vector and vector v. * * @param otherX The X coordinate of the v vector * @param otherY The Y coordinate of the v vector * @return the distance squared between the two vectors. */ public float distanceSquared(float otherX, float otherY) { double dx = x - otherX; double dy = y - otherY; return (float) (dx * dx + dy * dy); } /** * <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(Vector2f v) { return FastMath.sqrt(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 Vector2f mult(float scalar) { return new Vector2f(x * scalar, y * scalar); } /** * <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 Vector2f multLocal(float scalar) { x *= scalar; y *= 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 Vector2f multLocal(Vector2f vec) { if (null == vec) { logger.warning("Provided vector is null, null returned."); return null; } x *= vec.x; y *= vec.y; return this; } /** * Multiplies this Vector2f's x and y by the scalar and stores the result in * product. The result is returned for chaining. Similar to * product=this*scalar; * * @param scalar * The scalar to multiply by. * @param product * The vector2f to store the result in. * @return product, after multiplication. */ public Vector2f mult(float scalar, Vector2f product) { if (null == product) { product = new Vector2f(); } product.x = x * scalar; product.y = y * scalar; return product; } /** * <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 Vector2f divide(float scalar) { return new Vector2f(x / scalar, y / 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 Vector2f divideLocal(float scalar) { x /= scalar; y /= scalar; 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 Vector2f negate() { return new Vector2f(-x, -y); } /** * <code>negateLocal</code> negates the internal values of this vector. * * @return this. */ public Vector2f negateLocal() { x = -x; y = -y; 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, an exception is thrown. * * @param vec * the vector to subtract from this vector. * @return the result vector. */ public Vector2f subtract(Vector2f vec) { return subtract(vec, null); } /** * <code>subtract</code> subtracts the values of a given vector from those * of this vector storing the result in the given vector object. If the * provided vector is null, an exception is thrown. * * @param vec * the vector to subtract from this vector. * @param store * the vector to store the result in. It is safe for this to be * the same as vec. If null, a new vector is created. * @return the result vector. */ public Vector2f subtract(Vector2f vec, Vector2f store) { if (store == null) store = new Vector2f(); store.x = x - vec.x; store.y = y - vec.y; return store; } /** * <code>subtract</code> subtracts the given x,y values from those of this * vector creating a new vector object. * * @param valX * value to subtract from x * @param valY * value to subtract from y * @return this */ public Vector2f subtract(float valX, float valY) { return new Vector2f(x - valX, y - valY); } /** * <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 Vector2f subtractLocal(Vector2f vec) { if (null == vec) { logger.warning("Provided vector is null, null returned."); return null; } x -= vec.x; y -= vec.y; return this; } /** * <code>subtractLocal</code> subtracts the provided values from this * vector internally, and returns a handle to this vector for easy chaining * of calls. * * @param valX * value to subtract from x * @param valY * value to subtract from y * @return this */ public Vector2f subtractLocal(float valX, float valY) { x -= valX; y -= valY; return this; } /** * <code>normalize</code> returns the unit vector of this vector. * * @return unit vector of this vector. */ public Vector2f 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 Vector2f normalizeLocal() { float length = length(); if (length != 0) { return divideLocal(length); } return divideLocal(1); } /** * <code>smallestAngleBetween</code> returns (in radians) the minimum * 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 smallestAngleBetween(Vector2f otherVector) { float dotProduct = dot(otherVector); float angle = FastMath.acos(dotProduct); return angle; } /** * <code>angleBetween</code> returns (in radians) the angle required to * rotate a ray represented by this vector to lie colinear to a ray * described by the given vector. It is assumed that both this vector and * the given vector are unit vectors (iow, normalized). * * @param otherVector * the "destination" unit vector * @return the angle in radians. */ public float angleBetween(Vector2f otherVector) { float angle = FastMath.atan2(otherVector.y, otherVector.x) - FastMath.atan2(y, x); return angle; } public float getX() { return x; } public Vector2f setX(float x) { this.x = x; return this; } public float getY() { return y; } public Vector2f setY(float y) { this.y = y; return this; } /** * <code>getAngle</code> returns (in radians) the angle represented by * this Vector2f as expressed by a conversion from rectangular coordinates (<code>x</code>, <code>y</code>) * to polar coordinates (r, <i>theta</i>). * * @return the angle in radians. [-pi, pi) */ public float getAngle() { return FastMath.atan2(y, x); } /** * <code>zero</code> resets this vector's data to zero internally. */ public Vector2f zero() { x = y = 0; return this; } /** * <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. */ public int hashCode() { int hash = 37; hash += 37 * hash + Float.floatToIntBits(x); hash += 37 * hash + Float.floatToIntBits(y); return hash; } @Override public Vector2f clone() { try { return (Vector2f) super.clone(); } catch (CloneNotSupportedException e) { throw new AssertionError(); // can not happen } } /** * Saves this Vector2f into the given float[] object. * * @param floats * The float[] to take this Vector2f. If null, a new float[2] is * created. * @return The array, with X, Y float values in that order */ public float[] toArray(float[] floats) { if (floats == null) { floats = new float[2]; } floats[0] = x; floats[1] = y; return floats; } /** * are these two vectors the same? they are is they both have the same x and * y values. * * @param o * the object to compare for equality * @return true if they are equal */ public boolean equals(Object o) { if (!(o instanceof Vector2f)) { return false; } if (this == o) { return true; } Vector2f comp = (Vector2f) o; if (Float.compare(x, comp.x) != 0) return false; if (Float.compare(y, comp.y) != 0) return false; return true; } /** * <code>toString</code> returns the string representation of this vector * object. The format of the string is such: com.jme.math.Vector2f * [X=XX.XXXX, Y=YY.YYYY] * * @return the string representation of this vector. */ public String toString() { return "(" + x + ", " + y + ")"; } /** * Used with serialization. Not to be called manually. * * @param in * ObjectInput * @throws IOException * @throws ClassNotFoundException * @see java.io.Externalizable */ public void readExternal(ObjectInput in) throws IOException, ClassNotFoundException { x = in.readFloat(); y = in.readFloat(); } /** * Used with serialization. Not to be called manually. * * @param out * ObjectOutput * @throws IOException * @see java.io.Externalizable */ public void writeExternal(ObjectOutput out) throws IOException { out.writeFloat(x); out.writeFloat(y); } public void write(JmeExporter e) throws IOException { OutputCapsule capsule = e.getCapsule(this); capsule.write(x, "x", 0); capsule.write(y, "y", 0); } public void read(JmeImporter e) throws IOException { InputCapsule capsule = e.getCapsule(this); x = capsule.readFloat("x", 0); y = capsule.readFloat("y", 0); } public void rotateAroundOrigin(float angle, boolean cw) { if (cw) angle = -angle; float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y; float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y; x = newX; y = newY; } }