/**
* This file is part of miniCDx benchmark of oSCJ.
*
* miniCDx is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* miniCDx 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with miniCDx. If not, see <http://www.gnu.org/licenses/>.
*
*
* Copyright 2009, 2010
* @authors Daniel Tang, Ales Plsek
*
* See: http://sss.cs.purdue.edu/projects/oscj/
*/
package minicdj.cdx;
import minicdj.collision.Vector3d;
/**
* The <code>VectorConstants</code> class implements some simple utility methods for obtaining vectors that are commonly
* used, such as zero vectors, unit direction vectors, and orthogonal vectors.
*
* @author Ben L. Titzer
*/
final class VectorConstants {
public static final int NO_QUADRANT = 0;
public static final int NE_QUADRANT = 1;
public static final int NW_QUADRANT = 2;
public static final int SE_QUADRANT = 4;
public static final int SW_QUADRANT = 3;
/**
* The <code>west</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "west" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void west(Vector3d dest) {
dest.x = -1;
dest.y = 0;
dest.z = 0;
}
/**
* The <code>east</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "east" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void east(Vector3d dest) {
dest.x = 1;
dest.y = 0;
dest.z = 0;
}
/**
* The <code>north</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "north" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void north(Vector3d dest) {
dest.x = 0;
dest.y = 1;
dest.z = 0;
}
/**
* The <code>south</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "south" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void south(Vector3d dest) {
dest.x = 0;
dest.y = -1;
dest.z = 0;
}
/**
* The <code>up</code> method is a utility function that will set the destination operand to a unit vector pointing
* in the "up" direction. This family of functions has been added for convenient access to the common orthogonal
* directions.
*
* @param dest
* the vector in which to store the result
*/
public static void up(Vector3d dest) {
dest.x = 0;
dest.y = 0;
dest.z = 1;
}
/**
* The <code>down</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "down" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void down(Vector3d dest) {
dest.x = 0;
dest.y = 0;
dest.z = -1;
}
/**
* The <code>direction</code> method is a utility function that will return a unit vector in the direction
* specified. It takes an argument in degrees and a vector destination where it stores the result.
*
* @param deg
* the angle's value in degrees
* @param dest
* the vector in which to store the result
*/
public static void direction(float deg, Vector3d dest) {
double radians = Math.PI * deg / 180;
dest.x = (float) Math.cos(radians);
dest.y = (float) Math.sin(radians);
dest.z = 0;
}
/**
* The <code>west</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "west" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void west(Vector2d dest) {
dest.x = -1;
dest.y = 0;
}
/**
* The <code>east</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "east" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void east(Vector2d dest) {
dest.x = 1;
dest.y = 0;
}
/**
* The <code>north</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "north" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void north(Vector2d dest) {
dest.x = 0;
dest.y = 1;
}
/**
* The <code>south</code> method is a utility function that will set the destination operand to a unit vector
* pointing in the "south" direction. This family of functions has been added for convenient access to the common
* orthogonal directions.
*
* @param dest
* the vector in which to store the result
*/
public static void south(Vector2d dest) {
dest.x = 0;
dest.y = -1;
}
/**
* The <code>direction</code> method is a utility function that will return a unit vector in the direction
* specified. It takes an argument in degrees and a vector destination where it stores the result.
*
* @param deg
* the angle's value in degrees
* @param dest
* the vector in which to store the result
*/
public static void direction(float deg, Vector2d dest) {
double radians = Math.PI * deg / 180;
dest.x = (float) Math.cos(radians);
dest.y = (float) Math.sin(radians);
}
}