/** * 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); } }