/* * $RCSfile: AxisAngle4f.java,v $ * * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code 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 General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * * $Revision: 1.8 $ * $Date: 2008/02/28 20:18:50 $ * $State: Exp $ */ package javax.vecmath; import java.lang.Math; /** * A four-element axis angle represented by single-precision floating point * x,y,z,angle components. An axis angle is a rotation of angle (radians) about * the vector (x,y,z). * */ public class AxisAngle4f implements java.io.Serializable, Cloneable { // Compatible with 1.1 static final long serialVersionUID = -163246355858070601L; /** * The x coordinate. */ public float x; /** * The y coordinate. */ public float y; /** * The z coordinate. */ public float z; /** * The angle of rotation in radians. */ public float angle; final static double EPS = 0.000001; /** * Constructs and initializes a AxisAngle4f from the specified xyzw * coordinates. * * @param x * the x coordinate * @param y * the y coordinate * @param z * the z coordinate * @param angle * the angle of rotation in radians */ public AxisAngle4f(float x, float y, float z, float angle) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4f from the array of length 4. * * @param a * the array of length 4 containing x,y,z,angle in order */ public AxisAngle4f(float[] a) { this.x = a[0]; this.y = a[1]; this.z = a[2]; this.angle = a[3]; } /** * Constructs and initializes an AxisAngle4f from the specified AxisAngle4f. * * @param a1 * the AxisAngle4f containing the initialization x y z angle data */ public AxisAngle4f(AxisAngle4f a1) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Constructs and initializes an AxisAngle4f from the specified AxisAngle4d. * * @param a1 * the AxisAngle4d containing the initialization x y z angle data */ public AxisAngle4f(AxisAngle4d a1) { this.x = (float) a1.x; this.y = (float) a1.y; this.z = (float) a1.z; this.angle = (float) a1.angle; } /** * Constructs and initializes an AxisAngle4f from the specified axis and * angle. * * @param axis * the axis * @param angle * the angle of rotation in radians * * @since vecmath 1.2 */ public AxisAngle4f(Vector3f axis, float angle) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Constructs and initializes an AxisAngle4f to (0,0,1,0). */ public AxisAngle4f() { this.x = 0.0f; this.y = 0.0f; this.z = 1.0f; this.angle = 0.0f; } /** * Sets the value of this axis-angle to the specified x,y,z,angle. * * @param x * the x coordinate * @param y * the y coordinate * @param z * the z coordinate * @param angle * the angle of rotation in radians */ public final void set(float x, float y, float z, float angle) { this.x = x; this.y = y; this.z = z; this.angle = angle; } /** * Sets the value of this axis-angle to the specified values in the array of * length 4. * * @param a * the array of length 4 containing x,y,z,angle in order */ public final void set(float[] a) { this.x = a[0]; this.y = a[1]; this.z = a[2]; this.angle = a[3]; } /** * Sets the value of this axis-angle to the value of axis-angle a1. * * @param a1 * the axis-angle to be copied */ public final void set(AxisAngle4f a1) { this.x = a1.x; this.y = a1.y; this.z = a1.z; this.angle = a1.angle; } /** * Sets the value of this axis-angle to the value of axis-angle a1. * * @param a1 * the axis-angle to be copied */ public final void set(AxisAngle4d a1) { this.x = (float) a1.x; this.y = (float) a1.y; this.z = (float) a1.z; this.angle = (float) a1.angle; } /** * Sets the value of this AxisAngle4f to the specified axis and angle. * * @param axis * the axis * @param angle * the angle of rotation in radians * * @since vecmath 1.2 */ public final void set(Vector3f axis, float angle) { this.x = axis.x; this.y = axis.y; this.z = axis.z; this.angle = angle; } /** * Copies the value of this axis-angle into the array a. * * @param a * the array */ public final void get(float[] a) { a[0] = this.x; a[1] = this.y; a[2] = this.z; a[3] = this.angle; } /** * Sets the value of this axis-angle to the rotational equivalent of the * passed quaternion. If the specified quaternion has no rotational component, * the value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param q1 * the Quat4f */ public final void set(Quat4f q1) { double mag = q1.x * q1.x + q1.y * q1.y + q1.z * q1.z; if (mag > EPS) { mag = Math.sqrt(mag); double invMag = 1.0 / mag; x = (float) (q1.x * invMag); y = (float) (q1.y * invMag); z = (float) (q1.z * invMag); angle = (float) (2.0 * Math.atan2(mag, q1.w)); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational equivalent of the * passed quaternion. If the specified quaternion has no rotational component, * the value of this AxisAngle4f is set to an angle of 0 about an axis of * (0,1,0). * * @param q1 * the Quat4d */ public final void set(Quat4d q1) { double mag = q1.x * q1.x + q1.y * q1.y + q1.z * q1.z; if (mag > EPS) { mag = Math.sqrt(mag); double invMag = 1.0 / mag; x = (float) (q1.x * invMag); y = (float) (q1.y * invMag); z = (float) (q1.z * invMag); angle = (float) (2.0 * Math.atan2(mag, q1.w)); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the passed * matrix. If the specified matrix has no rotational component, the value of * this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0). * * @param m1 * the matrix4f */ public final void set(Matrix4f m1) { Matrix3f m3f = new Matrix3f(); m1.get(m3f); x = m3f.m21 - m3f.m12; y = m3f.m02 - m3f.m20; z = m3f.m10 - m3f.m01; double mag = x * x + y * y + z * z; if (mag > EPS) { mag = Math.sqrt(mag); double sin = 0.5 * mag; double cos = 0.5 * (m3f.m00 + m3f.m11 + m3f.m22 - 1.0); angle = (float) Math.atan2(sin, cos); double invMag = 1.0 / mag; x = (float) (x * invMag); y = (float) (y * invMag); z = (float) (z * invMag); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the passed * matrix. If the specified matrix has no rotational component, the value of * this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0). * * @param m1 * the matrix4d */ public final void set(Matrix4d m1) { Matrix3d m3d = new Matrix3d(); m1.get(m3d); x = (float) (m3d.m21 - m3d.m12); y = (float) (m3d.m02 - m3d.m20); z = (float) (m3d.m10 - m3d.m01); double mag = x * x + y * y + z * z; if (mag > EPS) { mag = Math.sqrt(mag); double sin = 0.5 * mag; double cos = 0.5 * (m3d.m00 + m3d.m11 + m3d.m22 - 1.0); angle = (float) Math.atan2(sin, cos); double invMag = 1.0 / mag; x = (float) (x * invMag); y = (float) (y * invMag); z = (float) (z * invMag); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the passed * matrix. If the specified matrix has no rotational component, the value of * this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0). * * @param m1 * the matrix3f */ public final void set(Matrix3f m1) { x = (float) (m1.m21 - m1.m12); y = (float) (m1.m02 - m1.m20); z = (float) (m1.m10 - m1.m01); double mag = x * x + y * y + z * z; if (mag > EPS) { mag = Math.sqrt(mag); double sin = 0.5 * mag; double cos = 0.5 * (m1.m00 + m1.m11 + m1.m22 - 1.0); angle = (float) Math.atan2(sin, cos); double invMag = 1.0 / mag; x = (float) (x * invMag); y = (float) (y * invMag); z = (float) (z * invMag); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Sets the value of this axis-angle to the rotational component of the passed * matrix. If the specified matrix has no rotational component, the value of * this AxisAngle4f is set to an angle of 0 about an axis of (0,1,0). * * @param m1 * the matrix3d */ public final void set(Matrix3d m1) { x = (float) (m1.m21 - m1.m12); y = (float) (m1.m02 - m1.m20); z = (float) (m1.m10 - m1.m01); double mag = x * x + y * y + z * z; if (mag > EPS) { mag = Math.sqrt(mag); double sin = 0.5 * mag; double cos = 0.5 * (m1.m00 + m1.m11 + m1.m22 - 1.0); angle = (float) Math.atan2(sin, cos); double invMag = 1.0 / mag; x = (float) (x * invMag); y = (float) (y * invMag); z = (float) (z * invMag); } else { x = 0.0f; y = 1.0f; z = 0.0f; angle = 0.0f; } } /** * Returns a string that contains the values of this AxisAngle4f. The form is * (x,y,z,angle). * * @return the String representation */ public String toString() { return "(" + this.x + ", " + this.y + ", " + this.z + ", " + this.angle + ")"; } /** * Returns true if all of the data members of AxisAngle4f a1 are equal to the * corresponding data members in this AxisAngle4f. * * @param a1 * the axis-angle with which the comparison is made * @return true or false */ public boolean equals(AxisAngle4f a1) { try { return (this.x == a1.x && this.y == a1.y && this.z == a1.z && this.angle == a1.angle); } catch (NullPointerException e2) { return false; } } /** * Returns true if the Object o1 is of type AxisAngle4f and all of the data * members of o1 are equal to the corresponding data members in this * AxisAngle4f. * * @param o1 * the object with which the comparison is made * @return true or false */ public boolean equals(Object o1) { try { AxisAngle4f a2 = (AxisAngle4f) o1; return (this.x == a2.x && this.y == a2.y && this.z == a2.z && this.angle == a2.angle); } catch (NullPointerException e2) { return false; } catch (ClassCastException e1) { return false; } } /** * Returns true if the L-infinite distance between this axis-angle and * axis-angle a1 is less than or equal to the epsilon parameter, otherwise * returns false. The L-infinite distance is equal to MAX[abs(x1-x2), * abs(y1-y2), abs(z1-z2), abs(angle1-angle2)]. * * @param a1 * the axis-angle to be compared to this axis-angle * @param epsilon * the threshold value */ public boolean epsilonEquals(AxisAngle4f a1, float epsilon) { float diff; diff = x - a1.x; if ((diff < 0 ? -diff : diff) > epsilon) return false; diff = y - a1.y; if ((diff < 0 ? -diff : diff) > epsilon) return false; diff = z - a1.z; if ((diff < 0 ? -diff : diff) > epsilon) return false; diff = angle - a1.angle; if ((diff < 0 ? -diff : diff) > epsilon) return false; return true; } /** * Returns a hash code value based on the data values in this object. Two * different AxisAngle4f objects with identical data values (i.e., * AxisAngle4f.equals returns true) will return the same hash code value. Two * objects with different data members may return the same hash value, * although this is not likely. * * @return the integer hash code value */ public int hashCode() { long bits = 1L; bits = 31L * bits + VecMathUtil.floatToIntBits(x); bits = 31L * bits + VecMathUtil.floatToIntBits(y); bits = 31L * bits + VecMathUtil.floatToIntBits(z); bits = 31L * bits + VecMathUtil.floatToIntBits(angle); return (int) (bits ^ (bits >> 32)); } /** * Get the axis angle, in radians.<br> * An axis angle is a rotation angle about the vector (x,y,z). * * @return Returns the angle, in radians. * * @since vecmath 1.5 */ public final float getAngle() { return angle; } /** * Set the axis angle, in radians.<br> * An axis angle is a rotation angle about the vector (x,y,z). * * @param angle * The angle to set, in radians. * * @since vecmath 1.5 */ public final void setAngle(float angle) { this.angle = angle; } /** * Get value of <i>x</i> coordinate. * * @return the <i>x</i> coordinate. * * @since vecmath 1.5 */ public final float getX() { return x; } /** * Set a new value for <i>x</i> coordinate. * * @param x * the <i>x</i> coordinate. * * @since vecmath 1.5 */ public final void setX(float x) { this.x = x; } /** * Get value of <i>y</i> coordinate. * * @return the <i>y</i> coordinate * * @since vecmath 1.5 */ public final float getY() { return y; } /** * Set a new value for <i>y</i> coordinate. * * @param y * the <i>y</i> coordinate. * * @since vecmath 1.5 */ public final void setY(float y) { this.y = y; } /** * Get value of <i>z</i> coordinate. * * @return the <i>z</i> coordinate. * * @since vecmath 1.5 */ public final float getZ() { return z; } /** * Set a new value for <i>z</i> coordinate. * * @param z * the <i>z</i> coordinate. * * @since vecmath 1.5 */ public final void setZ(float z) { this.z = z; } }