package scd_micro; /** * The <code>VectorMath</code> class implements the mathematical functions for manipulating * vectors of two and three dimensions. Its operators are patterned after three address code * machines, specifying two operands and a destination operand. This machine is optimized for * performance, thus the methods are static, contain no calls, create no objects, and do not perform * error checking or synchronization. * * @author Ben L. Titzer */ final class VectorMath { /*********************************************************************************************** * 3 D V e c t o r C o m p u t a t i o n s **********************************************************************************************/ /** * The <code>add</code> method takes two vectors and adds them, placing the result in a third * vector. * @param a the value of the first vector * @param b the value of the second vector * @param dest the destination Vector3d to store the result */ public static void add(Vector3d a, Vector3d b, Vector3d dest) { dest.x = a.x + b.x; dest.y = a.y + b.y; dest.z = a.z + b.z; } /** * The <code>subtract</code> method takes two vectors and subtracts them, placing the result * in a third vector. * @param a the value of the first vector * @param b the value of the second vector * @param dest the destination Vector3d to store the result */ public static void subtract(Vector3d a, Vector3d b, Vector3d dest) { dest.x = a.x - b.x; dest.y = a.y - b.y; dest.z = a.z - b.z; } /** * The <code>scale</code> method takes a <code>Vector3d</code> and a scalar float value * multiplies each component of the Vector, storing the result in the third parameter. * @param a the value of the first vector * @param scale the value to scale the vector by * @param dest the destination Vector3d to store the result */ public static void scale(Vector3d a, float scale, Vector3d dest) { dest.x = a.x * scale; dest.y = a.y * scale; dest.z = a.z * scale; } /** * The <code>normalize</code> method takes a <code>Vector3d</code> and if it is non-zero, * will normalize it so that its magnitude will be 1. * @param a the value of the vector to normalize * @param dest the destination Vector3d to store the result * @throws ZeroVectorException if the vector is zero */ public static void normalize(Vector3d a, Vector3d dest) { float mag = magnitude(a); if (mag == 0) throw new ZeroVectorException("normalize: |a| = 0"); scale(a, 1 / mag, dest); } /** * The <code>magnitude</code> method takes a <code>Vector3d</code> and computes its * magnitude according the Euclidean norm. * @param a the value of the vector of which to compute the magnitude * @returns the magnitude of the vector */ public static float magnitude(Vector3d a) { return (float) Math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z); } /** * The <code>distance</code> method takes two vectors and computes their (Euclidean) distance. * @param a the value of the first vector * @param b the value of the second vector * @returns the distance between the two vectors */ public static float distance(Vector3d a, Vector3d b) { float dx = a.x - b.x; float dy = a.y - b.y; float dz = a.z - b.z; return (float) Math.sqrt(dx * dx + dy * dy + dz * dz); } /** * The <code>sqDistance</code> method takes two vectors and computes the square of their * (Euclidean) distance. This is just an optimization for the <code>distance</code> method * that avoids an expensive floating point square root computation. * @param a the value of the first vector * @param b the value of the second vector * @returns the square of the distance between the two vectors */ public static float sqDistance(Vector3d a, Vector3d b) { float dx = a.x - b.x; float dy = a.y - b.y; float dz = a.z - b.z; return dx * dx + dy * dy + dz * dz; } /** * The <code>dotProduct</code> method computes the dot product between two vectors using the * standard inner product formula. * @param a the value of the first vector * @param b the value of the second vector * @returns the value of their dot product */ public static float dotProduct(Vector3d a, Vector3d b) { return a.x * b.x + a.y * b.y + a.z * b.z; } /** * The <code>rotate</code> method takes a <code>Vector3d</code> and a scalar float value and * will rotate the vector in the xy plane. * @param a the value of the first vector * @param radians the value to rotate the vector by * @param dest the destination Vector3d to store the result */ public static void rotate(Vector3d a, float radians, Vector3d dest) { float cos = (float) Math.cos(radians); float sin = (float) Math.sin(radians); float x = a.x, y = a.y; dest.x = x * cos - y * sin; dest.y = x * sin + y * cos; dest.z = a.z; } /** * The <code>theta</code> method takes a <code>Vector3d</code> and calculates the angle * between the X-axis and the vector, ignoring the z component of the vector. * @param a the vector of which to calculate the theta angle * @returns the radian value in the range [0, 2*pi] that represents the angle between the x axis * and this vector (in the xy plane) * @throws ZeroVectorException if the vector passed equals the zero vector, for which the theta * value is undefined */ public static float theta(Vector3d a) { float x = a.x, y = a.y; if (x == 0) { // tangent undefined for x = 0 if (y == 0) throw new ZeroVectorException("theta: |y.0| = 0"); if (y < 0) return (float) (1.5 * Math.PI); return (float) (0.5 * Math.PI); } float t = (float) Math.atan(y / x); // calculate theta if (x < 0) return (float) Math.PI - t; // adjust quadrant if (t < 0) t += 2 * Math.PI; // range adjustment [0, 2*pi] return t; } /** * The <code>phi</code> method takes a <code>Vector3d</code> and calculates the elevation * between the XY-plane and the vector. * @param a the vector of which to calculate the phi angle * @returns the radian value in the range [-pi/2, pi/2] that represents the angle between the x * axis and this vector (in the xy plane) * @throws ZeroVectorException if the vector passed equals the zero vector, for which the phi * value is undefined */ public static float phi(Vector3d a) { float x = a.x, y = a.y, z = a.z; if (x == 0 && y == 0) { // tangent undefined for h = 0 if (z == 0) throw new ZeroVectorException("undefined"); if (z < 0) return (float) (-0.5 * Math.PI); return (float) (0.5 * Math.PI); } float h = (float) Math.sqrt(x * x + y * y); float t = (float) Math.atan(y / h); // calculate phi return t; } /*********************************************************************************************** * 2 D V e c t o r C o m p u t a t i o n s **********************************************************************************************/ /** * The <code>add</code> method takes two vectors and adds them, placing the result in a third * vector. * @param a the value of the first vector * @param b the value of the second vector * @param dest the destination Vector2d to store the result */ public static void add(Vector2d a, Vector2d b, Vector2d dest) { dest.x = a.x + b.x; dest.y = a.y + b.y; } /** * The <code>subtract</code> method takes two vectors and subtracts them, placing the result * in a third vector. * @param a the value of the first vector * @param b the value of the second vector * @param dest the destination Vector2d to store the result */ public static void subtract(Vector2d a, Vector2d b, Vector2d dest) { dest.x = a.x - b.x; dest.y = a.y - b.y; } /** * The <code>scale</code> method takes a <code>Vector2d</code> and a scalar float value * multiplies each component of the Vector, storing the result in the third parameter. * @param a the value of the first vector * @param scale the value to scale the vector by * @param dest the destination Vector2d to store the result */ public static void scale(Vector2d a, float scale, Vector2d dest) { dest.x = a.x * scale; dest.y = a.y * scale; } /** * The <code>normalize</code> method takes a <code>Vector2d</code> and if it is non-zero, * will normalize it so that its magnitude will be 1. * @param a the value of the vector to normalize * @param dest the destination Vector2d to store the result * @throws ZeroVectorException if the vector is zero */ public static void normalize(Vector2d a, Vector2d dest) { float mag = magnitude(a); if (mag == 0) throw new ZeroVectorException("undefined"); scale(a, 1 / mag, dest); } /** * The <code>magnitude</code> method takes a <code>Vector2d</code> and computes its * magnitude according the Euclidean norm. * @param a the value of the vector of which to compute the magnitude * @returns the magnitude of the vector */ public static float magnitude(Vector2d a) { return (float) Math.sqrt(a.x * a.x + a.y * a.y); } /** * The <code>distance</code> method takes two vectors and computes their (Euclidean) distance. * @param a the value of the first vector * @param b the value of the second vector * @returns the distance between the two vectors */ public static float distance(Vector2d a, Vector2d b) { float dx = a.x - b.x; float dy = a.y - b.y; return (float) Math.sqrt(dx * dx + dy * dy); } /** * The <code>sqDistance</code> method takes two vectors and computes the square of their * (Euclidean) distance. This is just an optimization for the <code>distance</code> method * that avoids an expensive floating point square root computation. * @param a the value of the first vector * @param b the value of the second vector * @returns the square of the distance between the two vectors */ public static float sqDistance(Vector2d a, Vector2d b) { float dx = a.x - b.x; float dy = a.y - b.y; return dx * dx + dy * dy; } /** * The <code>dotProduct</code> method computes the dot product between two vectors using the * standard inner product formula. * @param a the value of the first vector * @param b the value of the second vector * @returns the value of their dot product */ public static float dotProduct(Vector2d a, Vector2d b) { return a.x * b.x + a.y * b.y; } /** * The <code>quadrant</code> method is a utility function for two dimensional vectors that * takes a vector as a parameter and will return an integer describing what quadrant of the xy * plane the vector lies in. * @param a the vector to compute the quadrant of * @returns the integer VectorConstants.XX_QUADRANT value corresponding to which quadrant the * vector lies in */ public static int quadrant(Vector2d a) { float x = a.x, y = a.y; float xy = x * y; if (xy == 0) return VectorConstants.NO_QUADRANT; // lies on axis if (xy > 0) { if (x > 0) return VectorConstants.NE_QUADRANT; else return VectorConstants.SW_QUADRANT; } else { if (x < 0) return VectorConstants.NW_QUADRANT; else return VectorConstants.SE_QUADRANT; } } /*********************************************************************************************** * 2 D / 3 D M i x e d C o m p u t a t i o n s **********************************************************************************************/ /** * The <code>convert</code> methods have been overridden to allow 2d vectors to be converted * to 3d vectors and vice versa. * @param src the value of the source vector * @param dest the value of the destination vector */ public static void convert(Vector3d src, Vector2d dest) { dest.x = src.x; dest.y = src.y; } /** * The <code>convert</code> methods have been overridden to allow 2d vectors to be converted * to 3d vectors and vice versa. * @param src the value of the source vector * @param dest the value of the destination vector */ public static void convert(Vector2d src, Vector3d dest) { dest.x = src.x; dest.y = src.y; dest.z = 0; } /** * The <code>distance</code> method takes two vectors and computes their (Euclidean) distance. * It has been overloaded to allow the computation of the distance between a 3d vector and a 2d * vector. * @param a the value of the first vector * @param b the value of the second vector * @returns the distance between the two vectors */ public static float distance(Vector3d a, Vector2d b) { float dx = a.x - b.x; float dy = a.y - b.y; return (float) Math.sqrt(dx * dx + dy * dy); } /** * The <code>distance</code> method takes two vectors and computes their (Euclidean) distance. * It has been overloaded to allow the computation of the distance between a 3d vector and a 2d * vector. * @param a the value of the first vector * @param b the value of the second vector * @returns the distance between the two vectors */ public static float distance(Vector2d a, Vector3d b) { float dx = a.x - b.x; float dy = a.y - b.y; return (float) Math.sqrt(dx * dx + dy * dy); } /** * The <code>sqDistance</code> method takes two vectors and computes the square of their * (Euclidean) distance. This is just an optimization for the <code>distance</code> method * that avoids an expensive floating point square root computation. It has been overloaded to * allow the computation of the distance between a 3d vector and a 2d vector. * @param a the value of the first vector * @param b the value of the second vector * @returns the square of the distance between the two vectors */ public static float sqDistance(Vector3d a, Vector2d b) { float dx = a.x - b.x; float dy = a.y - b.y; return dx * dx + dy * dy; } /** * The <code>sqDistance</code> method takes two vectors and computes the square of their * (Euclidean) distance. This is just an optimization for the <code>distance</code> method * that avoids an expensive floating point square root computation. It has been overloaded to * allow the computation of the distance between a 3d vector and a 2d vector. * @param a the value of the first vector * @param b the value of the second vector * @returns the square of the distance between the two vectors */ public static float sqDistance(Vector2d a, Vector3d b) { float dx = a.x - b.x; float dy = a.y - b.y; return dx * dx + dy * dy; } }