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+/*
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+ * Copyright (c) 2009-2012 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+
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+package com.jme3.scene.plugins.blender.math;
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+
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+import java.io.IOException;
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+import java.io.Serializable;
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+import java.util.logging.Logger;
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+
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+import com.jme3.export.InputCapsule;
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+import com.jme3.export.JmeExporter;
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+import com.jme3.export.JmeImporter;
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+import com.jme3.export.OutputCapsule;
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+import com.jme3.export.Savable;
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+import com.jme3.math.FastMath;
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+import com.jme3.math.Vector3f;
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+
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+/*
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+ * -- Added *Local methods to cut down on object creation - JS
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+ */
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+
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+/**
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+ * <code>Vector3d</code> defines a Vector for a three float value tuple. <code>Vector3d</code> can represent any three dimensional value, such as a
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+ * vertex, a normal, etc. Utility methods are also included to aid in
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+ * mathematical calculations.
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+ *
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+ * This class's only purpose is to give better accuracy in floating point operations during computations.
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+ * This is made by copying the original Vector3f class from jme3 core and leaving only required methods and basic computation methods, so that
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+ * the class is smaller and easier to maintain.
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+ * Should any other methods be needed, they will be added.
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+ *
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+ * @author Mark Powell
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+ * @author Joshua Slack
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+ * @author Marcin Roguski (Kaelthas)
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+ */
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+public final class Vector3d implements Savable, Cloneable, Serializable {
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+ private static final long serialVersionUID = 3090477054277293078L;
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+
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+ private static final Logger LOGGER = Logger.getLogger(Vector3d.class.getName());
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+
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+ public final static Vector3d ZERO = new Vector3d();
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+ public final static Vector3d UNIT_XYZ = new Vector3d(1, 1, 1);
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+ public final static Vector3d UNIT_X = new Vector3d(1, 0, 0);
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+ public final static Vector3d UNIT_Y = new Vector3d(0, 1, 0);
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+ public final static Vector3d UNIT_Z = new Vector3d(0, 0, 1);
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+
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+ /**
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+ * the x value of the vector.
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+ */
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+ public double x;
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+
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+ /**
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+ * the y value of the vector.
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+ */
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+ public double y;
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+
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+ /**
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+ * the z value of the vector.
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+ */
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+ public double z;
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+
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+ /**
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+ * Constructor instantiates a new <code>Vector3d</code> with default
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+ * values of (0,0,0).
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+ *
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+ */
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+ public Vector3d() {
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+ }
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+
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+ /**
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+ * Constructor instantiates a new <code>Vector3d</code> with provides
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+ * values.
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+ *
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+ * @param x
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+ * the x value of the vector.
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+ * @param y
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+ * the y value of the vector.
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+ * @param z
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+ * the z value of the vector.
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+ */
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+ public Vector3d(double x, double y, double z) {
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ }
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+
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+ /**
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+ * Constructor instantiates a new <code>Vector3d</code> that is a copy
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+ * of the provided vector
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+ * @param copy
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+ * The Vector3d to copy
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+ */
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+ public Vector3d(Vector3f vector3f) {
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+ this(vector3f.x, vector3f.y, vector3f.z);
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+ }
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+
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+ public Vector3f toVector3f() {
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+ return new Vector3f((float) x, (float) y, (float) z);
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+ }
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+
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+ /**
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+ * <code>set</code> sets the x,y,z values of the vector based on passed
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+ * parameters.
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+ *
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+ * @param x
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+ * the x value of the vector.
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+ * @param y
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+ * the y value of the vector.
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+ * @param z
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+ * the z value of the vector.
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+ * @return this vector
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+ */
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+ public Vector3d set(double x, double y, double z) {
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ return this;
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+ }
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+
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+ /**
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+ * <code>set</code> sets the x,y,z values of the vector by copying the
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+ * supplied vector.
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+ *
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+ * @param vect
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+ * the vector to copy.
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+ * @return this vector
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+ */
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+ public Vector3d set(Vector3d vect) {
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+ return this.set(vect.x, vect.y, vect.z);
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+ }
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+
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+ /**
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+ *
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+ * <code>add</code> adds a provided vector to this vector creating a
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+ * resultant vector which is returned. If the provided vector is null, null
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+ * is returned.
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+ *
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+ * @param vec
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+ * the vector to add to this.
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+ * @return the resultant vector.
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+ */
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+ public Vector3d add(Vector3d vec) {
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+ if (null == vec) {
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+ LOGGER.warning("Provided vector is null, null returned.");
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+ return null;
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+ }
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+ return new Vector3d(x + vec.x, y + vec.y, z + vec.z);
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+ }
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+
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+ /**
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+ *
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+ * <code>add</code> adds the values of a provided vector storing the
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+ * values in the supplied vector.
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+ *
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+ * @param vec
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+ * the vector to add to this
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+ * @param result
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+ * the vector to store the result in
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+ * @return result returns the supplied result vector.
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+ */
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+ public Vector3d add(Vector3d vec, Vector3d result) {
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+ result.x = x + vec.x;
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+ result.y = y + vec.y;
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+ result.z = z + vec.z;
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+ return result;
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+ }
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+
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+ /**
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+ * <code>addLocal</code> adds a provided vector to this vector internally,
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+ * and returns a handle to this vector for easy chaining of calls. If the
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+ * provided vector is null, null is returned.
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+ *
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+ * @param vec
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+ * the vector to add to this vector.
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+ * @return this
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+ */
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+ public Vector3d addLocal(Vector3d vec) {
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+ if (null == vec) {
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+ LOGGER.warning("Provided vector is null, null returned.");
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+ return null;
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+ }
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+ x += vec.x;
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+ y += vec.y;
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+ z += vec.z;
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+ return this;
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+ }
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+
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+ /**
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+ *
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+ * <code>add</code> adds the provided values to this vector, creating a
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+ * new vector that is then returned.
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+ *
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+ * @param addX
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+ * the x value to add.
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+ * @param addY
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+ * the y value to add.
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+ * @param addZ
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+ * the z value to add.
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+ * @return the result vector.
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+ */
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+ public Vector3d add(double addX, double addY, double addZ) {
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+ return new Vector3d(x + addX, y + addY, z + addZ);
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+ }
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+
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+ /**
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+ * <code>addLocal</code> adds the provided values to this vector
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+ * internally, and returns a handle to this vector for easy chaining of
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+ * calls.
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+ *
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+ * @param addX
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+ * value to add to x
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+ * @param addY
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+ * value to add to y
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+ * @param addZ
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+ * value to add to z
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+ * @return this
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+ */
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+ public Vector3d addLocal(double addX, double addY, double addZ) {
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+ x += addX;
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+ y += addY;
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+ z += addZ;
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+ return this;
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+ }
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+
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+ /**
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+ *
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+ * <code>scaleAdd</code> multiplies this vector by a scalar then adds the
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+ * given Vector3d.
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+ *
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+ * @param scalar
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+ * the value to multiply this vector by.
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+ * @param add
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+ * the value to add
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+ */
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+ public Vector3d scaleAdd(double scalar, Vector3d add) {
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+ x = x * scalar + add.x;
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+ y = y * scalar + add.y;
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+ z = z * scalar + add.z;
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+ return this;
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+ }
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+
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+ /**
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+ *
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+ * <code>scaleAdd</code> multiplies the given vector by a scalar then adds
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+ * the given vector.
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+ *
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+ * @param scalar
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+ * the value to multiply this vector by.
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+ * @param mult
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+ * the value to multiply the scalar by
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+ * @param add
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+ * the value to add
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+ */
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+ public Vector3d scaleAdd(double scalar, Vector3d mult, Vector3d add) {
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+ x = mult.x * scalar + add.x;
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+ y = mult.y * scalar + add.y;
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+ z = mult.z * scalar + add.z;
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+ return this;
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+ }
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+
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+ /**
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+ *
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+ * <code>dot</code> calculates the dot product of this vector with a
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+ * provided vector. If the provided vector is null, 0 is returned.
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+ *
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+ * @param vec
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+ * the vector to dot with this vector.
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+ * @return the resultant dot product of this vector and a given vector.
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+ */
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+ public double dot(Vector3d vec) {
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+ if (null == vec) {
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+ LOGGER.warning("Provided vector is null, 0 returned.");
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+ return 0;
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+ }
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+ return x * vec.x + y * vec.y + z * vec.z;
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+ }
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+
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+ /**
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+ * <code>cross</code> calculates the cross product of this vector with a
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+ * parameter vector v.
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+ *
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+ * @param v
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+ * the vector to take the cross product of with this.
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+ * @return the cross product vector.
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+ */
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+ public Vector3d cross(Vector3d v) {
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+ return this.cross(v, null);
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+ }
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+
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+ /**
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+ * <code>cross</code> calculates the cross product of this vector with a
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+ * parameter vector v. The result is stored in <code>result</code>
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+ *
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+ * @param v
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+ * the vector to take the cross product of with this.
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+ * @param result
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+ * the vector to store the cross product result.
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+ * @return result, after recieving the cross product vector.
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+ */
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+ public Vector3d cross(Vector3d v, Vector3d result) {
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+ return this.cross(v.x, v.y, v.z, result);
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+ }
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+
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+ /**
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+ * <code>cross</code> calculates the cross product of this vector with a
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+ * parameter vector v. The result is stored in <code>result</code>
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+ *
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+ * @param otherX
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+ * x component of the vector to take the cross product of with this.
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+ * @param otherY
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+ * y component of the vector to take the cross product of with this.
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+ * @param otherZ
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+ * z component of the vector to take the cross product of with this.
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+ * @param result
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+ * the vector to store the cross product result.
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+ * @return result, after recieving the cross product vector.
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+ */
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+ public Vector3d cross(double otherX, double otherY, double otherZ, Vector3d result) {
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+ if (result == null) {
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+ result = new Vector3d();
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+ }
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+ double resX = y * otherZ - z * otherY;
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+ double resY = z * otherX - x * otherZ;
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+ double resZ = x * otherY - y * otherX;
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+ result.set(resX, resY, resZ);
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+ return result;
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+ }
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+
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+ /**
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+ * <code>crossLocal</code> calculates the cross product of this vector
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+ * with a parameter vector v.
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+ *
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+ * @param v
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+ * the vector to take the cross product of with this.
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+ * @return this.
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+ */
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+ public Vector3d crossLocal(Vector3d v) {
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+ return this.crossLocal(v.x, v.y, v.z);
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+ }
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+
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+ /**
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+ * <code>crossLocal</code> calculates the cross product of this vector
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+ * with a parameter vector v.
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+ *
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+ * @param otherX
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+ * x component of the vector to take the cross product of with this.
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+ * @param otherY
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+ * y component of the vector to take the cross product of with this.
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+ * @param otherZ
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+ * z component of the vector to take the cross product of with this.
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+ * @return this.
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+ */
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+ public Vector3d crossLocal(double otherX, double otherY, double otherZ) {
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+ double tempx = y * otherZ - z * otherY;
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+ double tempy = z * otherX - x * otherZ;
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+ z = x * otherY - y * otherX;
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+ x = tempx;
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+ y = tempy;
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+ return this;
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+ }
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+
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+ /**
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+ * <code>length</code> calculates the magnitude of this vector.
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+ *
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+ * @return the length or magnitude of the vector.
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+ */
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+ public double length() {
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+ return Math.sqrt(this.lengthSquared());
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+ }
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+
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+ /**
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+ * <code>lengthSquared</code> calculates the squared value of the
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+ * magnitude of the vector.
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+ *
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+ * @return the magnitude squared of the vector.
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+ */
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+ public double lengthSquared() {
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+ return x * x + y * y + z * z;
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+ }
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+
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+ /**
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+ * <code>distanceSquared</code> calculates the distance squared between
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+ * this vector and vector v.
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+ *
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+ * @param v
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+ * the second vector to determine the distance squared.
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+ * @return the distance squared between the two vectors.
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+ */
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+ public double distanceSquared(Vector3d v) {
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+ double dx = x - v.x;
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+ double dy = y - v.y;
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+ double dz = z - v.z;
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+ return dx * dx + dy * dy + dz * dz;
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+ }
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+
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+ /**
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+ * <code>distance</code> calculates the distance between this vector and
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+ * vector v.
|
|
|
+ *
|
|
|
+ * @param v
|
|
|
+ * the second vector to determine the distance.
|
|
|
+ * @return the distance between the two vectors.
|
|
|
+ */
|
|
|
+ public double distance(Vector3d v) {
|
|
|
+ return Math.sqrt(this.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 Vector3d mult(double scalar) {
|
|
|
+ return new Vector3d(x * scalar, y * scalar, z * scalar);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ *
|
|
|
+ * <code>mult</code> multiplies this vector by a scalar. The resultant
|
|
|
+ * vector is supplied as the second parameter and returned.
|
|
|
+ *
|
|
|
+ * @param scalar
|
|
|
+ * the scalar to multiply this vector by.
|
|
|
+ * @param product
|
|
|
+ * the product to store the result in.
|
|
|
+ * @return product
|
|
|
+ */
|
|
|
+ public Vector3d mult(double scalar, Vector3d product) {
|
|
|
+ if (null == product) {
|
|
|
+ product = new Vector3d();
|
|
|
+ }
|
|
|
+
|
|
|
+ product.x = x * scalar;
|
|
|
+ product.y = y * scalar;
|
|
|
+ product.z = z * scalar;
|
|
|
+ return product;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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 Vector3d multLocal(double scalar) {
|
|
|
+ x *= scalar;
|
|
|
+ y *= scalar;
|
|
|
+ z *= 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 Vector3d multLocal(Vector3d vec) {
|
|
|
+ if (null == vec) {
|
|
|
+ LOGGER.warning("Provided vector is null, null returned.");
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+ x *= vec.x;
|
|
|
+ y *= vec.y;
|
|
|
+ z *= vec.z;
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>multLocal</code> multiplies this vector by 3 scalars
|
|
|
+ * internally, and returns a handle to this vector for easy chaining of
|
|
|
+ * calls.
|
|
|
+ *
|
|
|
+ * @param x
|
|
|
+ * @param y
|
|
|
+ * @param z
|
|
|
+ * @return this
|
|
|
+ */
|
|
|
+ public Vector3d multLocal(double x, double y, double z) {
|
|
|
+ this.x *= x;
|
|
|
+ this.y *= y;
|
|
|
+ this.z *= z;
|
|
|
+ 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 Vector3d mult(Vector3d vec) {
|
|
|
+ if (null == vec) {
|
|
|
+ LOGGER.warning("Provided vector is null, null returned.");
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+ return this.mult(vec, null);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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.
|
|
|
+ * @param store
|
|
|
+ * result vector (null to create a new vector)
|
|
|
+ * @return this
|
|
|
+ */
|
|
|
+ public Vector3d mult(Vector3d vec, Vector3d store) {
|
|
|
+ if (null == vec) {
|
|
|
+ LOGGER.warning("Provided vector is null, null returned.");
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+ if (store == null) {
|
|
|
+ store = new Vector3d();
|
|
|
+ }
|
|
|
+ return store.set(x * vec.x, y * vec.y, z * vec.z);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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 Vector3d divide(double scalar) {
|
|
|
+ scalar = 1f / scalar;
|
|
|
+ return new Vector3d(x * scalar, y * scalar, z * 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 Vector3d divideLocal(double scalar) {
|
|
|
+ scalar = 1f / scalar;
|
|
|
+ x *= scalar;
|
|
|
+ y *= scalar;
|
|
|
+ z *= scalar;
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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 Vector3d divide(Vector3d scalar) {
|
|
|
+ return new Vector3d(x / scalar.x, y / scalar.y, z / scalar.z);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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 Vector3d divideLocal(Vector3d scalar) {
|
|
|
+ x /= scalar.x;
|
|
|
+ y /= scalar.y;
|
|
|
+ z /= scalar.z;
|
|
|
+ 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 Vector3d negate() {
|
|
|
+ return new Vector3d(-x, -y, -z);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ *
|
|
|
+ * <code>negateLocal</code> negates the internal values of this vector.
|
|
|
+ *
|
|
|
+ * @return this.
|
|
|
+ */
|
|
|
+ public Vector3d negateLocal() {
|
|
|
+ x = -x;
|
|
|
+ y = -y;
|
|
|
+ z = -z;
|
|
|
+ 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, null is returned.
|
|
|
+ *
|
|
|
+ * @param vec
|
|
|
+ * the vector to subtract from this vector.
|
|
|
+ * @return the result vector.
|
|
|
+ */
|
|
|
+ public Vector3d subtract(Vector3d vec) {
|
|
|
+ return new Vector3d(x - vec.x, y - vec.y, z - vec.z);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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 Vector3d subtractLocal(Vector3d vec) {
|
|
|
+ if (null == vec) {
|
|
|
+ LOGGER.warning("Provided vector is null, null returned.");
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+ x -= vec.x;
|
|
|
+ y -= vec.y;
|
|
|
+ z -= vec.z;
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ *
|
|
|
+ * <code>subtract</code>
|
|
|
+ *
|
|
|
+ * @param vec
|
|
|
+ * the vector to subtract from this
|
|
|
+ * @param result
|
|
|
+ * the vector to store the result in
|
|
|
+ * @return result
|
|
|
+ */
|
|
|
+ public Vector3d subtract(Vector3d vec, Vector3d result) {
|
|
|
+ if (result == null) {
|
|
|
+ result = new Vector3d();
|
|
|
+ }
|
|
|
+ result.x = x - vec.x;
|
|
|
+ result.y = y - vec.y;
|
|
|
+ result.z = z - vec.z;
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ *
|
|
|
+ * <code>subtract</code> subtracts the provided values from this vector,
|
|
|
+ * creating a new vector that is then returned.
|
|
|
+ *
|
|
|
+ * @param subtractX
|
|
|
+ * the x value to subtract.
|
|
|
+ * @param subtractY
|
|
|
+ * the y value to subtract.
|
|
|
+ * @param subtractZ
|
|
|
+ * the z value to subtract.
|
|
|
+ * @return the result vector.
|
|
|
+ */
|
|
|
+ public Vector3d subtract(double subtractX, double subtractY, double subtractZ) {
|
|
|
+ return new Vector3d(x - subtractX, y - subtractY, z - subtractZ);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>subtractLocal</code> subtracts the provided values from this vector
|
|
|
+ * internally, and returns a handle to this vector for easy chaining of
|
|
|
+ * calls.
|
|
|
+ *
|
|
|
+ * @param subtractX
|
|
|
+ * the x value to subtract.
|
|
|
+ * @param subtractY
|
|
|
+ * the y value to subtract.
|
|
|
+ * @param subtractZ
|
|
|
+ * the z value to subtract.
|
|
|
+ * @return this
|
|
|
+ */
|
|
|
+ public Vector3d subtractLocal(double subtractX, double subtractY, double subtractZ) {
|
|
|
+ x -= subtractX;
|
|
|
+ y -= subtractY;
|
|
|
+ z -= subtractZ;
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>normalize</code> returns the unit vector of this vector.
|
|
|
+ *
|
|
|
+ * @return unit vector of this vector.
|
|
|
+ */
|
|
|
+ public Vector3d normalize() {
|
|
|
+ double length = x * x + y * y + z * z;
|
|
|
+ if (length != 1f && length != 0f) {
|
|
|
+ length = 1.0f / Math.sqrt(length);
|
|
|
+ return new Vector3d(x * length, y * length, z * length);
|
|
|
+ }
|
|
|
+ return this.clone();
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>normalizeLocal</code> makes this vector into a unit vector of
|
|
|
+ * itself.
|
|
|
+ *
|
|
|
+ * @return this.
|
|
|
+ */
|
|
|
+ public Vector3d normalizeLocal() {
|
|
|
+ // NOTE: this implementation is more optimized
|
|
|
+ // than the old jme normalize as this method
|
|
|
+ // is commonly used.
|
|
|
+ double length = x * x + y * y + z * z;
|
|
|
+ if (length != 1f && length != 0f) {
|
|
|
+ length = 1.0f / Math.sqrt(length);
|
|
|
+ x *= length;
|
|
|
+ y *= length;
|
|
|
+ z *= length;
|
|
|
+ }
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>angleBetween</code> returns (in radians) the 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 double angleBetween(Vector3d otherVector) {
|
|
|
+ double dot = this.dot(otherVector);
|
|
|
+ // the vectors are normalized, but if they are parallel then the dot product migh get a value like: 1.000000000000000002
|
|
|
+ // which is caused by floating point operations; in such case, the acos function will return NaN so we need to clamp this value
|
|
|
+ dot = FastMath.clamp((float) dot, -1, 1);
|
|
|
+ return Math.acos(dot);
|
|
|
+ }
|
|
|
+
|
|
|
+ @Override
|
|
|
+ public Vector3d clone() {
|
|
|
+ try {
|
|
|
+ return (Vector3d) super.clone();
|
|
|
+ } catch (CloneNotSupportedException e) {
|
|
|
+ throw new AssertionError(); // can not happen
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * are these two vectors the same? they are is they both have the same x,y,
|
|
|
+ * and z values.
|
|
|
+ *
|
|
|
+ * @param o
|
|
|
+ * the object to compare for equality
|
|
|
+ * @return true if they are equal
|
|
|
+ */
|
|
|
+ @Override
|
|
|
+ public boolean equals(Object o) {
|
|
|
+ if (!(o instanceof Vector3d)) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (this == o) {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector3d comp = (Vector3d) o;
|
|
|
+ if (Double.compare(x, comp.x) != 0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ if (Double.compare(y, comp.y) != 0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ if (Double.compare(z, comp.z) != 0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <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.
|
|
|
+ */
|
|
|
+ @Override
|
|
|
+ public int hashCode() {
|
|
|
+ long hash = 37;
|
|
|
+ hash += 37 * hash + Double.doubleToLongBits(x);
|
|
|
+ hash += 37 * hash + Double.doubleToLongBits(y);
|
|
|
+ hash += 37 * hash + Double.doubleToLongBits(z);
|
|
|
+ return (int) hash;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * <code>toString</code> returns the string representation of this vector.
|
|
|
+ * The format is:
|
|
|
+ *
|
|
|
+ * org.jme.math.Vector3d [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ]
|
|
|
+ *
|
|
|
+ * @return the string representation of this vector.
|
|
|
+ */
|
|
|
+ @Override
|
|
|
+ public String toString() {
|
|
|
+ return "(" + x + ", " + y + ", " + z + ")";
|
|
|
+ }
|
|
|
+
|
|
|
+ public void write(JmeExporter e) throws IOException {
|
|
|
+ OutputCapsule capsule = e.getCapsule(this);
|
|
|
+ capsule.write(x, "x", 0);
|
|
|
+ capsule.write(y, "y", 0);
|
|
|
+ capsule.write(z, "z", 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void read(JmeImporter e) throws IOException {
|
|
|
+ InputCapsule capsule = e.getCapsule(this);
|
|
|
+ x = capsule.readDouble("x", 0);
|
|
|
+ y = capsule.readDouble("y", 0);
|
|
|
+ z = capsule.readDouble("z", 0);
|
|
|
+ }
|
|
|
+}
|