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fix errors in how vector projection is calculated

[email protected] 8 年 前
コミット
d4cd3f916d

+ 1082 - 1082
jme3-core/src/main/java/com/jme3/math/Vector3f.java

@@ -1,1082 +1,1082 @@
-/*
- * Copyright (c) 2009-2012 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- *   notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- *   notice, this list of conditions and the following disclaimer in the
- *   documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- *   may be used to endorse or promote products derived from this software
- *   without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-package com.jme3.math;
-
-import com.jme3.export.*;
-import java.io.IOException;
-import java.util.logging.Logger;
-
-/*
- * -- Added *Local methods to cut down on object creation - JS
- */
-
-/**
- * <code>Vector3f</code> defines a Vector for a three float value tuple.
- * <code>Vector3f</code> can represent any three dimensional value, such as a
- * vertex, a normal, etc. Utility methods are also included to aid in
- * mathematical calculations.
- *
- * @author Mark Powell
- * @author Joshua Slack
- */
-public final class Vector3f implements Savable, Cloneable, java.io.Serializable {
-
-    static final long serialVersionUID = 1;
-    
-    private static final Logger logger = Logger.getLogger(Vector3f.class.getName());
-
-    public final static Vector3f ZERO = new Vector3f(0, 0, 0);
-    public final static Vector3f NAN = new Vector3f(Float.NaN, Float.NaN, Float.NaN);
-    public final static Vector3f UNIT_X = new Vector3f(1, 0, 0);
-    public final static Vector3f UNIT_Y = new Vector3f(0, 1, 0);
-    public final static Vector3f UNIT_Z = new Vector3f(0, 0, 1);
-    public final static Vector3f UNIT_XYZ = new Vector3f(1, 1, 1);
-    public final static Vector3f POSITIVE_INFINITY = new Vector3f(
-            Float.POSITIVE_INFINITY,
-            Float.POSITIVE_INFINITY,
-            Float.POSITIVE_INFINITY);
-    public final static Vector3f NEGATIVE_INFINITY = new Vector3f(
-            Float.NEGATIVE_INFINITY,
-            Float.NEGATIVE_INFINITY,
-            Float.NEGATIVE_INFINITY);
-
-    
-	/**
-     * the x value of the vector.
-     */
-    public float x;
-
-    /**
-     * the y value of the vector.
-     */
-    public float y;
-
-    /**
-     * the z value of the vector.
-     */
-    public float z;
-
-    /**
-     * Constructor instantiates a new <code>Vector3f</code> with default
-     * values of (0,0,0).
-     *
-     */
-    public Vector3f() {
-        x = y = z = 0;
-    }
-
-    /**
-     * Constructor instantiates a new <code>Vector3f</code> with provides
-     * values.
-     *
-     * @param x
-     *            the x value of the vector.
-     * @param y
-     *            the y value of the vector.
-     * @param z
-     *            the z value of the vector.
-     */
-    public Vector3f(float x, float y, float z) {
-        this.x = x;
-        this.y = y;
-        this.z = z;
-    }
-
-    /**
-     * Constructor instantiates a new <code>Vector3f</code> that is a copy
-     * of the provided vector
-     * @param copy The Vector3f to copy
-     */
-    public Vector3f(Vector3f copy) {
-        this.set(copy);
-    }
-
-    /**
-     * <code>set</code> sets the x,y,z values of the vector based on passed
-     * parameters.
-     *
-     * @param x
-     *            the x value of the vector.
-     * @param y
-     *            the y value of the vector.
-     * @param z
-     *            the z value of the vector.
-     * @return this vector
-     */
-    public Vector3f set(float x, float y, float z) {
-        this.x = x;
-        this.y = y;
-        this.z = z;
-        return this;
-    }
-
-    /**
-     * <code>set</code> sets the x,y,z values of the vector by copying the
-     * supplied vector.
-     *
-     * @param vect
-     *            the vector to copy.
-     * @return this vector
-     */
-    public Vector3f set(Vector3f vect) {
-        this.x = vect.x;
-        this.y = vect.y;
-        this.z = vect.z;
-        return this;
-    }
-
-    /**
-     *
-     * <code>add</code> adds a provided vector to this vector creating a
-     * resultant vector which is returned. If the provided vector is null, null
-     * is returned.
-     *
-     * @param vec
-     *            the vector to add to this.
-     * @return the resultant vector.
-     */
-    public Vector3f add(Vector3f vec) {
-        if (null == vec) {
-            logger.warning("Provided vector is null, null returned.");
-            return null;
-        }
-        return new Vector3f(x + vec.x, y + vec.y, z + vec.z);
-    }
-
-    /**
-     *
-     * <code>add</code> adds the values of a provided vector storing the
-     * values in the supplied vector.
-     *
-     * @param vec
-     *            the vector to add to this
-     * @param result
-     *            the vector to store the result in
-     * @return result returns the supplied result vector.
-     */
-    public Vector3f add(Vector3f vec, Vector3f result) {
-        result.x = x + vec.x;
-        result.y = y + vec.y;
-        result.z = z + vec.z;
-        return result;
-    }
-
-    /**
-     * <code>addLocal</code> adds 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 add to this vector.
-     * @return this
-     */
-    public Vector3f addLocal(Vector3f 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>add</code> adds the provided values to this vector, creating a
-     * new vector that is then returned.
-     *
-     * @param addX
-     *            the x value to add.
-     * @param addY
-     *            the y value to add.
-     * @param addZ
-     *            the z value to add.
-     * @return the result vector.
-     */
-    public Vector3f add(float addX, float addY, float addZ) {
-        return new Vector3f(x + addX, y + addY, z + addZ);
-    }
-
-    /**
-     * <code>addLocal</code> adds the provided values to this vector
-     * internally, and returns a handle to this vector for easy chaining of
-     * calls.
-     *
-     * @param addX
-     *            value to add to x
-     * @param addY
-     *            value to add to y
-     * @param addZ
-     *            value to add to z
-     * @return this
-     */
-    public Vector3f addLocal(float addX, float addY, float addZ) {
-        x += addX;
-        y += addY;
-        z += addZ;
-        return this;
-    }
-
-    /**
-     *
-     * <code>scaleAdd</code> multiplies this vector by a scalar then adds the
-     * given Vector3f.
-     *
-     * @param scalar
-     *            the value to multiply this vector by.
-     * @param add
-     *            the value to add
-     */
-    public Vector3f scaleAdd(float scalar, Vector3f add) {
-        x = x * scalar + add.x;
-        y = y * scalar + add.y;
-        z = z * scalar + add.z;
-        return this;
-    }
-
-    /**
-     *
-     * <code>scaleAdd</code> multiplies the given vector by a scalar then adds
-     * the given vector.
-     *
-     * @param scalar
-     *            the value to multiply this vector by.
-     * @param mult
-     *            the value to multiply the scalar by
-     * @param add
-     *            the value to add
-     */
-    public Vector3f scaleAdd(float scalar, Vector3f mult, Vector3f add) {
-        this.x = mult.x * scalar + add.x;
-        this.y = mult.y * scalar + add.y;
-        this.z = mult.z * scalar + add.z;
-        return this;
-    }
-
-    /**
-     *
-     * <code>dot</code> calculates the dot product of this vector with a
-     * provided vector. If the provided vector is null, 0 is returned.
-     *
-     * @param vec
-     *            the vector to dot with this vector.
-     * @return the resultant dot product of this vector and a given vector.
-     */
-    public float dot(Vector3f vec) {
-        if (null == vec) {
-            logger.warning("Provided vector is null, 0 returned.");
-            return 0;
-        }
-        return x * vec.x + y * vec.y + z * vec.z;
-    }
-
-    /**
-     * <code>cross</code> calculates the cross product of this vector with a
-     * parameter vector v.
-     *
-     * @param v
-     *            the vector to take the cross product of with this.
-     * @return the cross product vector.
-     */
-    public Vector3f cross(Vector3f v) {
-        return cross(v, null);
-    }
-
-    /**
-     * <code>cross</code> calculates the cross product of this vector with a
-     * parameter vector v.  The result is stored in <code>result</code>
-     *
-     * @param v
-     *            the vector to take the cross product of with this.
-     * @param result
-     *            the vector to store the cross product result.
-     * @return result, after recieving the cross product vector.
-     */
-    public Vector3f cross(Vector3f v,Vector3f result) {
-        return cross(v.x, v.y, v.z, result);
-    }
-
-    /**
-     * <code>cross</code> calculates the cross product of this vector with a
-     * parameter vector v.  The result is stored in <code>result</code>
-     *
-     * @param otherX
-     *            x component of the vector to take the cross product of with this.
-     * @param otherY
-     *            y component of the vector to take the cross product of with this.
-     * @param otherZ
-     *            z component of the vector to take the cross product of with this.
-     * @param result
-     *            the vector to store the cross product result.
-     * @return result, after recieving the cross product vector.
-     */
-    public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
-        if (result == null) result = new Vector3f();
-        float resX = ((y * otherZ) - (z * otherY)); 
-        float resY = ((z * otherX) - (x * otherZ));
-        float resZ = ((x * otherY) - (y * otherX));
-        result.set(resX, resY, resZ);
-        return result;
-    }
-
-    /**
-     * <code>crossLocal</code> calculates the cross product of this vector
-     * with a parameter vector v.
-     *
-     * @param v
-     *            the vector to take the cross product of with this.
-     * @return this.
-     */
-    public Vector3f crossLocal(Vector3f v) {
-        return crossLocal(v.x, v.y, v.z);
-    }
-
-    /**
-     * <code>crossLocal</code> calculates the cross product of this vector
-     * with a parameter vector v.
-     *
-     * @param otherX
-     *            x component of the vector to take the cross product of with this.
-     * @param otherY
-     *            y component of the vector to take the cross product of with this.
-     * @param otherZ
-     *            z component of the vector to take the cross product of with this.
-     * @return this.
-     */
-    public Vector3f crossLocal(float otherX, float otherY, float otherZ) {
-        float tempx = ( y * otherZ ) - ( z * otherY );
-        float tempy = ( z * otherX ) - ( x * otherZ );
-        z = (x * otherY) - (y * otherX);
-        x = tempx;
-        y = tempy;
-        return this;
-    }
-
-    /**
-     * Projects this vector onto another vector
-     *
-     * @param other The vector to project this vector onto
-     * @return A new vector with the projection result
-     */
-    public Vector3f project(Vector3f other){
-        float n = this.dot(other); // A . B
-        float d = other.lengthSquared(); // |B|^2
-        return new Vector3f(other).normalizeLocal().multLocal(n/d);
-    }
-
-    /**
-     * Projects this vector onto another vector, stores the result in this
-     * vector
-     *
-     * @param other The vector to project this vector onto
-     * @return This Vector3f, set to the projection result
-     */
-    public Vector3f projectLocal(Vector3f other){
-        float n = this.dot(other); // A . B
-        float d = other.lengthSquared(); // |B|^2
-        return set(other).normalizeLocal().multLocal(n/d);
-    }
-    
-    /**
-     * Returns true if this vector is a unit vector (length() ~= 1),
-     * returns false otherwise.
-     * 
-     * @return true if this vector is a unit vector (length() ~= 1),
-     * or false otherwise.
-     */
-    public boolean isUnitVector(){
-        float len = length();
-        return 0.99f < len && len < 1.01f;
-    }
-
-    /**
-     * <code>length</code> calculates the magnitude of this vector.
-     *
-     * @return the length or magnitude of the vector.
-     */
-    public float length() {
-        return FastMath.sqrt(lengthSquared());
-    }
-
-    /**
-     * <code>lengthSquared</code> calculates the squared value of the
-     * magnitude of the vector.
-     *
-     * @return the magnitude squared of the vector.
-     */
-    public float lengthSquared() {
-        return x * x + y * y + z * z;
-    }
-
-    /**
-     * <code>distanceSquared</code> calculates the distance squared between
-     * this vector and vector v.
-     *
-     * @param v the second vector to determine the distance squared.
-     * @return the distance squared between the two vectors.
-     */
-    public float distanceSquared(Vector3f v) {
-        double dx = x - v.x;
-        double dy = y - v.y;
-        double dz = z - v.z;
-        return (float) (dx * dx + dy * dy + dz * dz);
-    }
-
-    /**
-     * <code>distance</code> calculates the distance between this vector and
-     * vector v.
-     *
-     * @param v the second vector to determine the distance.
-     * @return the distance between the two vectors.
-     */
-    public float distance(Vector3f v) {
-        return FastMath.sqrt(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 Vector3f mult(float scalar) {
-        return new Vector3f(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 Vector3f mult(float scalar, Vector3f product) {
-        if (null == product) {
-            product = new Vector3f();
-        }
-
-        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 Vector3f multLocal(float 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 Vector3f multLocal(Vector3f 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 Vector3f multLocal(float x, float y, float 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 Vector3f mult(Vector3f vec) {
-        if (null == vec) {
-            logger.warning("Provided vector is null, null returned.");
-            return null;
-        }
-        return 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 Vector3f mult(Vector3f vec, Vector3f store) {
-        if (null == vec) {
-            logger.warning("Provided vector is null, null returned.");
-            return null;
-        }
-        if (store == null) store = new Vector3f();
-        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 Vector3f divide(float scalar) {
-        scalar = 1f/scalar;
-        return new Vector3f(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 Vector3f divideLocal(float 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 Vector3f divide(Vector3f scalar) {
-        return new Vector3f(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 Vector3f divideLocal(Vector3f 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 Vector3f negate() {
-        return new Vector3f(-x, -y, -z);
-    }
-
-    /**
-     *
-     * <code>negateLocal</code> negates the internal values of this vector.
-     *
-     * @return this.
-     */
-    public Vector3f 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 Vector3f subtract(Vector3f vec) {
-        return new Vector3f(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 Vector3f subtractLocal(Vector3f 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 Vector3f subtract(Vector3f vec, Vector3f result) {
-        if(result == null) {
-            result = new Vector3f();
-        }
-        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 Vector3f subtract(float subtractX, float subtractY, float subtractZ) {
-        return new Vector3f(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 Vector3f subtractLocal(float subtractX, float subtractY, float 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 Vector3f normalize() {
-//        float length = length();
-//        if (length != 0) {
-//            return divide(length);
-//        }
-//
-//        return divide(1);
-        float length = x * x + y * y + z * z;
-        if (length != 1f && length != 0f){
-            length = 1.0f / FastMath.sqrt(length);
-            return new Vector3f(x * length, y * length, z * length);
-        }
-        return clone();
-    }
-
-    /**
-     * <code>normalizeLocal</code> makes this vector into a unit vector of
-     * itself.
-     *
-     * @return this.
-     */
-    public Vector3f normalizeLocal() {
-        // NOTE: this implementation is more optimized
-        // than the old jme normalize as this method
-        // is commonly used.
-        float length = x * x + y * y + z * z;
-        if (length != 1f && length != 0f){
-            length = 1.0f / FastMath.sqrt(length);
-            x *= length;
-            y *= length;
-            z *= length;
-        }
-        return this;
-    }
-
-    /**
-     * <code>maxLocal</code> computes the maximum value for each 
-     * component in this and <code>other</code> vector. The result is stored
-     * in this vector.
-     * @param other 
-     */
-    public Vector3f maxLocal(Vector3f other){
-        x = other.x > x ? other.x : x;
-        y = other.y > y ? other.y : y;
-        z = other.z > z ? other.z : z;
-        return this;
-    }
-
-    /**
-     * <code>minLocal</code> computes the minimum value for each
-     * component in this and <code>other</code> vector. The result is stored
-     * in this vector.
-     * @param other
-     */
-    public Vector3f minLocal(Vector3f other){
-        x = other.x < x ? other.x : x;
-        y = other.y < y ? other.y : y;
-        z = other.z < z ? other.z : z;
-        return this;
-    }
-
-    /**
-     * <code>zero</code> resets this vector's data to zero internally.
-     */
-    public Vector3f zero() {
-        x = y = z = 0;
-        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 float angleBetween(Vector3f otherVector) {
-        float dotProduct = dot(otherVector);
-        float angle = FastMath.acos(dotProduct);
-        return angle;
-    }
-    
-    /**
-     * Sets this vector to the interpolation by changeAmnt from this to the finalVec
-     * this=(1-changeAmnt)*this + changeAmnt * finalVec
-     * @param finalVec The final vector to interpolate towards
-     * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
-     *  change from this towards finalVec
-     */
-    public Vector3f interpolateLocal(Vector3f finalVec, float changeAmnt) {
-        this.x=(1-changeAmnt)*this.x + changeAmnt*finalVec.x;
-        this.y=(1-changeAmnt)*this.y + changeAmnt*finalVec.y;
-        this.z=(1-changeAmnt)*this.z + changeAmnt*finalVec.z;
-        return this;
-    }
-
-    /**
-     * Sets this vector to the interpolation by changeAmnt from beginVec to finalVec
-     * this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
-     * @param beginVec the beging vector (changeAmnt=0)
-     * @param finalVec The final vector to interpolate towards
-     * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
-     *  change from beginVec towards finalVec
-     */
-    public Vector3f interpolateLocal(Vector3f beginVec,Vector3f finalVec, float changeAmnt) {
-        this.x=(1-changeAmnt)*beginVec.x + changeAmnt*finalVec.x;
-        this.y=(1-changeAmnt)*beginVec.y + changeAmnt*finalVec.y;
-        this.z=(1-changeAmnt)*beginVec.z + changeAmnt*finalVec.z;
-        return this;
-    }
-
-    /**
-     * Check a vector... if it is null or its floats are NaN or infinite,
-     * return false.  Else return true.
-     * @param vector the vector to check
-     * @return true or false as stated above.
-     */
-    public static boolean isValidVector(Vector3f vector) {
-      if (vector == null) return false;
-      if (Float.isNaN(vector.x) ||
-          Float.isNaN(vector.y) ||
-          Float.isNaN(vector.z)) return false;
-      if (Float.isInfinite(vector.x) ||
-          Float.isInfinite(vector.y) ||
-          Float.isInfinite(vector.z)) return false;
-      return true;
-    }
-
-    public static void generateOrthonormalBasis(Vector3f u, Vector3f v, Vector3f w) {
-        w.normalizeLocal();
-        generateComplementBasis(u, v, w);
-    }
-
-    public static void generateComplementBasis(Vector3f u, Vector3f v,
-            Vector3f w) {
-        float fInvLength;
-
-        if (FastMath.abs(w.x) >= FastMath.abs(w.y)) {
-            // w.x or w.z is the largest magnitude component, swap them
-            fInvLength = FastMath.invSqrt(w.x * w.x + w.z * w.z);
-            u.x = -w.z * fInvLength;
-            u.y = 0.0f;
-            u.z = +w.x * fInvLength;
-            v.x = w.y * u.z;
-            v.y = w.z * u.x - w.x * u.z;
-            v.z = -w.y * u.x;
-        } else {
-            // w.y or w.z is the largest magnitude component, swap them
-            fInvLength = FastMath.invSqrt(w.y * w.y + w.z * w.z);
-            u.x = 0.0f;
-            u.y = +w.z * fInvLength;
-            u.z = -w.y * fInvLength;
-            v.x = w.y * u.z - w.z * u.y;
-            v.y = -w.x * u.z;
-            v.z = w.x * u.y;
-        }
-    }
-
-    @Override
-    public Vector3f clone() {
-        try {
-            return (Vector3f) super.clone();
-        } catch (CloneNotSupportedException e) {
-            throw new AssertionError(); // can not happen
-        }
-    }
-
-    /**
-     * Saves this Vector3f into the given float[] object.
-     * 
-     * @param floats
-     *            The float[] to take this Vector3f. If null, a new float[3] is
-     *            created.
-     * @return The array, with X, Y, Z float values in that order
-     */
-    public float[] toArray(float[] floats) {
-        if (floats == null) {
-            floats = new float[3];
-        }
-        floats[0] = x;
-        floats[1] = y;
-        floats[2] = z;
-        return floats;
-    }
-
-    /**
-     * 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
-     */
-    public boolean equals(Object o) {
-        if (!(o instanceof Vector3f)) { return false; }
-
-        if (this == o) { return true; }
-
-        Vector3f comp = (Vector3f) o;
-        if (Float.compare(x,comp.x) != 0) return false;
-        if (Float.compare(y,comp.y) != 0) return false;
-        if (Float.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.
-     */
-    public int hashCode() {
-        int hash = 37;
-        hash += 37 * hash + Float.floatToIntBits(x);
-        hash += 37 * hash + Float.floatToIntBits(y);
-        hash += 37 * hash + Float.floatToIntBits(z);
-        return hash;
-    }
-
-    /**
-     * <code>toString</code> returns the string representation of this vector.
-     * The format is:
-     *
-     * org.jme.math.Vector3f [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ]
-     *
-     * @return the string representation of this vector.
-     */
-    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.readFloat("x", 0);
-        y = capsule.readFloat("y", 0);
-        z = capsule.readFloat("z", 0);
-    }
-
-    public float getX() {
-        return x;
-    }
-
-    public Vector3f setX(float x) {
-        this.x = x;
-        return this;
-    }
-
-    public float getY() {
-        return y;
-    }
-
-    public Vector3f setY(float y) {
-        this.y = y;
-        return this;
-    }
-
-    public float getZ() {
-        return z;
-    }
-
-    public Vector3f setZ(float z) {
-        this.z = z;
-        return this;
-    }
-    
-    /**
-     * @param index
-     * @return x value if index == 0, y value if index == 1 or z value if index ==
-     *         2
-     * @throws IllegalArgumentException
-     *             if index is not one of 0, 1, 2.
-     */
-    public float get(int index) {
-        switch (index) {
-            case 0:
-                return x;
-            case 1:
-                return y;
-            case 2:
-                return z;
-        }
-        throw new IllegalArgumentException("index must be either 0, 1 or 2");
-    }
-    
-    /**
-     * @param index
-     *            which field index in this vector to set.
-     * @param value
-     *            to set to one of x, y or z.
-     * @throws IllegalArgumentException
-     *             if index is not one of 0, 1, 2.
-     */
-    public void set(int index, float value) {
-        switch (index) {
-            case 0:
-                x = value;
-                return;
-            case 1:
-                y = value;
-                return;
-            case 2:
-                z = value;
-                return;
-        }
-        throw new IllegalArgumentException("index must be either 0, 1 or 2");
-    }
-
-}
+/*
+ * Copyright (c) 2009-2017 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ *   notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ *   notice, this list of conditions and the following disclaimer in the
+ *   documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ *   may be used to endorse or promote products derived from this software
+ *   without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+package com.jme3.math;
+
+import com.jme3.export.*;
+import java.io.IOException;
+import java.util.logging.Logger;
+
+/*
+ * -- Added *Local methods to cut down on object creation - JS
+ */
+
+/**
+ * <code>Vector3f</code> defines a Vector for a three float value tuple.
+ * <code>Vector3f</code> can represent any three dimensional value, such as a
+ * vertex, a normal, etc. Utility methods are also included to aid in
+ * mathematical calculations.
+ *
+ * @author Mark Powell
+ * @author Joshua Slack
+ */
+public final class Vector3f implements Savable, Cloneable, java.io.Serializable {
+
+    static final long serialVersionUID = 1;
+    
+    private static final Logger logger = Logger.getLogger(Vector3f.class.getName());
+
+    public final static Vector3f ZERO = new Vector3f(0, 0, 0);
+    public final static Vector3f NAN = new Vector3f(Float.NaN, Float.NaN, Float.NaN);
+    public final static Vector3f UNIT_X = new Vector3f(1, 0, 0);
+    public final static Vector3f UNIT_Y = new Vector3f(0, 1, 0);
+    public final static Vector3f UNIT_Z = new Vector3f(0, 0, 1);
+    public final static Vector3f UNIT_XYZ = new Vector3f(1, 1, 1);
+    public final static Vector3f POSITIVE_INFINITY = new Vector3f(
+            Float.POSITIVE_INFINITY,
+            Float.POSITIVE_INFINITY,
+            Float.POSITIVE_INFINITY);
+    public final static Vector3f NEGATIVE_INFINITY = new Vector3f(
+            Float.NEGATIVE_INFINITY,
+            Float.NEGATIVE_INFINITY,
+            Float.NEGATIVE_INFINITY);
+
+    
+	/**
+     * the x value of the vector.
+     */
+    public float x;
+
+    /**
+     * the y value of the vector.
+     */
+    public float y;
+
+    /**
+     * the z value of the vector.
+     */
+    public float z;
+
+    /**
+     * Constructor instantiates a new <code>Vector3f</code> with default
+     * values of (0,0,0).
+     *
+     */
+    public Vector3f() {
+        x = y = z = 0;
+    }
+
+    /**
+     * Constructor instantiates a new <code>Vector3f</code> with provides
+     * values.
+     *
+     * @param x
+     *            the x value of the vector.
+     * @param y
+     *            the y value of the vector.
+     * @param z
+     *            the z value of the vector.
+     */
+    public Vector3f(float x, float y, float z) {
+        this.x = x;
+        this.y = y;
+        this.z = z;
+    }
+
+    /**
+     * Constructor instantiates a new <code>Vector3f</code> that is a copy
+     * of the provided vector
+     * @param copy The Vector3f to copy
+     */
+    public Vector3f(Vector3f copy) {
+        this.set(copy);
+    }
+
+    /**
+     * <code>set</code> sets the x,y,z values of the vector based on passed
+     * parameters.
+     *
+     * @param x
+     *            the x value of the vector.
+     * @param y
+     *            the y value of the vector.
+     * @param z
+     *            the z value of the vector.
+     * @return this vector
+     */
+    public Vector3f set(float x, float y, float z) {
+        this.x = x;
+        this.y = y;
+        this.z = z;
+        return this;
+    }
+
+    /**
+     * <code>set</code> sets the x,y,z values of the vector by copying the
+     * supplied vector.
+     *
+     * @param vect
+     *            the vector to copy.
+     * @return this vector
+     */
+    public Vector3f set(Vector3f vect) {
+        this.x = vect.x;
+        this.y = vect.y;
+        this.z = vect.z;
+        return this;
+    }
+
+    /**
+     *
+     * <code>add</code> adds a provided vector to this vector creating a
+     * resultant vector which is returned. If the provided vector is null, null
+     * is returned.
+     *
+     * @param vec
+     *            the vector to add to this.
+     * @return the resultant vector.
+     */
+    public Vector3f add(Vector3f vec) {
+        if (null == vec) {
+            logger.warning("Provided vector is null, null returned.");
+            return null;
+        }
+        return new Vector3f(x + vec.x, y + vec.y, z + vec.z);
+    }
+
+    /**
+     *
+     * <code>add</code> adds the values of a provided vector storing the
+     * values in the supplied vector.
+     *
+     * @param vec
+     *            the vector to add to this
+     * @param result
+     *            the vector to store the result in
+     * @return result returns the supplied result vector.
+     */
+    public Vector3f add(Vector3f vec, Vector3f result) {
+        result.x = x + vec.x;
+        result.y = y + vec.y;
+        result.z = z + vec.z;
+        return result;
+    }
+
+    /**
+     * <code>addLocal</code> adds 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 add to this vector.
+     * @return this
+     */
+    public Vector3f addLocal(Vector3f 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>add</code> adds the provided values to this vector, creating a
+     * new vector that is then returned.
+     *
+     * @param addX
+     *            the x value to add.
+     * @param addY
+     *            the y value to add.
+     * @param addZ
+     *            the z value to add.
+     * @return the result vector.
+     */
+    public Vector3f add(float addX, float addY, float addZ) {
+        return new Vector3f(x + addX, y + addY, z + addZ);
+    }
+
+    /**
+     * <code>addLocal</code> adds the provided values to this vector
+     * internally, and returns a handle to this vector for easy chaining of
+     * calls.
+     *
+     * @param addX
+     *            value to add to x
+     * @param addY
+     *            value to add to y
+     * @param addZ
+     *            value to add to z
+     * @return this
+     */
+    public Vector3f addLocal(float addX, float addY, float addZ) {
+        x += addX;
+        y += addY;
+        z += addZ;
+        return this;
+    }
+
+    /**
+     *
+     * <code>scaleAdd</code> multiplies this vector by a scalar then adds the
+     * given Vector3f.
+     *
+     * @param scalar
+     *            the value to multiply this vector by.
+     * @param add
+     *            the value to add
+     */
+    public Vector3f scaleAdd(float scalar, Vector3f add) {
+        x = x * scalar + add.x;
+        y = y * scalar + add.y;
+        z = z * scalar + add.z;
+        return this;
+    }
+
+    /**
+     *
+     * <code>scaleAdd</code> multiplies the given vector by a scalar then adds
+     * the given vector.
+     *
+     * @param scalar
+     *            the value to multiply this vector by.
+     * @param mult
+     *            the value to multiply the scalar by
+     * @param add
+     *            the value to add
+     */
+    public Vector3f scaleAdd(float scalar, Vector3f mult, Vector3f add) {
+        this.x = mult.x * scalar + add.x;
+        this.y = mult.y * scalar + add.y;
+        this.z = mult.z * scalar + add.z;
+        return this;
+    }
+
+    /**
+     *
+     * <code>dot</code> calculates the dot product of this vector with a
+     * provided vector. If the provided vector is null, 0 is returned.
+     *
+     * @param vec
+     *            the vector to dot with this vector.
+     * @return the resultant dot product of this vector and a given vector.
+     */
+    public float dot(Vector3f vec) {
+        if (null == vec) {
+            logger.warning("Provided vector is null, 0 returned.");
+            return 0;
+        }
+        return x * vec.x + y * vec.y + z * vec.z;
+    }
+
+    /**
+     * <code>cross</code> calculates the cross product of this vector with a
+     * parameter vector v.
+     *
+     * @param v
+     *            the vector to take the cross product of with this.
+     * @return the cross product vector.
+     */
+    public Vector3f cross(Vector3f v) {
+        return cross(v, null);
+    }
+
+    /**
+     * <code>cross</code> calculates the cross product of this vector with a
+     * parameter vector v.  The result is stored in <code>result</code>
+     *
+     * @param v
+     *            the vector to take the cross product of with this.
+     * @param result
+     *            the vector to store the cross product result.
+     * @return result, after recieving the cross product vector.
+     */
+    public Vector3f cross(Vector3f v,Vector3f result) {
+        return cross(v.x, v.y, v.z, result);
+    }
+
+    /**
+     * <code>cross</code> calculates the cross product of this vector with a
+     * parameter vector v.  The result is stored in <code>result</code>
+     *
+     * @param otherX
+     *            x component of the vector to take the cross product of with this.
+     * @param otherY
+     *            y component of the vector to take the cross product of with this.
+     * @param otherZ
+     *            z component of the vector to take the cross product of with this.
+     * @param result
+     *            the vector to store the cross product result.
+     * @return result, after recieving the cross product vector.
+     */
+    public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
+        if (result == null) result = new Vector3f();
+        float resX = ((y * otherZ) - (z * otherY)); 
+        float resY = ((z * otherX) - (x * otherZ));
+        float resZ = ((x * otherY) - (y * otherX));
+        result.set(resX, resY, resZ);
+        return result;
+    }
+
+    /**
+     * <code>crossLocal</code> calculates the cross product of this vector
+     * with a parameter vector v.
+     *
+     * @param v
+     *            the vector to take the cross product of with this.
+     * @return this.
+     */
+    public Vector3f crossLocal(Vector3f v) {
+        return crossLocal(v.x, v.y, v.z);
+    }
+
+    /**
+     * <code>crossLocal</code> calculates the cross product of this vector
+     * with a parameter vector v.
+     *
+     * @param otherX
+     *            x component of the vector to take the cross product of with this.
+     * @param otherY
+     *            y component of the vector to take the cross product of with this.
+     * @param otherZ
+     *            z component of the vector to take the cross product of with this.
+     * @return this.
+     */
+    public Vector3f crossLocal(float otherX, float otherY, float otherZ) {
+        float tempx = ( y * otherZ ) - ( z * otherY );
+        float tempy = ( z * otherX ) - ( x * otherZ );
+        z = (x * otherY) - (y * otherX);
+        x = tempx;
+        y = tempy;
+        return this;
+    }
+
+    /**
+     * Projects this vector onto another vector
+     *
+     * @param other The vector to project this vector onto
+     * @return A new vector with the projection result
+     */
+    public Vector3f project(Vector3f other){
+        float n = this.dot(other); // A . B
+        float d = other.lengthSquared(); // |B|^2
+        return new Vector3f(other).multLocal(n/d);
+    }
+
+    /**
+     * Projects this vector onto another vector, stores the result in this
+     * vector
+     *
+     * @param other The vector to project this vector onto
+     * @return This Vector3f, set to the projection result
+     */
+    public Vector3f projectLocal(Vector3f other){
+        float n = this.dot(other); // A . B
+        float d = other.lengthSquared(); // |B|^2
+        return set(other).multLocal(n/d);
+    }
+    
+    /**
+     * Returns true if this vector is a unit vector (length() ~= 1),
+     * returns false otherwise.
+     * 
+     * @return true if this vector is a unit vector (length() ~= 1),
+     * or false otherwise.
+     */
+    public boolean isUnitVector(){
+        float len = length();
+        return 0.99f < len && len < 1.01f;
+    }
+
+    /**
+     * <code>length</code> calculates the magnitude of this vector.
+     *
+     * @return the length or magnitude of the vector.
+     */
+    public float length() {
+        return FastMath.sqrt(lengthSquared());
+    }
+
+    /**
+     * <code>lengthSquared</code> calculates the squared value of the
+     * magnitude of the vector.
+     *
+     * @return the magnitude squared of the vector.
+     */
+    public float lengthSquared() {
+        return x * x + y * y + z * z;
+    }
+
+    /**
+     * <code>distanceSquared</code> calculates the distance squared between
+     * this vector and vector v.
+     *
+     * @param v the second vector to determine the distance squared.
+     * @return the distance squared between the two vectors.
+     */
+    public float distanceSquared(Vector3f v) {
+        double dx = x - v.x;
+        double dy = y - v.y;
+        double dz = z - v.z;
+        return (float) (dx * dx + dy * dy + dz * dz);
+    }
+
+    /**
+     * <code>distance</code> calculates the distance between this vector and
+     * vector v.
+     *
+     * @param v the second vector to determine the distance.
+     * @return the distance between the two vectors.
+     */
+    public float distance(Vector3f v) {
+        return FastMath.sqrt(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 Vector3f mult(float scalar) {
+        return new Vector3f(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 Vector3f mult(float scalar, Vector3f product) {
+        if (null == product) {
+            product = new Vector3f();
+        }
+
+        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 Vector3f multLocal(float 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 Vector3f multLocal(Vector3f 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 Vector3f multLocal(float x, float y, float 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 Vector3f mult(Vector3f vec) {
+        if (null == vec) {
+            logger.warning("Provided vector is null, null returned.");
+            return null;
+        }
+        return 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 Vector3f mult(Vector3f vec, Vector3f store) {
+        if (null == vec) {
+            logger.warning("Provided vector is null, null returned.");
+            return null;
+        }
+        if (store == null) store = new Vector3f();
+        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 Vector3f divide(float scalar) {
+        scalar = 1f/scalar;
+        return new Vector3f(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 Vector3f divideLocal(float 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 Vector3f divide(Vector3f scalar) {
+        return new Vector3f(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 Vector3f divideLocal(Vector3f 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 Vector3f negate() {
+        return new Vector3f(-x, -y, -z);
+    }
+
+    /**
+     *
+     * <code>negateLocal</code> negates the internal values of this vector.
+     *
+     * @return this.
+     */
+    public Vector3f 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 Vector3f subtract(Vector3f vec) {
+        return new Vector3f(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 Vector3f subtractLocal(Vector3f 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 Vector3f subtract(Vector3f vec, Vector3f result) {
+        if(result == null) {
+            result = new Vector3f();
+        }
+        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 Vector3f subtract(float subtractX, float subtractY, float subtractZ) {
+        return new Vector3f(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 Vector3f subtractLocal(float subtractX, float subtractY, float 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 Vector3f normalize() {
+//        float length = length();
+//        if (length != 0) {
+//            return divide(length);
+//        }
+//
+//        return divide(1);
+        float length = x * x + y * y + z * z;
+        if (length != 1f && length != 0f){
+            length = 1.0f / FastMath.sqrt(length);
+            return new Vector3f(x * length, y * length, z * length);
+        }
+        return clone();
+    }
+
+    /**
+     * <code>normalizeLocal</code> makes this vector into a unit vector of
+     * itself.
+     *
+     * @return this.
+     */
+    public Vector3f normalizeLocal() {
+        // NOTE: this implementation is more optimized
+        // than the old jme normalize as this method
+        // is commonly used.
+        float length = x * x + y * y + z * z;
+        if (length != 1f && length != 0f){
+            length = 1.0f / FastMath.sqrt(length);
+            x *= length;
+            y *= length;
+            z *= length;
+        }
+        return this;
+    }
+
+    /**
+     * <code>maxLocal</code> computes the maximum value for each 
+     * component in this and <code>other</code> vector. The result is stored
+     * in this vector.
+     * @param other 
+     */
+    public Vector3f maxLocal(Vector3f other){
+        x = other.x > x ? other.x : x;
+        y = other.y > y ? other.y : y;
+        z = other.z > z ? other.z : z;
+        return this;
+    }
+
+    /**
+     * <code>minLocal</code> computes the minimum value for each
+     * component in this and <code>other</code> vector. The result is stored
+     * in this vector.
+     * @param other
+     */
+    public Vector3f minLocal(Vector3f other){
+        x = other.x < x ? other.x : x;
+        y = other.y < y ? other.y : y;
+        z = other.z < z ? other.z : z;
+        return this;
+    }
+
+    /**
+     * <code>zero</code> resets this vector's data to zero internally.
+     */
+    public Vector3f zero() {
+        x = y = z = 0;
+        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 float angleBetween(Vector3f otherVector) {
+        float dotProduct = dot(otherVector);
+        float angle = FastMath.acos(dotProduct);
+        return angle;
+    }
+    
+    /**
+     * Sets this vector to the interpolation by changeAmnt from this to the finalVec
+     * this=(1-changeAmnt)*this + changeAmnt * finalVec
+     * @param finalVec The final vector to interpolate towards
+     * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
+     *  change from this towards finalVec
+     */
+    public Vector3f interpolateLocal(Vector3f finalVec, float changeAmnt) {
+        this.x=(1-changeAmnt)*this.x + changeAmnt*finalVec.x;
+        this.y=(1-changeAmnt)*this.y + changeAmnt*finalVec.y;
+        this.z=(1-changeAmnt)*this.z + changeAmnt*finalVec.z;
+        return this;
+    }
+
+    /**
+     * Sets this vector to the interpolation by changeAmnt from beginVec to finalVec
+     * this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
+     * @param beginVec the beging vector (changeAmnt=0)
+     * @param finalVec The final vector to interpolate towards
+     * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
+     *  change from beginVec towards finalVec
+     */
+    public Vector3f interpolateLocal(Vector3f beginVec,Vector3f finalVec, float changeAmnt) {
+        this.x=(1-changeAmnt)*beginVec.x + changeAmnt*finalVec.x;
+        this.y=(1-changeAmnt)*beginVec.y + changeAmnt*finalVec.y;
+        this.z=(1-changeAmnt)*beginVec.z + changeAmnt*finalVec.z;
+        return this;
+    }
+
+    /**
+     * Check a vector... if it is null or its floats are NaN or infinite,
+     * return false.  Else return true.
+     * @param vector the vector to check
+     * @return true or false as stated above.
+     */
+    public static boolean isValidVector(Vector3f vector) {
+      if (vector == null) return false;
+      if (Float.isNaN(vector.x) ||
+          Float.isNaN(vector.y) ||
+          Float.isNaN(vector.z)) return false;
+      if (Float.isInfinite(vector.x) ||
+          Float.isInfinite(vector.y) ||
+          Float.isInfinite(vector.z)) return false;
+      return true;
+    }
+
+    public static void generateOrthonormalBasis(Vector3f u, Vector3f v, Vector3f w) {
+        w.normalizeLocal();
+        generateComplementBasis(u, v, w);
+    }
+
+    public static void generateComplementBasis(Vector3f u, Vector3f v,
+            Vector3f w) {
+        float fInvLength;
+
+        if (FastMath.abs(w.x) >= FastMath.abs(w.y)) {
+            // w.x or w.z is the largest magnitude component, swap them
+            fInvLength = FastMath.invSqrt(w.x * w.x + w.z * w.z);
+            u.x = -w.z * fInvLength;
+            u.y = 0.0f;
+            u.z = +w.x * fInvLength;
+            v.x = w.y * u.z;
+            v.y = w.z * u.x - w.x * u.z;
+            v.z = -w.y * u.x;
+        } else {
+            // w.y or w.z is the largest magnitude component, swap them
+            fInvLength = FastMath.invSqrt(w.y * w.y + w.z * w.z);
+            u.x = 0.0f;
+            u.y = +w.z * fInvLength;
+            u.z = -w.y * fInvLength;
+            v.x = w.y * u.z - w.z * u.y;
+            v.y = -w.x * u.z;
+            v.z = w.x * u.y;
+        }
+    }
+
+    @Override
+    public Vector3f clone() {
+        try {
+            return (Vector3f) super.clone();
+        } catch (CloneNotSupportedException e) {
+            throw new AssertionError(); // can not happen
+        }
+    }
+
+    /**
+     * Saves this Vector3f into the given float[] object.
+     * 
+     * @param floats
+     *            The float[] to take this Vector3f. If null, a new float[3] is
+     *            created.
+     * @return The array, with X, Y, Z float values in that order
+     */
+    public float[] toArray(float[] floats) {
+        if (floats == null) {
+            floats = new float[3];
+        }
+        floats[0] = x;
+        floats[1] = y;
+        floats[2] = z;
+        return floats;
+    }
+
+    /**
+     * 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
+     */
+    public boolean equals(Object o) {
+        if (!(o instanceof Vector3f)) { return false; }
+
+        if (this == o) { return true; }
+
+        Vector3f comp = (Vector3f) o;
+        if (Float.compare(x,comp.x) != 0) return false;
+        if (Float.compare(y,comp.y) != 0) return false;
+        if (Float.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.
+     */
+    public int hashCode() {
+        int hash = 37;
+        hash += 37 * hash + Float.floatToIntBits(x);
+        hash += 37 * hash + Float.floatToIntBits(y);
+        hash += 37 * hash + Float.floatToIntBits(z);
+        return hash;
+    }
+
+    /**
+     * <code>toString</code> returns the string representation of this vector.
+     * The format is:
+     *
+     * org.jme.math.Vector3f [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ]
+     *
+     * @return the string representation of this vector.
+     */
+    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.readFloat("x", 0);
+        y = capsule.readFloat("y", 0);
+        z = capsule.readFloat("z", 0);
+    }
+
+    public float getX() {
+        return x;
+    }
+
+    public Vector3f setX(float x) {
+        this.x = x;
+        return this;
+    }
+
+    public float getY() {
+        return y;
+    }
+
+    public Vector3f setY(float y) {
+        this.y = y;
+        return this;
+    }
+
+    public float getZ() {
+        return z;
+    }
+
+    public Vector3f setZ(float z) {
+        this.z = z;
+        return this;
+    }
+    
+    /**
+     * @param index
+     * @return x value if index == 0, y value if index == 1 or z value if index ==
+     *         2
+     * @throws IllegalArgumentException
+     *             if index is not one of 0, 1, 2.
+     */
+    public float get(int index) {
+        switch (index) {
+            case 0:
+                return x;
+            case 1:
+                return y;
+            case 2:
+                return z;
+        }
+        throw new IllegalArgumentException("index must be either 0, 1 or 2");
+    }
+    
+    /**
+     * @param index
+     *            which field index in this vector to set.
+     * @param value
+     *            to set to one of x, y or z.
+     * @throws IllegalArgumentException
+     *             if index is not one of 0, 1, 2.
+     */
+    public void set(int index, float value) {
+        switch (index) {
+            case 0:
+                x = value;
+                return;
+            case 1:
+                y = value;
+                return;
+            case 2:
+                z = value;
+                return;
+        }
+        throw new IllegalArgumentException("index must be either 0, 1 or 2");
+    }
+
+}

+ 2 - 2
jme3-core/src/main/java/com/jme3/math/Vector4f.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2017 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -317,7 +317,7 @@ public final class Vector4f implements Savable, Cloneable, java.io.Serializable
     public Vector4f project(Vector4f other){
         float n = this.dot(other); // A . B
         float d = other.lengthSquared(); // |B|^2
-        return new Vector4f(other).normalizeLocal().multLocal(n/d);
+        return new Vector4f(other).multLocal(n/d);
     }
 
     /**