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+/*
+ * Copyright (c) 2009-2010 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.Externalizable;
+import java.io.IOException;
+import java.io.ObjectInput;
+import java.io.ObjectOutput;
+import java.util.logging.Logger;
+
+/**
+ * <code>Vector2f</code> defines a Vector for a two float value vector.
+ *
+ * @author Mark Powell
+ * @author Joshua Slack
+ */
+public final class Vector2f implements Savable, Cloneable, java.io.Serializable {
+
+ static final long serialVersionUID = 1;
+ private static final Logger logger = Logger.getLogger(Vector2f.class.getName());
+
+ public static final Vector2f ZERO = new Vector2f(0f, 0f);
+ public static final Vector2f UNIT_XY = new Vector2f(1f, 1f);
+
+ /**
+ * the x value of the vector.
+ */
+ public float x;
+ /**
+ * the y value of the vector.
+ */
+ public float y;
+
+ /**
+ * Creates a Vector2f with the given initial x and y values.
+ *
+ * @param x
+ * The x value of this Vector2f.
+ * @param y
+ * The y value of this Vector2f.
+ */
+ public Vector2f(float x, float y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /**
+ * Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0).
+ */
+ public Vector2f() {
+ x = y = 0;
+ }
+
+ /**
+ * Creates a new Vector2f that contains the passed vector's information
+ *
+ * @param vector2f
+ * The vector to copy
+ */
+ public Vector2f(Vector2f vector2f) {
+ this.x = vector2f.x;
+ this.y = vector2f.y;
+ }
+
+ /**
+ * set the x and y values of the vector
+ *
+ * @param x
+ * the x value of the vector.
+ * @param y
+ * the y value of the vector.
+ * @return this vector
+ */
+ public Vector2f set(float x, float y) {
+ this.x = x;
+ this.y = y;
+ return this;
+ }
+
+ /**
+ * set the x and y values of the vector from another vector
+ *
+ * @param vec
+ * the vector to copy from
+ * @return this vector
+ */
+ public Vector2f set(Vector2f vec) {
+ this.x = vec.x;
+ this.y = vec.y;
+ 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 Vector2f add(Vector2f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ return new Vector2f(x + vec.x, y + vec.y);
+ }
+
+ /**
+ * <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 Vector2f addLocal(Vector2f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x += vec.x;
+ y += vec.y;
+ return this;
+ }
+
+ /**
+ * <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
+ * @return this
+ */
+ public Vector2f addLocal(float addX, float addY) {
+ x += addX;
+ y += addY;
+ return this;
+ }
+
+ /**
+ * <code>add</code> adds this vector by <code>vec</code> and stores the
+ * result in <code>result</code>.
+ *
+ * @param vec
+ * The vector to add.
+ * @param result
+ * The vector to store the result in.
+ * @return The result vector, after adding.
+ */
+ public Vector2f add(Vector2f vec, Vector2f result) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ if (result == null)
+ result = new Vector2f();
+ result.x = x + vec.x;
+ result.y = y + vec.y;
+ return result;
+ }
+
+ /**
+ * <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(Vector2f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, 0 returned.");
+ return 0;
+ }
+ return x * vec.x + y * vec.y;
+ }
+
+ /**
+ * <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(Vector2f v) {
+ return new Vector3f(0, 0, determinant(v));
+ }
+
+ public float determinant(Vector2f v) {
+ return (x * v.y) - (y * v.x);
+ }
+
+ /**
+ * 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 percentage change
+ * from this towards finalVec
+ */
+ public Vector2f interpolate(Vector2f finalVec, float changeAmnt) {
+ this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
+ this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
+ return this;
+ }
+
+ /**
+ * Sets this vector to the interpolation by changeAmnt from beginVec to
+ * finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
+ *
+ * @param beginVec
+ * The begining vector (delta=0)
+ * @param finalVec
+ * The final vector to interpolate towards (delta=1)
+ * @param changeAmnt
+ * An amount between 0.0 - 1.0 representing a precentage change
+ * from beginVec towards finalVec
+ */
+ public Vector2f interpolate(Vector2f beginVec, Vector2f finalVec,
+ float changeAmnt) {
+ this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
+ this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
+ 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(Vector2f vector) {
+ if (vector == null) return false;
+ if (Float.isNaN(vector.x) ||
+ Float.isNaN(vector.y)) return false;
+ if (Float.isInfinite(vector.x) ||
+ Float.isInfinite(vector.y)) return false;
+ return true;
+ }
+
+ /**
+ * <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;
+ }
+
+ /**
+ * <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(Vector2f v) {
+ double dx = x - v.x;
+ double dy = y - v.y;
+ return (float) (dx * dx + dy * dy);
+ }
+
+ /**
+ * <code>distanceSquared</code> calculates the distance squared between
+ * this vector and vector v.
+ *
+ * @param otherX The X coordinate of the v vector
+ * @param otherY The Y coordinate of the v vector
+ * @return the distance squared between the two vectors.
+ */
+ public float distanceSquared(float otherX, float otherY) {
+ double dx = x - otherX;
+ double dy = y - otherY;
+ return (float) (dx * dx + dy * dy);
+ }
+
+ /**
+ * <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(Vector2f 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 Vector2f mult(float scalar) {
+ return new Vector2f(x * scalar, y * scalar);
+ }
+
+ /**
+ * <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 Vector2f multLocal(float scalar) {
+ x *= scalar;
+ y *= 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 Vector2f multLocal(Vector2f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x *= vec.x;
+ y *= vec.y;
+ return this;
+ }
+
+ /**
+ * Multiplies this Vector2f's x and y by the scalar and stores the result in
+ * product. The result is returned for chaining. Similar to
+ * product=this*scalar;
+ *
+ * @param scalar
+ * The scalar to multiply by.
+ * @param product
+ * The vector2f to store the result in.
+ * @return product, after multiplication.
+ */
+ public Vector2f mult(float scalar, Vector2f product) {
+ if (null == product) {
+ product = new Vector2f();
+ }
+
+ product.x = x * scalar;
+ product.y = y * scalar;
+ return product;
+ }
+
+ /**
+ * <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 Vector2f divide(float scalar) {
+ return new Vector2f(x / scalar, y / 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 Vector2f divideLocal(float scalar) {
+ x /= scalar;
+ y /= scalar;
+ 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 Vector2f negate() {
+ return new Vector2f(-x, -y);
+ }
+
+ /**
+ * <code>negateLocal</code> negates the internal values of this vector.
+ *
+ * @return this.
+ */
+ public Vector2f negateLocal() {
+ x = -x;
+ y = -y;
+ 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, an exception is thrown.
+ *
+ * @param vec
+ * the vector to subtract from this vector.
+ * @return the result vector.
+ */
+ public Vector2f subtract(Vector2f vec) {
+ return subtract(vec, null);
+ }
+
+ /**
+ * <code>subtract</code> subtracts the values of a given vector from those
+ * of this vector storing the result in the given vector object. If the
+ * provided vector is null, an exception is thrown.
+ *
+ * @param vec
+ * the vector to subtract from this vector.
+ * @param store
+ * the vector to store the result in. It is safe for this to be
+ * the same as vec. If null, a new vector is created.
+ * @return the result vector.
+ */
+ public Vector2f subtract(Vector2f vec, Vector2f store) {
+ if (store == null)
+ store = new Vector2f();
+ store.x = x - vec.x;
+ store.y = y - vec.y;
+ return store;
+ }
+
+ /**
+ * <code>subtract</code> subtracts the given x,y values from those of this
+ * vector creating a new vector object.
+ *
+ * @param valX
+ * value to subtract from x
+ * @param valY
+ * value to subtract from y
+ * @return this
+ */
+ public Vector2f subtract(float valX, float valY) {
+ return new Vector2f(x - valX, y - valY);
+ }
+
+ /**
+ * <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 Vector2f subtractLocal(Vector2f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x -= vec.x;
+ y -= vec.y;
+ return this;
+ }
+
+ /**
+ * <code>subtractLocal</code> subtracts the provided values from this
+ * vector internally, and returns a handle to this vector for easy chaining
+ * of calls.
+ *
+ * @param valX
+ * value to subtract from x
+ * @param valY
+ * value to subtract from y
+ * @return this
+ */
+ public Vector2f subtractLocal(float valX, float valY) {
+ x -= valX;
+ y -= valY;
+ return this;
+ }
+
+ /**
+ * <code>normalize</code> returns the unit vector of this vector.
+ *
+ * @return unit vector of this vector.
+ */
+ public Vector2f normalize() {
+ float length = length();
+ if (length != 0) {
+ return divide(length);
+ }
+
+ return divide(1);
+ }
+
+ /**
+ * <code>normalizeLocal</code> makes this vector into a unit vector of
+ * itself.
+ *
+ * @return this.
+ */
+ public Vector2f normalizeLocal() {
+ float length = length();
+ if (length != 0) {
+ return divideLocal(length);
+ }
+
+ return divideLocal(1);
+ }
+
+ /**
+ * <code>smallestAngleBetween</code> returns (in radians) the minimum
+ * 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 smallestAngleBetween(Vector2f otherVector) {
+ float dotProduct = dot(otherVector);
+ float angle = FastMath.acos(dotProduct);
+ return angle;
+ }
+
+ /**
+ * <code>angleBetween</code> returns (in radians) the angle required to
+ * rotate a ray represented by this vector to lie colinear to a ray
+ * described by the given vector. It is assumed that both this vector and
+ * the given vector are unit vectors (iow, normalized).
+ *
+ * @param otherVector
+ * the "destination" unit vector
+ * @return the angle in radians.
+ */
+ public float angleBetween(Vector2f otherVector) {
+ float angle = FastMath.atan2(otherVector.y, otherVector.x)
+ - FastMath.atan2(y, x);
+ return angle;
+ }
+
+ public float getX() {
+ return x;
+ }
+
+ public Vector2f setX(float x) {
+ this.x = x;
+ return this;
+ }
+
+ public float getY() {
+ return y;
+ }
+
+ public Vector2f setY(float y) {
+ this.y = y;
+ return this;
+ }
+ /**
+ * <code>getAngle</code> returns (in radians) the angle represented by
+ * this Vector2f as expressed by a conversion from rectangular coordinates (<code>x</code>,&nbsp;<code>y</code>)
+ * to polar coordinates (r,&nbsp;<i>theta</i>).
+ *
+ * @return the angle in radians. [-pi, pi)
+ */
+ public float getAngle() {
+ return FastMath.atan2(y, x);
+ }
+
+ /**
+ * <code>zero</code> resets this vector's data to zero internally.
+ */
+ public Vector2f zero() {
+ x = y = 0;
+ return this;
+ }
+
+ /**
+ * <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);
+ return hash;
+ }
+
+ @Override
+ public Vector2f clone() {
+ try {
+ return (Vector2f) super.clone();
+ } catch (CloneNotSupportedException e) {
+ throw new AssertionError(); // can not happen
+ }
+ }
+
+ /**
+ * Saves this Vector2f into the given float[] object.
+ *
+ * @param floats
+ * The float[] to take this Vector2f. If null, a new float[2] is
+ * created.
+ * @return The array, with X, Y float values in that order
+ */
+ public float[] toArray(float[] floats) {
+ if (floats == null) {
+ floats = new float[2];
+ }
+ floats[0] = x;
+ floats[1] = y;
+ return floats;
+ }
+
+ /**
+ * are these two vectors the same? they are is they both have the same x and
+ * y values.
+ *
+ * @param o
+ * the object to compare for equality
+ * @return true if they are equal
+ */
+ public boolean equals(Object o) {
+ if (!(o instanceof Vector2f)) {
+ return false;
+ }
+
+ if (this == o) {
+ return true;
+ }
+
+ Vector2f comp = (Vector2f) o;
+ if (Float.compare(x, comp.x) != 0)
+ return false;
+ if (Float.compare(y, comp.y) != 0)
+ return false;
+ return true;
+ }
+
+ /**
+ * <code>toString</code> returns the string representation of this vector
+ * object. The format of the string is such: com.jme.math.Vector2f
+ * [X=XX.XXXX, Y=YY.YYYY]
+ *
+ * @return the string representation of this vector.
+ */
+ public String toString() {
+ return "(" + x + ", " + y + ")";
+ }
+
+ /**
+ * Used with serialization. Not to be called manually.
+ *
+ * @param in
+ * ObjectInput
+ * @throws IOException
+ * @throws ClassNotFoundException
+ * @see java.io.Externalizable
+ */
+ public void readExternal(ObjectInput in) throws IOException,
+ ClassNotFoundException {
+ x = in.readFloat();
+ y = in.readFloat();
+ }
+
+ /**
+ * Used with serialization. Not to be called manually.
+ *
+ * @param out
+ * ObjectOutput
+ * @throws IOException
+ * @see java.io.Externalizable
+ */
+ public void writeExternal(ObjectOutput out) throws IOException {
+ out.writeFloat(x);
+ out.writeFloat(y);
+ }
+
+ public void write(JmeExporter e) throws IOException {
+ OutputCapsule capsule = e.getCapsule(this);
+ capsule.write(x, "x", 0);
+ capsule.write(y, "y", 0);
+ }
+
+ public void read(JmeImporter e) throws IOException {
+ InputCapsule capsule = e.getCapsule(this);
+ x = capsule.readFloat("x", 0);
+ y = capsule.readFloat("y", 0);
+ }
+
+ public void rotateAroundOrigin(float angle, boolean cw) {
+ if (cw)
+ angle = -angle;
+ float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y;
+ float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y;
+ x = newX;
+ y = newY;
+ }
+}