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Diffstat (limited to 'engine/src/core/com/jme3/math/Vector2f.java')
-rw-r--r-- | engine/src/core/com/jme3/math/Vector2f.java | 757 |
1 files changed, 757 insertions, 0 deletions
diff --git a/engine/src/core/com/jme3/math/Vector2f.java b/engine/src/core/com/jme3/math/Vector2f.java new file mode 100644 index 0000000..c2d8c6f --- /dev/null +++ b/engine/src/core/com/jme3/math/Vector2f.java @@ -0,0 +1,757 @@ +/* + * 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>, <code>y</code>) + * to polar coordinates (r, <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; + } +} |