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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.IOException;
+import java.util.logging.Logger;
+
+/**
+ * <code>Vector4f</code> defines a Vector for a four float value tuple.
+ * <code>Vector4f</code> can represent any four dimensional value, such as a
+ * vertex, a normal, etc. Utility methods are also included to aid in
+ * mathematical calculations.
+ *
+ * @author Maarten Steur
+ */
+public final class Vector4f implements Savable, Cloneable, java.io.Serializable {
+
+ static final long serialVersionUID = 1;
+
+ private static final Logger logger = Logger.getLogger(Vector4f.class.getName());
+
+ public final static Vector4f ZERO = new Vector4f(0, 0, 0, 0);
+ public final static Vector4f NAN = new Vector4f(Float.NaN, Float.NaN, Float.NaN, Float.NaN);
+ public final static Vector4f UNIT_X = new Vector4f(1, 0, 0, 0);
+ public final static Vector4f UNIT_Y = new Vector4f(0, 1, 0, 0);
+ public final static Vector4f UNIT_Z = new Vector4f(0, 0, 1, 0);
+ public final static Vector4f UNIT_W = new Vector4f(0, 0, 0, 1);
+ public final static Vector4f UNIT_XYZW = new Vector4f(1, 1, 1, 1);
+ public final static Vector4f POSITIVE_INFINITY = new Vector4f(
+ Float.POSITIVE_INFINITY,
+ Float.POSITIVE_INFINITY,
+ Float.POSITIVE_INFINITY,
+ Float.POSITIVE_INFINITY);
+ public final static Vector4f NEGATIVE_INFINITY = new Vector4f(
+ Float.NEGATIVE_INFINITY,
+ 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;
+
+ /**
+ * the w value of the vector.
+ */
+ public float w;
+
+ /**
+ * Constructor instantiates a new <code>Vector3f</code> with default
+ * values of (0,0,0).
+ *
+ */
+ public Vector4f() {
+ x = y = z = w = 0;
+ }
+
+ /**
+ * Constructor instantiates a new <code>Vector4f</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.
+ * @param w
+ * the w value of the vector.
+ */
+ public Vector4f(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ /**
+ * Constructor instantiates a new <code>Vector3f</code> that is a copy
+ * of the provided vector
+ * @param copy The Vector3f to copy
+ */
+ public Vector4f(Vector4f copy) {
+ this.set(copy);
+ }
+
+ /**
+ * <code>set</code> sets the x,y,z,w 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.
+ * @param w
+ * the w value of the vector.
+ * @return this vector
+ */
+ public Vector4f set(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ 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 Vector4f set(Vector4f vect) {
+ this.x = vect.x;
+ this.y = vect.y;
+ this.z = vect.z;
+ this.w = vect.w;
+ 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 Vector4f add(Vector4f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ return new Vector4f(x + vec.x, y + vec.y, z + vec.z, w + vec.w);
+ }
+
+ /**
+ *
+ * <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 Vector4f add(Vector4f vec, Vector4f result) {
+ result.x = x + vec.x;
+ result.y = y + vec.y;
+ result.z = z + vec.z;
+ result.w = w + vec.w;
+ 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 Vector4f addLocal(Vector4f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x += vec.x;
+ y += vec.y;
+ z += vec.z;
+ w += vec.w;
+ 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 Vector4f add(float addX, float addY, float addZ, float addW) {
+ return new Vector4f(x + addX, y + addY, z + addZ, w + addW);
+ }
+
+ /**
+ * <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 Vector4f addLocal(float addX, float addY, float addZ, float addW) {
+ x += addX;
+ y += addY;
+ z += addZ;
+ w += addW;
+ 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 Vector4f scaleAdd(float scalar, Vector4f add) {
+ x = x * scalar + add.x;
+ y = y * scalar + add.y;
+ z = z * scalar + add.z;
+ w = w * scalar + add.w;
+ 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 Vector4f scaleAdd(float scalar, Vector4f mult, Vector4f add) {
+ this.x = mult.x * scalar + add.x;
+ this.y = mult.y * scalar + add.y;
+ this.z = mult.z * scalar + add.z;
+ this.w = mult.w * scalar + add.w;
+ 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(Vector4f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, 0 returned.");
+ return 0;
+ }
+ return x * vec.x + y * vec.y + z * vec.z + w * vec.w;
+ }
+
+ 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);
+ }
+
+ /**
+ * 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 + w * w;
+ }
+
+ /**
+ * <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(Vector4f v) {
+ double dx = x - v.x;
+ double dy = y - v.y;
+ double dz = z - v.z;
+ double dw = w - v.w;
+ return (float) (dx * dx + dy * dy + dz * dz + dw * dw);
+ }
+
+ /**
+ * <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(Vector4f 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 Vector4f mult(float scalar) {
+ return new Vector4f(x * scalar, y * scalar, z * scalar, w * 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 Vector4f mult(float scalar, Vector4f product) {
+ if (null == product) {
+ product = new Vector4f();
+ }
+
+ product.x = x * scalar;
+ product.y = y * scalar;
+ product.z = z * scalar;
+ product.w = w * 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 Vector4f multLocal(float scalar) {
+ x *= scalar;
+ y *= scalar;
+ z *= scalar;
+ w *= 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 Vector4f multLocal(Vector4f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x *= vec.x;
+ y *= vec.y;
+ z *= vec.z;
+ w *= vec.w;
+ 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
+ * @param w
+ * @return this
+ */
+ public Vector4f multLocal(float x, float y, float z, float w) {
+ this.x *= x;
+ this.y *= y;
+ this.z *= z;
+ this.w *= w;
+ 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 Vector4f mult(Vector4f 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 Vector4f mult(Vector4f vec, Vector4f store) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ if (store == null) store = new Vector4f();
+ return store.set(x * vec.x, y * vec.y, z * vec.z, w * vec.w);
+ }
+
+ /**
+ * <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 Vector4f divide(float scalar) {
+ scalar = 1f/scalar;
+ return new Vector4f(x * scalar, y * scalar, z * scalar, w * 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 Vector4f divideLocal(float scalar) {
+ scalar = 1f/scalar;
+ x *= scalar;
+ y *= scalar;
+ z *= scalar;
+ w *= 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 Vector4f divide(Vector4f scalar) {
+ return new Vector4f(x / scalar.x, y / scalar.y, z / scalar.z, w / scalar.w);
+ }
+
+ /**
+ * <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 Vector4f divideLocal(Vector4f scalar) {
+ x /= scalar.x;
+ y /= scalar.y;
+ z /= scalar.z;
+ w /= scalar.w;
+ 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 Vector4f negate() {
+ return new Vector4f(-x, -y, -z, -w);
+ }
+
+ /**
+ *
+ * <code>negateLocal</code> negates the internal values of this vector.
+ *
+ * @return this.
+ */
+ public Vector4f negateLocal() {
+ x = -x;
+ y = -y;
+ z = -z;
+ w = -w;
+ 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 Vector4f subtract(Vector4f vec) {
+ return new Vector4f(x - vec.x, y - vec.y, z - vec.z, w - vec.w);
+ }
+
+ /**
+ * <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 Vector4f subtractLocal(Vector4f vec) {
+ if (null == vec) {
+ logger.warning("Provided vector is null, null returned.");
+ return null;
+ }
+ x -= vec.x;
+ y -= vec.y;
+ z -= vec.z;
+ w -= vec.w;
+ 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 Vector4f subtract(Vector4f vec, Vector4f result) {
+ if(result == null) {
+ result = new Vector4f();
+ }
+ result.x = x - vec.x;
+ result.y = y - vec.y;
+ result.z = z - vec.z;
+ result.w = w - vec.w;
+ 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.
+ * @param subtractW
+ * the w value to subtract.
+ * @return the result vector.
+ */
+ public Vector4f subtract(float subtractX, float subtractY, float subtractZ, float subtractW) {
+ return new Vector4f(x - subtractX, y - subtractY, z - subtractZ, w - subtractW);
+ }
+
+ /**
+ * <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.
+ * @param subtractW
+ * the w value to subtract.
+ * @return this
+ */
+ public Vector4f subtractLocal(float subtractX, float subtractY, float subtractZ, float subtractW) {
+ x -= subtractX;
+ y -= subtractY;
+ z -= subtractZ;
+ w -= subtractW;
+ return this;
+ }
+
+ /**
+ * <code>normalize</code> returns the unit vector of this vector.
+ *
+ * @return unit vector of this vector.
+ */
+ public Vector4f normalize() {
+// float length = length();
+// if (length != 0) {
+// return divide(length);
+// }
+//
+// return divide(1);
+ float length = x * x + y * y + z * z + w * w;
+ if (length != 1f && length != 0f){
+ length = 1.0f / FastMath.sqrt(length);
+ return new Vector4f(x * length, y * length, z * length, w * length);
+ }
+ return clone();
+ }
+
+ /**
+ * <code>normalizeLocal</code> makes this vector into a unit vector of
+ * itself.
+ *
+ * @return this.
+ */
+ public Vector4f 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 + w * w;
+ if (length != 1f && length != 0f){
+ length = 1.0f / FastMath.sqrt(length);
+ x *= length;
+ y *= length;
+ z *= length;
+ w *= 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 void maxLocal(Vector4f other){
+ x = other.x > x ? other.x : x;
+ y = other.y > y ? other.y : y;
+ z = other.z > z ? other.z : z;
+ w = other.w > w ? other.w : w;
+ }
+
+ /**
+ * <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 void minLocal(Vector4f other){
+ x = other.x < x ? other.x : x;
+ y = other.y < y ? other.y : y;
+ z = other.z < z ? other.z : z;
+ w = other.w < w ? other.w : w;
+ }
+
+ /**
+ * <code>zero</code> resets this vector's data to zero internally.
+ */
+ public Vector4f zero() {
+ x = y = z = w = 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(Vector4f 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 Vector4f interpolate(Vector4f 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;
+ this.w=(1-changeAmnt)*this.w + changeAmnt*finalVec.w;
+ 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 Vector4f interpolate(Vector4f beginVec,Vector4f 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;
+ this.w=(1-changeAmnt)*beginVec.w + changeAmnt*finalVec.w;
+ 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(Vector4f vector) {
+ if (vector == null) return false;
+ if (Float.isNaN(vector.x) ||
+ Float.isNaN(vector.y) ||
+ Float.isNaN(vector.z)||
+ Float.isNaN(vector.w)) return false;
+ if (Float.isInfinite(vector.x) ||
+ Float.isInfinite(vector.y) ||
+ Float.isInfinite(vector.z) ||
+ Float.isInfinite(vector.w)) return false;
+ return true;
+ }
+
+ @Override
+ public Vector4f clone() {
+ try {
+ return (Vector4f) 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[4];
+ }
+ floats[0] = x;
+ floats[1] = y;
+ floats[2] = z;
+ floats[3] = w;
+ 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 Vector4f)) { return false; }
+
+ if (this == o) { return true; }
+
+ Vector4f comp = (Vector4f) 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;
+ if (Float.compare(w,comp.w) != 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);
+ hash += 37 * hash + Float.floatToIntBits(w);
+ 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, W=WW.WWWW]
+ *
+ * @return the string representation of this vector.
+ */
+ public String toString() {
+ return "(" + x + ", " + y + ", " + z + ", " + w + ")";
+ }
+
+ 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);
+ capsule.write(w, "w", 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);
+ w = capsule.readFloat("w", 0);
+ }
+
+ public float getX() {
+ return x;
+ }
+
+ public Vector4f setX(float x) {
+ this.x = x;
+ return this;
+ }
+
+ public float getY() {
+ return y;
+ }
+
+ public Vector4f setY(float y) {
+ this.y = y;
+ return this;
+ }
+
+ public float getZ() {
+ return z;
+ }
+
+ public Vector4f setZ(float z) {
+ this.z = z;
+ return this;
+ }
+
+ public float getW() {
+ return w;
+ }
+
+ public Vector4f setW(float w) {
+ this.w = w;
+ 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;
+ case 3:
+ return w;
+ }
+ throw new IllegalArgumentException("index must be either 0, 1, 2 or 3");
+ }
+
+ /**
+ * @param index
+ * which field index in this vector to set.
+ * @param value
+ * to set to one of x, y, z or w.
+ * @throws IllegalArgumentException
+ * if index is not one of 0, 1, 2, 3.
+ */
+ public void set(int index, float value) {
+ switch (index) {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ case 2:
+ z = value;
+ return;
+ case 3:
+ w = value;
+ return;
+ }
+ throw new IllegalArgumentException("index must be either 0, 1, 2 or 3");
+ }
+
+} \ No newline at end of file