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Diffstat (limited to 'engine/src/core/com/jme3/math/Vector4f.java')
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diff --git a/engine/src/core/com/jme3/math/Vector4f.java b/engine/src/core/com/jme3/math/Vector4f.java new file mode 100644 index 0000000..d6e7ad7 --- /dev/null +++ b/engine/src/core/com/jme3/math/Vector4f.java @@ -0,0 +1,1003 @@ +/* + * 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"); + } + +}
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