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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.math;
import java.io.IOException;
import java.io.ObjectInput;
import java.io.ObjectOutput;
/**
* <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.
*/
public class Vector3f {
public final static Vector3f ZERO = new Vector3f(0, 0, 0);
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);
/**
* 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 = 0.0f;
}
/**
* 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;
}
public Vector3f(Vector3fImmutable original) {
this.x = original.x;
this.y = original.y;
this.z = original.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);
}
/**
* 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;
return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y) && !Float.isInfinite(vector.z);
}
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;
}
}
/**
* Returns the 2D face direction from rotation.
*
* @param rotation Rotation in radians
*/
public static Vector3f getFaceDir(float rotation) {
return new Vector3f(FastMath.sin(rotation), 0f, FastMath.cos(rotation));
}
/**
* Returns the 2D cross direction (perpendicular face direction) from rotation.
*
* @param rotation Rotation in radians
*/
public static Vector3f getCrossDir(float rotation) {
return new Vector3f(FastMath.cos(rotation), 0f, FastMath.sin(rotation));
}
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point, double angle) {
float angleRadians;
double modifiedAngle;
// Convert angle to radians
modifiedAngle = angle;
if (angle < 0)
modifiedAngle = 360 + modifiedAngle;
angleRadians = (float) Math.toRadians(modifiedAngle);
return rotateAroundPoint(origin, point, angleRadians);
}
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point, float radians) {
Vector3f outVector;
Vector3f directionVector;
Quaternion angleRotation;
// Build direction vector relative to origin
directionVector = new Vector3f(point.subtract(origin));
// Build quaternion rotation
angleRotation = new Quaternion().fromAngleAxis(radians, new Vector3f(0, 1, 0));
// Apply rotation to direction vector
directionVector = angleRotation.mult(directionVector);
// Translate from origin back to new rotated point
outVector = origin.add(directionVector);
return outVector;
}
public static Vector3f min(Vector3f vectorA, Vector3f vectorB) {
return new Vector3f(Math.min(vectorA.x, vectorB.x),
Math.min(vectorA.y, vectorB.y),
Math.min(vectorA.z, vectorB.z));
}
public static Vector3f max(Vector3f vectorA, Vector3f vectorB) {
return new Vector3f(Math.max(vectorA.x, vectorB.x),
Math.max(vectorA.y, vectorB.y),
Math.max(vectorA.z, vectorB.z));
}
public static Vector3f rotateAroundPoint(Vector3f origin, Vector3f point, Quaternion angleRotation) {
Vector3f outVector;
Vector3f directionVector;
// Build direction vector relative to origin
directionVector = new Vector3f(point.subtract(origin));
directionVector = angleRotation.mult(directionVector);
// Translate from origin back to new rotated point
outVector = origin.add(directionVector);
return outVector;
}
/**
* <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.
* <p>
* Neither 'this' nor 'vec' are modified.
*
* @param vec the vector to add to this.
* @return the resultant vector.
*/
public Vector3f add(Vector3f vec) {
if (null == vec) {
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) {
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 void scaleAdd(float scalar, Vector3f add) {
x = x * scalar + add.x;
y = y * scalar + add.y;
z = z * scalar + add.z;
}
/**
* <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 void 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;
}
/**
* <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) {
return 0;
}
return x * vec.x + y * vec.y + z * vec.z;
}
/**
* Returns a new vector which is the cross product of this vector with the
* specified vector.
* <p>
* Neither 'this' nor v are modified. The starting value of 'result'
* </P>
*
* @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>
* <p>
* Neither 'this' nor v are modified. The starting value of 'result' (if
* any) is ignored.
* </P>
*
* @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 receiving 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
* Vector comprised of the specified other* elements. The result is stored
* in <code>result</code>, without modifying either 'this' or the 'other*'
* values.
*
* @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 receiving 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;
}
/**
* <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);
}
public float distanceSquared2D(Vector3f v) {
double dx = x - v.x;
double dz = z - v.z;
return (float) (dx * dx + 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));
}
public float distance2D(Vector3f v) {
return FastMath.sqrt(distanceSquared2D(v));
}
/**
* <code>mult</code> multiplies this vector by a scalar. The resultant
* vector is returned. "this" is not modified.
*
* @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. "this" is not
* modified.
*
* @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. The provided
* 'vec' is not modified.
*
* @param vec the vector to mult to this vector.
* @return this
*/
public Vector3f multLocal(Vector3f vec) {
if (null == vec) {
return null;
}
x *= vec.x;
y *= vec.y;
z *= vec.z;
return this;
}
/**
* Returns a new Vector instance comprised of elements which are the product
* of the corresponding vector elements. (N.b. this is not a cross product).
* <p>
* Neither 'this' nor 'vec' are modified.
* </P>
*
* @param vec the vector to mult to this vector.
*/
public Vector3f mult(Vector3f vec) {
if (null == vec) {
return null;
}
return mult(vec, null);
}
/**
* Multiplies a provided 'vec' vector with this vector. If the specified
* 'store' is null, then a new Vector instance is returned. Otherwise,
* 'store' with replaced values will be returned, to facilitate chaining.
* </P>
* <p>
* 'This' is not modified; and the starting value of 'store' (if any) is
* ignored (and over-written).
* <p>
* The resultant Vector is comprised of elements which are the product of
* the corresponding vector elements. (N.b. this is not a cross product).
* </P>
*
* @param vec the vector to mult to this vector.
* @param store result vector (null to create a new vector)
* @return 'store', or a new Vector3f
*/
public Vector3f mult(Vector3f vec, Vector3f store) {
if (null == vec) {
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);
}
public Vector3f subtract2D(Vector3f vec) {
return new Vector3f(x - vec.x, 0, 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) {
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);
}
/**
* <code>normalizeLocal</code> makes this vector into a unit vector of
* itself.
*
* @return this.
*/
public Vector3f normalizeLocal() {
float length = length();
if (length != 0) {
return divideLocal(length);
}
return this;
}
/**
* <code>zero</code> resets this vector's data to zero internally.
*/
public void zero() {
x = y = z = 0;
}
/**
* <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);
return FastMath.acos(dotProduct);
}
/**
* 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 void interpolate(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;
}
public Vector3f lerp(Vector3f finalVec, float changeAmnt) {
float x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
float y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
float z = (1 - changeAmnt) * this.z + changeAmnt * finalVec.z;
return new Vector3f(x, y, z);
}
/**
* Sets this vector to the interpolation by changeAmnt from beginVec to
* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
*
* @param beginVec the beginning vector (changeAmnt=0)
* @param finalVec The final vector to interpolate towards
* @param changeAmnt An amount between 0.0 - 1.0 representing a percentage change
* from beginVec towards finalVec
*/
public void interpolate(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;
}
@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
*/
@Override
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;
return Float.compare(z, comp.z) == 0;
}
/**
* <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.
*/
@Override
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;
}
/**
* Used with serialization. Not to be called manually.
*
* @param in input
* @throws IOException
* @throws ClassNotFoundException
* @see java.io.Externalizable
*/
public void readExternal(ObjectInput in) throws IOException, ClassNotFoundException {
x = in.readFloat();
y = in.readFloat();
z = in.readFloat();
}
/**
* Used with serialization. Not to be called manually.
*
* @param out output
* @throws IOException
* @see java.io.Externalizable
*/
public void writeExternal(ObjectOutput out) throws IOException {
out.writeFloat(x);
out.writeFloat(y);
out.writeFloat(z);
}
public float getX() {
return x;
}
public void setX(float x) {
this.x = x;
}
public float getY() {
return y;
}
public void setY(float y) {
this.y = y;
}
public float getZ() {
return z;
}
public void setZ(float z) {
this.z = z;
}
/**
* @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");
}
/**
* Gets an offset from this position based on rotation around Y(up/down)-axis.
*
* @param rotation Rotation in radians
* @param xOffset Amount to offset along x axis (left negative, right positive)
* @param yOffset Amount to offset along y axis (down negative, up positive)
* @param zOffset Amount to offset along z axis (backwards negative, forwards positive)
* @param invertZ whether to invert the z axis
*/
public Vector3f getOffset(float rotation, float xOffset, float yOffset, float zOffset, boolean invertZ) {
float sin = FastMath.sin(rotation);
float cos = FastMath.cos(rotation);
Vector3f faceDir = new Vector3f(sin, 0f, cos);
Vector3f crossDir = new Vector3f(cos, 0f, sin);
faceDir.multLocal(zOffset);
crossDir.multLocal(xOffset);
if (invertZ) {
faceDir.z = -faceDir.z;
crossDir.z = -crossDir.z;
}
Vector3f loc = new Vector3f(this);
loc.addLocal(faceDir);
loc.addLocal(crossDir);
loc.y += yOffset;
return loc;
}
/**
* Returns the 2D rotation (around Y-axis) in radians.
*
* @return
*/
public float getRotation() {
return 3.14f + FastMath.atan2(-x, -z);
}
/**
* Gets the XYZ component of this Vector3f
*
* @return
*/
public Vector2f getLatLong() {
return new Vector2f(this.x, this.z);
}
public synchronized float getLat() {
return x;
}
public synchronized void setLat(float lat) {
this.x = lat;
}
public synchronized float getLong() {
return z;
}
public synchronized void setLong(float lon) {
this.z = lon;
}
public synchronized float getAlt() {
return y;
}
public synchronized void setAlt(float alt) {
this.y = alt;
}
@Override
public String toString() {
String out = "";
out += "x=" + x + ", ";
out += "y=" + y + ", ";
out += "z=" + z;
return out;
}
}