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662 lines
16 KiB
662 lines
16 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.math; |
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/** |
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* <code>Vector2f</code> defines a Vector for a two float value vector. |
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* |
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*/ |
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public class Vector2f { |
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/** |
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* the x value of the vector. |
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*/ |
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public float x; |
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/** |
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* the y value of the vector. |
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*/ |
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public float y; |
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/** |
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* Creates a Vector2f with the given initial x and y values. |
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* |
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* @param x |
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* The x value of this Vector2f. |
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* @param y |
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* The y value of this Vector2f. |
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*/ |
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public Vector2f(float x, float y) { |
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this.x = x; |
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this.y = y; |
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} |
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/** |
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* Creates a Vector2f with x and y set to 0. Equivalent to Vector2f(0,0). |
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*/ |
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public Vector2f() { |
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x = y = 0; |
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} |
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/** |
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* Creates a new Vector2f that contains the passed vector's information |
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* |
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* @param vector2f |
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* The vector to copy |
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*/ |
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public Vector2f(Vector2f vector2f) { |
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this.x = vector2f.x; |
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this.y = vector2f.y; |
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} |
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/** |
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* set the x and y values of the vector |
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* |
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* @param x |
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* the x value of the vector. |
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* @param y |
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* the y value of the vector. |
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* @return this vector |
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*/ |
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public Vector2f set(float x, float y) { |
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this.x = x; |
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this.y = y; |
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return this; |
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} |
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/** |
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* set the x and y values of the vector from another vector |
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* |
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* @param vec |
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* the vector to copy from |
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* @return this vector |
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*/ |
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public Vector2f set(Vector2f vec) { |
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this.x = vec.x; |
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this.y = vec.y; |
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return this; |
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} |
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/** |
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* <code>add</code> adds a provided vector to this vector creating a |
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* resultant vector which is returned. If the provided vector is null, null |
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* is returned. |
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* |
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* @param vec |
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* the vector to add to this. |
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* @return the resultant vector. |
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*/ |
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public Vector2f add(Vector2f vec) { |
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if (null == vec) { |
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return null; |
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} |
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return new Vector2f(x + vec.x, y + vec.y); |
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} |
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/** |
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* <code>addLocal</code> adds a provided vector to this vector internally, |
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* and returns a handle to this vector for easy chaining of calls. If the |
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* provided vector is null, null is returned. |
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* |
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* @param vec |
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* the vector to add to this vector. |
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* @return this |
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*/ |
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public Vector2f addLocal(Vector2f vec) { |
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if (null == vec) { |
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return null; |
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} |
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x += vec.x; |
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y += vec.y; |
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return this; |
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} |
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/** |
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* <code>addLocal</code> adds the provided values to this vector internally, |
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* and returns a handle to this vector for easy chaining of calls. |
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* |
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* @param addX |
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* value to add to x |
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* @param addY |
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* value to add to y |
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* @return this |
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*/ |
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public Vector2f addLocal(float addX, float addY) { |
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x += addX; |
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y += addY; |
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return this; |
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} |
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/** |
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* <code>add</code> adds this vector by <code>vec</code> and stores the |
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* result in <code>result</code>. |
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* |
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* @param vec |
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* The vector to add. |
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* @param result |
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* The vector to store the result in. |
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* @return The result vector, after adding. |
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*/ |
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public Vector2f add(Vector2f vec, Vector2f result) { |
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if (null == vec) { |
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return null; |
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} |
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if (result == null) |
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result = new Vector2f(); |
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result.x = x + vec.x; |
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result.y = y + vec.y; |
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return result; |
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} |
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/** |
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* <code>dot</code> calculates the dot product of this vector with a |
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* provided vector. If the provided vector is null, 0 is returned. |
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* |
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* @param vec |
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* the vector to dot with this vector. |
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* @return the resultant dot product of this vector and a given vector. |
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*/ |
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public float dot(Vector2f vec) { |
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if (null == vec) { |
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return 0; |
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} |
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return x * vec.x + y * vec.y; |
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} |
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/** |
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* <code>cross</code> calculates the cross product of this vector with a |
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* parameter vector v. |
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* |
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* @param v |
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* the vector to take the cross product of with this. |
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* @return the cross product vector. |
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*/ |
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public Vector3f cross(Vector2f v) { |
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return new Vector3f(0, 0, determinant(v)); |
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} |
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public float determinant(Vector2f v) { |
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return (x * v.y) - (y * v.x); |
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} |
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/** |
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* Sets this vector to the interpolation by changeAmnt from this to the |
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* finalVec this=(1-changeAmnt)*this + changeAmnt * finalVec |
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* |
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* @param finalVec |
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* The final vector to interpolate towards |
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* @param changeAmnt |
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* An amount between 0.0 - 1.0 representing a percentage change |
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* from this towards finalVec |
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*/ |
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public void interpolate(Vector2f finalVec, float changeAmnt) { |
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this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x; |
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this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y; |
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} |
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/** |
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* Sets this vector to the interpolation by changeAmnt from beginVec to |
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* finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec |
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* |
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* @param beginVec |
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* The begining vector (delta=0) |
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* @param finalVec |
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* The final vector to interpolate towards (delta=1) |
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* @param changeAmnt |
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* An amount between 0.0 - 1.0 representing a precentage change |
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* from beginVec towards finalVec |
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*/ |
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public void interpolate(Vector2f beginVec, Vector2f finalVec, |
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float changeAmnt) { |
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this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x; |
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this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y; |
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} |
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/** |
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* Check a vector... if it is null or its floats are NaN or infinite, return |
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* false. Else return true. |
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* |
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* @param vector |
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* the vector to check |
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* @return true or false as stated above. |
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*/ |
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public static boolean isValidVector(Vector2f vector) { |
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if (vector == null) |
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return false; |
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if (Float.isNaN(vector.x) || Float.isNaN(vector.y)) |
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return false; |
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return !Float.isInfinite(vector.x) && !Float.isInfinite(vector.y); |
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} |
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public static boolean isZeroVector(Vector2f vector) { |
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return (vector.x == 0) && |
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(vector.y == 0); |
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} |
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/** |
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* <code>length</code> calculates the magnitude of this vector. |
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* |
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* @return the length or magnitude of the vector. |
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*/ |
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public float length() { |
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return FastMath.sqrt(lengthSquared()); |
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} |
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/** |
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* <code>lengthSquared</code> calculates the squared value of the magnitude |
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* of the vector. |
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* |
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* @return the magnitude squared of the vector. |
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*/ |
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public float lengthSquared() { |
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return x * x + y * y; |
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} |
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/** |
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* <code>distanceSquared</code> calculates the distance squared between this |
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* vector and vector v. |
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* |
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* @param v |
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* the second vector to determine the distance squared. |
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* @return the distance squared between the two vectors. |
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*/ |
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public float distanceSquared(Vector2f v) { |
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double dx = x - v.x; |
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double dy = y - v.y; |
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return (float) (dx * dx + dy * dy); |
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} |
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/** |
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* <code>distanceSquared</code> calculates the distance squared between this |
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* vector and vector v. |
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* |
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* @return the distance squared between the two vectors. |
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*/ |
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public float distanceSquared(float otherX, float otherY) { |
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double dx = x - otherX; |
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double dy = y - otherY; |
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return (float) (dx * dx + dy * dy); |
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} |
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/** |
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* <code>distance</code> calculates the distance between this vector and |
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* vector v. |
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* |
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* @param v |
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* the second vector to determine the distance. |
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* @return the distance between the two vectors. |
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*/ |
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public float distance(Vector2f v) { |
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return FastMath.sqrt(distanceSquared(v)); |
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} |
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/** |
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* <code>mult</code> multiplies this vector by a scalar. The resultant |
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* vector is returned. |
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* |
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* @param scalar |
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* the value to multiply this vector by. |
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* @return the new vector. |
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*/ |
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public Vector2f mult(float scalar) { |
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return new Vector2f(x * scalar, y * scalar); |
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} |
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/** |
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* <code>multLocal</code> multiplies this vector by a scalar internally, and |
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* returns a handle to this vector for easy chaining of calls. |
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* |
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* @param scalar |
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* the value to multiply this vector by. |
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* @return this |
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*/ |
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public Vector2f multLocal(float scalar) { |
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x *= scalar; |
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y *= scalar; |
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return this; |
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} |
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/** |
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* <code>multLocal</code> multiplies a provided vector to this vector |
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* internally, and returns a handle to this vector for easy chaining of |
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* calls. If the provided vector is null, null is returned. |
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* |
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* @param vec |
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* the vector to mult to this vector. |
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* @return this |
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*/ |
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public Vector2f multLocal(Vector2f vec) { |
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if (null == vec) { |
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return null; |
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} |
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x *= vec.x; |
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y *= vec.y; |
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return this; |
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} |
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/** |
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* Multiplies this Vector2f's x and y by the scalar and stores the result in |
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* product. The result is returned for chaining. Similar to |
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* product=this*scalar; |
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* |
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* @param scalar |
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* The scalar to multiply by. |
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* @param product |
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* The vector2f to store the result in. |
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* @return product, after multiplication. |
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*/ |
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public Vector2f mult(float scalar, Vector2f product) { |
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if (null == product) { |
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product = new Vector2f(); |
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} |
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product.x = x * scalar; |
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product.y = y * scalar; |
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return product; |
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} |
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/** |
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* <code>divide</code> divides the values of this vector by a scalar and |
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* returns the result. The values of this vector remain untouched. |
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* |
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* @param scalar |
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* the value to divide this vectors attributes by. |
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* @return the result <code>Vector</code>. |
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*/ |
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public Vector2f divide(float scalar) { |
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return new Vector2f(x / scalar, y / scalar); |
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} |
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/** |
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* <code>divideLocal</code> divides this vector by a scalar internally, and |
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* returns a handle to this vector for easy chaining of calls. Dividing by |
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* zero will result in an exception. |
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* |
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* @param scalar |
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* the value to divides this vector by. |
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* @return this |
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*/ |
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public Vector2f divideLocal(float scalar) { |
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x /= scalar; |
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y /= scalar; |
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return this; |
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} |
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/** |
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* <code>negate</code> returns the negative of this vector. All values are |
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* negated and set to a new vector. |
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* |
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* @return the negated vector. |
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*/ |
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public Vector2f negate() { |
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return new Vector2f(-x, -y); |
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} |
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/** |
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* <code>negateLocal</code> negates the internal values of this vector. |
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* |
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* @return this. |
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*/ |
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public Vector2f negateLocal() { |
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x = -x; |
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y = -y; |
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return this; |
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} |
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/** |
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* <code>subtract</code> subtracts the values of a given vector from those |
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* of this vector creating a new vector object. If the provided vector is |
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* null, an exception is thrown. |
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* |
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* @param vec |
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* the vector to subtract from this vector. |
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* @return the result vector. |
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*/ |
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public Vector2f subtract(Vector2f vec) { |
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return subtract(vec, null); |
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} |
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/** |
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* <code>subtract</code> subtracts the values of a given vector from those |
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* of this vector storing the result in the given vector object. If the |
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* provided vector is null, an exception is thrown. |
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* |
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* @param vec |
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* the vector to subtract from this vector. |
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* @param store |
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* the vector to store the result in. It is safe for this to be |
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* the same as vec. If null, a new vector is created. |
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* @return the result vector. |
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*/ |
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public Vector2f subtract(Vector2f vec, Vector2f store) { |
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if (store == null) |
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store = new Vector2f(); |
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store.x = x - vec.x; |
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store.y = y - vec.y; |
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return store; |
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} |
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/** |
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* <code>subtract</code> subtracts the given x,y values from those of this |
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* vector creating a new vector object. |
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* |
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* @param valX |
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* value to subtract from x |
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* @param valY |
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* value to subtract from y |
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* @return this |
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*/ |
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public Vector2f subtract(float valX, float valY) { |
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return new Vector2f(x - valX, y - valY); |
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} |
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/** |
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* <code>subtractLocal</code> subtracts a provided vector to this vector |
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* internally, and returns a handle to this vector for easy chaining of |
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* calls. If the provided vector is null, null is returned. |
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* |
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* @param vec |
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* the vector to subtract |
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* @return this |
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*/ |
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public Vector2f subtractLocal(Vector2f vec) { |
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if (null == vec) { |
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return null; |
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} |
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x -= vec.x; |
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y -= vec.y; |
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return this; |
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} |
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/** |
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* <code>subtractLocal</code> subtracts the provided values from this vector |
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* internally, and returns a handle to this vector for easy chaining of |
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* calls. |
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* |
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* @param valX |
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* value to subtract from x |
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* @param valY |
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* value to subtract from y |
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* @return this |
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*/ |
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public Vector2f subtractLocal(float valX, float valY) { |
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x -= valX; |
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y -= valY; |
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return this; |
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} |
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/** |
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* <code>normalize</code> returns the unit vector of this vector. |
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* |
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* @return unit vector of this vector. |
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*/ |
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public Vector2f normalize() { |
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float length = length(); |
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if (length != 0) { |
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return divide(length); |
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} |
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return divide(1); |
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} |
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/** |
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* <code>normalizeLocal</code> makes this vector into a unit vector of |
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* itself. |
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* |
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* @return this. |
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*/ |
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public Vector2f normalizeLocal() { |
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float length = length(); |
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if (length != 0) { |
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return divideLocal(length); |
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} |
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return divideLocal(1); |
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} |
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/** |
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* <code>smallestAngleBetween</code> returns (in radians) the minimum angle |
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* between two vectors. It is assumed that both this vector and the given |
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* vector are unit vectors (iow, normalized). |
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* |
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* @param otherVector |
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* a unit vector to find the angle against |
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* @return the angle in radians. |
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*/ |
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public float smallestAngleBetween(Vector2f otherVector) { |
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float dotProduct = dot(otherVector); |
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return FastMath.acos(dotProduct); |
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} |
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/** |
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* <code>angleBetween</code> returns (in radians) the angle required to |
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* rotate a ray represented by this vector to lie colinear to a ray |
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* described by the given vector. It is assumed that both this vector and |
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* the given vector are unit vectors (iow, normalized). |
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* |
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* @param otherVector |
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* the "destination" unit vector |
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* @return the angle in radians. |
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*/ |
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public float angleBetween(Vector2f otherVector) { |
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return FastMath.atan2(otherVector.y, otherVector.x) |
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- FastMath.atan2(y, x); |
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} |
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public float getX() { |
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return x; |
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} |
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public void setX(float x) { |
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this.x = x; |
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} |
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public float getY() { |
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return y; |
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} |
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public void setY(float y) { |
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this.y = y; |
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} |
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/** |
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* <code>getAngle</code> returns (in radians) the angle represented by this |
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* Vector2f as expressed by a conversion from rectangular coordinates ( |
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* <code>x</code>, <code>y</code>) to polar coordinates |
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* (r, <i>theta</i>). |
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* |
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* @return the angle in radians. [-pi, pi) |
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*/ |
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public float getAngle() { |
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return -FastMath.atan2(y, x); |
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} |
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|
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/** |
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* <code>zero</code> resets this vector's data to zero internally. |
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*/ |
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public void zero() { |
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x = y = 0; |
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} |
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@Override |
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public Vector2f clone() { |
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try { |
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return (Vector2f) super.clone(); |
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} catch (CloneNotSupportedException e) { |
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throw new AssertionError(); // can not happen |
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} |
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} |
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|
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/** |
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* Saves this Vector2f into the given float[] object. |
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* |
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* @param floats |
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* The float[] to take this Vector2f. If null, a new float[2] is |
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* created. |
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* @return The array, with X, Y float values in that order |
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*/ |
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public float[] toArray(float[] floats) { |
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if (floats == null) { |
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floats = new float[2]; |
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} |
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floats[0] = x; |
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floats[1] = y; |
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return floats; |
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} |
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|
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/** |
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* are these two vectors the same? they are is they both have the same x and |
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* y values. |
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* |
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* @param o |
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* the object to compare for equality |
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* @return true if they are equal |
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*/ |
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@Override |
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public boolean equals(Object o) { |
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if (!(o instanceof Vector2f)) { |
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return false; |
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} |
|
|
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if (this == o) { |
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return true; |
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} |
|
|
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Vector2f comp = (Vector2f) o; |
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if (Float.compare(x, comp.x) != 0) |
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return false; |
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return Float.compare(y, comp.y) == 0; |
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} |
|
|
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public void rotateAroundOrigin(float angle, boolean cw) { |
|
if (cw) |
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angle = -angle; |
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float newX = FastMath.cos(angle) * x - FastMath.sin(angle) * y; |
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float newY = FastMath.sin(angle) * x + FastMath.cos(angle) * y; |
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x = newX; |
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y = newY; |
|
} |
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public synchronized float getLat() { |
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return x; |
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} |
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public synchronized float getLong() { |
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return y; |
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} |
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public synchronized void setLat(float lat) { |
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this.x = lat; |
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} |
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public synchronized void setLong(float lon) { |
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this.y = lon; |
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} |
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|
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}
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