mirror of
https://github.com/shadowfacts/lwjgl2-arm64.git
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191 lines
4.4 KiB
Java
191 lines
4.4 KiB
Java
/*
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* Copyright (c) 2002 Light Weight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.vector;
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import org.lwjgl.Math;
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/**
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* $Id$
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*
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* Holds a 4-tuple vector.
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*
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* @author cix_foo <cix_foo@users.sourceforge.net>
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* @version $Revision$
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*/
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public class Vector4f {
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public float x, y, z, w;
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/**
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* Constructor for Vector4f.
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*/
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public Vector4f() {
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super();
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}
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/**
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* Constructor
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*/
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public Vector4f(Vector4f src) {
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set(src);
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}
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/**
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* Constructor
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*/
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public Vector4f(float x, float y, float z, float w) {
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set(x, y, z, w);
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}
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/**
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* Set values
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* @return this
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*/
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public Vector4f set(float x, float y, float z, float w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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}
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/**
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* Load from another Vector4f
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* @param src The source vector
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* @return this
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*/
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public Vector4f set(Vector4f src) {
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x = src.x;
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y = src.y;
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z = src.z;
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w = src.w;
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return this;
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}
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/**
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* @return the length of the vector
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*/
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public float length() {
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return Math.sqrt(lengthSquared());
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}
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/**
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* @return the length squared of the vector
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*/
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public float lengthSquared() {
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return x * x + y * y + z * z + w * w;
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}
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/**
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* Translate a vector
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* @param x The translation in x
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* @param y the translation in y
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* @return this
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*/
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public Vector4f translate(float x, float y, float z, float w) {
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this.x += x;
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this.y += y;
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this.z += z;
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this.w += w;
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return this;
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}
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/**
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* Negate a vector
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* @return this
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*/
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public Vector4f negate() {
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x = -x;
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y = -y;
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z = -z;
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w = -w;
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return this;
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}
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/**
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* Normalise this vector
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* @return this
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*/
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public Vector4f normalise() {
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float l = 1.0f / length();
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x *= l;
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y *= l;
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z *= l;
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w *= l;
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return this;
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}
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/**
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* Normalise this vector and place the result in another vector.
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* @param dest The destination vector, or null if a new vector is to be created
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* @return the normalised vector
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*/
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public Vector4f normalise(Vector4f dest) {
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float l = length();
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if (dest == null)
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dest = new Vector4f(x / l, y / l, z / l, w / l);
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else
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dest.set(x / l, y / l, z / l, w / l);
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return dest;
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}
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/**
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* The dot product of two vectors is calculated as
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* v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
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* @param left The LHS vector
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* @param right The RHS vector
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* @return left dot right
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*/
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public static float dot(Vector4f left, Vector4f right) {
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return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
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}
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/**
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* Calculate the angle between two vectors, in degrees
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* @param a A vector
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* @param b The other vector
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* @return the angle between the two vectors, in degrees
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*/
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public static float angle(Vector4f a, Vector4f b) {
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float dls = dot(a, b) / (a.length() * b.length());
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if (dls < -1f)
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dls = -1f;
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else if (dls > 1.0f)
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dls = 1.0f;
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return Math.acos(dls);
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}
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}
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