Bunch of matrix and vector code added

This commit is contained in:
Caspian Rychlik-Prince 2002-08-24 21:12:31 +00:00
parent ba2877a75e
commit a60f255e82
6 changed files with 1290 additions and 7 deletions

View File

@ -36,20 +36,258 @@ import java.nio.FloatBuffer;
/**
* $Id$
*
* Holds a 2x2 matrix.
*
* Holds a 2x2 matrix
*
* @author cix_foo <cix_foo@users.sourceforge.net>
* @version $Revision$
*/
public class Matrix2f {
public float m00, m01, m10, m11;
public float m00 = 1.0f, m01, m10, m11 = 1.0f;
/**
* Constructor for Matrix2f.
*/
public Matrix2f() {
}
/**
* Constructor
*/
public Matrix2f(Matrix2f src) {
load(src);
}
/**
* Load from another matrix2f
* @param src The source matrix
* @return this
*/
public Matrix2f load(Matrix2f src) {
m00 = src.m00;
m01 = src.m01;
m10 = src.m10;
m11 = src.m11;
return this;
}
/**
* Add two matrices together and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix2f add(Matrix2f left, Matrix2f right, Matrix2f dest) {
Matrix2f temp = null;
if (dest == null)
dest = new Matrix2f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix2f();
}
dest.m00 = left.m00 + right.m00;
dest.m01 = left.m01 + right.m01;
dest.m10 = left.m10 + right.m10;
dest.m11 = left.m11 + right.m11;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Subtract the right matrix from the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix2f sub(Matrix2f left, Matrix2f right, Matrix2f dest) {
Matrix2f temp = null;
if (dest == null)
dest = new Matrix2f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix2f();
}
dest.m00 = left.m00 - right.m00;
dest.m01 = left.m01 - right.m01;
dest.m10 = left.m10 - right.m10;
dest.m11 = left.m11 - right.m11;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply the right matrix by the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix2f mul(Matrix2f left, Matrix2f right, Matrix2f dest) {
Matrix2f temp = null;
if (dest == null)
dest = new Matrix2f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix2f();
}
dest.m00 = left.m00 * right.m00 + left.m10 * right.m01;
dest.m01 = left.m01 * right.m00 + left.m11 * right.m01;
dest.m10 = left.m00 * right.m10 + left.m10 * right.m11;
dest.m11 = left.m01 * right.m10 + left.m11 * right.m11;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply a Vector by a matrix and return the result in a destination
* vector.
* @param left The left matrix
* @param right The right vector
* @param dest The destination vector, or null if a new one is to be created
* @return the destination vector
*/
public static Vector2f mul(Matrix2f left, Vector2f right, Vector2f dest) {
Vector2f temp = null;
if (dest == null)
dest = new Vector2f();
else if (dest == right) {
temp = dest;
dest = new Vector2f();
}
dest.x = left.m00 * right.x + left.m10 * right.y;
dest.y = left.m01 * right.x + left.m11 * right.y;
if (temp != null) {
temp.set(dest);
return temp;
} else
return dest;
}
/**
* Transpose this matrix
* @return this
*/
public Matrix2f transpose() {
float temp;
temp = m01;
m01 = m10;
m10 = temp;
return this;
}
/**
* Transpose this matrix and place the result in another matrix.
* @param dest The destination matrix or null if a new matrix is to be created
* @return the transposed matrix
*/
public Matrix2f transpose(Matrix2f dest) {
if (dest == null)
dest = new Matrix2f();
if (dest == this)
transpose();
else {
dest.m01 = m10;
dest.m10 = m01;
}
return dest;
}
/**
* Invert this matrix
* @return this
*/
public Matrix2f invert() {
return this;
}
/**
* Negate this matrix
* @return this
*/
public Matrix2f negate() {
m00 = -m00;
m01 = -m01;
m10 = -m10;
m11 = -m11;
return this;
}
/**
* Negate this matrix and stash the result in another matrix.
* @param dest The destination matrix, or null if a new matrix is to be created
* @return the negated matrix
*/
public Matrix2f negate(Matrix2f dest) {
if (dest == null)
dest = new Matrix2f();
dest.m00 = -m00;
dest.m01 = -m01;
dest.m10 = -m10;
dest.m11 = -m11;
return dest;
}
/**
* Set this matrix to be the identity matrix.
* @return this
*/
public Matrix2f identity() {
m00 = 1.0f;
m01 = 0.0f;
m10 = 0.0f;
m11 = 1.0f;
return this;
}
/**
* Set this matrix to 0.
* @return this
*/
public Matrix2f zero() {
m00 = 0.0f;
m01 = 0.0f;
m10 = 0.0f;
m11 = 0.0f;
return this;
}
}

View File

@ -42,13 +42,308 @@ package org.lwjgl.vector;
public class Matrix3f {
public float m00, m01, m02, m10, m11, m12, m20, m21, m22;
public float m00 = 1.0f,
m01,
m02,
m10,
m11 = 1.0f,
m12,
m20,
m21,
m22 = 1.0f;
/**
* Constructor for Matrix3f.
*/
public Matrix3f() {
super();
}
/**
* Load from another matrix3f
* @param src The source matrix
* @return this
*/
public Matrix3f load(Matrix3f src) {
m00 = src.m00;
m10 = src.m10;
m20 = src.m20;
m01 = src.m01;
m11 = src.m11;
m21 = src.m21;
m02 = src.m02;
m12 = src.m12;
m22 = src.m22;
return this;
}
/**
* Add two matrices together and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix3f add(Matrix3f left, Matrix3f right, Matrix3f dest) {
Matrix3f temp = null;
if (dest == null)
dest = new Matrix3f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix3f();
}
dest.m00 = left.m00 + right.m00;
dest.m01 = left.m01 + right.m01;
dest.m02 = left.m02 + right.m02;
dest.m10 = left.m10 + right.m10;
dest.m11 = left.m11 + right.m11;
dest.m12 = left.m12 + right.m12;
dest.m20 = left.m20 + right.m20;
dest.m21 = left.m21 + right.m21;
dest.m22 = left.m22 + right.m22;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Subtract the right matrix from the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix3f sub(Matrix3f left, Matrix3f right, Matrix3f dest) {
Matrix3f temp = null;
if (dest == null)
dest = new Matrix3f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix3f();
}
dest.m00 = left.m00 - right.m00;
dest.m01 = left.m01 - right.m01;
dest.m02 = left.m02 - right.m02;
dest.m10 = left.m10 - right.m10;
dest.m11 = left.m11 - right.m11;
dest.m12 = left.m12 - right.m12;
dest.m20 = left.m20 - right.m20;
dest.m21 = left.m21 - right.m21;
dest.m22 = left.m22 - right.m22;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply the right matrix by the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix3f mul(Matrix3f left, Matrix3f right, Matrix3f dest) {
Matrix3f temp = null;
if (dest == null)
dest = new Matrix3f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix3f();
}
dest.m00 =
left.m00 * right.m00 + left.m10 * right.m01 + left.m20 * right.m02;
dest.m01 =
left.m01 * right.m00 + left.m11 * right.m01 + left.m21 * right.m02;
dest.m02 =
left.m02 * right.m00 + left.m12 * right.m01 + left.m22 * right.m02;
dest.m10 =
left.m00 * right.m10 + left.m10 * right.m11 + left.m20 * right.m12;
dest.m11 =
left.m01 * right.m10 + left.m11 * right.m11 + left.m21 * right.m12;
dest.m12 =
left.m02 * right.m10 + left.m12 * right.m11 + left.m22 * right.m12;
dest.m20 =
left.m00 * right.m20 + left.m10 * right.m21 + left.m20 * right.m22;
dest.m21 =
left.m01 * right.m20 + left.m11 * right.m21 + left.m21 * right.m22;
dest.m22 =
left.m02 * right.m20 + left.m12 * right.m21 + left.m22 * right.m22;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply a Vector by a matrix and return the result in a destination
* vector.
* @param left The left matrix
* @param right The right vector
* @param dest The destination vector, or null if a new one is to be created
* @return the destination vector
*/
public static Vector3f mul(Matrix3f left, Vector3f right, Vector3f dest) {
Vector3f temp = null;
if (dest == null)
dest = new Vector3f();
else if (dest == right) {
temp = dest;
dest = new Vector3f();
}
dest.x = left.m00 * right.x + left.m10 * right.y + left.m20 * right.z;
dest.y = left.m01 * right.x + left.m11 * right.y + left.m21 * right.z;
dest.z = left.m02 * right.x + left.m12 * right.y + left.m22 * right.z;
if (temp != null) {
temp.set(dest);
return temp;
} else
return dest;
}
/**
* Transpose this matrix
* @return this
*/
public Matrix3f transpose() {
float f = m10;
m10 = m01;
m01 = f;
f = m20;
m20 = m02;
m02 = f;
f = m21;
m21 = m12;
m12 = f;
return this;
}
/**
* Transpose this matrix and place the result in another matrix
* @param dest The destination matrix or null if a new matrix is to be created
* @return the transposed matrix
*/
public Matrix3f transpose(Matrix3f dest) {
if (dest == null)
dest = new Matrix3f();
if (this != dest) {
m00 = dest.m00;
m01 = dest.m10;
m02 = dest.m20;
m10 = dest.m01;
m11 = dest.m11;
m12 = dest.m21;
m20 = dest.m02;
m21 = dest.m12;
m22 = dest.m22;
} else
transpose();
return this;
}
/**
* Invert this matrix
* @return this
*/
public Matrix3f invert() {
return this;
}
/**
* Negate this matrix
* @return this
*/
public Matrix3f negate() {
m00 = -m00;
m01 = -m02;
m02 = -m01;
m10 = -m10;
m11 = -m12;
m12 = -m11;
m20 = -m20;
m21 = -m22;
m22 = -m21;
return this;
}
/**
* Negate this matrix and place the result in a destination matrix.
* @param dest The destination matrix, or null if a new matrix is to be created
* @return the negated matrix
*/
public Matrix3f negate(Matrix3f dest) {
if (dest == null)
dest = new Matrix3f();
dest.m00 = -m00;
dest.m01 = -m02;
dest.m02 = -m01;
dest.m10 = -m10;
dest.m11 = -m12;
dest.m12 = -m11;
dest.m20 = -m20;
dest.m21 = -m22;
dest.m22 = -m21;
return dest;
}
/**
* Set this matrix to be the identity matrix.
* @return this
*/
public Matrix3f setIdentity() {
m00 = 1.0f;
m01 = 0.0f;
m02 = 0.0f;
m10 = 0.0f;
m11 = 1.0f;
m12 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 1.0f;
return this;
}
/**
* Set this matrix to 0.
* @return this
*/
public Matrix3f setZero() {
m00 = 0.0f;
m01 = 0.0f;
m02 = 0.0f;
m10 = 0.0f;
m11 = 0.0f;
m12 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 0.0f;
return this;
}
}

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@ -37,8 +37,60 @@ package org.lwjgl.vector;
* @author foo
*/
public class Matrix4f {
/**
* Set this matrix to be the identity matrix.
* @return this
*/
public Matrix4f setIdentity() {
m00 = 1.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = 0.0f;
m10 = 0.0f;
m11 = 1.0f;
m12 = 0.0f;
m13 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 1.0f;
m23 = 0.0f;
m30 = 0.0f;
m31 = 0.0f;
m32 = 0.0f;
m33 = 1.0f;
return this;
}
/**
* Set this matrix to 0.
* @return this
*/
public Matrix4f setZero() {
m00 = 0.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = 0.0f;
m10 = 0.0f;
m11 = 0.0f;
m12 = 0.0f;
m13 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 0.0f;
m23 = 0.0f;
m30 = 0.0f;
m31 = 0.0f;
m32 = 0.0f;
m33 = 0.0f;
return this;
}
public float m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33;
public float m00 = 1.0f, m01, m02, m03, m10, m11 = 1.0f, m12, m13, m20, m21, m22 = 1.0f, m23, m30, m31, m32, m33 = 1.0f;
/**
* Construct a Matrix4f
@ -46,5 +98,310 @@ public class Matrix4f {
public Matrix4f() {
super();
}
/**
* Load from another matrix4f
* @param src The source matrix
* @return this
*/
public Matrix4f load(Matrix4f src) {
m00 = src.m00;
m01 = src.m01;
m02 = src.m02;
m03 = src.m03;
m10 = src.m10;
m11 = src.m11;
m12 = src.m12;
m13 = src.m13;
m20 = src.m20;
m21 = src.m21;
m22 = src.m22;
m23 = src.m23;
m30 = src.m30;
m31 = src.m31;
m32 = src.m32;
m33 = src.m33;
return this;
}
/**
* Add two matrices together and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f add(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 + right.m00;
dest.m01 = left.m01 + right.m01;
dest.m02 = left.m02 + right.m02;
dest.m03 = left.m03 + right.m03;
dest.m10 = left.m10 + right.m10;
dest.m11 = left.m11 + right.m11;
dest.m12 = left.m12 + right.m12;
dest.m13 = left.m13 + right.m13;
dest.m20 = left.m20 + right.m20;
dest.m21 = left.m21 + right.m21;
dest.m22 = left.m22 + right.m22;
dest.m23 = left.m23 + right.m23;
dest.m30 = left.m30 + right.m30;
dest.m31 = left.m31 + right.m31;
dest.m32 = left.m32 + right.m32;
dest.m33 = left.m33 + right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Subtract the right matrix from the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f sub(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 - right.m00;
dest.m01 = left.m01 - right.m01;
dest.m02 = left.m02 - right.m02;
dest.m03 = left.m03 - right.m03;
dest.m10 = left.m10 - right.m10;
dest.m11 = left.m11 - right.m11;
dest.m12 = left.m12 - right.m12;
dest.m13 = left.m13 - right.m13;
dest.m20 = left.m20 - right.m20;
dest.m21 = left.m21 - right.m21;
dest.m22 = left.m22 - right.m22;
dest.m23 = left.m23 - right.m23;
dest.m30 = left.m30 - right.m30;
dest.m31 = left.m31 - right.m31;
dest.m32 = left.m32 - right.m32;
dest.m33 = left.m33 - right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply the right matrix by the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f mul(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 * right.m00 + left.m10 * right.m01 + left.m20 * right.m02 + left.m30 * right.m03;
dest.m01 = left.m01 * right.m00 + left.m11 * right.m01 + left.m21 * right.m02 + left.m31 * right.m03;
dest.m02 = left.m02 * right.m00 + left.m12 * right.m01 + left.m22 * right.m02 + left.m32 * right.m03;
dest.m03 = left.m03 * right.m00 + left.m13 * right.m01 + left.m23 * right.m02 + left.m33 * right.m03;
dest.m10 = left.m00 * right.m10 + left.m10 * right.m11 + left.m20 * right.m12 + left.m30 * right.m13;
dest.m11 = left.m01 * right.m10 + left.m11 * right.m11 + left.m21 * right.m12 + left.m31 * right.m13;
dest.m12 = left.m02 * right.m10 + left.m12 * right.m11 + left.m22 * right.m12 + left.m32 * right.m13;
dest.m13 = left.m03 * right.m10 + left.m13 * right.m11 + left.m23 * right.m12 + left.m33 * right.m13;
dest.m20 = left.m00 * right.m20 + left.m10 * right.m21 + left.m20 * right.m22 + left.m30 * right.m23;
dest.m21 = left.m01 * right.m20 + left.m11 * right.m21 + left.m21 * right.m22 + left.m31 * right.m23;
dest.m22 = left.m02 * right.m20 + left.m12 * right.m21 + left.m22 * right.m22 + left.m32 * right.m23;
dest.m23 = left.m03 * right.m20 + left.m13 * right.m21 + left.m23 * right.m22 + left.m33 * right.m23;
dest.m30 = left.m00 * right.m30 + left.m10 * right.m31 + left.m20 * right.m32 + left.m30 * right.m33;
dest.m31 = left.m01 * right.m30 + left.m11 * right.m31 + left.m21 * right.m32 + left.m31 * right.m33;
dest.m32 = left.m02 * right.m30 + left.m12 * right.m31 + left.m22 * right.m32 + left.m32 * right.m33;
dest.m33 = left.m03 * right.m30 + left.m13 * right.m31 + left.m23 * right.m32 + left.m33 * right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply a Vector by a matrix and return the result in a destination
* vector.
* @param left The left matrix
* @param right The right vector
* @param dest The destination vector, or null if a new one is to be created
* @return the destination vector
*/
public static Vector4f mul(Matrix4f left, Vector4f right, Vector4f dest) {
Vector4f temp = null;
if (dest == null)
dest = new Vector4f();
else if (dest == right) {
temp = dest;
dest = new Vector4f();
}
dest.x = left.m00 * right.x + left.m10 * right.y + left.m20 * right.z + left.m30 * right.w;
dest.y = left.m01 * right.x + left.m11 * right.y + left.m21 * right.z + left.m31 * right.w;
dest.z = left.m02 * right.x + left.m12 * right.y + left.m22 * right.z + left.m32 * right.w;
dest.w = left.m03 * right.x + left.m13 * right.y + left.m23 * right.z + left.m33 * right.w;
if (temp != null) {
temp.set(dest);
return temp;
} else
return dest;
}
/**
* Transpose this matrix
* @return this
*/
public Matrix4f transpose() {
float f = m10;
m10 = m01;
m01 = f;
f = m20;
m20 = m02;
m02 = f;
f = m30;
m30 = m03;
m03 = f;
f = m21;
m21 = m12;
m12 = f;
f = m31;
m31 = m13;
m13 = f;
f = m32;
m32 = m23;
m23 = f;
return this;
}
/**
* Transpose this matrix and place the result in another matrix
* @param dest The destination matrix or null if a new matrix is to be created
* @return the transposed matrix
*/
public Matrix4f transpose(Matrix4f dest) {
if (this != dest) {
m00 = dest.m00;
m01 = dest.m10;
m02 = dest.m20;
m03 = dest.m30;
m10 = dest.m01;
m11 = dest.m11;
m12 = dest.m21;
m13 = dest.m31;
m20 = dest.m02;
m21 = dest.m12;
m22 = dest.m22;
m23 = dest.m32;
m30 = dest.m03;
m31 = dest.m13;
m32 = dest.m23;
m33 = dest.m33;
} else
transpose();
return dest;
}
/**
* Invert this matrix
* @return this
*/
public Matrix4f invert() {
return this;
}
/**
* Negate this matrix
* @return this
*/
public Matrix4f negate() {
m00 = -m00;
m01 = -m01;
m02 = -m02;
m03 = -m03;
m10 = -m10;
m11 = -m11;
m12 = -m12;
m13 = -m13;
m20 = -m20;
m21 = -m21;
m22 = -m22;
m23 = -m23;
m30 = -m30;
m31 = -m31;
m32 = -m32;
m33 = -m33;
return this;
}
/**
* Negate this matrix and place the result in a destination matrix.
* @param dest The destination matrix, or null if a new matrix is to be created
* @return the negated matrix
*/
public Matrix4f negate(Matrix4f dest) {
if (dest == null)
dest = new Matrix4f();
dest.m00 = -m00;
dest.m01 = -m01;
dest.m02 = -m02;
dest.m03 = -m03;
dest.m10 = -m10;
dest.m11 = -m11;
dest.m12 = -m12;
dest.m13 = -m13;
dest.m20 = -m20;
dest.m21 = -m21;
dest.m22 = -m22;
dest.m23 = -m23;
dest.m30 = -m30;
dest.m31 = -m31;
dest.m32 = -m32;
dest.m33 = -m33;
return dest;
}
}

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@ -31,6 +31,8 @@
*/
package org.lwjgl.vector;
import org.lwjgl.Math;
/**
* $Id$
*
@ -45,10 +47,134 @@ public class Vector2f {
public float x, y;
/**
* Constructor for Vector2f.
* Constructor for Vector3f.
*/
public Vector2f() {
super();
}
/**
* Constructor
*/
public Vector2f(Vector2f src) {
set(src);
}
/**
* Constructor
*/
public Vector2f(float x, float y) {
set(x, y);
}
/**
* Set values
* @return this
*/
public Vector2f set(float x, float y) {
this.x = x;
this.y = y;
return this;
}
/**
* Load from another Vector2f
* @param src The source vector
* @return this
*/
public Vector2f set(Vector2f src) {
x = src.x;
y = src.y;
return this;
}
/**
* @return the length of the vector
*/
public float length() {
return Math.sqrt(lengthSquared());
}
/**
* @return the length squared of the vector
*/
public float lengthSquared() {
return x * x + y * y;
}
/**
* Translate a vector
* @param x The translation in x
* @param y the translation in y
* @return this
*/
public Vector2f translate(float x, float y) {
this.x += x;
this.y += y;
return this;
}
/**
* Negate a vector
* @return this
*/
public Vector2f negate() {
x = -x;
y = -y;
return this;
}
/**
* Normalise this vector
* @return this
*/
public Vector2f normalise() {
float l = 1.0f / length();
x *= l;
y *= l;
return this;
}
/**
* Normalise this vector and place the result in another vector.
* @param dest The destination vector, or null if a new vector is to be created
* @return the normalised vector
*/
public Vector2f normalise(Vector2f dest) {
float l = length();
if (dest == null)
dest = new Vector2f(x / l, y / l);
else
dest.set(x / l, y / l);
return dest;
}
/**
* The dot product of two vectors is calculated as
* v1.x * v2.x + v1.y * v2.y
* @param left The LHS vector
* @param right The RHS vector
* @return left dot right
*/
public static float dot(Vector2f left, Vector2f right) {
return left.x * right.x + left.y * right.y;
}
/**
* Calculate the angle between two vectors, in degrees
* @param a A vector
* @param b The other vector
* @return the angle between the two vectors, in degrees
*/
public static float angle(Vector2f a, Vector2f b) {
float dls = dot(a, b) / (a.length() * b.length());
if (dls < -1f)
dls = -1f;
else if (dls > 1.0f)
dls = 1.0f;
return Math.acos(dls);
}
}

View File

@ -31,6 +31,8 @@
*/
package org.lwjgl.vector;
import org.lwjgl.Math;
/**
* $Id$
*
@ -50,5 +52,134 @@ public class Vector3f {
public Vector3f() {
super();
}
/**
* Constructor
*/
public Vector3f(Vector3f src) {
set(src);
}
/**
* Constructor
*/
public Vector3f(float x, float y, float z) {
set(x, y, z);
}
/**
* Set values
* @return this
*/
public Vector3f set(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
/**
* Load from another Vector3f
* @param src The source vector
* @return this
*/
public Vector3f set(Vector3f src) {
x = src.x;
y = src.y;
z = src.z;
return this;
}
/**
* @return the length of the vector
*/
public float length() {
return Math.sqrt(lengthSquared());
}
/**
* @return the length squared of the vector
*/
public float lengthSquared() {
return x * x + y * y + z * z;
}
/**
* Translate a vector
* @param x The translation in x
* @param y the translation in y
* @return this
*/
public Vector3f translate(float x, float y, float z) {
this.x += x;
this.y += y;
this.z += z;
return this;
}
/**
* Negate a vector
* @return this
*/
public Vector3f negate() {
x = -x;
y = -y;
z = -z;
return this;
}
/**
* Normalise this vector
* @return this
*/
public Vector3f normalise() {
float l = 1.0f / length();
x *= l;
y *= l;
z *= l;
return this;
}
/**
* Normalise this vector and place the result in another vector.
* @param dest The destination vector, or null if a new vector is to be created
* @return the normalised vector
*/
public Vector3f normalise(Vector3f dest) {
float l = length();
if (dest == null)
dest = new Vector3f(x / l, y / l, z / l);
else
dest.set(x / l, y / l, z / l);
return dest;
}
/**
* The dot product of two vectors is calculated as
* v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
* @param left The LHS vector
* @param right The RHS vector
* @return left dot right
*/
public static float dot(Vector3f left, Vector3f right) {
return left.x * right.x + left.y * right.y + left.z * right.z;
}
/**
* Calculate the angle between two vectors, in degrees
* @param a A vector
* @param b The other vector
* @return the angle between the two vectors, in degrees
*/
public static float angle(Vector3f a, Vector3f b) {
float dls = dot(a, b) / (a.length() * b.length());
if (dls < -1f)
dls = -1f;
else if (dls > 1.0f)
dls = 1.0f;
return Math.acos(dls);
}
}

View File

@ -31,6 +31,8 @@
*/
package org.lwjgl.vector;
import org.lwjgl.Math;
/**
* $Id$
*
@ -50,5 +52,139 @@ public class Vector4f {
public Vector4f() {
super();
}
/**
* Constructor
*/
public Vector4f(Vector4f src) {
set(src);
}
/**
* Constructor
*/
public Vector4f(float x, float y, float z, float w) {
set(x, y, z, w);
}
/**
* Set values
* @return this
*/
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;
}
/**
* Load from another Vector4f
* @param src The source vector
* @return this
*/
public Vector4f set(Vector4f src) {
x = src.x;
y = src.y;
z = src.z;
w = src.w;
return this;
}
/**
* @return the length of the vector
*/
public float length() {
return Math.sqrt(lengthSquared());
}
/**
* @return the length squared of the vector
*/
public float lengthSquared() {
return x * x + y * y + z * z + w * w;
}
/**
* Translate a vector
* @param x The translation in x
* @param y the translation in y
* @return this
*/
public Vector4f translate(float x, float y, float z, float w) {
this.x += x;
this.y += y;
this.z += z;
this.w += w;
return this;
}
/**
* Negate a vector
* @return this
*/
public Vector4f negate() {
x = -x;
y = -y;
z = -z;
w = -w;
return this;
}
/**
* Normalise this vector
* @return this
*/
public Vector4f normalise() {
float l = 1.0f / length();
x *= l;
y *= l;
z *= l;
w *= l;
return this;
}
/**
* Normalise this vector and place the result in another vector.
* @param dest The destination vector, or null if a new vector is to be created
* @return the normalised vector
*/
public Vector4f normalise(Vector4f dest) {
float l = length();
if (dest == null)
dest = new Vector4f(x / l, y / l, z / l, w / l);
else
dest.set(x / l, y / l, z / l, w / l);
return dest;
}
/**
* The dot product of two vectors is calculated as
* v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
* @param left The LHS vector
* @param right The RHS vector
* @return left dot right
*/
public static float dot(Vector4f left, Vector4f right) {
return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
}
/**
* Calculate the angle between two vectors, in degrees
* @param a A vector
* @param b The other vector
* @return the angle between the two vectors, in degrees
*/
public static float angle(Vector4f a, Vector4f b) {
float dls = dot(a, b) / (a.length() * b.length());
if (dls < -1f)
dls = -1f;
else if (dls > 1.0f)
dls = 1.0f;
return Math.acos(dls);
}
}