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/*
    This file is part of the iText (R) project.
    Copyright (c) 1998-2024 Apryse Group NV
    Authors: Apryse Software.

    This program is offered under a commercial and under the AGPL license.
    For commercial licensing, contact us at https://itextpdf.com/sales.  For AGPL licensing, see below.

    AGPL licensing:
    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see .
 */
package com.itextpdf.kernel.geom;

import java.util.Arrays;

/**
 * Represents a vector (i.e. a point in space).  This class is completely
 * unrelated to the {@link java.util.Vector} class in the standard JRE.
 * 

* For many PDF related operations, the z coordinate is specified as 1 * This is to support the coordinate transformation calculations. If it * helps, just think of all PDF drawing operations as occurring in a single plane * with z=1. */ public class Vector { /** * index of the X coordinate */ public static final int I1 = 0; /** * index of the Y coordinate */ public static final int I2 = 1; /** * index of the Z coordinate */ public static final int I3 = 2; /** * the values inside the vector */ private final float[] vals = new float[] {0, 0, 0}; /** * Creates a new Vector * * @param x the X coordinate * @param y the Y coordinate * @param z the Z coordinate */ public Vector(float x, float y, float z) { vals[I1] = x; vals[I2] = y; vals[I3] = z; } /** * Gets the value from a coordinate of the vector * * @param index the index of the value to get (I1, I2 or I3) * @return a coordinate value */ public float get(int index) { return vals[index]; } /** * Computes the cross product of this vector and the specified matrix * * @param by the matrix to cross this vector with * @return the result of the cross product */ public Vector cross(Matrix by) { float x = vals[I1] * by.get(Matrix.I11) + vals[I2] * by.get(Matrix.I21) + vals[I3] * by.get(Matrix.I31); float y = vals[I1] * by.get(Matrix.I12) + vals[I2] * by.get(Matrix.I22) + vals[I3] * by.get(Matrix.I32); float z = vals[I1] * by.get(Matrix.I13) + vals[I2] * by.get(Matrix.I23) + vals[I3] * by.get(Matrix.I33); return new Vector(x, y, z); } /** * Computes the difference between this vector and the specified vector * * @param v the vector to subtract from this one * @return the results of the subtraction */ public Vector subtract(Vector v) { float x = vals[I1] - v.vals[I1]; float y = vals[I2] - v.vals[I2]; float z = vals[I3] - v.vals[I3]; return new Vector(x, y, z); } /** * Computes the cross product of this vector and the specified vector * * @param with the vector to cross this vector with * @return the cross product */ public Vector cross(Vector with) { float x = vals[I2] * with.vals[I3] - vals[I3] * with.vals[I2]; float y = vals[I3] * with.vals[I1] - vals[I1] * with.vals[I3]; float z = vals[I1] * with.vals[I2] - vals[I2] * with.vals[I1]; return new Vector(x, y, z); } /** * Normalizes the vector (i.e. returns the unit vector in the same orientation as this vector) * * @return the unit vector */ public Vector normalize() { float l = this.length(); float x = vals[I1] / l; float y = vals[I2] / l; float z = vals[I3] / l; return new Vector(x, y, z); } /** * Multiplies the vector by a scalar * * @param by the scalar to multiply by * @return the result of the scalar multiplication */ public Vector multiply(float by) { float x = vals[I1] * by; float y = vals[I2] * by; float z = vals[I3] * by; return new Vector(x, y, z); } /** * Computes the dot product of this vector with the specified vector * * @param with the vector to dot product this vector with * @return the dot product */ public float dot(Vector with) { return vals[I1] * with.vals[I1] + vals[I2] * with.vals[I2] + vals[I3] * with.vals[I3]; } /** * Computes the length of this vector *
* Note: If you are working with raw vectors from PDF, be careful - * the Z axis will generally be set to 1. If you want to compute the * length of a vector, subtract it from the origin first (this will set * the Z axis to 0). *
* For example: * aVector.subtract(originVector).length(); * * @return the length of this vector */ public float length() { return (float) Math.sqrt(lengthSquared()); } /** * Computes the length squared of this vector. * * The square of the length is less expensive to compute, and is often * useful without taking the square root. *

* Note: See the important note under {@link Vector#length()} * * @return the square of the length of the vector */ public float lengthSquared() { return vals[I1] * vals[I1] + vals[I2] * vals[I2] + vals[I3] * vals[I3]; } /** * @see java.lang.Object#toString() */ @Override public String toString() { return vals[I1] + "," + vals[I2] + "," + vals[I3]; } /** * Calculates the hashcode using the values. */ @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + Arrays.hashCode(vals); return result; } /** * @see java.lang.Object#equals(java.lang.Object) */ @Override public boolean equals(Object obj) { if (this == obj) { return true; } if (obj == null) { return false; } if (getClass() != obj.getClass()) { return false; } Vector other = (Vector) obj; if (!Arrays.equals(vals, other.vals)) { return false; } return true; } }




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