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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)

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package one.empty3.library;

import java.awt.Color;
import java.util.*;

public class Vec extends Representable {
    
/*
 *  This file is part of Empty3.
 *
 *     Empty3 is free software: you can redistribute it and/or modify
 *     it under the terms of the GNU General Public License as published by
 *     the Free Software Foundation, either version 3 of the License, or
 *     (at your option) any later version.
 *
 *     Empty3 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 General Public License for more details.
 *
 *     You should have received a copy of the GNU General Public License
 *     along with Empty3.  If not, see . 2
 */

/*
 * This program is free software: you can redistribute it and/or modify
 *     it under the terms of the GNU 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 General Public License for more details.
 *
 *     You should have received a copy of the GNU General Public License
 *     along with this program.  If not, see 
 */
     protected int dim;


     
     public int length() {
         return dim;
     }

         
     
     

  
     public static void start() {}
         
     public static  void end() 
    {}
         
  
    /*__
     * *
     * axe X vector
     */
    public static final Point3D X = new Point3D(1d, 0d, 0d);
    /*__
     * *
     * axe Y vector
     */
    public static final Point3D Y = new Point3D(0d, 1d, 0d);
    /*__
     * *
     * axe Z vector
     */
    public static final Point3D Z = new Point3D(0d, 0d, 1d);
    /*__
     * *
     * O0 origin
     */
    public static final Point3D O0 = new Point3D(0d, 0d, 0d);
    /*__
     * *
     * Point "Infinite" limite pour Z-Buffer
     */
    public static final Point3D INFINI = new Point3D(Double.MAX_VALUE, Double.MAX_VALUE, Double.MAX_VALUE);
    /*__
     * *
     * Pour le tracé de surface normale au point
     */
    public static Vec getNormale(){}
    protected static void setNormale(Point3D n){}
    public  Vec(int a, int b, int c) {}
    public  
    Vec() {}
    public  Vec(int dim) {}
    
    public Vec(double... d){}
    public  Vec(Double... d){}
    
    
    /*__
     * *
     * Distance cartésienne entre 2 points
     *
     * @param p1 Point1
     * @param p2 Point2
     * @return
     */
    public  static Double distance(Vec p1, Vec p2);
        


    public static Point3D random(Double d){}
        
    public static Point3D random(Double d, int n) {}
        
    public  static Point3D random2(Double d)
        {}

      
    @Override
    public  Object clone(){}

    public Double get(int i){}

       
    public Point3D scale() {}

    public List getDoubleArray() {}
       
    

    public  Double getY() {}
        
    

    public void setY(Double x0) {}
        

    
    public  Double getZ() {}
        
    

    public  void setZ(Double x0) {}
       

    
    public Double getX() {}
        
    

    public void setX(Double x0) {}
        

    


    public Point3D plus(Point3D p){}
         
    
    public Point3D moins(Point3D p){}

    /*__
     * *
     * Multiplication
     *
     * @param xFactor facteur
     * @return
     */

    public Point3D mult(Point3D p){}
     public Point3D mult(double d) {}
    /*
     public vec mult(vec point3D) ;
       }*/
    /*__
     * *
     * norme d'un vecteur (distance du point à l'origine)
     *
     * @return
     */
    public  Double norme() {}

    /*__
     * *
     * "direction" (norme1)
     *
     * @return Vecteur normalisé à 1
     */
    public Point3D norme1() {}

    /*__
     * *
     * Ajoute @param i à chaque coordonnée
     *
     * @param i
     * @return
     */
    public   Point3D plus(Double d) {}

   

    /*__
     * *
     * Produit scalaire
     *
     * @param p2
     * @return
     */
    public Double prodScalaire(Point3D p2) {}

    /*__/*__
     * *
     * Produit scalaire
     *
     * @param p2
     * @return
     */
    public  Double dot(Point3D p2) {}
     /* *
     * produit vectoriel
     *
     * @param p1
     * @return
     */
    public Point3D prodVect(Point3D p1) {}

    public void set(int i, Double d){}

    public String toLongString(){}

    @Override
    public String toString() {}
    

    
    public Point2D get2D() {}
    public Point3D ord(int x, int y, int z) {}

    public  void normalize() {}

    public Point2D to2DwoZ(){}

    public Double NormeCarree(){}
    @Override
    public boolean equals(Object p) {}
     

    public  Point3D changeTo(Point3D dst) {}
        

    public  void declareProperties() {}

    
    public  StructureMatrix getCoordArr() {}
        

    public  void setCoordArr(StructureMatrix coordArr) {}
        
    
    
    /***
     * @param p double or array or matrix
     * copy<- * copy-> * add-> * <- mult .,* min max->
     * exp div set <- sub div  get sum fx? 
     * new start end 
    */
  //  public  abstract int[] op(String po, int... p1);
        
                

}




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