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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package org.jbox2d.common;
import java.io.Serializable;
// updated to rev 100
/**
* @author Daniel Murphy
*/
public class Vec3 implements Serializable {
private static final long serialVersionUID = 1L;
public float x, y, z;
public Vec3() {
x = y = z = 0f;
}
public Vec3(float argX, float argY, float argZ) {
x = argX;
y = argY;
z = argZ;
}
public Vec3(Vec3 argCopy) {
x = argCopy.x;
y = argCopy.y;
z = argCopy.z;
}
public Vec3 set(Vec3 argVec) {
x = argVec.x;
y = argVec.y;
z = argVec.z;
return this;
}
public Vec3 set(float argX, float argY, float argZ) {
x = argX;
y = argY;
z = argZ;
return this;
}
public Vec3 addLocal(Vec3 argVec) {
x += argVec.x;
y += argVec.y;
z += argVec.z;
return this;
}
public Vec3 add(Vec3 argVec) {
return new Vec3(x + argVec.x, y + argVec.y, z + argVec.z);
}
public Vec3 subLocal(Vec3 argVec) {
x -= argVec.x;
y -= argVec.y;
z -= argVec.z;
return this;
}
public Vec3 sub(Vec3 argVec) {
return new Vec3(x - argVec.x, y - argVec.y, z - argVec.z);
}
public Vec3 mulLocal(float argScalar) {
x *= argScalar;
y *= argScalar;
z *= argScalar;
return this;
}
public Vec3 mul(float argScalar) {
return new Vec3(x * argScalar, y * argScalar, z * argScalar);
}
public Vec3 negate() {
return new Vec3(-x, -y, -z);
}
public Vec3 negateLocal() {
x = -x;
y = -y;
z = -z;
return this;
}
public void setZero() {
x = 0;
y = 0;
z = 0;
}
public Vec3 clone() {
return new Vec3(this);
}
public String toString() {
return "(" + x + "," + y + "," + z + ")";
}
/**
* @see java.lang.Object#hashCode()
*/
@Override
public int hashCode() {
final int prime = 31;
int result = 1;
result = prime * result + Float.floatToIntBits(x);
result = prime * result + Float.floatToIntBits(y);
result = prime * result + Float.floatToIntBits(z);
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;
Vec3 other = (Vec3) obj;
if (Float.floatToIntBits(x) != Float.floatToIntBits(other.x))
return false;
if (Float.floatToIntBits(y) != Float.floatToIntBits(other.y))
return false;
if (Float.floatToIntBits(z) != Float.floatToIntBits(other.z))
return false;
return true;
}
public final static float dot(Vec3 a, Vec3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
public final static Vec3 cross(Vec3 a, Vec3 b) {
return new Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
public final static void crossToOut(Vec3 a, Vec3 b, Vec3 out) {
final float tempy = a.z * b.x - a.x * b.z;
final float tempz = a.x * b.y - a.y * b.x;
out.x = a.y * b.z - a.z * b.y;
out.y = tempy;
out.z = tempz;
}
}