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5 | 5 | * Simple 3D vector class. Handles basic vector math for 3D vectors. |
6 | 6 | */ |
7 | 7 | public final class Vector3 { |
8 | | - public float x; |
9 | | - public float y; |
10 | | - public float z; |
11 | | - |
12 | | - public static final Vector3 ZERO = new Vector3(0, 0, 0); |
13 | | - public static final Vector3 UNIT_X = new Vector3(1, 0, 0); |
14 | | - public static final Vector3 UNIT_Y = new Vector3(0, 1, 0); |
15 | | - public static final Vector3 UNIT_Z = new Vector3(0, 0, 1); |
16 | | - |
17 | | - public Vector3() { |
18 | | - } |
19 | | - |
20 | | - public Vector3(float[] array) |
21 | | - { |
22 | | - set(array[0], array[1], array[2]); |
23 | | - } |
24 | | - |
25 | | - public Vector3(float xValue, float yValue, float zValue) { |
26 | | - set(xValue, yValue, zValue); |
27 | | - } |
28 | | - |
29 | | - public Vector3(Vector3 other) { |
30 | | - set(other); |
31 | | - } |
32 | | - |
33 | | - public final void add(Vector3 other) { |
34 | | - x += other.x; |
35 | | - y += other.y; |
36 | | - z += other.z; |
37 | | - } |
38 | | - |
39 | | - public final void add(float otherX, float otherY, float otherZ) { |
40 | | - x += otherX; |
41 | | - y += otherY; |
42 | | - z += otherZ; |
43 | | - } |
44 | | - |
45 | | - public final void subtract(Vector3 other) { |
46 | | - x -= other.x; |
47 | | - y -= other.y; |
48 | | - z -= other.z; |
49 | | - } |
50 | | - |
51 | | - public final void subtractMultiple(Vector3 other, float multiplicator) |
52 | | - { |
53 | | - x -= other.x * multiplicator; |
54 | | - y -= other.y * multiplicator; |
55 | | - z -= other.z * multiplicator; |
56 | | - } |
57 | | - |
58 | | - public final void multiply(float magnitude) { |
59 | | - x *= magnitude; |
60 | | - y *= magnitude; |
61 | | - z *= magnitude; |
62 | | - } |
63 | | - |
64 | | - public final void multiply(Vector3 other) { |
65 | | - x *= other.x; |
66 | | - y *= other.y; |
67 | | - z *= other.z; |
68 | | - } |
69 | | - |
70 | | - public final void divide(float magnitude) { |
71 | | - if (magnitude != 0.0f) { |
72 | | - x /= magnitude; |
73 | | - y /= magnitude; |
74 | | - z /= magnitude; |
75 | | - } |
76 | | - } |
77 | | - |
78 | | - public final void set(Vector3 other) { |
79 | | - x = other.x; |
80 | | - y = other.y; |
81 | | - z = other.z; |
82 | | - } |
83 | | - |
84 | | - public final void set(float xValue, float yValue, float zValue) { |
85 | | - x = xValue; |
86 | | - y = yValue; |
87 | | - z = zValue; |
88 | | - } |
89 | | - |
90 | | - public final float dot(Vector3 other) { |
91 | | - return (x * other.x) + (y * other.y) + (z * other.z); |
92 | | - } |
93 | | - |
94 | | - public final Vector3 cross(Vector3 other) { |
95 | | - return new Vector3(y * other.z - z * other.y, |
96 | | - z * other.x - x * other.z, |
97 | | - x * other.y - y * other.x); |
98 | | - } |
99 | | - |
100 | | - public final float length() { |
101 | | - return (float) Math.sqrt(length2()); |
102 | | - } |
103 | | - |
104 | | - public final float length2() { |
105 | | - return (x * x) + (y * y) + (z * z); |
106 | | - } |
107 | | - |
108 | | - public final float distance2(Vector3 other) { |
109 | | - float dx = x - other.x; |
110 | | - float dy = y - other.y; |
111 | | - float dz = z - other.z; |
112 | | - return (dx * dx) + (dy * dy) + (dz * dz); |
113 | | - } |
114 | | - |
115 | | - public final float normalize() { |
116 | | - final float magnitude = length(); |
117 | | - |
118 | | - // TODO: I'm choosing safety over speed here. |
119 | | - if (magnitude != 0.0f) { |
120 | | - x /= magnitude; |
121 | | - y /= magnitude; |
122 | | - z /= magnitude; |
123 | | - } |
124 | | - |
125 | | - return magnitude; |
126 | | - } |
127 | | - |
128 | | - public final void zero() { |
129 | | - set(0.0f, 0.0f, 0.0f); |
130 | | - } |
131 | | - |
132 | | - public final boolean pointsInSameDirection(Vector3 other) { |
133 | | - return this.dot(other) > 0; |
134 | | - } |
| 8 | + public float x; |
| 9 | + public float y; |
| 10 | + public float z; |
| 11 | + |
| 12 | + public static final Vector3 ZERO = new Vector3(0, 0, 0); |
| 13 | + public static final Vector3 UNIT_X = new Vector3(1, 0, 0); |
| 14 | + public static final Vector3 UNIT_Y = new Vector3(0, 1, 0); |
| 15 | + public static final Vector3 UNIT_Z = new Vector3(0, 0, 1); |
| 16 | + |
| 17 | + public Vector3() { |
| 18 | + } |
| 19 | + |
| 20 | + public Vector3(float[] array) { |
| 21 | + set(array[0], array[1], array[2]); |
| 22 | + } |
| 23 | + |
| 24 | + public Vector3(float xValue, float yValue, float zValue) { |
| 25 | + set(xValue, yValue, zValue); |
| 26 | + } |
| 27 | + |
| 28 | + public Vector3(Vector3 other) { |
| 29 | + set(other); |
| 30 | + } |
| 31 | + |
| 32 | + public final void add(Vector3 other) { |
| 33 | + x += other.x; |
| 34 | + y += other.y; |
| 35 | + z += other.z; |
| 36 | + } |
| 37 | + |
| 38 | + public final void add(float otherX, float otherY, float otherZ) { |
| 39 | + x += otherX; |
| 40 | + y += otherY; |
| 41 | + z += otherZ; |
| 42 | + } |
| 43 | + |
| 44 | + public final void subtract(Vector3 other) { |
| 45 | + x -= other.x; |
| 46 | + y -= other.y; |
| 47 | + z -= other.z; |
| 48 | + } |
| 49 | + |
| 50 | + public final void subtractMultiple(Vector3 other, float multiplicator) { |
| 51 | + x -= other.x * multiplicator; |
| 52 | + y -= other.y * multiplicator; |
| 53 | + z -= other.z * multiplicator; |
| 54 | + } |
| 55 | + |
| 56 | + public final void multiply(float magnitude) { |
| 57 | + x *= magnitude; |
| 58 | + y *= magnitude; |
| 59 | + z *= magnitude; |
| 60 | + } |
| 61 | + |
| 62 | + public final void multiply(Vector3 other) { |
| 63 | + x *= other.x; |
| 64 | + y *= other.y; |
| 65 | + z *= other.z; |
| 66 | + } |
| 67 | + |
| 68 | + public final void divide(float magnitude) { |
| 69 | + if (magnitude != 0.0f) { |
| 70 | + x /= magnitude; |
| 71 | + y /= magnitude; |
| 72 | + z /= magnitude; |
| 73 | + } |
| 74 | + } |
| 75 | + |
| 76 | + public final void set(Vector3 other) { |
| 77 | + x = other.x; |
| 78 | + y = other.y; |
| 79 | + z = other.z; |
| 80 | + } |
| 81 | + |
| 82 | + public final void set(float xValue, float yValue, float zValue) { |
| 83 | + x = xValue; |
| 84 | + y = yValue; |
| 85 | + z = zValue; |
| 86 | + } |
| 87 | + |
| 88 | + public final float dot(Vector3 other) { |
| 89 | + return (x * other.x) + (y * other.y) + (z * other.z); |
| 90 | + } |
| 91 | + |
| 92 | + public final Vector3 cross(Vector3 other) { |
| 93 | + return new Vector3(y * other.z - z * other.y, |
| 94 | + z * other.x - x * other.z, |
| 95 | + x * other.y - y * other.x); |
| 96 | + } |
| 97 | + |
| 98 | + public final float length() { |
| 99 | + return (float) Math.sqrt(length2()); |
| 100 | + } |
| 101 | + |
| 102 | + public final float length2() { |
| 103 | + return (x * x) + (y * y) + (z * z); |
| 104 | + } |
| 105 | + |
| 106 | + public final float distance2(Vector3 other) { |
| 107 | + float dx = x - other.x; |
| 108 | + float dy = y - other.y; |
| 109 | + float dz = z - other.z; |
| 110 | + return (dx * dx) + (dy * dy) + (dz * dz); |
| 111 | + } |
| 112 | + |
| 113 | + public final float normalize() { |
| 114 | + final float magnitude = length(); |
| 115 | + |
| 116 | + // TODO: I'm choosing safety over speed here. |
| 117 | + if (magnitude != 0.0f) { |
| 118 | + x /= magnitude; |
| 119 | + y /= magnitude; |
| 120 | + z /= magnitude; |
| 121 | + } |
| 122 | + |
| 123 | + return magnitude; |
| 124 | + } |
| 125 | + |
| 126 | + public final void zero() { |
| 127 | + set(0.0f, 0.0f, 0.0f); |
| 128 | + } |
| 129 | + |
| 130 | + public final boolean pointsInSameDirection(Vector3 other) { |
| 131 | + return this.dot(other) > 0; |
| 132 | + } |
135 | 133 |
|
136 | 134 | } |
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