001/** 002 * 003 * Copyright (c) 2014, the Railo Company Ltd. All rights reserved. 004 * 005 * This library is free software; you can redistribute it and/or 006 * modify it under the terms of the GNU Lesser General Public 007 * License as published by the Free Software Foundation; either 008 * version 2.1 of the License, or (at your option) any later version. 009 * 010 * This library is distributed in the hope that it will be useful, 011 * but WITHOUT ANY WARRANTY; without even the implied warranty of 012 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 013 * Lesser General Public License for more details. 014 * 015 * You should have received a copy of the GNU Lesser General Public 016 * License along with this library. If not, see <http://www.gnu.org/licenses/>. 017 * 018 **/ 019/* 020* 021 022Licensed under the Apache License, Version 2.0 (the "License"); 023you may not use this file except in compliance with the License. 024You may obtain a copy of the License at 025 026 http://www.apache.org/licenses/LICENSE-2.0 027 028Unless required by applicable law or agreed to in writing, software 029distributed under the License is distributed on an "AS IS" BASIS, 030WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 031See the License for the specific language governing permissions and 032limitations under the License. 033*/ 034 035package lucee.runtime.img.vecmath; 036 037/** 038 * Vector math package, converted to look similar to javax.vecmath. 039 */ 040public class Vector4f extends Tuple4f { 041 042 public Vector4f() { 043 this( 0, 0, 0, 0 ); 044 } 045 046 public Vector4f( float[] x ) { 047 this.x = x[0]; 048 this.y = x[1]; 049 this.z = x[2]; 050 this.w = x[2]; 051 } 052 053 public Vector4f( float x, float y, float z, float w ) { 054 this.x = x; 055 this.y = y; 056 this.z = z; 057 this.w = w; 058 } 059 060 public Vector4f( Vector4f t ) { 061 x = t.x; 062 y = t.y; 063 z = t.z; 064 w = t.w; 065 } 066 067 public Vector4f( Tuple4f t ) { 068 x = t.x; 069 y = t.y; 070 z = t.z; 071 w = t.w; 072 } 073 074 public float dot( Vector4f v ) { 075 return v.x * x + v.y * y + v.z * z + v.w * w; 076 } 077 078 public float length() { 079 return (float)Math.sqrt( x*x+y*y+z*z+w*w ); 080 } 081 082 public void normalize() { 083 float d = 1.0f/( x*x+y*y+z*z+w*w ); 084 x *= d; 085 y *= d; 086 z *= d; 087 w *= d; 088 } 089 090}