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 Vector3f extends Tuple3f {
041
042        public Vector3f() {
043                this( 0, 0, 0 );
044        }
045        
046        public Vector3f( float[] x ) {
047                this.x = x[0];
048                this.y = x[1];
049                this.z = x[2];
050        }
051
052        public Vector3f( float x, float y, float z ) {
053                this.x = x;
054                this.y = y;
055                this.z = z;
056        }
057
058        public Vector3f( Vector3f t ) {
059                this.x = t.x;
060                this.y = t.y;
061                this.z = t.z;
062        }
063
064        public Vector3f( Tuple3f t ) {
065                this.x = t.x;
066                this.y = t.y;
067                this.z = t.z;
068        }
069
070        public float angle( Vector3f v ) {
071                return (float)Math.acos( dot(v) / (length()*v.length()) );
072        }
073
074        public float dot( Vector3f v ) {
075                return v.x * x + v.y * y + v.z * z;
076        }
077
078        public void cross( Vector3f v1, Vector3f v2 ) {
079                x = v1.y * v2.z - v1.z * v2.y;
080                y = v1.z * v2.x - v1.x * v2.z;
081                z = v1.x * v2.y - v1.y * v2.x;
082        }
083
084        public float length() {
085                return (float)Math.sqrt( x*x+y*y+z*z );
086        }
087
088        public void normalize() {
089                float d = 1.0f/(float)Math.sqrt( x*x+y*y+z*z );
090                x *= d;
091                y *= d;
092                z *= d;
093        }
094
095}