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 Point4f extends Tuple4f { 041 042 public Point4f() { 043 this( 0, 0, 0, 0 ); 044 } 045 046 public Point4f( float[] x ) { 047 this.x = x[0]; 048 this.y = x[1]; 049 this.z = x[2]; 050 this.w = x[3]; 051 } 052 053 public Point4f( 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 Point4f( Point4f t ) { 061 this.x = t.x; 062 this.y = t.y; 063 this.z = t.z; 064 this.w = t.w; 065 } 066 067 public Point4f( Tuple4f t ) { 068 this.x = t.x; 069 this.y = t.y; 070 this.z = t.z; 071 this.w = t.w; 072 } 073 074 public float distanceL1( Point4f p ) { 075 return Math.abs(x-p.x) + Math.abs(y-p.y) + Math.abs(z-p.z) + Math.abs(w-p.w); 076 } 077 078 public float distanceSquared( Point4f p ) { 079 float dx = x-p.x; 080 float dy = y-p.y; 081 float dz = z-p.z; 082 float dw = w-p.w; 083 return dx*dx+dy*dy+dz*dz+dw*dw; 084 } 085 086 public float distance( Point4f p ) { 087 float dx = x-p.x; 088 float dy = y-p.y; 089 float dz = z-p.z; 090 float dw = w-p.w; 091 return (float)Math.sqrt( dx*dx+dy*dy+dz*dz+dw*dw ); 092 } 093 094}