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}