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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */

/*
Part of the Processing project - http://processing.org

Copyright (c) 2008 Dan Shiffman
Copyright (c) 2008-10 Ben Fry and Casey Reas

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/

package processing.core;

import java.io.Serializable;

/**
* A class to describe a two or three dimensional vector.
* <p>
* The result of all functions are applied to the vector itself, with the
* exception of cross(), which returns a new PVector (or writes to a specified
* 'target' PVector). That is, add() will add the contents of one vector to
* this one. Using add() with additional parameters allows you to put the
* result into a new PVector. Functions that act on multiple vectors also
* include static versions. Because creating new objects can be computationally
* expensive, most functions include an optional 'target' PVector, so that a
* new PVector object is not created with each operation.
* <p>
* Initially based on the Vector3D class by <a href="http://www.shiffman.net">Dan Shiffman</a>.
*/
public class PVector implements Serializable {

/**
* Generated 2010-09-14 by jdf
*/
private static final long serialVersionUID = -6717872085945400694L;

/** The x component of the vector. */
public float x;

/** The y component of the vector. */
public float y;

/** The z component of the vector. */
public float z;

/** Array so that this can be temporarily used in an array context */
transient protected float[] array;

/**
* Constructor for an empty vector: x, y, and z are set to 0.
*/
public PVector() {
}


/**
* Constructor for a 3D vector.
*
* @param x the x coordinate.
* @param y the y coordinate.
* @param z the y coordinate.
*/
public PVector(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}


/**
* Constructor for a 2D vector: z coordinate is set to 0.
*
* @param x the x coordinate.
* @param y the y coordinate.
*/
public PVector(float x, float y) {
this.x = x;
this.y = y;
this.z = 0;
}


/**
* Set x, y, and z coordinates.
*
* @param x the x coordinate.
* @param y the y coordinate.
* @param z the z coordinate.
*/
public void set(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
}


/**
* Set x, y, and z coordinates from a Vector3D object.
*
* @param v the PVector object to be copied
*/
public void set(PVector v) {
x = v.x;
y = v.y;
z = v.z;
}


/**
* Set the x, y (and maybe z) coordinates using a float[] array as the source.
* @param source array to copy from
*/
public void set(float[] source) {
if (source.length >= 2) {
x = source[0];
y = source[1];
}
if (source.length >= 3) {
z = source[2];
}
}


/**
* Get a copy of this vector.
*/
public PVector get() {
return new PVector(x, y, z);
}


public float[] get(float[] target) {
if (target == null) {
return new float[] { x, y, z };
}
if (target.length >= 2) {
target[0] = x;
target[1] = y;
}
if (target.length >= 3) {
target[2] = z;
}
return target;
}


/**
* Calculate the magnitude (length) of the vector
* @return the magnitude of the vector
*/
public float mag() {
return (float) Math.sqrt(x*x + y*y + z*z);
}


/**
* Add a vector to this vector
* @param v the vector to be added
*/
public void add(PVector v) {
x += v.x;
y += v.y;
z += v.z;
}


public void add(float x, float y, float z) {
this.x += x;
this.y += y;
this.z += z;
}


/**
* Add two vectors
* @param v1 a vector
* @param v2 another vector
* @return a new vector that is the sum of v1 and v2
*/
static public PVector add(PVector v1, PVector v2) {
return add(v1, v2, null);
}


/**
* Add two vectors into a target vector
* @param v1 a vector
* @param v2 another vector
* @param target the target vector (if null, a new vector will be created)
* @return a new vector that is the sum of v1 and v2
*/
static public PVector add(PVector v1, PVector v2, PVector target) {
if (target == null) {
target = new PVector(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z);
} else {
target.set(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
return target;
}


/**
* Subtract a vector from this vector
* @param v the vector to be subtracted
*/
public void sub(PVector v) {
x -= v.x;
y -= v.y;
z -= v.z;
}


public void sub(float x, float y, float z) {
this.x -= x;
this.y -= y;
this.z -= z;
}


/**
* Subtract one vector from another
* @param v1 a vector
* @param v2 another vector
* @return a new vector that is v1 - v2
*/
static public PVector sub(PVector v1, PVector v2) {
return sub(v1, v2, null);
}


static public PVector sub(PVector v1, PVector v2, PVector target) {
if (target == null) {
target = new PVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
} else {
target.set(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
return target;
}


/**
* Multiply this vector by a scalar
* @param n the value to multiply by
*/
public void mult(float n) {
x *= n;
y *= n;
z *= n;
}


/**
* Multiply a vector by a scalar
* @param v a vector
* @param n scalar
* @return a new vector that is v1 * n
*/
static public PVector mult(PVector v, float n) {
return mult(v, n, null);
}


/**
* Multiply a vector by a scalar, and write the result into a target PVector.
* @param v a vector
* @param n scalar
* @param target PVector to store the result
* @return the target vector, now set to v1 * n
*/
static public PVector mult(PVector v, float n, PVector target) {
if (target == null) {
target = new PVector(v.x*n, v.y*n, v.z*n);
} else {
target.set(v.x*n, v.y*n, v.z*n);
}
return target;
}


/**
* Multiply each element of one vector by the elements of another vector.
* @param v the vector to multiply by
*/
public void mult(PVector v) {
x *= v.x;
y *= v.y;
z *= v.z;
}


/**
* Multiply each element of one vector by the individual elements of another
* vector, and return the result as a new PVector.
*/
static public PVector mult(PVector v1, PVector v2) {
return mult(v1, v2, null);
}


/**
* Multiply each element of one vector by the individual elements of another
* vector, and write the result into a target vector.
* @param v1 the first vector
* @param v2 the second vector
* @param target PVector to store the result
*/
static public PVector mult(PVector v1, PVector v2, PVector target) {
if (target == null) {
target = new PVector(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
} else {
target.set(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
}
return target;
}


/**
* Divide this vector by a scalar
* @param n the value to divide by
*/
public void div(float n) {
x /= n;
y /= n;
z /= n;
}


/**
* Divide a vector by a scalar and return the result in a new vector.
* @param v a vector
* @param n scalar
* @return a new vector that is v1 / n
*/
static public PVector div(PVector v, float n) {
return div(v, n, null);
}


static public PVector div(PVector v, float n, PVector target) {
if (target == null) {
target = new PVector(v.x/n, v.y/n, v.z/n);
} else {
target.set(v.x/n, v.y/n, v.z/n);
}
return target;
}


/**
* Divide each element of one vector by the elements of another vector.
*/
public void div(PVector v) {
x /= v.x;
y /= v.y;
z /= v.z;
}


/**
* Multiply each element of one vector by the individual elements of another
* vector, and return the result as a new PVector.
*/
static public PVector div(PVector v1, PVector v2) {
return div(v1, v2, null);
}


/**
* Divide each element of one vector by the individual elements of another
* vector, and write the result into a target vector.
* @param v1 the first vector
* @param v2 the second vector
* @param target PVector to store the result
*/
static public PVector div(PVector v1, PVector v2, PVector target) {
if (target == null) {
target = new PVector(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
} else {
target.set(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
}
return target;
}


/**
* Calculate the Euclidean distance between two points (considering a point as a vector object)
* @param v another vector
* @return the Euclidean distance between
*/
public float dist(PVector v) {
float dx = x - v.x;
float dy = y - v.y;
float dz = z - v.z;
return (float) Math.sqrt(dx*dx + dy*dy + dz*dz);
}


/**
* Calculate the Euclidean distance between two points (considering a point as a vector object)
* @param v1 a vector
* @param v2 another vector
* @return the Euclidean distance between v1 and v2
*/
static public float dist(PVector v1, PVector v2) {
float dx = v1.x - v2.x;
float dy = v1.y - v2.y;
float dz = v1.z - v2.z;
return (float) Math.sqrt(dx*dx + dy*dy + dz*dz);
}


/**
* Calculate the dot product with another vector
* @return the dot product
*/
public float dot(PVector v) {
return x*v.x + y*v.y + z*v.z;
}


public float dot(float x, float y, float z) {
return this.x*x + this.y*y + this.z*z;
}


static public float dot(PVector v1, PVector v2) {
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}


/**
* Return a vector composed of the cross product between this and another.
*/
public PVector cross(PVector v) {
return cross(v, null);
}


/**
* Perform cross product between this and another vector, and store the
* result in 'target'. If target is null, a new vector is created.
*/
public PVector cross(PVector v, PVector target) {
float crossX = y * v.z - v.y * z;
float crossY = z * v.x - v.z * x;
float crossZ = x * v.y - v.x * y;

if (target == null) {
target = new PVector(crossX, crossY, crossZ);
} else {
target.set(crossX, crossY, crossZ);
}
return target;
}


static public PVector cross(PVector v1, PVector v2, PVector target) {
float crossX = v1.y * v2.z - v2.y * v1.z;
float crossY = v1.z * v2.x - v2.z * v1.x;
float crossZ = v1.x * v2.y - v2.x * v1.y;

if (target == null) {
target = new PVector(crossX, crossY, crossZ);
} else {
target.set(crossX, crossY, crossZ);
}
return target;
}


/**
* Normalize the vector to length 1 (make it a unit vector)
*/
public void normalize() {
float m = mag();
if (m != 0 && m != 1) {
div(m);
}
}


/**
* Normalize this vector, storing the result in another vector.
* @param target Set to null to create a new vector
* @return a new vector (if target was null), or target
*/
public PVector normalize(PVector target) {
if (target == null) {
target = new PVector();
}
float m = mag();
if (m > 0) {
target.set(x/m, y/m, z/m);
} else {
target.set(x, y, z);
}
return target;
}


/**
* Limit the magnitude of this vector
* @param max the maximum length to limit this vector
*/
public void limit(float max) {
if (mag() > max) {
normalize();
mult(max);
}
}


/**
* Calculate the angle of rotation for this vector (only 2D vectors)
* @return the angle of rotation
*/
public float heading2D() {
float angle = (float) Math.atan2(-y, x);
return -1*angle;
}


/**
* Calculate the angle between two vectors, using the dot product
* @param v1 a vector
* @param v2 another vector
* @return the angle between the vectors
*/
static public float angleBetween(PVector v1, PVector v2) {
double dot = v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
double v1mag = Math.sqrt(v1.x * v1.x + v1.y * v1.y + v1.z * v1.z);
double v2mag = Math.sqrt(v2.x * v2.x + v2.y * v2.y + v2.z * v2.z);
// This should be a number between -1 and 1, since it's "normalized"
double amt = dot / (v1mag * v2mag);
// But if it's not due to rounding error, then we need to fix it
// http://code.google.com/p/processing/issues/detail?id=340
// Otherwise if outside the range, acos() will return NaN
// http://www.cppreference.com/wiki/c/math/acos
if (amt <= -1) {
return PConstants.PI;
} else if (amt >= 1) {
// http://code.google.com/p/processing/issues/detail?id=435
return 0;
}
return (float) Math.acos(amt);
}


public String toString() {
return "[ " + x + ", " + y + ", " + z + " ]";
}


/**
* Return a representation of this vector as a float array. This is only for
* temporary use. If used in any other fashion, the contents should be copied
* by using the get() command to copy into your own array.
*/
public float[] array() {
if (array == null) {
array = new float[3];
}
array[0] = x;
array[1] = y;
array[2] = z;
return array;
}

@Override
public boolean equals(Object obj) {
if (!(obj instanceof PVector))
return false;
final PVector p = (PVector) obj;
return x == p.x && y == p.y && z == p.z;
}

@Override
public int hashCode() {
int result = 1;
result = 31 * result + Float.floatToIntBits(x);
result = 31 * result + Float.floatToIntBits(y);
result = 31 * result + Float.floatToIntBits(z);
return result;
}
}

Change log

r7416 by f...@processing.org on Nov 07, 2010   Diff
fix for angleBetween issue ( issue #435 ),
plus todo items
Go to: 

Older revisions

r7349 by f...@processing.org on Sep 30, 2010   Diff
lots of bug fixes for 0191
r7307 by e.e.coli on Sep 15, 2010   Diff
Give PVector equals(), hashCode(), and
serializable
r7289 by f...@processing.org on Sep 04, 2010   Diff
fix a special case causing NaN in
PVector.angleBetween() ( issue #340 )
All revisions of this file

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