001/*
002 * $Id: Vector.java 4784 2011-03-15 08:33:00Z blowagie $
003 *
004 * This file is part of the iText (R) project.
005 * Copyright (c) 1998-2011 1T3XT BVBA
006 * Authors: Kevin Day, Bruno Lowagie, Paulo Soares, et al.
007 *
008 * This program is free software; you can redistribute it and/or modify
009 * it under the terms of the GNU Affero General Public License version 3
010 * as published by the Free Software Foundation with the addition of the
011 * following permission added to Section 15 as permitted in Section 7(a):
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013 * 1T3XT DISCLAIMS THE WARRANTY OF NON INFRINGEMENT OF THIRD PARTY RIGHTS.
014 *
015 * This program is distributed in the hope that it will be useful, but
016 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
017 * or FITNESS FOR A PARTICULAR PURPOSE.
018 * See the GNU Affero General Public License for more details.
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021 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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024 *
025 * The interactive user interfaces in modified source and object code versions
026 * of this program must display Appropriate Legal Notices, as required under
027 * Section 5 of the GNU Affero General Public License.
028 *
029 * In accordance with Section 7(b) of the GNU Affero General Public License,
030 * a covered work must retain the producer line in every PDF that is created
031 * or manipulated using iText.
032 *
033 * You can be released from the requirements of the license by purchasing
034 * a commercial license. Buying such a license is mandatory as soon as you
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040 *
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043 */
044package com.itextpdf.text.pdf.parser;
045
046import java.util.Arrays;
047
048/**
049 * Represents a vector (i.e. a point in space).  This class is completely
050 * unrelated to the {@link java.util.Vector} class in the standard JRE.
051 * <br><br>
052 * For many PDF related operations, the z coordinate is specified as 1
053 * This is to support the coordinate transformation calculations.  If it
054 * helps, just think of all PDF drawing operations as occurring in a single plane
055 * with z=1.
056 */
057public class Vector {
058    /** index of the X coordinate */
059    public static final int I1 = 0;
060    /** index of the Y coordinate */
061    public static final int I2 = 1;
062    /** index of the Z coordinate */
063    public static final int I3 = 2;
064
065    /** the values inside the vector */
066    private final float[] vals = new float[]{
067            0,0,0
068    };
069
070    /**
071     * Creates a new Vector
072     * @param x the X coordinate
073     * @param y the Y coordinate
074     * @param z the Z coordinate
075     */
076    public Vector(final float x, final float y, final float z) {
077        vals[I1] = x;
078        vals[I2] = y;
079        vals[I3] = z;
080    }
081
082    /**
083     * Gets the value from a coordinate of the vector
084     * @param index the index of the value to get (I1, I2 or I3)
085     * @return a coordinate value
086     */
087    public float get(final int index){
088        return vals[index];
089    }
090
091    /**
092     * Computes the cross product of this vector and the specified matrix
093     * @param by the matrix to cross this vector with
094     * @return the result of the cross product
095     */
096    public Vector cross(final Matrix by){
097
098        float x = vals[I1]*by.get(Matrix.I11) + vals[I2]*by.get(Matrix.I21) + vals[I3]*by.get(Matrix.I31);
099        float y = vals[I1]*by.get(Matrix.I12) + vals[I2]*by.get(Matrix.I22) + vals[I3]*by.get(Matrix.I32);
100        float z = vals[I1]*by.get(Matrix.I13) + vals[I2]*by.get(Matrix.I23) + vals[I3]*by.get(Matrix.I33);
101
102        return new Vector(x, y, z);
103    }
104
105    /**
106     * Computes the difference between this vector and the specified vector
107     * @param v the vector to subtract from this one
108     * @return the results of the subtraction
109     */
110    public Vector subtract(final Vector v){
111        float x = vals[I1] - v.vals[I1];
112        float y = vals[I2] - v.vals[I2];
113        float z = vals[I3] - v.vals[I3];
114
115        return new Vector(x, y, z);
116    }
117
118    /**
119     * Computes the cross product of this vector and the specified vector
120     * @param with the vector to cross this vector with
121     * @return the cross product
122     */
123    public Vector cross(final Vector with){
124        float x = vals[I2]*with.vals[I3] - vals[I3]*with.vals[I2];
125        float y = vals[I3]*with.vals[I1] - vals[I1]*with.vals[I3];
126        float z = vals[I1]*with.vals[I2] - vals[I2]*with.vals[I1];
127
128        return new Vector(x, y, z);
129    }
130
131    /**
132     * Normalizes the vector (i.e. returns the unit vector in the same orientation as this vector)
133     * @return the unit vector
134     * @since 5.0.1
135     */
136    public Vector normalize(){
137        float l = this.length();
138        float x = vals[I1]/l;
139        float y = vals[I2]/l;
140        float z = vals[I3]/l;
141        return new Vector(x, y, z);
142    }
143
144    /**
145     * Multiplies the vector by a scalar
146     * @param by the scalar to multiply by
147     * @return the result of the scalar multiplication
148     * @since 5.0.1
149     */
150    public Vector multiply(final float by){
151        float x = vals[I1] * by;
152        float y = vals[I2] * by;
153        float z = vals[I3] * by;
154        return new Vector(x, y, z);
155    }
156
157    /**
158     * Computes the dot product of this vector with the specified vector
159     * @param with the vector to dot product this vector with
160     * @return the dot product
161     */
162    public float dot(final Vector with){
163        return vals[I1]*with.vals[I1] + vals[I2]*with.vals[I2] + vals[I3]*with.vals[I3];
164    }
165
166    /**
167     * Computes the length of this vector
168     * <br>
169     * <b>Note:</b> If you are working with raw vectors from PDF, be careful -
170     * the Z axis will generally be set to 1.  If you want to compute the
171     * length of a vector, subtract it from the origin first (this will set
172     * the Z axis to 0).
173     * <br>
174     * For example:
175     * <code>aVector.subtract(originVector).length();</code>
176     *
177     * @return the length of this vector
178     */
179    public float length(){
180        return (float)Math.sqrt(lengthSquared());
181    }
182
183    /**
184     * Computes the length squared of this vector.
185     *
186     * The square of the length is less expensive to compute, and is often
187     * useful without taking the square root.
188     * <br><br>
189     * <b>Note:</b> See the important note under {@link Vector#length()}
190     *
191     * @return the square of the length of the vector
192     */
193    public float lengthSquared(){
194        return vals[I1]*vals[I1] + vals[I2]*vals[I2] + vals[I3]*vals[I3];
195    }
196
197    /**
198     * @see java.lang.Object#toString()
199     */
200    @Override
201        public String toString() {
202        return vals[I1]+","+vals[I2]+","+vals[I3];
203    }
204   /**
205    * Calculates the hashcode using the values.
206    * @since 5.0.6
207    */
208    @Override
209        public int hashCode() {
210                final int prime = 31;
211                int result = 1;
212                result = prime * result + Arrays.hashCode(vals);
213                return result;
214        }
215    /*
216     * (non-Javadoc)
217     * @see java.lang.Object#equals(java.lang.Object)
218     */
219        @Override
220        public boolean equals(final Object obj) {
221                if (this == obj) {
222                        return true;
223                }
224                if (obj == null) {
225                        return false;
226                }
227                if (getClass() != obj.getClass()) {
228                        return false;
229                }
230                Vector other = (Vector) obj;
231                if (!Arrays.equals(vals, other.vals)) {
232                        return false;
233                }
234                return true;
235        }
236
237}