001/*
002Copyright 2006 Jerry Huxtable
003
004Licensed under the Apache License, Version 2.0 (the "License");
005you may not use this file except in compliance with the License.
006You may obtain a copy of the License at
007
008   http://www.apache.org/licenses/LICENSE-2.0
009
010Unless required by applicable law or agreed to in writing, software
011distributed under the License is distributed on an "AS IS" BASIS,
012WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
013See the License for the specific language governing permissions and
014limitations under the License.
015*/
016
017package com.jhlabs.vecmath;
018
019/**
020 * Vector math package, converted to look similar to javax.vecmath.
021 */
022public class Point4f extends Tuple4f {
023
024        public Point4f() {
025                this( 0, 0, 0, 0 );
026        }
027        
028        public Point4f( float[] x ) {
029                this.x = x[0];
030                this.y = x[1];
031                this.z = x[2];
032                this.w = x[3];
033        }
034
035        public Point4f( float x, float y, float z, float w ) {
036                this.x = x;
037                this.y = y;
038                this.z = z;
039                this.w = w;
040        }
041
042        public Point4f( Point4f t ) {
043                this.x = t.x;
044                this.y = t.y;
045                this.z = t.z;
046                this.w = t.w;
047        }
048
049        public Point4f( Tuple4f t ) {
050                this.x = t.x;
051                this.y = t.y;
052                this.z = t.z;
053                this.w = t.w;
054        }
055
056        public float distanceL1( Point4f p ) {
057                return Math.abs(x-p.x) + Math.abs(y-p.y) + Math.abs(z-p.z) + Math.abs(w-p.w);
058        }
059
060        public float distanceSquared( Point4f p ) {
061                float dx = x-p.x;
062                float dy = y-p.y;
063                float dz = z-p.z;
064                float dw = w-p.w;
065                return dx*dx+dy*dy+dz*dz+dw*dw;
066        }
067
068        public float distance( Point4f p ) {
069                float dx = x-p.x;
070                float dy = y-p.y;
071                float dz = z-p.z;
072                float dw = w-p.w;
073                return (float)Math.sqrt( dx*dx+dy*dy+dz*dz+dw*dw );
074        }
075
076}