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 Vector3f extends Tuple3f {
023
024        public Vector3f() {
025                this( 0, 0, 0 );
026        }
027        
028        public Vector3f( float[] x ) {
029                this.x = x[0];
030                this.y = x[1];
031                this.z = x[2];
032        }
033
034        public Vector3f( float x, float y, float z ) {
035                this.x = x;
036                this.y = y;
037                this.z = z;
038        }
039
040        public Vector3f( Vector3f t ) {
041                this.x = t.x;
042                this.y = t.y;
043                this.z = t.z;
044        }
045
046        public Vector3f( Tuple3f t ) {
047                this.x = t.x;
048                this.y = t.y;
049                this.z = t.z;
050        }
051
052        public float angle( Vector3f v ) {
053                return (float)Math.acos( dot(v) / (length()*v.length()) );
054        }
055
056        public float dot( Vector3f v ) {
057                return v.x * x + v.y * y + v.z * z;
058        }
059
060        public void cross( Vector3f v1, Vector3f v2 ) {
061                x = v1.y * v2.z - v1.z * v2.y;
062                y = v1.z * v2.x - v1.x * v2.z;
063                z = v1.x * v2.y - v1.y * v2.x;
064        }
065
066        public float length() {
067                return (float)Math.sqrt( x*x+y*y+z*z );
068        }
069
070        public void normalize() {
071                float d = 1.0f/(float)Math.sqrt( x*x+y*y+z*z );
072                x *= d;
073                y *= d;
074                z *= d;
075        }
076
077}