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IKVector.java
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IKVector.java
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/*
* Most of the code in this class is just a copy and paste of the SGVec_3f library, modified to
* use doubles instead of floats. See the processing.core library for licensing information.
*/
package sceneGraph;
import data.CanLoad;
//import processing.core.PVector;
import data.JSONArray;
import data.JSONObject;
import math.floatV.SGVec_2f;
import math.floatV.SGVec_3f;
import math.doubleV.SGVec_3d;
import math.doubleV.Vec3d;
public class IKVector extends SGVec_3d implements CanLoad {
private static final long serialVersionUID = -2110876906687530611L;
public final static IKVector X = new IKVector(1, 0, 0);
public final static IKVector Y = new IKVector(0, 1, 0);
public final static IKVector Z = new IKVector(0, 0, 1);
public final static IKVector Zero = new IKVector(0, 0, 0);
/** Array so that this can be temporarily used in an array context */
transient public double[] array;
/**
* Constructor for an empty vector: x, y, and z are set to 0.
*/
public IKVector() {
}
/**
* Constructor for a 3D vector.
*
* @param x the x coordinate.
* @param y the y coordinate.
* @param z the z coordinate.
*/
public IKVector(double x, double y, double z) {
this.x = x;
this.y = y;
this.z = z;
}
public IKVector(JSONArray dvectorJSON){
this.x = dvectorJSON.getDouble(0);
this.y = dvectorJSON.getDouble(1);
this.z = dvectorJSON.getDouble(2);
}
/**
* Constructor for a 2D vector: z coordinate is set to 0.
*/
public IKVector(double x, double y) {
this.x = x;
this.y = y;
this.z = 0;
}
public IKVector(SGVec_3d in) {
this.x = in.x;
this.y = in.y;
this.z = in.z;
}
public IKVector(SGVec_3f in) {
this.x = in.x;
this.y = in.y;
this.z = in.z;
}
public IKVector(SGVec_2f input) {
this.x = input.x;
this.y = input.y;
}
public IKVector(Vec3d p1) {
this.x = (double)p1.getX();
this.y = (double)p1.getY();
this.z = (double)p1.getZ();
}
/**
* @return true if any of this IKVector's values are NaN. False otherwise.
*/
public boolean hasNan() {
return Double.isNaN(this.x) || Double.isNaN(this.y) || Double.isNaN(this.z);
}
/**
* Set the x, y (and maybe z) coordinates using a double[] array as the source.
* @param source array to copy from
*/
public IKVector set(double[] source) {
if (source.length >= 2) {
this.x = source[0];
this.y = source[1];
}
if (source.length >= 3) {
this.z = source[2];
}
return this;
}
/**
* ( begin auto-generated from DVector_random2D.xml )
*
* Make a new 2D unit vector with a random direction. If you pass in "this"
* as an argument, it will use the StringFuncs's random number generator. You can
* also pass in a target IKVector to fill.
*
* @webref IKVector:method
* @usage web_application
* @return the random IKVector
* @brief Make a new 2D unit vector with a random direction.
* @see IKVector#random3D()
*/
static public IKVector random2D() {
return random2D(null);
}
/**
* Make a new 2D unit vector with a random direction. Pass in the parent
* StringFuncs if you want randomSeed() to work (and be predictable). Or leave
* it null and be... random.
* @return the random IKVector
*/
static public IKVector random2D(IKVector target) {
return fromAngle((double) (Math.random() * Math.PI*2d), target);
}
/**
* ( begin auto-generated from DVector_random3D.xml )
*
* Make a new 3D unit vector with a random direction. If you pass in "this"
* as an argument, it will use the StringFuncs's random number generator. You can
* also pass in a target IKVector to fill.
*
* @webref IKVector:method
* @usage web_application
* @return the random IKVector
* @brief Make a new 3D unit vector with a random direction.
* @see IKVector#random2D()
*/
static public IKVector random3D() {
return random3D(null);
}
static public IKVector random3D(IKVector target) {
double angle;
double vz;
angle = (Math.random()*Math.PI*2d);
vz = (Math.random()*2-1d);
double vx = (Math.sqrt(1d-vz*vz)*Math.cos(angle));
double vy = (Math.sqrt(1d-vz*vz)*Math.sin(angle));
if (target == null) {
target = new IKVector(vx, vy, vz);
//target.normalize(); // Should be unnecessary
} else {
target.set(vx,vy,vz);
}
return target;
}
/**
* ( begin auto-generated from DVector_sub.xml )
*
* Make a new 2D unit vector from an angle.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Make a new 2D unit vector from an angle
* @param angle the angle in radians
* @return the new unit IKVector
*/
static public IKVector fromAngle(double angle) {
return fromAngle(angle,null);
}
/**
* Make a new 2D unit vector from an angle
*
* @param target the target vector (if null, a new vector will be created)
* @return the IKVector
*/
static public IKVector fromAngle(double angle, IKVector target) {
if (target == null) {
target = new IKVector(Math.cos(angle),Math.sin(angle),0);
} else {
target.set(Math.cos(angle),Math.sin(angle),0);
}
return target;
}
/**
* ( begin auto-generated from DVector_copy.xml )
*
* Gets a copy of the vector, returns a IKVector object.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Get a copy of the vector
*/
public IKVector copy() {
return new IKVector(x, y, z);
}
@Deprecated
public IKVector get() {
return copy();
}
/**
* @param target
*/
public double[] get(double[] target) {
if (target == null) {
return new double[] { x, y, z };
}
if (target.length >= 2) {
target[0] = x;
target[1] = y;
}
if (target.length >= 3) {
target[2] = z;
}
return target;
}
/**
* ( begin auto-generated from DVector_mag.xml )
*
* Calculates the magnitude (length) of the vector and returns the result
* as a double (this is simply the equation <em>sqrt(x*x + y*y + z*z)</em>.)
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Calculate the magnitude of the vector
* @return magnitude (length) of the vector
* @see IKVector#magSq()
*/
public double mag() {
return Math.sqrt(x*x + y*y + z*z);
}
/**
* ( begin auto-generated from DVector_mag.xml )
*
* Calculates the squared magnitude of the vector and returns the result
* as a double (this is simply the equation <em>(x*x + y*y + z*z)</em>.)
* Faster if the real length is not required in the
* case of comparing vectors, etc.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Calculate the magnitude of the vector, squared
* @return squared magnitude of the vector
* @see IKVector#mag()
*/
public double magSq() {
return (x*x + y*y + z*z);
}
/**
* ( begin auto-generated from DVector_add.xml )
*
* Adds x, y, and z components to a vector, adds one vector to another, or
* adds two independent vectors together. The version of the method that
* adds two vectors together is a static method and returns a IKVector, the
* others have no return value -- they act directly on the vector. See the
* examples for more context.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param v the vector to be added
* @brief Adds x, y, and z components to a vector, one vector to another, or two independent vectors
*/
public IKVector add(SGVec_3d v) {
x += v.x;
y += v.y;
z += v.z;
return this;
}
/**
* @param x x component of the vector
* @param y y component of the vector
*/
public IKVector add(double x, double y) {
this.x += x;
this.y += y;
return this;
}
public IKVector add(SGVec_3f v) {
x += v.x;
y += v.y;
z += v.z;
return this;
}
/**
* @param z z component of the vector
*/
public IKVector add(double x, double y, double z) {
this.x += x;
this.y += y;
this.z += z;
return this;
}
/**
* Add two vectors
* @param v1 a vector
* @param v2 another vector
*/
static public IKVector add(IKVector v1, IKVector v2) {
return add(v1, v2, null);
}
/**
* Add two vectors into a target vector
* @param target the target vector (if null, a new vector will be created)
*/
static public IKVector add(IKVector v1, IKVector v2, IKVector target) {
if (target == null) {
target = new IKVector(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;
}
/**
* ( begin auto-generated from DVector_sub.xml )
*
* Subtracts x, y, and z components from a vector, subtracts one vector
* from another, or subtracts two independent vectors. The version of the
* method that subtracts two vectors is a static method and returns a
* IKVector, the others have no return value -- they act directly on the
* vector. See the examples for more context.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param v any variable of type IKVector
* @brief Subtract x, y, and z components from a vector, one vector from another, or two independent vectors
*/
public IKVector sub(SGVec_3d v) {
x -= v.x;
y -= v.y;
z -= v.z;
return this;
}
public IKVector sub(SGVec_3f v) {
x -= v.x;
y -= v.y;
z -= v.z;
return this;
}
/**
* @param x the x component of the vector
* @param y the y component of the vector
*/
public IKVector sub(double x, double y) {
this.x -= x;
this.y -= y;
return this;
}
/**
* @param z the z component of the vector
*/
public IKVector sub(double x, double y, double z) {
this.x -= x;
this.y -= y;
this.z -= z;
return this;
}
/**
* Subtract one vector from another
* @param v1 the x, y, and z components of a IKVector object
* @param v2 the x, y, and z components of a IKVector object
*/
static public IKVector sub(IKVector v1, IKVector v2) {
return new IKVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
/**
* Subtract one vector from another and store in another vector
* @param target IKVector in which to store the result
*/
static public IKVector sub(IKVector v1, IKVector v2, IKVector target) {
if (target == null) {
target = new IKVector(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;
}
/**
* ( begin auto-generated from DVector_mult.xml )
*
* Multiplies a vector by a scalar or multiplies one vector by another.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Multiply a vector by a scalar
* @param n the number to multiply with the vector
*/
public IKVector mult(double n) {
x *= n;
y *= n;
z *= n;
return this;
}
/**
* @param v the vector to multiply by the scalar
*/
static public IKVector mult(IKVector v, double n) {
return mult(v, n, null);
}
/**
* Multiply a vector by a scalar, and write the result into a target IKVector.
* @param target IKVector in which to store the result
*/
static public IKVector mult(IKVector v, double n, IKVector target) {
if (target == null) {
target = new IKVector(v.x*n, v.y*n, v.z*n);
} else {
target.set(v.x*n, v.y*n, v.z*n);
}
return target;
}
/**
* ( begin auto-generated from DVector_dist.xml )
*
* Calculates the Euclidean distance between two points (considering a
* point as a vector object).
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param v the x, y, and z coordinates of a IKVector
* @brief Calculate the distance between two points
*/
public double dist(IKVector v) {
double dx = x - v.x;
double dy = y - v.y;
double dz = z - v.z;
return Math.sqrt(dx*dx + dy*dy + dz*dz);
}
/**
* @param v1 any variable of type IKVector
* @param v2 any variable of type IKVector
* @return the Euclidean distance between v1 and v2
*/
static public double dist(IKVector v1, IKVector v2) {
double dx = v1.x - v2.x;
double dy = v1.y - v2.y;
double dz = v1.z - v2.z;
return Math.sqrt(dx*dx + dy*dy + dz*dz);
}
/**
* ( begin auto-generated from DVector_dot.xml )
*
* Calculates the dot product of two vectors.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param v any variable of type IKVector
* @return the dot product
* @brief Calculate the dot product of two vectors
*/
public double dot(IKVector v) {
return x*v.x + y*v.y + z*v.z;
}
/**
* @param x x component of the vector
* @param y y component of the vector
* @param z z component of the vector
*/
public double dot(double x, double y, double z) {
return this.x*x + this.y*y + this.z*z;
}
/**
* @param v1 any variable of type IKVector
* @param v2 any variable of type IKVector
*/
static public double dot(IKVector v1, IKVector v2) {
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
/**
* ( begin auto-generated from DVector_cross.xml )
*
* Calculates and returns a vector composed of the cross product between
* two vectors.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @param v the vector to calculate the cross product
* @brief Calculate and return the cross product
*/
public IKVector cross(IKVector v) {
return cross(v, null);
}
/**
* @param v any variable of type IKVector
* @param target IKVector to store the result
*/
public IKVector cross(IKVector v, IKVector target) {
double crossX = y * v.z - v.y * z;
double crossY = z * v.x - v.z * x;
double crossZ = x * v.y - v.x * y;
if (target == null) {
target = new IKVector(crossX, crossY, crossZ);
} else {
target.set(crossX, crossY, crossZ);
}
return target;
}
/**
* @param v1 any variable of type IKVector
* @param v2 any variable of type IKVector
* @param target IKVector to store the result
*/
static public IKVector cross(IKVector v1, IKVector v2, IKVector target) {
double crossX = v1.y * v2.z - v2.y * v1.z;
double crossY = v1.z * v2.x - v2.z * v1.x;
double crossZ = v1.x * v2.y - v2.x * v1.y;
if (target == null) {
target = new IKVector(crossX, crossY, crossZ);
} else {
target.set(crossX, crossY, crossZ);
}
return target;
}
/**
* Takes two vectors representing a plane
* and returns the projection of this vector onto
* that plane.
*
* @param p1 vector representing first edge of plane
* @param p2 vector representing second edge of plane
* @return
*/
public IKVector projectOntoPlane(IKVector p1, IKVector p2) {
return this.projectOntoPlane(p1.cross(p2));
}
/**
* Takes a vector representing the normal of a plane, and returns
* the value of this vector projected onto that plane
* @param norm
* @return
*/
public IKVector projectOntoPlane(IKVector rawNorm) {
IKVector norm = normalize(rawNorm);
IKVector normProj = IKVector.mult(norm, this.dot(norm));
normProj.mult(-1);
return IKVector.add(normProj, this);
}
/**
* ( begin auto-generated from DVector_normalize.xml )
*
* Normalize the vector to length 1 (make it a unit vector).
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Normalize the vector to a length of 1
*/
public IKVector normalize() {
double m = mag();
if (m != 0 && m != 1) {
div(m);
}
return this;
}
/**
* @param target Set to null to create a new vector
* @return a new vector (if target was null), or target
*/
public IKVector normalize(IKVector target) {
if (target == null) {
target = new IKVector();
}
double m = mag();
if (m > 0) {
target.set(x/m, y/m, z/m);
} else {
target.set(x, y, z);
}
return target;
}
/**
* ( begin auto-generated from DVector_limit.xml )
*
* Limit the magnitude of this vector to the value used for the <b>max</b> parameter.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param max the maximum magnitude for the vector
* @brief Limit the magnitude of the vector
*/
public IKVector limit(double max) {
if (magSq() > max*max) {
normalize();
mult(max);
}
return this;
}
/**
* ( begin auto-generated from DVector_setMag.xml )
*
* Set the magnitude of this vector to the value used for the <b>len</b> parameter.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param len the new length for this vector
* @brief Set the magnitude of the vector
*/
public IKVector setMag(double len) {
normalize();
mult(len);
return this;
}
public SGVec_3f to_Vec3f() {
return new SGVec_3f((float)this.x, (float)this.y, (float)this.z);
}
public SGVec_2f to_Vec2f() {
return new SGVec_2f((float)this.x, (float)this.y);
}
/**
* Sets the magnitude of this vector, storing the result in another vector.
* @param target Set to null to create a new vector
* @param len the new length for the new vector
* @return a new vector (if target was null), or target
*/
public IKVector setMag(IKVector target, double len) {
target = normalize(target);
target.mult(len);
return target;
}
/**
* ( begin auto-generated from DVector_setMag.xml )
*
* Calculate the angle of rotation for this vector (only 2D vectors)
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @return the angle of rotation
* @brief Calculate the angle of rotation for this vector
*/
public double heading() {
double angle = Math.atan2(y, x);
return angle;
}
@Deprecated
public double heading2D() {
return heading();
}
/**
* ( begin auto-generated from DVector_rotate.xml )
*
* Rotate the vector by an angle (only 2D vectors), magnitude remains the same
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Rotate the vector by an angle (2D only)
* @param theta the angle of rotation
*/
public IKVector rotate(double theta) {
double temp = x;
// Might need to check for rounding errors like with angleBetween function?
x = x*Math.cos(theta) - y*Math.sin(theta);
y = temp*Math.sin(theta) + y*Math.cos(theta);
return this;
}
/**
* ( begin auto-generated from DVector_rotate.xml )
*
* Linear interpolate the vector to another vector
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @brief Linear interpolate the vector to another vector
* @param v the vector to lerp to
* @param amt The amount of interpolation; some value between 0.0 (old vector) and 1.0 (new vector). 0.1 is very near the new vector. 0.5 is halfway in between.
* @see StringFuncs#lerp(double, double, double)
*/
public IKVector lerp(IKVector v, double amt) {
x = dLerp(x, v.x, amt);
y = dLerp(y, v.y, amt);
z = dLerp(z, v.z, amt);
return this;
}
/**
* Linear interpolate between two vectors (returns a new IKVector object)
* @param v1 the vector to start from
* @param v2 the vector to lerp to
*/
public static IKVector lerp(IKVector v1, IKVector v2, double amt) {
IKVector v = v1.copy();
v.lerp(v2, amt);
return v;
}
/**
* Linear interpolate the vector to x,y,z values
* @param x the x component to lerp to
* @param y the y component to lerp to
* @param z the z component to lerp to
*/
public IKVector lerp(double x, double y, double z, double amt) {
this.x = dLerp(this.x, x, amt);
this.y = dLerp(this.y, y, amt);
this.z = dLerp(this.z, z, amt);
return this;
}
public double dLerp(double a, double b, double t) {
return (1d-t)*a + t*b;
}
/**
* ( begin auto-generated from DVector_angleBetween.xml )
*
* Calculates and returns the angle (in radians) between two vectors.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage web_application
* @param v1 the x, y, and z components of a IKVector
* @param v2 the x, y, and z components of a IKVector
* @brief Calculate and return the angle between two vectors
*/
static public double angleBetween(IKVector v1, IKVector v2) {
// We get NaN if we pass in a zero vector which can cause problems
// Zero seems like a reasonable angle between a (0,0,0) vector and something else
if (v1.x == 0 && v1.y == 0 && v1.z == 0 ) return 0.0f;
if (v2.x == 0 && v2.y == 0 && v2.z == 0 ) return 0.0f;
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 Math.PI;
} else if (amt >= 1) {
// http://code.google.com/p/processing/issues/detail?id=435
return 0;
}
return (double) Math.acos(amt);
}
public IKVector getOrthogonal() {
IKVector result = new IKVector(0,0,0);
double threshold = this.mag() * 0.6;
if(threshold > 0) {
if (Math.abs(x) <= threshold) {
double inverse = 1 / Math.sqrt(y * y + z * z);
return new IKVector(0, inverse * z, -inverse * y);
} else if (Math.abs(y) <= threshold) {
double inverse = 1 / Math.sqrt(x * x + z * z);
return new IKVector(-inverse * z, 0, inverse * x);
}
double inverse = 1 / Math.sqrt(x * x + y * y);
return new IKVector(inverse * y, -inverse * x, 0);
}
return result;
}
@Override
public String toString() {
return "[ " + x + ", " + y + ", " + z + " ]";
}
/**
* ( begin auto-generated from DVector_array.xml )
*
* Return a representation of this vector as a double array. This is only
* for temporary use. If used in any other fashion, the contents should be
* copied by using the <b>IKVector.get()</b> method to copy into your own array.
*
* ( end auto-generated )
*
* @webref IKVector:method
* @usage: web_application
* @brief Return a representation of the vector as a double array
*/
public double[] array() {
if (array == null) {
array = new double[3];
}
array[0] = x;
array[1] = y;
array[2] = z;
return array;
}
@Override
public boolean equals(Object obj) {
if ((obj instanceof IKVector)) {
final IKVector p = (IKVector) obj;
return x == p.x && y == p.y && z == p.z;
} else
return false;
}
public JSONArray toJSONArray() {
JSONArray vec = new JSONArray();
vec.append(this.x); vec.append(this.y); vec.append(this.z);
return vec;
}
@Override
public IKVector populateSelfFromJSON(JSONObject j) {
JSONArray jarr = j.getJSONArray("dvec");
this.x = jarr.getDouble(0);
this.y = jarr.getDouble(1);
this.z = jarr.getDouble(2);
return this;
}
@Override
public JSONObject toJSONObject() {
JSONObject result = new JSONObject();
result.setJSONArray("dvec", toJSONArray());
return result;
}
}