ColorRGBA
defines a color made from a collection of red, green
- * and blue values. An alpha value determines is transparency. All values must
- * be between 0 and 1. If any value is set higher or lower than these
- * constraints they are clamped to the min or max. That is, if a value smaller
- * than zero is set the value clamps to zero. If a value higher than 1 is
- * passed, that value is clamped to 1. However, because the attributes r, g, b,
- * a are public for efficiency reasons, they can be directly modified with
- * invalid values. The client should take care when directly addressing the
- * values. A call to clamp will assure that the values are within the
- * constraints.
- *
- * @author Mark Powell
- * @version $Id: ColorRGBA.java,v 1.29 2007/09/09 18:25:14 irrisor Exp $
- */
-public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable {
-
- static final long serialVersionUID = 1;
- /**
- * The color black (0,0,0).
- */
- public static final ColorRGBA Black = new ColorRGBA(0f, 0f, 0f, 1f);
- /**
- * The color white (1,1,1).
- */
- public static final ColorRGBA White = new ColorRGBA(1f, 1f, 1f, 1f);
- /**
- * The color gray (.2,.2,.2).
- */
- public static final ColorRGBA DarkGray = new ColorRGBA(0.2f, 0.2f, 0.2f, 1.0f);
- /**
- * The color gray (.5,.5,.5).
- */
- public static final ColorRGBA Gray = new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f);
- /**
- * The color gray (.8,.8,.8).
- */
- public static final ColorRGBA LightGray = new ColorRGBA(0.8f, 0.8f, 0.8f, 1.0f);
- /**
- * The color red (1,0,0).
- */
- public static final ColorRGBA Red = new ColorRGBA(1f, 0f, 0f, 1f);
- /**
- * The color green (0,1,0).
- */
- public static final ColorRGBA Green = new ColorRGBA(0f, 1f, 0f, 1f);
- /**
- * The color blue (0,0,1).
- */
- public static final ColorRGBA Blue = new ColorRGBA(0f, 0f, 1f, 1f);
- /**
- * The color yellow (1,1,0).
- */
- public static final ColorRGBA Yellow = new ColorRGBA(1f, 1f, 0f, 1f);
- /**
- * The color magenta (1,0,1).
- */
- public static final ColorRGBA Magenta = new ColorRGBA(1f, 0f, 1f, 1f);
- /**
- * The color cyan (0,1,1).
- */
- public static final ColorRGBA Cyan = new ColorRGBA(0f, 1f, 1f, 1f);
- /**
- * The color orange (251/255, 130/255,0).
- */
- public static final ColorRGBA Orange = new ColorRGBA(251f / 255f, 130f / 255f, 0f, 1f);
- /**
- * The color brown (65/255, 40/255, 25/255).
- */
- public static final ColorRGBA Brown = new ColorRGBA(65f / 255f, 40f / 255f, 25f / 255f, 1f);
- /**
- * The color pink (1, 0.68, 0.68).
- */
- public static final ColorRGBA Pink = new ColorRGBA(1f, 0.68f, 0.68f, 1f);
- /**
- * The black color with no alpha (0, 0, 0, 0).
- */
- public static final ColorRGBA BlackNoAlpha = new ColorRGBA(0f, 0f, 0f, 0f);
- /**
- * The red component of the color. 0 is none and 1 is maximum red.
- */
- public float r;
- /**
- * The green component of the color. 0 is none and 1 is maximum green.
- */
- public float g;
- /**
- * The blue component of the color. 0 is none and 1 is maximum blue.
- */
- public float b;
- /**
- * The alpha component of the color. 0 is transparent and 1 is opaque.
- */
- public float a;
-
- /**
- * Constructor instantiates a new ColorRGBA
object. This
- * color is the default "white" with all values 1.
- */
- public ColorRGBA() {
- r = g = b = a = 1.0f;
- }
-
- /**
- * Constructor instantiates a new ColorRGBA
object. The
- * values are defined as passed parameters. These values are then clamped
- * to insure that they are between 0 and 1.
- * @param r The red component of this color.
- * @param g The green component of this ColorRGBA
.
- * @param b The blue component of this ColorRGBA
.
- * @param a The alpha component of this ColorRGBA
.
- */
- public ColorRGBA(float r, float g, float b, float a) {
- this.r = r;
- this.g = g;
- this.b = b;
- this.a = a;
- }
-
- /**
- * Copy constructor creates a new ColorRGBA
object, based on
- * a provided color.
- * @param rgba The ColorRGBA
object to copy.
- */
- public ColorRGBA(ColorRGBA rgba) {
- this.a = rgba.a;
- this.r = rgba.r;
- this.g = rgba.g;
- this.b = rgba.b;
- }
-
- /**
- * set
sets the RGBA values of this ColorRGBA
. The
- * values are then clamped to insure that they are between 0 and 1.
- *
- * @param r The red component of this color.
- * @param g The green component of this color.
- * @param b The blue component of this color.
- * @param a The alpha component of this color.
- * @return this
- */
- public ColorRGBA set(float r, float g, float b, float a) {
- this.r = r;
- this.g = g;
- this.b = b;
- this.a = a;
- return this;
- }
-
- /**
- * set
sets the values of this ColorRGBA
to those
- * set by a parameter color.
- *
- * @param rgba The color to set this ColorRGBA
to.
- * @return this
- */
- public ColorRGBA set(ColorRGBA rgba) {
- if (rgba == null) {
- r = 0;
- g = 0;
- b = 0;
- a = 0;
- } else {
- r = rgba.r;
- g = rgba.g;
- b = rgba.b;
- a = rgba.a;
- }
- return this;
- }
-
- /**
- * clamp
insures that all values are between 0 and 1. If any
- * are less than 0 they are set to zero. If any are more than 1 they are
- * set to one.
- */
- public void clamp() {
- if (r < 0) {
- r = 0;
- } else if (r > 1) {
- r = 1;
- }
-
- if (g < 0) {
- g = 0;
- } else if (g > 1) {
- g = 1;
- }
-
- if (b < 0) {
- b = 0;
- } else if (b > 1) {
- b = 1;
- }
-
- if (a < 0) {
- a = 0;
- } else if (a > 1) {
- a = 1;
- }
- }
-
- /**
- * getColorArray
retrieves the color values of this
- * ColorRGBA
as a four element float
array in the
- * order: r,g,b,a.
- * @return The float
array that contains the color components.
- */
- public float[] getColorArray() {
- return new float[]{r, g, b, a};
- }
-
- /**
- * Stores the current r,g,b,a values into the given array. The given array must have a
- * length of 4 or greater, or an array index out of bounds exception will be thrown.
- * @param store The float
array to store the values into.
- * @return The float
array after storage.
- */
- public float[] getColorArray(float[] store) {
- store[0] = r;
- store[1] = g;
- store[2] = b;
- store[3] = a;
- return store;
- }
-
- /**
- * Retrieves the alpha component value of this ColorRGBA
.
- * @return The alpha component value.
- */
- public float getAlpha() {
- return a;
- }
-
- /**
- * Retrieves the red component value of this ColorRGBA
.
- * @return The red component value.
- */
- public float getRed() {
- return r;
- }
-
- /**
- * Retrieves the blue component value of this ColorRGBA
.
- * @return The blue component value.
- */
- public float getBlue() {
- return b;
- }
-
- /**
- * Retrieves the green component value of this ColorRGBA
.
- * @return The green component value.
- */
- public float getGreen() {
- return g;
- }
-
- /**
- * Sets this ColorRGBA
to the interpolation by changeAmnt from
- * this to the finalColor:
- * this=(1-changeAmnt)*this + changeAmnt * finalColor
- * @param finalColor The final color to interpolate towards.
- * @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
- * change from this towards finalColor.
- */
- public void interpolate(ColorRGBA finalColor, float changeAmnt) {
- this.r = (1 - changeAmnt) * this.r + changeAmnt * finalColor.r;
- this.g = (1 - changeAmnt) * this.g + changeAmnt * finalColor.g;
- this.b = (1 - changeAmnt) * this.b + changeAmnt * finalColor.b;
- this.a = (1 - changeAmnt) * this.a + changeAmnt * finalColor.a;
- }
-
- /**
- * Sets this ColorRGBA
to the interpolation by changeAmnt from
- * beginColor to finalColor:
- * this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
- * @param beginColor The begining color (changeAmnt=0).
- * @param finalColor The final color to interpolate towards (changeAmnt=1).
- * @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
- * change from beginColor towards finalColor.
- */
- public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {
- this.r = (1 - changeAmnt) * beginColor.r + changeAmnt * finalColor.r;
- this.g = (1 - changeAmnt) * beginColor.g + changeAmnt * finalColor.g;
- this.b = (1 - changeAmnt) * beginColor.b + changeAmnt * finalColor.b;
- this.a = (1 - changeAmnt) * beginColor.a + changeAmnt * finalColor.a;
- }
-
- /**
- * randomColor
is a utility method that generates a random
- * opaque color.
- * @return a random ColorRGBA
with an alpha set to 1.
- */
- public static ColorRGBA randomColor() {
- ColorRGBA rVal = new ColorRGBA(0, 0, 0, 1);
- rVal.r = FastMath.nextRandomFloat();
- rVal.g = FastMath.nextRandomFloat();
- rVal.b = FastMath.nextRandomFloat();
- return rVal;
- }
-
- /**
- * Multiplies each r,g,b,a of this ColorRGBA
by the corresponding
- * r,g,b,a of the given color and returns the result as a new ColorRGBA
.
- * Used as a way of combining colors and lights.
- * @param c The color to multiply by.
- * @return The new ColorRGBA
. this*c
- */
- public ColorRGBA mult(ColorRGBA c) {
- return new ColorRGBA(c.r * r, c.g * g, c.b * b, c.a * a);
- }
-
- /**
- * Multiplies each r,g,b,a of this ColorRGBA
by the given scalar and
- * returns the result as a new ColorRGBA
.
- * Used as a way of making colors dimmer or brighter.
- * @param scalar The scalar to multiply by.
- * @return The new ColorRGBA
. this*scalar
- */
- public ColorRGBA mult(float scalar) {
- return new ColorRGBA(scalar * r, scalar * g, scalar * b, scalar * a);
- }
-
- /**
- * Multiplies each r,g,b,a of this ColorRGBA
by the given scalar and
- * returns the result (this).
- * Used as a way of making colors dimmer or brighter.
- * @param scalar The scalar to multiply by.
- * @return this*c
- */
- public ColorRGBA multLocal(float scalar) {
- this.r *= scalar;
- this.g *= scalar;
- this.b *= scalar;
- this.a *= scalar;
- return this;
- }
-
- /**
- * Adds each r,g,b,a of this ColorRGBA
by the corresponding
- * r,g,b,a of the given color and returns the result as a new ColorRGBA
.
- * Used as a way of combining colors and lights.
- * @param c The color to add.
- * @return The new ColorRGBA
. this+c
- */
- public ColorRGBA add(ColorRGBA c) {
- return new ColorRGBA(c.r + r, c.g + g, c.b + b, c.a + a);
- }
-
- /**
- * Adds each r,g,b,a of this ColorRGBA
by the r,g,b,a the given
- * color and returns the result (this).
- * Used as a way of combining colors and lights.
- * @param c The color to add.
- * @return this+c
- */
- public ColorRGBA addLocal(ColorRGBA c) {
- set(c.r + r, c.g + g, c.b + b, c.a + a);
- return this;
- }
-
- /**
- * toString
returns the string representation of this ColorRGBA
.
- * The format of the string is:ColorRGBA
.
- */
- @Override
- public String toString() {
- return "Color[" + r + ", " + g + ", " + b + ", " + a + "]";
- }
-
- @Override
- public ColorRGBA clone() {
- try {
- return (ColorRGBA) super.clone();
- } catch (CloneNotSupportedException e) {
- throw new AssertionError(); // can not happen
- }
- }
-
- /**
- * Saves this ColorRGBA
into the given float
array.
- * @param floats The float
array to take this ColorRGBA
.
- * If null, a new float[4]
is created.
- * @return The array, with r,g,b,a float values in that order.
- */
- public float[] toArray(float[] floats) {
- if (floats == null) {
- floats = new float[4];
- }
- floats[0] = r;
- floats[1] = g;
- floats[2] = b;
- floats[3] = a;
- return floats;
- }
-
- /**
- * equals
returns true if this ColorRGBA
is logically equivalent
- * to a given color. That is, if all the components of the two colors are the same.
- * False is returned otherwise.
- * @param o The object to compare against.
- * @return true if the colors are equal, false otherwise.
- */
- @Override
- public boolean equals(Object o) {
- if (!(o instanceof ColorRGBA)) {
- return false;
- }
-
- if (this == o) {
- return true;
- }
-
- ColorRGBA comp = (ColorRGBA) o;
- if (Float.compare(r, comp.r) != 0) {
- return false;
- }
- if (Float.compare(g, comp.g) != 0) {
- return false;
- }
- if (Float.compare(b, comp.b) != 0) {
- return false;
- }
- if (Float.compare(a, comp.a) != 0) {
- return false;
- }
- return true;
- }
-
- /**
- * hashCode
returns a unique code for this ColorRGBA
based
- * on its values. If two colors are logically equivalent, they will return
- * the same hash code value.
- * @return The hash code value of this ColorRGBA
.
- */
- @Override
- public int hashCode() {
- int hash = 37;
- hash += 37 * hash + Float.floatToIntBits(r);
- hash += 37 * hash + Float.floatToIntBits(g);
- hash += 37 * hash + Float.floatToIntBits(b);
- hash += 37 * hash + Float.floatToIntBits(a);
- return hash;
- }
-
- public void write(JmeExporter e) throws IOException {
- OutputCapsule capsule = e.getCapsule(this);
- capsule.write(r, "r", 0);
- capsule.write(g, "g", 0);
- capsule.write(b, "b", 0);
- capsule.write(a, "a", 0);
- }
-
- public void read(JmeImporter e) throws IOException {
- InputCapsule capsule = e.getCapsule(this);
- r = capsule.readFloat("r", 0);
- g = capsule.readFloat("g", 0);
- b = capsule.readFloat("b", 0);
- a = capsule.readFloat("a", 0);
- }
- /**
- * Retrieves the component values of this ColorRGBA
as
- * a four element byte
array in the order: r,g,b,a.
- * @return the byte
array that contains the color components.
- */
- public byte[] asBytesRGBA() {
- byte[] store = new byte[4];
- store[0] = (byte) ((int) (r * 255) & 0xFF);
- store[1] = (byte) ((int) (g * 255) & 0xFF);
- store[2] = (byte) ((int) (b * 255) & 0xFF);
- store[3] = (byte) ((int) (a * 255) & 0xFF);
- return store;
- }
-
- /**
- * Retrieves the component values of this ColorRGBA
as an
- * int
in a,r,g,b order.
- * Bits 24-31 are alpha, 16-23 are red, 8-15 are green, 0-7 are blue.
- * @return The integer representation of this ColorRGBA
in a,r,g,b order.
- */
- public int asIntARGB() {
- int argb = (((int) (a * 255) & 0xFF) << 24)
- | (((int) (r * 255) & 0xFF) << 16)
- | (((int) (g * 255) & 0xFF) << 8)
- | (((int) (b * 255) & 0xFF));
- return argb;
- }
-
- /**
- * Retrieves the component values of this ColorRGBA
as an
- * int
in r,g,b,a order.
- * Bits 24-31 are red, 16-23 are green, 8-15 are blue, 0-7 are alpha.
- * @return The integer representation of this ColorRGBA
in r,g,b,a order.
- */
- public int asIntRGBA() {
- int rgba = (((int) (r * 255) & 0xFF) << 24)
- | (((int) (g * 255) & 0xFF) << 16)
- | (((int) (b * 255) & 0xFF) << 8)
- | (((int) (a * 255) & 0xFF));
- return rgba;
- }
- /**
- * Retrieves the component values of this ColorRGBA
as an
- * int
in a,b,g,r order.
- * Bits 24-31 are alpha, 16-23 are blue, 8-15 are green, 0-7 are red.
- * @return The integer representation of this ColorRGBA
in a,b,g,r order.
- */
- public int asIntABGR() {
- int abgr = (((int) (a * 255) & 0xFF) << 24)
- | (((int) (b * 255) & 0xFF) << 16)
- | (((int) (g * 255) & 0xFF) << 8)
- | (((int) (r * 255) & 0xFF));
- return abgr;
- }
- /**
- * Sets the component values of this ColorRGBA
with the given
- * combined ARGB int
.
- * Bits 24-31 are alpha, bits 16-23 are red, bits 8-15 are green, bits 0-7 are blue.
- * @param color The integer ARGB value used to set this ColorRGBA
.
- */
- public void fromIntARGB(int color) {
- a = ((byte) (color >> 24) & 0xFF) / 255f;
- r = ((byte) (color >> 16) & 0xFF) / 255f;
- g = ((byte) (color >> 8) & 0xFF) / 255f;
- b = ((byte) (color) & 0xFF) / 255f;
- }
- /**
- * Sets the RGBA values of this ColorRGBA
with the given combined RGBA value
- * Bits 24-31 are red, bits 16-23 are green, bits 8-15 are blue, bits 0-7 are alpha.
- * @param color The integer RGBA value used to set this object.
- */
- public void fromIntRGBA(int color) {
- r = ((byte) (color >> 24) & 0xFF) / 255f;
- g = ((byte) (color >> 16) & 0xFF) / 255f;
- b = ((byte) (color >> 8) & 0xFF) / 255f;
- a = ((byte) (color) & 0xFF) / 255f;
- }
-
- /**
- * Transform this ColorRGBA
to a Vector3f
using
- * x = r, y = g, z = b. The Alpha value is not used.
- * This method is useful to use for shaders assignment.
- * @return A Vector3f
containing the RGB value of this ColorRGBA
.
- */
- public Vector3f toVector3f() {
- return new Vector3f(r, g, b);
- }
-
- /**
- * Transform this ColorRGBA
to a Vector4f
using
- * x = r, y = g, z = b, w = a.
- * This method is useful to use for shaders assignment.
- * @return A Vector4f
containing the RGBA value of this ColorRGBA
.
- */
- public Vector4f toVector4f() {
- return new Vector4f(r, g, b, a);
- }
-}
+/*
+ * Copyright (c) 2009-2012 jMonkeyEngine All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ */
+package com.jme3.math;
+
+import com.jme3.export.*;
+import java.io.IOException;
+
+/**
+ * ColorRGBA
defines a color made from a collection of red, green
+ * and blue values. An alpha value determines is transparency. All values must
+ * be between 0 and 1. If any value is set higher or lower than these
+ * constraints they are clamped to the min or max. That is, if a value smaller
+ * than zero is set the value clamps to zero. If a value higher than 1 is
+ * passed, that value is clamped to 1. However, because the attributes r, g, b,
+ * a are public for efficiency reasons, they can be directly modified with
+ * invalid values. The client should take care when directly addressing the
+ * values. A call to clamp will assure that the values are within the
+ * constraints.
+ *
+ * @author Mark Powell
+ * @version $Id: ColorRGBA.java,v 1.29 2007/09/09 18:25:14 irrisor Exp $
+ */
+public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable {
+
+ static final long serialVersionUID = 1;
+ /**
+ * The color black (0,0,0).
+ */
+ public static final ColorRGBA Black = new ColorRGBA(0f, 0f, 0f, 1f);
+ /**
+ * The color white (1,1,1).
+ */
+ public static final ColorRGBA White = new ColorRGBA(1f, 1f, 1f, 1f);
+ /**
+ * The color gray (.2,.2,.2).
+ */
+ public static final ColorRGBA DarkGray = new ColorRGBA(0.2f, 0.2f, 0.2f, 1.0f);
+ /**
+ * The color gray (.5,.5,.5).
+ */
+ public static final ColorRGBA Gray = new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f);
+ /**
+ * The color gray (.8,.8,.8).
+ */
+ public static final ColorRGBA LightGray = new ColorRGBA(0.8f, 0.8f, 0.8f, 1.0f);
+ /**
+ * The color red (1,0,0).
+ */
+ public static final ColorRGBA Red = new ColorRGBA(1f, 0f, 0f, 1f);
+ /**
+ * The color green (0,1,0).
+ */
+ public static final ColorRGBA Green = new ColorRGBA(0f, 1f, 0f, 1f);
+ /**
+ * The color blue (0,0,1).
+ */
+ public static final ColorRGBA Blue = new ColorRGBA(0f, 0f, 1f, 1f);
+ /**
+ * The color yellow (1,1,0).
+ */
+ public static final ColorRGBA Yellow = new ColorRGBA(1f, 1f, 0f, 1f);
+ /**
+ * The color magenta (1,0,1).
+ */
+ public static final ColorRGBA Magenta = new ColorRGBA(1f, 0f, 1f, 1f);
+ /**
+ * The color cyan (0,1,1).
+ */
+ public static final ColorRGBA Cyan = new ColorRGBA(0f, 1f, 1f, 1f);
+ /**
+ * The color orange (251/255, 130/255,0).
+ */
+ public static final ColorRGBA Orange = new ColorRGBA(251f / 255f, 130f / 255f, 0f, 1f);
+ /**
+ * The color brown (65/255, 40/255, 25/255).
+ */
+ public static final ColorRGBA Brown = new ColorRGBA(65f / 255f, 40f / 255f, 25f / 255f, 1f);
+ /**
+ * The color pink (1, 0.68, 0.68).
+ */
+ public static final ColorRGBA Pink = new ColorRGBA(1f, 0.68f, 0.68f, 1f);
+ /**
+ * The black color with no alpha (0, 0, 0, 0).
+ */
+ public static final ColorRGBA BlackNoAlpha = new ColorRGBA(0f, 0f, 0f, 0f);
+ /**
+ * The red component of the color. 0 is none and 1 is maximum red.
+ */
+ public float r;
+ /**
+ * The green component of the color. 0 is none and 1 is maximum green.
+ */
+ public float g;
+ /**
+ * The blue component of the color. 0 is none and 1 is maximum blue.
+ */
+ public float b;
+ /**
+ * The alpha component of the color. 0 is transparent and 1 is opaque.
+ */
+ public float a;
+
+ /**
+ * Constructor instantiates a new ColorRGBA
object. This
+ * color is the default "white" with all values 1.
+ */
+ public ColorRGBA() {
+ r = g = b = a = 1.0f;
+ }
+
+ /**
+ * Constructor instantiates a new ColorRGBA
object. The
+ * values are defined as passed parameters. These values are then clamped
+ * to insure that they are between 0 and 1.
+ * @param r The red component of this color.
+ * @param g The green component of this ColorRGBA
.
+ * @param b The blue component of this ColorRGBA
.
+ * @param a The alpha component of this ColorRGBA
.
+ */
+ public ColorRGBA(float r, float g, float b, float a) {
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = a;
+ }
+
+ /**
+ * Copy constructor creates a new ColorRGBA
object, based on
+ * a provided color.
+ * @param rgba The ColorRGBA
object to copy.
+ */
+ public ColorRGBA(ColorRGBA rgba) {
+ this.a = rgba.a;
+ this.r = rgba.r;
+ this.g = rgba.g;
+ this.b = rgba.b;
+ }
+
+ /**
+ * set
sets the RGBA values of this ColorRGBA
. The
+ * values are then clamped to insure that they are between 0 and 1.
+ *
+ * @param r The red component of this color.
+ * @param g The green component of this color.
+ * @param b The blue component of this color.
+ * @param a The alpha component of this color.
+ * @return this
+ */
+ public ColorRGBA set(float r, float g, float b, float a) {
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = a;
+ return this;
+ }
+
+ /**
+ * set
sets the values of this ColorRGBA
to those
+ * set by a parameter color.
+ *
+ * @param rgba The color to set this ColorRGBA
to.
+ * @return this
+ */
+ public ColorRGBA set(ColorRGBA rgba) {
+ if (rgba == null) {
+ r = 0;
+ g = 0;
+ b = 0;
+ a = 0;
+ } else {
+ r = rgba.r;
+ g = rgba.g;
+ b = rgba.b;
+ a = rgba.a;
+ }
+ return this;
+ }
+
+ /**
+ * clamp
insures that all values are between 0 and 1. If any
+ * are less than 0 they are set to zero. If any are more than 1 they are
+ * set to one.
+ */
+ public void clamp() {
+ if (r < 0) {
+ r = 0;
+ } else if (r > 1) {
+ r = 1;
+ }
+
+ if (g < 0) {
+ g = 0;
+ } else if (g > 1) {
+ g = 1;
+ }
+
+ if (b < 0) {
+ b = 0;
+ } else if (b > 1) {
+ b = 1;
+ }
+
+ if (a < 0) {
+ a = 0;
+ } else if (a > 1) {
+ a = 1;
+ }
+ }
+
+ /**
+ * getColorArray
retrieves the color values of this
+ * ColorRGBA
as a four element float
array in the
+ * order: r,g,b,a.
+ * @return The float
array that contains the color components.
+ */
+ public float[] getColorArray() {
+ return new float[]{r, g, b, a};
+ }
+
+ /**
+ * Stores the current r,g,b,a values into the given array. The given array must have a
+ * length of 4 or greater, or an array index out of bounds exception will be thrown.
+ * @param store The float
array to store the values into.
+ * @return The float
array after storage.
+ */
+ public float[] getColorArray(float[] store) {
+ store[0] = r;
+ store[1] = g;
+ store[2] = b;
+ store[3] = a;
+ return store;
+ }
+
+ /**
+ * Retrieves the alpha component value of this ColorRGBA
.
+ * @return The alpha component value.
+ */
+ public float getAlpha() {
+ return a;
+ }
+
+ /**
+ * Retrieves the red component value of this ColorRGBA
.
+ * @return The red component value.
+ */
+ public float getRed() {
+ return r;
+ }
+
+ /**
+ * Retrieves the blue component value of this ColorRGBA
.
+ * @return The blue component value.
+ */
+ public float getBlue() {
+ return b;
+ }
+
+ /**
+ * Retrieves the green component value of this ColorRGBA
.
+ * @return The green component value.
+ */
+ public float getGreen() {
+ return g;
+ }
+
+ /**
+ * Sets this ColorRGBA
to the interpolation by changeAmnt from
+ * this to the finalColor:
+ * this=(1-changeAmnt)*this + changeAmnt * finalColor
+ * @param finalColor The final color to interpolate towards.
+ * @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
+ * change from this towards finalColor.
+ */
+ public void interpolate(ColorRGBA finalColor, float changeAmnt) {
+ this.r = (1 - changeAmnt) * this.r + changeAmnt * finalColor.r;
+ this.g = (1 - changeAmnt) * this.g + changeAmnt * finalColor.g;
+ this.b = (1 - changeAmnt) * this.b + changeAmnt * finalColor.b;
+ this.a = (1 - changeAmnt) * this.a + changeAmnt * finalColor.a;
+ }
+
+ /**
+ * Sets this ColorRGBA
to the interpolation by changeAmnt from
+ * beginColor to finalColor:
+ * this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
+ * @param beginColor The beginning color (changeAmnt=0).
+ * @param finalColor The final color to interpolate towards (changeAmnt=1).
+ * @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
+ * change from beginColor towards finalColor.
+ */
+ public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {
+ this.r = (1 - changeAmnt) * beginColor.r + changeAmnt * finalColor.r;
+ this.g = (1 - changeAmnt) * beginColor.g + changeAmnt * finalColor.g;
+ this.b = (1 - changeAmnt) * beginColor.b + changeAmnt * finalColor.b;
+ this.a = (1 - changeAmnt) * beginColor.a + changeAmnt * finalColor.a;
+ }
+
+ /**
+ * randomColor
is a utility method that generates a random
+ * opaque color.
+ * @return a random ColorRGBA
with an alpha set to 1.
+ */
+ public static ColorRGBA randomColor() {
+ ColorRGBA rVal = new ColorRGBA(0, 0, 0, 1);
+ rVal.r = FastMath.nextRandomFloat();
+ rVal.g = FastMath.nextRandomFloat();
+ rVal.b = FastMath.nextRandomFloat();
+ return rVal;
+ }
+
+ /**
+ * Multiplies each r,g,b,a of this ColorRGBA
by the corresponding
+ * r,g,b,a of the given color and returns the result as a new ColorRGBA
.
+ * Used as a way of combining colors and lights.
+ * @param c The color to multiply by.
+ * @return The new ColorRGBA
. this*c
+ */
+ public ColorRGBA mult(ColorRGBA c) {
+ return new ColorRGBA(c.r * r, c.g * g, c.b * b, c.a * a);
+ }
+
+ /**
+ * Multiplies each r,g,b,a of this ColorRGBA
by the given scalar and
+ * returns the result as a new ColorRGBA
.
+ * Used as a way of making colors dimmer or brighter.
+ * @param scalar The scalar to multiply by.
+ * @return The new ColorRGBA
. this*scalar
+ */
+ public ColorRGBA mult(float scalar) {
+ return new ColorRGBA(scalar * r, scalar * g, scalar * b, scalar * a);
+ }
+
+ /**
+ * Multiplies each r,g,b,a of this ColorRGBA
by the given scalar and
+ * returns the result (this).
+ * Used as a way of making colors dimmer or brighter.
+ * @param scalar The scalar to multiply by.
+ * @return this*c
+ */
+ public ColorRGBA multLocal(float scalar) {
+ this.r *= scalar;
+ this.g *= scalar;
+ this.b *= scalar;
+ this.a *= scalar;
+ return this;
+ }
+
+ /**
+ * Adds each r,g,b,a of this ColorRGBA
by the corresponding
+ * r,g,b,a of the given color and returns the result as a new ColorRGBA
.
+ * Used as a way of combining colors and lights.
+ * @param c The color to add.
+ * @return The new ColorRGBA
. this+c
+ */
+ public ColorRGBA add(ColorRGBA c) {
+ return new ColorRGBA(c.r + r, c.g + g, c.b + b, c.a + a);
+ }
+
+ /**
+ * Adds each r,g,b,a of this ColorRGBA
by the r,g,b,a the given
+ * color and returns the result (this).
+ * Used as a way of combining colors and lights.
+ * @param c The color to add.
+ * @return this+c
+ */
+ public ColorRGBA addLocal(ColorRGBA c) {
+ set(c.r + r, c.g + g, c.b + b, c.a + a);
+ return this;
+ }
+
+ /**
+ * toString
returns the string representation of this ColorRGBA
.
+ * The format of the string is:ColorRGBA
.
+ */
+ @Override
+ public String toString() {
+ return "Color[" + r + ", " + g + ", " + b + ", " + a + "]";
+ }
+
+ @Override
+ public ColorRGBA clone() {
+ try {
+ return (ColorRGBA) super.clone();
+ } catch (CloneNotSupportedException e) {
+ throw new AssertionError(); // can not happen
+ }
+ }
+
+ /**
+ * Saves this ColorRGBA
into the given float
array.
+ * @param floats The float
array to take this ColorRGBA
.
+ * If null, a new float[4]
is created.
+ * @return The array, with r,g,b,a float values in that order.
+ */
+ public float[] toArray(float[] floats) {
+ if (floats == null) {
+ floats = new float[4];
+ }
+ floats[0] = r;
+ floats[1] = g;
+ floats[2] = b;
+ floats[3] = a;
+ return floats;
+ }
+
+ /**
+ * equals
returns true if this ColorRGBA
is logically equivalent
+ * to a given color. That is, if all the components of the two colors are the same.
+ * False is returned otherwise.
+ * @param o The object to compare against.
+ * @return true if the colors are equal, false otherwise.
+ */
+ @Override
+ public boolean equals(Object o) {
+ if (!(o instanceof ColorRGBA)) {
+ return false;
+ }
+
+ if (this == o) {
+ return true;
+ }
+
+ ColorRGBA comp = (ColorRGBA) o;
+ if (Float.compare(r, comp.r) != 0) {
+ return false;
+ }
+ if (Float.compare(g, comp.g) != 0) {
+ return false;
+ }
+ if (Float.compare(b, comp.b) != 0) {
+ return false;
+ }
+ if (Float.compare(a, comp.a) != 0) {
+ return false;
+ }
+ return true;
+ }
+
+ /**
+ * hashCode
returns a unique code for this ColorRGBA
based
+ * on its values. If two colors are logically equivalent, they will return
+ * the same hash code value.
+ * @return The hash code value of this ColorRGBA
.
+ */
+ @Override
+ public int hashCode() {
+ int hash = 37;
+ hash += 37 * hash + Float.floatToIntBits(r);
+ hash += 37 * hash + Float.floatToIntBits(g);
+ hash += 37 * hash + Float.floatToIntBits(b);
+ hash += 37 * hash + Float.floatToIntBits(a);
+ return hash;
+ }
+
+ public void write(JmeExporter e) throws IOException {
+ OutputCapsule capsule = e.getCapsule(this);
+ capsule.write(r, "r", 0);
+ capsule.write(g, "g", 0);
+ capsule.write(b, "b", 0);
+ capsule.write(a, "a", 0);
+ }
+
+ public void read(JmeImporter e) throws IOException {
+ InputCapsule capsule = e.getCapsule(this);
+ r = capsule.readFloat("r", 0);
+ g = capsule.readFloat("g", 0);
+ b = capsule.readFloat("b", 0);
+ a = capsule.readFloat("a", 0);
+ }
+ /**
+ * Retrieves the component values of this ColorRGBA
as
+ * a four element byte
array in the order: r,g,b,a.
+ * @return the byte
array that contains the color components.
+ */
+ public byte[] asBytesRGBA() {
+ byte[] store = new byte[4];
+ store[0] = (byte) ((int) (r * 255) & 0xFF);
+ store[1] = (byte) ((int) (g * 255) & 0xFF);
+ store[2] = (byte) ((int) (b * 255) & 0xFF);
+ store[3] = (byte) ((int) (a * 255) & 0xFF);
+ return store;
+ }
+
+ /**
+ * Retrieves the component values of this ColorRGBA
as an
+ * int
in a,r,g,b order.
+ * Bits 24-31 are alpha, 16-23 are red, 8-15 are green, 0-7 are blue.
+ * @return The integer representation of this ColorRGBA
in a,r,g,b order.
+ */
+ public int asIntARGB() {
+ int argb = (((int) (a * 255) & 0xFF) << 24)
+ | (((int) (r * 255) & 0xFF) << 16)
+ | (((int) (g * 255) & 0xFF) << 8)
+ | (((int) (b * 255) & 0xFF));
+ return argb;
+ }
+
+ /**
+ * Retrieves the component values of this ColorRGBA
as an
+ * int
in r,g,b,a order.
+ * Bits 24-31 are red, 16-23 are green, 8-15 are blue, 0-7 are alpha.
+ * @return The integer representation of this ColorRGBA
in r,g,b,a order.
+ */
+ public int asIntRGBA() {
+ int rgba = (((int) (r * 255) & 0xFF) << 24)
+ | (((int) (g * 255) & 0xFF) << 16)
+ | (((int) (b * 255) & 0xFF) << 8)
+ | (((int) (a * 255) & 0xFF));
+ return rgba;
+ }
+ /**
+ * Retrieves the component values of this ColorRGBA
as an
+ * int
in a,b,g,r order.
+ * Bits 24-31 are alpha, 16-23 are blue, 8-15 are green, 0-7 are red.
+ * @return The integer representation of this ColorRGBA
in a,b,g,r order.
+ */
+ public int asIntABGR() {
+ int abgr = (((int) (a * 255) & 0xFF) << 24)
+ | (((int) (b * 255) & 0xFF) << 16)
+ | (((int) (g * 255) & 0xFF) << 8)
+ | (((int) (r * 255) & 0xFF));
+ return abgr;
+ }
+ /**
+ * Sets the component values of this ColorRGBA
with the given
+ * combined ARGB int
.
+ * Bits 24-31 are alpha, bits 16-23 are red, bits 8-15 are green, bits 0-7 are blue.
+ * @param color The integer ARGB value used to set this ColorRGBA
.
+ */
+ public void fromIntARGB(int color) {
+ a = ((byte) (color >> 24) & 0xFF) / 255f;
+ r = ((byte) (color >> 16) & 0xFF) / 255f;
+ g = ((byte) (color >> 8) & 0xFF) / 255f;
+ b = ((byte) (color) & 0xFF) / 255f;
+ }
+ /**
+ * Sets the RGBA values of this ColorRGBA
with the given combined RGBA value
+ * Bits 24-31 are red, bits 16-23 are green, bits 8-15 are blue, bits 0-7 are alpha.
+ * @param color The integer RGBA value used to set this object.
+ */
+ public void fromIntRGBA(int color) {
+ r = ((byte) (color >> 24) & 0xFF) / 255f;
+ g = ((byte) (color >> 16) & 0xFF) / 255f;
+ b = ((byte) (color >> 8) & 0xFF) / 255f;
+ a = ((byte) (color) & 0xFF) / 255f;
+ }
+
+ /**
+ * Transform this ColorRGBA
to a Vector3f
using
+ * x = r, y = g, z = b. The Alpha value is not used.
+ * This method is useful to use for shaders assignment.
+ * @return A Vector3f
containing the RGB value of this ColorRGBA
.
+ */
+ public Vector3f toVector3f() {
+ return new Vector3f(r, g, b);
+ }
+
+ /**
+ * Transform this ColorRGBA
to a Vector4f
using
+ * x = r, y = g, z = b, w = a.
+ * This method is useful to use for shaders assignment.
+ * @return A Vector4f
containing the RGBA value of this ColorRGBA
.
+ */
+ public Vector4f toVector4f() {
+ return new Vector4f(r, g, b, a);
+ }
+}
diff --git a/jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java b/jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java
index 82226e34c..522821e03 100644
--- a/jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java
+++ b/jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java
@@ -1,164 +1,165 @@
-/*
- * Copyright (c) 2009-2012 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-package com.jme3.math;
-
-import com.jme3.math.Spline.SplineType;
-import java.util.List;
-
-/**
- * This class offers methods to help with curves and surfaces calculations.
- * @author Marcin Roguski (Kealthas)
- */
-public class CurveAndSurfaceMath {
- private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
-
- /**
- * A private constructor is defined to avoid instatiation of this class.
- */
- private CurveAndSurfaceMath() {}
-
- /**
- * This method interpolates tha data for the nurbs curve.
- * @param u
- * the u value
- * @param nurbSpline
- * the nurbs spline definition
- * @param store
- * the resulting point in 3D space
- */
- public static void interpolateNurbs(float u, Spline nurbSpline, Vector3f store) {
- if (nurbSpline.getType() != SplineType.Nurb) {
- throw new IllegalArgumentException("Given spline is not of a NURB type!");
- }
- ListFastMath
provides 'fast' math approximations and float equivalents of Math
- * functions. These are all used as static values and functions.
- *
- * @author Various
- * @version $Id: FastMath.java,v 1.45 2007/08/26 08:44:20 irrisor Exp $
- */
-final public class FastMath {
-
- private FastMath() {
- }
- /** A "close to zero" double epsilon value for use*/
- public static final double DBL_EPSILON = 2.220446049250313E-16d;
- /** A "close to zero" float epsilon value for use*/
- public static final float FLT_EPSILON = 1.1920928955078125E-7f;
- /** A "close to zero" float epsilon value for use*/
- public static final float ZERO_TOLERANCE = 0.0001f;
- public static final float ONE_THIRD = 1f / 3f;
- /** The value PI as a float. (180 degrees) */
- public static final float PI = (float) Math.PI;
- /** The value 2PI as a float. (360 degrees) */
- public static final float TWO_PI = 2.0f * PI;
- /** The value PI/2 as a float. (90 degrees) */
- public static final float HALF_PI = 0.5f * PI;
- /** The value PI/4 as a float. (45 degrees) */
- public static final float QUARTER_PI = 0.25f * PI;
- /** The value 1/PI as a float. */
- public static final float INV_PI = 1.0f / PI;
- /** The value 1/(2PI) as a float. */
- public static final float INV_TWO_PI = 1.0f / TWO_PI;
- /** A value to multiply a degree value by, to convert it to radians. */
- public static final float DEG_TO_RAD = PI / 180.0f;
- /** A value to multiply a radian value by, to convert it to degrees. */
- public static final float RAD_TO_DEG = 180.0f / PI;
- /** A precreated random object for random numbers. */
- public static final Random rand = new Random(System.currentTimeMillis());
-
- /**
- * Returns true if the number is a power of 2 (2,4,8,16...)
- *
- * A good implementation found on the Java boards. note: a number is a power
- * of two if and only if it is the smallest number with that number of
- * significant bits. Therefore, if you subtract 1, you know that the new
- * number will have fewer bits, so ANDing the original number with anything
- * less than it will give 0.
- *
- * @param number
- * The number to test.
- * @return True if it is a power of two.
- */
- public static boolean isPowerOfTwo(int number) {
- return (number > 0) && (number & (number - 1)) == 0;
- }
-
- public static int nearestPowerOfTwo(int number) {
- return (int) Math.pow(2, Math.ceil(Math.log(number) / Math.log(2)));
- }
-
- /**
- * Linear interpolation from startValue to endValue by the given percent.
- * Basically: ((1 - percent) * startValue) + (percent * endValue)
- *
- * @param scale
- * scale value to use. if 1, use endValue, if 0, use startValue.
- * @param startValue
- * Begining value. 0% of f
- * @param endValue
- * ending value. 100% of f
- * @return The interpolated value between startValue and endValue.
- */
- public static float interpolateLinear(float scale, float startValue, float endValue) {
- if (startValue == endValue) {
- return startValue;
- }
- if (scale <= 0f) {
- return startValue;
- }
- if (scale >= 1f) {
- return endValue;
- }
- return ((1f - scale) * startValue) + (scale * endValue);
- }
-
- /**
- * Linear interpolation from startValue to endValue by the given percent.
- * Basically: ((1 - percent) * startValue) + (percent * endValue)
- *
- * @param scale
- * scale value to use. if 1, use endValue, if 0, use startValue.
- * @param startValue
- * Begining value. 0% of f
- * @param endValue
- * ending value. 100% of f
- * @param store a vector3f to store the result
- * @return The interpolated value between startValue and endValue.
- */
- public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store) {
- if (store == null) {
- store = new Vector3f();
- }
- store.x = interpolateLinear(scale, startValue.x, endValue.x);
- store.y = interpolateLinear(scale, startValue.y, endValue.y);
- store.z = interpolateLinear(scale, startValue.z, endValue.z);
- return store;
- }
-
- /**
- * Linear interpolation from startValue to endValue by the given percent.
- * Basically: ((1 - percent) * startValue) + (percent * endValue)
- *
- * @param scale
- * scale value to use. if 1, use endValue, if 0, use startValue.
- * @param startValue
- * Begining value. 0% of f
- * @param endValue
- * ending value. 100% of f
- * @return The interpolated value between startValue and endValue.
- */
- public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue) {
- return interpolateLinear(scale, startValue, endValue, null);
- }
-
- /**
- * Linear extrapolation from startValue to endValue by the given scale.
- * if scale is between 0 and 1 this method returns the same result as interpolateLinear
- * if the scale is over 1 the value is linearly extrapolated.
- * Note that the end value is the value for a scale of 1.
- * @param scale the scale for extrapolation
- * @param startValue the starting value (scale = 0)
- * @param endValue the end value (scale = 1)
- * @return an extrapolation for the given parameters
- */
- public static float extrapolateLinear(float scale, float startValue, float endValue) {
-// if (scale <= 0f) {
-// return startValue;
-// }
- return ((1f - scale) * startValue) + (scale * endValue);
- }
-
- /**
- * Linear extrapolation from startValue to endValue by the given scale.
- * if scale is between 0 and 1 this method returns the same result as interpolateLinear
- * if the scale is over 1 the value is linearly extrapolated.
- * Note that the end value is the value for a scale of 1.
- * @param scale the scale for extrapolation
- * @param startValue the starting value (scale = 0)
- * @param endValue the end value (scale = 1)
- * @param store an initialized vector to store the return value
- * @return an extrapolation for the given parameters
- */
- public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store) {
- if (store == null) {
- store = new Vector3f();
- }
-// if (scale <= 1f) {
-// return interpolateLinear(scale, startValue, endValue, store);
-// }
- store.x = extrapolateLinear(scale, startValue.x, endValue.x);
- store.y = extrapolateLinear(scale, startValue.y, endValue.y);
- store.z = extrapolateLinear(scale, startValue.z, endValue.z);
- return store;
- }
-
- /**
- * Linear extrapolation from startValue to endValue by the given scale.
- * if scale is between 0 and 1 this method returns the same result as interpolateLinear
- * if the scale is over 1 the value is linearly extrapolated.
- * Note that the end value is the value for a scale of 1.
- * @param scale the scale for extrapolation
- * @param startValue the starting value (scale = 0)
- * @param endValue the end value (scale = 1)
- * @return an extrapolation for the given parameters
- */
- public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue) {
- return extrapolateLinear(scale, startValue, endValue, null);
- }
-
- /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
- * here is the interpolation matrix
- * m = [ 0.0 1.0 0.0 0.0 ]
- * [-T 0.0 T 0.0 ]
- * [ 2T T-3 3-2T -T ]
- * [-T 2-T T-2 T ]
- * where T is the curve tension
- * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
- * @param u value from 0 to 1
- * @param T The tension of the curve
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @return catmull-Rom interpolation
- */
- public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
- float c1, c2, c3, c4;
- c1 = p1;
- c2 = -1.0f * T * p0 + T * p2;
- c3 = 2 * T * p0 + (T - 3) * p1 + (3 - 2 * T) * p2 + -T * p3;
- c4 = -T * p0 + (2 - T) * p1 + (T - 2) * p2 + T * p3;
-
- return (float) (((c4 * u + c3) * u + c2) * u + c1);
- }
-
- /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
- * here is the interpolation matrix
- * m = [ 0.0 1.0 0.0 0.0 ]
- * [-T 0.0 T 0.0 ]
- * [ 2T T-3 3-2T -T ]
- * [-T 2-T T-2 T ]
- * where T is the tension of the curve
- * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
- * @param u value from 0 to 1
- * @param T The tension of the curve
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @param store a Vector3f to store the result
- * @return catmull-Rom interpolation
- */
- public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
- if (store == null) {
- store = new Vector3f();
- }
- store.x = interpolateCatmullRom(u, T, p0.x, p1.x, p2.x, p3.x);
- store.y = interpolateCatmullRom(u, T, p0.y, p1.y, p2.y, p3.y);
- store.z = interpolateCatmullRom(u, T, p0.z, p1.z, p2.z, p3.z);
- return store;
- }
-
- /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
- * here is the interpolation matrix
- * m = [ 0.0 1.0 0.0 0.0 ]
- * [-T 0.0 T 0.0 ]
- * [ 2T T-3 3-2T -T ]
- * [-T 2-T T-2 T ]
- * where T is the tension of the curve
- * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
- * @param u value from 0 to 1
- * @param T The tension of the curve
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @return catmull-Rom interpolation
- */
- public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
- return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
- }
-
- /**Interpolate a spline between at least 4 control points following the Bezier equation.
- * here is the interpolation matrix
- * m = [ -1.0 3.0 -3.0 1.0 ]
- * [ 3.0 -6.0 3.0 0.0 ]
- * [ -3.0 3.0 0.0 0.0 ]
- * [ 1.0 0.0 0.0 0.0 ]
- * where T is the curve tension
- * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
- * @param u value from 0 to 1
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @return Bezier interpolation
- */
- public static float interpolateBezier(float u, float p0, float p1, float p2, float p3) {
- float oneMinusU = 1.0f - u;
- float oneMinusU2 = oneMinusU * oneMinusU;
- float u2 = u * u;
- return p0 * oneMinusU2 * oneMinusU
- + 3.0f * p1 * u * oneMinusU2
- + 3.0f * p2 * u2 * oneMinusU
- + p3 * u2 * u;
- }
-
- /**Interpolate a spline between at least 4 control points following the Bezier equation.
- * here is the interpolation matrix
- * m = [ -1.0 3.0 -3.0 1.0 ]
- * [ 3.0 -6.0 3.0 0.0 ]
- * [ -3.0 3.0 0.0 0.0 ]
- * [ 1.0 0.0 0.0 0.0 ]
- * where T is the tension of the curve
- * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
- * @param u value from 0 to 1
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @param store a Vector3f to store the result
- * @return Bezier interpolation
- */
- public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
- if (store == null) {
- store = new Vector3f();
- }
- store.x = interpolateBezier(u, p0.x, p1.x, p2.x, p3.x);
- store.y = interpolateBezier(u, p0.y, p1.y, p2.y, p3.y);
- store.z = interpolateBezier(u, p0.z, p1.z, p2.z, p3.z);
- return store;
- }
-
- /**Interpolate a spline between at least 4 control points following the Bezier equation.
- * here is the interpolation matrix
- * m = [ -1.0 3.0 -3.0 1.0 ]
- * [ 3.0 -6.0 3.0 0.0 ]
- * [ -3.0 3.0 0.0 0.0 ]
- * [ 1.0 0.0 0.0 0.0 ]
- * where T is the tension of the curve
- * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
- * @param u value from 0 to 1
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @return Bezier interpolation
- */
- public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
- return interpolateBezier(u, p0, p1, p2, p3, null);
- }
-
- /**
- * Compute the lenght on a catmull rom spline between control point 1 and 2
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @param startRange the starting range on the segment (use 0)
- * @param endRange the end range on the segment (use 1)
- * @param curveTension the curve tension
- * @return the length of the segment
- */
- public static float getCatmullRomP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange, float curveTension) {
-
- float epsilon = 0.001f;
- float middleValue = (startRange + endRange) * 0.5f;
- Vector3f start = p1.clone();
- if (startRange != 0) {
- FastMath.interpolateCatmullRom(startRange, curveTension, p0, p1, p2, p3, start);
- }
- Vector3f end = p2.clone();
- if (endRange != 1) {
- FastMath.interpolateCatmullRom(endRange, curveTension, p0, p1, p2, p3, end);
- }
- Vector3f middle = FastMath.interpolateCatmullRom(middleValue, curveTension, p0, p1, p2, p3);
- float l = end.subtract(start).length();
- float l1 = middle.subtract(start).length();
- float l2 = end.subtract(middle).length();
- float len = l1 + l2;
- if (l + epsilon < len) {
- l1 = getCatmullRomP1toP2Length(p0, p1, p2, p3, startRange, middleValue, curveTension);
- l2 = getCatmullRomP1toP2Length(p0, p1, p2, p3, middleValue, endRange, curveTension);
- }
- l = l1 + l2;
- return l;
- }
-
- /**
- * Compute the lenght on a bezier spline between control point 1 and 2
- * @param p0 control point 0
- * @param p1 control point 1
- * @param p2 control point 2
- * @param p3 control point 3
- * @return the length of the segment
- */
- public static float getBezierP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
- float delta = 0.02f, t = 0.0f, result = 0.0f;
- Vector3f v1 = p0.clone(), v2 = new Vector3f();
- while (t <= 1.0f) {
- FastMath.interpolateBezier(t, p0, p1, p2, p3, v2);
- result += v1.subtractLocal(v2).length();
- v1.set(v2);
- t += delta;
- }
- return result;
- }
-
- /**
- * Returns the arc cosine of a value.Source:
- * http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
broken link
- *
- * @param half The half floating point value as a short.
- * @return floating point value of the half.
- */
- public static float convertHalfToFloat(short half) {
- switch ((int) half) {
- case 0x0000:
- return 0f;
- case 0x8000:
- return -0f;
- case 0x7c00:
- return Float.POSITIVE_INFINITY;
- case 0xfc00:
- return Float.NEGATIVE_INFINITY;
- // TODO: Support for NaN?
- default:
- return Float.intBitsToFloat(((half & 0x8000) << 16)
- | (((half & 0x7c00) + 0x1C000) << 13)
- | ((half & 0x03FF) << 13));
- }
- }
-
- public static short convertFloatToHalf(float flt) {
- if (Float.isNaN(flt)) {
- throw new UnsupportedOperationException("NaN to half conversion not supported!");
- } else if (flt == Float.POSITIVE_INFINITY) {
- return (short) 0x7c00;
- } else if (flt == Float.NEGATIVE_INFINITY) {
- return (short) 0xfc00;
- } else if (flt == 0f) {
- return (short) 0x0000;
- } else if (flt == -0f) {
- return (short) 0x8000;
- } else if (flt > 65504f) {
- // max value supported by half float
- return 0x7bff;
- } else if (flt < -65504f) {
- return (short) (0x7bff | 0x8000);
- } else if (flt > 0f && flt < 5.96046E-8f) {
- return 0x0001;
- } else if (flt < 0f && flt > -5.96046E-8f) {
- return (short) 0x8001;
- }
-
- int f = Float.floatToIntBits(flt);
- return (short) (((f >> 16) & 0x8000)
- | ((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00)
- | ((f >> 13) & 0x03ff));
- }
-}
+/*
+ * Copyright (c) 2009-2012 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+package com.jme3.math;
+
+import java.util.Random;
+
+/**
+ * FastMath
provides 'fast' math approximations and float equivalents of Math
+ * functions. These are all used as static values and functions.
+ *
+ * @author Various
+ * @version $Id: FastMath.java,v 1.45 2007/08/26 08:44:20 irrisor Exp $
+ */
+final public class FastMath {
+
+ private FastMath() {
+ }
+ /** A "close to zero" double epsilon value for use*/
+ public static final double DBL_EPSILON = 2.220446049250313E-16d;
+ /** A "close to zero" float epsilon value for use*/
+ public static final float FLT_EPSILON = 1.1920928955078125E-7f;
+ /** A "close to zero" float epsilon value for use*/
+ public static final float ZERO_TOLERANCE = 0.0001f;
+ public static final float ONE_THIRD = 1f / 3f;
+ /** The value PI as a float. (180 degrees) */
+ public static final float PI = (float) Math.PI;
+ /** The value 2PI as a float. (360 degrees) */
+ public static final float TWO_PI = 2.0f * PI;
+ /** The value PI/2 as a float. (90 degrees) */
+ public static final float HALF_PI = 0.5f * PI;
+ /** The value PI/4 as a float. (45 degrees) */
+ public static final float QUARTER_PI = 0.25f * PI;
+ /** The value 1/PI as a float. */
+ public static final float INV_PI = 1.0f / PI;
+ /** The value 1/(2PI) as a float. */
+ public static final float INV_TWO_PI = 1.0f / TWO_PI;
+ /** A value to multiply a degree value by, to convert it to radians. */
+ public static final float DEG_TO_RAD = PI / 180.0f;
+ /** A value to multiply a radian value by, to convert it to degrees. */
+ public static final float RAD_TO_DEG = 180.0f / PI;
+ /** A precreated random object for random numbers. */
+ public static final Random rand = new Random(System.currentTimeMillis());
+
+ /**
+ * Returns true if the number is a power of 2 (2,4,8,16...)
+ *
+ * A good implementation found on the Java boards. note: a number is a power
+ * of two if and only if it is the smallest number with that number of
+ * significant bits. Therefore, if you subtract 1, you know that the new
+ * number will have fewer bits, so ANDing the original number with anything
+ * less than it will give 0.
+ *
+ * @param number
+ * The number to test.
+ * @return True if it is a power of two.
+ */
+ public static boolean isPowerOfTwo(int number) {
+ return (number > 0) && (number & (number - 1)) == 0;
+ }
+
+ public static int nearestPowerOfTwo(int number) {
+ return (int) Math.pow(2, Math.ceil(Math.log(number) / Math.log(2)));
+ }
+
+ /**
+ * Linear interpolation from startValue to endValue by the given percent.
+ * Basically: ((1 - percent) * startValue) + (percent * endValue)
+ *
+ * @param scale
+ * scale value to use. if 1, use endValue, if 0, use startValue.
+ * @param startValue
+ * Beginning value. 0% of f
+ * @param endValue
+ * ending value. 100% of f
+ * @return The interpolated value between startValue and endValue.
+ */
+ public static float interpolateLinear(float scale, float startValue, float endValue) {
+ if (startValue == endValue) {
+ return startValue;
+ }
+ if (scale <= 0f) {
+ return startValue;
+ }
+ if (scale >= 1f) {
+ return endValue;
+ }
+ return ((1f - scale) * startValue) + (scale * endValue);
+ }
+
+ /**
+ * Linear interpolation from startValue to endValue by the given percent.
+ * Basically: ((1 - percent) * startValue) + (percent * endValue)
+ *
+ * @param scale
+ * scale value to use. if 1, use endValue, if 0, use startValue.
+ * @param startValue
+ * Beginning value. 0% of f
+ * @param endValue
+ * ending value. 100% of f
+ * @param store a vector3f to store the result
+ * @return The interpolated value between startValue and endValue.
+ */
+ public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store) {
+ if (store == null) {
+ store = new Vector3f();
+ }
+ store.x = interpolateLinear(scale, startValue.x, endValue.x);
+ store.y = interpolateLinear(scale, startValue.y, endValue.y);
+ store.z = interpolateLinear(scale, startValue.z, endValue.z);
+ return store;
+ }
+
+ /**
+ * Linear interpolation from startValue to endValue by the given percent.
+ * Basically: ((1 - percent) * startValue) + (percent * endValue)
+ *
+ * @param scale
+ * scale value to use. if 1, use endValue, if 0, use startValue.
+ * @param startValue
+ * Beginning value. 0% of f
+ * @param endValue
+ * ending value. 100% of f
+ * @return The interpolated value between startValue and endValue.
+ */
+ public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue) {
+ return interpolateLinear(scale, startValue, endValue, null);
+ }
+
+ /**
+ * Linear extrapolation from startValue to endValue by the given scale.
+ * if scale is between 0 and 1 this method returns the same result as interpolateLinear
+ * if the scale is over 1 the value is linearly extrapolated.
+ * Note that the end value is the value for a scale of 1.
+ * @param scale the scale for extrapolation
+ * @param startValue the starting value (scale = 0)
+ * @param endValue the end value (scale = 1)
+ * @return an extrapolation for the given parameters
+ */
+ public static float extrapolateLinear(float scale, float startValue, float endValue) {
+// if (scale <= 0f) {
+// return startValue;
+// }
+ return ((1f - scale) * startValue) + (scale * endValue);
+ }
+
+ /**
+ * Linear extrapolation from startValue to endValue by the given scale.
+ * if scale is between 0 and 1 this method returns the same result as interpolateLinear
+ * if the scale is over 1 the value is linearly extrapolated.
+ * Note that the end value is the value for a scale of 1.
+ * @param scale the scale for extrapolation
+ * @param startValue the starting value (scale = 0)
+ * @param endValue the end value (scale = 1)
+ * @param store an initialized vector to store the return value
+ * @return an extrapolation for the given parameters
+ */
+ public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store) {
+ if (store == null) {
+ store = new Vector3f();
+ }
+// if (scale <= 1f) {
+// return interpolateLinear(scale, startValue, endValue, store);
+// }
+ store.x = extrapolateLinear(scale, startValue.x, endValue.x);
+ store.y = extrapolateLinear(scale, startValue.y, endValue.y);
+ store.z = extrapolateLinear(scale, startValue.z, endValue.z);
+ return store;
+ }
+
+ /**
+ * Linear extrapolation from startValue to endValue by the given scale.
+ * if scale is between 0 and 1 this method returns the same result as interpolateLinear
+ * if the scale is over 1 the value is linearly extrapolated.
+ * Note that the end value is the value for a scale of 1.
+ * @param scale the scale for extrapolation
+ * @param startValue the starting value (scale = 0)
+ * @param endValue the end value (scale = 1)
+ * @return an extrapolation for the given parameters
+ */
+ public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue) {
+ return extrapolateLinear(scale, startValue, endValue, null);
+ }
+
+ /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
+ * here is the interpolation matrix
+ * m = [ 0.0 1.0 0.0 0.0 ]
+ * [-T 0.0 T 0.0 ]
+ * [ 2T T-3 3-2T -T ]
+ * [-T 2-T T-2 T ]
+ * where T is the curve tension
+ * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
+ * @param u value from 0 to 1
+ * @param T The tension of the curve
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @return Catmull–Rom interpolation
+ */
+ public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
+ float c1, c2, c3, c4;
+ c1 = p1;
+ c2 = -1.0f * T * p0 + T * p2;
+ c3 = 2 * T * p0 + (T - 3) * p1 + (3 - 2 * T) * p2 + -T * p3;
+ c4 = -T * p0 + (2 - T) * p1 + (T - 2) * p2 + T * p3;
+
+ return (float) (((c4 * u + c3) * u + c2) * u + c1);
+ }
+
+ /**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
+ * here is the interpolation matrix
+ * m = [ 0.0 1.0 0.0 0.0 ]
+ * [-T 0.0 T 0.0 ]
+ * [ 2T T-3 3-2T -T ]
+ * [-T 2-T T-2 T ]
+ * where T is the tension of the curve
+ * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
+ * @param u value from 0 to 1
+ * @param T The tension of the curve
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @param store a Vector3f to store the result
+ * @return Catmull–Rom interpolation
+ */
+ public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
+ if (store == null) {
+ store = new Vector3f();
+ }
+ store.x = interpolateCatmullRom(u, T, p0.x, p1.x, p2.x, p3.x);
+ store.y = interpolateCatmullRom(u, T, p0.y, p1.y, p2.y, p3.y);
+ store.z = interpolateCatmullRom(u, T, p0.z, p1.z, p2.z, p3.z);
+ return store;
+ }
+
+ /**
+ * Interpolate a spline between at least 4 control points using the
+ * Catmull-Rom equation. Here is the interpolation matrix:
+ * m = [ 0.0 1.0 0.0 0.0 ]
+ * [-T 0.0 T 0.0 ]
+ * [ 2T T-3 3-2T -T ]
+ * [-T 2-T T-2 T ]
+ * where T is the tension of the curve
+ * the result is a value between p1 and p2, t=0 for p1, t=1 for p2
+ * @param u value from 0 to 1
+ * @param T The tension of the curve
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @return Catmull–Rom interpolation
+ */
+ public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
+ return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
+ }
+
+ /**Interpolate a spline between at least 4 control points following the Bezier equation.
+ * here is the interpolation matrix
+ * m = [ -1.0 3.0 -3.0 1.0 ]
+ * [ 3.0 -6.0 3.0 0.0 ]
+ * [ -3.0 3.0 0.0 0.0 ]
+ * [ 1.0 0.0 0.0 0.0 ]
+ * where T is the curve tension
+ * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
+ * @param u value from 0 to 1
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @return Bezier interpolation
+ */
+ public static float interpolateBezier(float u, float p0, float p1, float p2, float p3) {
+ float oneMinusU = 1.0f - u;
+ float oneMinusU2 = oneMinusU * oneMinusU;
+ float u2 = u * u;
+ return p0 * oneMinusU2 * oneMinusU
+ + 3.0f * p1 * u * oneMinusU2
+ + 3.0f * p2 * u2 * oneMinusU
+ + p3 * u2 * u;
+ }
+
+ /**Interpolate a spline between at least 4 control points following the Bezier equation.
+ * here is the interpolation matrix
+ * m = [ -1.0 3.0 -3.0 1.0 ]
+ * [ 3.0 -6.0 3.0 0.0 ]
+ * [ -3.0 3.0 0.0 0.0 ]
+ * [ 1.0 0.0 0.0 0.0 ]
+ * where T is the tension of the curve
+ * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
+ * @param u value from 0 to 1
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @param store a Vector3f to store the result
+ * @return Bezier interpolation
+ */
+ public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
+ if (store == null) {
+ store = new Vector3f();
+ }
+ store.x = interpolateBezier(u, p0.x, p1.x, p2.x, p3.x);
+ store.y = interpolateBezier(u, p0.y, p1.y, p2.y, p3.y);
+ store.z = interpolateBezier(u, p0.z, p1.z, p2.z, p3.z);
+ return store;
+ }
+
+ /**Interpolate a spline between at least 4 control points following the Bezier equation.
+ * here is the interpolation matrix
+ * m = [ -1.0 3.0 -3.0 1.0 ]
+ * [ 3.0 -6.0 3.0 0.0 ]
+ * [ -3.0 3.0 0.0 0.0 ]
+ * [ 1.0 0.0 0.0 0.0 ]
+ * where T is the tension of the curve
+ * the result is a value between p1 and p3, t=0 for p1, t=1 for p3
+ * @param u value from 0 to 1
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @return Bezier interpolation
+ */
+ public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
+ return interpolateBezier(u, p0, p1, p2, p3, null);
+ }
+
+ /**
+ * Compute the length of a Catmull–Rom spline between control points 1 and 2
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @param startRange the starting range on the segment (use 0)
+ * @param endRange the end range on the segment (use 1)
+ * @param curveTension the curve tension
+ * @return the length of the segment
+ */
+ public static float getCatmullRomP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange, float curveTension) {
+
+ float epsilon = 0.001f;
+ float middleValue = (startRange + endRange) * 0.5f;
+ Vector3f start = p1.clone();
+ if (startRange != 0) {
+ FastMath.interpolateCatmullRom(startRange, curveTension, p0, p1, p2, p3, start);
+ }
+ Vector3f end = p2.clone();
+ if (endRange != 1) {
+ FastMath.interpolateCatmullRom(endRange, curveTension, p0, p1, p2, p3, end);
+ }
+ Vector3f middle = FastMath.interpolateCatmullRom(middleValue, curveTension, p0, p1, p2, p3);
+ float l = end.subtract(start).length();
+ float l1 = middle.subtract(start).length();
+ float l2 = end.subtract(middle).length();
+ float len = l1 + l2;
+ if (l + epsilon < len) {
+ l1 = getCatmullRomP1toP2Length(p0, p1, p2, p3, startRange, middleValue, curveTension);
+ l2 = getCatmullRomP1toP2Length(p0, p1, p2, p3, middleValue, endRange, curveTension);
+ }
+ l = l1 + l2;
+ return l;
+ }
+
+ /**
+ * Compute the length on a Bezier spline between control points 1 and 2.
+ * @param p0 control point 0
+ * @param p1 control point 1
+ * @param p2 control point 2
+ * @param p3 control point 3
+ * @return the length of the segment
+ */
+ public static float getBezierP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
+ float delta = 0.02f, t = 0.0f, result = 0.0f;
+ Vector3f v1 = p0.clone(), v2 = new Vector3f();
+ while (t <= 1.0f) {
+ FastMath.interpolateBezier(t, p0, p1, p2, p3, v2);
+ result += v1.subtractLocal(v2).length();
+ v1.set(v2);
+ t += delta;
+ }
+ return result;
+ }
+
+ /**
+ * Returns the arc cosine of a value.
+ * Special cases:
+ *
Source:
+ * http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
broken link
+ *
+ * @param half The half floating point value as a short.
+ * @return floating point value of the half.
+ */
+ public static float convertHalfToFloat(short half) {
+ switch ((int) half) {
+ case 0x0000:
+ return 0f;
+ case 0x8000:
+ return -0f;
+ case 0x7c00:
+ return Float.POSITIVE_INFINITY;
+ case 0xfc00:
+ return Float.NEGATIVE_INFINITY;
+ // TODO: Support for NaN?
+ default:
+ return Float.intBitsToFloat(((half & 0x8000) << 16)
+ | (((half & 0x7c00) + 0x1C000) << 13)
+ | ((half & 0x03FF) << 13));
+ }
+ }
+
+ public static short convertFloatToHalf(float flt) {
+ if (Float.isNaN(flt)) {
+ throw new UnsupportedOperationException("NaN to half conversion not supported!");
+ } else if (flt == Float.POSITIVE_INFINITY) {
+ return (short) 0x7c00;
+ } else if (flt == Float.NEGATIVE_INFINITY) {
+ return (short) 0xfc00;
+ } else if (flt == 0f) {
+ return (short) 0x0000;
+ } else if (flt == -0f) {
+ return (short) 0x8000;
+ } else if (flt > 65504f) {
+ // max value supported by half float
+ return 0x7bff;
+ } else if (flt < -65504f) {
+ return (short) (0x7bff | 0x8000);
+ } else if (flt > 0f && flt < 5.96046E-8f) {
+ return 0x0001;
+ } else if (flt < 0f && flt > -5.96046E-8f) {
+ return (short) 0x8001;
+ }
+
+ int f = Float.floatToIntBits(flt);
+ return (short) (((f >> 16) & 0x8000)
+ | ((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00)
+ | ((f >> 13) & 0x03ff));
+ }
+}
diff --git a/jme3-core/src/main/java/com/jme3/post/Filter.java b/jme3-core/src/main/java/com/jme3/post/Filter.java
index a7cb93d37..a15374590 100644
--- a/jme3-core/src/main/java/com/jme3/post/Filter.java
+++ b/jme3-core/src/main/java/com/jme3/post/Filter.java
@@ -1,456 +1,456 @@
-/*
- * Copyright (c) 2009-2012 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-package com.jme3.post;
-
-import com.jme3.asset.AssetManager;
-import com.jme3.export.*;
-import com.jme3.material.Material;
-import com.jme3.renderer.Caps;
-import com.jme3.renderer.RenderManager;
-import com.jme3.renderer.Renderer;
-import com.jme3.renderer.ViewPort;
-import com.jme3.renderer.queue.RenderQueue;
-import com.jme3.texture.FrameBuffer;
-import com.jme3.texture.Image.Format;
-import com.jme3.texture.Texture;
-import com.jme3.texture.Texture2D;
-import java.io.IOException;
-import java.util.Collection;
-import java.util.Iterator;
-import java.util.List;
-
-/**
- * Filters are 2D effects applied to the rendered scene.
- * The filter is fed with the rendered scene image rendered in an offscreen frame buffer.
- * This texture is applied on a fullscreen quad, with a special material.
- * This material uses a shader that aplly the desired effect to the scene texture.
- *
- * This class is abstract, any Filter must extend it.
- * Any filter holds a frameBuffer and a texture
- * The getMaterial must return a Material that use a GLSL shader immplementing the desired effect
- *
- * @author Rémy Bouquet aka Nehon
- */
-public abstract class Filter implements Savable {
-
-
- private String name;
- protected Pass defaultPass;
- protected List
+ * The filter is fed with the rendered scene image rendered in an offscreen frame buffer.
+ * This texture is applied on a full-screen quad with a special material.
+ * This material uses a shader that applies the desired effect to the scene texture.
+ *
+ * This class is abstract, any Filter must extend it.
+ * Any filter holds a frameBuffer and a texture
+ * The getMaterial must return a Material that use a GLSL shader implementing the desired effect
+ *
+ * @author Rémy Bouquet aka Nehon
+ */
+public abstract class Filter implements Savable {
+
+
+ private String name;
+ protected Pass defaultPass;
+ protected List
*
setRotation
sets the orientation of this camera.
- * This will be equivelant to setting each of the axes:
+ * setRotation
sets the orientation of this camera. This will
+ * be equivalent to setting each of the axes:
*
* cam.setLeft(rotation.getRotationColumn(0));
* cam.setUp(rotation.getRotationColumn(1));
@@ -803,7 +803,7 @@ public class Camera implements Savable, Cloneable {
}
/**
- * lookAt
is a convienence method for auto-setting the frame
+ * lookAt
is a convenience method for auto-setting the frame
* based on a world position the user desires the camera to look at. It
* repoints the camera towards the given position using the difference
* between the position and the current camera location as a direction
@@ -996,7 +996,7 @@ public class Camera implements Savable, Cloneable {
/**
* contains
tests a bounding volume against the planes of the
- * camera's frustum. The frustums planes are set such that the normals all
+ * camera's frustum. The frustum's planes are set such that the normals all
* face in towards the viewable scene. Therefore, if the bounding volume is
* on the negative side of the plane is can be culled out.
*
diff --git a/jme3-core/src/main/java/com/jme3/renderer/Renderer.java b/jme3-core/src/main/java/com/jme3/renderer/Renderer.java
index cf3640dda..c2d2ec6c7 100644
--- a/jme3-core/src/main/java/com/jme3/renderer/Renderer.java
+++ b/jme3-core/src/main/java/com/jme3/renderer/Renderer.java
@@ -269,7 +269,7 @@ public interface Renderer {
/**
* Renders count
meshes, with the geometry data supplied.
* The shader which is currently set with setShader
is
- * responsible for transforming the input verticies into clip space
+ * responsible for transforming the input vertices into clip space
* and shading it based on the given vertex attributes.
* The int variable gl_InstanceID can be used to access the current
* instance of the mesh being rendered inside the vertex shader.