diff --git a/.checkstyle b/.checkstyle
new file mode 100644
index 0000000..34ed486
--- /dev/null
+++ b/.checkstyle
@@ -0,0 +1,7 @@
+
+
+
+
+
+
+
diff --git a/.classpath b/.classpath
new file mode 100644
index 0000000..d43dd0c
--- /dev/null
+++ b/.classpath
@@ -0,0 +1,30 @@
+
+
+
+
+
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diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..d075be7
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,17 @@
+/bin/
+/Operator/
+/DrawerProperties/
+*.pdfd
+*.dbc
+SchedulerConfig.txt
+scenicView.properties
+ScenariumConfig.txt
+*.class
+*~
+*.bck
+build.number
+/extern/
+/out/
+/.settings/
+/junit/
+/target/
diff --git a/.project b/.project
new file mode 100644
index 0000000..9f45611
--- /dev/null
+++ b/.project
@@ -0,0 +1,24 @@
+
+
+ atriasoft-etk
+
+
+ atriasoft-etk
+
+
+
+ org.eclipse.jdt.core.javabuilder
+
+
+
+
+ net.sf.eclipsecs.core.CheckstyleBuilder
+
+
+
+
+
+ org.eclipse.jdt.core.javanature
+ net.sf.eclipsecs.core.CheckstyleNature
+
+
diff --git a/CheckStyle.xml b/CheckStyle.xml
new file mode 100755
index 0000000..d68aedd
--- /dev/null
+++ b/CheckStyle.xml
@@ -0,0 +1,66 @@
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diff --git a/CleanUp.xml b/CleanUp.xml
new file mode 100644
index 0000000..9df98d2
--- /dev/null
+++ b/CleanUp.xml
@@ -0,0 +1,66 @@
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diff --git a/Formatter.xml b/Formatter.xml
new file mode 100644
index 0000000..79dcbb8
--- /dev/null
+++ b/Formatter.xml
@@ -0,0 +1,366 @@
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diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..a612ad9
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,373 @@
+Mozilla Public License Version 2.0
+==================================
+
+1. Definitions
+--------------
+
+1.1. "Contributor"
+ means each individual or legal entity that creates, contributes to
+ the creation of, or owns Covered Software.
+
+1.2. "Contributor Version"
+ means the combination of the Contributions of others (if any) used
+ by a Contributor and that particular Contributor's Contribution.
+
+1.3. "Contribution"
+ means Covered Software of a particular Contributor.
+
+1.4. "Covered Software"
+ means Source Code Form to which the initial Contributor has attached
+ the notice in Exhibit A, the Executable Form of such Source Code
+ Form, and Modifications of such Source Code Form, in each case
+ including portions thereof.
+
+1.5. "Incompatible With Secondary Licenses"
+ means
+
+ (a) that the initial Contributor has attached the notice described
+ in Exhibit B to the Covered Software; or
+
+ (b) that the Covered Software was made available under the terms of
+ version 1.1 or earlier of the License, but not also under the
+ terms of a Secondary License.
+
+1.6. "Executable Form"
+ means any form of the work other than Source Code Form.
+
+1.7. "Larger Work"
+ means a work that combines Covered Software with other material, in
+ a separate file or files, that is not Covered Software.
+
+1.8. "License"
+ means this document.
+
+1.9. "Licensable"
+ means having the right to grant, to the maximum extent possible,
+ whether at the time of the initial grant or subsequently, any and
+ all of the rights conveyed by this License.
+
+1.10. "Modifications"
+ means any of the following:
+
+ (a) any file in Source Code Form that results from an addition to,
+ deletion from, or modification of the contents of Covered
+ Software; or
+
+ (b) any new file in Source Code Form that contains any Covered
+ Software.
+
+1.11. "Patent Claims" of a Contributor
+ means any patent claim(s), including without limitation, method,
+ process, and apparatus claims, in any patent Licensable by such
+ Contributor that would be infringed, but for the grant of the
+ License, by the making, using, selling, offering for sale, having
+ made, import, or transfer of either its Contributions or its
+ Contributor Version.
+
+1.12. "Secondary License"
+ means either the GNU General Public License, Version 2.0, the GNU
+ Lesser General Public License, Version 2.1, the GNU Affero General
+ Public License, Version 3.0, or any later versions of those
+ licenses.
+
+1.13. "Source Code Form"
+ means the form of the work preferred for making modifications.
+
+1.14. "You" (or "Your")
+ means an individual or a legal entity exercising rights under this
+ License. For legal entities, "You" includes any entity that
+ controls, is controlled by, or is under common control with You. For
+ purposes of this definition, "control" means (a) the power, direct
+ or indirect, to cause the direction or management of such entity,
+ whether by contract or otherwise, or (b) ownership of more than
+ fifty percent (50%) of the outstanding shares or beneficial
+ ownership of such entity.
+
+2. License Grants and Conditions
+--------------------------------
+
+2.1. Grants
+
+Each Contributor hereby grants You a world-wide, royalty-free,
+non-exclusive license:
+
+(a) under intellectual property rights (other than patent or trademark)
+ Licensable by such Contributor to use, reproduce, make available,
+ modify, display, perform, distribute, and otherwise exploit its
+ Contributions, either on an unmodified basis, with Modifications, or
+ as part of a Larger Work; and
+
+(b) under Patent Claims of such Contributor to make, use, sell, offer
+ for sale, have made, import, and otherwise transfer either its
+ Contributions or its Contributor Version.
+
+2.2. Effective Date
+
+The licenses granted in Section 2.1 with respect to any Contribution
+become effective for each Contribution on the date the Contributor first
+distributes such Contribution.
+
+2.3. Limitations on Grant Scope
+
+The licenses granted in this Section 2 are the only rights granted under
+this License. No additional rights or licenses will be implied from the
+distribution or licensing of Covered Software under this License.
+Notwithstanding Section 2.1(b) above, no patent license is granted by a
+Contributor:
+
+(a) for any code that a Contributor has removed from Covered Software;
+ or
+
+(b) for infringements caused by: (i) Your and any other third party's
+ modifications of Covered Software, or (ii) the combination of its
+ Contributions with other software (except as part of its Contributor
+ Version); or
+
+(c) under Patent Claims infringed by Covered Software in the absence of
+ its Contributions.
+
+This License does not grant any rights in the trademarks, service marks,
+or logos of any Contributor (except as may be necessary to comply with
+the notice requirements in Section 3.4).
+
+2.4. Subsequent Licenses
+
+No Contributor makes additional grants as a result of Your choice to
+distribute the Covered Software under a subsequent version of this
+License (see Section 10.2) or under the terms of a Secondary License (if
+permitted under the terms of Section 3.3).
+
+2.5. Representation
+
+Each Contributor represents that the Contributor believes its
+Contributions are its original creation(s) or it has sufficient rights
+to grant the rights to its Contributions conveyed by this License.
+
+2.6. Fair Use
+
+This License is not intended to limit any rights You have under
+applicable copyright doctrines of fair use, fair dealing, or other
+equivalents.
+
+2.7. Conditions
+
+Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
+in Section 2.1.
+
+3. Responsibilities
+-------------------
+
+3.1. Distribution of Source Form
+
+All distribution of Covered Software in Source Code Form, including any
+Modifications that You create or to which You contribute, must be under
+the terms of this License. You must inform recipients that the Source
+Code Form of the Covered Software is governed by the terms of this
+License, and how they can obtain a copy of this License. You may not
+attempt to alter or restrict the recipients' rights in the Source Code
+Form.
+
+3.2. Distribution of Executable Form
+
+If You distribute Covered Software in Executable Form then:
+
+(a) such Covered Software must also be made available in Source Code
+ Form, as described in Section 3.1, and You must inform recipients of
+ the Executable Form how they can obtain a copy of such Source Code
+ Form by reasonable means in a timely manner, at a charge no more
+ than the cost of distribution to the recipient; and
+
+(b) You may distribute such Executable Form under the terms of this
+ License, or sublicense it under different terms, provided that the
+ license for the Executable Form does not attempt to limit or alter
+ the recipients' rights in the Source Code Form under this License.
+
+3.3. Distribution of a Larger Work
+
+You may create and distribute a Larger Work under terms of Your choice,
+provided that You also comply with the requirements of this License for
+the Covered Software. If the Larger Work is a combination of Covered
+Software with a work governed by one or more Secondary Licenses, and the
+Covered Software is not Incompatible With Secondary Licenses, this
+License permits You to additionally distribute such Covered Software
+under the terms of such Secondary License(s), so that the recipient of
+the Larger Work may, at their option, further distribute the Covered
+Software under the terms of either this License or such Secondary
+License(s).
+
+3.4. Notices
+
+You may not remove or alter the substance of any license notices
+(including copyright notices, patent notices, disclaimers of warranty,
+or limitations of liability) contained within the Source Code Form of
+the Covered Software, except that You may alter any license notices to
+the extent required to remedy known factual inaccuracies.
+
+3.5. Application of Additional Terms
+
+You may choose to offer, and to charge a fee for, warranty, support,
+indemnity or liability obligations to one or more recipients of Covered
+Software. However, You may do so only on Your own behalf, and not on
+behalf of any Contributor. You must make it absolutely clear that any
+such warranty, support, indemnity, or liability obligation is offered by
+You alone, and You hereby agree to indemnify every Contributor for any
+liability incurred by such Contributor as a result of warranty, support,
+indemnity or liability terms You offer. You may include additional
+disclaimers of warranty and limitations of liability specific to any
+jurisdiction.
+
+4. Inability to Comply Due to Statute or Regulation
+---------------------------------------------------
+
+If it is impossible for You to comply with any of the terms of this
+License with respect to some or all of the Covered Software due to
+statute, judicial order, or regulation then You must: (a) comply with
+the terms of this License to the maximum extent possible; and (b)
+describe the limitations and the code they affect. Such description must
+be placed in a text file included with all distributions of the Covered
+Software under this License. Except to the extent prohibited by statute
+or regulation, such description must be sufficiently detailed for a
+recipient of ordinary skill to be able to understand it.
+
+5. Termination
+--------------
+
+5.1. The rights granted under this License will terminate automatically
+if You fail to comply with any of its terms. However, if You become
+compliant, then the rights granted under this License from a particular
+Contributor are reinstated (a) provisionally, unless and until such
+Contributor explicitly and finally terminates Your grants, and (b) on an
+ongoing basis, if such Contributor fails to notify You of the
+non-compliance by some reasonable means prior to 60 days after You have
+come back into compliance. Moreover, Your grants from a particular
+Contributor are reinstated on an ongoing basis if such Contributor
+notifies You of the non-compliance by some reasonable means, this is the
+first time You have received notice of non-compliance with this License
+from such Contributor, and You become compliant prior to 30 days after
+Your receipt of the notice.
+
+5.2. If You initiate litigation against any entity by asserting a patent
+infringement claim (excluding declaratory judgment actions,
+counter-claims, and cross-claims) alleging that a Contributor Version
+directly or indirectly infringes any patent, then the rights granted to
+You by any and all Contributors for the Covered Software under Section
+2.1 of this License shall terminate.
+
+5.3. In the event of termination under Sections 5.1 or 5.2 above, all
+end user license agreements (excluding distributors and resellers) which
+have been validly granted by You or Your distributors under this License
+prior to termination shall survive termination.
+
+************************************************************************
+* *
+* 6. Disclaimer of Warranty *
+* ------------------------- *
+* *
+* Covered Software is provided under this License on an "as is" *
+* basis, without warranty of any kind, either expressed, implied, or *
+* statutory, including, without limitation, warranties that the *
+* Covered Software is free of defects, merchantable, fit for a *
+* particular purpose or non-infringing. The entire risk as to the *
+* quality and performance of the Covered Software is with You. *
+* Should any Covered Software prove defective in any respect, You *
+* (not any Contributor) assume the cost of any necessary servicing, *
+* repair, or correction. This disclaimer of warranty constitutes an *
+* essential part of this License. No use of any Covered Software is *
+* authorized under this License except under this disclaimer. *
+* *
+************************************************************************
+
+************************************************************************
+* *
+* 7. Limitation of Liability *
+* -------------------------- *
+* *
+* Under no circumstances and under no legal theory, whether tort *
+* (including negligence), contract, or otherwise, shall any *
+* Contributor, or anyone who distributes Covered Software as *
+* permitted above, be liable to You for any direct, indirect, *
+* special, incidental, or consequential damages of any character *
+* including, without limitation, damages for lost profits, loss of *
+* goodwill, work stoppage, computer failure or malfunction, or any *
+* and all other commercial damages or losses, even if such party *
+* shall have been informed of the possibility of such damages. This *
+* limitation of liability shall not apply to liability for death or *
+* personal injury resulting from such party's negligence to the *
+* extent applicable law prohibits such limitation. Some *
+* jurisdictions do not allow the exclusion or limitation of *
+* incidental or consequential damages, so this exclusion and *
+* limitation may not apply to You. *
+* *
+************************************************************************
+
+8. Litigation
+-------------
+
+Any litigation relating to this License may be brought only in the
+courts of a jurisdiction where the defendant maintains its principal
+place of business and such litigation shall be governed by laws of that
+jurisdiction, without reference to its conflict-of-law provisions.
+Nothing in this Section shall prevent a party's ability to bring
+cross-claims or counter-claims.
+
+9. Miscellaneous
+----------------
+
+This License represents the complete agreement concerning the subject
+matter hereof. If any provision of this License is held to be
+unenforceable, such provision shall be reformed only to the extent
+necessary to make it enforceable. Any law or regulation which provides
+that the language of a contract shall be construed against the drafter
+shall not be used to construe this License against a Contributor.
+
+10. Versions of the License
+---------------------------
+
+10.1. New Versions
+
+Mozilla Foundation is the license steward. Except as provided in Section
+10.3, no one other than the license steward has the right to modify or
+publish new versions of this License. Each version will be given a
+distinguishing version number.
+
+10.2. Effect of New Versions
+
+You may distribute the Covered Software under the terms of the version
+of the License under which You originally received the Covered Software,
+or under the terms of any subsequent version published by the license
+steward.
+
+10.3. Modified Versions
+
+If you create software not governed by this License, and you want to
+create a new license for such software, you may create and use a
+modified version of this License if you rename the license and remove
+any references to the name of the license steward (except to note that
+such modified license differs from this License).
+
+10.4. Distributing Source Code Form that is Incompatible With Secondary
+Licenses
+
+If You choose to distribute Source Code Form that is Incompatible With
+Secondary Licenses under the terms of this version of the License, the
+notice described in Exhibit B of this License must be attached.
+
+Exhibit A - Source Code Form License Notice
+-------------------------------------------
+
+ This Source Code Form is subject to the terms of the Mozilla Public
+ License, v. 2.0. If a copy of the MPL was not distributed with this
+ file, You can obtain one at http://mozilla.org/MPL/2.0/.
+
+If it is not possible or desirable to put the notice in a particular
+file, then You may include the notice in a location (such as a LICENSE
+file in a relevant directory) where a recipient would be likely to look
+for such a notice.
+
+You may add additional accurate notices of copyright ownership.
+
+Exhibit B - "Incompatible With Secondary Licenses" Notice
+---------------------------------------------------------
+
+ This Source Code Form is "Incompatible With Secondary Licenses", as
+ defined by the Mozilla Public License, v. 2.0.
diff --git a/src/module-info.java b/src/module-info.java
new file mode 100644
index 0000000..fd1ce90
--- /dev/null
+++ b/src/module-info.java
@@ -0,0 +1,9 @@
+/** Basic module interface.
+ *
+ * @author Edouard DUPIN */
+
+open module org.atriasoft.etk {
+ exports org.atriasoft.etk;
+ exports org.atriasoft.etk.math;
+ requires transitive io.scenarium.logger;
+}
diff --git a/src/org/atriasoft/etk/Color.java b/src/org/atriasoft/etk/Color.java
new file mode 100644
index 0000000..7f51443
--- /dev/null
+++ b/src/org/atriasoft/etk/Color.java
@@ -0,0 +1,25 @@
+package org.atriasoft.etk;
+
+public class Color {
+ @Override
+ public String toString() {
+ return "Color [r=" + r + ", g=" + g + ", b=" + b + ", a=" + a + "]";
+ }
+ public float r;
+ public float g;
+ public float b;
+ public float a;
+ public Color(float r, float g, float b, float a) {
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = a;
+ }
+ public Color(float r, float g, float b) {
+ super();
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = 1.0f;
+ }
+}
diff --git a/src/org/atriasoft/etk/ThreadAbstract.java b/src/org/atriasoft/etk/ThreadAbstract.java
new file mode 100644
index 0000000..adba966
--- /dev/null
+++ b/src/org/atriasoft/etk/ThreadAbstract.java
@@ -0,0 +1,61 @@
+package org.atriasoft.etk;
+
+public abstract class ThreadAbstract {
+ // thread section:
+ private boolean threadStopRequested = false;
+ private Thread threadInstance = null;
+ private final String threadName;
+ public ThreadAbstract(String name) {
+ this.threadName = name;
+ }
+
+ public void threadStart() {
+ System.out.println("INFO: Start the thread : " + this.threadName);
+ if (threadInstance != null) {
+ threadStop();
+ }
+ threadStopRequested = false;
+ threadInstance = new Thread() {
+ public void run() {
+ threadRun();
+ }
+ };
+ threadInstance.setName(threadName);
+ threadInstance.start();
+ }
+
+ private void threadRun() {
+ System.out.println("INFO: Thread Start: " + threadName);
+ birth();
+ while (threadStopRequested == false) {
+ try {
+ runPeriodic();
+ } catch (Exception eee) {
+ eee.printStackTrace();
+ }
+ }
+ death();
+ System.out.println("INFO: Thread Stop: " + threadName);
+ }
+ protected abstract void birth();
+ protected abstract void runPeriodic();
+ protected abstract void death();
+
+ public void threadStop() {
+ if (threadStopRequested == true) {
+ return;
+ }
+ threadStopRequested = true;
+ if (threadInstance == null) {
+ return;
+ }
+ threadInstance.interrupt();
+ try {
+ threadInstance.join();
+ } catch (InterruptedException eee) {
+ // nothing to do
+ }
+ threadInstance = null;
+ }
+
+}
diff --git a/src/org/atriasoft/etk/Uri.java b/src/org/atriasoft/etk/Uri.java
new file mode 100644
index 0000000..4f6a12e
--- /dev/null
+++ b/src/org/atriasoft/etk/Uri.java
@@ -0,0 +1,39 @@
+package org.atriasoft.etk;
+
+import java.util.HashMap;
+import java.util.Map;
+
+public class Uri {
+ private static Map genericMap = new HashMap();
+
+ public static void setGroup(String groupName, String basePath) {
+ genericMap.put(groupName.toUpperCase(), basePath);
+ }
+ private final String value;
+
+ public Uri(String value) {
+ this.value = value;
+ }
+
+ public Uri(String group, String path) {
+ this.value = group.toUpperCase() + ":" + path;
+ }
+
+ public String getValue() {
+ return value;
+ }
+
+ public String getPath() {
+ String[] ret = value.split(":",2);
+ return genericMap.get(ret[0]) + "/" + ret[1];
+ }
+ public String get() {
+ return getPath();
+ }
+
+ @Override
+ public String toString() {
+ return "Uri [value=" + value + "]";
+ }
+
+}
diff --git a/src/org/atriasoft/etk/internal/Log.java b/src/org/atriasoft/etk/internal/Log.java
new file mode 100644
index 0000000..123a89a
--- /dev/null
+++ b/src/org/atriasoft/etk/internal/Log.java
@@ -0,0 +1,60 @@
+package org.atriasoft.etk.internal;
+
+import io.scenarium.logger.LogLevel;
+import io.scenarium.logger.Logger;
+
+public class Log {
+ private static final String LIB_NAME = "etk";
+ private static final String LIB_NAME_DRAW = Logger.getDrawableName(LIB_NAME);
+ private static final boolean PRINT_CRITICAL = Logger.getNeedPrint(LIB_NAME, LogLevel.CRITICAL);
+ private static final boolean PRINT_ERROR = Logger.getNeedPrint(LIB_NAME, LogLevel.ERROR);
+ private static final boolean PRINT_WARNING = Logger.getNeedPrint(LIB_NAME, LogLevel.WARNING);
+ private static final boolean PRINT_INFO = Logger.getNeedPrint(LIB_NAME, LogLevel.INFO);
+ private static final boolean PRINT_DEBUG = Logger.getNeedPrint(LIB_NAME, LogLevel.DEBUG);
+ private static final boolean PRINT_VERBOSE = Logger.getNeedPrint(LIB_NAME, LogLevel.VERBOSE);
+ private static final boolean PRINT_TODO = Logger.getNeedPrint(LIB_NAME, LogLevel.TODO);
+ private static final boolean PRINT_PRINT = Logger.getNeedPrint(LIB_NAME, LogLevel.PRINT);
+
+ private Log() {}
+
+ public static void print(String data) {
+ if (PRINT_PRINT)
+ Logger.print(LIB_NAME_DRAW, data);
+ }
+
+ public static void todo(String data) {
+ if (PRINT_TODO)
+ Logger.todo(LIB_NAME_DRAW, data);
+ }
+
+ public static void critical(String data) {
+ if (PRINT_CRITICAL)
+ Logger.critical(LIB_NAME_DRAW, data);
+ }
+
+ public static void error(String data) {
+ if (PRINT_ERROR)
+ Logger.error(LIB_NAME_DRAW, data);
+ }
+
+ public static void warning(String data) {
+ if (PRINT_WARNING)
+ Logger.warning(LIB_NAME_DRAW, data);
+ }
+
+ public static void info(String data) {
+ if (PRINT_INFO)
+ Logger.info(LIB_NAME_DRAW, data);
+ }
+
+ public static void debug(String data) {
+ if (PRINT_DEBUG)
+ Logger.debug(LIB_NAME_DRAW, data);
+ }
+
+ public static void verbose(String data) {
+ if (PRINT_VERBOSE)
+ Logger.verbose(LIB_NAME_DRAW, data);
+ }
+
+}
diff --git a/src/org/atriasoft/etk/math/Matrix3f.java b/src/org/atriasoft/etk/math/Matrix3f.java
new file mode 100644
index 0000000..4491614
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Matrix3f.java
@@ -0,0 +1,435 @@
+package org.atriasoft.etk.math;
+
+
+public class Matrix3f {
+ public float[] mat = new float[3*3]; //!< matrix data
+ /**
+ * @brief Constructor that load zero matrix
+ */
+ public Matrix3f(){
+ this.mat[0] = 0.0f;
+ this.mat[1] = 0.0f;
+ this.mat[2] = 0.0f;
+ this.mat[3] = 0.0f;
+ this.mat[4] = 0.0f;
+ this.mat[5] = 0.0f;
+ this.mat[6] = 0.0f;
+ this.mat[7] = 0.0f;
+ this.mat[8] = 0.0f;
+ }
+ /**
+ * @brief Configuration constructorwith single value.
+ * @param value single value
+ */
+ public Matrix3f(float value){
+ this.mat[0] = value;
+ this.mat[1] = value;
+ this.mat[2] = value;
+ this.mat[3] = value;
+ this.mat[4] = value;
+ this.mat[5] = value;
+ this.mat[6] = value;
+ this.mat[7] = value;
+ this.mat[8] = value;
+ }
+ /**
+ * @brief Configuration constructor.
+ * @param a1 element 0x0
+ * @param a2 element 0x1
+ * @param a3 element 0x2
+ * @param b1 element 1x0
+ * @param b2 element 1x1
+ * @param b3 element 1x2
+ * @param c1 element 2x0
+ * @param c2 element 2x1
+ * @param c3 element 2x2
+ */
+ public Matrix3f(float a1, float a2, float a3,
+ float b1, float b2, float b3,
+ float c1, float c2, float c3) {
+ this.mat[0] = a1; this.mat[1] = a2; this.mat[2] = a3;
+ this.mat[3] = b1; this.mat[4] = b2; this.mat[5] = b3;
+ this.mat[6] = c1; this.mat[7] = c2; this.mat[8] = c3;
+ }
+
+ /**
+ * @brief Copy constructor.
+ * @param obj Matrix object to copy
+ */
+ public Matrix3f(Matrix3f obj) {
+ this.mat[0] = obj.mat[0];
+ this.mat[1] = obj.mat[1];
+ this.mat[2] = obj.mat[2];
+ this.mat[3] = obj.mat[3];
+ this.mat[4] = obj.mat[4];
+ this.mat[5] = obj.mat[5];
+ this.mat[6] = obj.mat[6];
+ this.mat[7] = obj.mat[7];
+ this.mat[8] = obj.mat[8];
+ }
+ /**
+ * @brief Set Value on the matrix
+ * @param a1 element 0x0
+ * @param a2 element 0x1
+ * @param a3 element 0x2
+ * @param b1 element 1x0
+ * @param b2 element 1x1
+ * @param b3 element 1x2
+ * @param c1 element 2x0
+ * @param c2 element 2x1
+ * @param c3 element 2x2
+ */
+ public void set(float a1, float a2, float a3,
+ float b1, float b2, float b3,
+ float c1, float c2, float c3) {
+ this.mat[0] = a1; this.mat[1] = a2; this.mat[2] = a3;
+ this.mat[3] = b1; this.mat[4] = b2; this.mat[5] = b3;
+ this.mat[6] = c1; this.mat[7] = c2; this.mat[8] = c3;
+ }
+ /**
+ * @brief Load Zero matrix
+ */
+ public void setZero() {
+ this.mat[0] = 0.0f;
+ this.mat[1] = 0.0f;
+ this.mat[2] = 0.0f;
+ this.mat[3] = 0.0f;
+ this.mat[4] = 0.0f;
+ this.mat[5] = 0.0f;
+ this.mat[6] = 0.0f;
+ this.mat[7] = 0.0f;
+ this.mat[8] = 0.0f;
+ }
+
+ /**
+ * @brief get the colom id values
+ * @param iii Id of the colomn
+ * @return Vector 3D vith the values
+ */
+ Vector3f getColumn(int iii) {
+ if (iii == 0) {
+ return new Vector3f(this.mat[0], this.mat[3], this.mat[6]);
+ } else if (iii == 1) {
+ return new Vector3f(this.mat[1], this.mat[4], this.mat[7]);
+ }
+ return new Vector3f(this.mat[2], this.mat[5], this.mat[8]);
+ }
+ /**
+ * @brief get the row id values
+ * @param iii Id of the row
+ * @return Vector 3D vith the values
+ */
+ public Vector3f getRow(int iii) {
+ if (iii == 0) {
+ return new Vector3f(this.mat[0], this.mat[1], this.mat[2]);
+ } else if (iii == 1) {
+ return new Vector3f(this.mat[3], this.mat[4], this.mat[5]);
+ }
+ return new Vector3f(this.mat[6], this.mat[7], this.mat[8]);
+ }
+ public float get(int iii) {
+ return this.mat[iii];
+ }
+ /**
+ * @brief get a transpose matrix of this one.
+ * @return the transpose matrix
+ */
+ public Matrix3f getTranspose() {
+ return new Matrix3f(this.mat[0], this.mat[3], this.mat[6],
+ this.mat[1], this.mat[4], this.mat[7],
+ this.mat[2], this.mat[5], this.mat[8]);
+}
+
+ /**
+ * @brief Transpose the current matrix.
+ */
+ public void transpose() {
+ float tmp = this.mat[1];
+ this.mat[1] = this.mat[3];
+ this.mat[3] = tmp;
+ tmp = this.mat[2];
+ this.mat[2] = this.mat[6];
+ this.mat[6] = tmp;
+ tmp = this.mat[5];
+ this.mat[5] = this.mat[7];
+ this.mat[7] = tmp;
+ }
+ /**
+ * @brief Computes the determinant of the matrix.
+ * @return The determinent Value.
+ */
+ public float determinant() {
+ return this.mat[0] * (this.mat[4] * this.mat[8]-this.mat[7] * this.mat[5])
+ - this.mat[1] * (this.mat[3] * this.mat[8]-this.mat[6] * this.mat[5])
+ + this.mat[2] * (this.mat[3] * this.mat[7]-this.mat[6] * this.mat[4]);
+ }
+ /**
+ * @brief Calculate the trace of the matrix
+ * @return value of addition of all element in the diagonal
+ */
+ public float getTrace() {
+ return (this.mat[0] + this.mat[4] + this.mat[8]);
+ }
+ /**
+ * @brief Inverts the matrix.
+ * @note The determinant must be != 0, otherwithe the matrix can't be inverted.
+ * @return The inverted matrix.
+ */
+ public Matrix3f inverseNew() {
+ Matrix3f tmp = new Matrix3f(this);
+ tmp.inverse();
+ return tmp;
+ }
+
+ /**
+ * @brief Inverts the current matrix.
+ * @note The determinant must be != 0, otherwithe the matrix can't be inverted.
+ */
+ public Matrix3f inverse(){
+ float det = determinant();
+ //assert(Math.abs(det) > MACHINEEPSILON);
+ float invDet = 1.0f / det;
+ this.set( (this.mat[4] * this.mat[8]-this.mat[7] * this.mat[5]),
+ -(this.mat[1] * this.mat[8]-this.mat[7] * this.mat[2]),
+ (this.mat[1] * this.mat[5]-this.mat[2] * this.mat[4]),
+ -(this.mat[3] * this.mat[8]-this.mat[6] * this.mat[5]),
+ (this.mat[0] * this.mat[8]-this.mat[6] * this.mat[2]),
+ -(this.mat[0] * this.mat[5]-this.mat[3] * this.mat[2]),
+ (this.mat[3] * this.mat[7]-this.mat[6] * this.mat[4]),
+ -(this.mat[0] * this.mat[7]-this.mat[6] * this.mat[1]),
+ (this.mat[0] * this.mat[4]-this.mat[1] * this.mat[3]));
+ this.multiply(invDet);
+ return this;
+ }
+ /**
+ * @brief get the matrix with the absolute value
+ * @return matix in absolute
+ */
+ public Matrix3f getAbsolute() {
+ return new Matrix3f(Math.abs(this.mat[0]), Math.abs(this.mat[1]), Math.abs(this.mat[2]),
+ Math.abs(this.mat[3]), Math.abs(this.mat[4]), Math.abs(this.mat[5]),
+ Math.abs(this.mat[6]), Math.abs(this.mat[7]), Math.abs(this.mat[8]));
+}
+ /**
+ * @brief absolutise the matrix
+ */
+ public void absolute(){
+ this.mat[0] = Math.abs(this.mat[0]);
+ this.mat[1] = Math.abs(this.mat[1]);
+ this.mat[2] = Math.abs(this.mat[2]);
+ this.mat[3] = Math.abs(this.mat[3]);
+ this.mat[4] = Math.abs(this.mat[4]);
+ this.mat[5] = Math.abs(this.mat[5]);
+ this.mat[6] = Math.abs(this.mat[6]);
+ this.mat[7] = Math.abs(this.mat[7]);
+ this.mat[8] = Math.abs(this.mat[8]);
+ }
+ /**
+ * @brief Load Identity matrix
+ */
+ public void setIdentity(){
+ this.mat[0] = 1.0f; this.mat[1] = 0.0f; this.mat[2] = 0.0f;
+ this.mat[3] = 0.0f; this.mat[4] = 1.0f; this.mat[5] = 0.0f;
+ this.mat[6] = 0.0f; this.mat[7] = 0.0f; this.mat[8] = 1.0f;
+ }
+ /**
+ * @brief create a Identity matrix
+ * @return created new matrix
+ */
+ public static Matrix3f identity() {
+ return new Matrix3f(1, 0, 0, 0, 1, 0, 0, 0, 1);
+ }
+ /**
+ * @brief create a ZERO matrix
+ * @return created new matrix
+ */
+ public static Matrix3f zero() {
+ return new Matrix3f(0, 0, 0, 0, 0, 0, 0, 0, 0);
+ }
+ /**
+ * @brief create a skew-symmetric matrix using a given vector that can be used to compute cross product with another vector using matrix multiplication
+ * @param vector Vector to comute
+ * @return Matrix to compute
+ */
+ public static Matrix3f computeSkewSymmetricMatrixForCrossProduct(Vector3f vector) {
+ return new Matrix3f( 0.0f , -vector.z, vector.y,
+ vector.z, 0.0f , -vector.x,
+ -vector.y, vector.x, 0.0f);
+ }
+ /**
+ * @brief Operator= Asign the current object with an other object
+ * @param obj Reference on the external object
+ * @return Local reference of the vector asigned
+ */
+ public Matrix3f set(Matrix3f obj ){
+ for(int iii=0; iii<3*3 ; ++iii) {
+ this.mat[iii] = obj.mat[iii];
+ }
+ return this;
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ boolean isEqual(Matrix3f obj) {
+ for(int iii=0; iii<3*3 ; ++iii) {
+ if(this.mat[iii] != obj.mat[iii]) {
+ return false;
+ }
+ }
+ return true;
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Matrix3f obj) {
+ for(int iii=0; iii<3*3 ; ++iii) {
+ if(this.mat[iii] != obj.mat[iii]) {
+ return true;
+ }
+ }
+ return false;
+ }
+ /**
+ * @brief Operator+= Addition an other matrix with this one
+ * @param obj Reference on the external object
+ * @return Local reference of the vector additionned
+ */
+ public Matrix3f add(Matrix3f obj){
+ for(int iii=0; iii<3*3 ; ++iii) {
+ this.mat[iii] += obj.mat[iii];
+ }
+ return this;
+ }
+ /**
+ * @brief Operator+ Addition an other matrix with this one
+ * @param obj Reference on the external object
+ * @return New vector containing the value
+ */
+ public Matrix3f addNew(Matrix3f obj) {
+ Matrix3f tmp = new Matrix3f(this);
+ tmp.add(obj);
+ return tmp;
+ }
+ /**
+ * @brief Operator-= Decrement an other matrix with this one
+ * @param obj Reference on the external object
+ * @return Local reference of the vector decremented
+ */
+ public Matrix3f less(Matrix3f obj) {
+ for(int iii=0; iii<3*3 ; ++iii) {
+ this.mat[iii] -= obj.mat[iii];
+ }
+ return this;
+ }
+ /**
+ * @brief Operator- Decrement an other matrix with this one
+ * @param obj Reference on the external object
+ * @return New vector containing the value
+ */
+ public Matrix3f lessNew(Matrix3f obj) {
+ Matrix3f tmp = new Matrix3f(this);
+ tmp.less(obj);
+ return tmp;
+ }
+ /**
+ * @brief Operator*= Multiplication an other matrix with this one
+ * @param obj Reference on the external object
+ * @return Local reference of the vector multiplicated
+ */
+ public Matrix3f multiply(Matrix3f obj) {
+ float a1 = this.mat[0]*obj.mat[0] + this.mat[1]*obj.mat[3] + this.mat[2]*obj.mat[6];
+ float b1 = this.mat[3]*obj.mat[0] + this.mat[4]*obj.mat[3] + this.mat[5]*obj.mat[6];
+ float c1 = this.mat[6]*obj.mat[0] + this.mat[7]*obj.mat[3] + this.mat[8]*obj.mat[6];
+ float a2 = this.mat[0]*obj.mat[1] + this.mat[1]*obj.mat[4] + this.mat[2]*obj.mat[7];
+ float b2 = this.mat[3]*obj.mat[1] + this.mat[4]*obj.mat[4] + this.mat[5]*obj.mat[7];
+ float c2 = this.mat[6]*obj.mat[1] + this.mat[7]*obj.mat[4] + this.mat[8]*obj.mat[7];
+ this.mat[2] = this.mat[0]*obj.mat[2] + this.mat[1]*obj.mat[5] + this.mat[2]*obj.mat[8];
+ this.mat[5] = this.mat[3]*obj.mat[2] + this.mat[4]*obj.mat[5] + this.mat[5]*obj.mat[8];
+ this.mat[8] = this.mat[6]*obj.mat[2] + this.mat[7]*obj.mat[5] + this.mat[8]*obj.mat[8];
+ this.mat[0] = a1;
+ this.mat[3] = b1;
+ this.mat[6] = c1;
+ this.mat[1] = a2;
+ this.mat[4] = b2;
+ this.mat[7] = c2;
+ return this;
+ }
+ /**
+ * @brief Operator* Multiplication an other matrix with this one
+ * @param obj Reference on the external object
+ * @return New vector containing the value
+ */
+ public Matrix3f multiplyNew(Matrix3f obj) {
+ Matrix3f tmp = new Matrix3f(this);
+ tmp.multiply(obj);
+ return tmp;
+ }
+ /**
+ * @brief Operator*= Multiplication a value
+ * @param value value to multiply all the matrix
+ * @return Local reference of the vector multiplicated
+ */
+ public Matrix3f multiply(float value){
+ this.mat[0] *= value;
+ this.mat[1] *= value;
+ this.mat[2] *= value;
+ this.mat[3] *= value;
+ this.mat[4] *= value;
+ this.mat[5] *= value;
+ this.mat[6] *= value;
+ this.mat[7] *= value;
+ this.mat[8] *= value;
+ return this;
+ }
+ /**
+ * @brief Operator*= Multiplication a value
+ * @param value value to multiply all the matrix
+ * @return Local reference of the vector multiplicated
+ */
+ public Matrix3f multiplyNew(float value) {
+ Matrix3f tmp = new Matrix3f(this);
+ tmp.multiply(value);
+ return tmp;
+ }
+ /**
+ * @brief Operator* apply matrix on a vector
+ * @param point Point value to apply the matrix
+ * @return New vector containing the value
+ */
+ public Vector3f multiply(Vector3f point) {
+ return new Vector3f(point.x * this.mat[0] + point.y * this.mat[1] + point.z * this.mat[2],
+ point.x * this.mat[3] + point.y * this.mat[4] + point.z * this.mat[5],
+ point.x * this.mat[6] + point.y * this.mat[7] + point.z * this.mat[8]);
+ }
+ /**
+ * @brief Create a matrix 3D with a simple rotation
+ * @param normal vector aroud witch apply the rotation
+ * @param angleRad Radian angle to set at the matrix
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix3f createMatrixRotate(Vector3f normal, float angleRad) {
+ Matrix3f tmp = new Matrix3f();
+ float cosVal = (float)Math.cos(angleRad);
+ float sinVal = (float)Math.sin(angleRad);
+ float invVal = 1.0f-cosVal;
+ // set rotation :
+ tmp.mat[0] = normal.x * normal.x * invVal + cosVal;
+ tmp.mat[1] = normal.x * normal.y * invVal - normal.z * sinVal;
+ tmp.mat[2] = normal.x * normal.z * invVal + normal.y * sinVal;
+
+ tmp.mat[3] = normal.y * normal.x * invVal + normal.z * sinVal;
+ tmp.mat[4] = normal.y * normal.y * invVal + cosVal;
+ tmp.mat[5] = normal.y * normal.z * invVal - normal.x * sinVal;
+
+ tmp.mat[6] = normal.z * normal.x * invVal - normal.y * sinVal;
+ tmp.mat[7] = normal.z * normal.y * invVal + normal.x * sinVal;
+ tmp.mat[8] = normal.z * normal.z * invVal + cosVal;
+ return tmp;
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Matrix4f.java b/src/org/atriasoft/etk/math/Matrix4f.java
new file mode 100644
index 0000000..88f4866
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Matrix4f.java
@@ -0,0 +1,538 @@
+package org.atriasoft.etk.math;
+
+public class Matrix4f {
+ public float[] mat = new float[4*4]; //!< matrix data
+ /**
+ * @brief configure identity of the matrix
+ */
+ public void setIdentity() {
+ for(int iii=0; iii<4*4 ; iii++) {
+ this.mat[iii] = 0;
+ }
+ this.mat[0] = 1.0f;
+ this.mat[5] = 1.0f;
+ this.mat[10] = 1.0f;
+ this.mat[15] = 1.0f;
+ }
+ public static Matrix4f identity() {
+ Matrix4f tmp = new Matrix4f();
+ tmp.setIdentity();
+ return tmp;
+ }
+ /**
+ * @brief Constructor that load identity
+ */
+ public Matrix4f() {
+ setIdentity();
+ }
+ /**
+ * @brief Configuration constructor.
+ * @param a1 1st colomn, 1 line value
+ * @param b1 2nd colomn, 1 line value
+ * @param c1 3rd colomn, 1 line value
+ * @param d1 4th colomn, 1 line value
+ * @param a2 1st colomn, 2 line value
+ * @param b2 2nd colomn, 2 line value
+ * @param c2 3rd colomn, 2 line value
+ * @param d2 4th colomn, 2 line value
+ * @param a3 1st colomn, 3 line value
+ * @param b3 2nd colomn, 3 line value
+ * @param c3 3rd colomn, 3 line value
+ * @param d3 4th colomn, 3 line value
+ * @param a4 1st colomn, 4 line value
+ * @param b4 2nd colomn, 4 line value
+ * @param c4 3rd colomn, 4 line value
+ * @param d4 4th colomn, 4 line value
+ */
+ public Matrix4f(float a1, float b1, float c1, float d1,
+ float a2, float b2, float c2, float d2,
+ float a3, float b3, float c3, float d3,
+ float a4, float b4, float c4, float d4) {
+ this.mat[0] = a1;
+ this.mat[1] = b1;
+ this.mat[2] = c1;
+ this.mat[3] = d1;
+ this.mat[4] = a2;
+ this.mat[5] = b2;
+ this.mat[6] = c2;
+ this.mat[7] = d2;
+ this.mat[8] = a3;
+ this.mat[9] = b3;
+ this.mat[10] = c3;
+ this.mat[11] = d3;
+ this.mat[12] = a4;
+ this.mat[13] = b4;
+ this.mat[14] = c4;
+ this.mat[15] = d4;
+ }
+ /**
+ * @brief Configuration constructor.
+ * @param values vector of values
+ */
+ public Matrix4f(float[] values) {
+ if (values == null) {
+ setIdentity();
+ return;
+ }
+ for(int iii=0; iii<16 ; ++iii) {
+ this.mat[iii] = values[iii];
+ }
+ }
+ public Matrix4f(Matrix3f matrix) {
+ this.mat[0] = matrix.mat[0];
+ this.mat[1] = matrix.mat[1];
+ this.mat[2] = matrix.mat[2];
+ this.mat[3] = 0;
+ this.mat[4] = matrix.mat[3];
+ this.mat[5] = matrix.mat[4];
+ this.mat[6] = matrix.mat[5];
+ this.mat[7] = 0;
+ this.mat[8] = matrix.mat[6];
+ this.mat[9] = matrix.mat[7];
+ this.mat[10] = matrix.mat[8];
+ this.mat[11] = 0;
+ this.mat[12] = 0;
+ this.mat[13] = 0;
+ this.mat[14] = 0;
+ this.mat[15] = 1;
+// this.mat[0] = matrix.mat[0];
+// this.mat[1] = matrix.mat[3];
+// this.mat[2] = matrix.mat[6];
+// this.mat[3] = 0;
+// this.mat[4] = matrix.mat[1];
+// this.mat[5] = matrix.mat[4];
+// this.mat[6] = matrix.mat[7];
+// this.mat[7] = 0;
+// this.mat[8] = matrix.mat[2];
+// this.mat[9] = matrix.mat[5];
+// this.mat[10] = matrix.mat[8];
+// this.mat[11] = 0;
+// this.mat[12] = 0;
+// this.mat[13] = 0;
+// this.mat[14] = 0;
+// this.mat[15] = 1;
+ }
+ /**
+ * @brief Operator= Asign the current object with an other object
+ * @param obj Reference on the external object
+ */
+ public void set(Matrix4f obj) {
+ for(int iii=0; iii<16 ; iii++) {
+ this.mat[iii] = obj.mat[iii];
+ }
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ public boolean isEqual(Matrix4f obj) {
+ for(int iii=0; iii<4*4 ; ++iii) {
+ if(this.mat[iii] != obj.mat[iii]) {
+ return false;
+ }
+ }
+ return true;
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Matrix4f obj) {
+ for(int iii=0; iii<4*4 ; ++iii) {
+ if(this.mat[iii] != obj.mat[iii]) {
+ return true;
+ }
+ }
+ return false;
+ }
+ /**
+ * @brief Operator+= Addition an other matrix with this one
+ * @param obj Reference on the external object
+ */
+ public void add(Matrix4f obj) {
+ for(int iii=0; iii<4*4 ; ++iii) {
+ this.mat[iii] += obj.mat[iii];
+ }
+ }
+ /**
+ * @brief Operator-= Decrement an other matrix with this one
+ * @param obj Reference on the external object
+ */
+ public void decrement(Matrix4f obj) {
+ for(int iii=0; iii<4*4 ; ++iii) {
+ this.mat[iii] -= obj.mat[iii];
+ }
+ }
+ /**
+ * @brief Operator*= Multiplication an other matrix with this one
+ * @param obj Reference on the external object
+ */
+ public Matrix4f multiply(Matrix4f obj) {
+ // output Matrix
+ float[] matrixOut = new float[16];
+ for(int xxx=0; xxx<4 ; xxx++) {
+ for(int yyy=0; yyy<4 ; yyy++) {
+ float value = 0;
+ for(int kkk=0; kkk<4 ; kkk++) {
+ value += this.mat[yyy*4+kkk] * obj.mat[kkk*4+xxx];
+ }
+ matrixOut[yyy*4+xxx] = value;
+ }
+ }
+ // set it at the output
+ for(int iii=0; iii<4*4 ; iii++) {
+ this.mat[iii] = matrixOut[iii];
+ }
+ return this;
+ }
+ public Matrix4f multiplyNew(Matrix4f obj) {
+ return this.clone().multiply(obj);
+ }
+ /**
+ * @brief Operator* apply matrix on a vector
+ * @param point Point value to apply the matrix
+ * @return New vector containing the value
+ */
+ public Vector3f multiply(Vector3f point) {
+ return new Vector3f( this.mat[0]*point.x + this.mat[1]*point.y + this.mat[2]*point.z + this.mat[3],
+ this.mat[4]*point.x + this.mat[5]*point.y + this.mat[6]*point.z + this.mat[7],
+ this.mat[8]*point.x + this.mat[9]*point.y + this.mat[10]*point.z + this.mat[11] );
+ }
+ /**
+ * @brief Transpose the current matix (usefull for OpenGL display)
+ */
+ public Matrix4f transpose() {
+ float tmpVal = this.mat[1];
+ this.mat[1] = this.mat[4];
+ this.mat[4] = tmpVal;
+
+ tmpVal = this.mat[2];
+ this.mat[2] = this.mat[8];
+ this.mat[8] = tmpVal;
+
+ tmpVal = this.mat[6];
+ this.mat[6] = this.mat[9];
+ this.mat[9] = tmpVal;
+
+ tmpVal = this.mat[3];
+ this.mat[3] = this.mat[12];
+ this.mat[12] = tmpVal;
+
+ tmpVal = this.mat[7];
+ this.mat[7] = this.mat[13];
+ this.mat[13] = tmpVal;
+
+ tmpVal = this.mat[11];
+ this.mat[11] = this.mat[14];
+ this.mat[14] = tmpVal;
+ return this;
+ }
+ public Matrix4f transposeNew() {
+ return this.clone().transpose();
+ }
+ /**
+ * @brief Scale the current Matrix.
+ * @param vect Scale vector to apply.
+ */
+ public Matrix4f scale(Vector3f vect) {
+ return scale(vect.x, vect.y, vect.z);
+ }
+ public Matrix4f scaleNew(Vector3f vect) {
+ return this.clone().scale(vect.x, vect.y, vect.z);
+ }
+ /**
+ * @brief Scale the current Matrix.
+ * @param sx Scale X value to apply.
+ * @param sy Scale Y value to apply.
+ * @param sz Scale Z value to apply.
+ */
+ public Matrix4f scale(float sx, float sy, float sz) {
+ this.mat[0] *= sx; this.mat[1] *= sy; this.mat[2] *= sz;
+ this.mat[4] *= sx; this.mat[5] *= sy; this.mat[6] *= sz;
+ this.mat[8] *= sx; this.mat[9] *= sy; this.mat[10] *= sz;
+ return this;
+ }
+ public Matrix4f scaleNew(float sx, float sy, float sz) {
+ return this.clone().scale(sx, sy, sz);
+ }
+ /**
+ * @brief Scale the current Matrix in all direction with 1 value.
+ * @param scale Scale XYZ value to apply.
+ */
+ public Matrix4f scale(float scale) {
+ return scale(scale, scale, scale);
+ }
+ public Matrix4f scaleNew(float scale) {
+ return this.clone().scale(scale, scale, scale);
+ }
+ /**
+ * @brief Makes a rotation matrix about an arbitrary axis.
+ * @param vect vector to apply the angle.
+ * @param angleRad angle to apply.
+ */
+ public Matrix4f rotate(Vector3f vect, float angleRad) {
+ Matrix4f tmpMat = createMatrixRotate(vect, angleRad);
+ return this.multiply(tmpMat);
+ }
+ public Matrix4f rotateNew(Vector3f vect, float angleRad) {
+ Matrix4f tmpMat = createMatrixRotate(vect, angleRad);
+ return this.multiplyNew(tmpMat);
+ }
+ /**
+ * @brief Makes a translation of the matrix
+ * @param vect Translation to apply.
+ */
+ public Matrix4f translate(Vector3f vect) {
+ Matrix4f tmpMat = createMatrixTranslate(vect);
+ return this.multiply(tmpMat);
+ }
+ public Matrix4f translateNew(Vector3f vect) {
+ Matrix4f tmpMat = createMatrixTranslate(vect);
+ return this.multiplyNew(tmpMat);
+ }
+ /**
+ * @brief Computes a cofactor. Used for matrix inversion.
+ * @param row Id of raw.
+ * @param col Id of colomn.
+ * @return the coFactorValue.
+ */
+ public float coFactor(int row, int col) {
+ return ( ( this.mat[((row+1)&3)*4 + ((col+1)&3)] * this.mat[((row+2)&3)*4 + ((col+2)&3)] * this.mat[((row+3)&3)*4 + ((col+3)&3)]
+ + this.mat[((row+1)&3)*4 + ((col+2)&3)] * this.mat[((row+2)&3)*4 + ((col+3)&3)] * this.mat[((row+3)&3)*4 + ((col+1)&3)]
+ + this.mat[((row+1)&3)*4 + ((col+3)&3)] * this.mat[((row+2)&3)*4 + ((col+1)&3)] * this.mat[((row+3)&3)*4 + ((col+2)&3)] )
+ - ( this.mat[((row+3)&3)*4 + ((col+1)&3)] * this.mat[((row+2)&3)*4 + ((col+2)&3)] * this.mat[((row+1)&3)*4 + ((col+3)&3)]
+ + this.mat[((row+3)&3)*4 + ((col+2)&3)] * this.mat[((row+2)&3)*4 + ((col+3)&3)] * this.mat[((row+1)&3)*4 + ((col+1)&3)]
+ + this.mat[((row+3)&3)*4 + ((col+3)&3)] * this.mat[((row+2)&3)*4 + ((col+1)&3)] * this.mat[((row+1)&3)*4 + ((col+2)&3)] )
+ ) * (((row + col) & 1)== 1? -1.0f : +1.0f);
+}
+ /**
+ * @brief Computes the determinant of the matrix.
+ * @return The determinent Value.
+ */
+ public float determinant() {
+ return this.mat[0] * coFactor(0, 0) +
+ this.mat[1] * coFactor(0, 1) +
+ this.mat[2] * coFactor(0, 2) +
+ this.mat[3] * coFactor(0, 3);
+ }
+
+ /**
+ * @brief Inverts the matrix.
+ * @note The determinant must be != 0, otherwithe the matrix can't be inverted.
+ * @return The inverted matrix.
+ */
+ public Matrix4f invertNew() {
+ float det = determinant();
+ if(Math.abs(det) < (1.0e-7f)) {
+ // The matrix is not invertible! Singular case!
+ return clone();
+ }
+ Matrix4f temp = new Matrix4f();
+ float iDet = 1.0f / det;
+ temp.mat[0] = coFactor(0,0) * iDet;
+ temp.mat[1] = coFactor(0,1) * iDet;
+ temp.mat[2] = coFactor(0,2) * iDet;
+ temp.mat[3] = coFactor(0,3) * iDet;
+ temp.mat[4] = coFactor(1,0) * iDet;
+ temp.mat[5] = coFactor(1,1) * iDet;
+ temp.mat[6] = coFactor(1,2) * iDet;
+ temp.mat[7] = coFactor(1,3) * iDet;
+ temp.mat[8] = coFactor(2,0) * iDet;
+ temp.mat[9] = coFactor(2,1) * iDet;
+ temp.mat[10] = coFactor(2,2) * iDet;
+ temp.mat[11] = coFactor(2,3) * iDet;
+ temp.mat[12] = coFactor(3,0) * iDet;
+ temp.mat[13] = coFactor(3,1) * iDet;
+ temp.mat[14] = coFactor(3,2) * iDet;
+ temp.mat[15] = coFactor(3,3) * iDet;
+ return temp;
+ }
+
+ /**
+ * @brief Operator= Asign the current object with an other object
+ * @param obj Reference on the external object
+ */
+ public Matrix4f clone() {
+ Matrix4f out = new Matrix4f();
+ for(int iii=0; iii<16 ; iii++) {
+ out.mat[iii] = this.mat[iii];
+ }
+ return out;
+ }
+
+ /**
+ * @brief Create projection matrix with the box parameter (camera view in -z axis)
+ * @param xmin X minimum size of the frustum
+ * @param xmax X maximum size of the frustum
+ * @param ymin Y minimum size of the frustum
+ * @param ymax Y maximum size of the frustum
+ * @param zNear Z minimum size of the frustum
+ * @param zFar Z maximum size of the frustum
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixFrustum(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar) {
+ Matrix4f tmp = new Matrix4f();
+ for(int iii=0; iii<4*4 ; iii++) {
+ tmp.mat[iii] = 0;
+ }
+ // 0 1 2 3
+ // 4 5 6 7
+ // 8 9 10 11
+ // 12 13 14 15
+ tmp.mat[0] = (2.0f * zNear) / (xmax - xmin);
+ tmp.mat[5] = (2.0f * zNear) / (ymax - ymin);
+ tmp.mat[10] = -(zFar + zNear) / (zFar - zNear);
+ tmp.mat[2] = (xmax + xmin) / (xmax - xmin);
+ tmp.mat[6] = (ymax + ymin) / (ymax - ymin);
+ tmp.mat[14] = -1.0f;
+ tmp.mat[11] = -(2.0f * zFar * zNear) / (zFar - zNear);
+ return tmp;
+ }
+
+ /**
+ * @brief Create projection matrix with human repensentation view (camera view in -z axis)
+ * @param foxy Focal in radian of the camera
+ * @param aspect aspect ratio of the camera
+ * @param zNear Z near size of the camera
+ * @param zFar Z far size of the camera
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixPerspective(float foxy, float aspect, float zNear, float zFar) {
+ //TKDEBUG("drax perspective: foxy=" << foxy << "->" << aspect << " " << zNear << "->" << zFar);
+ float xmax = zNear * (float)Math.tan(foxy/2.0);
+ float xmin = -xmax;
+
+ float ymin = xmin / aspect;
+ float ymax = xmax / aspect;
+ //TKDEBUG("drax perspective: " << xmin << "->" << xmax << " & " << ymin << "->" << ymax << " " << zNear << "->" << zFar);
+ return createMatrixFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
+ }
+ /**
+ * @brief Create orthogonal projection matrix with the box parameter (camera view in -z axis)
+ * @param left left size of the camera
+ * @param right Right size of the camera
+ * @param bottom Buttom size of the camera
+ * @param top Top Size of the camera
+ * @param nearVal Z near size of the camera
+ * @param farVal Z far size of the camera
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixOrtho(float left, float right, float bottom, float top, float nearVal, float farVal) {
+ Matrix4f tmp = new Matrix4f();
+ for(int iii=0; iii<4*4 ; iii++) {
+ tmp.mat[iii] = 0;
+ }
+ tmp.mat[0] = 2.0f / (right - left);
+ tmp.mat[5] = 2.0f / (top - bottom);
+ tmp.mat[10] = -2.0f / (farVal - nearVal);
+ tmp.mat[3] = -1*(right + left) / (right - left);
+ tmp.mat[7] = -1*(top + bottom) / (top - bottom);
+ tmp.mat[11] = -1*(farVal + nearVal) / (farVal - nearVal);
+ tmp.mat[15] = 1;
+ return tmp;
+ }
+ /**
+ * @brief Create a matrix 3D with a simple translation
+ * @param translate 3 dimention translation
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixTranslate(Vector3f translate) {
+ Matrix4f tmp = new Matrix4f();
+ // set translation :
+ tmp.mat[3] = translate.x;
+ tmp.mat[7] = translate.y;
+ tmp.mat[11] = translate.z;
+ return tmp;
+ }
+ /**
+ * @brief Create a matrix 3D with a simple scale
+ * @param scale 3 dimention scale
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixScale(Vector3f scale){
+ Matrix4f tmp = new Matrix4f();
+ tmp.scale(scale);
+ return tmp;
+ }
+
+ /**
+ * @brief Create a matrix 3D with a simple rotation
+ * @param normal vector aroud witch apply the rotation
+ * @param angleRad Radian angle to set at the matrix
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixRotate(Vector3f normal, float angleRad) {
+ Matrix4f tmp = new Matrix4f();
+ float cosVal = (float)Math.cos(angleRad);
+ float sinVal = (float)Math.sin(angleRad);
+ float invVal = 1.0f-cosVal;
+ // set rotation :
+ tmp.mat[0] = normal.x * normal.x * invVal + cosVal;
+ tmp.mat[1] = normal.x * normal.y * invVal - normal.z * sinVal;
+ tmp.mat[2] = normal.x * normal.z * invVal + normal.y * sinVal;
+
+ tmp.mat[4] = normal.y * normal.x * invVal + normal.z * sinVal;
+ tmp.mat[5] = normal.y * normal.y * invVal + cosVal;
+ tmp.mat[6] = normal.y * normal.z * invVal - normal.x * sinVal;
+
+ tmp.mat[8] = normal.z * normal.x * invVal - normal.y * sinVal;
+ tmp.mat[9] = normal.z * normal.y * invVal + normal.x * sinVal;
+ tmp.mat[10] = normal.z * normal.z * invVal + cosVal;
+ return tmp;
+ }
+ //! @notindoc
+ public static Matrix4f createMatrixRotate2(Vector3f vect) {
+ return createMatrixLookAt(vect, new Vector3f(0,0,0), new Vector3f(0,1,0));
+ }
+
+ /**
+ * @brief Create projection matrix with camera property (camera view in -z axis)
+ * @param eye Optical center of the camera
+ * @param target Point of where the camera is showing
+ * @param up Up vector of the camera
+ * @return New matrix of the transformation requested
+ */
+ public static Matrix4f createMatrixLookAt(Vector3f eye,
+ Vector3f target,
+ Vector3f up) {
+ Matrix4f tmp = new Matrix4f();
+
+ Vector3f forward = eye;
+ forward.less(target);
+ forward.safeNormalize();
+ Vector3f xaxis = target.cross(up.normalizeNew());
+ xaxis.safeNormalize();
+ Vector3f up2 = xaxis.cross(forward);
+ xaxis.safeNormalize();
+
+ tmp.mat[0] = xaxis.x;
+ tmp.mat[1] = up2.x;
+ tmp.mat[2] = forward.x;
+ tmp.mat[3] = eye.x;
+
+ tmp.mat[4] = xaxis.y;
+ tmp.mat[5] = up2.y;
+ tmp.mat[6] = forward.y;
+ tmp.mat[7] = eye.y;
+
+ tmp.mat[8] = xaxis.z;
+ tmp.mat[9] = up2.z;
+ tmp.mat[10] = forward.z;
+ tmp.mat[11] = eye.z;
+
+ tmp.mat[12] = 0.0f;
+ tmp.mat[13] = 0.0f;
+ tmp.mat[14] = 0.0f;
+ tmp.mat[15] = 1.0f;
+ return tmp;
+ }
+
+ public float[] getTable() {
+ return this.mat;
+ }
+
+}
diff --git a/src/org/atriasoft/etk/math/Quaternion.java b/src/org/atriasoft/etk/math/Quaternion.java
new file mode 100644
index 0000000..76a8328
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Quaternion.java
@@ -0,0 +1,593 @@
+package org.atriasoft.etk.math;
+
+public class Quaternion {
+ public float x;
+ public float y;
+ public float z;
+ public float w;
+
+ /** @brief No initialization constructor (faster ...) */
+ public Quaternion() {
+ this.x = 0.0f;
+ this.y = 0.0f;
+ this.z = 0.0f;
+ this.w = 0.0f;
+ }
+
+ /* void checkValues() { if ( isinf(this.x) == true || isnan(this.x) == true || isinf(this.y) == true || isnan(this.y) == true || isinf(this.z) == true || isnan(this.z) == true || isinf(this.w) ==
+ * true || isnan(this.w) == true) { TKCRITICAL(" set transform: (" << this.x << "," << this.y << "," << this.z << "," << this.w << ")"); } } */
+ /**
+ * @brief Constructor from scalars.
+ * @param xxx X value
+ * @param yyy Y value
+ * @param zzz Z value
+ * @param www W value */
+ public Quaternion(float xxx, float yyy, float zzz, float www) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ this.w = www;
+ }
+
+ /**
+ * @brief Constructor with the component w and a vector 3D.
+ * @param www W value
+ * @param vec 3D vector value
+ */
+ public Quaternion(float www, Vector3f vec) {
+ this.x = vec.x;
+ this.y = vec.y;
+ this.z = vec.z;
+ this.w = www;
+ }
+
+ /** @brief Constructor with Euler angles (in radians) to a quaternion
+ * @param eulerAngles list of all euleu angle */
+ public Quaternion(Vector3f eulerAngles) {
+ setEulerAngles(eulerAngles);
+ }
+
+ /** @brief Create a unit quaternion from a rotation matrix
+ * @param matrix generic matrix */
+ public Quaternion(Matrix3f matrix) {
+ float trace = matrix.getTrace();
+ if (trace < 0.0f) {
+ if (matrix.mat[4] > matrix.mat[0]) {
+ if (matrix.mat[8] > matrix.mat[4]) {
+ float rrr = (float) Math.sqrt(matrix.mat[8] - matrix.mat[0] - matrix.mat[4] + 1.0f);
+ float sss = 0.5f / rrr;
+ this.x = (matrix.mat[6] + matrix.mat[2]) * sss;
+ this.y = (matrix.mat[5] + matrix.mat[7]) * sss;
+ this.z = 0.5f * rrr;
+ this.w = (matrix.mat[3] - matrix.mat[1]) * sss;
+ } else {
+ float rrr = (float) Math.sqrt(matrix.mat[4] - matrix.mat[8] - matrix.mat[0] + 1.0f);
+ float sss = 0.5f / rrr;
+ this.x = (matrix.mat[1] + matrix.mat[3]) * sss;
+ this.y = 0.5f * rrr;
+ this.z = (matrix.mat[5] + matrix.mat[7]) * sss;
+ this.w = (matrix.mat[2] - matrix.mat[6]) * sss;
+ }
+ } else if (matrix.mat[8] > matrix.mat[0]) {
+ float rrr = (float) Math.sqrt(matrix.mat[8] - matrix.mat[0] - matrix.mat[4] + 1.0f);
+ float sss = 0.5f / rrr;
+ this.x = (matrix.mat[6] + matrix.mat[2]) * sss;
+ this.y = (matrix.mat[5] + matrix.mat[7]) * sss;
+ this.z = 0.5f * rrr;
+ this.w = (matrix.mat[3] - matrix.mat[1]) * sss;
+ } else {
+ float rrr = (float) Math.sqrt(matrix.mat[0] - matrix.mat[4] - matrix.mat[8] + 1.0f);
+ float sss = 0.5f / rrr;
+ this.x = 0.5f * rrr;
+ this.y = (matrix.mat[1] + matrix.mat[3]) * sss;
+ this.z = (matrix.mat[6] - matrix.mat[2]) * sss;
+ this.w = (matrix.mat[7] - matrix.mat[5]) * sss;
+ }
+ } else {
+ float rrr = (float) Math.sqrt(trace + 1.0f);
+ float sss = 0.5f / rrr;
+ this.x = (matrix.mat[7] - matrix.mat[5]) * sss;
+ this.y = (matrix.mat[2] - matrix.mat[6]) * sss;
+ this.z = (matrix.mat[3] - matrix.mat[1]) * sss;
+ this.w = 0.5f * rrr;
+ }
+ }
+
+ public Quaternion(Quaternion obj) {
+ this.x = obj.x;
+ this.y = obj.y;
+ this.z = obj.z;
+ this.w = obj.w;
+ }
+
+ /** @brief Add a vector to this one.
+ * @param obj The vector to add to this one
+ * @return Local reference of the vector */
+ public Quaternion add(Quaternion obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ this.z += obj.z;
+ this.w += obj.w;
+ return this;
+ }
+
+ /** @brief Add a vector to this one.
+ * @param obj The vector to add to this one
+ * @return New vector containing the value */
+ public Quaternion addNew(Quaternion obj) {
+ return new Quaternion(this.x + obj.x, this.y + obj.y, this.z + obj.z, this.w + obj.w);
+ }
+
+ /** @brief Subtract a vector from this one
+ * @param obj The vector to subtract
+ * @return Local reference of the vector */
+ public Quaternion less(Quaternion obj) {
+ this.x -= obj.x;
+ this.y -= obj.y;
+ this.z -= obj.z;
+ this.w -= obj.w;
+ return this;
+ }
+
+ /** @brief Subtract a vector from this one
+ * @param obj The vector to subtract
+ * @return New quaternion containing the value */
+ public Quaternion lessNew(Quaternion obj) {
+ return new Quaternion(this.x - obj.x, this.y - obj.y, this.z - obj.z, this.w - obj.w);
+ }
+
+ /** @brief Scale the quaternion
+ * @param val Scale factor
+ * @return Local reference of the quaternion */
+ public Quaternion multiply(float val) {
+ this.x *= val;
+ this.y *= val;
+ this.z *= val;
+ this.w *= val;
+ return this;
+ }
+
+ /** @brief Scale the quaternion
+ * @param val Scale factor
+ * @return New quaternion containing the value */
+ public Quaternion multiplyNew(float val) {
+ return new Quaternion(this.x * val, this.y * val, this.z * val, this.w * val);
+ }
+
+ /** @brief Inversely scale the quaternion
+ * @param val Scale factor to divide by.
+ * @return Local reference of the quaternion */
+ public Quaternion devide(float val) {
+ if (val != 0) {
+ this.x /= val;
+ this.y /= val;
+ this.z /= val;
+ this.w /= val;
+ }
+ return this;
+ }
+
+ /** @brief Inversely scale the quaternion
+ * @param val Scale factor to divide by.
+ * @return New quaternion containing the value */
+ public Quaternion devideNew(float val) {
+ if (val != 0) {
+ return new Quaternion(this.x / val, this.y / val, this.z / val, this.w / val);
+ }
+ return new Quaternion(this);
+ }
+
+ /** @brief Return the dot product
+ * @param obj The other quaternion in the dot product
+ * @return Dot result value */
+ public float dot(Quaternion obj) {
+ return this.x * obj.x + this.y * obj.y + this.z * obj.z + this.w * obj.w;
+ }
+
+ /** @brief Return the squared length of the quaternion.
+ * @return Squared length value. */
+ public float length2() {
+ return dot(this);
+ }
+
+ /** @brief Return the length of the quaternion
+ * @return Length value */
+ public float length() {
+ return (float) Math.sqrt(length2());
+ }
+
+ /** @brief Normalize this quaternion x^2 + y^2 + z^2 + w^2 = 1
+ * @return Local reference of the quaternion normalized */
+ public Quaternion normalize() {
+ float invLength = 1.0f / length();
+ this.x *= invLength;
+ this.y *= invLength;
+ this.z *= invLength;
+ this.w *= invLength;
+ return this;
+ }
+
+ /** @brief Return a normalized version of this quaternion
+ * @return New quaternion containing the value */
+ public Quaternion normalizeNew() {
+ Quaternion tmp = new Quaternion(this);
+ tmp.normalize();
+ return tmp;
+ }
+
+ /** @brief Normalize this quaternion x^2 + y^2 + z^2 + w^2 = 1
+ * @return Local reference of the quaternion normalized */
+ public Quaternion safeNormalize() {
+ float lengthTmp = length();
+ if (lengthTmp == 0.0f) {
+ this.x = 0.0f;
+ this.y = 0.0f;
+ this.z = 0.0f;
+ this.w = 1.0f;
+ }
+ float invLength = 1.0f / lengthTmp;
+ this.x *= invLength;
+ this.y *= invLength;
+ this.z *= invLength;
+ this.w *= invLength;
+ return this;
+ }
+
+ /** @brief Return a normalized version of this quaternion
+ * @return New quaternion containing the value */
+ public Quaternion safeNormalizeNew() {
+ Quaternion tmp = new Quaternion(this);
+ tmp.safeNormalize();
+ return tmp;
+ }
+
+ /** @brief Set the absolute values of each element */
+ public Quaternion absolute() {
+ this.x = Math.abs(this.x);
+ this.y = Math.abs(this.y);
+ this.z = Math.abs(this.z);
+ this.w = Math.abs(this.w);
+ return this;
+ }
+
+ /** @brief Return a quaternion will the absolute values of each element
+ * @return New quaternion with the absolute value */
+ public Quaternion absoluteNew() {
+ return new Quaternion(Math.abs(this.x), Math.abs(this.y), Math.abs(this.z), Math.abs(this.w));
+ }
+
+ /** @brief Get X value
+ * @return the x value */
+ public float getX() {
+ return this.x;
+ }
+
+ /** @brief Get Y value
+ * @return the y value */
+ public float getY() {
+ return this.y;
+ }
+
+ /** @brief Get Z value
+ * @return the z value */
+ public float getZ() {
+ return this.z;
+ }
+
+ /** @brief Get W value
+ * @return the w value */
+ public float getW() {
+ return this.w;
+ }
+
+ /** @brief Set the x value
+ * @param x New value */
+ public Quaternion setX(float x) {
+ this.x = x;
+ return this;
+ };
+
+ /** @brief Set the y value
+ * @param y New value */
+ public Quaternion setY(float y) {
+ this.y = y;
+ return this;
+ };
+
+ /** @brief Set the z value
+ * @param z New value */
+ public Quaternion setZ(float z) {
+ this.z = z;
+ return this;
+ };
+
+ /** @brief Set the w value
+ * @param w New value */
+ public Quaternion setW(float w) {
+ this.w = w;
+ return this;
+ }
+
+ /** @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical */
+ public boolean isEqual(Quaternion obj) {
+ return ((this.w == obj.w) && (this.z == obj.z) && (this.y == obj.y) && (this.x == obj.x));
+ }
+
+ /** @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical */
+ public boolean isDifferent(Quaternion obj) {
+ return ((this.w != obj.w) || (this.z != obj.z) || (this.y != obj.y) || (this.x != obj.x));
+ }
+
+ /** @brief Multiply this quaternion by the other.
+ * @param obj The other quaternion
+ * @return Local reference of the quaternion */
+ public Quaternion multiply(Quaternion obj) {
+ Vector3f base = getVectorV();
+ Vector3f crossValue = base.cross(obj.getVectorV());
+ this.x = this.w * obj.x + obj.w * this.x + crossValue.x;
+ this.y = this.w * obj.y + obj.w * this.y + crossValue.y;
+ this.z = this.w * obj.z + obj.w * this.z + crossValue.z;
+ this.w = this.w * obj.w - base.dot(obj.getVectorV());
+ safeNormalize();
+ return this;
+ }
+
+ /** @brief Multiply this quaternion by the other.
+ * @param obj The other quaternion
+ * @return New quaternion containing the value */
+ public Quaternion multiplyNew(Quaternion obj) {
+ Quaternion tmp = new Quaternion(this);
+ tmp.multiply(obj);
+ return tmp;
+ }
+
+ /** @brief Operator* with a vector. This methods rotates a point given the rotation of a quaternion
+ * @param point Point to move
+ * @return Point with the updated position */
+ public Vector3f multiply(Vector3f point) {
+ Vector3f qvec = getVectorV();
+ Vector3f uv = qvec.cross(point);
+ Vector3f uuv = qvec.cross(uv);
+ uv.multiply(2.0f * this.w);
+ uuv.multiply(2.0f);
+ return uv.add(point).add(uuv);
+ }
+
+ public Vector3f multiply(float xxx, float yyy, float zzz) {
+ Vector3f point = new Vector3f(xxx, yyy, zzz);
+ Vector3f qvec = getVectorV();
+ Vector3f uv = qvec.cross(point);
+ Vector3f uuv = qvec.cross(uv);
+ uv.multiply(2.0f * this.w);
+ uuv.multiply(2.0f);
+ return uv.add(point).add(uuv);
+ }
+
+ /** @brief Set each element to the max of the current values and the values of another Vector
+ * @param obj The other Vector to compare with */
+ public void setMax(Quaternion obj) {
+ this.x = Math.max(this.x, obj.x);
+ this.y = Math.max(this.y, obj.y);
+ this.z = Math.max(this.z, obj.z);
+ this.w = Math.max(this.w, obj.w);
+ }
+
+ /** @brief Set each element to the min of the current values and the values of another Vector
+ * @param obj The other Vector to compare with */
+ public void setMin(Quaternion obj) {
+ this.x = Math.min(this.x, obj.x);
+ this.y = Math.min(this.y, obj.y);
+ this.z = Math.min(this.z, obj.z);
+ this.w = Math.min(this.w, obj.w);
+ }
+
+ /** @brief Set Value on the quaternion
+ * @param xxx X value.
+ * @param yyy Y value.
+ * @param zzz Z value.
+ * @param www W value. */
+ public void setValue(float xxx, float yyy, float zzz, float www) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ this.w = www;
+ }
+
+ /** @brief Set 0 value on all the quaternion */
+ public void setZero() {
+ setValue(0, 0, 0, 0);
+ }
+
+ /** @brief get a 0 value on all a quaternion
+ * @return a (float)Math. quaternion */
+ public static Quaternion zero() {
+ return new Quaternion(0, 0, 0, 0);
+ }
+
+ /** @brief Check if the quaternion is equal to (0,0,0,0)
+ * @return true The value is equal to (0,0,0,0)
+ * @return false The value is NOT equal to (0,0,0,0) */
+ public boolean isZero() {
+ return this.x == 0 && this.y == 0 && this.z == 0 && this.w == 0;
+ }
+
+ /** @brief Set identity value at the quaternion */
+ public void setIdentity() {
+ setValue(0, 0, 0, 1);
+ }
+
+ /** @brief get an identity quaternion
+ * @return an identity quaternion */
+ public static Quaternion identity() {
+ return new Quaternion(0, 0, 0, 1);
+ }
+
+ /** @brief get x, y, z in a Vector3f */
+ public Vector3f getVectorV() {
+ return new Vector3f(this.x, this.y, this.z);
+ }
+
+ /** @brief Inverse the quaternion */
+ public void inverse() {
+ float invLengthSquare = 1.0f / length2();
+ this.x *= -invLengthSquare;
+ this.y *= -invLengthSquare;
+ this.z *= -invLengthSquare;
+ this.w *= invLengthSquare;
+ }
+
+ /** @brief Return the inverse of the quaternion
+ * @return inverted quaternion */
+ public Quaternion inverseNew() {
+ Quaternion tmp = new Quaternion(this);
+ tmp.inverse();
+ return tmp;
+ }
+
+ /** @brief Return the unit quaternion
+ * @return Quaternion unitarised */
+ public Quaternion getUnit() {
+ return normalizeNew();
+ }
+
+ /** @brief Conjugate the quaternion */
+ public void conjugate() {
+ this.x *= -1.0f;
+ this.y *= -1.0f;
+ this.z *= -1.0f;
+ }
+
+ /** @brief Return the conjugate of the quaternion
+ * @return Conjugate quaternion */
+ public Quaternion conjugateNew() {
+ Quaternion tmp = new Quaternion(this);
+ tmp.conjugate();
+ return tmp;
+ }
+
+ /** @brief Compute the rotation angle (in radians) and the rotation axis
+ * @param angle Angle of the quaternion
+ * @param axis Axis of the quaternion */
+ public void getAngleAxis(float angle, Vector3f axis) {
+ Quaternion quaternion = getUnit();
+ angle = (float) Math.acos(quaternion.w) * 2.0f;
+ Vector3f rotationAxis = new Vector3f(quaternion.x, quaternion.y, quaternion.z);
+ rotationAxis = rotationAxis.normalizeNew();
+ axis.setValue(rotationAxis.x, rotationAxis.y, rotationAxis.z);
+ }
+
+ /** @brief Get the orientation matrix corresponding to this quaternion
+ * @return the 3x3 transformation matrix */
+ public Matrix3f getMatrix() {
+ float nQ = this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+ float sss = 0.0f;
+ if (nQ > 0.0f) {
+ sss = 2.0f / nQ;
+ }
+ float xs = this.x * sss;
+ float ys = this.y * sss;
+ float zs = this.z * sss;
+ float wxs = this.w * xs;
+ float wys = this.w * ys;
+ float wzs = this.w * zs;
+ float xxs = this.x * xs;
+ float xys = this.x * ys;
+ float xzs = this.x * zs;
+ float yys = this.y * ys;
+ float yzs = this.y * zs;
+ float zzs = this.z * zs;
+ return new Matrix3f(1.0f - yys - zzs, xys - wzs, xzs + wys, xys + wzs, 1.0f - xxs - zzs, yzs - wxs, xzs - wys, yzs + wxs, 1.0f - xxs - yys);
+ }
+
+ public Matrix4f getMatrix4() {
+
+ float nQ = this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+ float sss = 0.0f;
+ if (nQ > 0.0f) {
+ sss = 2.0f / nQ;
+ }
+ float xs = this.x * sss;
+ float ys = this.y * sss;
+ float zs = this.z * sss;
+ float wxs = this.w * xs;
+ float wys = this.w * ys;
+ float wzs = this.w * zs;
+ float xxs = this.x * xs;
+ float xys = this.x * ys;
+ float xzs = this.x * zs;
+ float yys = this.y * ys;
+ float yzs = this.y * zs;
+ float zzs = this.z * zs;
+ return new Matrix4f(1.0f - yys - zzs, xys - wzs, xzs + wys, 0, xys + wzs, 1.0f - xxs - zzs, yzs - wxs, 0, xzs - wys, yzs + wxs, 1.0f - xxs - yys, 0, 0, 0, 0, 1);
+ }
+
+ /** @brief Compute the spherical linear interpolation between two quaternions.
+ * @param obj1 First quaternion
+ * @param obj2 Second quaternion
+ * @param ttt linar coefficient interpolation to be such that [0..1] */
+ public static Quaternion slerp(Quaternion obj1, Quaternion obj2, float ttt) {
+ // TKASSERT(ttt >= 0.0f ttt <= 1.0f, "wrong intermolation");
+ float invert = 1.0f;
+ float cosineTheta = obj1.dot(obj2);
+ if (cosineTheta < 0.0f) {
+ cosineTheta = -cosineTheta;
+ invert = -1.0f;
+ }
+ if (1 - cosineTheta < 0.00001f) {
+ return obj1.multiplyNew(1.0f - ttt).add(obj2.multiplyNew(ttt * invert));
+ }
+ float theta = (float) Math.acos(cosineTheta);
+ float sineTheta = (float) Math.sin(theta);
+ float coeff1 = (float) Math.sin((1.0f - ttt) * theta) / sineTheta;
+ float coeff2 = (float) Math.sin(ttt * theta) / sineTheta * invert;
+ return obj1.multiplyNew(coeff1).add(obj2.multiplyNew(coeff2));
+ }
+
+ /** @brief Configure the quaternion with euler angles.
+ * @param angles Eular angle of the quaternion. */
+ public void setEulerAngles(Vector3f angles) {
+ float angle = angles.x * 0.5f;
+ float sinX = (float) Math.sin(angle);
+ float cosX = (float) Math.cos(angle);
+ angle = angles.y * 0.5f;
+ float sinY = (float) Math.sin(angle);
+ float cosY = (float) Math.cos(angle);
+ angle = angles.z * 0.5f;
+ float sinZ = (float) Math.sin(angle);
+ float cosZ = (float) Math.cos(angle);
+ float cosYcosZ = cosY * cosZ;
+ float sinYcosZ = sinY * cosZ;
+ float cosYsinZ = cosY * sinZ;
+ float sinYsinZ = sinY * sinZ;
+ this.x = sinX * cosYcosZ - cosX * sinYsinZ;
+ this.y = cosX * sinYcosZ + sinX * cosYsinZ;
+ this.z = cosX * cosYsinZ - sinX * sinYcosZ;
+ this.w = cosX * cosYcosZ + sinX * sinYsinZ;
+ normalize();
+ }
+
+ /** @brief Clone the current Quaternion.
+ * @return New Quaternion containing the value */
+ @Override
+ public Quaternion clone() {
+ return new Quaternion(this);
+ }
+
+ @Override
+ public String toString() {
+ return "Quaternion(" + this.x + "," + this.y + "," + this.z + "," + this.w + ")";
+ }
+
+ // a * diff = b
+ public static Quaternion diff(Quaternion a, Quaternion b) {
+ // Log.info("diff " + a + " " + b);
+ Quaternion inv = a.inverseNew();
+ return inv.multiply(b);
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Transform3D.java b/src/org/atriasoft/etk/math/Transform3D.java
new file mode 100644
index 0000000..1983bce
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Transform3D.java
@@ -0,0 +1,149 @@
+package org.atriasoft.etk.math;
+
+public class Transform3D {
+ protected Vector3f position; //! Position
+ public Vector3f getPosition() {
+ return position;
+ }
+ public void setPosition(Vector3f position) {
+ this.position = position;
+ }
+ public Quaternion getOrientation() {
+ return orientation;
+ }
+ public void setOrientation(Quaternion orientation) {
+ this.orientation = orientation;
+ }
+ protected Quaternion orientation; //!< Orientation
+ public Transform3D() {
+ this.position = Vector3f.zero();
+ this.orientation = Quaternion.identity();
+ }
+ public Transform3D(Vector3f position) {
+ this.position = position.clone();
+ this.orientation = Quaternion.identity();
+ }
+ public Transform3D(Vector3f position, Matrix3f orientation) {
+ this.position = position.clone();
+ this.orientation = new Quaternion(orientation);
+ }
+ public Transform3D(Vector3f position, Quaternion orientation) {
+ this.position = position.clone();
+ this.orientation = orientation.clone();
+ }
+ public Transform3D(Transform3D transform3d) {
+ this.position = transform3d.position.clone();
+ this.orientation = transform3d.orientation.clone();
+ }
+ /**
+ * @brief Get the identity of the transformation
+ */
+ public static Transform3D identity() {
+ return new Transform3D(Vector3f.zero(), Quaternion.identity());
+ }
+ /// Set the Transform3D to the identity transform
+ public void setIdentity() {
+ this.position = Vector3f.zero();
+ this.orientation = Quaternion.identity();
+ }
+ /// Set the transform from an OpenGL transform matrix
+ public void setFromOpenGL(float[] matrix) {
+ Matrix3f tmpMatrix = new Matrix3f(matrix[0], matrix[4], matrix[8],
+ matrix[1], matrix[5], matrix[9],
+ matrix[2], matrix[6], matrix[10]);
+ this.orientation = new Quaternion(tmpMatrix);
+ this.position.setValue(matrix[12], matrix[13], matrix[14]);
+ }
+ /// Get the OpenGL matrix of the transform
+ public Matrix4f getOpenGLMatrix() {
+ Matrix4f out = new Matrix4f();
+ Matrix3f tmpMatrix = this.orientation.getMatrix();
+ // version transposer...
+// out.mat[0] = tmpMatrix.mat[0];
+// out.mat[1] = tmpMatrix.mat[3];
+// out.mat[2] = tmpMatrix.mat[6];
+// out.mat[3] = 0.0f;
+// out.mat[4] = tmpMatrix.mat[1];
+// out.mat[5] = tmpMatrix.mat[4];
+// out.mat[6] = tmpMatrix.mat[7];
+// out.mat[7] = 0.0f;
+// out.mat[8] = tmpMatrix.mat[2];
+// out.mat[9] = tmpMatrix.mat[5];
+// out.mat[10] = tmpMatrix.mat[8];
+// out.mat[11] = 0.0f;
+// out.mat[12] = this.position.x;
+// out.mat[13] = this.position.y;
+// out.mat[14] = this.position.z;
+// out.mat[15] = 1.0f;
+ out.mat[0] = tmpMatrix.mat[0];
+ out.mat[1] = tmpMatrix.mat[1];
+ out.mat[2] = tmpMatrix.mat[2];
+ out.mat[3] = this.position.x;
+ out.mat[4] = tmpMatrix.mat[3];
+ out.mat[5] = tmpMatrix.mat[4];
+ out.mat[6] = tmpMatrix.mat[5];
+ out.mat[7] = this.position.y;
+ out.mat[8] = tmpMatrix.mat[6];
+ out.mat[9] = tmpMatrix.mat[7];
+ out.mat[10] = tmpMatrix.mat[8];
+ out.mat[11] = this.position.z;
+ out.mat[12] = 0.0f;
+ out.mat[13] = 0.0f;
+ out.mat[14] = 0.0f;
+ out.mat[15] = 1.0f;
+ return out;
+ }
+ /// Return the inverse of the transform
+ public Transform3D inverseNew() {
+ Quaternion invQuaternion = this.orientation.inverseNew();
+ Matrix3f invMatrix = invQuaternion.getMatrix();
+ return new Transform3D(invMatrix.multiply(this.position.multiplyNew(-1)), invQuaternion);
+ }
+ /// Return an interpolated transform
+ public Transform3D interpolateTransforms(Transform3D old,
+ Transform3D newOne,
+ float interpolationFactor) {
+ Vector3f interPosition = old.position.multiplyNew(1.0f - interpolationFactor)
+ .add(newOne.position.multiplyNew(interpolationFactor));
+ Quaternion interOrientation = Quaternion.slerp(old.orientation,
+ newOne.orientation, interpolationFactor);
+ return new Transform3D(interPosition, interOrientation);
+ }
+ /// Return the transformed vector
+ public Vector3f multiply(Vector3f vector) {
+ return this.orientation.getMatrix().multiply(vector).add(this.position);
+ }
+ /// Operator of multiplication of a transform with another one
+ public Transform3D multiplyNew(Transform3D transform2) {
+ return new Transform3D(this.orientation.getMatrix().multiply(transform2.position).add(this.position),
+ this.orientation.multiplyNew(transform2.orientation));
+ }
+ /// Return true if the two transforms are equal
+ public boolean isEqual(Transform3D transform2) {
+ return this.position.isEqual(transform2.position) && this.orientation.isEqual(transform2.orientation);
+ }
+ /// Return true if the two transforms are different
+ public boolean isDifferent(Transform3D transform2) {
+ return this.position.isDifferent(transform2.position) || this.orientation.isDifferent(transform2.orientation);
+ }
+ /// Assignment operator
+ public Transform3D set(Transform3D transform) {
+ this.position = transform.position.clone();
+ this.orientation = transform.orientation.clone();
+ return this;
+ }
+ /**
+ * @brief Clone the current Transform3D.
+ * @return New Transform3D containing the value
+ */
+ public Transform3D clone() {
+ return new Transform3D(this);
+ }
+ @Override
+ public String toString() {
+ return "Transform3D(" + this.position + " & " + this.orientation + ")";
+ }
+ public void applyRotation(Quaternion rotation) {
+ this.orientation = this.orientation.multiply(rotation);
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Vector2f.java b/src/org/atriasoft/etk/math/Vector2f.java
new file mode 100644
index 0000000..bd8d3fb
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Vector2f.java
@@ -0,0 +1,365 @@
+package org.atriasoft.etk.math;
+
+public class Vector2f {
+ public float x = 0;
+ public float y = 0;
+ /* ****************************************************
+ * Constructor
+ *****************************************************/
+ public Vector2f() {
+ this.x = 0;
+ this.y = 0;
+ }
+ public static Vector2f zero() {
+ return new Vector2f(0,0);
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param xxx X value
+ * @param yyy Y value
+ */
+ public Vector2f(float xxx, float yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Constructor with external vector
+ * @param obj The vector to add to this one
+ */
+ public Vector2f(Vector2f obj) {
+ this.x = obj.x;
+ this.y = obj.y;
+ }
+ /**
+ * @brief Operator= Asign the current object with an other object
+ * @param obj Reference on the external object
+ */
+ public void set(Vector2f obj) {
+ this.x = obj.x;
+ this.y = obj.y;
+ }
+ /**
+ * @brief Operator= Asign the current object with a value
+ * @param val Value to assign on the object
+ */
+ public void set(float val) {
+ this.x = val;
+ this.y = val;
+ }
+ /**
+ * @brief Operator= Asign the current object with a value
+ * @param xxx X value
+ * @param yyy Y value
+ */
+ public void set(float xxx, float yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ public boolean isEqual(Vector2f obj) {
+ return ( obj.x == this.x
+ && obj.y == this.y);
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Vector2f obj) {
+ return ( obj.x != this.x
+ || obj.y != this.y);
+ }
+ public boolean isLowerOrEqual(Vector2f obj) {
+ return ( this.x <= obj.x
+ && this.y <= obj.y);
+ }
+ public boolean isLower(Vector2f obj) {
+ return ( this.x < obj.x
+ && this.y < obj.y);
+ }
+ public boolean isGreaterOrEqual(Vector2f obj) {
+ return ( this.x >= obj.x
+ && this.y >= obj.y);
+ }
+ public boolean isGreater(Vector2f obj) {
+ return ( this.x > obj.x
+ && this.y > obj.y);
+ }
+ /**
+ * @brief Operator+= Addition an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ void add(Vector2f obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ }
+ /**
+ * @brief Operator+= Addition an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void add(float val) {
+ this.x += val;
+ this.y += val;
+ }
+ /**
+ * @brief Operator-= Decrement an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void less(Vector2f obj) {
+ this.x -= obj.x;
+ this.y -= obj.y;
+ }
+ /**
+ * @brief Operator-= Decrement an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void less(float val) {
+ this.x -= val;
+ this.y -= val;
+ }
+ /**
+ * @brief Operator*= Multiplication an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void multiply(Vector2f obj) {
+ this.x *= obj.x;
+ this.y *= obj.y;
+ }
+ /**
+ * @brief Operator*= Multiplication an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void multiply(float val) {
+ this.x *= val;
+ this.y *= val;
+ }
+ /**
+ * @brief Operator/ Dividing an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void devide(Vector2f obj) {
+ this.x /= obj.x;
+ this.y /= obj.y;
+ }
+ /**
+ * @brief Operator/ Dividing an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void devide(float val) {
+ this.x /= val;
+ this.y /= val;
+ }
+ /**
+ * @brief Incrementation of this vector (+1 of 2 elements)
+ */
+ public void increment() {
+ this.x++;
+ this.y++;
+ }
+ /**
+ * @brief Decrementation of this vector (-1 of 2 elements)
+ */
+ public void decrement() {
+ this.x--;
+ this.y--;
+ }
+ /**
+ * @brief Return the cross product / determinant
+ * @param obj The other vector in the cross product
+ * @return cross product value
+ */
+ public float cross(Vector2f obj) {
+ return this.x * obj.y
+ - this.y * obj.x;
+ }
+ /**
+ * @brief Return the dot product
+ * @param obj The other vector in the dot product
+ * @return Dot product value
+ */
+ public float dot(Vector2f obj) {
+ return this.x * obj.x
+ + this.y * obj.y;
+ }
+ /**
+ * @brief Get the length of the vector squared
+ * @return Squared length value.
+ */
+ public float length2() {
+ return dot(this);
+ }
+ /**
+ * @brief Get the length of the vector
+ * @return Length value
+ */
+ public float length() {
+ return (float) Math.sqrt(length2());
+ }
+ /**
+ * @brief Return the distance squared between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the square distance of the 2 points
+ */
+ public float distance2(Vector2f obj) {
+ float deltaX = obj.x - this.x;
+ float deltaY = obj.y - this.y;
+ return deltaX*deltaX + deltaY*deltaY;
+ }
+ /**
+ * @brief Return the distance between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the distance of the 2 points
+ */
+ public float distance(Vector2f obj) {
+ return (float)Math.sqrt(this.distance2(obj));
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 = 1
+ */
+ public void normalize() {
+ this.devide(length());
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 = 1 (check if not deviding by 0, if it is the case ==> return (1,0))
+ * @return Local reference of the vector normalized
+ */
+ public void safeNormalize() {
+ float tmp = length();
+ if (tmp != 0) {
+ this.devide(length());
+ return;
+ }
+ setValue(1,0);
+ return;
+ }
+ /**
+ * @brief Return a normalized version of this vector
+ * @return New vector containing the value
+ */
+ public Vector2f normalized() {
+ Vector2f tmp = this.clone();
+ tmp.normalize();
+ return tmp;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return New vector containing the value
+ */
+ public Vector2f absolute() {
+ return new Vector2f( Math.abs(this.x),
+ Math.abs(this.y));
+ }
+ /**
+ * @brief Return the axis with the smallest value
+ * @return values are 0,1 for x or y
+ */
+ public int minAxis() {
+ return this.x < this.y ? 0 : 1;
+ }
+ /**
+ * @brief Return the axis with the largest value
+ * @return values are 0,1 for x or y
+ */
+ public int maxAxis() {
+ return this.x < this.y ? 1 : 0;
+ }
+ /**
+ * @brief Return the axis with the smallest ABSOLUTE value
+ * @return values 0,1 for x, or z
+ */
+ public int furthestAxis() {
+ return absolute().minAxis();
+ }
+ /**
+ * @brief Return the axis with the largest ABSOLUTE value
+ * @return values 0,1 for x or y
+ */
+ public int closestAxis() {
+ return absolute().maxAxis();
+ }
+ /**
+ * @brief Set the x value
+ * @param xxx New value
+ */
+ public void setX(float xxx) {
+ this.x = xxx;
+ };
+ /**
+ * @brief Set the y value
+ * @param yyy New value
+ */
+ public void setY(float yyy) {
+ this.y = yyy;
+ };
+ /**
+ * @brief Get X value
+ * @return the x value
+ */
+ public float getX() {
+ return this.x;
+ }
+ /**
+ * @brief Get Y value
+ * @return the y value
+ */
+ public float getY() {
+ return this.y;
+ }
+ /**
+ * @brief Set each element to the max of the current values and the values of another vector
+ * @param other The other vector to compare with
+ */
+ public void setMax(Vector2f other) {
+ this.x = Math.max(this.x, other.x);
+ this.y = Math.max(this.y, other.y);
+ }
+ /**
+ * @brief Set each element to the min of the current values and the values of another vector
+ * @param other The other vector to compare with
+ */
+ public void setMin(Vector2f other) {
+ this.x = Math.min(this.x, other.x);
+ this.y = Math.min(this.y, other.y);
+ }
+ /**
+ * @brief Set Value on the vector
+ * @param xxx X value.
+ * @param yyy Y value.
+ */
+ public void setValue(float xxx, float yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Set 0 value on all the vector
+ */
+ public void setZero() {
+ this.x = 0;
+ this.y = 0;
+ }
+ /**
+ * @brief Check if the vector is equal to (0,0)
+ * @return true The value is equal to (0,0)
+ * @return false The value is NOT equal to (0,0)
+ */
+ public boolean isZero() {
+ return this.x == 0
+ && this.y == 0;
+ }
+
+ public Vector2f clone() {
+ return new Vector2f(this);
+ }
+ @Override
+ public String toString() {
+ return "Vector2f(" + this.x + "," + this.y + ")";
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Vector2i.java b/src/org/atriasoft/etk/math/Vector2i.java
new file mode 100644
index 0000000..35e8a10
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Vector2i.java
@@ -0,0 +1,362 @@
+package org.atriasoft.etk.math;
+
+public class Vector2i {
+ public int x = 0;
+ public int y = 0;
+ /* ****************************************************
+ * Constructor
+ *****************************************************/
+ public Vector2i() {
+ this.x = 0;
+ this.y = 0;
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param xxx X value
+ * @param yyy Y value
+ */
+ public Vector2i(int xxx, int yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Constructor with external vector
+ * @param obj The vector to add to this one
+ */
+ public Vector2i(Vector2i obj) {
+ this.x = obj.x;
+ this.y = obj.y;
+ }
+ /**
+ * @brief Operator= Asign the current object with an other object
+ * @param obj Reference on the external object
+ */
+ public void set(Vector2i obj) {
+ this.x = obj.x;
+ this.y = obj.y;
+ }
+ /**
+ * @brief Operator= Asign the current object with a value
+ * @param val Value to assign on the object
+ */
+ public void set(int val) {
+ this.x = val;
+ this.y = val;
+ }
+ /**
+ * @brief Operator= Asign the current object with a value
+ * @param xxx X value
+ * @param yyy Y value
+ */
+ public void set(int xxx, int yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ public boolean isEqual(Vector2i obj) {
+ return ( obj.x == this.x
+ && obj.y == this.y);
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Vector2i obj) {
+ return ( obj.x != this.x
+ || obj.y != this.y);
+ }
+ public boolean isLowerOrEqual(Vector2i obj) {
+ return ( this.x <= obj.x
+ && this.y <= obj.y);
+ }
+ public boolean isLower(Vector2i obj) {
+ return ( this.x < obj.x
+ && this.y < obj.y);
+ }
+ public boolean isGreaterOrEqual(Vector2i obj) {
+ return ( this.x >= obj.x
+ && this.y >= obj.y);
+ }
+ public boolean isGreater(Vector2i obj) {
+ return ( this.x > obj.x
+ && this.y > obj.y);
+ }
+ /**
+ * @brief Operator+= Addition an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ void add(Vector2i obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ }
+ /**
+ * @brief Operator+= Addition an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void add(int val) {
+ this.x += val;
+ this.y += val;
+ }
+ /**
+ * @brief Operator-= Decrement an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void less(Vector2i obj) {
+ this.x -= obj.x;
+ this.y -= obj.y;
+ }
+ /**
+ * @brief Operator-= Decrement an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void less(int val) {
+ this.x -= val;
+ this.y -= val;
+ }
+ /**
+ * @brief Operator*= Multiplication an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void multiply(Vector2i obj) {
+ this.x *= obj.x;
+ this.y *= obj.y;
+ }
+ /**
+ * @brief Operator*= Multiplication an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void multiply(int val) {
+ this.x *= val;
+ this.y *= val;
+ }
+ /**
+ * @brief Operator/ Dividing an other vertor with this one
+ * @param obj Reference on the external object
+ */
+ public void devide(Vector2i obj) {
+ this.x /= obj.x;
+ this.y /= obj.y;
+ }
+ /**
+ * @brief Operator/ Dividing an other vertor with this one
+ * @param val Value to addition at x/y
+ */
+ public void devide(int val) {
+ this.x /= val;
+ this.y /= val;
+ }
+ /**
+ * @brief Incrementation of this vector (+1 of 2 elements)
+ */
+ public void increment() {
+ this.x++;
+ this.y++;
+ }
+ /**
+ * @brief Decrementation of this vector (-1 of 2 elements)
+ */
+ public void decrement() {
+ this.x--;
+ this.y--;
+ }
+ /**
+ * @brief Return the cross product / determinant
+ * @param obj The other vector in the cross product
+ * @return cross product value
+ */
+ public int cross(Vector2i obj) {
+ return this.x * obj.y
+ - this.y * obj.x;
+ }
+ /**
+ * @brief Return the dot product
+ * @param obj The other vector in the dot product
+ * @return Dot product value
+ */
+ public int dot(Vector2i obj) {
+ return this.x * obj.x
+ + this.y * obj.y;
+ }
+ /**
+ * @brief Get the length of the vector squared
+ * @return Squared length value.
+ */
+ public int length2() {
+ return dot(this);
+ }
+ /**
+ * @brief Get the length of the vector
+ * @return Length value
+ */
+ public int length() {
+ return (int) Math.sqrt(length2());
+ }
+ /**
+ * @brief Return the distance squared between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the square distance of the 2 points
+ */
+ public int distance2(Vector2i obj) {
+ int deltaX = obj.x - this.x;
+ int deltaY = obj.y - this.y;
+ return deltaX*deltaX + deltaY*deltaY;
+ }
+ /**
+ * @brief Return the distance between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the distance of the 2 points
+ */
+ public int distance(Vector2i obj) {
+ return (int)Math.sqrt(this.distance2(obj));
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 = 1
+ */
+ public void normalize() {
+ this.devide(length());
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 = 1 (check if not deviding by 0, if it is the case ==> return (1,0))
+ * @return Local reference of the vector normalized
+ */
+ public void safeNormalize() {
+ int tmp = length();
+ if (tmp != 0) {
+ this.devide(length());
+ return;
+ }
+ setValue(1,0);
+ return;
+ }
+ /**
+ * @brief Return a normalized version of this vector
+ * @return New vector containing the value
+ */
+ public Vector2i normalized() {
+ Vector2i tmp = this.clone();
+ tmp.normalize();
+ return tmp;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return New vector containing the value
+ */
+ public Vector2i absolute() {
+ return new Vector2i( Math.abs(this.x),
+ Math.abs(this.y));
+ }
+ /**
+ * @brief Return the axis with the smallest value
+ * @return values are 0,1 for x or y
+ */
+ public int minAxis() {
+ return this.x < this.y ? 0 : 1;
+ }
+ /**
+ * @brief Return the axis with the largest value
+ * @return values are 0,1 for x or y
+ */
+ public int maxAxis() {
+ return this.x < this.y ? 1 : 0;
+ }
+ /**
+ * @brief Return the axis with the smallest ABSOLUTE value
+ * @return values 0,1 for x, or z
+ */
+ public int furthestAxis() {
+ return absolute().minAxis();
+ }
+ /**
+ * @brief Return the axis with the largest ABSOLUTE value
+ * @return values 0,1 for x or y
+ */
+ public int closestAxis() {
+ return absolute().maxAxis();
+ }
+ /**
+ * @brief Set the x value
+ * @param xxx New value
+ */
+ public void setX(int xxx) {
+ this.x = xxx;
+ };
+ /**
+ * @brief Set the y value
+ * @param yyy New value
+ */
+ public void setY(int yyy) {
+ this.y = yyy;
+ };
+ /**
+ * @brief Get X value
+ * @return the x value
+ */
+ public int getX() {
+ return this.x;
+ }
+ /**
+ * @brief Get Y value
+ * @return the y value
+ */
+ public int getY() {
+ return this.y;
+ }
+ /**
+ * @brief Set each element to the max of the current values and the values of another vector
+ * @param other The other vector to compare with
+ */
+ public void setMax(Vector2i other) {
+ this.x = Math.max(this.x, other.x);
+ this.y = Math.max(this.y, other.y);
+ }
+ /**
+ * @brief Set each element to the min of the current values and the values of another vector
+ * @param other The other vector to compare with
+ */
+ public void setMin(Vector2i other) {
+ this.x = Math.min(this.x, other.x);
+ this.y = Math.min(this.y, other.y);
+ }
+ /**
+ * @brief Set Value on the vector
+ * @param xxx X value.
+ * @param yyy Y value.
+ */
+ public void setValue(int xxx, int yyy) {
+ this.x = xxx;
+ this.y = yyy;
+ }
+ /**
+ * @brief Set 0 value on all the vector
+ */
+ public void setZero() {
+ this.x = 0;
+ this.y = 0;
+ }
+ /**
+ * @brief Check if the vector is equal to (0,0)
+ * @return true The value is equal to (0,0)
+ * @return false The value is NOT equal to (0,0)
+ */
+ public boolean isZero() {
+ return this.x == 0
+ && this.y == 0;
+ }
+
+ public Vector2i clone() {
+ return new Vector2i(this);
+ }
+ @Override
+ public String toString() {
+ return "Vector2i(" + this.x + "," + this.y + ")";
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Vector3f.java b/src/org/atriasoft/etk/math/Vector3f.java
new file mode 100644
index 0000000..b15a43c
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Vector3f.java
@@ -0,0 +1,547 @@
+package org.atriasoft.etk.math;
+
+public class Vector3f {
+ public float x;
+ public float y;
+ public float z;
+ /**
+ * @brief Default contructor
+ */
+ public Vector3f() {
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param xxx X value
+ * @param yyy Y value
+ * @param zzz Z value
+ */
+ public Vector3f(float xxx, float yyy, float zzz) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param value unique value for X,Y and Z value
+ */
+ public Vector3f(float value) {
+ this.x = value;
+ this.y = value;
+ this.z = value;
+ }
+ /**
+ * @brief Constructor from other vector (copy)
+ * @param obj The vector to add to this one
+ */
+ public Vector3f(Vector3f obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ this.z += obj.z;
+ }
+ /**
+ * @brief Add a vector to this one
+ * @param obj The vector to add to this one
+ */
+ public Vector3f add(Vector3f obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ this.z += obj.z;
+ return this;
+ }
+ /**
+ * @brief Add a vector to this one
+ * @param obj The vector to add to this one
+ */
+ public Vector3f addNew(Vector3f obj) {
+ return new Vector3f(this.x + obj.x,
+ this.y + obj.y,
+ this.z + obj.z);
+ }
+ /**
+ * @brief Subtract a vector from this one
+ * @param obj The vector to subtract
+ */
+ public Vector3f less(Vector3f obj) {
+ this.x -= obj.x;
+ this.y -= obj.y;
+ this.z -= obj.z;
+ return this;
+ }
+ /**
+ * @brief Subtract a vector from this one
+ * @param obj The vector to subtract
+ * @return A new vector with the data
+ */
+ public Vector3f lessNew(Vector3f obj) {
+ return new Vector3f(this.x - obj.x, this.y - obj.y, this.z - obj.z);
+ }
+ /**
+ * @brief Scale the vector
+ * @param val Scale factor
+ */
+ public Vector3f multiply(float val) {
+ this.x *= val;
+ this.y *= val;
+ this.z *= val;
+ return this;
+ }
+ /**
+ * @brief Scale the vector
+ * @param val Scale factor
+ * @return A new vector with the data
+ */
+ public Vector3f multiplyNew(float val) {
+ return new Vector3f(this.x * val, this.y * val, this.z * val);
+ }
+ /**
+ * @brief Inversely scale the vector
+ * @param val Scale factor to divide by
+ */
+ public void devide(float val) {
+ if (val != 0.0f) {
+ float tmpVal = 1.0f / val;
+ this.x *= tmpVal;
+ this.y *= tmpVal;
+ this.z *= tmpVal;
+ }
+ // TODO maybe throw ...
+ }
+ /**
+ * @brief Return the dot product
+ * @param obj The other vector in the dot product
+ * @return Dot product value
+ */
+ public float dot(Vector3f obj) {
+ return this.x * obj.x
+ + this.y * obj.y
+ + this.z * obj.z;
+ }
+ /**
+ * @brief Get the length of the vector squared
+ * @return Squared length value.
+ */
+ public float length2() {
+ return dot(this);
+ }
+ /**
+ * @brief Get the length of the vector
+ * @return Length value
+ */
+ public float length() {
+ return (float) Math.sqrt(length2());
+ }
+ /**
+ * @brief Return the distance squared between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the square distance of the 2 points
+ */
+ public float distance2(Vector3f obj) {
+ float deltaX = obj.x - this.x;
+ float deltaY = obj.y - this.y;
+ float deltaZ = obj.z - this.z;
+ return deltaX*deltaX + deltaY*deltaY + deltaZ*deltaZ;
+ }
+ /**
+ * @brief Return the distance between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the distance of the 2 points
+ */
+ public float distance(Vector3f obj) {
+ return (float)Math.sqrt(this.distance2(obj));
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 + z^2 = 1 (check if not deviding by 0, if it is the case ==> return (1,0,0))
+ * @return the current vector
+ */
+ public Vector3f safeNormalize() {
+ float length = length();
+ if (length != 0.0f) {
+ this.devide(length);
+ return this;
+ }
+ this.setValue(1,0,0);
+ return this;
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 + z^2 = 1
+ * @return the current vector
+ */
+ public Vector3f normalize() {
+ this.devide(this.length());
+ return this;
+ }
+ /**
+ * @brief Return a normalized version of this vector
+ * @return New vector containing the value
+ */
+ public Vector3f normalizeNew() {
+ Vector3f out = new Vector3f(this);
+ out.normalize();
+ return out;
+ }
+ /**
+ * @brief Return a normalized version of this vector (check if not deviding by 0, if it is the case ==> return (1,0,0))
+ * @return New vector containing the value
+ */
+ public Vector3f safeNormalizeNew() {
+ Vector3f out = new Vector3f(this);
+ out.safeNormalize();
+ return out;
+ }
+ /**
+ * @brief Return a rotated version of this vector
+ * @param wAxis The axis to rotate about
+ * @param angle The angle to rotate by
+ * @return New vector containing the value
+ */
+ public Vector3f rotateNew( Vector3f wAxis, float angle ) {
+ Vector3f out = wAxis.clone();
+ out.multiply( wAxis.dot( this ) );
+ Vector3f x = this.clone();
+ x.less(out);
+ Vector3f y = wAxis.cross( this );
+ x.multiply((float)Math.cos(angle));
+ y.multiply((float)Math.sin(angle));
+ out.add(x);
+ out.add(y);
+ return out;
+ }
+ /**
+ * @brief Calculate the angle between this and another vector
+ * @param obj The other vector
+ * @return Angle in radian
+ */
+ public float angle(Vector3f obj) {
+ float s = (float) Math.sqrt(length2() * obj.length2());
+ if (0!=s) {
+ return (float) Math.acos(this.dot(obj) / s);
+ }
+ return 0;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return the curent reference
+ */
+ public Vector3f absolute() {
+ this.x = Math.abs(this.x);
+ this.y = Math.abs(this.y);
+ this.z = Math.abs(this.z);
+ return this;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return New vector containing the value
+ */
+ public Vector3f absoluteNew() {
+ return new Vector3f( Math.abs(this.x),
+ Math.abs(this.y),
+ Math.abs(this.z));
+ }
+ /**
+ * @brief Return the cross product between this and another vector
+ * @param obj The other vector
+ * @return Vector with the result of the cross product
+ */
+ public Vector3f cross(Vector3f obj) {
+ return new Vector3f(this.y * obj.z - this.z * obj.y,
+ this.z * obj.x - this.x * obj.z,
+ this.x * obj.y - this.y * obj.x);
+ }
+ /**
+ * @brief Return the triple product between this and another vector and another
+ * @param obj1 The other vector 1
+ * @param obj2 The other vector 2
+ * @return Value with the result of the triple product
+ */
+ public float triple(Vector3f obj1, Vector3f obj2) {
+ return this.x * (obj1.y * obj2.z - obj1.z * obj2.y)
+ + this.y * (obj1.z * obj2.x - obj1.x * obj2.z)
+ + this.z * (obj1.x * obj2.y - obj1.y * obj2.x);
+ }
+ /**
+ * @brief Return the axis with the smallest value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int minAxis() {
+ if (this.x < this.y) {
+ return this.x < this.z ? 0 : 2;
+ }
+ return this.y < this.z ? 1 : 2;
+ }
+ /**
+ * @brief Return the axis with the largest value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int maxAxis() {
+ if (this.x < this.y) {
+ return this.y < this.z ? 2 : 1;
+ }
+ return this.x < this.z ? 2 : 0;
+ }
+ /**
+ * @brief Return the axis with the smallest ABSOLUTE value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int furthestAxis() {
+ return absoluteNew().minAxis();
+ }
+ /**
+ * @brief Return the axis with the largest ABSOLUTE value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int closestAxis() {
+ return absoluteNew().maxAxis();
+ }
+ /**
+ * @brief Interpolate the vector with a ration between 2 others
+ * @param obj0 First vector
+ * @param obj1 Second vector
+ * @param ratio Ratio between obj0 and obj1
+ */
+ public void setInterpolate3(Vector3f obj0, Vector3f obj1, float ratio) {
+ float inverse = 1.0f - ratio;
+ this.x = inverse * obj0.x + ratio * obj1.x;
+ this.y = inverse * obj0.y + ratio * obj1.y;
+ this.z = inverse * obj0.z + ratio * obj1.z;
+ // this.co[3] = s * v0[3] + rt * v1[3];
+ }
+ /**
+ * @brief Return the linear interpolation between this and another vector
+ * @param obj The other vector
+ * @param ratio The ratio of this to obj (ratio = 0 => return copy of this, ratio=1 => return other)
+ * @return New vector containing the value
+ */
+ public Vector3f lerp(Vector3f obj, float ratio) {
+ return new Vector3f(this.x + (obj.x - this.x) * ratio,
+ this.y + (obj.y - this.y) * ratio,
+ this.z + (obj.z - this.z) * ratio);
+ }
+ /**
+ * @brief Elementwise multiply this vector by the other
+ * @param obj The other vector
+ * @return the current reference
+ */
+ public Vector3f multiply(Vector3f obj) {
+ this.x *= obj.x;
+ this.y *= obj.y;
+ this.z *= obj.z;
+ return this;
+ }
+ /**
+ * @brief Elementwise multiply this vector by the other
+ * @param obj The other vector
+ */
+ public Vector3f multiplyNew(Vector3f obj) {
+ return new Vector3f(this.x * obj.x, this.y * obj.y, this.z * obj.z);
+ }
+ /**
+ * @brief Set the x value
+ * @param x New value
+ */
+ public void setX(float x) {
+ this.x = x;
+ }
+ /**
+ * @brief Set the y value
+ * @param y New value
+ */
+ public void setY(float y) {
+ this.y = y;
+ }
+ /**
+ * @brief Set the z value
+ * @param z New value
+ */
+ public void setZ(float z) {
+ this.z = z;
+ }
+ /**
+ * @brief Get X value
+ * @return the x value
+ */
+ public float getX() {
+ return this.x;
+ }
+ /**
+ * @brief Get Y value
+ * @return the y value
+ */
+ public float getY() {
+ return this.y;
+ }
+ /**
+ * @brief Get Z value
+ * @return the z value
+ */
+ public float getZ() {
+ return this.z;
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ public boolean isEqual(Vector3f obj) {
+ return ( (this.z == obj.z)
+ && (this.y == obj.y)
+ && (this.x == obj.x));
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Vector3f obj) {
+ return ( (this.z != obj.z)
+ || (this.y != obj.y)
+ || (this.x != obj.x));
+ }
+ /**
+ * @brief Set each element to the max of the current values and the values of another Vector3f
+ * @param obj The other Vector3f to compare with
+ */
+ public void setMax(Vector3f obj) {
+ this.x = Math.max(this.x, obj.x);
+ this.y = Math.max(this.y, obj.y);
+ this.z = Math.max(this.z, obj.z);
+ }
+ /**
+ * @brief Set each element to the min of the current values and the values of another Vector3f
+ * @param obj The other Vector3f to compare with
+ */
+ public void setMin(Vector3f obj) {
+ this.x = Math.min(this.x, obj.x);
+ this.y = Math.min(this.y, obj.y);
+ this.z = Math.min(this.z, obj.z);
+ }
+ /**
+ * @brief Get the minimum value of the vector (x, y, z)
+ * @return The min value
+ */
+ public float getMin() {
+ return Math.min(Math.min(this.x, this.y), this.z);
+ }
+ /**
+ * @brief Get the maximum value of the vector (x, y, z)
+ * @return The max value
+ */
+ public float getMax() {
+ return Math.max(Math.max(this.x, this.y), this.z);
+ }
+ /**
+ * @brief Set Value on the vector
+ * @param xxx X value.
+ * @param yyy Y value.
+ * @param zzz Z value.
+ */
+ public void setValue(float xxx, float yyy, float zzz) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ }
+ /**
+ * @brief Create a skew matrix of the object
+ * @param obj0 Vector matric first line
+ * @param obj1 Vector matric second line
+ * @param obj2 Vector matric third line
+ */
+ public void getSkewSymmetricMatrix(Vector3f obj0,Vector3f obj1,Vector3f obj2) {
+ obj0.setValue(0 ,-z ,y);
+ obj1.setValue(z ,0 ,-x);
+ obj2.setValue(-y ,x ,0);
+ }
+ /**
+ * @brief Set 0 value on all the vector
+ */
+ public void setZero() {
+ setValue(0,0,0);
+ }
+ /**
+ * @brief Check if the vector is equal to (0,0,0)
+ * @return true The value is equal to (0,0,0)
+ * @return false The value is NOT equal to (0,0,0)
+ */
+ public boolean isZero() {
+ return this.x == 0
+ && this.y == 0
+ && this.z == 0;
+ }
+ /**
+ * @brief Get the Axis id with the minimum value
+ * @return Axis ID 0,1,2
+ */
+ public int getMinAxis() {
+ return (this.x < this.y ? (this.x < this.z ? 0 : 2) : (this.y < this.z ? 1 : 2));
+ }
+ /**
+ * @brief Get the Axis id with the maximum value
+ * @return Axis ID 0,1,2
+ */
+ public int getMaxAxis() {
+ return (this.x < this.y ? (this.y < this.z ? 2 : 1) : (this.x < this.z ? 2 : 0));
+ }
+ /**
+ * @breif Get the orthogonal vector of the current vector
+ * @return The ortho vector
+ */
+ public Vector3f getOrthoVector() {
+ Vector3f vectorAbs = new Vector3f(Math.abs(this.x), Math.abs(this.y), Math.abs(this.z));
+ int minElement = vectorAbs.getMinAxis();
+ if (minElement == 0) {
+ float devider = 1.0f / (float)Math.sqrt(this.y*this.y + this.z*this.z);
+ return new Vector3f(0.0f, -this.z*devider, this.y*devider);
+ } else if (minElement == 1) {
+ float devider = 1.0f / (float)Math.sqrt(this.x*this.x + this.z*this.z);
+ return new Vector3f(-this.z*devider, 0.0f, this.x*devider);
+ }
+ float devider = 1.0f / (float)Math.sqrt(this.x*this.x + this.y*this.y);
+ return new Vector3f(-this.y*devider, this.x*devider, 0.0f);
+ }
+ /**
+ * @brief Clone the current vector.
+ * @return New vector containing the value
+ */
+ public Vector3f clone() {
+ return new Vector3f(this);
+ }
+ public static Vector3f zero() {
+ return new Vector3f(0,0,0);
+ }
+ @Override
+ public String toString() {
+ return "Vector3f(" + this.x + "," + this.y + "," + this.z + ")";
+ }
+
+
+
+
+
+ /**
+ * @brief Get the length square between the 2 vectors
+ * @param start First vector
+ * @param stop second vector
+ * @return Length value
+ */
+ public static float length2(Vector3f start, Vector3f stop) {
+ float x = stop.x - start.x;
+ float y = stop.y - start.y;
+ float z = stop.z - start.z;
+ return x * x + y * y + z * z;
+ }
+ /**
+ * @brief Get the length between the 2 vectors
+ * @param start First vector
+ * @param stop second vector
+ * @return Length value
+ */
+ public float length(Vector3f start, Vector3f stop) {
+ return (float) Math.sqrt(length2(start, stop));
+ }
+}
diff --git a/src/org/atriasoft/etk/math/Vector3i.java b/src/org/atriasoft/etk/math/Vector3i.java
new file mode 100644
index 0000000..bfb9b00
--- /dev/null
+++ b/src/org/atriasoft/etk/math/Vector3i.java
@@ -0,0 +1,476 @@
+package org.atriasoft.etk.math;
+
+public class Vector3i {
+ public int x = 0;
+ public int y = 0;
+ public int z = 0;
+ /**
+ * @brief Default contructor
+ */
+ public Vector3i() {
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param xxx X value
+ * @param yyy Y value
+ * @param zzz Z value
+ */
+ public Vector3i(int xxx, int yyy, int zzz) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ }
+ /**
+ * @brief Constructor from scalars
+ * @param value unique value for X,Y and Z value
+ */
+ public Vector3i(int value) {
+ this.x = value;
+ this.y = value;
+ this.z = value;
+ }
+ /**
+ * @brief Constructor from other vector (copy)
+ * @param obj The vector to add to this one
+ */
+ public Vector3i(Vector3i obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ this.z += obj.z;
+ }
+ /**
+ * @brief Add a vector to this one
+ * @param obj The vector to add to this one
+ */
+ public Vector3i add(Vector3i obj) {
+ this.x += obj.x;
+ this.y += obj.y;
+ this.z += obj.z;
+ return this;
+ }
+ /**
+ * @brief Add a vector to this one
+ * @param obj The vector to add to this one
+ */
+ public Vector3i addNew(Vector3i obj) {
+ return new Vector3i(this.x + obj.x,
+ this.y + obj.y,
+ this.z + obj.z);
+ }
+ /**
+ * @brief Subtract a vector from this one
+ * @param obj The vector to subtract
+ */
+ public Vector3i less(Vector3i obj) {
+ this.x -= obj.x;
+ this.y -= obj.y;
+ this.z -= obj.z;
+ return this;
+ }
+ /**
+ * @brief Scale the vector
+ * @param val Scale factor
+ */
+ public Vector3i multiply(int val) {
+ this.x *= val;
+ this.y *= val;
+ this.z *= val;
+ return this;
+ }
+ /**
+ * @brief Scale the vector
+ * @param val Scale factor
+ */
+ public Vector3i multiplyNew(int val) {
+ return new Vector3i(this.x * val, this.y * val, this.z * val);
+ }
+ /**
+ * @brief Inversely scale the vector
+ * @param val Scale factor to divide by
+ */
+ public void devide(int val) {
+ if (val != 0.0f) {
+ this.x /= val;
+ this.y /= val;
+ this.z /= val;
+ }
+ // TODO maybe throw ...
+ }
+ /**
+ * @brief Return the dot product
+ * @param obj The other vector in the dot product
+ * @return Dot product value
+ */
+ public int dot(Vector3i obj) {
+ return this.x * obj.x
+ + this.y * obj.y
+ + this.z * obj.z;
+ }
+ /**
+ * @brief Get the length of the vector squared
+ * @return Squared length value.
+ */
+ public int length2() {
+ return dot(this);
+ }
+ /**
+ * @brief Get the length of the vector
+ * @return Length value
+ */
+ public int length() {
+ return (int) Math.sqrt(length2());
+ }
+ /**
+ * @brief Return the distance squared between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the square distance of the 2 points
+ */
+ public int distance2(Vector3i obj) {
+ int deltaX = obj.x - this.x;
+ int deltaY = obj.y - this.y;
+ int deltaZ = obj.z - this.z;
+ return deltaX*deltaX + deltaY*deltaY + deltaZ*deltaZ;
+ }
+ /**
+ * @brief Return the distance between the ends of this and another vector
+ * This is symantically treating the vector like a point
+ * @param obj The other vector to compare distance
+ * @return the distance of the 2 points
+ */
+ public int distance(Vector3i obj) {
+ return (int)Math.sqrt(this.distance2(obj));
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 + z^2 = 1 (check if not deviding by 0, if it is the case ==> return (1,0,0))
+ */
+ public void safeNormalize() {
+ int length = length();
+ if (length != 0.0f) {
+ this.devide(length);
+ }
+ this.setValue(1,0,0);
+ }
+ /**
+ * @brief Normalize this vector x^2 + y^2 + z^2 = 1
+ */
+ public void normalize() {
+ this.devide(this.length());
+ }
+ /**
+ * @brief Return a normalized version of this vector
+ * @return New vector containing the value
+ */
+ public Vector3i normalizeNew() {
+ Vector3i out = new Vector3i(this);
+ out.normalize();
+ return out;
+ }
+ /**
+ * @brief Return a normalized version of this vector (check if not deviding by 0, if it is the case ==> return (1,0,0))
+ * @return New vector containing the value
+ */
+ public Vector3i safeNormalizeNew() {
+ Vector3i out = new Vector3i(this);
+ out.safeNormalize();
+ return out;
+ }
+ /**
+ * @brief Return a rotated version of this vector
+ * @param wAxis The axis to rotate about
+ * @param angle The angle to rotate by
+ * @return New vector containing the value
+ */
+ public Vector3i rotateNew( Vector3i wAxis, int angle ) {
+ Vector3i out = wAxis.clone();
+ out.multiply( wAxis.dot( this ) );
+ Vector3i x = this.clone();
+ x.less(out);
+ Vector3i y = wAxis.cross( this );
+ x.multiply((int)Math.cos(angle));
+ y.multiply((int)Math.sin(angle));
+ out.add(x);
+ out.add(y);
+ return out;
+ }
+ /**
+ * @brief Calculate the angle between this and another vector
+ * @param obj The other vector
+ * @return Angle in radian
+ */
+ public int angle(Vector3i obj) {
+ int s = (int) Math.sqrt(length2() * obj.length2());
+ if (0!=s) {
+ return (int) Math.acos(this.dot(obj) / s);
+ }
+ return 0;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return the curent reference
+ */
+ public Vector3i absolute() {
+ this.x = Math.abs(this.x);
+ this.y = Math.abs(this.y);
+ this.z = Math.abs(this.z);
+ return this;
+ }
+ /**
+ * @brief Return a vector will the absolute values of each element
+ * @return New vector containing the value
+ */
+ public Vector3i absoluteNew() {
+ return new Vector3i( Math.abs(this.x),
+ Math.abs(this.y),
+ Math.abs(this.z));
+ }
+ /**
+ * @brief Return the cross product between this and another vector
+ * @param obj The other vector
+ * @return Vector with the result of the cross product
+ */
+ public Vector3i cross(Vector3i obj) {
+ return new Vector3i(this.y * obj.z - this.z * obj.y,
+ this.z * obj.x - this.x * obj.z,
+ this.x * obj.y - this.y * obj.x);
+ }
+ /**
+ * @brief Return the triple product between this and another vector and another
+ * @param obj1 The other vector 1
+ * @param obj2 The other vector 2
+ * @return Value with the result of the triple product
+ */
+ public int triple(Vector3i obj1, Vector3i obj2) {
+ return this.x * (obj1.y * obj2.z - obj1.z * obj2.y)
+ + this.y * (obj1.z * obj2.x - obj1.x * obj2.z)
+ + this.z * (obj1.x * obj2.y - obj1.y * obj2.x);
+ }
+ /**
+ * @brief Return the axis with the smallest value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int minAxis() {
+ if (this.x < this.y) {
+ return this.x < this.z ? 0 : 2;
+ }
+ return this.y < this.z ? 1 : 2;
+ }
+ /**
+ * @brief Return the axis with the largest value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int maxAxis() {
+ if (this.x < this.y) {
+ return this.y < this.z ? 2 : 1;
+ }
+ return this.x < this.z ? 2 : 0;
+ }
+ /**
+ * @brief Return the axis with the smallest ABSOLUTE value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int furthestAxis() {
+ return absoluteNew().minAxis();
+ }
+ /**
+ * @brief Return the axis with the largest ABSOLUTE value
+ * @return values 0,1,2 for x, y, or z
+ */
+ public int closestAxis() {
+ return absoluteNew().maxAxis();
+ }
+ /**
+ * @brief Return the linear interpolation between this and another vector
+ * @param obj The other vector
+ * @param ratio The ratio of this to obj (ratio = 0 => return copy of this, ratio=1 => return other)
+ * @return New vector containing the value
+ */
+ public Vector3i lerp(Vector3i obj, int ratio) {
+ return new Vector3i(this.x + (obj.x - this.x) * ratio,
+ this.y + (obj.y - this.y) * ratio,
+ this.z + (obj.z - this.z) * ratio);
+ }
+ /**
+ * @brief Elementwise multiply this vector by the other
+ * @param obj The other vector
+ * @return the current reference
+ */
+ public Vector3i multiply(Vector3i obj) {
+ this.x *= obj.x;
+ this.y *= obj.y;
+ this.z *= obj.z;
+ return this;
+ }
+ /**
+ * @brief Elementwise multiply this vector by the other
+ * @param obj The other vector
+ */
+ public Vector3i multiplyNew(Vector3i obj) {
+ this.x *= obj.x;
+ this.y *= obj.y;
+ this.z *= obj.z;
+ return this;
+ }
+ /**
+ * @brief Set the x value
+ * @param x New value
+ */
+ public void setX(int x) {
+ this.x = x;
+ }
+ /**
+ * @brief Set the y value
+ * @param y New value
+ */
+ public void setY(int y) {
+ this.y = y;
+ }
+ /**
+ * @brief Set the z value
+ * @param z New value
+ */
+ public void setZ(int z) {
+ this.z = z;
+ }
+ /**
+ * @brief Get X value
+ * @return the x value
+ */
+ public int getX() {
+ return this.x;
+ }
+ /**
+ * @brief Get Y value
+ * @return the y value
+ */
+ public int getY() {
+ return this.y;
+ }
+ /**
+ * @brief Get Z value
+ * @return the z value
+ */
+ public int getZ() {
+ return this.z;
+ }
+ /**
+ * @brief Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are identical
+ * @return false The Objects are NOT identical
+ */
+ public boolean isEqual(Vector3i obj) {
+ return ( (this.z == obj.z)
+ && (this.y == obj.y)
+ && (this.x == obj.x));
+ }
+ /**
+ * @brief In-Equality compare operator with an other object.
+ * @param obj Reference on the comparing object
+ * @return true The Objects are NOT identical
+ * @return false The Objects are identical
+ */
+ public boolean isDifferent(Vector3i obj) {
+ return ( (this.z != obj.z)
+ || (this.y != obj.y)
+ || (this.x != obj.x));
+ }
+ /**
+ * @brief Set each element to the max of the current values and the values of another Vector3f
+ * @param obj The other Vector3f to compare with
+ */
+ public void setMax(Vector3i obj) {
+ this.x = Math.max(this.x, obj.x);
+ this.y = Math.max(this.y, obj.y);
+ this.z = Math.max(this.z, obj.z);
+ }
+ /**
+ * @brief Set each element to the min of the current values and the values of another Vector3f
+ * @param obj The other Vector3f to compare with
+ */
+ public void setMin(Vector3i obj) {
+ this.x = Math.min(this.x, obj.x);
+ this.y = Math.min(this.y, obj.y);
+ this.z = Math.min(this.z, obj.z);
+ }
+ /**
+ * @brief Get the minimum value of the vector (x, y, z)
+ * @return The min value
+ */
+ public int getMin() {
+ return Math.min(Math.min(this.x, this.y), this.z);
+ }
+ /**
+ * @brief Get the maximum value of the vector (x, y, z)
+ * @return The max value
+ */
+ public int getMax() {
+ return Math.max(Math.max(this.x, this.y), this.z);
+ }
+ /**
+ * @brief Set Value on the vector
+ * @param xxx X value.
+ * @param yyy Y value.
+ * @param zzz Z value.
+ */
+ public void setValue(int xxx, int yyy, int zzz) {
+ this.x = xxx;
+ this.y = yyy;
+ this.z = zzz;
+ }
+ /**
+ * @brief Create a skew matrix of the object
+ * @param obj0 Vector matric first line
+ * @param obj1 Vector matric second line
+ * @param obj2 Vector matric third line
+ */
+ public void getSkewSymmetricMatrix(Vector3i obj0,Vector3i obj1,Vector3i obj2) {
+ obj0.setValue(0 ,-z ,y);
+ obj1.setValue(z ,0 ,-x);
+ obj2.setValue(-y ,x ,0);
+ }
+ /**
+ * @brief Set 0 value on all the vector
+ */
+ public void setZero() {
+ setValue(0,0,0);
+ }
+ /**
+ * @brief Check if the vector is equal to (0,0,0)
+ * @return true The value is equal to (0,0,0)
+ * @return false The value is NOT equal to (0,0,0)
+ */
+ public boolean isZero() {
+ return this.x == 0
+ && this.y == 0
+ && this.z == 0;
+ }
+ /**
+ * @brief Get the Axis id with the minimum value
+ * @return Axis ID 0,1,2
+ */
+ public int getMinAxis() {
+ return (this.x < this.y ? (this.x < this.z ? 0 : 2) : (this.y < this.z ? 1 : 2));
+ }
+ /**
+ * @brief Get the Axis id with the maximum value
+ * @return Axis ID 0,1,2
+ */
+ public int getMaxAxis() {
+ return (this.x < this.y ? (this.y < this.z ? 2 : 1) : (this.x < this.z ? 2 : 0));
+ }
+ /**
+ * @brief Clone the current vector.
+ * @return New vector containing the value
+ */
+ public Vector3i clone() {
+ return new Vector3i(this);
+ }
+ public static Vector3i zero() {
+ return new Vector3i(0,0,0);
+ }
+ @Override
+ public String toString() {
+ return "Vector3i(" + this.x + "," + this.y + "," + this.z + ")";
+ }
+}
diff --git a/test/.gitignore b/test/.gitignore
new file mode 100644
index 0000000..ae3c172
--- /dev/null
+++ b/test/.gitignore
@@ -0,0 +1 @@
+/bin/
diff --git a/test/src/test/atriasoft/etk/.keep b/test/src/test/atriasoft/etk/.keep
new file mode 100644
index 0000000..e69de29
diff --git a/test/src/test/atriasoft/etk/Log.java b/test/src/test/atriasoft/etk/Log.java
new file mode 100644
index 0000000..5c3b329
--- /dev/null
+++ b/test/src/test/atriasoft/etk/Log.java
@@ -0,0 +1,59 @@
+package test.atriasoft.etk;
+
+import io.scenarium.logger.LogLevel;
+import io.scenarium.logger.Logger;
+
+public class Log {
+ private static final String LIB_NAME = "etk-test";
+ private static final String LIB_NAME_DRAW = Logger.getDrawableName(LIB_NAME);
+ private static final boolean PRINT_CRITICAL = Logger.getNeedPrint(LIB_NAME, LogLevel.CRITICAL);
+ private static final boolean PRINT_ERROR = Logger.getNeedPrint(LIB_NAME, LogLevel.ERROR);
+ private static final boolean PRINT_WARNING = Logger.getNeedPrint(LIB_NAME, LogLevel.WARNING);
+ private static final boolean PRINT_INFO = Logger.getNeedPrint(LIB_NAME, LogLevel.INFO);
+ private static final boolean PRINT_DEBUG = Logger.getNeedPrint(LIB_NAME, LogLevel.DEBUG);
+ private static final boolean PRINT_VERBOSE = Logger.getNeedPrint(LIB_NAME, LogLevel.VERBOSE);
+ private static final boolean PRINT_TODO = Logger.getNeedPrint(LIB_NAME, LogLevel.TODO);
+ private static final boolean PRINT_PRINT = Logger.getNeedPrint(LIB_NAME, LogLevel.PRINT);
+
+ private Log() {}
+
+ public static void print(String data) {
+ if (PRINT_PRINT)
+ Logger.print(LIB_NAME_DRAW, data);
+ }
+
+ public static void critical(String data) {
+ if (PRINT_CRITICAL)
+ Logger.critical(LIB_NAME_DRAW, data);
+ }
+
+ public static void error(String data) {
+ if (PRINT_ERROR)
+ Logger.error(LIB_NAME_DRAW, data);
+ }
+
+ public static void warning(String data) {
+ if (PRINT_WARNING)
+ Logger.warning(LIB_NAME_DRAW, data);
+ }
+
+ public static void info(String data) {
+ if (PRINT_INFO)
+ Logger.info(LIB_NAME_DRAW, data);
+ }
+
+ public static void debug(String data) {
+ if (PRINT_DEBUG)
+ Logger.debug(LIB_NAME_DRAW, data);
+ }
+
+ public static void verbose(String data) {
+ if (PRINT_VERBOSE)
+ Logger.verbose(LIB_NAME_DRAW, data);
+ }
+
+ public static void todo(String data) {
+ if (PRINT_TODO)
+ Logger.todo(LIB_NAME_DRAW, data);
+ }
+}
diff --git a/test/src/test/atriasoft/etk/Log2.java b/test/src/test/atriasoft/etk/Log2.java
new file mode 100644
index 0000000..6b57782
--- /dev/null
+++ b/test/src/test/atriasoft/etk/Log2.java
@@ -0,0 +1,18 @@
+package test.atriasoft.etk;
+
+import io.scenarium.logger.LogLevel;
+import io.scenarium.logger.Logger;
+
+public class Log2 {
+ private static final String LIB_NAME = "etk-test-2";
+ private static final String LIB_NAME_DRAW = Logger.getDrawableName(LIB_NAME);
+ private static final boolean PRINT_DEBUG = Logger.getNeedPrint(LIB_NAME, LogLevel.DEBUG);
+
+ private Log2() {}
+
+ public static void debug(String data) {
+ if (PRINT_DEBUG)
+ Logger.debug(LIB_NAME_DRAW, data);
+ }
+
+}
diff --git a/test/src/test/atriasoft/etk/TestBasicLog.java b/test/src/test/atriasoft/etk/TestBasicLog.java
new file mode 100644
index 0000000..6106c2c
--- /dev/null
+++ b/test/src/test/atriasoft/etk/TestBasicLog.java
@@ -0,0 +1,103 @@
+/*******************************************************************************
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/.
+ *
+ * Contributors:
+ * Edouard DUPIN - initial API and implementation
+ ******************************************************************************/
+package test.atriasoft.etk;
+
+import java.util.ArrayList;
+import java.util.List;
+
+import io.scenarium.logger.Logger;
+
+import org.junit.Test;
+import org.junit.jupiter.api.MethodOrderer.OrderAnnotation;
+import org.junit.jupiter.api.Order;
+//import org.junit.jupiter.api.Test;
+import org.junit.jupiter.api.TestMethodOrder;
+
+@TestMethodOrder(OrderAnnotation.class)
+public class TestBasicLog {
+
+ @Test
+ @Order(1)
+ public void aaFirstInitialisation() {
+ List args = new ArrayList<>();
+ args.add("--log-level=999");
+ args.add("--log-level=1");
+ args.add("--log-no-color");
+ args.add("--log-color");
+ args.add("--log-lib=sc-log-test+6");
+ args.add("--log-lib=sc-log-test/6");
+ args.add("--log-lib=sc-log-test:6");
+ args.add("--log-lib=sc-log-test:verbose");
+ args.add("--log-lib=sc-log-test2+3");
+ args.add("--log-lib=sc-log-test");
+ args.add("--log-with-stupid-parameter=sdkfjsqdlkf");
+ args.add("--help");
+ Logger.init(args);
+ }
+
+ @Test
+ @Order(2)
+ public void bbSecondInitialisation() {
+ List args = new ArrayList<>();
+ Logger.init(args);
+ }
+
+ @Test
+ @Order(3)
+ public void ccBasicLogCall() {
+ Log.print("Simple print");
+ Log.todo("Simple todo");
+ Log.error("Simple error");
+ Log.warning("Simple warning");
+ Log.info("Simple info");
+ Log.debug("Simple debug");
+ Log.verbose("Simple verbose");
+ }
+
+ // TODO REFACTO REMOVE this and set it in the Test of the logger.
+ public static String getAAAAAAA(int dfsdf) {
+ int hhh = 0;
+ for (int kkk = 0; kkk < dfsdf; kkk++)
+ for (int iii = 0; iii < 10000; iii++)
+ for (int jjj = 0; jjj < 100000; jjj++)
+ for (int lll = 0; lll < 100000; lll++)
+ hhh++;
+ return "kkk" + hhh;
+ }
+
+ public static void testLog() {
+ Log.print("test direct [START]");
+ // test de 10 secondes contre 0.0?? second quand le niveau n'est pas assez grand ...
+ long timeStart = System.currentTimeMillis();
+ for (int iii = 0; iii < 100000000; iii++)
+ Log2.debug("test direct");
+ long timeStop = System.currentTimeMillis();
+ Log.print("test direct [END] : " + timeStart + " to " + timeStop + " ==> delta=" + (timeStop - timeStart));
+ Log.print("test concat [START]");
+ // C'est très long dans les 2 cas ...
+ timeStart = System.currentTimeMillis();
+ for (int iii = 0; iii < 6; iii++)
+ Log2.debug("test concat: non fonctionnel, il applelle le get a chaque log ... " + getAAAAAAA(iii));
+ timeStop = System.currentTimeMillis();
+ Log.print("test concat [END] : " + timeStart + " to " + timeStop + " ==> delta=" + (timeStop - timeStart));
+ }
+
+ @Test
+ @Order(4)
+ public void ddTestSimpleLog() {
+ testLog();
+ }
+
+ @Test
+ @Order(4)
+ public void eeUsage() {
+ Logger.usage();
+ }
+
+}
diff --git a/version.txt b/version.txt
new file mode 100644
index 0000000..6c6aa7c
--- /dev/null
+++ b/version.txt
@@ -0,0 +1 @@
+0.1.0
\ No newline at end of file