/*
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package medusa.georgios.vecmathpackage;
import java.lang.Math;
/**
* A 3-element vector that is represented by double-precision floating point
* x,y,z coordinates. If this value represents a normal, then it should
* be normalized.
*
*/
public class Vector3d extends Tuple3d implements java.io.Serializable {
// Combatible with 1.1
static final long serialVersionUID = 3761969948420550442L;
/**
* Constructs and initializes a Vector3d from the specified xyz coordinates.
* @param x the x coordinate
* @param y the y coordinate
* @param z the z coordinate
*/
public Vector3d(double x, double y, double z)
{
super(x,y,z);
}
/**
* Constructs and initializes a Vector3d from the array of length 3.
* @param v the array of length 3 containing xyz in order
*/
public Vector3d(double[] v)
{
super(v);
}
/**
* Constructs and initializes a Vector3d from the specified Vector3d.
* @param v1 the Vector3d containing the initialization x y z data
*/
public Vector3d(Vector3d v1)
{
super(v1);
}
/**
* Constructs and initializes a Vector3d from the specified Vector3f.
* @param v1 the Vector3f containing the initialization x y z data
*/
public Vector3d(Vector3f v1)
{
super(v1);
}
/**
* Constructs and initializes a Vector3d from the specified Tuple3f.
* @param t1 the Tuple3f containing the initialization x y z data
*/
public Vector3d(Tuple3f t1)
{
super(t1);
}
/**
* Constructs and initializes a Vector3d from the specified Tuple3d.
* @param t1 the Tuple3d containing the initialization x y z data
*/
public Vector3d(Tuple3d t1)
{
super(t1);
}
/**
* Constructs and initializes a Vector3d to (0,0,0).
*/
public Vector3d()
{
super();
}
/**
* Sets this vector to the vector cross product of vectors v1 and v2.
* @param v1 the first vector
* @param v2 the second vector
*/
public final void cross(Vector3d v1, Vector3d v2)
{
double x,y;
x = v1.y*v2.z - v1.z*v2.y;
y = v2.x*v1.z - v2.z*v1.x;
this.z = v1.x*v2.y - v1.y*v2.x;
this.x = x;
this.y = y;
}
/**
* Sets the value of this vector to the normalization of vector v1.
* @param v1 the un-normalized vector
*/
public final void normalize(Vector3d v1)
{
double norm;
norm = 1.0/Math.sqrt(v1.x*v1.x + v1.y*v1.y + v1.z*v1.z);
this.x = v1.x*norm;
this.y = v1.y*norm;
this.z = v1.z*norm;
}
/**
* Normalizes this vector in place.
*/
public final void normalize()
{
double norm;
norm = 1.0/Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
this.x *= norm;
this.y *= norm;
this.z *= norm;
}
/**
* Returns the dot product of this vector and vector v1.
* @param v1 the other vector
* @return the dot product of this and v1
*/
public final double dot(Vector3d v1)
{
return (this.x*v1.x + this.y*v1.y + this.z*v1.z);
}
/**
* Returns the squared length of this vector.
* @return the squared length of this vector
*/
public final double lengthSquared()
{
return (this.x*this.x + this.y*this.y + this.z*this.z);
}
/**
* Returns the length of this vector.
* @return the length of this vector
*/
public final double length()
{
return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
}
/**
* Returns the angle in radians between this vector and the vector
* parameter; the return value is constrained to the range [0,PI].
* @param v1 the other vector
* @return the angle in radians in the range [0,PI]
*/
public final double angle(Vector3d v1)
{
double vDot = this.dot(v1) / ( this.length()*v1.length() );
if( vDot < -1.0) vDot = -1.0;
if( vDot > 1.0) vDot = 1.0;
return((double) (Math.acos( vDot )));
}
}
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