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Revision 522eebc8

Added by Leszek Koltunski about 8 years ago

Add Static5D and Dynamic5D.

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src/main/java/org/distorted/library/type/Data5D.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library.type;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23
/**
24
 * Marker Interface implemented by Static5D and Dynamic5D.
25
 * <p>
26
 * The point: so we can pass either Static and Dynamic to EffectQueues in a single parameter.
27
 */
28
public interface Data5D
29
  {
30

  
31
  }
src/main/java/org/distorted/library/type/Dynamic1D.java
48 48
    {
49 49
    float[] nx;
50 50
   
51
    public VectorNoise()
51
    VectorNoise()
52 52
      {
53 53
      nx = new float[NUM_NOISE]; 
54 54
      nx[0] = mRnd.nextFloat();
src/main/java/org/distorted/library/type/Dynamic2D.java
50 50
    float[] nx;
51 51
    float[] ny;
52 52
   
53
    public VectorNoise()
53
    VectorNoise()
54 54
      {
55 55
      nx = new float[NUM_NOISE]; 
56 56
      nx[0] = mRnd.nextFloat();
src/main/java/org/distorted/library/type/Dynamic3D.java
52 52
    float[] ny;
53 53
    float[] nz;
54 54
   
55
    public VectorNoise()
55
    VectorNoise()
56 56
      {
57 57
      nx = new float[NUM_NOISE]; 
58 58
      nx[0] = mRnd.nextFloat();
src/main/java/org/distorted/library/type/Dynamic4D.java
54 54
    float[] nz;
55 55
    float[] nw;
56 56
   
57
    public VectorNoise()
57
    VectorNoise()
58 58
      {
59 59
      nx = new float[NUM_NOISE]; 
60 60
      nx[0] = mRnd.nextFloat();
......
82 82
  private Vector<VectorNoise> vn;
83 83
  private VectorNoise tmpN;
84 84
  
85
  private float mFactor1, mFactor2, mFactor3; // used in Noise only. Those are noise factors; 1=noise of the (vec1X,vec1Y,vec1Z,vec1W) vector; 2=noise of (vec2X,vec2Y,vec2Z,vec2W) and same for vec3.
85
  private float mFactor1, mFactor2, mFactor3; // used in Noise only. FactorN = noise factor of vecN.
86 86
  private float vec1X,vec1Y,vec1Z,vec1W;      // vector perpendicular to v(t) and in the same plane as v(t) and a(t) (for >2 points only, in case of 2 points this is calculated differently)
87 87
  private float vec2X,vec2Y,vec2Z,vec2W;      // vector perpendicular to v(t) and to vec1.
88 88
  private float vec3X,vec3Y,vec3Z,vec3W;      // vector perpendicular to v(t) and to vec1.
......
311 311
      float aw = 6*vc.aw*time+2*vc.bw;
312 312
     
313 313
      float v_sq = vx*vx+vy*vy+vz*vz+vw*vw;
314
      float delta = (vx*ax+vy*ay+vz*az*vw*vw)/v_sq;
314
      float delta = (vx*ax+vy*ay+vz*az+vw*aw)/v_sq;
315 315
     
316 316
      vec1X = ax-delta*vx;
317 317
      vec1Y = ay-delta*vy;
......
332 332
      float coeff31 = vw/v_sq;
333 333
      float coeff32 = vec1W/vec1_sq;
334 334
      float coeff33 = vec2W/vec2_sq;
335
      vec2X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
336
      vec2Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
337
      vec2Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
338
      vec2W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
335
      vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
336
      vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
337
      vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
338
      vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
339 339
     
340 340
      float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
341 341
     
......
392 392
        float coeff31 = vw/v_sq;
393 393
        float coeff32 = vec1W/vec1_sq;
394 394
        float coeff33 = vec2W/vec2_sq;
395
        vec2X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
396
        vec2Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
397
        vec2Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
398
        vec2W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
395
        vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
396
        vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
397
        vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
398
        vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
399 399
     
400 400
        float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W;
401 401
     
src/main/java/org/distorted/library/type/Dynamic5D.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library.type;
21

  
22
import java.util.Vector;
23

  
24
///////////////////////////////////////////////////////////////////////////////////////////////////
25
/** 
26
* A 5-dimensional implementation of the Dynamic class to interpolate between a list
27
* of Static5Ds.
28
*/
29

  
30
public class Dynamic5D extends Dynamic implements Data5D
31
  {
32
 
33
///////////////////////////////////////////////////////////////////////////////////////////////////
34
// the coefficients of the X(t), Y(t), Z(t), W(t), V(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx  etc.
35
// (x,y,z,w,v) is the vector tangent to the path.
36
// (vx,vy,vz,vw,vv) is the original vector from vv (copied here so when interpolating we can see if it is 
37
// still valid and if not - rebuild the Cache
38
  
39
  private class VectorCache
40
    {
41
    float ax, bx, cx, dx;
42
    float ay, by, cy, dy;
43
    float az, bz, cz, dz;
44
    float aw, bw, cw, dw;
45
    float av, bv, cv, dv;
46
   
47
    float x,y,z,w,v;
48
    float vx,vy,vz,vw,vv;
49
    }
50
  
51
  private class VectorNoise
52
    {
53
    float[] nx;
54
    float[] ny;
55
    float[] nz;
56
    float[] nw;
57
    float[] nv;
58
   
59
    VectorNoise()
60
      {
61
      nx = new float[NUM_NOISE]; 
62
      nx[0] = mRnd.nextFloat();
63
      for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1] + mRnd.nextFloat();
64
      float sum = nx[NUM_NOISE-1] + mRnd.nextFloat();
65
      for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum;
66
     
67
      ny = new float[NUM_NOISE];
68
      for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f;
69
     
70
      nz = new float[NUM_NOISE];
71
      for(int i=0; i<NUM_NOISE; i++) nz[i] = mRnd.nextFloat()-0.5f;
72
     
73
      nw = new float[NUM_NOISE];
74
      for(int i=0; i<NUM_NOISE; i++) nw[i] = mRnd.nextFloat()-0.5f;  
75

  
76
      nv = new float[NUM_NOISE];
77
      for(int i=0; i<NUM_NOISE; i++) nv[i] = mRnd.nextFloat()-0.5f;  
78
      }
79
    }
80
  
81
  private Vector<VectorCache> vc;
82
  private VectorCache tmp1, tmp2;
83

  
84
  private Vector<Static5D> vv;
85
  private Static5D prev, curr, next;
86
  
87
  private Vector<VectorNoise> vn;
88
  private VectorNoise tmpN;
89
  
90
  private float mFactor1, mFactor2, mFactor3, mFactor4;  // used in Noise only. FactorN = noise factor of vector vecN.
91
  private float vec1X,vec1Y,vec1Z,vec1W,vec1V; //
92
  private float vec2X,vec2Y,vec2Z,vec2W,vec2V; // 4 noise vectors.
93
  private float vec3X,vec3Y,vec3Z,vec3W,vec3V; // 
94
  private float vec4X,vec4Y,vec4Z,vec4W,vec4V; // 
95
  
96
///////////////////////////////////////////////////////////////////////////////////////////////////
97

  
98
  synchronized void createNoise()
99
    {
100
    if( vn==null )
101
      {  
102
      vn = new Vector<>();
103
      for(int i=0; i<numPoints; i++) vn.add(new VectorNoise());
104
      }
105
    }
106
   
107
///////////////////////////////////////////////////////////////////////////////////////////////////
108
// no array bounds checking!
109
  
110
  private void vec(int c)
111
    {
112
    int p = c>0 ? c-1: numPoints-1;
113
    int n = c<numPoints-1 ? c+1: 0;
114
    
115
    prev = vv.elementAt(p);
116
    curr = vv.elementAt(c);
117
    next = vv.elementAt(n);
118

  
119
    tmp1 = vc.elementAt(c);
120
    
121
    float px = curr.x - prev.x;
122
    float py = curr.y - prev.y;
123
    float pz = curr.z - prev.z;
124
    float pw = curr.w - prev.w;
125
    float pv = curr.v - prev.v;
126
    float nx = next.x - curr.x;
127
    float ny = next.y - curr.y;
128
    float nz = next.z - curr.z;
129
    float nw = next.w - curr.w;
130
    float nv = next.v - curr.v;
131
     
132
    float d = nx*nx+ny*ny+nz*nz+nw*nw+nv*nv;
133
    
134
    if( d>0 )
135
      {
136
      float q = (float)Math.sqrt((px*px+py*py+pz*pz+pw*pw+pv*pv)/d);
137
      
138
      if( q>1 )
139
        {
140
        tmp1.x = nx+px/q;
141
        tmp1.y = ny+py/q;
142
        tmp1.z = nz+pz/q;
143
        tmp1.w = nw+pw/q;
144
        tmp1.v = nv+pv/q;
145
        }
146
      else
147
        {
148
        tmp1.x = px+nx*q;
149
        tmp1.y = py+ny*q;
150
        tmp1.z = pz+nz*q;
151
        tmp1.w = pw+nw*q;
152
        tmp1.v = pv+nv*q;
153
        }
154
      }
155
    else
156
      {
157
      tmp1.x = 0.0f;
158
      tmp1.y = 0.0f;
159
      tmp1.z = 0.0f;  
160
      tmp1.w = 0.0f;
161
      tmp1.v = 0.0f;
162
      }
163
    }
164
    
165
///////////////////////////////////////////////////////////////////////////////////////////////////
166
  
167
  private void recomputeCache()
168
    {  
169
    if( numPoints==1 )
170
      {
171
      tmp1= vc.elementAt(0);
172
      curr= vv.elementAt(0);
173
        
174
      tmp1.ax = tmp1.ay = tmp1.az = tmp1.aw = tmp1.av = 0.0f;
175
      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = tmp1.bv = 0.0f;
176
      tmp1.cx = curr.x;
177
      tmp1.cy = curr.y;
178
      tmp1.cz = curr.z;
179
      tmp1.cw = curr.w;
180
      tmp1.cv = curr.v;
181
      tmp1.dx = tmp1.dy = tmp1.dz = tmp1.dw = tmp1.dv = 0.0f;
182
      }
183
    else if( numPoints==2 )
184
      {
185
      tmp1= vc.elementAt(0);
186
      tmp2= vc.elementAt(1);
187
      curr= vv.elementAt(0);
188
      next= vv.elementAt(1);
189
      
190
      tmp1.ax = tmp1.ay = tmp1.az = tmp1.aw = tmp1.av = 0.0f;
191
      tmp1.bx = tmp1.by = tmp1.bz = tmp1.bw = tmp1.bv = 0.0f;
192
      tmp1.cx = next.x - curr.x;
193
      tmp1.cy = next.y - curr.y;
194
      tmp1.cz = next.z - curr.z;
195
      tmp1.cw = next.w - curr.w;
196
      tmp1.cv = next.v - curr.v;
197
      tmp1.dx = curr.x;
198
      tmp1.dy = curr.y;
199
      tmp1.dz = curr.z;
200
      tmp1.dw = curr.w;
201
      tmp1.dv = curr.v;
202
      
203
      tmp2.ax = tmp2.ay = tmp2.az = tmp2.aw = tmp2.av = 0.0f;
204
      tmp2.bx = tmp2.by = tmp2.bz = tmp2.bw = tmp2.bv = 0.0f;
205
      tmp2.cx = curr.x - next.x;
206
      tmp2.cy = curr.y - next.y;
207
      tmp2.cz = curr.z - next.z;
208
      tmp2.cw = curr.w - next.w;
209
      tmp2.cv = curr.v - next.v;
210
      tmp2.dx = next.x;
211
      tmp2.dy = next.y;
212
      tmp2.dz = next.z;
213
      tmp2.dw = next.w;
214
      tmp2.dv = next.v;
215
      }
216
    else
217
      {
218
      int i, n;  
219
      
220
      for(i=0; i<numPoints; i++) vec(i);
221
   
222
      for(i=0; i<numPoints; i++)
223
        {
224
        n = i<numPoints-1 ? i+1:0;  
225
      
226
        tmp1= vc.elementAt(i);
227
        tmp2= vc.elementAt(n);
228
        curr= vv.elementAt(i);
229
        next= vv.elementAt(n);
230
      
231
        tmp1.vx = curr.x;
232
        tmp1.vy = curr.y;
233
        tmp1.vz = curr.z;
234
        tmp1.vw = curr.w;
235
        tmp1.vv = curr.v;
236
        
237
        tmp1.ax =  2*curr.x +   tmp1.x - 2*next.x + tmp2.x;
238
        tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x;
239
        tmp1.cx = tmp1.x;
240
        tmp1.dx = curr.x;
241
      
242
        tmp1.ay =  2*curr.y +   tmp1.y - 2*next.y + tmp2.y;
243
        tmp1.by = -3*curr.y - 2*tmp1.y + 3*next.y - tmp2.y;
244
        tmp1.cy = tmp1.y;
245
        tmp1.dy = curr.y;
246
      
247
        tmp1.az =  2*curr.z +   tmp1.z - 2*next.z + tmp2.z;
248
        tmp1.bz = -3*curr.z - 2*tmp1.z + 3*next.z - tmp2.z;
249
        tmp1.cz = tmp1.z;
250
        tmp1.dz = curr.z;
251
        
252
        tmp1.aw =  2*curr.w +   tmp1.w - 2*next.w + tmp2.w;
253
        tmp1.bw = -3*curr.w - 2*tmp1.w + 3*next.w - tmp2.w;
254
        tmp1.cw = tmp1.w;
255
        tmp1.dw = curr.w;
256
        
257
        tmp1.av =  2*curr.v +   tmp1.v - 2*next.v + tmp2.v;
258
        tmp1.bv = -3*curr.v - 2*tmp1.v + 3*next.v - tmp2.v;
259
        tmp1.cv = tmp1.v;
260
        tmp1.dv = curr.v;
261
        }
262
      }
263
   
264
    cacheDirty = false;
265
    }
266
  
267
///////////////////////////////////////////////////////////////////////////////////////////////////
268

  
269
  private float noise(float time,int vecNum)
270
    {
271
    float lower, upper, len;  
272
    float d = time*(NUM_NOISE+1);
273
    int index = (int)d;
274
    if( index>=NUM_NOISE+1 ) index=NUM_NOISE;
275
    tmpN = vn.elementAt(vecNum);
276
   
277
    float t = d-index;
278
    t = t*t*(3-2*t);
279
   
280
    switch(index)
281
      {
282
      case 0        : mFactor1 = mNoise*tmpN.ny[0]*t;
283
                      mFactor2 = mNoise*tmpN.nz[0]*t;
284
                      mFactor3 = mNoise*tmpN.nw[0]*t;
285
                      mFactor4 = mNoise*tmpN.nv[0]*t;
286
                      return time + mNoise*(d*tmpN.nx[0]-time);
287
      case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t);
288
                      mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t);
289
                      mFactor3= mNoise*tmpN.nw[NUM_NOISE-1]*(1-t);
290
                      mFactor4= mNoise*tmpN.nv[NUM_NOISE-1]*(1-t);
291
                      len = ((float)NUM_NOISE)/(NUM_NOISE+1);
292
                      lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len);  
293
                      return (1.0f-lower)*(d-NUM_NOISE) + lower;
294
      default       : float ya,yb;
295
                      yb = tmpN.ny[index  ];
296
                      ya = tmpN.ny[index-1];
297
                      mFactor1 = mNoise*((yb-ya)*t+ya);
298
                      yb = tmpN.nz[index  ];
299
                      ya = tmpN.nz[index-1];
300
                      mFactor2 = mNoise*((yb-ya)*t+ya);
301
                      yb = tmpN.nw[index  ];
302
                      ya = tmpN.nw[index-1];
303
                      mFactor3 = mNoise*((yb-ya)*t+ya);
304
                      yb = tmpN.nv[index  ];
305
                      ya = tmpN.nv[index-1];
306
                      mFactor4 = mNoise*((yb-ya)*t+ya);
307
   
308
                      len = ((float)index)/(NUM_NOISE+1);
309
                      lower = len + mNoise*(tmpN.nx[index-1]-len);   
310
                      len = ((float)index+1)/(NUM_NOISE+1); 
311
                      upper = len + mNoise*(tmpN.nx[index  ]-len);
312
            
313
                      return (upper-lower)*(d-index) + lower; 
314
      }
315
    }
316
     
317
///////////////////////////////////////////////////////////////////////////////////////////////////
318
// v is the speed vector (i.e. position p(t) differentiated by time)
319
// a is the acceleration vector (differentiate once more)
320
//
321
// Now we construct orthogonal basis with Gram-Schmidt:  
322
//
323
// vec1 = a-delta*v 
324
//    where delta = (v*a)/|v|^2
325
// vec2 = (0,0,1,0,0) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v)                                     
326
//    where coeff1 = vz/|v|^2, coeff2 = vec1Z/|vec1|^2
327
// vec3 = (0,0,0,1,0) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v) - coeff3*(vec2x,vec2y,vec2z,vec2w,vec2v)  
328
//    where coeff1 = vw/|v|^2, coeff2 = vec1W/|vec1|^2, coeff3 = vec2W/|vec2|^2
329
// vec4 = (0,0,0,0,1) - coeff1*(vx,vy,vz,vw,vv) - coeff2*(vec1x,vec1y,vec1z,vec1w,vec1v) - coeff3*(vec2x,vec2y,vec2z,vec2w,vec2v) - coeff4*(vec3x,vec3y,vec3z,vec3w,vec3v) 
330
//    where coeff1 = vv/|v|^2, coeff2 = vec1V/|vec1|^2, coeff3 = vec2V/|vec2|^2, coeff4 = vec3V/|vec3|^2
331
//
332
// this is going to fail if by chance v(t) happens to be one of the standard (0,...,1,...,0) vectors of the orthonormal base!
333
 
334
  private void setUpVectors(float time,VectorCache vc)
335
    {
336
    if( vc!=null )
337
      {
338
      float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
339
      float vy = (3*vc.ay*time+2*vc.by)*time+vc.cy;
340
      float vz = (3*vc.az*time+2*vc.bz)*time+vc.cz;
341
      float vw = (3*vc.aw*time+2*vc.bw)*time+vc.cw;
342
      float vv = (3*vc.av*time+2*vc.bv)*time+vc.cv;
343
     
344
      float ax = 6*vc.ax*time+2*vc.bx;
345
      float ay = 6*vc.ay*time+2*vc.by;
346
      float az = 6*vc.az*time+2*vc.bz;
347
      float aw = 6*vc.aw*time+2*vc.bw;
348
      float av = 6*vc.av*time+2*vc.bv;
349
     
350
      float v_sq = vx*vx+vy*vy+vz*vz+vw*vw+vv*vv;
351
      float delta = (vx*ax+vy*ay+vz*az+vw*aw+vv*av)/v_sq;
352
     
353
      vec1X = ax-delta*vx;
354
      vec1Y = ay-delta*vy;
355
      vec1Z = az-delta*vz;
356
      vec1W = aw-delta*vw;
357
      vec1V = av-delta*vv;
358
     
359
      // construct vec2, vec3 and vec4. Cross product does not work in 5th dimension!
360
      float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W+vec1V*vec1V;
361
      float coeff21 = vz/v_sq;
362
      float coeff22 = vec1Z/vec1_sq;
363
      vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
364
      vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
365
      vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
366
      vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
367
      vec2V = 0.0f - coeff21*vv - coeff22*vec1V;
368
     
369
      float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W+vec2V*vec2V;
370
      float coeff31 = vw/v_sq;
371
      float coeff32 = vec1W/vec1_sq;
372
      float coeff33 = vec2W/vec2_sq;
373
      vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
374
      vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
375
      vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
376
      vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
377
      vec3V = 0.0f - coeff31*vv - coeff32*vec1V - coeff33*vec2V;
378
     
379
      float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W+vec3V*vec3V;
380
      float coeff41 = vv/v_sq;
381
      float coeff42 = vec1V/vec1_sq;
382
      float coeff43 = vec2V/vec2_sq;
383
      float coeff44 = vec3V/vec3_sq;
384
      vec4X = 0.0f - coeff41*vx - coeff42*vec1X - coeff43*vec2X - coeff44*vec3X;
385
      vec4Y = 0.0f - coeff41*vy - coeff42*vec1Y - coeff43*vec2Y - coeff44*vec3Y;
386
      vec4Z = 0.0f - coeff41*vz - coeff42*vec1Z - coeff43*vec2Z - coeff44*vec3Z;
387
      vec4W = 0.0f - coeff41*vw - coeff42*vec1W - coeff43*vec2W - coeff44*vec3W;
388
      vec4V = 1.0f - coeff41*vv - coeff42*vec1V - coeff43*vec2V - coeff44*vec3V;
389
     
390
      float vec4_sq = vec4X*vec4X+vec4Y*vec4Y+vec4Z*vec4Z+vec4W*vec4W+vec4V*vec4V;
391

  
392
      float len1 = (float)Math.sqrt(v_sq/vec1_sq);   
393
      float len2 = (float)Math.sqrt(v_sq/vec2_sq);   
394
      float len3 = (float)Math.sqrt(v_sq/vec3_sq);
395
      float len4 = (float)Math.sqrt(v_sq/vec4_sq);
396
     
397
      vec1X*=len1;
398
      vec1Y*=len1;
399
      vec1Z*=len1;
400
      vec1W*=len1;
401
      vec1V*=len1;
402
     
403
      vec2X*=len2;
404
      vec2Y*=len2;
405
      vec2Z*=len2;
406
      vec2W*=len2;
407
      vec2V*=len2;
408
     
409
      vec3X*=len3;
410
      vec3Y*=len3;
411
      vec3Z*=len3;
412
      vec3W*=len3;
413
      vec3V*=len3;
414
     
415
      vec4X*=len4;
416
      vec4Y*=len4;
417
      vec4Z*=len4;
418
      vec4W*=len4;
419
      vec4V*=len4;
420
      }
421
    else
422
      {
423
      curr = vv.elementAt(0);
424
      next = vv.elementAt(1); 
425
     
426
      float vx = (next.x-curr.x);
427
      float vy = (next.y-curr.y);
428
      float vz = (next.z-curr.z);
429
      float vw = (next.w-curr.w);
430
      float vv = (next.v-curr.v);
431
     
432
      float b = (float)Math.sqrt(vx*vx+vy*vy+vz*vz+vw*vw);
433
     
434
      if( b>0.0f )
435
        {
436
        vec1X = vx*vv/b;
437
        vec1Y = vy*vv/b;
438
        vec1Z = vz*vv/b;
439
        vec1W = vw*vv/b;
440
        vec1V = -b;
441
      
442
        float v_sq = vx*vx+vy*vy+vz*vz+vw*vw+vv*vv;
443
     
444
        // construct vec2, vec3 and vec4. Cross product does not work in 5th dimension!
445
        float vec1_sq = vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z+vec1W*vec1W+vec1V*vec1V;
446
        float coeff21 = vz/v_sq;
447
        float coeff22 = vec1Z/vec1_sq;
448
        vec2X = 0.0f - coeff21*vx - coeff22*vec1X;
449
        vec2Y = 0.0f - coeff21*vy - coeff22*vec1Y;
450
        vec2Z = 1.0f - coeff21*vz - coeff22*vec1Z;
451
        vec2W = 0.0f - coeff21*vw - coeff22*vec1W;
452
        vec2V = 0.0f - coeff21*vv - coeff22*vec1V;
453
     
454
        float vec2_sq = vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z+vec2W*vec2W+vec2V*vec2V;
455
        float coeff31 = vw/v_sq;
456
        float coeff32 = vec1W/vec1_sq;
457
        float coeff33 = vec2W/vec2_sq;
458
        vec3X = 0.0f - coeff31*vx - coeff32*vec1X - coeff33*vec2X;
459
        vec3Y = 0.0f - coeff31*vy - coeff32*vec1Y - coeff33*vec2Y;
460
        vec3Z = 0.0f - coeff31*vz - coeff32*vec1Z - coeff33*vec2Z;
461
        vec3W = 1.0f - coeff31*vw - coeff32*vec1W - coeff33*vec2W;
462
        vec3V = 0.0f - coeff31*vv - coeff32*vec1V - coeff33*vec2V;
463
     
464
        float vec3_sq = vec3X*vec3X+vec3Y*vec3Y+vec3Z*vec3Z+vec3W*vec3W+vec3V*vec3V;
465
        float coeff41 = vv/v_sq;
466
        float coeff42 = vec1V/vec1_sq;
467
        float coeff43 = vec2V/vec2_sq;
468
        float coeff44 = vec3V/vec3_sq;
469
        vec4X = 0.0f - coeff41*vx - coeff42*vec1X - coeff43*vec2X - coeff44*vec3X;
470
        vec4Y = 0.0f - coeff41*vy - coeff42*vec1Y - coeff43*vec2Y - coeff44*vec3Y;
471
        vec4Z = 0.0f - coeff41*vz - coeff42*vec1Z - coeff43*vec2Z - coeff44*vec3Z;
472
        vec4W = 0.0f - coeff41*vw - coeff42*vec1W - coeff43*vec2W - coeff44*vec3W;
473
        vec4V = 1.0f - coeff41*vv - coeff42*vec1V - coeff43*vec2V - coeff44*vec3V;
474
     
475
        float vec4_sq = vec4X*vec4X+vec4Y*vec4Y+vec4Z*vec4Z+vec4W*vec4W+vec4V*vec4V;
476

  
477
        float len1 = (float)Math.sqrt(v_sq/vec1_sq);    
478
        float len2 = (float)Math.sqrt(v_sq/vec2_sq);    
479
        float len3 = (float)Math.sqrt(v_sq/vec3_sq);
480
        float len4 = (float)Math.sqrt(v_sq/vec4_sq);
481
     
482
        vec1X*=len1;
483
        vec1Y*=len1;
484
        vec1Z*=len1;
485
        vec1W*=len1;
486
        vec1V*=len1;
487
     
488
        vec2X*=len2;
489
        vec2Y*=len2;
490
        vec2Z*=len2;
491
        vec2W*=len2;
492
        vec2V*=len2;
493
     
494
        vec3X*=len3;
495
        vec3Y*=len3;
496
        vec3Z*=len3;
497
        vec3W*=len3;
498
        vec3V*=len3;
499
     
500
        vec4X*=len4;
501
        vec4Y*=len4;
502
        vec4Z*=len4;
503
        vec4W*=len4;
504
        vec4V*=len4;
505
        }
506
      else
507
        {
508
        vec1X = vv;
509
        vec1Y = 0.0f;
510
        vec1Z = 0.0f;
511
        vec1W = 0.0f;
512
        vec1V = 0.0f;
513
      
514
        vec2X = 0.0f;
515
        vec2Y = vv;
516
        vec2Z = 0.0f;
517
        vec2W = 0.0f;
518
        vec2V = 0.0f;
519
      
520
        vec3X = 0.0f;
521
        vec3Y = 0.0f;
522
        vec3Z = vv;
523
        vec3W = 0.0f;
524
        vec3V = 0.0f;
525
      
526
        vec4X = 0.0f;
527
        vec4Y = 0.0f;
528
        vec4Z = 0.0f;
529
        vec4W = vv;
530
        vec4V = 0.0f;
531
        }
532
      }
533
    }
534
  
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
// PUBLIC API
537
///////////////////////////////////////////////////////////////////////////////////////////////////
538
/**
539
 * Default constructor.
540
 */
541
  public Dynamic5D()
542
    {
543
    vv = new Vector<>();
544
    vc = new Vector<>();
545
    vn = null;
546
    numPoints = 0;
547
    cacheDirty = false;
548
    mMode = MODE_LOOP;
549
    mDuration = 0;
550
    mCount = 0.5f;
551
    mNoise = 0.0f;
552
    }
553

  
554
///////////////////////////////////////////////////////////////////////////////////////////////////
555

  
556
/**
557
 * Default constructor.
558
 *
559
 * @param duration number of milliseconds it takes to do a full loop/path from first vector to the
560
 *                 last and back to the first
561
 * @param count    number of loops/paths we will do; mCount = 1.5 means we go from the first vector
562
 *                 to the last, back to first, and to the last again.
563
 */
564
  public Dynamic5D(int duration, float count)
565
    {
566
    vv = new Vector<>();
567
    vc = new Vector<>();
568
    vn = null;
569
    numPoints = 0;
570
    cacheDirty = false;
571
    mMode = MODE_LOOP;
572
    mDuration = duration;
573
    mCount = count;
574
    }
575

  
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577
/**
578
 * Returns the location'th Static5D.
579
 *   
580
 * @param location the index of the Point we are interested in.
581
 * @return The Static5D, if 0<=location&lt;getNumPoints(), or null otherwise.
582
 */  
583
  public synchronized Static5D getPoint(int location)
584
    {
585
    return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;  
586
    }
587
  
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589
/**
590
 * Resets the location'th Point.
591
 * 
592
 * @param location the index of the Point we are setting.
593
 * @param x New value of its first float.
594
 */
595
  public synchronized void setPoint(int location, float x, float y, float z, float w, float v)
596
    {
597
    if( location>=0 && location<numPoints )
598
      {
599
      curr = vv.elementAt(location);
600
   
601
      if( curr!=null )
602
        {
603
        curr.set(x,y,z,w,v);
604
        cacheDirty=true;
605
        }
606
      }
607
    }
608

  
609
///////////////////////////////////////////////////////////////////////////////////////////////////
610
/**
611
 * Adds a new Static5D to the end of our list of Points to interpolate through.
612
 * <p>   
613
 * Only a reference to the Point gets added to the List; this means that one can add a Point 
614
 * here, and later on {@link Static5D#set(float,float,float,float,float)} it to some new value and
615
 * the change will be seamlessly reflected in the interpolated path.  
616
 * <p>
617
 * A Point can be added multiple times.
618
 *   
619
 * @param v The Point to add.
620
 */    
621
  public synchronized void add(Static5D v)
622
    {
623
    if( v!=null )
624
      {
625
      vv.add(v);
626
        
627
      if( vn!=null ) vn.add(new VectorNoise());
628
       
629
       switch(numPoints)
630
         {
631
         case 0: break;
632
         case 1: setUpVectors(0.0f,null);
633
                 break;
634
         case 2: vc.add(new VectorCache());
635
                 vc.add(new VectorCache());
636
                 vc.add(new VectorCache());
637
                 break;
638
         default:vc.add(new VectorCache());
639
         }
640

  
641
       numPoints++;
642
       cacheDirty = true;
643
       }
644
    }
645

  
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648
 * Adds a new Static5D to the location'th place in our List of Points to interpolate through.
649
 *   
650
 * @param location Index in our List to add the new Point at.
651
 * @param v The Static5D to add.
652
 */  
653
  public synchronized void add(int location, Static5D v)
654
    {
655
    if( v!=null )
656
      {
657
      vv.add(location, v);
658
      
659
      if( vn!=null ) vn.add(new VectorNoise());
660
      
661
      switch(numPoints)
662
        {
663
        case 0: break;
664
        case 1: setUpVectors(0.0f,null);
665
                break;
666
        case 2: vc.add(new VectorCache());
667
                vc.add(new VectorCache());
668
                vc.add(new VectorCache());
669
                break;
670
        default:vc.add(location,new VectorCache());
671
        }
672

  
673
      numPoints++;
674
      cacheDirty = true;
675
      }
676
    }
677
  
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680
 * Removes all occurrences of Point v from the List of Points to interpolate through.  
681
 * 
682
 * @param v The Point to remove.
683
 * @return <code>true</code> if we have removed at least one Point.
684
 */
685
  public synchronized boolean remove(Static5D v)
686
    {
687
    int n = vv.indexOf(v);
688
    boolean found = false;
689
   
690
    while( n>=0 ) 
691
      {
692
      vv.remove(n);
693
     
694
      if( vn!=null ) vn.remove(0);
695
     
696
      switch(numPoints)
697
        {
698
        case 0:
699
        case 1: 
700
        case 2: break;
701
        case 3: vc.removeAllElements();
702
                setUpVectors(0.0f,null);
703
                break;
704
        default:vc.remove(n);
705
        }
706

  
707
      numPoints--;
708
      found = true;
709
      n = vv.indexOf(v);
710
      }
711
   
712
    if( found ) 
713
      {
714
      cacheDirty=true;
715
      }
716
   
717
    return found;
718
    }
719

  
720
///////////////////////////////////////////////////////////////////////////////////////////////////
721
/**
722
 * Removes a location'th Point from the List of Points we interpolate through.
723
 * 
724
 * @param location index of the Point we want to remove. 
725
 * @return <code>true</code> if location is valid, i.e. if 0<=location&lt;getNumPoints().
726
 */
727
  public synchronized boolean remove(int location)
728
    {
729
    if( location>=0 && location<numPoints ) 
730
      {
731
      vv.removeElementAt(location);
732
       
733
      if( vn!=null ) vn.remove(0);
734
      
735
      switch(numPoints)
736
        {
737
        case 0:
738
        case 1: 
739
        case 2: break;
740
        case 3: vc.removeAllElements();
741
                setUpVectors(0.0f,null);
742
                break;
743
        default:vc.removeElementAt(location);
744
        }
745

  
746
      numPoints--;
747
      cacheDirty = true; 
748
      return true;
749
      }
750

  
751
    return false;
752
    }
753
  
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755
/**
756
 * Removes all Points.
757
 */
758
  public synchronized void removeAll()
759
    {
760
    numPoints = 0;
761
    vv.removeAllElements();
762
    vc.removeAllElements();
763
    cacheDirty = false;
764
   
765
    if( vn!=null ) vn.removeAllElements();
766
    }
767
  
768
///////////////////////////////////////////////////////////////////////////////////////////////////
769
/**
770
 * Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
771
 * <p>
772
 * Since this is a 5-dimensional Dynamic, the resulting interpolated Static5D gets written
773
 * to five locations in the buffer: buffer[offset],...,buffer[offset+4]. 
774
 * 
775
 * @param buffer Float buffer we will write the resulting Static5D to.
776
 * @param offset Offset in the buffer where to write the result.
777
 * @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
778
 *             time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
779
 */    
780
  public synchronized void interpolate(float[] buffer, int offset, float time)
781
    {  
782
    switch(numPoints)
783
      {
784
      case 0: buffer[offset  ] = 0.0f;
785
              buffer[offset+1] = 0.0f;
786
              buffer[offset+2] = 0.0f;
787
              buffer[offset+3] = 0.0f;
788
              buffer[offset+4] = 0.0f;
789
              break;
790
      case 1: curr = vv.elementAt(0);
791
              buffer[offset  ] = curr.x;
792
              buffer[offset+1] = curr.y;
793
              buffer[offset+2] = curr.z;
794
              buffer[offset+3] = curr.w;
795
              buffer[offset+4] = curr.v;
796
              break;
797
      case 2: curr = vv.elementAt(0);
798
              next = vv.elementAt(1);
799
            
800
              if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
801
             
802
              if( vn!=null )
803
                {
804
                time = noise(time,0);
805
            
806
                buffer[offset  ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3 + vec4X*mFactor4);
807
                buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3 + vec4Y*mFactor4);
808
                buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3 + vec4Z*mFactor4);
809
                buffer[offset+3] = (next.w-curr.w)*time + curr.w + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3 + vec4W*mFactor4); 
810
                buffer[offset+4] = (next.v-curr.v)*time + curr.v + (vec1V*mFactor1 + vec2V*mFactor2 + vec3V*mFactor3 + vec4V*mFactor4); 
811
                }
812
              else
813
                {
814
                buffer[offset  ] = (next.x-curr.x)*time + curr.x;
815
                buffer[offset+1] = (next.y-curr.y)*time + curr.y;
816
                buffer[offset+2] = (next.z-curr.z)*time + curr.z;
817
                buffer[offset+3] = (next.w-curr.w)*time + curr.w;
818
                buffer[offset+4] = (next.v-curr.v)*time + curr.v;
819
                }
820
                
821
              break;
822
      default:float t = time;
823
        
824
              switch(mMode)
825
                {
826
                case MODE_LOOP: time = time*numPoints;
827
                                break;
828
                case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
829
                                break;
830
                case MODE_JUMP: time = time*(numPoints-1);
831
                                break;
832
                }
833
     
834
              int vecCurr = (int)time;
835
              time = time-vecCurr;
836
      
837
              if( vecCurr>=0 && vecCurr<numPoints )
838
                {
839
                if( cacheDirty ) recomputeCache();    // recompute cache if we have added or remove vectors since last computation
840
                else if( mVecCurr!= vecCurr )         // ...or if we have just passed a vector and the vector we are currently flying to has changed
841
                  {
842
                  int vecNext;   
843
                  mVecCurr = vecCurr;
844
                       
845
                  switch(mMode)
846
                    {
847
                    case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1; 
848
                                    break;
849
                    case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;  
850
                                    else         vecNext = vecCurr==0 ? 1 : vecCurr-1;  
851
                                    break;
852
                    case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
853
                                    break;
854
                    default       : vecNext = 0;                
855
                    }
856
     
857
                  next = vv.elementAt(vecNext);
858
                  tmp2 = vc.elementAt(vecNext);
859
              
860
                  if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z || tmp2.vw!=next.w || tmp2.vv!=next.v ) recomputeCache();
861
                  }
862
            
863
                tmp1 = vc.elementAt(vecCurr);
864
               
865
                if( vn!=null )
866
                  {
867
                  time = noise(time,vecCurr);
868
              
869
                  setUpVectors(time,tmp1);
870
                 
871
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor1 + vec2X*mFactor2 + vec3X*mFactor3 + vec4X*mFactor4);
872
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor1 + vec2Y*mFactor2 + vec3Y*mFactor3 + vec4Y*mFactor4);
873
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor1 + vec2Z*mFactor2 + vec3Z*mFactor3 + vec4Z*mFactor4);
874
                  buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw + (vec1W*mFactor1 + vec2W*mFactor2 + vec3W*mFactor3 + vec4W*mFactor4);
875
                  buffer[offset+4]= ((tmp1.av*time+tmp1.bv)*time+tmp1.cv)*time+tmp1.dv + (vec1V*mFactor1 + vec2V*mFactor2 + vec3V*mFactor3 + vec4V*mFactor4);
876
                  }
877
                else
878
                  {
879
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
880
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
881
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
882
                  buffer[offset+3]= ((tmp1.aw*time+tmp1.bw)*time+tmp1.cw)*time+tmp1.dw;
883
                  buffer[offset+4]= ((tmp1.av*time+tmp1.bv)*time+tmp1.cv)*time+tmp1.dv;
884
                  }
885
 
886
                break;
887
                }
888
      }
889
    }  
890

  
891
  }
892
///////////////////////////////////////////////////////////////////////////////////////////////////
893
//
src/main/java/org/distorted/library/type/Static5D.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.library.type;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23
/**
24
 * A 5-dimensional data structure containing five floats. The floats have no particular meaning; 
25
 * when this data structure is used in Dynamics, we can think of it as a 5-dimensional Point
26
 * a few of which the Dynamic interpolates between.
27
 */
28

  
29
public class Static5D extends Static4D implements Data5D
30
  {
31
  float v;
32
  
33
///////////////////////////////////////////////////////////////////////////////////////////////////
34
/**
35
 * Constructor that initialises the value of the five floats to (vx,vy,vz,vw,vv).   
36
 *   
37
 * @param vx value of the first float.
38
 * @param vy value of the second float.
39
 * @param vz value of the third float.
40
 * @param vw value of the fourth float.
41
 * @param vv value of the fifth float.
42
 */ 
43
  public Static5D(int vx, int vy, int vz, int vw, int vv)
44
    {
45
    super(vx,vy,vz,vw);
46
    v = vv;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50
/**
51
 * Constructor that initialises the value of the five floats to (vx,vy,vz,vw,vv).   
52
 *   
53
 * @param vx value of the first float.
54
 * @param vy value of the second float.
55
 * @param vz value of the third float.
56
 * @param vw value of the fourth float.
57
 * @param vv value of the fifth float.
58
 */ 
59
  public Static5D(float vx, float vy, float vz, float vw, float vv)
60
    {
61
    super(vx,vy,vz,vw);
62
    v = vv;
63
    }
64

  
65
///////////////////////////////////////////////////////////////////////////////////////////////////
66
/**
67
 * Reset the value of the floats to (vx,vy,vz,vw,vv).
68
 * 
69
 * @param vx new value of the first float
70
 * @param vy new value of the second float
71
 * @param vz new value of the third float
72
 * @param vw new value of the fourth float
73
 * @param vv new value of the fifth float
74
 */
75
  public void set(int vx, int vy, int vz, int vw, int vv)
76
    {
77
    x = vx;
78
    y = vy;
79
    z = vz;
80
    w = vw;
81
    v = vv;
82
    }
83

  
84
///////////////////////////////////////////////////////////////////////////////////////////////////
85
/**
86
 * Reset the value of the floats to (vx,vy,vz,vw,vv).
87
 * 
88
 * @param vx new value of the first float
89
 * @param vy new value of the second float
90
 * @param vz new value of the third float
91
 * @param vw new value of the fourth float
92
 * @param vv new value of the fifth float
93
 */
94
  public void set(float vx, float vy, float vz, float vw, float vv)
95
    {
96
    x = vx;
97
    y = vy;
98
    z = vz;
99
    w = vw;
100
    v = vv;
101
    }
102

  
103
///////////////////////////////////////////////////////////////////////////////////////////////////
104
/**
105
 * Return the value of the fifth float contained.
106
 * 
107
 * @return The fifth float.
108
 */
109
  public float getV()
110
    {
111
    return v;
112
    }
113
  
114
///////////////////////////////////////////////////////////////////////////////////////////////////
115
// end of class   
116
  }

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