Package com.jme3.math

Class FastMath

java.lang.Object
com.jme3.math.FastMath

public final class FastMath extends Object
FastMath provides 'fast' math approximations and float equivalents of Math functions. These are all used as static values and functions.
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final double
    A "close to zero" double epsilon value for use
    static final float
    A value to multiply a degree value by, to convert it to radians.
    static final float
    A "close to zero" float epsilon value for use
    static final float
    The value PI/2 as a float.
    static final float
    The value 1/PI as a float.
    static final float
    The value 1/(2PI) as a float.
    static final float
    The value 1/3, as a float.
    static final float
    The value PI as a float.
    static final float
    The value PI/4 as a float.
    static final float
    A value to multiply a radian value by, to convert it to degrees.
    static final Random
    A precreated random object for random numbers.
    static final float
    The value 2PI as a float.
    static final float
    A "close to zero" float epsilon value for use
  • Method Summary

    Modifier and Type
    Method
    Description
    static float
    abs(float fValue)
    Returns Absolute value of a float.
    static float
    acos(float fValue)
    Returns the arc cosine of a value.
    Special cases: If fValue is smaller than -1, then the result is PI.
    static boolean
    approximateEquals(float a, float b)
    Determine if two floats are approximately equal.
    static float
    asin(float fValue)
    Returns the arc sine of a value.
    Special cases: If fValue is smaller than -1, then the result is -HALF_PI.
    static float
    atan(float fValue)
    Returns the arc tangent of an angle given in radians.
    static float
    atan2(float fY, float fX)
    A direct call to Math.atan2.
    static Vector3f
    Converts a point from Cartesian coordinates (using positive Y as up) to Spherical and stores the results in the store var.
    static Vector3f
    Converts a point from Cartesian coordinates (using positive Z as up) to Spherical and stores the results in the store var.
    static float
    ceil(float fValue)
    Rounds a fValue up.
    static float
    clamp(float input, float min, float max)
    Take a float input and clamp it between min and max.
    static Vector3f
    A method that computes normal for a triangle defined by three vertices.
    static short
    convertFloatToHalf(float flt)
    Convert a single-precision (32-bit) floating-point value to half precision.
    static float
    convertHalfToFloat(short half)
    Converts a single precision (32 bit) floating point value into half precision (16 bit).
    static float
    copysign(float x, float y)
     
    static float
    cos(float v)
    Returns cosine of an angle.
    static int
    Given 3 points in a 2d plane, this function computes if the points going from A-B-C are moving counter clock wise.
    static float
    determinant(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)
    Returns the determinant of a 4x4 matrix.
    static float
    exp(float fValue)
    Returns E^fValue
    static float
    extrapolateLinear(float scale, float startValue, float endValue)
    Linear extrapolation from startValue to endValue by the given scale.
    static Vector3f
    extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue)
    Linear extrapolation from startValue to endValue by the given scale.
    static Vector3f
    extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store)
    Linear extrapolation from startValue to endValue by the given scale.
    static float
    fastInvSqrt(float x)
    Quickly estimate 1/sqrt(fValue).
    static float
    floor(float fValue)
    Returns a number rounded down.
    static float
    Compute the length on a Bezier spline between control points 1 and 2.
    static float
    getCatmullRomP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange, float curveTension)
    Compute the length of a Catmull–Rom spline between control points 1 and 2
    static float
    interpolateBezier(float u, float p0, float p1, float p2, float p3)
    Interpolate a spline between at least 4 control points following the Bezier equation.
    static Vector3f
    interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3)
    Interpolate a spline between at least 4 control points following the Bezier equation.
    static Vector3f
    interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store)
    Interpolate a spline between at least 4 control points following the Bezier equation.
    static float
    interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3)
    Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
    static Vector3f
    interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3)
    Interpolate a spline between at least 4 control points using the Catmull-Rom equation.
    static Vector3f
    interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store)
    Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
    static float
    interpolateLinear(float scale, float startValue, float endValue)
    Linear interpolation from startValue to endValue by the given percent.
    static Vector3f
    interpolateLinear(float scale, Vector3f startValue, Vector3f endValue)
    Linear interpolation from startValue to endValue by the given percent.
    static Vector3f
    interpolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store)
    Linear interpolation from startValue to endValue by the given percent.
    static float
    invSqrt(float fValue)
    Returns 1/sqrt(fValue)
    static boolean
    isPowerOfTwo(int number)
    Returns true if the number is a power of 2 (2,4,8,16...) A good implementation found on the Java boards.
    static float
    log(float fValue)
    Returns the log base E of a value.
    static float
    log(float value, float base)
    Returns the logarithm of value with given base, calculated as log(value)/log(base), so that pow(base, return)==value (contributed by vear)
    static int
    nearestPowerOfTwo(int number)
    Get the next power of two of the given number.
    static float
    Returns a random float between 0 and 1.
    static int
    Choose a pseudo-random, uniformly-distributed integer value from the shared generator.
    static int
    nextRandomInt(int min, int max)
    Returns a random integer between min and max.
    static float
    normalize(float val, float min, float max)
    Takes a value and expresses it in terms of min to max.
    static int
    Test if a point is inside a triangle.
    static float
    pow(float fBase, float fExponent)
    Returns a number raised to an exponent power.
    static float
    saturate(float input)
    Clamps the given float to be between 0 and 1.
    static float
    sign(float fValue)
    Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
    static int
    sign(int iValue)
    Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
    static float
    sin(float v)
    Returns the sine of an angle.
    static Vector3f
    sphericalToCartesian(Vector3f sphereCoords, Vector3f store)
    Converts a point from Spherical coordinates to Cartesian (using positive Y as up) and stores the results in the store var.
    static Vector3f
    sphericalToCartesianZ(Vector3f sphereCoords, Vector3f store)
    Converts a point from Spherical coordinates to Cartesian (using positive Z as up) and stores the results in the store var.
    static float
    sqr(float fValue)
    Returns the value squared.
    static float
    sqrt(float fValue)
    Returns the square root of a given value.
    static float
    tan(float fValue)
    Returns the tangent of the specified angle.
    static float
    unInterpolateLinear(float value, float min, float max)
    Converts a range of min/max to a 0-1 range.

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Field Details

    • DBL_EPSILON

      public static final double DBL_EPSILON
      A "close to zero" double epsilon value for use
      See Also:
    • FLT_EPSILON

      public static final float FLT_EPSILON
      A "close to zero" float epsilon value for use
      See Also:
    • ZERO_TOLERANCE

      public static final float ZERO_TOLERANCE
      A "close to zero" float epsilon value for use
      See Also:
    • ONE_THIRD

      public static final float ONE_THIRD
      The value 1/3, as a float.
      See Also:
    • PI

      public static final float PI
      The value PI as a float. (180 degrees)
      See Also:
    • TWO_PI

      public static final float TWO_PI
      The value 2PI as a float. (360 degrees)
      See Also:
    • HALF_PI

      public static final float HALF_PI
      The value PI/2 as a float. (90 degrees)
      See Also:
    • QUARTER_PI

      public static final float QUARTER_PI
      The value PI/4 as a float. (45 degrees)
      See Also:
    • INV_PI

      public static final float INV_PI
      The value 1/PI as a float.
      See Also:
    • INV_TWO_PI

      public static final float INV_TWO_PI
      The value 1/(2PI) as a float.
      See Also:
    • DEG_TO_RAD

      public static final float DEG_TO_RAD
      A value to multiply a degree value by, to convert it to radians.
      See Also:
    • RAD_TO_DEG

      public static final float RAD_TO_DEG
      A value to multiply a radian value by, to convert it to degrees.
      See Also:
    • rand

      public static final Random rand
      A precreated random object for random numbers.
  • Method Details

    • isPowerOfTwo

      public static boolean isPowerOfTwo(int number)
      Returns true if the number is a power of 2 (2,4,8,16...) A good implementation found on the Java boards. note: a number is a power of two if and only if it is the smallest number with that number of significant bits. Therefore, if you subtract 1, you know that the new number will have fewer bits, so ANDing the original number with anything less than it will give 0.
      Parameters:
      number - The number to test.
      Returns:
      True if it is a power of two.
    • nearestPowerOfTwo

      public static int nearestPowerOfTwo(int number)
      Get the next power of two of the given number. E.g. for an input 100, this returns 128. Returns 1 for all numbers less than or equal to 1.
      Parameters:
      number - The number to obtain the POT for.
      Returns:
      The next power of two.
    • interpolateLinear

      public static float interpolateLinear(float scale, float startValue, float endValue)
      Linear interpolation from startValue to endValue by the given percent. Basically: ((1 - percent) * startValue) + (percent * endValue)
      Parameters:
      scale - scale value to use. if 1, use endValue, if 0, use startValue.
      startValue - Beginning value. 0% of f
      endValue - ending value. 100% of f
      Returns:
      The interpolated value between startValue and endValue.
    • interpolateLinear

      public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store)
      Linear interpolation from startValue to endValue by the given percent. Basically: ((1 - percent) * startValue) + (percent * endValue)
      Parameters:
      scale - scale value to use. if 1, use endValue, if 0, use startValue.
      startValue - Beginning value. 0% of f
      endValue - ending value. 100% of f
      store - a vector3f to store the result
      Returns:
      The interpolated value between startValue and endValue.
    • interpolateLinear

      public static Vector3f interpolateLinear(float scale, Vector3f startValue, Vector3f endValue)
      Linear interpolation from startValue to endValue by the given percent. Basically: ((1 - percent) * startValue) + (percent * endValue)
      Parameters:
      scale - scale value to use. if 1, use endValue, if 0, use startValue.
      startValue - Beginning value. 0% of f
      endValue - ending value. 100% of f
      Returns:
      The interpolated value between startValue and endValue.
    • extrapolateLinear

      public static float extrapolateLinear(float scale, float startValue, float endValue)
      Linear extrapolation from startValue to endValue by the given scale. if scale is between 0 and 1 this method returns the same result as interpolateLinear if the scale is over 1 the value is linearly extrapolated. Note that the end value is the value for a scale of 1.
      Parameters:
      scale - the scale for extrapolation
      startValue - the starting value (scale = 0)
      endValue - the end value (scale = 1)
      Returns:
      an extrapolation for the given parameters
    • extrapolateLinear

      public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue, Vector3f store)
      Linear extrapolation from startValue to endValue by the given scale. if scale is between 0 and 1 this method returns the same result as interpolateLinear if the scale is over 1 the value is linearly extrapolated. Note that the end value is the value for a scale of 1.
      Parameters:
      scale - the scale for extrapolation
      startValue - the starting value (scale = 0)
      endValue - the end value (scale = 1)
      store - an initialized vector to store the return value
      Returns:
      an extrapolation for the given parameters
    • extrapolateLinear

      public static Vector3f extrapolateLinear(float scale, Vector3f startValue, Vector3f endValue)
      Linear extrapolation from startValue to endValue by the given scale. if scale is between 0 and 1 this method returns the same result as interpolateLinear if the scale is over 1 the value is linearly extrapolated. Note that the end value is the value for a scale of 1.
      Parameters:
      scale - the scale for extrapolation
      startValue - the starting value (scale = 0)
      endValue - the end value (scale = 1)
      Returns:
      an extrapolation for the given parameters
    • interpolateCatmullRom

      public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3)
      Interpolate a spline between at least 4 control points following the Catmull-Rom equation. here is the interpolation matrix m = [ 0.0 1.0 0.0 0.0 ] [-T 0.0 T 0.0 ] [ 2T T-3 3-2T -T ] [-T 2-T T-2 T ] where T is the curve tension the result is a value between p1 and p2, t=0 for p1, t=1 for p2
      Parameters:
      u - value from 0 to 1
      T - The tension of the curve
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      Returns:
      Catmull–Rom interpolation
    • interpolateCatmullRom

      public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store)
      Interpolate a spline between at least 4 control points following the Catmull-Rom equation. here is the interpolation matrix m = [ 0.0 1.0 0.0 0.0 ] [-T 0.0 T 0.0 ] [ 2T T-3 3-2T -T ] [-T 2-T T-2 T ] where T is the tension of the curve the result is a value between p1 and p2, t=0 for p1, t=1 for p2
      Parameters:
      u - value from 0 to 1
      T - The tension of the curve
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      store - a Vector3f to store the result
      Returns:
      Catmull–Rom interpolation
    • interpolateCatmullRom

      public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3)
      Interpolate a spline between at least 4 control points using the Catmull-Rom equation. Here is the interpolation matrix: m = [ 0.0 1.0 0.0 0.0 ] [-T 0.0 T 0.0 ] [ 2T T-3 3-2T -T ] [-T 2-T T-2 T ] where T is the tension of the curve the result is a value between p1 and p2, t=0 for p1, t=1 for p2
      Parameters:
      u - value from 0 to 1
      T - The tension of the curve
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      Returns:
      Catmull–Rom interpolation
    • interpolateBezier

      public static float interpolateBezier(float u, float p0, float p1, float p2, float p3)
      Interpolate a spline between at least 4 control points following the Bezier equation. here is the interpolation matrix m = [ -1.0 3.0 -3.0 1.0 ] [ 3.0 -6.0 3.0 0.0 ] [ -3.0 3.0 0.0 0.0 ] [ 1.0 0.0 0.0 0.0 ] where T is the curve tension the result is a value between p1 and p3, t=0 for p1, t=1 for p3
      Parameters:
      u - value from 0 to 1
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      Returns:
      Bezier interpolation
    • interpolateBezier

      public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store)
      Interpolate a spline between at least 4 control points following the Bezier equation. here is the interpolation matrix m = [ -1.0 3.0 -3.0 1.0 ] [ 3.0 -6.0 3.0 0.0 ] [ -3.0 3.0 0.0 0.0 ] [ 1.0 0.0 0.0 0.0 ] where T is the tension of the curve the result is a value between p1 and p3, t=0 for p1, t=1 for p3
      Parameters:
      u - value from 0 to 1
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      store - a Vector3f to store the result
      Returns:
      Bezier interpolation
    • interpolateBezier

      public static Vector3f interpolateBezier(float u, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3)
      Interpolate a spline between at least 4 control points following the Bezier equation. here is the interpolation matrix m = [ -1.0 3.0 -3.0 1.0 ] [ 3.0 -6.0 3.0 0.0 ] [ -3.0 3.0 0.0 0.0 ] [ 1.0 0.0 0.0 0.0 ] where T is the tension of the curve the result is a value between p1 and p3, t=0 for p1, t=1 for p3
      Parameters:
      u - value from 0 to 1
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      Returns:
      Bezier interpolation
    • getCatmullRomP1toP2Length

      public static float getCatmullRomP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, float startRange, float endRange, float curveTension)
      Compute the length of a Catmull–Rom spline between control points 1 and 2
      Parameters:
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      startRange - the starting range on the segment (use 0)
      endRange - the end range on the segment (use 1)
      curveTension - the curve tension
      Returns:
      the length of the segment
    • getBezierP1toP2Length

      public static float getBezierP1toP2Length(Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3)
      Compute the length on a Bezier spline between control points 1 and 2.
      Parameters:
      p0 - control point 0
      p1 - control point 1
      p2 - control point 2
      p3 - control point 3
      Returns:
      the length of the segment
    • acos

      public static float acos(float fValue)
      Returns the arc cosine of a value.
      Special cases:
      • If fValue is smaller than -1, then the result is PI.
      • If the argument is greater than 1, then the result is 0.
      Parameters:
      fValue - The value to arc cosine.
      Returns:
      The angle, in radians.
      See Also:
    • asin

      public static float asin(float fValue)
      Returns the arc sine of a value.
      Special cases:
      • If fValue is smaller than -1, then the result is -HALF_PI.
      • If the argument is greater than 1, then the result is HALF_PI.
      Parameters:
      fValue - The value to arc sine.
      Returns:
      the angle in radians.
      See Also:
    • atan

      public static float atan(float fValue)
      Returns the arc tangent of an angle given in radians.
      Parameters:
      fValue - The angle, in radians.
      Returns:
      fValue's atan
      See Also:
    • atan2

      public static float atan2(float fY, float fX)
      A direct call to Math.atan2.
      Parameters:
      fY - ordinate
      fX - abscissa
      Returns:
      Math.atan2(fY,fX)
      See Also:
    • ceil

      public static float ceil(float fValue)
      Rounds a fValue up. A call to Math.ceil
      Parameters:
      fValue - The value.
      Returns:
      The fValue rounded up
      See Also:
    • cos

      public static float cos(float v)
      Returns cosine of an angle. Direct call to java.lang.Math
      Parameters:
      v - The angle to cosine.
      Returns:
      the cosine of the angle.
      See Also:
    • sin

      public static float sin(float v)
      Returns the sine of an angle. Direct call to java.lang.Math
      Parameters:
      v - The angle to sine.
      Returns:
      the sine of the angle.
      See Also:
    • exp

      public static float exp(float fValue)
      Returns E^fValue
      Parameters:
      fValue - Value to raise to a power.
      Returns:
      The value E^fValue
      See Also:
    • abs

      public static float abs(float fValue)
      Returns Absolute value of a float.
      Parameters:
      fValue - The value to abs.
      Returns:
      The abs of the value.
      See Also:
    • floor

      public static float floor(float fValue)
      Returns a number rounded down.
      Parameters:
      fValue - The value to round
      Returns:
      The given number rounded down
      See Also:
    • invSqrt

      public static float invSqrt(float fValue)
      Returns 1/sqrt(fValue)
      Parameters:
      fValue - The value to process.
      Returns:
      1/sqrt(fValue)
      See Also:
    • fastInvSqrt

      public static float fastInvSqrt(float x)
      Quickly estimate 1/sqrt(fValue).
      Parameters:
      x - the input value (≥0)
      Returns:
      an approximate value for 1/sqrt(x)
    • log

      public static float log(float fValue)
      Returns the log base E of a value.
      Parameters:
      fValue - The value to log.
      Returns:
      The log of fValue base E
      See Also:
    • log

      public static float log(float value, float base)
      Returns the logarithm of value with given base, calculated as log(value)/log(base), so that pow(base, return)==value (contributed by vear)
      Parameters:
      value - The value to log.
      base - Base of logarithm.
      Returns:
      The logarithm of value with given base
    • pow

      public static float pow(float fBase, float fExponent)
      Returns a number raised to an exponent power. fBase^fExponent
      Parameters:
      fBase - The base value (IE 2)
      fExponent - The exponent value (IE 3)
      Returns:
      base raised to exponent (IE 8)
      See Also:
    • sqr

      public static float sqr(float fValue)
      Returns the value squared. fValue ^ 2
      Parameters:
      fValue - The value to square.
      Returns:
      The square of the given value.
    • sqrt

      public static float sqrt(float fValue)
      Returns the square root of a given value.
      Parameters:
      fValue - The value to sqrt.
      Returns:
      The square root of the given value.
      See Also:
    • tan

      public static float tan(float fValue)
      Returns the tangent of the specified angle.
      Parameters:
      fValue - The value to tangent, in radians.
      Returns:
      The tangent of fValue.
      See Also:
    • sign

      public static int sign(int iValue)
      Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
      Parameters:
      iValue - The integer to examine.
      Returns:
      The integer's sign.
    • sign

      public static float sign(float fValue)
      Returns 1 if the number is positive, -1 if the number is negative, and 0 otherwise
      Parameters:
      fValue - The float to examine.
      Returns:
      The float's sign.
    • counterClockwise

      public static int counterClockwise(Vector2f p0, Vector2f p1, Vector2f p2)
      Given 3 points in a 2d plane, this function computes if the points going from A-B-C are moving counter clock wise.
      Parameters:
      p0 - Point 0.
      p1 - Point 1.
      p2 - Point 2.
      Returns:
      1 If they are CCW, -1 if they are not CCW, 0 if p2 is between p0 and p1.
    • pointInsideTriangle

      public static int pointInsideTriangle(Vector2f t0, Vector2f t1, Vector2f t2, Vector2f p)
      Test if a point is inside a triangle. 1 if the point is on the ccw side, -1 if the point is on the cw side, and 0 if it is on neither.
      Parameters:
      t0 - First point of the triangle.
      t1 - Second point of the triangle.
      t2 - Third point of the triangle.
      p - The point to test.
      Returns:
      Value 1 or -1 if inside triangle, 0 otherwise.
    • computeNormal

      public static Vector3f computeNormal(Vector3f v1, Vector3f v2, Vector3f v3)
      A method that computes normal for a triangle defined by three vertices.
      Parameters:
      v1 - first vertex
      v2 - second vertex
      v3 - third vertex
      Returns:
      a normal for the face
    • determinant

      public static float determinant(double m00, double m01, double m02, double m03, double m10, double m11, double m12, double m13, double m20, double m21, double m22, double m23, double m30, double m31, double m32, double m33)
      Returns the determinant of a 4x4 matrix.
      Parameters:
      m00 - the element in row 0, column 0 of the matrix
      m01 - the element in row 0, column 1 of the matrix
      m02 - the element in row 0, column 2 of the matrix
      m03 - the element in row 0, column 3 of the matrix
      m10 - the element in row 1, column 0 of the matrix
      m11 - the element in row 1, column 1 of the matrix
      m12 - the element in row 1, column 2 of the matrix
      m13 - the element in row 1, column 3 of the matrix
      m20 - the element in row 2, column 0 of the matrix
      m21 - the element in row 2, column 1 of the matrix
      m22 - the element in row 2, column 2 of the matrix
      m23 - the element in row 2, column 3 of the matrix
      m30 - the element in row 3, column 0 of the matrix
      m31 - the element in row 3, column 1 of the matrix
      m32 - the element in row 3, column 2 of the matrix
      m33 - the element in row 3, column 3 of the matrix
      Returns:
      the determinant
    • nextRandomFloat

      public static float nextRandomFloat()
      Returns a random float between 0 and 1.
      Returns:
      a random float between 0 (inclusive) and 1 (exclusive)
    • nextRandomInt

      public static int nextRandomInt(int min, int max)
      Returns a random integer between min and max.
      Parameters:
      min - the desired minimum value
      max - the desired maximum value
      Returns:
      a random int between min (inclusive) and max (inclusive)
    • nextRandomInt

      public static int nextRandomInt()
      Choose a pseudo-random, uniformly-distributed integer value from the shared generator.
      Returns:
      the next integer value
    • sphericalToCartesian

      public static Vector3f sphericalToCartesian(Vector3f sphereCoords, Vector3f store)
      Converts a point from Spherical coordinates to Cartesian (using positive Y as up) and stores the results in the store var.
      Parameters:
      sphereCoords - the input spherical coordinates: x=distance from origin, y=longitude in radians, z=latitude in radians (not null, unaffected)
      store - storage for the result (modified if not null)
      Returns:
      the Cartesian coordinates (either store or a new vector)
    • cartesianToSpherical

      public static Vector3f cartesianToSpherical(Vector3f cartCoords, Vector3f store)
      Converts a point from Cartesian coordinates (using positive Y as up) to Spherical and stores the results in the store var. (Radius, Azimuth, Polar)
      Parameters:
      cartCoords - the input Cartesian coordinates (not null, unaffected)
      store - storage for the result (modified if not null)
      Returns:
      the Cartesian coordinates: x=distance from origin, y=longitude in radians, z=latitude in radians (either store or a new vector)
    • sphericalToCartesianZ

      public static Vector3f sphericalToCartesianZ(Vector3f sphereCoords, Vector3f store)
      Converts a point from Spherical coordinates to Cartesian (using positive Z as up) and stores the results in the store var.
      Parameters:
      sphereCoords - the input spherical coordinates: x=distance from origin, y=latitude in radians, z=longitude in radians (not null, unaffected)
      store - storage for the result (modified if not null)
      Returns:
      the Cartesian coordinates (either store or a new vector)
    • cartesianZToSpherical

      public static Vector3f cartesianZToSpherical(Vector3f cartCoords, Vector3f store)
      Converts a point from Cartesian coordinates (using positive Z as up) to Spherical and stores the results in the store var. (Radius, Azimuth, Polar)
      Parameters:
      cartCoords - the input Cartesian coordinates (not null, unaffected)
      store - storage for the result (modified if not null)
      Returns:
      the Cartesian coordinates: x=distance from origin, y=latitude in radians, z=longitude in radians (either store or a new vector)
    • normalize

      public static float normalize(float val, float min, float max)
      Takes a value and expresses it in terms of min to max.
      Parameters:
      val - - the angle to normalize (in radians)
      min - the lower limit of the range
      max - the upper limit of the range
      Returns:
      the normalized angle (also in radians)
    • copysign

      public static float copysign(float x, float y)
      Parameters:
      x - the value whose sign is to be adjusted.
      y - the value whose sign is to be used.
      Returns:
      x with its sign changed to match the sign of y.
    • clamp

      public static float clamp(float input, float min, float max)
      Take a float input and clamp it between min and max.
      Parameters:
      input - the value to be clamped
      min - the minimum output value
      max - the maximum output value
      Returns:
      clamped input
    • saturate

      public static float saturate(float input)
      Clamps the given float to be between 0 and 1.
      Parameters:
      input - the value to be clamped
      Returns:
      input clamped between 0 and 1.
    • approximateEquals

      public static boolean approximateEquals(float a, float b)
      Determine if two floats are approximately equal. This takes into account the magnitude of the floats, since large numbers will have larger differences be close to each other. Should return true for a=100000, b=100001, but false for a=10000, b=10001.
      Parameters:
      a - The first float to compare
      b - The second float to compare
      Returns:
      True if a and b are approximately equal, false otherwise.
    • convertHalfToFloat

      public static float convertHalfToFloat(short half)
      Converts a single precision (32 bit) floating point value into half precision (16 bit).

      Source: ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf

      Parameters:
      half - The half floating point value as a short.
      Returns:
      floating point value of the half.
    • convertFloatToHalf

      public static short convertFloatToHalf(float flt)
      Convert a single-precision (32-bit) floating-point value to half precision.
      Parameters:
      flt - the input value (not a NaN)
      Returns:
      a near-equivalent value in half precision
      Throws:
      UnsupportedOperationException - if flt is a NaN
    • unInterpolateLinear

      public static float unInterpolateLinear(float value, float min, float max)
      Converts a range of min/max to a 0-1 range.
      Parameters:
      value - the value between min-max (inclusive).
      min - the minimum of the range.
      max - the maximum of the range.
      Returns:
      A value between 0-1 if the given value is between min/max.