// Simple Vector3D Class public class Vector3D { public float x; public float y; public float z; Vector3D(float r,float theta, boolean polar){ x=r*cos(theta); y=r*sin(theta); } Vector3D(float x_, float y_, float z_) { x = x_; y = y_; z = z_; } Vector3D(float x_, float y_) { x = x_; y = y_; z = 0f; } Vector3D() { x = 0f; y = 0f; z = 0f; } void setX(float x_) { x = x_; } void setY(float y_) { y = y_; } void setZ(float z_) { z = z_; } void setXY(float x_, float y_) { x = x_; y = y_; } void setRTheta(float r, float theta){ x=r*cos(theta); y=r*sin(theta); } void setXYZ(float x_, float y_, float z_) { x = x_; y = y_; z = z_; } void setXYZ(Vector3D v) { x = v.x; y = v.y; z = v.z; } public float magnitude() { return (float) Math.sqrt(x*x + y*y + z*z); } public Vector3D copy() { return new Vector3D(x,y,z); } public Vector3D copy(Vector3D v) { return new Vector3D(v.x, v.y,v.z); } public void add(Vector3D v) { x += v.x; y += v.y; z += v.z; } public void sub(Vector3D v) { x -= v.x; y -= v.y; z -= v.z; } public void mult(float n) { x *= n; y *= n; z *= n; } public void div(float n) { x /= n; y /= n; z /= n; } public void normalize() { float m = magnitude(); if (m > 0) { div(m); } } public void limit(float max) { if (magnitude() > max) { normalize(); mult(max); } } public float heading2D() { float angle = (float) Math.atan2(-y, x); return -1*angle; } public Vector3D add(Vector3D v1, Vector3D v2) { Vector3D v = new Vector3D(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z); return v; } public Vector3D sub(Vector3D v1, Vector3D v2) { Vector3D v = new Vector3D(v1.x - v2.x,v1.y - v2.y,v1.z - v2.z); return v; } public Vector3D div(Vector3D v1, float n) { Vector3D v = new Vector3D(v1.x/n,v1.y/n,v1.z/n); return v; } public Vector3D mult(Vector3D v1, float n) { Vector3D v = new Vector3D(v1.x*n,v1.y*n,v1.z*n); return v; } public float distance (Vector3D v1, Vector3D v2) { float dx = v1.x - v2.x; float dy = v1.y - v2.y; float dz = v1.z - v2.z; return (float) Math.sqrt(dx*dx + dy*dy + dz*dz); } public float distanceSquared2D (Vector3D v1, Vector3D v2) { float dx = v1.x - v2.x; float dy = v1.y - v2.y; return (float) (dx*dx + dy*dy); } public float magnitudeSquared2D () { return (float) (x*x + y*y); } }