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public void setSceneRadius( float radius ) { sceneRadius = radius; }
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public void transform( GL gl ) { float tangent = (float)Math.tan( fieldOfViewInDegrees/2 / 180 * (float)Math.PI ); float viewportRadius = nearPlane * tangent; float viewportWidth, viewportHeight; if ( viewportWidthInPixels < viewportHeightInPixels ) { viewportWidth = 2.0f*viewportRadius; viewportHeight = ...
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public void orbit( float old_x_pixels, float old_y_pixels, float new_x_pixels, float new_y_pixels ) { float pixelsPerDegree = viewportRadiusInPixels / orbitingSpeedInDegreesPerRadius; float radiansPerPixel = 1 / pixelsPerDegree * (float)Math.PI / 180; Vector3D t2p = Point3D.diff(position, target); ...
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public void translateSceneRightAndUp( float delta_x_pixels, float delta_y_pixels ) { Vector3D direction = Point3D.diff(target, position); float distanceFromTarget = direction.length(); direction = direction.normalized(); float translationSpeedInUnitsPerRadius = distanceFromTarget * (float)Math.tan( field...
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public void dollyCameraForward( float delta_pixels, boolean pushTarget ) { Vector3D direction = Point3D.diff(target,position); float distanceFromTarget = direction.length(); direction = direction.normalized(); float translationSpeedInUnitsPerRadius = distanceFromTarget * (float)Math.tan( fieldOfViewInDegre...
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public void lookAt(Point3D p) { // FIXME: we do not check if the target point is too close // to the camera (i.e. less than pushThreshold*nearPlane ). // If it is, perhaps we should dolly the camera away from the // target to maintain the minimal distance. target = p; Vector3D direction = (Point3D.diff(tar...
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public Ray3D computeRay( float pixel_x, float pixel_y ) { float tangent = (float)Math.tan( fieldOfViewInDegrees/2 / 180 * (float)Math.PI ); float viewportRadius = nearPlane * tangent; // Pixel coordinates of the viewport's center. // These will be half-integers if the viewport's dimensions are even. float...
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public float convertPixelLength( Point3D p, float pixelLength ) { Vector3D direction = Point3D.diff(target, position).normalized(); Vector3D v = Point3D.diff(p, position); // distance, in world space units, from plane through camera that // is perpendicular to line of site float z = Vector3D.dot(v, direction...
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public float computePixel( Point3D p, // input int [] pixel_coordinates // output; caller must pass in a 2-element array (for x and y) ) { // Transform the point from world space to camera space. Vector3D direction = (Point3D.diff(target, position)).normalized(); Vector3D right = Vector3D.cross(direction, u...
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public Sphere() { }
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public Sphere( Point3D c, float radius ) { center.copy( c ); radiusSquared = radius * radius; }
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public boolean intersects( Ray3D ray, // input Point3D intersection, // output boolean allowIntersectionEvenIfRayOriginatesInsideSphere ) { // Consider a line of the form Q+v*t, where t is real Point3D Q = ray.origin; Vector3D v = ray.direction; // the sphere's center Point3D P = center; // Referen...
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public AlignedBox3D() { }
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public AlignedBox3D( Point3D min, Point3D max ) { assert min.x() <= max.x() : "bounds error"; assert min.y() <= max.y() : "bounds error"; assert min.z() <= max.z() : "bounds error"; p0.copy( min ); p1.copy( max ); isEmpty = false; }
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public boolean isEmpty() { return isEmpty; }
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public void clear() { isEmpty = true; }
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public Point3D getMin() { return p0; }
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public Point3D getMax() { return p1; }
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public Vector3D getDiagonal() { return Point3D.diff(p1,p0); }
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public Point3D getCenter() { return Point3D.average( p0, p1 ); }
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public void bound( Point3D p ) { if ( isEmpty ) { p0.copy(p); p1.copy(p); isEmpty = false; } else { if ( p.x() < p0.x() ) p0.p[0] = p.x(); else if ( p.x() > p1.x() ) p1.p[0] = p.x(); if ( p.y() < p0.y() ) p0.p[1] = p.y(); else if ( p.y() > p1.y() ) p1.p[1] = p.y(); if ( p...
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public void bound( AlignedBox3D box ) { bound( box.p0 ); bound( box.p1 ); }
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public boolean contains( Point3D p ) { return !isEmpty && p0.x() <= p.x() && p.x() <= p1.x() && p0.y() <= p.y() && p.y() <= p1.y() && p0.z() <= p.z() && p.z() <= p1.z(); }
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public Point3D getCorner(int i) { return new Point3D( ((i & 1)!=0) ? p1.x() : p0.x(), ((i & 2)!=0) ? p1.y() : p0.y(), ((i & 4)!=0) ? p1.z() : p0.z() ); }
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public Point3D getExtremeCorner( Vector3D v ) { return new Point3D( v.x() > 0 ? p1.x() : p0.x(), v.y() > 0 ? p1.y() : p0.y(), v.z() > 0 ? p1.z() : p0.z() ); }
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public int getIndexOfExtremeCorner( Vector3D v ) { int returnValue = 0; if (v.x() > 0) returnValue |= 1; if (v.y() > 0) returnValue |= 2; if (v.z() > 0) returnValue |= 4; return returnValue; }
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public boolean intersects( Ray3D ray, // input Point3D intersection, // output Vector3D normalAtIntersection // output ) { // We compute a bounding sphere for the box. // If the ray intersects the bounding sphere, // it *may* intersect the box. // If the ray does NOT intersect the bounding sphere, // t...
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public Vector3D() { v[0] = v[1] = v[2] = 0; }
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public Vector3D( float x, float y, float z ) { v[0] = x; v[1] = y; v[2] = z; }
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public Vector3D( Point3D P ) { v[0] = P.p[0]; v[1] = P.p[1]; v[2] = P.p[2]; }
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public void copy( float x, float y, float z ) { v[0] = x; v[1] = y; v[2] = z; }
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public void copy( Vector3D V ) { v[0] = V.v[0]; v[1] = V.v[1]; v[2] = V.v[2]; }
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public float x() { return v[0]; }
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public float y() { return v[1]; }
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public float z() { return v[2]; }
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public float lengthSquared() { return x()*x() + y()*y() + z()*z(); }
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public float length() { return (float)Math.sqrt( lengthSquared() ); }
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public Vector3D negated() { return new Vector3D(-x(),-y(),-z()); }
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public Vector3D normalized() { float l = length(); if ( l > 0 ) { float k = 1/l; // scale factor return new Vector3D(k*x(),k*y(),k*z()); } else return new Vector3D(x(),y(),z()); }
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static public float dot( Vector3D a, Vector3D b ) { return a.x()*b.x() + a.y()*b.y() + a.z()*b.z(); }
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static public Vector3D cross( Vector3D a, Vector3D b ) { return new Vector3D( a.y()*b.z() - a.z()*b.y(), a.z()*b.x() - a.x()*b.z(), a.x()*b.y() - a.y()*b.x() ); }
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static public Vector3D sum( Vector3D a, Vector3D b ) { return new Vector3D( a.x()+b.x(), a.y()+b.y(), a.z()+b.z() ); }
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static public Vector3D diff( Vector3D a, Vector3D b ) { return new Vector3D( a.x()-b.x(), a.y()-b.y(), a.z()-b.z() ); }
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static public Vector3D mult( Vector3D a, float b ) { return new Vector3D( a.x()*b, a.y()*b, a.z()*b ); }
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static public float computeSignedAngle( Vector3D v1, Vector3D v2, Vector3D axisOfRotation ) { Vector3D crossProduct = Vector3D.cross( v1.normalized(), v2.normalized() ); // Due to numerical inaccuracies, the length of the cross product // may be slightly more than 1. // Calling arcsin on such a value would re...
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public void resize( GL gl, int w, int h ) { _window_width = w; _window_height = h; gl.glViewport( 0, 0, w, h ); gl.glMatrixMode( GL.GL_PROJECTION ); gl.glLoadIdentity(); gl.glOrtho( 0, w, 0, h, -1, 1 ); }
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public int getWidth() { return _window_width; }
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public int getHeight() { return _window_height; }
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public void pushProjection( GL gl, int w, int h ) { _window_width = w; _window_height = h; gl.glMatrixMode( GL.GL_PROJECTION ); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrtho( 0, w, 0, h, -1, 1 ); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); }
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public void popProjection( GL gl ) { gl.glMatrixMode( GL.GL_PROJECTION ); gl.glPopMatrix(); gl.glMatrixMode( GL.GL_MODELVIEW ); gl.glPopMatrix(); }
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public float convertPixelX( float x ) { return x+0.5f; }
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public float convertPixelY( float y ) { y = _window_height - y - 1; return y+0.5f; }
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public void plotPixel( GL gl, int x, int y ) { y = _window_height - y - 1; gl.glBegin( GL.GL_POINTS ); gl.glVertex2f( x+0.5f, y+0.5f ); gl.glEnd(); }
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public void drawLine( GL gl, int x1, int y1, int x2, int y2 ) { y1 = _window_height - y1 - 1; y2 = _window_height - y2 - 1; gl.glBegin( GL.GL_LINES ); gl.glVertex2f( x1+0.5f, y1+0.5f ); gl.glVertex2f( x2+0.5f, y2+0.5f ); gl.glEnd(); gl.glBegin( GL.GL_POINTS ); gl.glVertex2f( x2+0.5f, y2+0.5f ); gl....
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public void drawRect( GL gl, int x, int y, int w, int h ) { y = _window_height - y - h; --w; --h; gl.glBegin( GL.GL_LINE_LOOP ); gl.glVertex2f( x+0.5f, y+0.5f ); gl.glVertex2f( x+w+0.5f, y+0.5f ); gl.glVertex2f( x+w+0.5f, y+h+0.5f ); gl.glVertex2f( x+0.5f, y+h+0.5f ); gl.glEnd(); }
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public void fillRect( GL gl, int x, int y, int w, int h ) { y = _window_height - y - h; gl.glRecti( x, y, x+w, y+h ); }
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public void drawRectBetweenTwoCorners( GL gl, int x1, int y1, int x2, int y2 ) { int tmp; if ( x2 < x1 ) { /* swap */ tmp = x1; x1 = x2; x2 = tmp; } if ( y2 < y1 ) { /* swap */ tmp = y1; y1 = y2; y2 = tmp; } drawRect( gl, x1, y1, x2-x1+1, y2-y1+1 ); }
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public void drawCircle( GL gl, int x, int y, int radius, boolean filled ) { y = _window_height - y - 1; if ( filled ) { gl.glBegin( GL.GL_TRIANGLE_FAN ); gl.glVertex2f( x+0.5f, y+0.5f ); } else gl.glBegin( GL.GL_LINE_LOOP ); int numSides = (int)( 2 * Math.PI * radius + 1 ); float deltaAngle = 2 * (f...
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public void drawArc( GL gl, int x, int y, int radius, float startAngle, // Relative to the +x axis, increasing anticlockwise float arcAngle, // In radians; can be negative boolean filled, boolean isArrowHeadAtStart, boolean isArrowHeadAtEnd, float arrowHeadLength ) { y = _window_height - y - 1; if ...
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public static float stringWidthInPixels( String s, float height, // string is scaled to be this high, in pixels int fontHeightType ) { if ( s.length() == 0 ) return 0; float h, w_over_h; switch ( fontHeightType ) { case FONT_ASCENT : h = G_FONT_ASCENT; break; case FONT_ASCENT_PLUS_DESCENT...
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public void drawString( GL gl, GLUT glut, int x, int y, // lower left corner of the string String s, // the string float height, // string is scaled to be this high, in pixels int fontHeightType ) { if ( s.length() == 0 ) return; y = _window_height - y - 1; float ascent; // in pixe...
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public Matrix4x4() { setToIdentity(); }
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public void setToIdentity() { m[ 0] = 1; m[ 4] = 0; m[ 8] = 0; m[12] = 0; m[ 1] = 0; m[ 5] = 1; m[ 9] = 0; m[13] = 0; m[ 2] = 0; m[ 6] = 0; m[10] = 1; m[14] = 0; m[ 3] = 0; m[ 7] = 0; m[11] = 0; m[15] = 1; }
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public void copy( Matrix4x4 M ) { m[ 0] = M.m[ 0]; m[ 4] = M.m[ 4]; m[ 8] = M.m[ 8]; m[12] = M.m[12]; m[ 1] = M.m[ 1]; m[ 5] = M.m[ 5]; m[ 9] = M.m[ 9]; m[13] = M.m[13]; m[ 2] = M.m[ 2]; m[ 6] = M.m[ 6]; m[10] = M.m[10]; m[14] = M.m[14]; m[ 3] = M.m[ 3]; m[ 7] = M.m[ 7]; m[11] = M.m[11]; m[15] = M.m[15]; }
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public void setToTranslation( Vector3D v ) { m[ 0] = 1; m[ 4] = 0; m[ 8] = 0; m[12] = v.x(); m[ 1] = 0; m[ 5] = 1; m[ 9] = 0; m[13] = v.y(); m[ 2] = 0; m[ 6] = 0; m[10] = 1; m[14] = v.z(); m[ 3] = 0; m[ 7] = 0; m[11] = 0; m[15] = 1; }
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public void setToRotation( float angle_in_radians, Vector3D v ) { // TODO XXX assert here that v is normalized float c = (float)Math.cos( angle_in_radians ); float s = (float)Math.sin( angle_in_radians ); float one_minus_c = 1-c; m[ 0] = c + one_minus_c * v.x()*v.x(); m[ 5] = c + one_minus_c * v.y()*v.y(); ...
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public void setToRotation( float angle_in_radians, Vector3D v, Point3D origin ) { Matrix4x4 tmp = new Matrix4x4(); tmp.setToTranslation( (new Vector3D( origin )).negated() ); setToRotation( angle_in_radians, v ); copy( Matrix4x4.mult( this, tmp ) ); tmp.setToTranslation( new Vector3D( origin ) ); copy( Matr...
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public void setToUniformScale( float s ) { m[ 0] = s; m[ 4] = 0; m[ 8] = 0; m[12] = 0; m[ 1] = 0; m[ 5] = s; m[ 9] = 0; m[13] = 0; m[ 2] = 0; m[ 6] = 0; m[10] = s; m[14] = 0; m[ 3] = 0; m[ 7] = 0; m[11] = 0; m[15] = 1; }
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public void setToUniformScale( float s, Point3D origin ) { Matrix4x4 tmp = new Matrix4x4(); tmp.setToTranslation( (new Vector3D( origin )).negated() ); setToUniformScale( s ); copy( Matrix4x4.mult( this, tmp ) ); tmp.setToTranslation( new Vector3D( origin ) ); copy( Matrix4x4.mult( tmp, this ) ); }
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public void setToLookAt( Point3D eye, Point3D target, Vector3D up, boolean inverted ) { // step one: generate a rotation matrix Vector3D z = (Point3D.diff(eye,target)).normalized(); Vector3D y = up; Vector3D x = Vector3D.cross(y,z); y = Vector3D.cross(z,x); // Cross product gives area of parallelogra...
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public static Matrix4x4 mult( Matrix4x4 a, Matrix4x4 b ) { Matrix4x4 M = new Matrix4x4(); M.m[ 0] = a.m[ 0]*b.m[ 0] + a.m[ 4]*b.m[ 1] + a.m[ 8]*b.m[ 2] + a.m[12]*b.m[ 3]; M.m[ 1] = a.m[ 1]*b.m[ 0] + a.m[ 5]*b.m[ 1] + a.m[ 9]*b.m[ 2] + a.m[13]*b.m[ 3]; M.m[ 2] = a.m[ 2]*b.m[ 0] + a.m[ 6]*b.m[ 1] + a.m[10]*b.m[ ...
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public static Vector3D mult( Matrix4x4 a, Vector3D b ) { // We treat the vector as if // its (homogeneous) 4th component were zero. return new Vector3D( a.m[ 0]*b.x() + a.m[ 4]*b.y() + a.m[ 8]*b.z(), // + a.m[12]*b.w(), a.m[ 1]*b.x() + a.m[ 5]*b.y() + a.m[ 9]*b.z(), // + a.m[13]*b.w(), a.m[ 2]*b.x() + a....
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public static Point3D mult( Matrix4x4 a, Point3D b ) { // We treat the point as if // its (homogeneous) 4th component were one. return new Point3D( a.m[ 0]*b.x() + a.m[ 4]*b.y() + a.m[ 8]*b.z() + a.m[12], a.m[ 1]*b.x() + a.m[ 5]*b.y() + a.m[ 9]*b.z() + a.m[13], a.m[ 2]*b.x() + a.m[ 6]*b.y() + a.m[10]*b.z...
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public Plane() { d = 0; }
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public Plane( Vector3D normal, Point3D p ) { n.copy( normal.normalized() ); d = - n.x()*p.x() - n.y()*p.y() - n.z()*p.z(); }
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public boolean intersects( Ray3D ray, // input Point3D intersection, // output boolean allowIntersectionEvenIfPlaneIsBackfacing ) { float dot = Vector3D.dot( n, ray.direction ); if ( !allowIntersectionEvenIfPlaneIsBackfacing && dot > 0 ) { return false; } if ( dot == 0 ) { return false; } // R...
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public CameraState(Point3D position, Point3D target, Vector3D up){ this.position = position; this.target = target; this.up = up; }
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public Point3D getPosition() { return position; }
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public void setPosition(Point3D position) { this.position = position; }
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public Point3D getTarget() { return target; }
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public void setTarget(Point3D target) { this.target = target; }
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public Vector3D getUp() { return up; }
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public void setUp(Vector3D up) { this.up = up; }
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public Ray3D() { }
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public Ray3D(Point3D o, Vector3D d) { origin.copy( o ); direction.copy( d.normalized() ); }
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public Point3D point( float t ) { return Point3D.sum(origin, Vector3D.mult(direction,t)); }
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public Room(){ roomNumber = 0; capacity = ""; }
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public Room(int roomNumber, String capacity){ this.roomNumber= roomNumber; this.capacity = capacity; }
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public String changeCapacity(){ return capacity; }
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public int getRoomNumber() { return roomNumber; }
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public User(){ userName = ""; passWord = ""; }
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public User(int userId,String userName,String passWord, String firstName){ User.userId =userId; this.userName =userName; this.passWord = passWord; this.firstName = firstName; }
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public String changeUserName(){ return getUserName(); }
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public String changePassword(){ return passWord; }
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public String getFirstName() { return firstName; }
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public void setFName(String name){ this.firstName = name; }
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public String getLastName() { return lastName; }
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public void setLName(String last){ this.lastName = last; }
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public String getUserType() { return userType; }
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public void setUserType(String userType){ this.userType = userType; }