content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning is free software: you can redistribute it and/or modify
   *  it under the terms of the GNU General Public License as published by
   *  the Free Software Foundation, either version 3 of the License, or
   *  (at your option) any later version.
   *
   *  Aion-Lightning is distributed in the hope that it will be useful,
   *  but WITHOUT ANY WARRANTY; without even the implied warranty of
   *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   *  GNU General Public License for more details. *
   *  You should have received a copy of the GNU General Public License
   *  along with Aion-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  package com.aionemu.gameserver.geoEngine.math;
  
  import java.util.logging.Logger;
  
  import com.aionemu.gameserver.configs.main.GeoDataConfig;
  
  import javolution.context.ObjectFactory;
  import javolution.lang.Reusable;
  
  /*
   * -- Added *Local methods to cut down on object creation - JS
   */
  
  /**
   * <code>Vector3f</code> defines a Vector for a three float value tuple. <code>Vector3f</code> can represent any three dimensional value, such as a vertex, a normal, etc. Utility methods are also
   * included to aid in mathematical calculations.
   *
   * @author Mark Powell
   * @author Joshua Slack
   */
  public final class Vector3f implements Cloneable, Reusable {
  
  	private static final Logger logger = Logger.getLogger(Vector3f.class.getName());
  	@SuppressWarnings("rawtypes")
  	private static final ObjectFactory FACTORY = new ObjectFactory() {
  
  		@Override
  		public Object create() {
  			return new Vector3f();
  		}
  	};
  	public final static Vector3f ZERO = new Vector3f(0, 0, 0);
  	public final static Vector3f NAN = new Vector3f(Float.NaN, Float.NaN, Float.NaN);
  	public final static Vector3f UNIT_X = new Vector3f(1, 0, 0);
  	public final static Vector3f UNIT_Y = new Vector3f(0, 1, 0);
  	public final static Vector3f UNIT_Z = new Vector3f(0, 0, 1);
  	public final static Vector3f UNIT_XYZ = new Vector3f(1, 1, 1);
  	public final static Vector3f POSITIVE_INFINITY = new Vector3f(Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY);
  	public final static Vector3f NEGATIVE_INFINITY = new Vector3f(Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY);
  	/**
  	 * the x value of the vector.
  	 */
  	public float x;
  	/**
  	 * the y value of the vector.
  	 */
  	public float y;
  	/**
  	 * the z value of the vector.
  	 */
  	public float z;
  
  	/**
  	 * Constructor instantiates a new <code>Vector3f</code> with default values of (0,0,0).
  	 */
  	public Vector3f() {
  		x = y = z = 0f;
  	}
  
  	/**
  	 * Constructor instantiates a new <code>Vector3f</code> with provides values.
  	 *
  	 * @param x
  	 *            the x value of the vector.
  	 * @param y
  	 *            the y value of the vector.
  	 * @param z
  	 *            the z value of the vector.
  	 */
  	public Vector3f(float x, float y, float z) {
  		this.x = x;
  		this.y = y;
  		this.z = z;
  	}
  
  	/**
  	 * Constructor instantiates a new <code>Vector3f</code> that is a copy of the provided vector
  	 *
  	 * @param copy
  	 *            The Vector3f to copy
  	 */
  	public Vector3f(Vector3f copy) {
  		this.set(copy);
  	}
  
  	/**
  	 * <code>set</code> sets the x,y,z values of the vector based on passed parameters.
  	 *
  	 * @param x
  	 *            the x value of the vector.
  	 * @param y
  	 *            the y value of the vector.
  	 * @param z
  	 *            the z value of the vector.
  	 * @return this vector
  	 */
  	public Vector3f set(float x, float y, float z) {
  		this.x = x;
  		this.y = y;
  		this.z = z;
  		return this;
  	}
  
  	/**
  	 * <code>set</code> sets the x,y,z values of the vector by copying the supplied vector.
  	 *
  	 * @param vect
  	 *            the vector to copy.
  	 * @return this vector
  	 */
  	public Vector3f set(Vector3f vect) {
  		this.x = vect.x;
  		this.y = vect.y;
  		this.z = vect.z;
  		return this;
  	}
  
  	/**
  	 * <code>add</code> adds a provided vector to this vector creating a resultant vector which is returned. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to add to this.
  	 * @return the resultant vector.
  	 */
  	public Vector3f add(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		return new Vector3f(x + vec.x, y + vec.y, z + vec.z);
  	}
  
  	/**
  	 * <code>add</code> adds the values of a provided vector storing the values in the supplied vector.
  	 *
  	 * @param vec
  	 *            the vector to add to this
  	 * @param result
  	 *            the vector to store the result in
  	 * @return result returns the supplied result vector.
  	 */
  	public Vector3f add(Vector3f vec, Vector3f result) {
  		result.x = x + vec.x;
  		result.y = y + vec.y;
  		result.z = z + vec.z;
  		return result;
  	}
  
  	/**
  	 * <code>addLocal</code> adds a provided vector to this vector internally, and returns a handle to this vector for easy chaining of calls. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to add to this vector.
  	 * @return this
  	 */
  	public Vector3f addLocal(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		x += vec.x;
  		y += vec.y;
  		z += vec.z;
  		return this;
  	}
  
  	/**
  	 * <code>add</code> adds the provided values to this vector, creating a new vector that is then returned.
  	 *
  	 * @param addX
  	 *            the x value to add.
  	 * @param addY
  	 *            the y value to add.
  	 * @param addZ
  	 *            the z value to add.
  	 * @return the result vector.
  	 */
  	public Vector3f add(float addX, float addY, float addZ) {
  		return new Vector3f(x + addX, y + addY, z + addZ);
  	}
  
  	/**
  	 * <code>addLocal</code> adds the provided values to this vector internally, and returns a handle to this vector for easy chaining of calls.
  	 *
  	 * @param addX
  	 *            value to add to x
  	 * @param addY
  	 *            value to add to y
  	 * @param addZ
  	 *            value to add to z
  	 * @return this
  	 */
  	public Vector3f addLocal(float addX, float addY, float addZ) {
  		x += addX;
  		y += addY;
  		z += addZ;
  		return this;
  	}
  
  	/**
  	 * <code>scaleAdd</code> multiplies this vector by a scalar then adds the given Vector3f.
  	 *
  	 * @param scalar
  	 *            the value to multiply this vector by.
  	 * @param add
  	 *            the value to add
  	 */
  	public Vector3f scaleAdd(float scalar, Vector3f add) {
  		x = x * scalar + add.x;
  		y = y * scalar + add.y;
  		z = z * scalar + add.z;
  		return this;
  	}
  
  	/**
  	 * <code>scaleAdd</code> multiplies the given vector by a scalar then adds the given vector.
  	 *
  	 * @param scalar
  	 *            the value to multiply this vector by.
  	 * @param mult
  	 *            the value to multiply the scalar by
  	 * @param add
  	 *            the value to add
  	 */
  	public Vector3f scaleAdd(float scalar, Vector3f mult, Vector3f add) {
  		this.x = mult.x * scalar + add.x;
  		this.y = mult.y * scalar + add.y;
  		this.z = mult.z * scalar + add.z;
  		return this;
  	}
  
  	/**
  	 * <code>dot</code> calculates the dot product of this vector with a provided vector. If the provided vector is null, 0 is returned.
  	 *
  	 * @param vec
  	 *            the vector to dot with this vector.
  	 * @return the resultant dot product of this vector and a given vector.
  	 */
  	public float dot(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, 0 returned.");
  			return 0;
  		}
  		return x * vec.x + y * vec.y + z * vec.z;
  	}
  
  	/**
  	 * <code>cross</code> calculates the cross product of this vector with a parameter vector v.
  	 *
  	 * @param v
  	 *            the vector to take the cross product of with this.
  	 * @return the cross product vector.
  	 */
  	public Vector3f cross(Vector3f v) {
  		return cross(v, null);
  	}
  
  	/**
  	 * <code>cross</code> calculates the cross product of this vector with a parameter vector v. The result is stored in <code>result</code>
  	 *
  	 * @param v
  	 *            the vector to take the cross product of with this.
  	 * @param result
  	 *            the vector to store the cross product result.
  	 * @return result, after recieving the cross product vector.
  	 */
  	public Vector3f cross(Vector3f v, Vector3f result) {
  		return cross(v.x, v.y, v.z, result);
  	}
  
  	/**
  	 * <code>cross</code> calculates the cross product of this vector with a parameter vector v. The result is stored in <code>result</code>
  	 *
  	 * @param otherX
  	 *            x component of the vector to take the cross product of with this.
  	 * @param otherY
  	 *            y component of the vector to take the cross product of with this.
  	 * @param otherZ
  	 *            z component of the vector to take the cross product of with this.
  	 * @param result
  	 *            the vector to store the cross product result.
  	 * @return result, after recieving the cross product vector.
  	 */
  	public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
  		if (result == null) {
  			result = new Vector3f();
  		}
  		float resX = ((y * otherZ) - (z * otherY));
  		float resY = ((z * otherX) - (x * otherZ));
  		float resZ = ((x * otherY) - (y * otherX));
  		result.set(resX, resY, resZ);
  		return result;
  	}
  
  	/**
  	 * <code>crossLocal</code> calculates the cross product of this vector with a parameter vector v.
  	 *
  	 * @param v
  	 *            the vector to take the cross product of with this.
  	 * @return this.
  	 */
  	public Vector3f crossLocal(Vector3f v) {
  		return crossLocal(v.x, v.y, v.z);
  	}
  
  	/**
  	 * <code>crossLocal</code> calculates the cross product of this vector with a parameter vector v.
  	 *
  	 * @param otherX
  	 *            x component of the vector to take the cross product of with this.
  	 * @param otherY
  	 *            y component of the vector to take the cross product of with this.
  	 * @param otherZ
  	 *            z component of the vector to take the cross product of with this.
  	 * @return this.
  	 */
  	public Vector3f crossLocal(float otherX, float otherY, float otherZ) {
  		float tempx = (y * otherZ) - (z * otherY);
  		float tempy = (z * otherX) - (x * otherZ);
  		z = (x * otherY) - (y * otherX);
  		x = tempx;
  		y = tempy;
  		return this;
  	}
  
  	public Vector3f project(Vector3f other) {
  		float n = this.dot(other); // A . B
  		float d = other.lengthSquared(); // |B|^2
  		return new Vector3f(other).normalizeLocal().multLocal(n / d);
  	}
  
  	/**
  	 * <code>length</code> calculates the magnitude of this vector.
  	 *
  	 * @return the length or magnitude of the vector.
  	 */
  	public float length() {
  		return FastMath.sqrt(lengthSquared());
  	}
  
  	/**
  	 * <code>lengthSquared</code> calculates the squared value of the magnitude of the vector.
  	 *
  	 * @return the magnitude squared of the vector.
  	 */
  	public float lengthSquared() {
  		return x * x + y * y + z * z;
  	}
  
  	/**
  	 * <code>distanceSquared</code> calculates the distance squared between this vector and vector v.
  	 *
  	 * @param v
  	 *            the second vector to determine the distance squared.
  	 * @return the distance squared between the two vectors.
  	 */
  	public float distanceSquared(Vector3f v) {
  		double dx = x - v.x;
  		double dy = y - v.y;
  		double dz = z - v.z;
  		return (float) (dx * dx + dy * dy + dz * dz);
  	}
  
  	/**
  	 * <code>distance</code> calculates the distance between this vector and vector v.
  	 *
  	 * @param v
  	 *            the second vector to determine the distance.
  	 * @return the distance between the two vectors.
  	 */
  	public float distance(Vector3f v) {
  		return FastMath.sqrt(distanceSquared(v));
  	}
  
  	/**
  	 * <code>mult</code> multiplies this vector by a scalar. The resultant vector is returned.
  	 *
  	 * @param scalar
  	 *            the value to multiply this vector by.
  	 * @return the new vector.
  	 */
  	public Vector3f mult(float scalar) {
  		return new Vector3f(x * scalar, y * scalar, z * scalar);
  	}
  
  	/**
  	 * <code>mult</code> multiplies this vector by a scalar. The resultant vector is supplied as the second parameter and returned.
  	 *
  	 * @param scalar
  	 *            the scalar to multiply this vector by.
  	 * @param product
  	 *            the product to store the result in.
  	 * @return product
  	 */
  	public Vector3f mult(float scalar, Vector3f product) {
  		if (null == product) {
  			product = new Vector3f();
  		}
  
  		product.x = x * scalar;
  		product.y = y * scalar;
  		product.z = z * scalar;
  		return product;
  	}
  
  	/**
  	 * <code>multLocal</code> multiplies this vector by a scalar internally, and returns a handle to this vector for easy chaining of calls.
  	 *
  	 * @param scalar
  	 *            the value to multiply this vector by.
  	 * @return this
  	 */
  	public Vector3f multLocal(float scalar) {
  		x *= scalar;
  		y *= scalar;
  		z *= scalar;
  		return this;
  	}
  
  	/**
  	 * <code>multLocal</code> multiplies a provided vector to this vector internally, and returns a handle to this vector for easy chaining of calls. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to mult to this vector.
  	 * @return this
  	 */
  	public Vector3f multLocal(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		x *= vec.x;
  		y *= vec.y;
  		z *= vec.z;
  		return this;
  	}
  
  	/**
  	 * <code>multLocal</code> multiplies this vector by 3 scalars internally, and returns a handle to this vector for easy chaining of calls.
  	 *
  	 * @param x
  	 * @param y
  	 * @param z
  	 * @return this
  	 */
  	public Vector3f multLocal(float x, float y, float z) {
  		this.x *= x;
  		this.y *= y;
  		this.z *= z;
  		return this;
  	}
  
  	/**
  	 * <code>multLocal</code> multiplies a provided vector to this vector internally, and returns a handle to this vector for easy chaining of calls. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to mult to this vector.
  	 * @return this
  	 */
  	public Vector3f mult(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		return mult(vec, null);
  	}
  
  	/**
  	 * <code>multLocal</code> multiplies a provided vector to this vector internally, and returns a handle to this vector for easy chaining of calls. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to mult to this vector.
  	 * @param store
  	 *            result vector (null to create a new vector)
  	 * @return this
  	 */
  	public Vector3f mult(Vector3f vec, Vector3f store) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		if (store == null) {
  			store = new Vector3f();
  		}
  		return store.set(x * vec.x, y * vec.y, z * vec.z);
  	}
  
  	/**
  	 * <code>divide</code> divides the values of this vector by a scalar and returns the result. The values of this vector remain untouched.
  	 *
  	 * @param scalar
  	 *            the value to divide this vectors attributes by.
  	 * @return the result <code>Vector</code>.
  	 */
  	public Vector3f divide(float scalar) {
  		scalar = 1f / scalar;
  		return new Vector3f(x * scalar, y * scalar, z * scalar);
  	}
  
  	/**
  	 * <code>divideLocal</code> divides this vector by a scalar internally, and returns a handle to this vector for easy chaining of calls. Dividing by zero will result in an exception.
  	 *
  	 * @param scalar
  	 *            the value to divides this vector by.
  	 * @return this
  	 */
  	public Vector3f divideLocal(float scalar) {
  		scalar = 1f / scalar;
  		x *= scalar;
  		y *= scalar;
  		z *= scalar;
  		return this;
  	}
  
  	/**
  	 * <code>divide</code> divides the values of this vector by a scalar and returns the result. The values of this vector remain untouched.
  	 *
  	 * @param scalar
  	 *            the value to divide this vectors attributes by.
  	 * @return the result <code>Vector</code>.
  	 */
  	public Vector3f divide(Vector3f scalar) {
  		return new Vector3f(x / scalar.x, y / scalar.y, z / scalar.z);
  	}
  
  	/**
  	 * <code>divideLocal</code> divides this vector by a scalar internally, and returns a handle to this vector for easy chaining of calls. Dividing by zero will result in an exception.
  	 *
  	 * @param scalar
  	 *            the value to divides this vector by.
  	 * @return this
  	 */
  	public Vector3f divideLocal(Vector3f scalar) {
  		x /= scalar.x;
  		y /= scalar.y;
  		z /= scalar.z;
  		return this;
  	}
  
  	/**
  	 * <code>negate</code> returns the negative of this vector. All values are negated and set to a new vector.
  	 *
  	 * @return the negated vector.
  	 */
  	public Vector3f negate() {
  		return new Vector3f(-x, -y, -z);
  	}
  
  	/**
  	 * <code>negateLocal</code> negates the internal values of this vector.
  	 *
  	 * @return this.
  	 */
  	public Vector3f negateLocal() {
  		x = -x;
  		y = -y;
  		z = -z;
  		return this;
  	}
  
  	/**
  	 * <code>subtract</code> subtracts the values of a given vector from those of this vector creating a new vector object. If the provided vector is null, null is returned.
  	 *
  	 * @param vec
  	 *            the vector to subtract from this vector.
  	 * @return the result vector.
  	 */
  	public Vector3f subtract(Vector3f vec) {
  		return new Vector3f(x - vec.x, y - vec.y, z - vec.z);
  	}
  
  	/**
  	 * <code>subtractLocal</code> subtracts a provided vector to this vector internally, and returns a handle to this vector for easy chaining of calls. If the provided vector is null, null is
  	 * returned.
  	 *
  	 * @param vec
  	 *            the vector to subtract
  	 * @return this
  	 */
  	public Vector3f subtractLocal(Vector3f vec) {
  		if (null == vec) {
  			logger.warning("Provided vector is null, null returned.");
  			return null;
  		}
  		x -= vec.x;
  		y -= vec.y;
  		z -= vec.z;
  		return this;
  	}
  
  	/**
  	 * <code>subtract</code>
  	 *
  	 * @param vec
  	 *            the vector to subtract from this
  	 * @param result
  	 *            the vector to store the result in
  	 * @return result
  	 */
  	public Vector3f subtract(Vector3f vec, Vector3f result) {
  		if (result == null) {
  			result = new Vector3f();
  		}
  		result.x = x - vec.x;
  		result.y = y - vec.y;
  		result.z = z - vec.z;
  		return result;
  	}
  
  	/**
  	 * <code>subtract</code> subtracts the provided values from this vector, creating a new vector that is then returned.
  	 *
  	 * @param subtractX
  	 *            the x value to subtract.
  	 * @param subtractY
  	 *            the y value to subtract.
  	 * @param subtractZ
  	 *            the z value to subtract.
  	 * @return the result vector.
  	 */
  	public Vector3f subtract(float subtractX, float subtractY, float subtractZ) {
  		return new Vector3f(x - subtractX, y - subtractY, z - subtractZ);
  	}
  
  	/**
  	 * <code>subtractLocal</code> subtracts the provided values from this vector internally, and returns a handle to this vector for easy chaining of calls.
  	 *
  	 * @param subtractX
  	 *            the x value to subtract.
  	 * @param subtractY
  	 *            the y value to subtract.
  	 * @param subtractZ
  	 *            the z value to subtract.
  	 * @return this
  	 */
  	public Vector3f subtractLocal(float subtractX, float subtractY, float subtractZ) {
  		x -= subtractX;
  		y -= subtractY;
  		z -= subtractZ;
  		return this;
  	}
  
  	/**
  	 * <code>normalize</code> returns the unit vector of this vector.
  	 *
  	 * @return unit vector of this vector.
  	 */
  	public Vector3f normalize() {
  		// float length = length();
  		// if (length != 0) {
  		// return divide(length);
  		// }
  		//
  		// return divide(1);
  		float length = x * x + y * y + z * z;
  		if (length != 1f && length != 0f) {
  			length = 1.0f / FastMath.sqrt(length);
  			return new Vector3f(x * length, y * length, z * length);
  		}
  		return clone();
  	}
  
  	/**
  	 * <code>normalizeLocal</code> makes this vector into a unit vector of itself.
  	 *
  	 * @return this.
  	 */
  	public Vector3f normalizeLocal() {
  		// NOTE: this implementation is more optimized
  		// than the old jme normalize as this method
  		// is commonly used.
  		float length = x * x + y * y + z * z;
  		if (length != 1f && length != 0f) {
  			length = 1.0f / FastMath.sqrt(length);
  			x *= length;
  			y *= length;
  			z *= length;
  		}
  		return this;
  	}
  
  	/**
  	 * <code>maxLocal</code> computes the maximum value for each component in this and <code>other</code> vector. The result is stored in this vector.
  	 *
  	 * @param other
  	 */
  	public void maxLocal(Vector3f other) {
  		x = other.x > x ? other.x : x;
  		y = other.y > y ? other.y : y;
  		z = other.z > z ? other.z : z;
  	}
  
  	/**
  	 * <code>minLocal</code> computes the minimum value for each component in this and <code>other</code> vector. The result is stored in this vector.
  	 *
  	 * @param other
  	 */
  	public void minLocal(Vector3f other) {
  		x = other.x < x ? other.x : x;
  		y = other.y < y ? other.y : y;
  		z = other.z < z ? other.z : z;
  	}
  
  	/**
  	 * <code>zero</code> resets this vector's data to zero internally.
  	 */
  	public Vector3f zero() {
  		x = y = z = 0;
  		return this;
  	}
  
  	/**
  	 * <code>angleBetween</code> returns (in radians) the angle between two vectors. It is assumed that both this vector and the given vector are unit vectors (iow, normalized).
  	 *
  	 * @param otherVector
  	 *            a unit vector to find the angle against
  	 * @return the angle in radians.
  	 */
  	public float angleBetween(Vector3f otherVector) {
  		float dotProduct = dot(otherVector);
  		float angle = FastMath.acos(dotProduct);
  		return angle;
  	}
  
  	/**
  	 * Sets this vector to the interpolation by changeAmnt from this to the finalVec this=(1-changeAmnt)*this + changeAmnt * finalVec
  	 *
  	 * @param finalVec
  	 *            The final vector to interpolate towards
  	 * @param changeAmnt
  	 *            An amount between 0.0 - 1.0 representing a precentage change from this towards finalVec
  	 */
  	public Vector3f interpolate(Vector3f finalVec, float changeAmnt) {
  		this.x = (1 - changeAmnt) * this.x + changeAmnt * finalVec.x;
  		this.y = (1 - changeAmnt) * this.y + changeAmnt * finalVec.y;
  		this.z = (1 - changeAmnt) * this.z + changeAmnt * finalVec.z;
  		return this;
  	}
  
  	/**
  	 * Sets this vector to the interpolation by changeAmnt from beginVec to finalVec this=(1-changeAmnt)*beginVec + changeAmnt * finalVec
  	 *
  	 * @param beginVec
  	 *            the beging vector (changeAmnt=0)
  	 * @param finalVec
  	 *            The final vector to interpolate towards
  	 * @param changeAmnt
  	 *            An amount between 0.0 - 1.0 representing a precentage change from beginVec towards finalVec
  	 */
  	public Vector3f interpolate(Vector3f beginVec, Vector3f finalVec, float changeAmnt) {
  		this.x = (1 - changeAmnt) * beginVec.x + changeAmnt * finalVec.x;
  		this.y = (1 - changeAmnt) * beginVec.y + changeAmnt * finalVec.y;
  		this.z = (1 - changeAmnt) * beginVec.z + changeAmnt * finalVec.z;
  		return this;
  	}
  
  	/**
  	 * Check a vector... if it is null or its floats are NaN or infinite, return false. Else return true.
  	 *
  	 * @param vector
  	 *            the vector to check
  	 * @return true or false as stated above.
  	 */
  	public static boolean isValidVector(Vector3f vector) {
  		if (vector == null) {
  			return false;
  		}
  		if (Float.isNaN(vector.x) || Float.isNaN(vector.y) || Float.isNaN(vector.z)) {
  			return false;
  		}
  		if (Float.isInfinite(vector.x) || Float.isInfinite(vector.y) || Float.isInfinite(vector.z)) {
  			return false;
  		}
  		return true;
  	}
  
  	public static void generateOrthonormalBasis(Vector3f u, Vector3f v, Vector3f w) {
  		w.normalizeLocal();
  		generateComplementBasis(u, v, w);
  	}
  
  	public static void generateComplementBasis(Vector3f u, Vector3f v, Vector3f w) {
  		float fInvLength;
  
  		if (FastMath.abs(w.x) >= FastMath.abs(w.y)) {
  			// w.x or w.z is the largest magnitude component, swap them
  			fInvLength = FastMath.invSqrt(w.x * w.x + w.z * w.z);
  			u.x = -w.z * fInvLength;
  			u.y = 0.0f;
  			u.z = +w.x * fInvLength;
  			v.x = w.y * u.z;
  			v.y = w.z * u.x - w.x * u.z;
  			v.z = -w.y * u.x;
  		}
  		else {
  			// w.y or w.z is the largest magnitude component, swap them
  			fInvLength = FastMath.invSqrt(w.y * w.y + w.z * w.z);
  			u.x = 0.0f;
  			u.y = +w.z * fInvLength;
  			u.z = -w.y * fInvLength;
  			v.x = w.y * u.z - w.z * u.y;
  			v.y = -w.x * u.z;
  			v.z = w.x * u.y;
  		}
  	}
  
  	@Override
  	public Vector3f clone() {
  		try {
  			return (Vector3f) super.clone();
  		}
  		catch (CloneNotSupportedException e) {
  			throw new AssertionError(); // can not happen
  		}
  	}
  
  	/**
  	 * Saves this Vector3f into the given float[] object.
  	 *
  	 * @param floats
  	 *            The float[] to take this Vector3f. If null, a new float[3] is created.
  	 * @return The array, with X, Y, Z float values in that order
  	 */
  	public float[] toArray(float[] floats) {
  		if (floats == null) {
  			floats = new float[3];
  		}
  		floats[0] = x;
  		floats[1] = y;
  		floats[2] = z;
  		return floats;
  	}
  
  	/**
  	 * are these two vectors the same? they are is they both have the same x,y, and z values.
  	 *
  	 * @param o
  	 *            the object to compare for equality
  	 * @return true if they are equal
  	 */
  	@Override
  	public boolean equals(Object o) {
  		if (!(o instanceof Vector3f)) {
  			return false;
  		}
  
  		if (this == o) {
  			return true;
  		}
  
  		Vector3f comp = (Vector3f) o;
  		if (Float.compare(x, comp.x) != 0) {
  			return false;
  		}
  		if (Float.compare(y, comp.y) != 0) {
  			return false;
  		}
  		if (Float.compare(z, comp.z) != 0) {
  			return false;
  		}
  		return true;
  	}
  
  	/**
  	 * <code>hashCode</code> returns a unique code for this vector object based on it's values. If two vectors are logically equivalent, they will return the same hash code value.
  	 *
  	 * @return the hash code value of this vector.
  	 */
  	@Override
  	public int hashCode() {
  		int hash = 37;
  		hash += 37 * hash + Float.floatToIntBits(x);
  		hash += 37 * hash + Float.floatToIntBits(y);
  		hash += 37 * hash + Float.floatToIntBits(z);
  		return hash;
  	}
  
  	/**
  	 * <code>toString</code> returns the string representation of this vector. The format is:
  	 * <p/>
  	 * org.jme.math.Vector3f [X=XX.XXXX, Y=YY.YYYY, Z=ZZ.ZZZZ]
  	 *
  	 * @return the string representation of this vector.
  	 */
  	@Override
  	public String toString() {
  		return "(" + x + ", " + y + ", " + z + ")";
  	}
  
  	public float getX() {
  		return x;
  	}
  
  	public Vector3f setX(float x) {
  		this.x = x;
  		return this;
  	}
  
  	public float getY() {
  		return y;
  	}
  
  	public Vector3f setY(float y) {
  		this.y = y;
  		return this;
  	}
  
  	public float getZ() {
  		return z;
  	}
  
  	public Vector3f setZ(float z) {
  		this.z = z;
  		return this;
  	}
  
  	/**
  	 * @param index
  	 * @return x value if index == 0, y value if index == 1 or z value if index == 2
  	 * @throws IllegalArgumentException
  	 *             if index is not one of 0, 1, 2.
  	 */
  	public float get(int index) {
  		switch (index) {
  			case 0:
  				return x;
  			case 1:
  				return y;
  			case 2:
  				return z;
  		}
  		throw new IllegalArgumentException("index must be either 0, 1 or 2");
  	}
  
  	/**
  	 * @param index
  	 *            which field index in this vector to set.
  	 * @param value
  	 *            to set to one of x, y or z.
  	 * @throws IllegalArgumentException
  	 *             if index is not one of 0, 1, 2.
  	 */
  	public void set(int index, float value) {
  		switch (index) {
  			case 0:
  				x = value;
  				return;
  			case 1:
  				y = value;
  				return;
  			case 2:
  				z = value;
  				return;
  		}
  		throw new IllegalArgumentException("index must be either 0, 1 or 2");
  	}
  
  	/*
  	 * (non-Javadoc)
  	 * @see javolution.lang.Reusable#reset()
  	 */
  	@Override
  	public void reset() {
  		x = y = z = 0f;
  	}
  
  	/**
  	 * Returns a new, preallocated or {@link #recycle recycled} text builder (on the stack when executing in a {@link javolution.context.StackContext StackContext}).
  	 *
  	 * @return a new, preallocated or recycled text builder instance.
  	 */
  	public static Vector3f newInstance() {
  		if (GeoDataConfig.GEO_OBJECT_FACTORY_ENABLE) {
  			Vector3f vector3f = (Vector3f) FACTORY.object();
  			vector3f.x = vector3f.y = vector3f.z = 0;
  			return vector3f;
  		}
  		else {
  			return new Vector3f();
  		}
  	}
  
  	/**
  	 * Recycles a text builder {@link #newInstance() instance} immediately (on the stack when executing in a {@link javolution.context.StackContext StackContext}).
  	 */
  	@SuppressWarnings("unchecked")
  	public static void recycle(Vector3f instance) {
  		if (GeoDataConfig.GEO_OBJECT_FACTORY_ENABLE) {
  			FACTORY.recycle(instance);
  		}
  		else {
  			instance = null;
  		}
  	}
  }
  