FloatEnergy.java

package org.djunits.value.vfloat.scalar;

import org.djunits.unit.DimensionlessUnit;
import org.djunits.unit.DurationUnit;
import org.djunits.unit.EnergyUnit;
import org.djunits.unit.ForceUnit;
import org.djunits.unit.LengthUnit;
import org.djunits.unit.MoneyUnit;
import org.djunits.unit.PowerUnit;
import org.djunits.unit.PressureUnit;

/**
 * Easy access methods for the Energy FloatScalar, which is relative by definition. An example is Speed. Instead of:
 * 
 * <pre>
 * FloatScalar.Rel&lt;EnergyUnit&gt; value = new FloatScalar.Rel&lt;EnergyUnit&gt;(100.0, EnergyUnit.SI);
 * </pre>
 * 
 * we can now write:
 * 
 * <pre>
 * FloatEnergy value = new FloatEnergy(100.0, EnergyUnit.SI);
 * </pre>
 * 
 * The compiler will automatically recognize which units belong to which quantity, and whether the quantity type and the unit
 * used are compatible.
 * <p>
 * Copyright (c) 2013-2019 Delft University of Technology, PO Box 5, 2600 AA, Delft, the Netherlands. All rights reserved. <br>
 * BSD-style license. See <a href="http://djunits.org/docs/license.html">DJUNITS License</a>.
 * <p>
 * $LastChangedDate: 2019-01-18 00:35:01 +0100 (Fri, 18 Jan 2019) $, @version $Revision: 324 $, by $Author: averbraeck $,
 * initial version Sep 5, 2015 <br>
 * @author <a href="http://www.tbm.tudelft.nl/averbraeck">Alexander Verbraeck</a>
 * @author <a href="http://www.tudelft.nl/pknoppers">Peter Knoppers</a>
 */
public class FloatEnergy extends AbstractFloatScalarRel<EnergyUnit, FloatEnergy>
{
    /** */
    private static final long serialVersionUID = 20150901L;

    /** constant with value zero. */
    public static final FloatEnergy ZERO = new FloatEnergy(0.0f, EnergyUnit.SI);

    /** constant with value NaN. */
    @SuppressWarnings("checkstyle:constantname")
    public static final FloatEnergy NaN = new FloatEnergy(Float.NaN, EnergyUnit.SI);

    /** constant with value POSITIVE_INFINITY. */
    public static final FloatEnergy POSITIVE_INFINITY = new FloatEnergy(Float.POSITIVE_INFINITY, EnergyUnit.SI);

    /** constant with value NEGATIVE_INFINITY. */
    public static final FloatEnergy NEGATIVE_INFINITY = new FloatEnergy(Float.NEGATIVE_INFINITY, EnergyUnit.SI);

    /** constant with value MAX_VALUE. */
    public static final FloatEnergy POS_MAXVALUE = new FloatEnergy(Float.MAX_VALUE, EnergyUnit.SI);

    /** constant with value -MAX_VALUE. */
    public static final FloatEnergy NEG_MAXVALUE = new FloatEnergy(-Float.MAX_VALUE, EnergyUnit.SI);

    /**
     * Construct FloatEnergy scalar.
     * @param value float; float value
     * @param unit EnergyUnit; unit for the float value
     */
    public FloatEnergy(final float value, final EnergyUnit unit)
    {
        super(value, unit);
    }

    /**
     * Construct FloatEnergy scalar.
     * @param value FloatEnergy; Scalar from which to construct this instance
     */
    public FloatEnergy(final FloatEnergy value)
    {
        super(value);
    }

    /**
     * Construct FloatEnergy scalar using a double value.
     * @param value double; double value
     * @param unit EnergyUnit; unit for the resulting float value
     */
    public FloatEnergy(final double value, final EnergyUnit unit)
    {
        super((float) value, unit);
    }

    /** {@inheritDoc} */
    @Override
    public final FloatEnergy instantiateRel(final float value, final EnergyUnit unit)
    {
        return new FloatEnergy(value, unit);
    }

    /**
     * Construct FloatEnergy scalar.
     * @param value float; float value in SI units
     * @return the new scalar with the SI value
     */
    public static final FloatEnergy createSI(final float value)
    {
        return new FloatEnergy(value, EnergyUnit.SI);
    }

    /**
     * Interpolate between two values.
     * @param zero FloatEnergy; the low value
     * @param one FloatEnergy; the high value
     * @param ratio float; the ratio between 0 and 1, inclusive
     * @return a Scalar at the ratio between
     */
    public static FloatEnergy interpolate(final FloatEnergy zero, final FloatEnergy one, final float ratio)
    {
        return new FloatEnergy(zero.getInUnit() * (1 - ratio) + one.getInUnit(zero.getUnit()) * ratio, zero.getUnit());
    }

    /**
     * Return the maximum value of two relative scalars.
     * @param r1 FloatEnergy; the first scalar
     * @param r2 FloatEnergy; the second scalar
     * @return the maximum value of two relative scalars
     */
    public static FloatEnergy max(final FloatEnergy r1, final FloatEnergy r2)
    {
        return (r1.gt(r2)) ? r1 : r2;
    }

    /**
     * Return the maximum value of more than two relative scalars.
     * @param r1 FloatEnergy; the first scalar
     * @param r2 FloatEnergy; the second scalar
     * @param rn FloatEnergy...; the other scalars
     * @return the maximum value of more than two relative scalars
     */
    public static FloatEnergy max(final FloatEnergy r1, final FloatEnergy r2, final FloatEnergy... rn)
    {
        FloatEnergy maxr = (r1.gt(r2)) ? r1 : r2;
        for (FloatEnergy r : rn)
        {
            if (r.gt(maxr))
            {
                maxr = r;
            }
        }
        return maxr;
    }

    /**
     * Return the minimum value of two relative scalars.
     * @param r1 FloatEnergy; the first scalar
     * @param r2 FloatEnergy; the second scalar
     * @return the minimum value of two relative scalars
     */
    public static FloatEnergy min(final FloatEnergy r1, final FloatEnergy r2)
    {
        return (r1.lt(r2)) ? r1 : r2;
    }

    /**
     * Return the minimum value of more than two relative scalars.
     * @param r1 FloatEnergy; the first scalar
     * @param r2 FloatEnergy; the second scalar
     * @param rn FloatEnergy...; the other scalars
     * @return the minimum value of more than two relative scalars
     */
    public static FloatEnergy min(final FloatEnergy r1, final FloatEnergy r2, final FloatEnergy... rn)
    {
        FloatEnergy minr = (r1.lt(r2)) ? r1 : r2;
        for (FloatEnergy r : rn)
        {
            if (r.lt(minr))
            {
                minr = r;
            }
        }
        return minr;
    }

    /**
     * Calculate the division of FloatEnergy and FloatEnergy, which results in a FloatDimensionless scalar.
     * @param v FloatEnergy; FloatEnergy scalar
     * @return FloatDimensionless scalar as a division of FloatEnergy and FloatEnergy
     */
    public final FloatDimensionless divideBy(final FloatEnergy v)
    {
        return new FloatDimensionless(this.si / v.si, DimensionlessUnit.SI);
    }

    /**
     * Calculate the division of FloatEnergy and FloatForce, which results in a FloatLength scalar.
     * @param v FloatForce; FloatEnergy scalar
     * @return FloatLength scalar as a division of FloatEnergy and FloatForce
     */
    public final FloatLength divideBy(final FloatForce v)
    {
        return new FloatLength(this.si / v.si, LengthUnit.SI);
    }

    /**
     * Calculate the division of FloatEnergy and FloatLength, which results in a FloatForce scalar.
     * @param v FloatLength; FloatEnergy scalar
     * @return FloatForce scalar as a division of FloatEnergy and FloatLength
     */
    public final FloatForce divideBy(final FloatLength v)
    {
        return new FloatForce(this.si / v.si, ForceUnit.SI);
    }

    /**
     * Calculate the multiplication of FloatEnergy and FloatLinearDensity, which results in a FloatForce scalar.
     * @param v FloatLinearDensity; FloatEnergy scalar
     * @return FloatForce scalar as a multiplication of FloatEnergy and FloatLinearDensity
     */
    public final FloatForce multiplyBy(final FloatLinearDensity v)
    {
        return new FloatForce(this.si * v.si, ForceUnit.SI);
    }

    /**
     * Calculate the division of FloatEnergy and FloatDuration, which results in a FloatPower scalar.
     * @param v FloatDuration; FloatEnergy scalar
     * @return FloatPower scalar as a division of FloatEnergy and FloatDuration
     */
    public final FloatPower divideBy(final FloatDuration v)
    {
        return new FloatPower(this.si / v.si, PowerUnit.SI);
    }

    /**
     * Calculate the division of FloatEnergy and FloatPower, which results in a FloatDuration scalar.
     * @param v FloatPower; FloatEnergy scalar
     * @return FloatDuration scalar as a division of FloatEnergy and FloatPower
     */
    public final FloatDuration divideBy(final FloatPower v)
    {
        return new FloatDuration(this.si / v.si, DurationUnit.SI);
    }

    /**
     * Calculate the division of FloatEnergy and FloatVolume, which results in a FloatPressure scalar.
     * @param v FloatVolume; FloatEnergy scalar
     * @return FloatPressure scalar as a division of FloatEnergy and FloatVolume
     */
    public final FloatPressure divideBy(final FloatVolume v)
    {
        return new FloatPressure(this.si / v.si, PressureUnit.SI);
    }

    /**
     * Calculate the multiplication of FloatEnergy and FloatFrequency, which results in a FloatPower scalar.
     * @param v FloatFrequency; FloatEnergy scalar
     * @return FloatPower scalar as a multiplication of FloatEnergy and FloatFrequency
     */
    public final FloatPower multiplyBy(final FloatFrequency v)
    {
        return new FloatPower(this.si * v.si, PowerUnit.SI);
    }

    /**
     * Calculate the multiplication of FloatEnergy and FloatMoneyPerEnergy, which results in a FloatMoney scalar.
     * @param v FloatMoneyPerEnergy; FloatEnergy scalar
     * @return FloatMoney scalar as a multiplication of FloatEnergy and FloatMoneyPerEnergy
     */
    public final FloatMoney multiplyBy(final FloatMoneyPerEnergy v)
    {
        return new FloatMoney(this.si * v.si, MoneyUnit.getStandardMoneyUnit());
    }

}