/* * The MIT License * * Copyright (c) 2016-2021 JOML * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.jozufozu.flywheel.repack.joml; import java.nio.ByteBuffer; import java.nio.DoubleBuffer; import java.nio.FloatBuffer; import java.util.*; /** * Interface to a read-only view of a 4-dimensional vector of double-precision floats. * * @author Kai Burjack */ public interface Vector4dc { /** * @return the value of the x component */ double x(); /** * @return the value of the y component */ double y(); /** * @return the value of the z component */ double z(); /** * @return the value of the w component */ double w(); /** * Store this vector into the supplied {@link ByteBuffer} at the current * buffer {@link ByteBuffer#position() position}. *

* This method will not increment the position of the given ByteBuffer. *

* In order to specify the offset into the ByteBuffer at which * the vector is stored, use {@link #get(int, ByteBuffer)}, taking * the absolute position as parameter. * * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer * @see #get(int, ByteBuffer) */ ByteBuffer get(ByteBuffer buffer); /** * Store this vector into the supplied {@link ByteBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given ByteBuffer. * * @param index * the absolute position into the ByteBuffer * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer */ ByteBuffer get(int index, ByteBuffer buffer); /** * Store this vector into the supplied {@link DoubleBuffer} at the current * buffer {@link DoubleBuffer#position() position}. *

* This method will not increment the position of the given DoubleBuffer. *

* In order to specify the offset into the DoubleBuffer at which * the vector is stored, use {@link #get(int, DoubleBuffer)}, taking * the absolute position as parameter. * * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer * @see #get(int, DoubleBuffer) */ DoubleBuffer get(DoubleBuffer buffer); /** * Store this vector into the supplied {@link DoubleBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given DoubleBuffer. * * @param index * the absolute position into the DoubleBuffer * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer */ DoubleBuffer get(int index, DoubleBuffer buffer); /** * Store this vector into the supplied {@link FloatBuffer} at the current * buffer {@link FloatBuffer#position() position}. *

* This method will not increment the position of the given FloatBuffer. *

* In order to specify the offset into the FloatBuffer at which * the vector is stored, use {@link #get(int, FloatBuffer)}, taking * the absolute position as parameter. *

* Please note that due to this vector storing double values those values will potentially * lose precision when they are converted to float values before being put into the given FloatBuffer. * * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer * @see #get(int, DoubleBuffer) */ FloatBuffer get(FloatBuffer buffer); /** * Store this vector into the supplied {@link FloatBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given FloatBuffer. *

* Please note that due to this vector storing double values those values will potentially * lose precision when they are converted to float values before being put into the given FloatBuffer. * * @param index * the absolute position into the FloatBuffer * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer */ FloatBuffer get(int index, FloatBuffer buffer); /** * Store this vector into the supplied {@link ByteBuffer} at the current * buffer {@link ByteBuffer#position() position}. *

* This method will not increment the position of the given ByteBuffer. *

* In order to specify the offset into the ByteBuffer at which * the vector is stored, use {@link #get(int, ByteBuffer)}, taking * the absolute position as parameter. *

* Please note that due to this vector storing double values those values will potentially * lose precision when they are converted to float values before being put into the given ByteBuffer. * * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer * @see #get(int, ByteBuffer) */ ByteBuffer getf(ByteBuffer buffer); /** * Store this vector into the supplied {@link ByteBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given ByteBuffer. *

* Please note that due to this vector storing double values those values will potentially * lose precision when they are converted to float values before being put into the given ByteBuffer. * * @param index * the absolute position into the ByteBuffer * @param buffer * will receive the values of this vector in x, y, z, w order * @return the passed in buffer */ ByteBuffer getf(int index, ByteBuffer buffer); /** * Store this vector at the given off-heap memory address. *

* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`. *

* This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process. * * @param address * the off-heap address where to store this vector * @return this */ Vector4dc getToAddress(long address); /** * Subtract the supplied vector from this one and store the result in dest. * * @param v * the vector to subtract * @param dest * will hold the result * @return dest */ Vector4d sub(Vector4dc v, Vector4d dest); /** * Subtract the supplied vector from this one and store the result in dest. * * @param v * the vector to subtract * @param dest * will hold the result * @return dest */ Vector4d sub(Vector4fc v, Vector4d dest); /** * Subtract (x, y, z, w) from this and store the result in dest. * * @param x * the x component to subtract * @param y * the y component to subtract * @param z * the z component to subtract * @param w * the w component to subtract * @param dest * will hold the result * @return dest */ Vector4d sub(double x, double y, double z, double w, Vector4d dest); /** * Add the supplied vector to this one and store the result in dest. * * @param v * the vector to add * @param dest * will hold the result * @return dest */ Vector4d add(Vector4dc v, Vector4d dest); /** * Add the supplied vector to this one and store the result in dest. * * @param v * the vector to add * @param dest * will hold the result * @return dest */ Vector4d add(Vector4fc v, Vector4d dest); /** * Add (x, y, z, w) to this and store the result in dest. * * @param x * the x component to subtract * @param y * the y component to subtract * @param z * the z component to subtract * @param w * the w component to subtract * @param dest * will hold the result * @return dest */ Vector4d add(double x, double y, double z, double w, Vector4d dest); /** * Add the component-wise multiplication of a * b to this vector * and store the result in dest. * * @param a * the first multiplicand * @param b * the second multiplicand * @param dest * will hold the result * @return dest */ Vector4d fma(Vector4dc a, Vector4dc b, Vector4d dest); /** * Add the component-wise multiplication of a * b to this vector * and store the result in dest. * * @param a * the first multiplicand * @param b * the second multiplicand * @param dest * will hold the result * @return dest */ Vector4d fma(double a, Vector4dc b, Vector4d dest); /** * Multiply this {@link Vector4d} component-wise by the given {@link Vector4dc} and store the result in dest. * * @param v * the vector to multiply this by * @param dest * will hold the result * @return dest */ Vector4d mul(Vector4dc v, Vector4d dest); /** * Multiply this {@link Vector4d} component-wise by the given {@link Vector4fc} and store the result in dest. * * @param v * the vector to multiply this by * @param dest * will hold the result * @return dest */ Vector4d mul(Vector4fc v, Vector4d dest); /** * Divide this {@link Vector4d} component-wise by the given {@link Vector4dc} and store the result in dest. * * @param v * the vector to divide this by * @param dest * will hold the result * @return dest */ Vector4d div(Vector4dc v, Vector4d dest); /** * Multiply the given matrix mat with this {@link Vector4d} and store the result in dest. * * @param mat * the matrix to multiply this by * @param dest * will hold the result * @return dest */ Vector4d mul(Matrix4dc mat, Vector4d dest); /** * Multiply the given matrix mat with this Vector4d and store the result in * dest. * * @param mat * the matrix to multiply the vector with * @param dest * the destination vector to hold the result * @return dest */ Vector4d mul(Matrix4x3dc mat, Vector4d dest); /** * Multiply the given matrix mat with this Vector4d and store the result in * dest. * * @param mat * the matrix to multiply the vector with * @param dest * the destination vector to hold the result * @return dest */ Vector4d mul(Matrix4x3fc mat, Vector4d dest); /** * Multiply the given matrix mat with this Vector4d and store the result in dest. * * @param mat * the matrix to multiply this by * @param dest * will hold the result * @return dest */ Vector4d mul(Matrix4fc mat, Vector4d dest); /** * Multiply the transpose of the given matrix mat with this Vector4d and store the result in * dest. * * @param mat * the matrix whose transpose to multiply the vector with * @param dest * the destination vector to hold the result * @return dest */ Vector4d mulTranspose(Matrix4dc mat, Vector4d dest); /** * Multiply the given affine matrix mat with this Vector4d and store the result in * dest. * * @param mat * the affine matrix to multiply the vector with * @param dest * the destination vector to hold the result * @return dest */ Vector4d mulAffine(Matrix4dc mat, Vector4d dest); /** * Multiply the transpose of the given affine matrix mat with this Vector4d and store the result in * dest. * * @param mat * the affine matrix whose transpose to multiply the vector with * @param dest * the destination vector to hold the result * @return dest */ Vector4d mulAffineTranspose(Matrix4dc mat, Vector4d dest); /** * Multiply the given matrix mat with this Vector4d, perform perspective division * and store the result in dest. * * @param mat * the matrix to multiply this vector by * @param dest * will hold the result * @return dest */ Vector4d mulProject(Matrix4dc mat, Vector4d dest); /** * Multiply the given matrix mat with this Vector4d, perform perspective division * and store the (x, y, z) result in dest. * * @param mat * the matrix to multiply this vector by * @param dest * will hold the result * @return dest */ Vector3d mulProject(Matrix4dc mat, Vector3d dest); /** * Add the component-wise multiplication of this * a to b * and store the result in dest. * * @param a * the multiplicand * @param b * the addend * @param dest * will hold the result * @return dest */ Vector4d mulAdd(Vector4dc a, Vector4dc b, Vector4d dest); /** * Add the component-wise multiplication of this * a to b * and store the result in dest. * * @param a * the multiplicand * @param b * the addend * @param dest * will hold the result * @return dest */ Vector4d mulAdd(double a, Vector4dc b, Vector4d dest); /** * Multiply this Vector4d by the given scalar value and store the result in dest. * * @param scalar * the factor to multiply by * @param dest * will hold the result * @return dest */ Vector4d mul(double scalar, Vector4d dest); /** * Divide this Vector4d by the given scalar value and store the result in dest. * * @param scalar * the factor to divide by * @param dest * will hold the result * @return dest */ Vector4d div(double scalar, Vector4d dest); /** * Transform this vector by the given quaternion quat and store the result in dest. * * @see Quaterniond#transform(Vector4d) * * @param quat * the quaternion to transform this vector * @param dest * will hold the result * @return dest */ Vector4d rotate(Quaterniondc quat, Vector4d dest); /** * Rotate this vector the specified radians around the given rotation axis and store the result * into dest. * * @param angle * the angle in radians * @param aX * the x component of the rotation axis * @param aY * the y component of the rotation axis * @param aZ * the z component of the rotation axis * @param dest * will hold the result * @return dest */ Vector4d rotateAxis(double angle, double aX, double aY, double aZ, Vector4d dest); /** * Rotate this vector the specified radians around the X axis and store the result * into dest. * * @param angle * the angle in radians * @param dest * will hold the result * @return dest */ Vector4d rotateX(double angle, Vector4d dest); /** * Rotate this vector the specified radians around the Y axis and store the result * into dest. * * @param angle * the angle in radians * @param dest * will hold the result * @return dest */ Vector4d rotateY(double angle, Vector4d dest); /** * Rotate this vector the specified radians around the Z axis and store the result * into dest. * * @param angle * the angle in radians * @param dest * will hold the result * @return dest */ Vector4d rotateZ(double angle, Vector4d dest); /** * Return the length squared of this vector. * * @return the length squared */ double lengthSquared(); /** * Return the length of this vector. * * @return the length */ double length(); /** * Normalizes this vector and store the result in dest. * * @param dest * will hold the result * @return dest */ Vector4d normalize(Vector4d dest); /** * Scale this vector to have the given length and store the result in dest. * * @param length * the desired length * @param dest * will hold the result * @return dest */ Vector4d normalize(double length, Vector4d dest); /** * Normalize this vector by computing only the norm of (x, y, z) and store the result in dest. * * @param dest * will hold the result * @return dest */ Vector4d normalize3(Vector4d dest); /** * Return the distance between this Vector and v. * * @param v * the other vector * @return the distance */ double distance(Vector4dc v); /** * Return the distance between this vector and (x, y, z, w). * * @param x * the x component of the other vector * @param y * the y component of the other vector * @param z * the z component of the other vector * @param w * the w component of the other vector * @return the euclidean distance */ double distance(double x, double y, double z, double w); /** * Return the square of the distance between this vector and v. * * @param v * the other vector * @return the squared of the distance */ double distanceSquared(Vector4dc v); /** * Return the square of the distance between this vector and * (x, y, z, w). * * @param x * the x component of the other vector * @param y * the y component of the other vector * @param z * the z component of the other vector * @param w * the w component of the other vector * @return the square of the distance */ double distanceSquared(double x, double y, double z, double w); /** * Compute the dot product (inner product) of this vector and v. * * @param v * the other vector * @return the dot product */ double dot(Vector4dc v); /** * Compute the dot product (inner product) of this vector and (x, y, z, w). * * @param x * the x component of the other vector * @param y * the y component of the other vector * @param z * the z component of the other vector * @param w * the w component of the other vector * @return the dot product */ double dot(double x, double y, double z, double w); /** * Return the cosine of the angle between this vector and the supplied vector. *

* Use this instead of Math.cos(angle(v)). * * @see #angle(Vector4dc) * * @param v * the other vector * @return the cosine of the angle */ double angleCos(Vector4dc v); /** * Return the angle between this vector and the supplied vector. * * @see #angleCos(Vector4dc) * * @param v * the other vector * @return the angle, in radians */ double angle(Vector4dc v); /** * Negate this vector and store the result in dest. * * @param dest * will hold the result * @return dest */ Vector4d negate(Vector4d dest); /** * Set the components of dest to be the component-wise minimum of this and the other vector. * * @param v * the other vector * @param dest * will hold the result * @return dest */ Vector4d min(Vector4dc v, Vector4d dest); /** * Set the components of dest to be the component-wise maximum of this and the other vector. * * @param v * the other vector * @param dest * will hold the result * @return dest */ Vector4d max(Vector4dc v, Vector4d dest); /** * Compute a smooth-step (i.e. hermite with zero tangents) interpolation * between this vector and the given vector v and * store the result in dest. * * @param v * the other vector * @param t * the interpolation factor, within [0..1] * @param dest * will hold the result * @return dest */ Vector4d smoothStep(Vector4dc v, double t, Vector4d dest); /** * Compute a hermite interpolation between this vector and its * associated tangent t0 and the given vector v * with its tangent t1 and store the result in * dest. * * @param t0 * the tangent of this vector * @param v1 * the other vector * @param t1 * the tangent of the other vector * @param t * the interpolation factor, within [0..1] * @param dest * will hold the result * @return dest */ Vector4d hermite(Vector4dc t0, Vector4dc v1, Vector4dc t1, double t, Vector4d dest); /** * Linearly interpolate this and other using the given interpolation factor t * and store the result in dest. *

* If t is 0.0 then the result is this. If the interpolation factor is 1.0 * then the result is other. * * @param other * the other vector * @param t * the interpolation factor between 0.0 and 1.0 * @param dest * will hold the result * @return dest */ Vector4d lerp(Vector4dc other, double t, Vector4d dest); /** * Get the value of the specified component of this vector. * * @param component * the component, within [0..3] * @return the value * @throws IllegalArgumentException if component is not within [0..3] */ double get(int component) throws IllegalArgumentException; /** * Set the components of the given vector dest to those of this vector * using the given {@link RoundingMode}. * * @param mode * the {@link RoundingMode} to use * @param dest * will hold the result * @return dest */ Vector4i get(int mode, Vector4i dest); /** * Set the components of the given vector dest to those of this vector. * * @param dest * will hold the result * @return dest */ Vector4f get(Vector4f dest); /** * Set the components of the given vector dest to those of this vector. * * @param dest * will hold the result * @return dest */ Vector4d get(Vector4d dest); /** * Determine the component with the biggest absolute value. * * @return the component index, within [0..3] */ int maxComponent(); /** * Determine the component with the smallest (towards zero) absolute value. * * @return the component index, within [0..3] */ int minComponent(); /** * Compute for each component of this vector the largest (closest to positive * infinity) {@code double} value that is less than or equal to that * component and is equal to a mathematical integer and store the result in * dest. * * @param dest * will hold the result * @return dest */ Vector4d floor(Vector4d dest); /** * Compute for each component of this vector the smallest (closest to negative * infinity) {@code double} value that is greater than or equal to that * component and is equal to a mathematical integer and store the result in * dest. * * @param dest * will hold the result * @return dest */ Vector4d ceil(Vector4d dest); /** * Compute for each component of this vector the closest double that is equal to * a mathematical integer, with ties rounding to positive infinity and store * the result in dest. * * @param dest * will hold the result * @return dest */ Vector4d round(Vector4d dest); /** * Determine whether all components are finite floating-point values, that * is, they are not {@link Double#isNaN() NaN} and not * {@link Double#isInfinite() infinity}. * * @return {@code true} if all components are finite floating-point values; * {@code false} otherwise */ boolean isFinite(); /** * Compute the absolute of each of this vector's components * and store the result into dest. * * @param dest * will hold the result * @return dest */ Vector4d absolute(Vector4d dest); /** * Compare the vector components of this vector with the given vector using the given delta * and return whether all of them are equal within a maximum difference of delta. *

* Please note that this method is not used by any data structure such as {@link ArrayList} {@link HashSet} or {@link HashMap} * and their operations, such as {@link ArrayList#contains(Object)} or {@link HashSet#remove(Object)}, since those * data structures only use the {@link Object#equals(Object)} and {@link Object#hashCode()} methods. * * @param v * the other vector * @param delta * the allowed maximum difference * @return true whether all of the vector components are equal; false otherwise */ boolean equals(Vector4dc v, double delta); /** * Compare the vector components of this vector with the given (x, y, z, w) * and return whether all of them are equal. * * @param x * the x component to compare to * @param y * the y component to compare to * @param z * the z component to compare to * @param w * the w component to compare to * @return true if all the vector components are equal */ boolean equals(double x, double y, double z, double w); }