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https://github.com/Jozufozu/Flywheel.git
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dd18300b70
- Fix Resources not being closed properly - Change versioning scheme to match Create - Add LICENSE to built jar - Fix mods.toml version sync - Move JOML code to non-src directory - Update Gradle - Organize imports
709 lines
25 KiB
Java
709 lines
25 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2020-2021 JOML
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.*;
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/**
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* Interface to a read-only view of a 2x2 matrix of single-precision floats.
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*
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* @author Joseph Burton
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*/
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public interface Matrix2fc {
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/**
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* Return the value of the matrix element at column 0 and row 0.
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*
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* @return the value of the matrix element
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*/
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float m00();
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/**
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* Return the value of the matrix element at column 0 and row 1.
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*
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* @return the value of the matrix element
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*/
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float m01();
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/**
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* Return the value of the matrix element at column 1 and row 0.
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*
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* @return the value of the matrix element
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*/
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float m10();
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/**
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* Return the value of the matrix element at column 1 and row 1.
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*
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* @return the value of the matrix element
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*/
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float m11();
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/**
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* Multiply this matrix by the supplied <code>right</code> matrix and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>R</code> the <code>right</code> matrix,
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* then the new matrix will be <code>M * R</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the
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* transformation of the right matrix will be applied first!
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*
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* @param right
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* the right operand of the matrix multiplication
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f mul(Matrix2fc right, Matrix2f dest);
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/**
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* Pre-multiply this matrix by the supplied <code>left</code> matrix and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>L</code> the <code>left</code> matrix,
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* then the new matrix will be <code>L * M</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>L * M * v</code>, the
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* transformation of <code>this</code> matrix will be applied first!
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*
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* @param left
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* the left operand of the matrix multiplication
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* @param dest
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* the destination matrix, which will hold the result
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* @return dest
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*/
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Matrix2f mulLocal(Matrix2fc left, Matrix2f dest);
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/**
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* Return the determinant of this matrix.
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*
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* @return the determinant
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*/
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float determinant();
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/**
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* Invert the <code>this</code> matrix and store the result in <code>dest</code>.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f invert(Matrix2f dest);
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/**
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* Transpose <code>this</code> matrix and store the result in <code>dest</code>.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f transpose(Matrix2f dest);
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/**
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* Get the current values of <code>this</code> matrix and store them into
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* <code>dest</code>.
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*
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* @param dest
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* the destination matrix
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* @return the passed in destination
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*/
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Matrix2f get(Matrix2f dest);
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/**
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* Get the current values of <code>this</code> matrix and store them as
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* the rotational component of <code>dest</code>. All other values of <code>dest</code> will
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* be set to 0.
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*
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* @see Matrix3x2f#set(Matrix2fc)
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*
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* @param dest
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* the destination matrix
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* @return the passed in destination
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*/
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Matrix3x2f get(Matrix3x2f dest);
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/**
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* Get the current values of <code>this</code> matrix and store them as
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* the rotational component of <code>dest</code>. All other values of <code>dest</code> will
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* be set to identity.
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*
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* @see Matrix3f#set(Matrix2fc)
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*
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* @param dest
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* the destination matrix
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* @return the passed in destination
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*/
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Matrix3f get(Matrix3f dest);
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/**
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* Get the angle of the rotation component of <code>this</code> matrix.
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* <p>
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* This method assumes that there is a valid rotation to be returned, i.e. that
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* <code>atan2(-m10, m00) == atan2(m01, m11)</code>.
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*
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* @return the angle
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*/
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float getRotation();
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/**
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* Store this matrix in column-major order into the supplied {@link FloatBuffer} at the current
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* buffer {@link FloatBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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* <p>
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* In order to specify the offset into the FloatBuffer at which
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* the matrix is stored, use {@link #get(int, FloatBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get(int, FloatBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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FloatBuffer get(FloatBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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*
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* @param index
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* the absolute position into the FloatBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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FloatBuffer get(int index, FloatBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link ByteBuffer} at the current
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* buffer {@link ByteBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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* <p>
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* In order to specify the offset into the ByteBuffer at which
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* the matrix is stored, use {@link #get(int, ByteBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get(int, ByteBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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ByteBuffer get(ByteBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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*
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* @param index
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* the absolute position into the ByteBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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ByteBuffer get(int index, ByteBuffer buffer);
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/**
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* Store the transpose of this matrix in column-major order into the supplied {@link FloatBuffer} at the current
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* buffer {@link FloatBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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* <p>
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* In order to specify the offset into the FloatBuffer at which
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* the matrix is stored, use {@link #getTransposed(int, FloatBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #getTransposed(int, FloatBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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FloatBuffer getTransposed(FloatBuffer buffer);
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/**
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* Store the transpose of this matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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*
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* @param index
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* the absolute position into the FloatBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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FloatBuffer getTransposed(int index, FloatBuffer buffer);
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/**
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* Store the transpose of this matrix in column-major order into the supplied {@link ByteBuffer} at the current
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* buffer {@link ByteBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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* <p>
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* In order to specify the offset into the ByteBuffer at which
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* the matrix is stored, use {@link #getTransposed(int, ByteBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #getTransposed(int, ByteBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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ByteBuffer getTransposed(ByteBuffer buffer);
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/**
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* Store the transpose of this matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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*
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* @param index
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* the absolute position into the ByteBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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ByteBuffer getTransposed(int index, ByteBuffer buffer);
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/**
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* Store this matrix in column-major order at the given off-heap address.
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* <p>
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* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`.
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* <p>
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* <em>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.</em>
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*
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* @param address
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* the off-heap address where to store this matrix
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* @return this
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*/
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Matrix2fc getToAddress(long address);
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/**
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* Store this matrix into the supplied float array in column-major order at the given offset.
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*
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* @param arr
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* the array to write the matrix values into
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* @param offset
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* the offset into the array
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* @return the passed in array
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*/
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float[] get(float[] arr, int offset);
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/**
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* Store this matrix into the supplied float array in column-major order.
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* <p>
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* In order to specify an explicit offset into the array, use the method {@link #get(float[], int)}.
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*
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* @see #get(float[], int)
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*
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* @param arr
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* the array to write the matrix values into
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* @return the passed in array
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*/
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float[] get(float[] arr);
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/**
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* Apply scaling to <code>this</code> matrix by scaling the base axes by the given <code>xy.x</code> and
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* <code>xy.y</code> factors, respectively and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
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* then the new matrix will be <code>M * S</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * S * v</code>
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* , the scaling will be applied first!
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*
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* @param xy
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* the factors of the x and y component, respectively
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f scale(Vector2fc xy, Matrix2f dest);
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/**
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* Apply scaling to this matrix by scaling the base axes by the given x and
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* y factors and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
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* then the new matrix will be <code>M * S</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * S * v</code>
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* , the scaling will be applied first!
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*
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* @param x
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* the factor of the x component
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* @param y
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* the factor of the y component
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f scale(float x, float y, Matrix2f dest);
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/**
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* Apply scaling to this matrix by uniformly scaling all base axes by the given <code>xy</code> factor
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* and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
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* then the new matrix will be <code>M * S</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * S * v</code>
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* , the scaling will be applied first!
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*
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* @see #scale(float, float, Matrix2f)
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*
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* @param xy
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* the factor for all components
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f scale(float xy, Matrix2f dest);
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/**
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* Pre-multiply scaling to <code>this</code> matrix by scaling the base axes by the given x and
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* y factors and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
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* then the new matrix will be <code>S * M</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>S * M * v</code>
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* , the scaling will be applied last!
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*
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* @param x
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* the factor of the x component
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* @param y
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* the factor of the y component
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f scaleLocal(float x, float y, Matrix2f dest);
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/**
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* Transform the given vector by this matrix.
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*
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* @param v
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* the vector to transform
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* @return v
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*/
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Vector2f transform(Vector2f v);
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/**
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* Transform the given vector by this matrix and store the result in <code>dest</code>.
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*
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* @param v
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* the vector to transform
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector2f transform(Vector2fc v, Vector2f dest);
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/**
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* Transform the vector <code>(x, y)</code> by this matrix and store the result in <code>dest</code>.
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*
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* @param x
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* the x coordinate of the vector to transform
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* @param y
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* the y coordinate of the vector to transform
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector2f transform(float x, float y, Vector2f dest);
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/**
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* Transform the given vector by the transpose of this matrix.
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*
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* @param v
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* the vector to transform
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* @return v
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*/
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Vector2f transformTranspose(Vector2f v);
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/**
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* Transform the given vector by the transpose of this matrix and store the result in <code>dest</code>.
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*
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* @param v
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* the vector to transform
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector2f transformTranspose(Vector2fc v, Vector2f dest);
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/**
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* Transform the vector <code>(x, y)</code> by the transpose of this matrix and store the result in <code>dest</code>.
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*
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* @param x
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* the x coordinate of the vector to transform
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* @param y
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* the y coordinate of the vector to transform
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector2f transformTranspose(float x, float y, Vector2f dest);
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/**
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* Apply rotation to this matrix by rotating the given amount of radians
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* and store the result in <code>dest</code>.
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* <p>
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* The produced rotation will rotate a vector counter-clockwise around the origin.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
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* then the new matrix will be <code>M * R</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * R * v</code>
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* , the rotation will be applied first!
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* <p>
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* Reference: <a href="https://en.wikipedia.org/wiki/Rotation_matrix#In_two_dimensions">http://en.wikipedia.org</a>
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*
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* @param ang
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* the angle in radians
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f rotate(float ang, Matrix2f dest);
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/**
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* Pre-multiply a rotation to this matrix by rotating the given amount of radians
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* and store the result in <code>dest</code>.
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* <p>
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* The produced rotation will rotate a vector counter-clockwise around the origin.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
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* then the new matrix will be <code>R * M</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>R * M * v</code>, the
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* rotation will be applied last!
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* <p>
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* Reference: <a href="https://en.wikipedia.org/wiki/Rotation_matrix#In_two_dimensions">http://en.wikipedia.org</a>
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*
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* @param ang
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* the angle in radians
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f rotateLocal(float ang, Matrix2f dest);
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/**
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* Get the row at the given <code>row</code> index, starting with <code>0</code>.
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*
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* @param row
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* the row index in <code>[0..1]</code>
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* @param dest
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* will hold the row components
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* @return the passed in destination
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* @throws IndexOutOfBoundsException if <code>row</code> is not in <code>[0..1]</code>
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*/
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Vector2f getRow(int row, Vector2f dest) throws IndexOutOfBoundsException;
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/**
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* Get the column at the given <code>column</code> index, starting with <code>0</code>.
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*
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* @param column
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* the column index in <code>[0..1]</code>
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* @param dest
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* will hold the column components
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* @return the passed in destination
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* @throws IndexOutOfBoundsException if <code>column</code> is not in <code>[0..1]</code>
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*/
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Vector2f getColumn(int column, Vector2f dest) throws IndexOutOfBoundsException;
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/**
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* Get the matrix element value at the given column and row.
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*
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* @param column
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* the colum index in <code>[0..1]</code>
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* @param row
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* the row index in <code>[0..1]</code>
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* @return the element value
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*/
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float get(int column, int row);
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/**
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* Compute a normal matrix from <code>this</code> matrix and store it into <code>dest</code>.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f normal(Matrix2f dest);
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/**
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* Get the scaling factors of <code>this</code> matrix for the three base axes.
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*
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* @param dest
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* will hold the scaling factors for <code>x</code> and <code>y</code>
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* @return dest
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*/
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Vector2f getScale(Vector2f dest);
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/**
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* Obtain the direction of <code>+X</code> before the transformation represented by <code>this</code> matrix is applied.
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* <p>
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* This method is equivalent to the following code:
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* <pre>
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* Matrix2f inv = new Matrix2f(this).invert();
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* inv.transform(dir.set(1, 0)).normalize();
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* </pre>
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* If <code>this</code> is already an orthogonal matrix, then consider using {@link #normalizedPositiveX(Vector2f)} instead.
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*
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* @param dest
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* will hold the direction of <code>+X</code>
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* @return dest
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*/
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Vector2f positiveX(Vector2f dest);
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/**
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* Obtain the direction of <code>+X</code> before the transformation represented by <code>this</code> <i>orthogonal</i> matrix is applied.
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* This method only produces correct results if <code>this</code> is an <i>orthogonal</i> matrix.
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* <p>
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* This method is equivalent to the following code:
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* <pre>
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* Matrix2f inv = new Matrix2f(this).transpose();
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* inv.transform(dir.set(1, 0));
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* </pre>
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*
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* @param dest
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* will hold the direction of <code>+X</code>
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* @return dest
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*/
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Vector2f normalizedPositiveX(Vector2f dest);
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/**
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* Obtain the direction of <code>+Y</code> before the transformation represented by <code>this</code> matrix is applied.
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* <p>
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* This method is equivalent to the following code:
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* <pre>
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* Matrix2f inv = new Matrix2f(this).invert();
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* inv.transform(dir.set(0, 1)).normalize();
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* </pre>
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* If <code>this</code> is already an orthogonal matrix, then consider using {@link #normalizedPositiveY(Vector2f)} instead.
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*
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* @param dest
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* will hold the direction of <code>+Y</code>
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* @return dest
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*/
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Vector2f positiveY(Vector2f dest);
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/**
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* Obtain the direction of <code>+Y</code> before the transformation represented by <code>this</code> <i>orthogonal</i> matrix is applied.
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* This method only produces correct results if <code>this</code> is an <i>orthogonal</i> matrix.
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* <p>
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|
* This method is equivalent to the following code:
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* <pre>
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* Matrix2f inv = new Matrix2f(this).transpose();
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* inv.transform(dir.set(0, 1));
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* </pre>
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*
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* @param dest
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* will hold the direction of <code>+Y</code>
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* @return dest
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*/
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Vector2f normalizedPositiveY(Vector2f dest);
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/**
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* Component-wise add <code>this</code> and <code>other</code> and store the result in <code>dest</code>.
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*
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* @param other
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* the other addend
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f add(Matrix2fc other, Matrix2f dest);
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/**
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* Component-wise subtract <code>subtrahend</code> from <code>this</code> and store the result in <code>dest</code>.
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*
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|
* @param subtrahend
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|
* the subtrahend
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|
* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix2f sub(Matrix2fc subtrahend, Matrix2f dest);
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/**
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* Component-wise multiply <code>this</code> by <code>other</code> and store the result in <code>dest</code>.
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|
*
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|
* @param other
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|
* the other matrix
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|
* @param dest
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|
* will hold the result
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|
* @return dest
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*/
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Matrix2f mulComponentWise(Matrix2fc other, Matrix2f dest);
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/**
|
|
* Linearly interpolate <code>this</code> and <code>other</code> using the given interpolation factor <code>t</code>
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|
* and store the result in <code>dest</code>.
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|
* <p>
|
|
* If <code>t</code> is <code>0.0</code> then the result is <code>this</code>. If the interpolation factor is <code>1.0</code>
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|
* then the result is <code>other</code>.
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|
*
|
|
* @param other
|
|
* the other matrix
|
|
* @param t
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|
* the interpolation factor between 0.0 and 1.0
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|
* @param dest
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|
* will hold the result
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|
* @return dest
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|
*/
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Matrix2f lerp(Matrix2fc other, float t, Matrix2f dest);
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/**
|
|
* Compare the matrix elements of <code>this</code> matrix with the given matrix using the given <code>delta</code>
|
|
* and return whether all of them are equal within a maximum difference of <code>delta</code>.
|
|
* <p>
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|
* 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.
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|
*
|
|
* @param m
|
|
* the other matrix
|
|
* @param delta
|
|
* the allowed maximum difference
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|
* @return <code>true</code> whether all of the matrix elements are equal; <code>false</code> otherwise
|
|
*/
|
|
boolean equals(Matrix2fc m, float delta);
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|
|
/**
|
|
* Determine whether all matrix elements are finite floating-point values, that
|
|
* is, they are not {@link Float#isNaN() NaN} and not
|
|
* {@link Float#isInfinite() infinity}.
|
|
*
|
|
* @return {@code true} if all components are finite floating-point values;
|
|
* {@code false} otherwise
|
|
*/
|
|
boolean isFinite();
|
|
|
|
}
|