mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-27 07:26:48 +01:00
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
838 lines
25 KiB
Java
838 lines
25 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2016-2021 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 4-dimensional vector of single-precision floats.
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*
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* @author Kai Burjack
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*/
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public interface Vector4fc {
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/**
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* @return the value of the x component
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*/
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float x();
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/**
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* @return the value of the y component
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*/
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float y();
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/**
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* @return the value of the z component
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*/
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float z();
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/**
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* @return the value of the w component
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*/
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float w();
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/**
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* Store this vector 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 vector 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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* @param buffer
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* will receive the values of this vector in <code>x, y, z, w</code> order
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* @return the passed in buffer
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* @see #get(int, FloatBuffer)
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*/
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FloatBuffer get(FloatBuffer buffer);
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/**
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* Store this vector 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 vector in <code>x, y, z, w</code> 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 vector 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 vector 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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* @param buffer
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* will receive the values of this vector in <code>x, y, z, w</code> order
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* @return the passed in buffer
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* @see #get(int, ByteBuffer)
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*/
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ByteBuffer get(ByteBuffer buffer);
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/**
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* Store this vector 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 vector in <code>x, y, z, w</code> 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 this vector at the given off-heap memory 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 vector
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* @return this
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*/
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Vector4fc getToAddress(long address);
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/**
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* Subtract the supplied vector from this one 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 subtract from <code>this</code>
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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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Vector4f sub(Vector4fc v, Vector4f dest);
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/**
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* Subtract <code>(x, y, z, w)</code> from this and store the result in <code>dest</code>.
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*
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* @param x
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* the x component to subtract
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* @param y
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* the y component to subtract
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* @param z
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* the z component to subtract
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* @param w
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* the w component to subtract
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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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Vector4f sub(float x, float y, float z, float w, Vector4f dest);
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/**
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* Add the supplied vector to this one 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 add
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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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Vector4f add(Vector4fc v, Vector4f dest);
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/**
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* Increment the components of this vector by the given values and store the result in <code>dest</code>.
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*
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* @param x
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* the x component to add
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* @param y
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* the y component to add
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* @param z
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* the z component to add
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* @param w
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* the w component to add
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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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Vector4f add(float x, float y, float z, float w, Vector4f dest);
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/**
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* Add the component-wise multiplication of <code>a * b</code> to this vector
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* and store the result in <code>dest</code>.
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*
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* @param a
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* the first multiplicand
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* @param b
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* the second multiplicand
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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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Vector4f fma(Vector4fc a, Vector4fc b, Vector4f dest);
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/**
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* Add the component-wise multiplication of <code>a * b</code> to this vector
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* and store the result in <code>dest</code>.
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*
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* @param a
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* the first multiplicand
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* @param b
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* the second multiplicand
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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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Vector4f fma(float a, Vector4fc b, Vector4f dest);
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/**
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* Add the component-wise multiplication of <code>this * a</code> to <code>b</code>
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* and store the result in <code>dest</code>.
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*
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* @param a
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* the multiplicand
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* @param b
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* the 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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Vector4f mulAdd(Vector4fc a, Vector4fc b, Vector4f dest);
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/**
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* Add the component-wise multiplication of <code>this * a</code> to <code>b</code>
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* and store the result in <code>dest</code>.
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*
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* @param a
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* the multiplicand
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* @param b
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* the 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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Vector4f mulAdd(float a, Vector4fc b, Vector4f dest);
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/**
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* Multiply this Vector4f component-wise by another Vector4f and store the result in <code>dest</code>.
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*
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* @param v
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* the other vector
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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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Vector4f mul(Vector4fc v, Vector4f dest);
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/**
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* Divide this Vector4f component-wise by another Vector4f 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 divide by
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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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Vector4f div(Vector4fc v, Vector4f dest);
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/**
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* Multiply the given matrix mat with this Vector4f and store the result in
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* <code>dest</code>.
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*
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* @param mat
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* the matrix to multiply the vector with
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* @param dest
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* the destination vector to hold the result
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* @return dest
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*/
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Vector4f mul(Matrix4fc mat, Vector4f dest);
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/**
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* Multiply the transpose of the given matrix <code>mat</code> with this Vector4f and store the result in
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* <code>dest</code>.
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*
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* @param mat
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* the matrix whose transpose to multiply the vector with
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* @param dest
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* the destination vector to hold the result
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* @return dest
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*/
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Vector4f mulTranspose(Matrix4fc mat, Vector4f dest);
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/**
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* Multiply the given affine matrix mat with this Vector4f and store the result in
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* <code>dest</code>.
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*
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* @param mat
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* the affine matrix to multiply the vector with
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* @param dest
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* the destination vector to hold the result
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* @return dest
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*/
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Vector4f mulAffine(Matrix4fc mat, Vector4f dest);
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/**
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* Multiply the transpose of the given affine matrix <code>mat</code> with this Vector4f and store the result in
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* <code>dest</code>.
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*
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* @param mat
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* the affine matrix whose transpose to multiply the vector with
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* @param dest
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* the destination vector to hold the result
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* @return dest
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*/
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Vector4f mulAffineTranspose(Matrix4fc mat, Vector4f dest);
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/**
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* Multiply the given matrix mat with this Vector4f and store the result in
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* <code>dest</code>.
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*
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* @param mat
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* the matrix to multiply the vector with
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* @param dest
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* the destination vector to hold the result
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* @return dest
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*/
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Vector4f mul(Matrix4x3fc mat, Vector4f dest);
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/**
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* Multiply the given matrix <code>mat</code> with this Vector4f, perform perspective division
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* and store the result in <code>dest</code>.
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*
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* @param mat
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* the matrix to multiply this vector by
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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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Vector4f mulProject(Matrix4fc mat, Vector4f dest);
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/**
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* Multiply the given matrix <code>mat</code> with this Vector4f, perform perspective division
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* and store the <code>(x, y, z)</code> result in <code>dest</code>.
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*
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* @param mat
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* the matrix to multiply this vector by
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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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Vector3f mulProject(Matrix4fc mat, Vector3f dest);
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/**
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* Multiply all components of this {@link Vector4f} by the given scalar
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* value and store the result in <code>dest</code>.
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*
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* @param scalar
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* the scalar to multiply by
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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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Vector4f mul(float scalar, Vector4f dest);
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/**
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* Multiply the components of this Vector4f by the given scalar values and store the result in <code>dest</code>.
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*
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* @param x
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* the x component to multiply by
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* @param y
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* the y component to multiply by
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* @param z
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* the z component to multiply by
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* @param w
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* the w component to multiply by
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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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Vector4f mul(float x, float y, float z, float w, Vector4f dest);
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/**
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* Divide all components of this {@link Vector4f} by the given scalar
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* value and store the result in <code>dest</code>.
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*
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* @param scalar
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* the scalar to divide by
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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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Vector4f div(float scalar, Vector4f dest);
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/**
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* Divide the components of this Vector4f by the given scalar values and store the result in <code>dest</code>.
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*
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* @param x
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* the x component to divide by
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* @param y
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* the y component to divide by
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* @param z
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* the z component to divide by
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* @param w
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* the w component to divide by
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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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Vector4f div(float x, float y, float z, float w, Vector4f dest);
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/**
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* Rotate this vector by the given quaternion <code>quat</code> and store the result in <code>dest</code>.
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*
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* @see Quaternionf#transform(Vector4f)
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*
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* @param quat
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* the quaternion to rotate this vector
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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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Vector4f rotate(Quaternionfc quat, Vector4f dest);
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/**
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* Rotate this vector the specified radians around the given rotation axis and store the result
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* into <code>dest</code>.
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*
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* @param angle
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* the angle in radians
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* @param aX
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* the x component of the rotation axis
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* @param aY
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* the y component of the rotation axis
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* @param aZ
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* the z component of the rotation axis
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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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Vector4f rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest);
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/**
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* Rotate this vector the specified radians around the X axis and store the result
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* into <code>dest</code>.
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*
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* @param angle
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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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Vector4f rotateX(float angle, Vector4f dest);
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/**
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* Rotate this vector the specified radians around the Y axis and store the result
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* into <code>dest</code>.
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*
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* @param angle
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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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Vector4f rotateY(float angle, Vector4f dest);
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/**
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* Rotate this vector the specified radians around the Z axis and store the result
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* into <code>dest</code>.
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*
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* @param angle
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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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Vector4f rotateZ(float angle, Vector4f dest);
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/**
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* Return the length squared of this vector.
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*
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* @return the length squared
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*/
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float lengthSquared();
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/**
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* Return the length of this vector.
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*
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* @return the length
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*/
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float length();
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/**
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* Normalizes this vector 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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Vector4f normalize(Vector4f dest);
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/**
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* Scale this vector to have the given length and store the result in <code>dest</code>.
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*
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* @param length
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* the desired length
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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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Vector4f normalize(float length, Vector4f dest);
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/**
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* Normalize this vector by computing only the norm of <code>(x, y, z)</code> 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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Vector4f normalize3(Vector4f dest);
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/**
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* Return the distance between this Vector and <code>v</code>.
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*
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* @param v
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* the other vector
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* @return the distance
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*/
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float distance(Vector4fc v);
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/**
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* Return the distance between <code>this</code> vector and <code>(x, y, z, w)</code>.
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*
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* @param x
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* the x component of the other vector
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* @param y
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* the y component of the other vector
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* @param z
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* the z component of the other vector
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* @param w
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* the w component of the other vector
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* @return the euclidean distance
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*/
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float distance(float x, float y, float z, float w);
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/**
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* Return the square of the distance between this vector and <code>v</code>.
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*
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* @param v
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* the other vector
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* @return the squared of the distance
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*/
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float distanceSquared(Vector4fc v);
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/**
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* Return the square of the distance between <code>this</code> vector and
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* <code>(x, y, z, w)</code>.
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*
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* @param x
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* the x component of the other vector
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* @param y
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* the y component of the other vector
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* @param z
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* the z component of the other vector
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* @param w
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* the w component of the other vector
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* @return the square of the distance
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*/
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float distanceSquared(float x, float y, float z, float w);
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/**
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* Compute the dot product (inner product) of this vector and <code>v</code>
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* .
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*
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* @param v
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* the other vector
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* @return the dot product
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*/
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float dot(Vector4fc v);
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/**
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* Compute the dot product (inner product) of this vector and <code>(x, y, z, w)</code>.
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*
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* @param x
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* the x component of the other vector
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* @param y
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* the y component of the other vector
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* @param z
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* the z component of the other vector
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* @param w
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* the w component of the other vector
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* @return the dot product
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*/
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float dot(float x, float y, float z, float w);
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/**
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* Return the cosine of the angle between this vector and the supplied vector. Use this instead of <code>Math.cos(angle(v))</code>.
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*
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* @see #angle(Vector4fc)
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*
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* @param v
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* the other vector
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* @return the cosine of the angle
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*/
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float angleCos(Vector4fc v);
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/**
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* Return the angle between this vector and the supplied vector.
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*
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* @see #angleCos(Vector4fc)
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*
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* @param v
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* the other vector
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* @return the angle, in radians
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*/
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float angle(Vector4fc v);
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/**
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* Negate this vector 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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Vector4f negate(Vector4f dest);
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/**
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* Set the components of <code>dest</code> to be the component-wise minimum of this and the other vector.
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*
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* @param v
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* the other vector
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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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Vector4f min(Vector4fc v, Vector4f dest);
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/**
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* Set the components of <code>dest</code> to be the component-wise maximum of this and the other vector.
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*
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* @param v
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* the other vector
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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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Vector4f max(Vector4fc v, Vector4f dest);
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/**
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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>
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* 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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*
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* @param other
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* the other vector
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* @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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Vector4f lerp(Vector4fc other, float t, Vector4f dest);
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/**
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* Compute a smooth-step (i.e. hermite with zero tangents) interpolation
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* between <code>this</code> vector and the given vector <code>v</code> and
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* store the result in <code>dest</code>.
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*
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|
* @param v
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* the other vector
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|
* @param t
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* the interpolation factor, within <code>[0..1]</code>
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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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Vector4f smoothStep(Vector4fc v, float t, Vector4f dest);
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/**
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|
* Compute a hermite interpolation between <code>this</code> vector and its
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* associated tangent <code>t0</code> and the given vector <code>v</code>
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* with its tangent <code>t1</code> and store the result in
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* <code>dest</code>.
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|
*
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|
* @param t0
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|
* the tangent of <code>this</code> vector
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|
* @param v1
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|
* the other vector
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|
* @param t1
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|
* the tangent of the other vector
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|
* @param t
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|
* the interpolation factor, within <code>[0..1]</code>
|
|
* @param dest
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|
* will hold the result
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|
* @return dest
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*/
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Vector4f hermite(Vector4fc t0, Vector4fc v1, Vector4fc t1, float t, Vector4f dest);
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/**
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|
* Get the value of the specified component of this vector.
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|
*
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|
* @param component
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* the component, within <code>[0..3]</code>
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|
* @return the value
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* @throws IllegalArgumentException if <code>component</code> is not within <code>[0..3]</code>
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*/
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|
float get(int component) throws IllegalArgumentException;
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/**
|
|
* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector
|
|
* using the given {@link RoundingMode}.
|
|
*
|
|
* @param mode
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|
* the {@link RoundingMode} to use
|
|
* @param dest
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|
* will hold the result
|
|
* @return dest
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|
*/
|
|
Vector4i get(int mode, Vector4i dest);
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|
/**
|
|
* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f get(Vector4f dest);
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|
|
|
/**
|
|
* Set the components of the given vector <code>dest</code> to those of <code>this</code> 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 <code>[0..3]</code>
|
|
*/
|
|
int maxComponent();
|
|
|
|
/**
|
|
* Determine the component with the smallest (towards zero) absolute value.
|
|
*
|
|
* @return the component index, within <code>[0..3]</code>
|
|
*/
|
|
int minComponent();
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|
|
/**
|
|
* Compute for each component of this vector the largest (closest to positive
|
|
* infinity) {@code float} value that is less than or equal to that
|
|
* component and is equal to a mathematical integer and store the result in
|
|
* <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f floor(Vector4f dest);
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|
|
|
/**
|
|
* Compute for each component of this vector the smallest (closest to negative
|
|
* infinity) {@code float} value that is greater than or equal to that
|
|
* component and is equal to a mathematical integer and store the result in
|
|
* <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f ceil(Vector4f dest);
|
|
|
|
/**
|
|
* Compute for each component of this vector the closest float that is equal to
|
|
* a mathematical integer, with ties rounding to positive infinity and store
|
|
* the result in <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f round(Vector4f dest);
|
|
|
|
/**
|
|
* Determine whether all components 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();
|
|
|
|
/**
|
|
* Compute the absolute of each of this vector's components
|
|
* and store the result into <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f absolute(Vector4f dest);
|
|
|
|
/**
|
|
* Compare the vector components of <code>this</code> vector with the given vector using the given <code>delta</code>
|
|
* and return whether all of them are equal within a maximum difference of <code>delta</code>.
|
|
* <p>
|
|
* 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 <code>true</code> whether all of the vector components are equal; <code>false</code> otherwise
|
|
*/
|
|
boolean equals(Vector4fc v, float delta);
|
|
|
|
/**
|
|
* Compare the vector components of <code>this</code> vector with the given <code>(x, y, z, w)</code>
|
|
* 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 <code>true</code> if all the vector components are equal
|
|
*/
|
|
boolean equals(float x, float y, float z, float w);
|
|
|
|
}
|