mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-27 07:26:48 +01:00
a42c027b6f
- 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
670 lines
20 KiB
Java
670 lines
20 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.DoubleBuffer;
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import java.util.*;
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/**
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* Interface to a read-only view of a 2-dimensional vector of double-precision floats.
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*
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* @author Kai Burjack
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*/
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public interface Vector2dc {
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/**
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* @return the value of the x component
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*/
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double x();
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/**
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* @return the value of the y component
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*/
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double y();
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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</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</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 into the supplied {@link DoubleBuffer} at the current
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* buffer {@link DoubleBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given DoubleBuffer.
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* <p>
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* In order to specify the offset into the DoubleBuffer at which
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* the vector is stored, use {@link #get(int, DoubleBuffer)}, 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</code> order
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* @return the passed in buffer
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* @see #get(int, DoubleBuffer)
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*/
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DoubleBuffer get(DoubleBuffer buffer);
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/**
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* Store this vector into the supplied {@link DoubleBuffer} 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 DoubleBuffer.
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*
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* @param index
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* the absolute position into the DoubleBuffer
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* @param buffer
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* will receive the values of this vector in <code>x, y</code> order
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* @return the passed in buffer
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*/
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DoubleBuffer get(int index, DoubleBuffer 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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Vector2dc getToAddress(long address);
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/**
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* Subtract <code>(x, y)</code> from this vector 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 dest
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* will hold the result
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* @return dest
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*/
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Vector2d sub(double x, double y, Vector2d dest);
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/**
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* Subtract <code>v</code> from <code>this</code> vector 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
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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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Vector2d sub(Vector2dc v, Vector2d dest);
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/**
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* Subtract <code>v</code> from <code>this</code> vector 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
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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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Vector2d sub(Vector2fc v, Vector2d dest);
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/**
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* Multiply the components of this vector by the given scalar and store the result in <code>dest</code>.
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*
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* @param scalar
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* the value to multiply this vector's components 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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Vector2d mul(double scalar, Vector2d dest);
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/**
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* Multiply the components of this Vector2d 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 this vector by
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* @param y
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* the y component 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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Vector2d mul(double x, double y, Vector2d dest);
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/**
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* Multiply this Vector2d component-wise by another Vector2d 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 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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Vector2d mul(Vector2dc v, Vector2d dest);
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/**
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* Divide this Vector2d by the given scalar 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 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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Vector2d div(double scalar, Vector2d dest);
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/**
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* Divide the components of this Vector3f 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 this vector by
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* @param y
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* the y component to divide 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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Vector2d div(double x, double y, Vector2d dest);
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/**
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* Divide this Vector2d component-wise by another Vector2f 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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Vector2d div(Vector2fc v, Vector2d dest);
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/**
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* Divide this by <code>v</code> component-wise and store the result into <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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Vector2d div(Vector2dc v, Vector2d dest);
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/**
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* Multiply the given matrix <code>mat</code> with <code>this</code> and store the
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* 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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Vector2d mul(Matrix2dc mat, Vector2d dest);
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/**
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* Multiply the given matrix <code>mat</code> with <code>this</code> and store the
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* 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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Vector2d mul(Matrix2fc mat, Vector2d dest);
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/**
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* Multiply the transpose of the given matrix with this Vector2f and store the result in <code>dest</code>.
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*
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* @param mat
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* the 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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Vector2d mulTranspose(Matrix2dc mat, Vector2d dest);
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/**
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* Multiply the transpose of the given matrix with this Vector2f and store the result in <code>dest</code>.
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*
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* @param mat
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* the 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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Vector2d mulTranspose(Matrix2fc mat, Vector2d dest);
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/**
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* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code> and store the
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* result in <code>dest</code>.
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* <p>
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* This method assumes the <code>z</code> component of <code>this</code> to be <code>1.0</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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Vector2d mulPosition(Matrix3x2dc mat, Vector2d dest);
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/**
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* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code> and store the
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* result in <code>dest</code>.
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* <p>
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* This method assumes the <code>z</code> component of <code>this</code> to be <code>0.0</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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Vector2d mulDirection(Matrix3x2dc mat, Vector2d dest);
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/**
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* Return the dot product of 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 dot product
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*/
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double dot(Vector2dc 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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* @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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double angle(Vector2dc v);
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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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double 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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double length();
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/**
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* Return the distance between this 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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double distance(Vector2dc v);
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/**
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* Return the distance squared between this 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 squared
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*/
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double distanceSquared(Vector2dc v);
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/**
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* Return the distance between this 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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double distance(Vector2fc v);
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/**
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* Return the distance squared between this 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 squared
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*/
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double distanceSquared(Vector2fc v);
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/**
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* Return the distance between <code>this</code> vector and <code>(x, y)</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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* @return the euclidean distance
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*/
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double distance(double x, double y);
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/**
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* Return the distance squared between <code>this</code> vector and <code>(x, y)</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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* @return the euclidean distance squared
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*/
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double distanceSquared(double x, double y);
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/**
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* Normalize 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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Vector2d normalize(Vector2d 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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Vector2d normalize(double length, Vector2d dest);
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/**
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* Add <code>(x, y)</code> to this vector 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 dest
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* will hold the result
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* @return dest
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*/
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Vector2d add(double x, double y, Vector2d dest);
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/**
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* Add <code>v</code> to this vector 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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Vector2d add(Vector2dc v, Vector2d dest);
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/**
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* Add <code>v</code> to this vector 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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Vector2d add(Vector2fc v, Vector2d dest);
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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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Vector2d negate(Vector2d 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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Vector2d lerp(Vector2dc other, double t, Vector2d 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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Vector2d fma(Vector2dc a, Vector2dc b, Vector2d 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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Vector2d fma(double a, Vector2dc b, Vector2d 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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Vector2d min(Vector2dc v, Vector2d 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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Vector2d max(Vector2dc v, Vector2d dest);
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/**
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* Determine the component with the biggest absolute value.
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*
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* @return the component index, within <code>[0..1]</code>
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*/
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int maxComponent();
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/**
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* Determine the component with the smallest (towards zero) absolute value.
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*
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* @return the component index, within <code>[0..1]</code>
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*/
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int minComponent();
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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..1]</code>
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* @return the value
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* @throws IllegalArgumentException if <code>component</code> is not within <code>[0..1]</code>
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*/
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double get(int component) throws IllegalArgumentException;
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/**
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* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector
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* using the given {@link RoundingMode}.
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*
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* @param mode
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* the {@link RoundingMode} to use
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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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Vector2i get(int mode, Vector2i dest);
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/**
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* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector.
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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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Vector2f get(Vector2f dest);
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/**
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* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector.
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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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Vector2d get(Vector2d dest);
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/**
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* Compute for each component of this vector the largest (closest to positive
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* infinity) {@code double} value that is less than or equal to that
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* component and is equal to a mathematical integer and store the result in
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* <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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Vector2d floor(Vector2d dest);
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/**
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* Compute for each component of this vector the smallest (closest to negative
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* infinity) {@code double} value that is greater than or equal to that
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* component and is equal to a mathematical integer and store the result in
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* <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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Vector2d ceil(Vector2d dest);
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/**
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* Compute for each component of this vector the closest double that is equal to
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* a mathematical integer, with ties rounding to positive infinity and store
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* 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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Vector2d round(Vector2d dest);
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/**
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* Determine whether all components are finite floating-point values, that
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* is, they are not {@link Double#isNaN() NaN} and not
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* {@link Double#isInfinite() infinity}.
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*
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* @return {@code true} if all components are finite floating-point values;
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* {@code false} otherwise
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*/
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boolean isFinite();
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/**
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* Compute the absolute of each of this vector's components
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* and store the result 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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Vector2d absolute(Vector2d dest);
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/**
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* Compare the vector components of <code>this</code> vector with the given vector using the given <code>delta</code>
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* and return whether all of them are equal within a maximum difference of <code>delta</code>.
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* <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}
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* and their operations, such as {@link ArrayList#contains(Object)} or {@link HashSet#remove(Object)}, since those
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* data structures only use the {@link Object#equals(Object)} and {@link Object#hashCode()} methods.
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*
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* @param v
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* the other vector
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* @param delta
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* the allowed maximum difference
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* @return <code>true</code> whether all of the vector components are equal; <code>false</code> otherwise
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*/
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boolean equals(Vector2dc v, double delta);
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/**
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* Compare the vector components of <code>this</code> vector with the given <code>(x, y)</code>
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* and return whether all of them are equal.
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*
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* @param x
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* the x component to compare to
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* @param y
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* the y component to compare to
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* @return <code>true</code> if all the vector components are equal
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*/
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boolean equals(double x, double y);
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}
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