Flywheel/joml/Vector2d.java
PepperCode1 a42c027b6f Scheme-a-version
- 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
2022-07-15 00:00:54 -07:00

1365 lines
37 KiB
Java

/*
* The MIT License
*
* Copyright (c) 2015-2021 Richard Greenlees
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.jozufozu.flywheel.repack.joml;
import java.io.Externalizable;
import java.io.IOException;
import java.io.ObjectInput;
import java.io.ObjectOutput;
import java.nio.ByteBuffer;
import java.nio.DoubleBuffer;
import java.text.DecimalFormat;
import java.text.NumberFormat;
/**
* Represents a 2D vector with double-precision.
*
* @author RGreenlees
* @author Kai Burjack
* @author F. Neurath
*/
public class Vector2d implements Externalizable, Cloneable, Vector2dc {
private static final long serialVersionUID = 1L;
/**
* The x component of the vector.
*/
public double x;
/**
* The y component of the vector.
*/
public double y;
/**
* Create a new {@link Vector2d} and initialize its components to zero.
*/
public Vector2d() {
}
/**
* Create a new {@link Vector2d} and initialize both of its components with the given value.
*
* @param d
* the value of both components
*/
public Vector2d(double d) {
this.x = d;
this.y = d;
}
/**
* Create a new {@link Vector2d} and initialize its components to the given values.
*
* @param x
* the x value
* @param y
* the y value
*/
public Vector2d(double x, double y) {
this.x = x;
this.y = y;
}
/**
* Create a new {@link Vector2d} and initialize its components to the one of the given vector.
*
* @param v
* the {@link Vector2dc} to copy the values from
*/
public Vector2d(Vector2dc v) {
x = v.x();
y = v.y();
}
/**
* Create a new {@link Vector2d} and initialize its components to the one of the given vector.
*
* @param v
* the {@link Vector2fc} to copy the values from
*/
public Vector2d(Vector2fc v) {
x = v.x();
y = v.y();
}
/**
* Create a new {@link Vector2d} and initialize its components to the one of the given vector.
*
* @param v
* the {@link Vector2ic} to copy the values from
*/
public Vector2d(Vector2ic v) {
x = v.x();
y = v.y();
}
/**
* Create a new {@link Vector2d} and initialize its two components from the first
* two elements of the given array.
*
* @param xy
* the array containing at least three elements
*/
public Vector2d(double[] xy) {
this.x = xy[0];
this.y = xy[1];
}
/**
* Create a new {@link Vector2d} and initialize its two components from the first
* two elements of the given array.
*
* @param xy
* the array containing at least two elements
*/
public Vector2d(float[] xy) {
this.x = xy[0];
this.y = xy[1];
}
/**
* Create a new {@link Vector2d} and read this vector from the supplied {@link ByteBuffer}
* at the current buffer {@link ByteBuffer#position() position}.
* <p>
* This method will not increment the position of the given ByteBuffer.
* <p>
* In order to specify the offset into the ByteBuffer at which
* the vector is read, use {@link #Vector2d(int, ByteBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y</code> order
* @see #Vector2d(int, ByteBuffer)
*/
public Vector2d(ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
}
/**
* Create a new {@link Vector2d} and read this vector from the supplied {@link ByteBuffer}
* starting at the specified absolute buffer position/index.
* <p>
* This method will not increment the position of the given ByteBuffer.
*
* @param index
* the absolute position into the ByteBuffer
* @param buffer
* values will be read in <code>x, y</code> order
*/
public Vector2d(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
}
/**
* Create a new {@link Vector2d} and read this vector from the supplied {@link DoubleBuffer}
* at the current buffer {@link DoubleBuffer#position() position}.
* <p>
* This method will not increment the position of the given DoubleBuffer.
* <p>
* In order to specify the offset into the DoubleBuffer at which
* the vector is read, use {@link #Vector2d(int, DoubleBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y</code> order
* @see #Vector2d(int, DoubleBuffer)
*/
public Vector2d(DoubleBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
}
/**
* Create a new {@link Vector2d} and read this vector from the supplied {@link DoubleBuffer}
* starting at the specified absolute buffer position/index.
* <p>
* This method will not increment the position of the given DoubleBuffer.
*
* @param index
* the absolute position into the DoubleBuffer
* @param buffer
* values will be read in <code>x, y</code> order
*/
public Vector2d(int index, DoubleBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
}
public double x() {
return this.x;
}
public double y() {
return this.y;
}
/**
* Set the x and y components to the supplied value.
*
* @param d
* the value of both components
* @return this
*/
public Vector2d set(double d) {
this.x = d;
this.y = d;
return this;
}
/**
* Set the x and y components to the supplied values.
*
* @param x
* the x value
* @param y
* the y value
* @return this
*/
public Vector2d set(double x, double y) {
this.x = x;
this.y = y;
return this;
}
/**
* Set this {@link Vector2d} to the values of v.
*
* @param v
* the vector to copy from
* @return this
*/
public Vector2d set(Vector2dc v) {
this.x = v.x();
this.y = v.y();
return this;
}
/**
* Set this {@link Vector2d} to be a clone of <code>v</code>.
*
* @param v
* the vector to copy from
* @return this
*/
public Vector2d set(Vector2fc v) {
this.x = v.x();
this.y = v.y();
return this;
}
/**
* Set this {@link Vector2d} to be a clone of <code>v</code>.
*
* @param v
* the vector to copy from
* @return this
*/
public Vector2d set(Vector2ic v) {
this.x = v.x();
this.y = v.y();
return this;
}
/**
* Set the two components of this vector to the first two elements of the given array.
*
* @param xy
* the array containing at least three elements
* @return this
*/
public Vector2d set(double[] xy) {
this.x = xy[0];
this.y = xy[1];
return this;
}
/**
* Set the two components of this vector to the first two elements of the given array.
*
* @param xy
* the array containing at least two elements
* @return this
*/
public Vector2d set(float[] xy) {
this.x = xy[0];
this.y = xy[1];
return this;
}
/**
* Read this vector from the supplied {@link ByteBuffer} at the current
* buffer {@link ByteBuffer#position() position}.
* <p>
* This method will not increment the position of the given ByteBuffer.
* <p>
* In order to specify the offset into the ByteBuffer at which
* the vector is read, use {@link #set(int, ByteBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y</code> order
* @return this
* @see #set(int, ByteBuffer)
*/
public Vector2d set(ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
return this;
}
/**
* Read this vector from the supplied {@link ByteBuffer} starting at the specified
* absolute buffer position/index.
* <p>
* This method will not increment the position of the given ByteBuffer.
*
* @param index
* the absolute position into the ByteBuffer
* @param buffer
* values will be read in <code>x, y</code> order
* @return this
*/
public Vector2d set(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
return this;
}
/**
* Read this vector from the supplied {@link DoubleBuffer} at the current
* buffer {@link DoubleBuffer#position() position}.
* <p>
* This method will not increment the position of the given DoubleBuffer.
* <p>
* In order to specify the offset into the DoubleBuffer at which
* the vector is read, use {@link #set(int, DoubleBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y</code> order
* @return this
* @see #set(int, DoubleBuffer)
*/
public Vector2d set(DoubleBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
return this;
}
/**
* Read this vector from the supplied {@link DoubleBuffer} starting at the specified
* absolute buffer position/index.
* <p>
* This method will not increment the position of the given DoubleBuffer.
*
* @param index
* the absolute position into the DoubleBuffer
* @param buffer
* values will be read in <code>x, y</code> order
* @return this
*/
public Vector2d set(int index, DoubleBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
return this;
}
/**
* Set the values of this vector by reading 2 double values from off-heap memory,
* starting at the given address.
* <p>
* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`.
* <p>
* <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>
*
* @param address
* the off-heap memory address to read the vector values from
* @return this
*/
public Vector2d setFromAddress(long address) {
if (Options.NO_UNSAFE)
throw new UnsupportedOperationException("Not supported when using joml.nounsafe");
MemUtil.MemUtilUnsafe.get(this, address);
return this;
}
public double get(int component) throws IllegalArgumentException {
switch (component) {
case 0:
return x;
case 1:
return y;
default:
throw new IllegalArgumentException();
}
}
public Vector2i get(int mode, Vector2i dest) {
dest.x = Math.roundUsing(this.x(), mode);
dest.y = Math.roundUsing(this.y(), mode);
return dest;
}
public Vector2f get(Vector2f dest) {
dest.x = (float) this.x();
dest.y = (float) this.y();
return dest;
}
public Vector2d get(Vector2d dest) {
dest.x = this.x();
dest.y = this.y();
return dest;
}
/**
* Set the value of the specified component of this vector.
*
* @param component
* the component whose value to set, within <code>[0..1]</code>
* @param value
* the value to set
* @return this
* @throws IllegalArgumentException if <code>component</code> is not within <code>[0..1]</code>
*/
public Vector2d setComponent(int component, double value) throws IllegalArgumentException {
switch (component) {
case 0:
x = value;
break;
case 1:
y = value;
break;
default:
throw new IllegalArgumentException();
}
return this;
}
public ByteBuffer get(ByteBuffer buffer) {
MemUtil.INSTANCE.put(this, buffer.position(), buffer);
return buffer;
}
public ByteBuffer get(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.put(this, index, buffer);
return buffer;
}
public DoubleBuffer get(DoubleBuffer buffer) {
MemUtil.INSTANCE.put(this, buffer.position(), buffer);
return buffer;
}
public DoubleBuffer get(int index, DoubleBuffer buffer) {
MemUtil.INSTANCE.put(this, index, buffer);
return buffer;
}
public Vector2dc getToAddress(long address) {
if (Options.NO_UNSAFE)
throw new UnsupportedOperationException("Not supported when using joml.nounsafe");
MemUtil.MemUtilUnsafe.put(this, address);
return this;
}
/**
* Set this vector to be one of its perpendicular vectors.
*
* @return this
*/
public Vector2d perpendicular() {
double xTemp = y;
this.y = x * -1;
this.x = xTemp;
return this;
}
/**
* Subtract <code>v</code> from this vector.
*
* @param v
* the vector to subtract
* @return this
*/
public Vector2d sub(Vector2dc v) {
this.x = x - v.x();
this.y = y - v.y();
return this;
}
/**
* Subtract <code>(x, y)</code> from this vector.
*
* @param x
* the x component to subtract
* @param y
* the y component to subtract
* @return this
*/
public Vector2d sub(double x, double y) {
this.x = this.x - x;
this.y = this.y - y;
return this;
}
public Vector2d sub(double x, double y, Vector2d dest) {
dest.x = this.x - x;
dest.y = this.y - y;
return dest;
}
/**
* Subtract <code>v</code> from this vector.
*
* @param v
* the vector to subtract
* @return this
*/
public Vector2d sub(Vector2fc v) {
this.x = x - v.x();
this.y = y - v.y();
return this;
}
public Vector2d sub(Vector2dc v, Vector2d dest) {
dest.x = x - v.x();
dest.y = y - v.y();
return dest;
}
public Vector2d sub(Vector2fc v, Vector2d dest) {
dest.x = x - v.x();
dest.y = y - v.y();
return dest;
}
/**
* Multiply the components of this vector by the given scalar.
*
* @param scalar
* the value to multiply this vector's components by
* @return this
*/
public Vector2d mul(double scalar) {
this.x = x * scalar;
this.y = y * scalar;
return this;
}
public Vector2d mul(double scalar, Vector2d dest) {
dest.x = x * scalar;
dest.y = y * scalar;
return dest;
}
/**
* Multiply the components of this Vector2d by the given scalar values and store the result in <code>this</code>.
*
* @param x
* the x component to multiply this vector by
* @param y
* the y component to multiply this vector by
* @return this
*/
public Vector2d mul(double x, double y) {
this.x = this.x * x;
this.y = this.y * y;
return this;
}
public Vector2d mul(double x, double y, Vector2d dest) {
dest.x = this.x * x;
dest.y = this.y * y;
return dest;
}
/**
* Multiply this Vector2d component-wise by another Vector2d.
*
* @param v
* the vector to multiply by
* @return this
*/
public Vector2d mul(Vector2dc v) {
this.x = x * v.x();
this.y = y * v.y();
return this;
}
public Vector2d mul(Vector2dc v, Vector2d dest) {
dest.x = x * v.x();
dest.y = y * v.y();
return dest;
}
/**
* Divide this Vector2d by the given scalar value.
*
* @param scalar
* the scalar to divide this vector by
* @return this
*/
public Vector2d div(double scalar) {
double inv = 1.0 / scalar;
this.x = x * inv;
this.y = y * inv;
return this;
}
public Vector2d div(double scalar, Vector2d dest) {
double inv = 1.0 / scalar;
dest.x = x * inv;
dest.y = y * inv;
return dest;
}
/**
* Divide the components of this Vector2d by the given scalar values and store the result in <code>this</code>.
*
* @param x
* the x component to divide this vector by
* @param y
* the y component to divide this vector by
* @return this
*/
public Vector2d div(double x, double y) {
this.x = this.x / x;
this.y = this.y / y;
return this;
}
public Vector2d div(double x, double y, Vector2d dest) {
dest.x = this.x / x;
dest.y = this.y / y;
return dest;
}
/**
* Divide this Vector2d component-wise by another Vector2dc.
*
* @param v
* the vector to divide by
* @return this
*/
public Vector2d div(Vector2d v) {
this.x = x / v.x();
this.y = y / v.y();
return this;
}
/**
* Divide this Vector3d component-wise by another Vector2fc.
*
* @param v
* the vector to divide by
* @return this
*/
public Vector2d div(Vector2fc v) {
this.x = x / v.x();
this.y = y / v.y();
return this;
}
public Vector2d div(Vector2fc v, Vector2d dest) {
dest.x = x / v.x();
dest.y = y / v.y();
return dest;
}
public Vector2d div(Vector2dc v, Vector2d dest) {
dest.x = x / v.x();
dest.y = y / v.y();
return dest;
}
/**
* Multiply the given matrix <code>mat</code> with this Vector2d.
*
* @param mat
* the matrix to multiply this vector by
* @return this
*/
public Vector2d mul(Matrix2fc mat) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
this.x = rx;
this.y = ry;
return this;
}
/**
* Multiply the given matrix <code>mat</code> with this Vector2d.
*
* @param mat
* the matrix to multiply this vector by
* @return this
*/
public Vector2d mul(Matrix2dc mat) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
this.x = rx;
this.y = ry;
return this;
}
public Vector2d mul(Matrix2dc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
dest.x = rx;
dest.y = ry;
return dest;
}
public Vector2d mul(Matrix2fc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
dest.x = rx;
dest.y = ry;
return dest;
}
/**
* Multiply the transpose of the given matrix with this Vector2d and store the result in <code>this</code>.
*
* @param mat
* the matrix
* @return this
*/
public Vector2d mulTranspose(Matrix2dc mat) {
double rx = mat.m00() * x + mat.m01() * y;
double ry = mat.m10() * x + mat.m11() * y;
this.x = rx;
this.y = ry;
return this;
}
public Vector2d mulTranspose(Matrix2dc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m01() * y;
double ry = mat.m10() * x + mat.m11() * y;
dest.x = rx;
dest.y = ry;
return dest;
}
/**
* Multiply the transpose of the given matrix with this Vector2d and store the result in <code>this</code>.
*
* @param mat
* the matrix
* @return this
*/
public Vector2d mulTranspose(Matrix2fc mat) {
double rx = mat.m00() * x + mat.m01() * y;
double ry = mat.m10() * x + mat.m11() * y;
this.x = rx;
this.y = ry;
return this;
}
public Vector2d mulTranspose(Matrix2fc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m01() * y;
double ry = mat.m10() * x + mat.m11() * y;
dest.x = rx;
dest.y = ry;
return dest;
}
/**
* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code>.
* <p>
* This method assumes the <code>z</code> component of <code>this</code> to be <code>1.0</code>.
*
* @param mat
* the matrix to multiply this vector by
* @return this
*/
public Vector2d mulPosition(Matrix3x2dc mat) {
double rx = mat.m00() * x + mat.m10() * y + mat.m20();
double ry = mat.m01() * x + mat.m11() * y + mat.m21();
this.x = rx;
this.y = ry;
return this;
}
public Vector2d mulPosition(Matrix3x2dc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m10() * y + mat.m20();
double ry = mat.m01() * x + mat.m11() * y + mat.m21();
dest.x = rx;
dest.y = ry;
return dest;
}
/**
* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code>.
* <p>
* This method assumes the <code>z</code> component of <code>this</code> to be <code>0.0</code>.
*
* @param mat
* the matrix to multiply this vector by
* @return this
*/
public Vector2d mulDirection(Matrix3x2dc mat) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
this.x = rx;
this.y = ry;
return this;
}
public Vector2d mulDirection(Matrix3x2dc mat, Vector2d dest) {
double rx = mat.m00() * x + mat.m10() * y;
double ry = mat.m01() * x + mat.m11() * y;
dest.x = rx;
dest.y = ry;
return dest;
}
public double dot(Vector2dc v) {
return x * v.x() + y * v.y();
}
public double angle(Vector2dc v) {
double dot = x*v.x() + y*v.y();
double det = x*v.y() - y*v.x();
return Math.atan2(det, dot);
}
public double lengthSquared() {
return x * x + y * y;
}
/**
* Get the length squared of a 2-dimensional double-precision vector.
*
* @param x The vector's x component
* @param y The vector's y component
*
* @return the length squared of the given vector
*
* @author F. Neurath
*/
public static double lengthSquared(double x, double y) {
return x * x + y * y;
}
public double length() {
return Math.sqrt(x * x + y * y);
}
/**
* Get the length of a 2-dimensional double-precision vector.
*
* @param x The vector's x component
* @param y The vector's y component
*
* @return the length of the given vector
*
* @author F. Neurath
*/
public static double length(double x, double y) {
return Math.sqrt(x * x + y * y);
}
public double distance(Vector2dc v) {
double dx = this.x - v.x();
double dy = this.y - v.y();
return Math.sqrt(dx * dx + dy * dy);
}
public double distanceSquared(Vector2dc v) {
double dx = this.x - v.x();
double dy = this.y - v.y();
return dx * dx + dy * dy;
}
public double distance(Vector2fc v) {
double dx = this.x - v.x();
double dy = this.y - v.y();
return Math.sqrt(dx * dx + dy * dy);
}
public double distanceSquared(Vector2fc v) {
double dx = this.x - v.x();
double dy = this.y - v.y();
return dx * dx + dy * dy;
}
public double distance(double x, double y) {
double dx = this.x - x;
double dy = this.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
public double distanceSquared(double x, double y) {
double dx = this.x - x;
double dy = this.y - y;
return dx * dx + dy * dy;
}
/**
* Return the distance between <code>(x1, y1)</code> and <code>(x2, y2)</code>.
*
* @param x1
* the x component of the first vector
* @param y1
* the y component of the first vector
* @param x2
* the x component of the second vector
* @param y2
* the y component of the second vector
* @return the euclidean distance
*/
public static double distance(double x1, double y1, double x2, double y2) {
double dx = x1 - x2;
double dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
/**
* Return the squared distance between <code>(x1, y1)</code> and <code>(x2, y2)</code>.
*
* @param x1
* the x component of the first vector
* @param y1
* the y component of the first vector
* @param x2
* the x component of the second vector
* @param y2
* the y component of the second vector
* @return the euclidean distance squared
*/
public static double distanceSquared(double x1, double y1, double x2, double y2) {
double dx = x1 - x2;
double dy = y1 - y2;
return dx * dx + dy * dy;
}
/**
* Normalize this vector.
*
* @return this
*/
public Vector2d normalize() {
double invLength = Math.invsqrt(x * x + y * y);
this.x = x * invLength;
this.y = y * invLength;
return this;
}
public Vector2d normalize(Vector2d dest) {
double invLength = Math.invsqrt(x * x + y * y);
dest.x = x * invLength;
dest.y = y * invLength;
return dest;
}
/**
* Scale this vector to have the given length.
*
* @param length
* the desired length
* @return this
*/
public Vector2d normalize(double length) {
double invLength = Math.invsqrt(x * x + y * y) * length;
this.x = x * invLength;
this.y = y * invLength;
return this;
}
public Vector2d normalize(double length, Vector2d dest) {
double invLength = Math.invsqrt(x * x + y * y) * length;
dest.x = x * invLength;
dest.y = y * invLength;
return dest;
}
/**
* Add <code>v</code> to this vector.
*
* @param v
* the vector to add
* @return this
*/
public Vector2d add(Vector2dc v) {
this.x = x + v.x();
this.y = y + v.y();
return this;
}
/**
* Add <code>(x, y)</code> to this vector.
*
* @param x
* the x component to add
* @param y
* the y component to add
* @return this
*/
public Vector2d add(double x, double y) {
this.x = this.x + x;
this.y = this.y + y;
return this;
}
public Vector2d add(double x, double y, Vector2d dest) {
dest.x = this.x + x;
dest.y = this.y + y;
return dest;
}
/**
* Add <code>v</code> to this vector.
*
* @param v
* the vector to add
* @return this
*/
public Vector2d add(Vector2fc v) {
this.x = x + v.x();
this.y = y + v.y();
return this;
}
public Vector2d add(Vector2dc v, Vector2d dest) {
dest.x = x + v.x();
dest.y = y + v.y();
return dest;
}
public Vector2d add(Vector2fc v, Vector2d dest) {
dest.x = x + v.x();
dest.y = y + v.y();
return dest;
}
/**
* Set all components to zero.
*
* @return this
*/
public Vector2d zero() {
this.x = 0;
this.y = 0;
return this;
}
public void writeExternal(ObjectOutput out) throws IOException {
out.writeDouble(x);
out.writeDouble(y);
}
public void readExternal(ObjectInput in) throws IOException,
ClassNotFoundException {
x = in.readDouble();
y = in.readDouble();
}
/**
* Negate this vector.
*
* @return this
*/
public Vector2d negate() {
this.x = -x;
this.y = -y;
return this;
}
public Vector2d negate(Vector2d dest) {
dest.x = -x;
dest.y = -y;
return dest;
}
/**
* Linearly interpolate <code>this</code> and <code>other</code> using the given interpolation factor <code>t</code>
* and store the result in <code>this</code>.
* <p>
* If <code>t</code> is <code>0.0</code> then the result is <code>this</code>. If the interpolation factor is <code>1.0</code>
* then the result is <code>other</code>.
*
* @param other
* the other vector
* @param t
* the interpolation factor between 0.0 and 1.0
* @return this
*/
public Vector2d lerp(Vector2dc other, double t) {
this.x = x + (other.x() - x) * t;
this.y = y + (other.y() - y) * t;
return this;
}
public Vector2d lerp(Vector2dc other, double t, Vector2d dest) {
dest.x = x + (other.x() - x) * t;
dest.y = y + (other.y() - y) * t;
return dest;
}
public int hashCode() {
final int prime = 31;
int result = 1;
long temp;
temp = Double.doubleToLongBits(x);
result = prime * result + (int) (temp ^ (temp >>> 32));
temp = Double.doubleToLongBits(y);
result = prime * result + (int) (temp ^ (temp >>> 32));
return result;
}
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (getClass() != obj.getClass())
return false;
Vector2d other = (Vector2d) obj;
if (Double.doubleToLongBits(x) != Double.doubleToLongBits(other.x))
return false;
if (Double.doubleToLongBits(y) != Double.doubleToLongBits(other.y))
return false;
return true;
}
public boolean equals(Vector2dc v, double delta) {
if (this == v)
return true;
if (v == null)
return false;
if (!(v instanceof Vector2dc))
return false;
if (!Runtime.equals(x, v.x(), delta))
return false;
if (!Runtime.equals(y, v.y(), delta))
return false;
return true;
}
public boolean equals(double x, double y) {
if (Double.doubleToLongBits(this.x) != Double.doubleToLongBits(x))
return false;
if (Double.doubleToLongBits(this.y) != Double.doubleToLongBits(y))
return false;
return true;
}
/**
* Return a string representation of this vector.
* <p>
* This method creates a new {@link DecimalFormat} on every invocation with the format string "<code>0.000E0;-</code>".
*
* @return the string representation
*/
public String toString() {
return Runtime.formatNumbers(toString(Options.NUMBER_FORMAT));
}
/**
* Return a string representation of this vector by formatting the vector components with the given {@link NumberFormat}.
*
* @param formatter
* the {@link NumberFormat} used to format the vector components with
* @return the string representation
*/
public String toString(NumberFormat formatter) {
return "(" + Runtime.format(x, formatter) + " " + Runtime.format(y, formatter) + ")";
}
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @return this
*/
public Vector2d fma(Vector2dc a, Vector2dc b) {
this.x = x + a.x() * b.x();
this.y = y + a.y() * b.y();
return this;
}
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @return this
*/
public Vector2d fma(double a, Vector2dc b) {
this.x = x + a * b.x();
this.y = y + a * b.y();
return this;
}
public Vector2d fma(Vector2dc a, Vector2dc b, Vector2d dest) {
dest.x = x + a.x() * b.x();
dest.y = y + a.y() * b.y();
return dest;
}
public Vector2d fma(double a, Vector2dc b, Vector2d dest) {
dest.x = x + a * b.x();
dest.y = y + a * b.y();
return dest;
}
/**
* Set the components of this vector to be the component-wise minimum of this and the other vector.
*
* @param v
* the other vector
* @return this
*/
public Vector2d min(Vector2dc v) {
this.x = x < v.x() ? x : v.x();
this.y = y < v.y() ? y : v.y();
return this;
}
public Vector2d min(Vector2dc v, Vector2d dest) {
dest.x = x < v.x() ? x : v.x();
dest.y = y < v.y() ? y : v.y();
return dest;
}
/**
* Set the components of this vector to be the component-wise maximum of this and the other vector.
*
* @param v
* the other vector
* @return this
*/
public Vector2d max(Vector2dc v) {
this.x = x > v.x() ? x : v.x();
this.y = y > v.y() ? y : v.y();
return this;
}
public Vector2d max(Vector2dc v, Vector2d dest) {
dest.x = x > v.x() ? x : v.x();
dest.y = y > v.y() ? y : v.y();
return dest;
}
public int maxComponent() {
double absX = Math.abs(x);
double absY = Math.abs(y);
if (absX >= absY)
return 0;
return 1;
}
public int minComponent() {
double absX = Math.abs(x);
double absY = Math.abs(y);
if (absX < absY)
return 0;
return 1;
}
/**
* Set each component of this vector to the largest (closest to positive
* infinity) {@code double} value that is less than or equal to that
* component and is equal to a mathematical integer.
*
* @return this
*/
public Vector2d floor() {
this.x = Math.floor(x);
this.y = Math.floor(y);
return this;
}
public Vector2d floor(Vector2d dest) {
dest.x = Math.floor(x);
dest.y = Math.floor(y);
return dest;
}
/**
* Set each component of this vector to the smallest (closest to negative
* infinity) {@code double} value that is greater than or equal to that
* component and is equal to a mathematical integer.
*
* @return this
*/
public Vector2d ceil() {
this.x = Math.ceil(x);
this.y = Math.ceil(y);
return this;
}
public Vector2d ceil(Vector2d dest) {
dest.x = Math.ceil(x);
dest.y = Math.ceil(y);
return dest;
}
/**
* Set each component of this vector to the closest double that is equal to
* a mathematical integer, with ties rounding to positive infinity.
*
* @return this
*/
public Vector2d round() {
this.x = Math.round(x);
this.y = Math.round(y);
return this;
}
public Vector2d round(Vector2d dest) {
dest.x = Math.round(x);
dest.y = Math.round(y);
return dest;
}
public boolean isFinite() {
return Math.isFinite(x) && Math.isFinite(y);
}
/**
* Set <code>this</code> vector's components to their respective absolute values.
*
* @return this
*/
public Vector2d absolute() {
this.x = Math.abs(this.x);
this.y = Math.abs(this.y);
return this;
}
public Vector2d absolute(Vector2d dest) {
dest.x = Math.abs(this.x);
dest.y = Math.abs(this.y);
return dest;
}
public Object clone() throws CloneNotSupportedException {
return super.clone();
}
}