mirror of
https://github.com/Jozufozu/Flywheel.git
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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
934 lines
29 KiB
Java
934 lines
29 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.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 double-precision floats.
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*
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* @author Kai Burjack
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*/
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public interface Vector4dc {
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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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* @return the value of the z component
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*/
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double z();
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/**
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* @return the value of the w component
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*/
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double w();
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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 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, z, w</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, z, w</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 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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* <p>
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* Please note that due to this vector storing double values those values will potentially
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* lose precision when they are converted to float values before being put into the given FloatBuffer.
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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, DoubleBuffer)
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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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* <p>
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* Please note that due to this vector storing double values those values will potentially
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* lose precision when they are converted to float values before being put into 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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* <p>
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* Please note that due to this vector storing double values those values will potentially
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* lose precision when they are converted to float values before being put into the given ByteBuffer.
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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 getf(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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* <p>
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* Please note that due to this vector storing double values those values will potentially
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* lose precision when they are converted to float values before being put into 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 getf(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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Vector4dc 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
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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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Vector4d sub(Vector4dc v, Vector4d dest);
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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
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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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Vector4d sub(Vector4fc v, Vector4d 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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Vector4d sub(double x, double y, double z, double w, Vector4d 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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Vector4d add(Vector4dc v, Vector4d 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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Vector4d add(Vector4fc v, Vector4d dest);
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/**
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* Add <code>(x, y, z, w)</code> to 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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Vector4d add(double x, double y, double z, double w, Vector4d 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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Vector4d fma(Vector4dc a, Vector4dc b, Vector4d 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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Vector4d fma(double a, Vector4dc b, Vector4d dest);
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/**
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* Multiply this {@link Vector4d} component-wise by the given {@link Vector4dc} 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 this 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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Vector4d mul(Vector4dc v, Vector4d dest);
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/**
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* Multiply this {@link Vector4d} component-wise by the given {@link Vector4fc} 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 this 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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Vector4d mul(Vector4fc v, Vector4d dest);
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/**
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* Divide this {@link Vector4d} component-wise by the given {@link Vector4dc} 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 this 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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Vector4d div(Vector4dc v, Vector4d dest);
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/**
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* Multiply the given matrix mat with this {@link Vector4d} 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 <code>this</code> 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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Vector4d mul(Matrix4dc mat, Vector4d dest);
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/**
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* Multiply the given matrix mat with this Vector4d 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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Vector4d mul(Matrix4x3dc mat, Vector4d dest);
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/**
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* Multiply the given matrix mat with this Vector4d 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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Vector4d mul(Matrix4x3fc mat, Vector4d dest);
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/**
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* Multiply the given matrix mat with this Vector4d 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 <code>this</code> 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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Vector4d mul(Matrix4fc mat, Vector4d dest);
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/**
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* Multiply the transpose of the given matrix <code>mat</code> with this Vector4d 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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Vector4d mulTranspose(Matrix4dc mat, Vector4d dest);
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/**
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* Multiply the given affine matrix mat with this Vector4d 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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Vector4d mulAffine(Matrix4dc mat, Vector4d dest);
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/**
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* Multiply the transpose of the given affine matrix <code>mat</code> with this Vector4d 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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Vector4d mulAffineTranspose(Matrix4dc mat, Vector4d dest);
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/**
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* Multiply the given matrix <code>mat</code> with this Vector4d, 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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Vector4d mulProject(Matrix4dc mat, Vector4d dest);
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/**
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* Multiply the given matrix <code>mat</code> with this Vector4d, 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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Vector3d mulProject(Matrix4dc mat, Vector3d 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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Vector4d mulAdd(Vector4dc a, Vector4dc b, Vector4d 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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Vector4d mulAdd(double a, Vector4dc b, Vector4d dest);
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/**
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* Multiply this Vector4d 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 factor 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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Vector4d mul(double scalar, Vector4d dest);
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/**
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* Divide this Vector4d 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 factor 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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Vector4d div(double scalar, Vector4d dest);
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/**
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* Transform 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 Quaterniond#transform(Vector4d)
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*
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* @param quat
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* the quaternion to transform 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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Vector4d rotate(Quaterniondc quat, Vector4d 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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Vector4d rotateAxis(double angle, double aX, double aY, double aZ, Vector4d 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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Vector4d rotateX(double angle, Vector4d dest);
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/**
|
|
* Rotate this vector the specified radians around the Y axis and store the result
|
|
* into <code>dest</code>.
|
|
*
|
|
* @param angle
|
|
* the angle in radians
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d rotateY(double angle, Vector4d dest);
|
|
|
|
/**
|
|
* Rotate this vector the specified radians around the Z axis and store the result
|
|
* into <code>dest</code>.
|
|
*
|
|
* @param angle
|
|
* the angle in radians
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d rotateZ(double angle, Vector4d dest);
|
|
|
|
/**
|
|
* Return the length squared of this vector.
|
|
*
|
|
* @return the length squared
|
|
*/
|
|
double lengthSquared();
|
|
|
|
/**
|
|
* Return the length of this vector.
|
|
*
|
|
* @return the length
|
|
*/
|
|
double length();
|
|
|
|
/**
|
|
* Normalizes this vector and store the result in <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d normalize(Vector4d dest);
|
|
|
|
/**
|
|
* Scale this vector to have the given length and store the result in <code>dest</code>.
|
|
*
|
|
* @param length
|
|
* the desired length
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d normalize(double length, Vector4d dest);
|
|
|
|
/**
|
|
* Normalize this vector by computing only the norm of <code>(x, y, z)</code> and store the result in <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d normalize3(Vector4d dest);
|
|
|
|
/**
|
|
* Return the distance between this Vector and <code>v</code>.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @return the distance
|
|
*/
|
|
double distance(Vector4dc v);
|
|
|
|
/**
|
|
* Return the distance between <code>this</code> vector and <code>(x, y, z, w)</code>.
|
|
*
|
|
* @param x
|
|
* the x component of the other vector
|
|
* @param y
|
|
* the y component of the other vector
|
|
* @param z
|
|
* the z component of the other vector
|
|
* @param w
|
|
* the w component of the other vector
|
|
* @return the euclidean distance
|
|
*/
|
|
double distance(double x, double y, double z, double w);
|
|
|
|
/**
|
|
* Return the square of the distance between this vector and <code>v</code>.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @return the squared of the distance
|
|
*/
|
|
double distanceSquared(Vector4dc v);
|
|
|
|
/**
|
|
* Return the square of the distance between <code>this</code> vector and
|
|
* <code>(x, y, z, w)</code>.
|
|
*
|
|
* @param x
|
|
* the x component of the other vector
|
|
* @param y
|
|
* the y component of the other vector
|
|
* @param z
|
|
* the z component of the other vector
|
|
* @param w
|
|
* the w component of the other vector
|
|
* @return the square of the distance
|
|
*/
|
|
double distanceSquared(double x, double y, double z, double w);
|
|
|
|
/**
|
|
* Compute the dot product (inner product) of this vector and <code>v</code>.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @return the dot product
|
|
*/
|
|
double dot(Vector4dc v);
|
|
|
|
/**
|
|
* Compute the dot product (inner product) of this vector and <code>(x, y, z, w)</code>.
|
|
*
|
|
* @param x
|
|
* the x component of the other vector
|
|
* @param y
|
|
* the y component of the other vector
|
|
* @param z
|
|
* the z component of the other vector
|
|
* @param w
|
|
* the w component of the other vector
|
|
* @return the dot product
|
|
*/
|
|
double dot(double x, double y, double z, double w);
|
|
|
|
/**
|
|
* Return the cosine of the angle between this vector and the supplied vector.
|
|
* <p>
|
|
* Use this instead of <code>Math.cos(angle(v))</code>.
|
|
*
|
|
* @see #angle(Vector4dc)
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @return the cosine of the angle
|
|
*/
|
|
double angleCos(Vector4dc v);
|
|
|
|
/**
|
|
* Return the angle between this vector and the supplied vector.
|
|
*
|
|
* @see #angleCos(Vector4dc)
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @return the angle, in radians
|
|
*/
|
|
double angle(Vector4dc v);
|
|
|
|
/**
|
|
* Negate this vector and store the result in <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d negate(Vector4d dest);
|
|
|
|
/**
|
|
* Set the components of <code>dest</code> to be the component-wise minimum of this and the other vector.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d min(Vector4dc v, Vector4d dest);
|
|
|
|
/**
|
|
* Set the components of <code>dest</code> to be the component-wise maximum of this and the other vector.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d max(Vector4dc v, Vector4d dest);
|
|
|
|
/**
|
|
* Compute a smooth-step (i.e. hermite with zero tangents) interpolation
|
|
* between <code>this</code> vector and the given vector <code>v</code> and
|
|
* store the result in <code>dest</code>.
|
|
*
|
|
* @param v
|
|
* the other vector
|
|
* @param t
|
|
* the interpolation factor, within <code>[0..1]</code>
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d smoothStep(Vector4dc v, double t, Vector4d dest);
|
|
|
|
/**
|
|
* Compute a hermite interpolation between <code>this</code> vector and its
|
|
* associated tangent <code>t0</code> and the given vector <code>v</code>
|
|
* with its tangent <code>t1</code> and store the result in
|
|
* <code>dest</code>.
|
|
*
|
|
* @param t0
|
|
* the tangent of <code>this</code> vector
|
|
* @param v1
|
|
* the other vector
|
|
* @param t1
|
|
* the tangent of the other vector
|
|
* @param t
|
|
* the interpolation factor, within <code>[0..1]</code>
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d hermite(Vector4dc t0, Vector4dc v1, Vector4dc t1, double t, Vector4d dest);
|
|
|
|
/**
|
|
* Linearly interpolate <code>this</code> and <code>other</code> using the given interpolation factor <code>t</code>
|
|
* and store the result in <code>dest</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
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d lerp(Vector4dc other, double t, Vector4d dest);
|
|
|
|
/**
|
|
* Get the value of the specified component of this vector.
|
|
*
|
|
* @param component
|
|
* the component, within <code>[0..3]</code>
|
|
* @return the value
|
|
* @throws IllegalArgumentException if <code>component</code> is not within <code>[0..3]</code>
|
|
*/
|
|
double get(int component) throws IllegalArgumentException;
|
|
|
|
/**
|
|
* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector
|
|
* using the given {@link RoundingMode}.
|
|
*
|
|
* @param mode
|
|
* the {@link RoundingMode} to use
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4i get(int mode, Vector4i dest);
|
|
|
|
/**
|
|
* Set the components of the given vector <code>dest</code> to those of <code>this</code> vector.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f get(Vector4f dest);
|
|
|
|
/**
|
|
* 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();
|
|
|
|
/**
|
|
* Compute for each component of this vector the largest (closest to positive
|
|
* infinity) {@code double} value that is less than or equal to that
|
|
* component and is equal to a mathematical integer and store the result in
|
|
* <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d floor(Vector4d dest);
|
|
|
|
/**
|
|
* Compute for each component of this vector the smallest (closest to negative
|
|
* infinity) {@code double} value that is greater than or equal to that
|
|
* component and is equal to a mathematical integer and store the result in
|
|
* <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d ceil(Vector4d dest);
|
|
|
|
/**
|
|
* Compute for each component of this vector the closest double that is equal to
|
|
* a mathematical integer, with ties rounding to positive infinity and store
|
|
* the result in <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d round(Vector4d dest);
|
|
|
|
/**
|
|
* Determine whether all components are finite floating-point values, that
|
|
* is, they are not {@link Double#isNaN() NaN} and not
|
|
* {@link Double#isInfinite() infinity}.
|
|
*
|
|
* @return {@code true} if all components are finite floating-point values;
|
|
* {@code false} otherwise
|
|
*/
|
|
boolean isFinite();
|
|
|
|
/**
|
|
* Compute the absolute of each of this vector's components
|
|
* and store the result into <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d absolute(Vector4d 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(Vector4dc v, double 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(double x, double y, double z, double w);
|
|
|
|
}
|