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de.bixilon.kotlinglm.vec3.Vec3d.kt Maven / Gradle / Ivy
package de.bixilon.kotlinglm.vec3
import de.bixilon.kotlinglm.*
import de.bixilon.kotlinglm.vec1.Vec1bool
import de.bixilon.kotlinglm.vec1.Vec1t
import de.bixilon.kotlinglm.vec2.Vec2bool
import de.bixilon.kotlinglm.vec2.Vec2d
import de.bixilon.kotlinglm.vec2.Vec2t
import de.bixilon.kotlinglm.vec3.operators.op_Vec3d
import de.bixilon.kotlinglm.vec4.Vec4bool
import de.bixilon.kotlinglm.vec4.Vec4t
import kool.*
import org.lwjgl.system.MemoryUtil.memGetDouble
import org.lwjgl.system.MemoryUtil.memPutDouble
import java.awt.Color
import java.io.InputStream
import java.io.PrintStream
import java.nio.*
import kotlin.math.abs
/**
* Created by elect on 08/10/16.
*/
class Vec3d(var ofs: Int, var array: DoubleArray) : Vec3t(), ToDoubleBuffer {
override var x: Double
get() = array[ofs]
set(value) = array.set(ofs, value)
override var y: Double
get() = array[ofs + 1]
set(value) = array.set(ofs + 1, value)
override var z: Double
get() = array[ofs + 2]
set(value) = array.set(ofs + 2, value)
// -- Implicit basic constructors --
constructor() : this(0, 0, 0)
constructor(v: Vec3d) : this(v.x, v.y, v.z)
constructor(v: Vec2d) : this(v.x, v.y, 0.0)
// -- Explicit basic constructors --
@JvmOverloads
constructor(x: Double, y: Double = x, z: Double = x) : this(0, doubleArrayOf(x, y, z))
// -- Conversion scalar constructors --
constructor(v: Vec1t) : this(v.x, v.x, v.x)
// Explicit converions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
@JvmOverloads
constructor(x: Number, y: Number = x, z: Number = x) : this(x.d, y.d, z.d)
constructor(x: Vec1t, y: Number, z: Number) : this(x.x, y, z)
constructor(x: Number, y: Vec1t, z: Number) : this(x, y.x, z)
constructor(x: Vec1t, y: Vec1t, z: Number) : this(x.x, y.x, z)
constructor(x: Number, y: Number, z: Vec1t) : this(x, y, z.x)
constructor(x: Vec1t, y: Number, z: Vec1t) : this(x.x, y, z.x)
constructor(x: Number, y: Vec1t, z: Vec1t) : this(x, y.x, z.x)
constructor(x: Vec1t, y: Vec1t, z: Vec1t) : this(x.x, y.x, z.x)
// -- Conversion vector constructors --
// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification)
@JvmOverloads
constructor(xy: Vec2t, z: Number = 0) : this(xy.x, xy.y, z)
constructor(xy: Vec2t, z: Vec1t) : this(xy.x, xy.y, z.x)
constructor(x: Number, yz: Vec2t) : this(x, yz.x, yz.y)
constructor(x: Vec1t, yz: Vec2t) : this(x.x, yz.x, yz.y)
constructor(v: Vec3t) : this(v.x, v.y, v.z)
constructor(v: Vec4t) : this(v.x, v.y, v.z)
constructor(v: Vec1bool) : this(v.x.d, 0, 0)
constructor(v: Vec2bool) : this(v.x.d, v.y.d, 0)
constructor(v: Vec3bool) : this(v.x.d, v.y.d, v.z.d)
constructor(v: Vec4bool) : this(v.x.d, v.y.d, v.z.d)
constructor(bytes: ByteArray, index: Int = 0, oneByteOneDouble: Boolean = false, bigEndian: Boolean = true) : this(
if (oneByteOneDouble) bytes[index].d else bytes.getDouble(index, bigEndian),
if (oneByteOneDouble) bytes[index + 1].d else bytes.getDouble(index + Double.BYTES, bigEndian),
if (oneByteOneDouble) bytes[index + 2].d else bytes.getDouble(index + Double.BYTES * 2, bigEndian))
constructor(chars: CharArray, index: Int = 0) : this(chars[index].d, chars[index + 1].d, chars[index + 2].d)
constructor(shorts: ShortArray, index: Int = 0) : this(shorts[index], shorts[index + 1], shorts[index + 2])
constructor(ints: IntArray, index: Int = 0) : this(ints[index], ints[index + 1], ints[index + 2])
constructor(longs: LongArray, index: Int = 0) : this(longs[index], longs[index + 1], longs[index + 2])
constructor(floats: FloatArray, index: Int = 0) : this(floats[index], floats[index + 1], floats[index + 2])
constructor(doubles: DoubleArray, index: Int = 0) : this(doubles[index], doubles[index + 1], doubles[index + 2])
constructor(booleans: BooleanArray, index: Int = 0) : this(booleans[index].d, booleans[index + 1].d, booleans[index + 2].d)
constructor(numbers: Array, index: Int = 0) : this(numbers[index], numbers[index + 1], numbers[index + 2])
constructor(chars: Array, index: Int = 0) : this(chars[index].d, chars[index + 1].d, chars[index + 2].d)
constructor(booleans: Array, index: Int = 0) : this(booleans[index].d, booleans[index + 1].d, booleans[index + 2].d)
constructor(list: Iterable<*>, index: Int = 0) : this(list.elementAt(index)!!.toDouble, list.elementAt(index + 1)!!.toDouble,
list.elementAt(index + 2)!!.toDouble)
constructor(bytes: ByteBuffer, index: Int = bytes.pos, oneByteOneDouble: Boolean = false) : this(
if (oneByteOneDouble) bytes[index].d else bytes.getDouble(index),
if (oneByteOneDouble) bytes[index + 1].d else bytes.getDouble(index + Double.BYTES),
if (oneByteOneDouble) bytes[index + 2].d else bytes.getDouble(index + Double.BYTES * 2))
constructor(chars: CharBuffer, index: Int = chars.pos) : this(chars[index].d, chars[index + 1].d, chars[index + 2].d)
constructor(shorts: ShortBuffer, index: Int = shorts.pos) : this(shorts[index], shorts[index + 1], shorts[index + 2])
constructor(ints: IntBuffer, index: Int = ints.pos) : this(ints[index], ints[index + 1], ints[index + 2])
constructor(longs: LongBuffer, index: Int = longs.pos) : this(longs[index], longs[index + 1], longs[index + 2])
constructor(floats: FloatBuffer, index: Int = floats.pos) : this(floats[index], floats[index + 1], floats[index + 2])
constructor(doubles: DoubleBuffer, index: Int = doubles.pos) : this(doubles[index], doubles[index + 1], doubles[index + 2])
constructor(block: (Int) -> Double) : this(block(0), block(1), block(2))
constructor(ptr: DoublePtr) : this(ptr[0], ptr[1], ptr[2])
// TODO others
constructor(inputStream: InputStream, bigEndian: Boolean = true) :
this(inputStream.double(bigEndian), inputStream.double(bigEndian), inputStream.double(bigEndian))
constructor(color: Color) : this(color.red / 255.0, color.green / 255.0, color.blue / 255.0)
fun set(bytes: ByteArray, index: Int = 0, oneByteOneDouble: Boolean = false, bigEndian: Boolean = true) {
x = if (oneByteOneDouble) bytes[index].d else bytes.getDouble(index, bigEndian)
y = if (oneByteOneDouble) bytes[index + 1].d else bytes.getDouble(index + Double.BYTES, bigEndian)
z = if (oneByteOneDouble) bytes[index + 2].d else bytes.getDouble(index + Double.BYTES * 2, bigEndian)
}
fun set(bytes: ByteBuffer, index: Int = bytes.pos, oneByteOneDouble: Boolean = false) {
x = if (oneByteOneDouble) bytes[index].d else bytes.getDouble(index)
y = if (oneByteOneDouble) bytes[index + 1].d else bytes.getDouble(index + Double.BYTES)
z = if (oneByteOneDouble) bytes[index + 2].d else bytes.getDouble(index + Double.BYTES * 2)
}
fun put(x: Double, y: Double, z: Double) {
this.x = x
this.y = y
this.z = z
}
operator fun invoke(x: Double, y: Double, z: Double): Vec3d {
this.x = x
this.y = y
this.z = z
return this
}
override fun put(x: Number, y: Number, z: Number) {
this.x = x.d
this.y = y.d
this.z = z.d
}
override operator fun invoke(x: Number, y: Number, z: Number): Vec3d {
this.x = x.d
this.y = y.d
this.z = z.d
return this
}
fun to(bytes: ByteArray, index: Int): ByteArray = to(bytes, index, true)
override fun to(bytes: ByteArray, index: Int, bigEndian: Boolean): ByteArray {
bytes.putDouble(index, x, bigEndian)
bytes.putDouble(index + Double.BYTES, y, bigEndian)
bytes.putDouble(index + Double.BYTES * 2, z, bigEndian)
return bytes
}
fun toDoubleArray(): DoubleArray = to(DoubleArray(length), 0)
infix fun to(doubles: DoubleArray): DoubleArray = to(doubles, 0)
fun to(doubles: DoubleArray, index: Int): DoubleArray {
System.arraycopy(array, ofs, doubles, index, length)
return doubles
}
override fun to(buf: ByteBuffer, offset: Int): ByteBuffer {
buf.putDouble(offset, x)
buf.putDouble(offset + Double.BYTES, y)
buf.putDouble(offset + Double.BYTES * 2, z)
return buf
}
override fun to(buf: DoubleBuffer, offset: Int): DoubleBuffer {
buf[offset] = x
buf[offset + 1] = y
buf[offset + 2] = z
return buf
}
infix fun to(ptr: Ptr) {
memPutDouble(ptr, x)
memPutDouble(ptr + Double.BYTES, y)
memPutDouble(ptr + Double.BYTES * 2, z)
}
// -- Component accesses --
operator fun set(index: Int, value: Double) = when (index) {
0 -> x = value
1 -> y = value
2 -> z = value
else -> throw ArrayIndexOutOfBoundsException()
}
override operator fun set(index: Int, value: Number) = when (index) {
0 -> x = value.d
1 -> y = value.d
2 -> z = value.d
else -> throw ArrayIndexOutOfBoundsException()
}
// -- Unary arithmetic operators --
operator fun unaryPlus() = this
operator fun unaryMinus() = Vec3d(-x, -y, -z)
// -- Increment main.and decrement operators --
operator fun inc(res: Vec3d = Vec3d()) = plus(res, this, 1.0, 1.0, 1.0)
fun incAssign() = plus(this, this, 1.0, 1.0, 1.0)
operator fun dec(res: Vec3d = Vec3d()) = minus(res, this, 1.0, 1.0, 1.0)
fun decAssign() = minus(this, this, 1.0, 1.0, 1.0)
// -- Specific binary arithmetic operators --
operator fun plus(b: Double) = plus(Vec3d(), this, b, b, b)
operator fun plus(b: Vec3d) = plus(Vec3d(), this, b.x, b.y, b.z)
fun plus(bX: Double, bY: Double, bZ: Double, res: Vec3d = Vec3d()) = plus(res, this, bX, bY, bZ)
fun plus(b: Double, res: Vec3d = Vec3d()) = plus(res, this, b, b, b)
fun plus(b: Vec3d, res: Vec3d = Vec3d()) = plus(res, this, b.x, b.y, b.z)
fun plusAssign(bX: Double, bY: Double, bZ: Double) = plus(this, this, bX, bY, bZ)
infix operator fun plusAssign(b: Double) {
plus(this, this, b, b, b)
}
infix operator fun plusAssign(b: Vec3d) {
plus(this, this, b.x, b.y, b.z)
}
operator fun minus(b: Double) = minus(Vec3d(), this, b, b, b)
operator fun minus(b: Vec3d) = minus(Vec3d(), this, b.x, b.y, b.z)
fun minus(bX: Double, bY: Double, bZ: Double, res: Vec3d = Vec3d()) = minus(res, this, bX, bY, bZ)
fun minus(b: Double, res: Vec3d = Vec3d()) = minus(res, this, b, b, b)
fun minus(b: Vec3d, res: Vec3d = Vec3d()) = minus(res, this, b.x, b.y, b.z)
fun minusAssign(bX: Double, bY: Double, bZ: Double) = minus(this, this, bX, bY, bZ)
infix operator fun minusAssign(b: Double) {
minus(this, this, b, b, b)
}
infix operator fun minusAssign(b: Vec3d) {
minus(this, this, b.x, b.y, b.z)
}
operator fun times(b: Double) = times(Vec3d(), this, b, b, b)
operator fun times(b: Vec3d) = times(Vec3d(), this, b.x, b.y, b.z)
fun times(bX: Double, bY: Double, bZ: Double, res: Vec3d = Vec3d()) = times(res, this, bX, bY, bZ)
fun times(b: Double, res: Vec3d = Vec3d()) = times(res, this, b, b, b)
fun times(b: Vec3d, res: Vec3d = Vec3d()) = times(res, this, b.x, b.y, b.z)
fun timesAssign(bX: Double, bY: Double, bZ: Double) = times(this, this, bX, bY, bZ)
infix operator fun timesAssign(b: Double) {
times(this, this, b, b, b)
}
infix operator fun timesAssign(b: Vec3d) {
times(this, this, b.x, b.y, b.z)
}
operator fun div(b: Double) = div(Vec3d(), this, b, b, b)
operator fun div(b: Vec3d) = div(Vec3d(), this, b.x, b.y, b.z)
fun div(bX: Double, bY: Double, bZ: Double, res: Vec3d = Vec3d()) = div(res, this, bX, bY, bZ)
fun div(b: Double, res: Vec3d = Vec3d()) = div(res, this, b, b, b)
fun div(b: Vec3d, res: Vec3d = Vec3d()) = div(res, this, b.x, b.y, b.z)
fun divAssign(bX: Double, bY: Double, bZ: Double) = div(this, this, bX, bY, bZ)
infix operator fun divAssign(b: Double) {
div(this, this, b, b, b)
}
infix operator fun divAssign(b: Vec3d) {
div(this, this, b.x, b.y, b.z)
}
operator fun rem(b: Double) = rem(Vec3d(), this, b, b, b)
operator fun rem(b: Vec3d) = rem(Vec3d(), this, b.x, b.y, b.z)
fun rem(bX: Double, bY: Double, bZ: Double, res: Vec3d = Vec3d()) = rem(res, this, bX, bY, bZ)
fun rem(b: Double, res: Vec3d = Vec3d()) = rem(res, this, b, b, b)
fun rem(b: Vec3d, res: Vec3d = Vec3d()) = rem(res, this, b.x, b.y, b.z)
fun remAssign(bX: Double, bY: Double, bZ: Double) = rem(this, this, bX, bY, bZ)
infix operator fun remAssign(b: Double) {
rem(this, this, b, b, b)
}
infix operator fun remAssign(b: Vec3d) {
rem(this, this, b.x, b.y, b.z)
}
// -- Generic binary arithmetic operators --
operator fun plus(b: Number) = plus(Vec3d(), this, b.d, b.d, b.d)
operator fun plus(b: Vec3t) = plus(Vec3d(), this, b.x.d, b.y.d, b.z.d)
fun plus(bX: Number, bY: Number, bZ: Number, res: Vec3d = Vec3d()) = plus(res, this, bX.d, bY.d, bZ.d)
fun plus(b: Number, res: Vec3d = Vec3d()) = plus(res, this, b.d, b.d, b.d)
fun plus(b: Vec3t, res: Vec3d = Vec3d()) = plus(res, this, b.x.d, b.y.d, b.z.d)
fun plusAssign(bX: Number, bY: Number, bZ: Number) = plus(this, this, bX.d, bY.d, bZ.d)
infix operator fun plusAssign(b: Number) {
plus(this, this, b.d, b.d, b.d)
}
infix operator fun plusAssign(b: Vec3t) {
plus(this, this, b.x.d, b.y.d, b.z.d)
}
operator fun minus(b: Number) = minus(Vec3d(), this, b.d, b.d, b.d)
operator fun minus(b: Vec3t) = minus(Vec3d(), this, b.x.d, b.y.d, b.z.d)
fun minus(bX: Number, bY: Number, bZ: Number, res: Vec3d = Vec3d()) = minus(res, this, bX.d, bY.d, bZ.d)
fun minus(b: Number, res: Vec3d = Vec3d()) = minus(res, this, b.d, b.d, b.d)
fun minus(b: Vec3t, res: Vec3d = Vec3d()) = minus(res, this, b.x.d, b.y.d, b.z.d)
fun minusAssign(bX: Number, bY: Number, bZ: Number) = minus(this, this, bX.d, bY.d, bZ.d)
infix operator fun minusAssign(b: Number) {
minus(this, this, b.d, b.d, b.d)
}
infix operator fun minusAssign(b: Vec3t) {
minus(this, this, b.x.d, b.y.d, b.z.d)
}
operator fun times(b: Number) = times(Vec3d(), this, b.d, b.d, b.d)
operator fun times(b: Vec3t) = times(Vec3d(), this, b.x.d, b.y.d, b.z.d)
fun times(bX: Number, bY: Number, bZ: Number, res: Vec3d = Vec3d()) = times(res, this, bX.d, bY.d, bZ.d)
fun times(b: Number, res: Vec3d = Vec3d()) = times(res, this, b.d, b.d, b.d)
fun times(b: Vec3t, res: Vec3d = Vec3d()) = times(res, this, b.x.d, b.y.d, b.z.d)
fun timesAssign(bX: Number, bY: Number, bZ: Number) = times(this, this, bX.d, bY.d, bZ.d)
infix operator fun timesAssign(b: Number) {
times(this, this, b.d, b.d, b.d)
}
infix operator fun timesAssign(b: Vec3t) {
times(this, this, b.x.d, b.y.d, b.z.d)
}
operator fun div(b: Number) = div(Vec3d(), this, b.d, b.d, b.d)
operator fun div(b: Vec3t) = div(Vec3d(), this, b.x.d, b.y.d, b.z.d)
fun div(bX: Number, bY: Number, bZ: Number, res: Vec3d = Vec3d()) = div(res, this, bX.d, bY.d, bZ.d)
fun div(b: Number, res: Vec3d = Vec3d()) = div(res, this, b.d, b.d, b.d)
fun div(b: Vec3t, res: Vec3d = Vec3d()) = div(res, this, b.x.d, b.y.d, b.z.d)
fun divAssign(bX: Number, bY: Number, bZ: Number) = div(this, this, bX.d, bY.d, bZ.d)
infix operator fun divAssign(b: Number) {
div(this, this, b.d, b.d, b.d)
}
infix operator fun divAssign(b: Vec3t) {
div(this, this, b.x.d, b.y.d, b.z.d)
}
operator fun rem(b: Number) = rem(Vec3d(), this, b.d, b.d, b.d)
operator fun rem(b: Vec3t) = rem(Vec3d(), this, b.x.d, b.y.d, b.z.d)
fun rem(bX: Number, bY: Number, bZ: Number, res: Vec3d = Vec3d()) = rem(res, this, bX.d, bY.d, bZ.d)
fun rem(b: Number, res: Vec3d = Vec3d()) = rem(res, this, b.d, b.d, b.d)
fun rem(b: Vec3t, res: Vec3d = Vec3d()) = rem(res, this, b.x.d, b.y.d, b.z.d)
fun remAssign(bX: Number, bY: Number, bZ: Number) = rem(this, this, bX.d, bY.d, bZ.d)
infix operator fun remAssign(b: Number) {
rem(this, this, b.d, b.d, b.d)
}
infix operator fun remAssign(b: Vec3t) {
rem(this, this, b.x.d, b.y.d, b.z.d)
}
infix fun allLessThan(d: Double): Boolean = x < d && y < d && z < d
infix fun anyLessThan(d: Double): Boolean = x < d || y < d || z < d
infix fun lessThan(d: Double): Vec3bool = Vec3bool { get(it) < d }
infix fun allLessThanEqual(d: Double): Boolean = x <= d && y <= d && z <= d
infix fun anyLessThanEqual(d: Double): Boolean = x <= d || y <= d || z <= d
infix fun lessThanEqual(d: Double): Vec3bool = Vec3bool { get(it) <= d }
fun allEqual(d: Double, epsilon: Float = GLM.εf): Boolean = abs(x - d) < epsilon && abs(y - d) < epsilon && abs(z - d) < epsilon
fun anyEqual(d: Double, epsilon: Float = GLM.εf): Boolean = abs(x - d) < epsilon || abs(y - d) < epsilon || abs(z - d) < epsilon
fun equal(d: Double, epsilon: Float = GLM.εf): Vec3bool = Vec3bool { abs(get(it) - d) < epsilon }
fun allNotEqual(d: Double, epsilon: Float = GLM.εf): Boolean = abs(x - d) >= epsilon && abs(y - d) >= epsilon && abs(z - d) >= epsilon
fun anyNotEqual(d: Double, epsilon: Float = GLM.εf): Boolean = abs(x - d) >= epsilon || abs(y - d) >= epsilon || abs(z - d) >= epsilon
fun notEqual(d: Double, epsilon: Float = GLM.εf): Vec3bool = Vec3bool { abs(get(it) - d) >= epsilon }
infix fun allGreaterThan(d: Double): Boolean = x > d && y > d && z > d
infix fun anyGreaterThan(d: Double): Boolean = x > d || y > d || z > d
infix fun greaterThan(d: Double): Vec3bool = Vec3bool { get(it) > d }
infix fun allGreaterThanEqual(d: Double): Boolean = x >= d && y >= d && z >= d
infix fun anyGreaterThanEqual(d: Double): Boolean = x >= d || y >= d || z >= d
infix fun greaterThanEqual(d: Double): Vec3bool = Vec3bool { get(it) >= d }
infix fun allLessThan(v: Vec3d): Boolean = x < v.x && y < v.y && z < v.z
infix fun anyLessThan(v: Vec3d): Boolean = x < v.x || y < v.y || z < v.z
infix fun lessThan(v: Vec3d): Vec3bool = Vec3bool { get(it) < v[it] }
infix fun allLessThanEqual(v: Vec3d): Boolean = x <= v.x && y <= v.y && z <= v.z
infix fun anyLessThanEqual(v: Vec3d): Boolean = x <= v.x || y <= v.y || z <= v.z
infix fun lessThanEqual(v: Vec3d): Vec3bool = Vec3bool { get(it) <= v[it] }
fun allEqual(v: Vec3d, epsilon: Double = GLM.ε): Boolean = abs(x - v.x) < epsilon && abs(y - v.y) < epsilon && abs(z - v.z) < epsilon
fun anyEqual(v: Vec3d, epsilon: Double = GLM.ε): Boolean = abs(x - v.x) < epsilon || abs(y - v.y) < epsilon || abs(z - v.z) < epsilon
fun equal(v: Vec3d, epsilon: Double = GLM.ε): Vec3bool = Vec3bool { abs(get(it) - v[it]) < epsilon }
fun allNotEqual(v: Vec3d, epsilon: Double = GLM.ε): Boolean = abs(x - v.x) >= epsilon && abs(y - v.y) >= epsilon && abs(z - v.z) >= epsilon
fun anyNotEqual(v: Vec3d, epsilon: Double = GLM.ε): Boolean = abs(x - v.x) >= epsilon || abs(y - v.y) >= epsilon || abs(z - v.z) >= epsilon
fun notEqual(v: Vec3d, epsilon: Double = GLM.ε): Vec3bool = Vec3bool { abs(get(it) - v[it]) >= epsilon }
infix fun allGreaterThan(v: Vec3d): Boolean = x > v.x && y > v.y && z > v.z
infix fun anyGreaterThan(v: Vec3d): Boolean = x > v.x || y > v.y || z > v.z
infix fun greaterThan(v: Vec3d): Vec3bool = Vec3bool { get(it) > v[it] }
infix fun allGreaterThanEqual(v: Vec3d): Boolean = x >= v.x && y >= v.y && z >= v.z
infix fun anyGreaterThanEqual(v: Vec3d): Boolean = x >= v.x || y >= v.y || z >= v.z
infix fun greaterThanEqual(v: Vec3d): Vec3bool = Vec3bool { get(it) >= v[it] }
// -- functions --
infix fun dot(b: Vec3d) = GLM.dot(this, b) // TODO others
fun length() = GLM.length(this)
fun length2() = GLM.length2(this)
@JvmOverloads
fun normalize(res: Vec3d = Vec3d()) = GLM.normalize(this, res) // TODO others
fun normalizeAssign() = GLM.normalize(this, this)
infix fun cross(b: Vec3d) = GLM.cross(this, b)
fun crossAssign(b: Vec3d) = GLM.cross(this, b, this)
@JvmOverloads
fun negate(res: Vec3d = Vec3d()): Vec3d {
res.x = -x
res.y = -y
res.z = -z
return res
}
fun negateAssign() = negate(this)
companion object : op_Vec3d {
const val length = Vec3t.length
@JvmField
val size = length * Double.BYTES
@JvmStatic
fun fromPointer(ptr: Ptr) = Vec3d(memGetDouble(ptr), memGetDouble(ptr + Double.BYTES), memGetDouble(ptr + Double.BYTES * 2))
}
override fun size() = size
override fun elementCount() = length
override fun equals(other: Any?) = other is Vec3d && this[0] == other[0] && this[1] == other[1] && this[2] == other[2]
override fun hashCode() = 31 * (31 * x.hashCode() + y.hashCode()) + z.hashCode()
@JvmOverloads
fun print(name: String = "", stream: PrintStream = System.out) = stream.print("$name$this")
@JvmOverloads
fun println(name: String = "", stream: PrintStream = System.out) = stream.println("$name$this")
override fun toString(): String = "($x, $y, $z)"
}