org.joml.Vector3fc Maven / Gradle / Ivy
/*
* The MIT License
*
* Copyright (c) 2016-2020 JOML
*
* 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 org.joml;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.*;
/**
* Interface to a read-only view of a 3-dimensional vector of single-precision floats.
*
* @author Kai Burjack
*/
public interface Vector3fc {
/**
* @return the value of the x component
*/
float x();
/**
* @return the value of the y component
*/
float y();
/**
* @return the value of the z component
*/
float z();
/**
* Store this vector into the supplied {@link FloatBuffer} at the current
* buffer {@link FloatBuffer#position() position}.
*
* This method will not increment the position of the given FloatBuffer.
*
* In order to specify the offset into the FloatBuffer at which
* the vector is stored, use {@link #get(int, FloatBuffer)}, taking
* the absolute position as parameter.
*
* @see #get(int, FloatBuffer)
*
* @param buffer
* will receive the values of this vector in x, y, z
order
* @return the passed in buffer
* @see #get(int, FloatBuffer)
*/
FloatBuffer get(FloatBuffer buffer);
/**
* Store this vector into the supplied {@link FloatBuffer} starting at the specified
* absolute buffer position/index.
*
* This method will not increment the position of the given FloatBuffer.
*
* @param index
* the absolute position into the FloatBuffer
* @param buffer
* will receive the values of this vector in x, y, z
order
* @return the passed in buffer
*/
FloatBuffer get(int index, FloatBuffer buffer);
/**
* Store this vector into the supplied {@link ByteBuffer} at the current
* buffer {@link ByteBuffer#position() position}.
*
* This method will not increment the position of the given ByteBuffer.
*
* In order to specify the offset into the ByteBuffer at which
* the vector is stored, use {@link #get(int, ByteBuffer)}, taking
* the absolute position as parameter.
*
* @see #get(int, ByteBuffer)
*
* @param buffer
* will receive the values of this vector in x, y, z
order
* @return the passed in buffer
* @see #get(int, ByteBuffer)
*/
ByteBuffer get(ByteBuffer buffer);
/**
* Store this vector into the supplied {@link ByteBuffer} starting at the specified
* absolute buffer position/index.
*
* This method will not increment the position of the given ByteBuffer.
*
* @param index
* the absolute position into the ByteBuffer
* @param buffer
* will receive the values of this vector in x, y, z
order
* @return the passed in buffer
*/
ByteBuffer get(int index, ByteBuffer buffer);
/**
* Subtract the supplied vector from this one and store the result in dest
.
*
* @param v
* the vector to subtract
* @param dest
* will hold the result
* @return dest
*/
Vector3f sub(Vector3fc v, Vector3f dest);
/**
* Decrement the components of this vector by the given values and store the result in dest
.
*
* @param x
* the x component to subtract
* @param y
* the y component to subtract
* @param z
* the z component to subtract
* @param dest
* will hold the result
* @return dest
*/
Vector3f sub(float x, float y, float z, Vector3f dest);
/**
* Add the supplied vector to this one and store the result in dest
.
*
* @param v
* the vector to add
* @param dest
* will hold the result
* @return dest
*/
Vector3f add(Vector3fc v, Vector3f dest);
/**
* Increment the components of this vector by the given values and store the result in dest
.
*
* @param x
* the x component to add
* @param y
* the y component to add
* @param z
* the z component to add
* @param dest
* will hold the result
* @return dest
*/
Vector3f add(float x, float y, float z, Vector3f dest);
/**
* Add the component-wise multiplication of a * b
to this vector
* and store the result in dest
.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @param dest
* will hold the result
* @return dest
*/
Vector3f fma(Vector3fc a, Vector3fc b, Vector3f dest);
/**
* Add the component-wise multiplication of a * b
to this vector
* and store the result in dest
.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @param dest
* will hold the result
* @return dest
*/
Vector3f fma(float a, Vector3fc b, Vector3f dest);
/**
* Add the component-wise multiplication of this * a
to b
* and store the result in dest
.
*
* @param a
* the multiplicand
* @param b
* the addend
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulAdd(Vector3fc a, Vector3fc b, Vector3f dest);
/**
* Add the component-wise multiplication of this * a
to b
* and store the result in dest
.
*
* @param a
* the multiplicand
* @param b
* the addend
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulAdd(float a, Vector3fc b, Vector3f dest);
/**
* Multiply this Vector3f component-wise by another Vector3f and store the result in dest
.
*
* @param v
* the vector to multiply by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(Vector3fc v, Vector3f dest);
/**
* Divide this Vector3f component-wise by another Vector3f and store the result in dest
.
*
* @param v
* the vector to divide by
* @param dest
* will hold the result
* @return dest
*/
Vector3f div(Vector3fc v, Vector3f dest);
/**
* Multiply the given matrix mat
with this Vector3f, perform perspective division
* and store the result in dest
.
*
* This method uses w=1.0
as the fourth vector component.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulProject(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given matrix mat
with this Vector3f, perform perspective division
* and store the result in dest
.
*
* This method uses the given w
as the fourth vector component.
*
* @param mat
* the matrix to multiply this vector by
* @param w
* the w component to use
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulProject(Matrix4fc mat, float w, Vector3f dest);
/**
* Multiply the given matrix with this Vector3f and store the result in dest
.
*
* @param mat
* the matrix
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(Matrix3fc mat, Vector3f dest);
/**
* Multiply the given matrix with this Vector3f and store the result in dest
.
*
* @param mat
* the matrix
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(Matrix3dc mat, Vector3f dest);
/**
* Multiply the given matrix mat
with this
by assuming a
* third row in the matrix of (0, 0, 1)
and store the result in dest
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(Matrix3x2fc mat, Vector3f dest);
/**
* Multiply the transpose of the given matrix with this Vector3f and store the result in dest
.
*
* @param mat
* the matrix
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulTranspose(Matrix3fc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 1.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulPosition(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x3 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 1.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulPosition(Matrix4x3fc mat, Vector3f dest);
/**
* Multiply the transpose of the given 4x4 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 1.0
.
*
* @param mat
* the matrix whose transpose to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulTransposePosition(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix mat
with this
, store the
* result in dest
and return the w component of the resulting 4D vector.
*
* This method assumes the w
component of this
to be 1.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the (x, y, z)
components of the resulting vector
* @return the w component of the resulting 4D vector after multiplication
*/
float mulPositionW(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 0.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulDirection(Matrix4dc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 0.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulDirection(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x3 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 0.0
.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulDirection(Matrix4x3fc mat, Vector3f dest);
/**
* Multiply the transpose of the given 4x4 matrix mat
with this
and store the
* result in dest
.
*
* This method assumes the w
component of this
to be 0.0
.
*
* @param mat
* the matrix whose transpose to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulTransposeDirection(Matrix4fc mat, Vector3f dest);
/**
* Multiply all components of this {@link Vector3f} by the given scalar
* value and store the result in dest
.
*
* @param scalar
* the scalar to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(float scalar, Vector3f dest);
/**
* Multiply the components of this Vector3f by the given scalar values and store the result in dest
.
*
* @param x
* the x component to multiply this vector by
* @param y
* the y component to multiply this vector by
* @param z
* the z component to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(float x, float y, float z, Vector3f dest);
/**
* Divide all components of this {@link Vector3f} by the given scalar
* value and store the result in dest
.
*
* @param scalar
* the scalar to divide by
* @param dest
* will hold the result
* @return dest
*/
Vector3f div(float scalar, Vector3f dest);
/**
* Divide the components of this Vector3f by the given scalar values and store the result in dest
.
*
* @param x
* the x component to divide this vector by
* @param y
* the y component to divide this vector by
* @param z
* the z component to divide this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector3f div(float x, float y, float z, Vector3f dest);
/**
* Rotate this vector by the given quaternion quat
and store the result in dest
.
*
* @see Quaternionfc#transform(Vector3f)
*
* @param quat
* the quaternion to rotate this vector
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotate(Quaternionfc quat, Vector3f dest);
/**
* Compute the quaternion representing a rotation of this
vector to point along toDir
* and store the result in dest
.
*
* Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
*
* @see Quaternionf#rotationTo(Vector3fc, Vector3fc)
*
* @param toDir
* the destination direction
* @param dest
* will hold the result
* @return dest
*/
Quaternionf rotationTo(Vector3fc toDir, Quaternionf dest);
/**
* Compute the quaternion representing a rotation of this
vector to point along (toDirX, toDirY, toDirZ)
* and store the result in dest
.
*
* Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
*
* @see Quaternionf#rotationTo(float, float, float, float, float, float)
*
* @param toDirX
* the x coordinate of the destination direction
* @param toDirY
* the y coordinate of the destination direction
* @param toDirZ
* the z coordinate of the destination direction
* @param dest
* will hold the result
* @return dest
*/
Quaternionf rotationTo(float toDirX, float toDirY, float toDirZ, Quaternionf dest);
/**
* Rotate this vector the specified radians around the given rotation axis and store the result
* into dest
.
*
* @param angle
* the angle in radians
* @param aX
* the x component of the rotation axis
* @param aY
* the y component of the rotation axis
* @param aZ
* the z component of the rotation axis
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotateAxis(float angle, float aX, float aY, float aZ, Vector3f dest);
/**
* Rotate this vector the specified radians around the X axis and store the result
* into dest
.
*
* @param angle
* the angle in radians
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotateX(float angle, Vector3f dest);
/**
* Rotate this vector the specified radians around the Y axis and store the result
* into dest
.
*
* @param angle
* the angle in radians
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotateY(float angle, Vector3f dest);
/**
* Rotate this vector the specified radians around the Z axis and store the result
* into dest
.
*
* @param angle
* the angle in radians
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotateZ(float angle, Vector3f dest);
/**
* Return the length squared of this vector.
*
* @return the length squared
*/
float lengthSquared();
/**
* Return the length of this vector.
*
* @return the length
*/
float length();
/**
* Normalize this vector and store the result in dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f normalize(Vector3f dest);
/**
* Scale this vector to have the given length and store the result in dest
.
*
* @param length
* the desired length
* @param dest
* will hold the result
* @return dest
*/
Vector3f normalize(float length, Vector3f dest);
/**
* Compute the cross product of this vector and v
and store the result in dest
.
*
* @param v
* the other vector
* @param dest
* will hold the result
* @return dest
*/
Vector3f cross(Vector3fc v, Vector3f dest);
/**
* Compute the cross product of this vector and (x, y, z)
and store the result in dest
.
*
* @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 dest
* will hold the result
* @return dest
*/
Vector3f cross(float x, float y, float z, Vector3f dest);
/**
* Return the distance between this Vector and v
.
*
* @param v
* the other vector
* @return the distance
*/
float distance(Vector3fc v);
/**
* Return the distance between this
vector and (x, y, z)
.
*
* @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
* @return the euclidean distance
*/
float distance(float x, float y, float z);
/**
* Return the square of the distance between this vector and v
.
*
* @param v
* the other vector
* @return the squared of the distance
*/
float distanceSquared(Vector3fc v);
/**
* Return the square of the distance between this
vector and (x, y, z)
.
*
* @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
* @return the square of the distance
*/
float distanceSquared(float x, float y, float z);
/**
* Return the dot product of this vector and the supplied vector.
*
* @param v
* the other vector
* @return the dot product
*/
float dot(Vector3fc v);
/**
* Return the dot product of this vector and the vector (x, y, z)
.
*
* @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
* @return the dot product
*/
float dot(float x, float y, float z);
/**
* Return the cosine of the angle between this vector and the supplied vector. Use this instead of Math.cos(this.angle(v)).
*
* @see #angle(Vector3fc)
*
* @param v
* the other vector
* @return the cosine of the angle
*/
float angleCos(Vector3fc v);
/**
* Return the angle between this vector and the supplied vector.
*
* @see #angleCos(Vector3fc)
*
* @param v
* the other vector
* @return the angle, in radians
*/
float angle(Vector3fc v);
/**
* Return the signed angle between this vector and the supplied vector with
* respect to the plane with the given normal vector n
.
*
* @see #angleCos(Vector3fc)
*
* @param v
* the other vector
* @param n
* the plane's normal vector
* @return the angle, in radians
*/
float angleSigned(Vector3fc v, Vector3fc n);
/**
* Return the signed angle between this vector and the supplied vector with
* respect to the plane with the given normal vector (nx, ny, nz)
.
*
* @param x
* the x coordinate of the other vector
* @param y
* the y coordinate of the other vector
* @param z
* the z coordinate of the other vector
* @param nx
* the x coordinate of the plane's normal vector
* @param ny
* the y coordinate of the plane's normal vector
* @param nz
* the z coordinate of the plane's normal vector
* @return the angle, in radians
*/
float angleSigned(float x, float y, float z, float nx, float ny, float nz);
/**
* Set the components of dest
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
*/
Vector3f min(Vector3fc v, Vector3f dest);
/**
* Set the components of dest
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
*/
Vector3f max(Vector3fc v, Vector3f dest);
/**
* Negate this vector and store the result in dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f negate(Vector3f dest);
/**
* Compute the absolute values of the individual components of this
and store the result in dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f absolute(Vector3f dest);
/**
* Reflect this vector about the given normal
vector and store the result in dest
.
*
* @param normal
* the vector to reflect about
* @param dest
* will hold the result
* @return dest
*/
Vector3f reflect(Vector3fc normal, Vector3f dest);
/**
* Reflect this vector about the given normal vector and store the result in dest
.
*
* @param x
* the x component of the normal
* @param y
* the y component of the normal
* @param z
* the z component of the normal
* @param dest
* will hold the result
* @return dest
*/
Vector3f reflect(float x, float y, float z, Vector3f dest);
/**
* Compute the half vector between this and the other vector and store the result in dest
.
*
* @param other
* the other vector
* @param dest
* will hold the result
* @return dest
*/
Vector3f half(Vector3fc other, Vector3f dest);
/**
* Compute the half vector between this and the vector (x, y, z)
* and store the result in dest
.
*
* @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 dest
* will hold the result
* @return dest
*/
Vector3f half(float x, float y, float z, Vector3f dest);
/**
* Compute a smooth-step (i.e. hermite with zero tangents) interpolation
* between this
vector and the given vector v
and
* store the result in dest
.
*
* @param v
* the other vector
* @param t
* the interpolation factor, within [0..1]
* @param dest
* will hold the result
* @return dest
*/
Vector3f smoothStep(Vector3fc v, float t, Vector3f dest);
/**
* Compute a hermite interpolation between this
vector with its
* associated tangent t0
and the given vector v
* with its tangent t1
and store the result in
* dest
.
*
* @param t0
* the tangent of this
vector
* @param v1
* the other vector
* @param t1
* the tangent of the other vector
* @param t
* the interpolation factor, within [0..1]
* @param dest
* will hold the result
* @return dest
*/
Vector3f hermite(Vector3fc t0, Vector3fc v1, Vector3fc t1, float t, Vector3f dest);
/**
* Linearly interpolate this
and other
using the given interpolation factor t
* and store the result in dest
.
*
* If t
is 0.0
then the result is this
. If the interpolation factor is 1.0
* then the result is other
.
*
* @param other
* the other vector
* @param t
* the interpolation factor between 0.0 and 1.0
* @param dest
* will hold the result
* @return dest
*/
Vector3f lerp(Vector3fc other, float t, Vector3f dest);
/**
* Get the value of the specified component of this vector.
*
* @param component
* the component, within [0..2]
* @return the value
* @throws IllegalArgumentException if component
is not within [0..2]
*/
float get(int component) throws IllegalArgumentException;
/**
* Set the components of the given vector dest
to those of this
vector
* using the given {@link RoundingMode}.
*
* @param mode
* the {@link RoundingMode} to use
* @param dest
* will hold the result
* @return dest
*/
Vector3i get(int mode, Vector3i dest);
/**
* Set the components of the given vector dest
to those of this
vector.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f get(Vector3f dest);
/**
* Set the components of the given vector dest
to those of this
vector.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3d get(Vector3d dest);
/**
* Determine the component with the biggest absolute value.
*
* @return the component index, within [0..2]
*/
int maxComponent();
/**
* Determine the component with the smallest (towards zero) absolute value.
*
* @return the component index, within [0..2]
*/
int minComponent();
/**
* Transform this
vector so that it is orthogonal to the given vector v
, normalize the result and store it into dest
.
*
* Reference: Gram–Schmidt process
*
* @param v
* the reference vector which the result should be orthogonal to
* @param dest
* will hold the result
* @return dest
*/
Vector3f orthogonalize(Vector3fc v, Vector3f dest);
/**
* Transform this
vector so that it is orthogonal to the given unit vector v
, normalize the result and store it into dest
.
*
* The vector v
is assumed to be a {@link #normalize(Vector3f) unit} vector.
*
* Reference: Gram–Schmidt process
*
* @param v
* the reference unit vector which the result should be orthogonal to
* @param dest
* will hold the result
* @return dest
*/
Vector3f orthogonalizeUnit(Vector3fc v, Vector3f dest);
/**
* Compute for each component of this vector the largest (closest to positive
* infinity) {@code float} value that is less than or equal to that
* component and is equal to a mathematical integer and store the result in
* dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f floor(Vector3f dest);
/**
* Compute for each component of this vector the smallest (closest to negative
* infinity) {@code float} value that is greater than or equal to that
* component and is equal to a mathematical integer and store the result in
* dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f ceil(Vector3f dest);
/**
* Compute for each component of this vector the closest float that is equal to
* a mathematical integer, with ties rounding to positive infinity and store
* the result in dest
.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f round(Vector3f dest);
/**
* Determine whether all components are finite floating-point values, that
* is, they are not {@link Float#isNaN() NaN} and not
* {@link Float#isInfinite() infinity}.
*
* @return {@code true} if all components are finite floating-point values;
* {@code false} otherwise
*/
boolean isFinite();
/**
* Compare the vector components of this
vector with the given vector using the given delta
* and return whether all of them are equal within a maximum difference of delta
.
*
* 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 true
whether all of the vector components are equal; false
otherwise
*/
boolean equals(Vector3fc v, float delta);
/**
* Compare the vector components of this
vector with the given (x, y, z)
* 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
* @return true
if all the vector components are equal
*/
boolean equals(float x, float y, float z);
}