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/*
 * 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); }





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