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/*
 * The MIT License
 *
 * Copyright (c) 2015-2020 Richard Greenlees
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.joml;

import java.io.Externalizable;
import java.io.IOException;
import java.io.ObjectInput;
import java.io.ObjectOutput;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.text.DecimalFormat;
import java.text.NumberFormat;

/**
 * Contains the definition of a Vector comprising 4 floats and associated
 * transformations.
 * 
 * @author Richard Greenlees
 * @author Kai Burjack
 * @author F. Neurath
 */
public class Vector4f implements Externalizable, Vector4fc {

    private static final long serialVersionUID = 1L;

    /**
     * The x component of the vector.
     */
    public float x;
    /**
     * The y component of the vector.
     */
    public float y;
    /**
     * The z component of the vector.
     */
    public float z;
    /**
     * The w component of the vector.
     */
    public float w;

    /**
     * Create a new {@link Vector4f} of (0, 0, 0, 1).
     */
    public Vector4f() {
        this.w = 1.0f;
    }

    /**
     * Create a new {@link Vector4f} with the same values as v.
     * 
     * @param v
     *          the {@link Vector4fc} to copy the values from
     */
    public Vector4f(Vector4fc v) {
        this.x = v.x();
        this.y = v.y();
        this.z = v.z();
        this.w = v.w();
    }

    /**
     * Create a new {@link Vector4f} with the same values as v.
     * 
     * @param v
     *          the {@link Vector4ic} to copy the values from
     */
    public Vector4f(Vector4ic v) {
        this.x = v.x();
        this.y = v.y();
        this.z = v.z();
        this.w = v.w();
    }

    /**
     * Create a new {@link Vector4f} with the first three components from the
     * given v and the given w.
     * 
     * @param v
     *          the {@link Vector3fc}
     * @param w
     *          the w component
     */
    public Vector4f(Vector3fc v, float w) {
        this.x = v.x();
        this.y = v.y();
        this.z = v.z();
        this.w = w;
    }

    /**
     * Create a new {@link Vector4f} with the first three components from the
     * given v and the given w.
     * 
     * @param v
     *          the {@link Vector3ic}
     * @param w
     *          the w component
     */
    public Vector4f(Vector3ic v, float w) {
        this.x = v.x();
        this.y = v.y();
        this.z = v.z();
        this.w = w;
    }

    /**
     * Create a new {@link Vector4f} with the first two components from the
     * given v and the given z, and w.
     * 
     * @param v
     *          the {@link Vector2fc}
     * @param z
     *          the z component
     * @param w
     *          the w component
     */
    public Vector4f(Vector2fc v, float z, float w) {
        this.x = v.x();
        this.y = v.y();
        this.z = z;
        this.w = w;
    }

    /**
     * Create a new {@link Vector4f} with the first two components from the
     * given v and the given z, and w.
     * 
     * @param v
     *          the {@link Vector2ic}
     * @param z
     *          the z component
     * @param w
     *          the w component
     */
    public Vector4f(Vector2ic v, float z, float w) {
        this.x = v.x();
        this.y = v.y();
        this.z = z;
        this.w = w;
    }

    /**
     * Create a new {@link Vector4f} and initialize all four components with the given value.
     *
     * @param d
     *          the value of all four components
     */
    public Vector4f(float d) {
        this.x = d;
        this.y = d;
        this.z = d;
        this.w = d;
    }

    /**
     * Create a new {@link Vector4f} with the given component values.
     * 
     * @param x
     *          the x component
     * @param y
     *          the y component
     * @param z
     *          the z component
     * @param w
     *          the w component
     */
    public Vector4f(float x, float y, float z, float w) {
        this.x = x;
        this.y = y;
        this.z = z;
        this.w = w;
    }

    /**
     * Create a new {@link Vector4f} and initialize its four components from the first
     * four elements of the given array.
     * 
     * @param xyzw
     *          the array containing at least four elements
     */
    public Vector4f(float[] xyzw) {
        this.x = xyzw[0];
        this.y = xyzw[1];
        this.z = xyzw[2];
        this.w = xyzw[3];
    }

    /**
     * Create a new {@link Vector4f} and read this vector from 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 read, use {@link #Vector4f(int, ByteBuffer)}, taking * the absolute position as parameter. * * @param buffer * values will be read in x, y, z, w order * @see #Vector4f(int, ByteBuffer) */ public Vector4f(ByteBuffer buffer) { MemUtil.INSTANCE.get(this, buffer.position(), buffer); } /** * Create a new {@link Vector4f} and read this vector from 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 * values will be read in x, y, z, w order */ public Vector4f(int index, ByteBuffer buffer) { MemUtil.INSTANCE.get(this, index, buffer); } /** * Create a new {@link Vector4f} and read this vector from 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 read, use {@link #Vector4f(int, FloatBuffer)}, taking * the absolute position as parameter. * * @param buffer * values will be read in x, y, z, w order * @see #Vector4f(int, FloatBuffer) */ public Vector4f(FloatBuffer buffer) { MemUtil.INSTANCE.get(this, buffer.position(), buffer); } /** * Create a new {@link Vector4f} and read this vector from 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 * values will be read in x, y, z, w order */ public Vector4f(int index, FloatBuffer buffer) { MemUtil.INSTANCE.get(this, index, buffer); } public float x() { return this.x; } public float y() { return this.y; } public float z() { return this.z; } public float w() { return this.w; } /** * Set this {@link Vector4f} to the values of the given v. * * @param v * the vector whose values will be copied into this * @return this */ public Vector4f set(Vector4fc v) { this.x = v.x(); this.y = v.y(); this.z = v.z(); this.w = v.w(); return this; } /** * Set this {@link Vector4f} to the values of the given v. * * @param v * the vector whose values will be copied into this * @return this */ public Vector4f set(Vector4ic v) { this.x = v.x(); this.y = v.y(); this.z = v.z(); this.w = v.w(); return this; } /** * Set this {@link Vector4f} to the values of the given v. *

* Note that due to the given vector v storing the components in double-precision, * there is the possibility to lose precision. * * @param v * the vector whose values will be copied into this * @return this */ public Vector4f set(Vector4dc v) { this.x = (float) v.x(); this.y = (float) v.y(); this.z = (float) v.z(); this.w = (float) v.w(); return this; } /** * Set the first three components of this to the components of * v and the last component to w. * * @param v * the {@link Vector3fc} to copy * @param w * the w component * @return this */ public Vector4f set(Vector3fc v, float w) { this.x = v.x(); this.y = v.y(); this.z = v.z(); this.w = w; return this; } /** * Set the first three components of this to the components of * v and the last component to w. * * @param v * the {@link Vector3ic} to copy * @param w * the w component * @return this */ public Vector4f set(Vector3ic v, float w) { this.x = v.x(); this.y = v.y(); this.z = v.z(); this.w = w; return this; } /** * Sets the first two components of this to the components of given v * and last two components to the given z, and w. * * @param v * the {@link Vector2fc} * @param z * the z component * @param w * the w component * @return this */ public Vector4f set(Vector2fc v, float z, float w) { this.x = v.x(); this.y = v.y(); this.z = z; this.w = w; return this; } /** * Sets the first two components of this to the components of given v * and last two components to the given z, and w. * * @param v * the {@link Vector2ic} * @param z * the z component * @param w * the w component * @return this */ public Vector4f set(Vector2ic v, float z, float w) { this.x = v.x(); this.y = v.y(); this.z = z; this.w = w; return this; } /** * Set the x, y, z, and w components to the supplied value. * * @param d * the value of all four components * @return this */ public Vector4f set(float d) { this.x = d; this.y = d; this.z = d; this.w = d; return this; } /** * Set the x, y, z, and w components to the supplied values. * * @param x * the x component * @param y * the y component * @param z * the z component * @param w * the w component * @return this */ public Vector4f set(float x, float y, float z, float w) { this.x = x; this.y = y; this.z = z; this.w = w; return this; } /** * Set the x, y, z components to the supplied values. * * @param x * the x component * @param y * the y component * @param z * the z component * @return this */ public Vector4f set(float x, float y, float z) { this.x = x; this.y = y; this.z = z; return this; } /** * Set the x, y, z, and w components to the supplied value. * * @param d * the value of all four components * @return this */ public Vector4f set(double d) { this.x = (float) d; this.y = (float) d; this.z = (float) d; this.w = (float) d; return this; } /** * Set the x, y, z, and w components to the supplied values. * * @param x * the x component * @param y * the y component * @param z * the z component * @param w * the w component * @return this */ public Vector4f set(double x, double y, double z, double w) { this.x = (float) x; this.y = (float) y; this.z = (float) z; this.w = (float) w; return this; } /** * Set the four components of this vector to the first four elements of the given array. * * @param xyzw * the array containing at least four elements * @return this */ public Vector4f set(float[] xyzw) { this.x = xyzw[0]; this.y = xyzw[1]; this.z = xyzw[2]; this.w = xyzw[2]; return this; } /** * Read this vector from 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 read, use {@link #set(int, ByteBuffer)}, taking * the absolute position as parameter. * * @param buffer * values will be read in x, y, z, w order * @return this * @see #set(int, ByteBuffer) */ public Vector4f set(ByteBuffer buffer) { MemUtil.INSTANCE.get(this, buffer.position(), buffer); return this; } /** * Read this vector from the supplied {@link ByteBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given ByteBuffer. * * @param index * the absolute position into the ByteBuffer * @param buffer * values will be read in x, y, z, w order * @return this */ public Vector4f set(int index, ByteBuffer buffer) { MemUtil.INSTANCE.get(this, index, buffer); return this; } /** * Read this vector from 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 read, use {@link #set(int, FloatBuffer)}, taking * the absolute position as parameter. * * @param buffer * values will be read in x, y, z, w order * @return this * @see #set(int, FloatBuffer) */ public Vector4f set(FloatBuffer buffer) { MemUtil.INSTANCE.get(this, buffer.position(), buffer); return this; } /** * Read this vector from 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 * values will be read in x, y, z, w order * @return this */ public Vector4f set(int index, FloatBuffer buffer) { MemUtil.INSTANCE.get(this, index, buffer); return this; } /** * Set the values of this vector by reading 4 float values from off-heap memory, * starting at the given address. *

* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`. *

* 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. * * @param address * the off-heap memory address to read the vector values from * @return this */ public Vector4f setFromAddress(long address) { if (Options.NO_UNSAFE) throw new UnsupportedOperationException("Not supported when using joml.nounsafe"); MemUtil.MemUtilUnsafe.get(this, address); return this; } /** * Set the value of the specified component of this vector. * * @param component * the component whose value to set, within [0..3] * @param value * the value to set * @return this * @throws IllegalArgumentException if component is not within [0..3] */ public Vector4f setComponent(int component, float value) throws IllegalArgumentException { switch (component) { case 0: x = value; break; case 1: y = value; break; case 2: z = value; break; case 3: w = value; break; default: throw new IllegalArgumentException(); } return this; } public FloatBuffer get(FloatBuffer buffer) { MemUtil.INSTANCE.put(this, buffer.position(), buffer); return buffer; } public FloatBuffer get(int index, FloatBuffer buffer) { MemUtil.INSTANCE.put(this, index, buffer); return buffer; } public ByteBuffer get(ByteBuffer buffer) { MemUtil.INSTANCE.put(this, buffer.position(), buffer); return buffer; } public ByteBuffer get(int index, ByteBuffer buffer) { MemUtil.INSTANCE.put(this, index, buffer); return buffer; } public Vector4fc getToAddress(long address) { if (Options.NO_UNSAFE) throw new UnsupportedOperationException("Not supported when using joml.nounsafe"); MemUtil.MemUtilUnsafe.put(this, address); return this; } /** * Subtract the supplied vector from this one. * * @param v * the vector to subtract * @return this */ public Vector4f sub(Vector4fc v) { this.x = this.x - v.x(); this.y = this.y - v.y(); this.z = this.z - v.z(); this.w = this.w - v.w(); return this; } /** * Subtract (x, y, z, w) from this. * * @param x * the x component to subtract * @param y * the y component to subtract * @param z * the z component to subtract * @param w * the w component to subtract * @return this */ public Vector4f sub(float x, float y, float z, float w) { this.x = this.x - x; this.y = this.y - y; this.z = this.z - z; this.w = this.w - w; return this; } public Vector4f sub(Vector4fc v, Vector4f dest) { dest.x = this.x - v.x(); dest.y = this.y - v.y(); dest.z = this.z - v.z(); dest.w = this.w - v.w(); return dest; } public Vector4f sub(float x, float y, float z, float w, Vector4f dest) { dest.x = this.x - x; dest.y = this.y - y; dest.z = this.z - z; dest.w = this.w - w; return dest; } /** * Add the supplied vector to this one. * * @param v * the vector to add * @return this */ public Vector4f add(Vector4fc v) { this.x = x + v.x(); this.y = y + v.y(); this.z = z + v.z(); this.w = w + v.w(); return this; } public Vector4f add(Vector4fc v, Vector4f dest) { dest.x = x + v.x(); dest.y = y + v.y(); dest.z = z + v.z(); dest.w = w + v.w(); return dest; } /** * Increment the components of this vector by the given values. * * @param x * the x component to add * @param y * the y component to add * @param z * the z component to add * @param w * the w component to add * @return this */ public Vector4f add(float x, float y, float z, float w) { this.x = this.x + x; this.y = this.y + y; this.z = this.z + z; this.w = this.w + w; return this; } public Vector4f add(float x, float y, float z, float w, Vector4f dest) { dest.x = this.x + x; dest.y = this.y + y; dest.z = this.z + z; dest.w = this.w + w; return dest; } /** * Add the component-wise multiplication of a * b to this vector. * * @param a * the first multiplicand * @param b * the second multiplicand * @return this */ public Vector4f fma(Vector4fc a, Vector4fc b) { this.x = Math.fma(a.x(), b.x(), x); this.y = Math.fma(a.y(), b.y(), y); this.z = Math.fma(a.z(), b.z(), z); this.w = Math.fma(a.w(), b.w(), w); return this; } /** * Add the component-wise multiplication of a * b to this vector. * * @param a * the first multiplicand * @param b * the second multiplicand * @return this */ public Vector4f fma(float a, Vector4fc b) { this.x = Math.fma(a, b.x(), x); this.y = Math.fma(a, b.y(), y); this.z = Math.fma(a, b.z(), z); this.w = Math.fma(a, b.w(), w); return this; } public Vector4f fma(Vector4fc a, Vector4fc b, Vector4f dest) { dest.x = Math.fma(a.x(), b.x(), x); dest.y = Math.fma(a.y(), b.y(), y); dest.z = Math.fma(a.z(), b.z(), z); dest.w = Math.fma(a.w(), b.w(), w); return dest; } public Vector4f fma(float a, Vector4fc b, Vector4f dest) { dest.x = Math.fma(a, b.x(), x); dest.y = Math.fma(a, b.y(), y); dest.z = Math.fma(a, b.z(), z); dest.w = Math.fma(a, b.w(), w); return dest; } /** * Add the component-wise multiplication of a * b to this vector. * * @param a * the first multiplicand * @param b * the second multiplicand * @return this */ public Vector4f mulAdd(Vector4fc a, Vector4fc b) { this.x = Math.fma(x, a.x(), b.x()); this.y = Math.fma(y, a.y(), b.y()); this.z = Math.fma(z, a.z(), b.z()); return this; } /** * Add the component-wise multiplication of a * b to this vector. * * @param a * the first multiplicand * @param b * the second multiplicand * @return this */ public Vector4f mulAdd(float a, Vector4fc b) { this.x = Math.fma(x, a, b.x()); this.y = Math.fma(y, a, b.y()); this.z = Math.fma(z, a, b.z()); return this; } public Vector4f mulAdd(Vector4fc a, Vector4fc b, Vector4f dest) { dest.x = Math.fma(x, a.x(), b.x()); dest.y = Math.fma(y, a.y(), b.y()); dest.z = Math.fma(z, a.z(), b.z()); return dest; } public Vector4f mulAdd(float a, Vector4fc b, Vector4f dest) { dest.x = Math.fma(x, a, b.x()); dest.y = Math.fma(y, a, b.y()); dest.z = Math.fma(z, a, b.z()); return dest; } /** * Multiply this Vector4f component-wise by another Vector4f. * * @param v * the other vector * @return this */ public Vector4f mul(Vector4fc v) { this.x = x * v.x(); this.y = y * v.y(); this.z = z * v.z(); this.w = w * v.w(); return this; } public Vector4f mul(Vector4fc v, Vector4f dest) { dest.x = x * v.x(); dest.y = y * v.y(); dest.z = z * v.z(); dest.w = w * v.w(); return dest; } /** * Divide this Vector4f component-wise by another Vector4f. * * @param v * the vector to divide by * @return this */ public Vector4f div(Vector4fc v) { this.x = x / v.x(); this.y = y / v.y(); this.z = z / v.z(); this.w = w / v.w(); return this; } public Vector4f div(Vector4fc v, Vector4f dest) { dest.x = x / v.x(); dest.y = y / v.y(); dest.z = z / v.z(); dest.w = w / v.w(); return dest; } /** * Multiply the given matrix mat with this Vector4f and store the result in * this. * * @param mat * the matrix to multiply the vector with * @return this */ public Vector4f mul(Matrix4fc mat) { if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0) return mulAffine(mat, this); return mulGeneric(mat, this); } public Vector4f mul(Matrix4fc mat, Vector4f dest) { if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0) return mulAffine(mat, dest); return mulGeneric(mat, dest); } /** * Multiply the transpose of the given matrix mat with this Vector4f and store the result in * this. * * @param mat * the matrix whose transpose to multiply the vector with * @return this */ public Vector4f mulTranspose(Matrix4fc mat) { if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0) return mulAffineTranspose(mat, this); return mulGenericTranspose(mat, this); } public Vector4f mulTranspose(Matrix4fc mat, Vector4f dest) { if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0) return mulAffineTranspose(mat, dest); return mulGenericTranspose(mat, dest); } public Vector4f mulAffine(Matrix4fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))); dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))); dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))); dest.w = w; return dest; } private Vector4f mulGeneric(Matrix4fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))); dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))); dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))); dest.w = Math.fma(mat.m03(), x, Math.fma(mat.m13(), y, Math.fma(mat.m23(), z, mat.m33() * w))); return dest; } public Vector4f mulAffineTranspose(Matrix4fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m01(), y, mat.m02() * z)); dest.y = Math.fma(mat.m10(), x, Math.fma(mat.m11(), y, mat.m12() * z)); dest.z = Math.fma(mat.m20(), x, Math.fma(mat.m21(), y, mat.m22() * z)); dest.w = Math.fma(mat.m30(), x, Math.fma(mat.m31(), y, mat.m32() * z + w)); return dest; } private Vector4f mulGenericTranspose(Matrix4fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m01(), y, Math.fma(mat.m02(), z, mat.m03() * w))); dest.y = Math.fma(mat.m10(), x, Math.fma(mat.m11(), y, Math.fma(mat.m12(), z, mat.m13() * w))); dest.z = Math.fma(mat.m20(), x, Math.fma(mat.m21(), y, Math.fma(mat.m22(), z, mat.m23() * w))); dest.w = Math.fma(mat.m30(), x, Math.fma(mat.m31(), y, Math.fma(mat.m32(), z, mat.m33() * w))); return dest; } /** * Multiply the given matrix mat with this Vector4f and store the result in * this. * * @param mat * the matrix to multiply the vector with * @return this */ public Vector4f mul(Matrix4x3fc mat) { float x = this.x, y = this.y, z = this.z, w = this.w; this.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))); this.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))); this.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))); this.w = w; return this; } public Vector4f mul(Matrix4x3fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))); dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))); dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))); dest.w = w; return dest; } public Vector4f mulProject(Matrix4fc mat, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; float invW = 1.0f / Math.fma(mat.m03(), x, Math.fma(mat.m13(), y, Math.fma(mat.m23(), z, mat.m33() * w))); dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))) * invW; dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))) * invW; dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))) * invW; dest.w = 1.0f; return dest; } /** * Multiply the given matrix mat with this Vector4f, perform perspective division. * * @param mat * the matrix to multiply this vector by * @return this */ public Vector4f mulProject(Matrix4fc mat) { float x = this.x, y = this.y, z = this.z, w = this.w; float invW = 1.0f / Math.fma(mat.m03(), x, Math.fma(mat.m13(), y, Math.fma(mat.m23(), z, mat.m33() * w))); this.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))) * invW; this.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))) * invW; this.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))) * invW; this.w = 1.0f; return this; } public Vector3f mulProject(Matrix4fc mat, Vector3f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; float invW = 1.0f / Math.fma(mat.m03(), x, Math.fma(mat.m13(), y, Math.fma(mat.m23(), z, mat.m33() * w))); dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w))) * invW; dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w))) * invW; dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w))) * invW; return dest; } /** * Multiply all components of this {@link Vector4f} by the given scalar * value. * * @param scalar * the scalar to multiply by * @return this */ public Vector4f mul(float scalar) { this.x = x * scalar; this.y = y * scalar; this.z = z * scalar; this.w = w * scalar; return this; } public Vector4f mul(float scalar, Vector4f dest) { dest.x = x * scalar; dest.y = y * scalar; dest.z = z * scalar; dest.w = w * scalar; return dest; } /** * Multiply the components of this Vector4f by the given scalar values and store the result in this. * * @param x * the x component to multiply by * @param y * the y component to multiply by * @param z * the z component to multiply by * @param w * the w component to multiply by * @return this */ public Vector4f mul(float x, float y, float z, float w) { this.x = this.x * x; this.y = this.y * y; this.z = this.z * z; this.w = this.w * w; return this; } public Vector4f mul(float x, float y, float z, float w, Vector4f dest) { dest.x = this.x * x; dest.y = this.y * y; dest.z = this.z * z; dest.w = this.w * w; return dest; } /** * Divide all components of this {@link Vector4f} by the given scalar * value. * * @param scalar * the scalar to divide by * @return this */ public Vector4f div(float scalar) { float inv = 1.0f / scalar; this.x = x * inv; this.y = y * inv; this.z = z * inv; this.w = w * inv; return this; } public Vector4f div(float scalar, Vector4f dest) { float inv = 1.0f / scalar; dest.x = x * inv; dest.y = y * inv; dest.z = z * inv; dest.w = w * inv; return dest; } /** * Divide the components of this Vector4f by the given scalar values and store the result in this. * * @param x * the x component to divide by * @param y * the y component to divide by * @param z * the z component to divide by * @param w * the w component to divide by * @return this */ public Vector4f div(float x, float y, float z, float w) { this.x = this.x / x; this.y = this.y / y; this.z = this.z / z; this.w = this.w / w; return this; } public Vector4f div(float x, float y, float z, float w, Vector4f dest) { dest.x = this.x / x; dest.y = this.y / y; dest.z = this.z / z; dest.w = this.w / w; return dest; } /** * Rotate this vector by the given quaternion quat and store the result in this. * * @see Quaternionf#transform(Vector4f) * * @param quat * the quaternion to rotate this vector * @return this */ public Vector4f rotate(Quaternionfc quat) { return quat.transform(this, this); } public Vector4f rotate(Quaternionfc quat, Vector4f dest) { return quat.transform(this, dest); } /** * Rotate this vector the specified radians around the given rotation axis. * * @param angle * the angle in radians * @param x * the x component of the rotation axis * @param y * the y component of the rotation axis * @param z * the z component of the rotation axis * @return this */ public Vector4f rotateAbout(float angle, float x, float y, float z) { if (y == 0.0f && z == 0.0f && Math.absEqualsOne(x)) return rotateX(x * angle, this); else if (x == 0.0f && z == 0.0f && Math.absEqualsOne(y)) return rotateY(y * angle, this); else if (x == 0.0f && y == 0.0f && Math.absEqualsOne(z)) return rotateZ(z * angle, this); return rotateAxisInternal(angle, x, y, z, this); } public Vector4f rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest) { if (aY == 0.0f && aZ == 0.0f && Math.absEqualsOne(aX)) return rotateX(aX * angle, dest); else if (aX == 0.0f && aZ == 0.0f && Math.absEqualsOne(aY)) return rotateY(aY * angle, dest); else if (aX == 0.0f && aY == 0.0f && Math.absEqualsOne(aZ)) return rotateZ(aZ * angle, dest); return rotateAxisInternal(angle, aX, aY, aZ, dest); } private Vector4f rotateAxisInternal(float angle, float aX, float aY, float aZ, Vector4f dest) { float hangle = angle * 0.5f; float sinAngle = Math.sin(hangle); float qx = aX * sinAngle, qy = aY * sinAngle, qz = aZ * sinAngle; float qw = Math.cosFromSin(sinAngle, hangle); float w2 = qw * qw, x2 = qx * qx, y2 = qy * qy, z2 = qz * qz, zw = qz * qw; float xy = qx * qy, xz = qx * qz, yw = qy * qw, yz = qy * qz, xw = qx * qw; float x = this.x, y = this.y, z = this.z; dest.x = (w2 + x2 - z2 - y2) * x + (-zw + xy - zw + xy) * y + (yw + xz + xz + yw) * z; dest.y = (xy + zw + zw + xy) * x + ( y2 - z2 + w2 - x2) * y + (yz + yz - xw - xw) * z; dest.z = (xz - yw + xz - yw) * x + ( yz + yz + xw + xw) * y + (z2 - y2 - x2 + w2) * z; return dest; } /** * Rotate this vector the specified radians around the X axis. * * @param angle * the angle in radians * @return this */ public Vector4f rotateX(float angle) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float y = this.y * cos - this.z * sin; float z = this.y * sin + this.z * cos; this.y = y; this.z = z; return this; } public Vector4f rotateX(float angle, Vector4f dest) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float y = this.y * cos - this.z * sin; float z = this.y * sin + this.z * cos; dest.x = this.x; dest.y = y; dest.z = z; dest.w = this.w; return dest; } /** * Rotate this vector the specified radians around the Y axis. * * @param angle * the angle in radians * @return this */ public Vector4f rotateY(float angle) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float x = this.x * cos + this.z * sin; float z = -this.x * sin + this.z * cos; this.x = x; this.z = z; return this; } public Vector4f rotateY(float angle, Vector4f dest) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float x = this.x * cos + this.z * sin; float z = -this.x * sin + this.z * cos; dest.x = x; dest.y = this.y; dest.z = z; dest.w = this.w; return dest; } /** * Rotate this vector the specified radians around the Z axis. * * @param angle * the angle in radians * @return this */ public Vector4f rotateZ(float angle) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float x = this.x * cos - this.y * sin; float y = this.x * sin + this.y * cos; this.x = x; this.y = y; return this; } public Vector4f rotateZ(float angle, Vector4f dest) { float sin = Math.sin(angle), cos = Math.cosFromSin(sin, angle); float x = this.x * cos - this.y * sin; float y = this.x * sin + this.y * cos; dest.x = x; dest.y = y; dest.z = this.z; dest.w = this.w; return dest; } public float lengthSquared() { return Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w))); } /** * Get the length squared of a 4-dimensional single-precision vector. * * @param x The vector's x component * @param y The vector's y component * @param z The vector's z component * @param w The vector's w component * * @return the length squared of the given vector * * @author F. Neurath */ public static float lengthSquared(float x, float y, float z, float w) { return Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w))); } public static float lengthSquared(int x, int y, int z, int w) { return Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w))); } public float length() { return Math.sqrt(Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w)))); } /** * Get the length of a 4-dimensional single-precision vector. * * @param x The vector's x component * @param y The vector's y component * @param z The vector's z component * @param w The vector's w component * * @return the length of the given vector * * @author F. Neurath */ public static float length(float x, float y, float z, float w) { return Math.sqrt(Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w)))); } /** * Normalizes this vector. * * @return this */ public Vector4f normalize() { float invLength = 1.0f / length(); this.x = x * invLength; this.y = y * invLength; this.z = z * invLength; this.w = w * invLength; return this; } public Vector4f normalize(Vector4f dest) { float invLength = 1.0f / length(); dest.x = x * invLength; dest.y = y * invLength; dest.z = z * invLength; dest.w = w * invLength; return dest; } /** * Scale this vector to have the given length. * * @param length * the desired length * @return this */ public Vector4f normalize(float length) { float invLength = 1.0f / length() * length; this.x = x * invLength; this.y = y * invLength; this.z = z * invLength; this.w = w * invLength; return this; } public Vector4f normalize(float length, Vector4f dest) { float invLength = 1.0f / length() * length; dest.x = x * invLength; dest.y = y * invLength; dest.z = z * invLength; dest.w = w * invLength; return dest; } /** * Normalize this vector by computing only the norm of (x, y, z). * * @return this */ public Vector4f normalize3() { float invLength = Math.invsqrt(Math.fma(x, x, Math.fma(y, y, z * z))); this.x = x * invLength; this.y = y * invLength; this.z = z * invLength; this.w = w * invLength; return this; } public Vector4f normalize3(Vector4f dest) { float invLength = Math.invsqrt(Math.fma(x, x, Math.fma(y, y, z * z))); dest.x = x * invLength; dest.y = y * invLength; dest.z = z * invLength; dest.w = w * invLength; return dest; } public float distance(Vector4fc v) { float dx = this.x - v.x(); float dy = this.y - v.y(); float dz = this.z - v.z(); float dw = this.w - v.w(); return Math.sqrt(Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw)))); } public float distance(float x, float y, float z, float w) { float dx = this.x - x; float dy = this.y - y; float dz = this.z - z; float dw = this.w - w; return Math.sqrt(Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw)))); } public float distanceSquared(Vector4fc v) { float dx = this.x - v.x(); float dy = this.y - v.y(); float dz = this.z - v.z(); float dw = this.w - v.w(); return Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw))); } public float distanceSquared(float x, float y, float z, float w) { float dx = this.x - x; float dy = this.y - y; float dz = this.z - z; float dw = this.w - w; return Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw))); } /** * Return the distance between (x1, y1, z1, w1) and (x2, y2, z2, w2). * * @param x1 * the x component of the first vector * @param y1 * the y component of the first vector * @param z1 * the z component of the first vector * @param w1 * the w component of the first vector * @param x2 * the x component of the second vector * @param y2 * the y component of the second vector * @param z2 * the z component of the second vector * @param w2 * the 2 component of the second vector * @return the euclidean distance */ public static float distance(float x1, float y1, float z1, float w1, float x2, float y2, float z2, float w2) { float dx = x1 - x2; float dy = y1 - y2; float dz = z1 - z2; float dw = w1 - w2; return Math.sqrt(Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw)))); } /** * Return the squared distance between (x1, y1, z1, w1) and (x2, y2, z2, w2). * * @param x1 * the x component of the first vector * @param y1 * the y component of the first vector * @param z1 * the z component of the first vector * @param w1 * the w component of the first vector * @param x2 * the x component of the second vector * @param y2 * the y component of the second vector * @param z2 * the z component of the second vector * @param w2 * the w component of the second vector * @return the euclidean distance squared */ public static float distanceSquared(float x1, float y1, float z1, float w1, float x2, float y2, float z2, float w2) { float dx = x1 - x2; float dy = y1 - y2; float dz = z1 - z2; float dw = w1 - w2; return Math.fma(dx, dx, Math.fma(dy, dy, Math.fma(dz, dz, dw * dw))); } public float dot(Vector4fc v) { return Math.fma(this.x, v.x(), Math.fma(this.y, v.y(), Math.fma(this.z, v.z(), this.w * v.w()))); } public float dot(float x, float y, float z, float w) { return Math.fma(this.x, x, Math.fma(this.y, y, Math.fma(this.z, z, this.w * w))); } public float angleCos(Vector4fc v) { float x = this.x, y = this.y, z = this.z, w = this.w; float length1Squared = Math.fma(x, x, Math.fma(y, y, Math.fma(z, z, w * w))); float length2Squared = Math.fma(v.x(), v.x(), Math.fma(v.y(), v.y(), Math.fma(v.z(), v.z(), v.w() * v.w()))); float dot = Math.fma(x, v.x(), Math.fma(y, v.y(), Math.fma(z, v.z(), w * v.w()))); return dot / Math.sqrt(length1Squared * length2Squared); } public float angle(Vector4fc v) { float cos = angleCos(v); // This is because sometimes cos goes above 1 or below -1 because of lost precision cos = cos < 1 ? cos : 1; cos = cos > -1 ? cos : -1; return Math.acos(cos); } /** * Set all components to zero. * * @return this */ public Vector4f zero() { this.x = 0; this.y = 0; this.z = 0; this.w = 0; return this; } /** * Negate this vector. * * @return this */ public Vector4f negate() { this.x = -x; this.y = -y; this.z = -z; this.w = -w; return this; } public Vector4f negate(Vector4f dest) { dest.x = -x; dest.y = -y; dest.z = -z; dest.w = -w; return dest; } /** * Return a string representation of this vector. *

* This method creates a new {@link DecimalFormat} on every invocation with the format string "0.000E0;-". * * @return the string representation */ public String toString() { return Runtime.formatNumbers(toString(Options.NUMBER_FORMAT)); } /** * Return a string representation of this vector by formatting the vector components with the given {@link NumberFormat}. * * @param formatter * the {@link NumberFormat} used to format the vector components with * @return the string representation */ public String toString(NumberFormat formatter) { return "(" + Runtime.format(x, formatter) + " " + Runtime.format(y, formatter) + " " + Runtime.format(z, formatter) + " " + Runtime.format(w, formatter) + ")"; } public void writeExternal(ObjectOutput out) throws IOException { out.writeFloat(x); out.writeFloat(y); out.writeFloat(z); out.writeFloat(w); } public void readExternal(ObjectInput in) throws IOException, ClassNotFoundException { this.set(in.readFloat(), in.readFloat(), in.readFloat(), in.readFloat()); } /** * Set the components of this vector to be the component-wise minimum of this and the other vector. * * @param v * the other vector * @return this */ public Vector4f min(Vector4fc v) { float x = this.x, y = this.y, z = this.z, w = this.w; this.x = x < v.x() ? x : v.x(); this.y = y < v.y() ? y : v.y(); this.z = z < v.z() ? z : v.z(); this.w = w < v.w() ? w : v.w(); return this; } public Vector4f min(Vector4fc v, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = x < v.x() ? x : v.x(); dest.y = y < v.y() ? y : v.y(); dest.z = z < v.z() ? z : v.z(); dest.w = w < v.w() ? w : v.w(); return dest; } /** * Set the components of this vector to be the component-wise maximum of this and the other vector. * * @param v * the other vector * @return this */ public Vector4f max(Vector4fc v) { float x = this.x, y = this.y, z = this.z, w = this.w; this.x = x > v.x() ? x : v.x(); this.y = y > v.y() ? y : v.y(); this.z = z > v.z() ? z : v.z(); this.w = w > v.w() ? w : v.w(); return this; } public Vector4f max(Vector4fc v, Vector4f dest) { float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = x > v.x() ? x : v.x(); dest.y = y > v.y() ? y : v.y(); dest.z = z > v.z() ? z : v.z(); dest.w = w > v.w() ? w : v.w(); return dest; } public int hashCode() { final int prime = 31; int result = 1; result = prime * result + Float.floatToIntBits(w); result = prime * result + Float.floatToIntBits(x); result = prime * result + Float.floatToIntBits(y); result = prime * result + Float.floatToIntBits(z); return result; } public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (getClass() != obj.getClass()) return false; Vector4f other = (Vector4f) obj; if (Float.floatToIntBits(w) != Float.floatToIntBits(other.w)) return false; if (Float.floatToIntBits(x) != Float.floatToIntBits(other.x)) return false; if (Float.floatToIntBits(y) != Float.floatToIntBits(other.y)) return false; if (Float.floatToIntBits(z) != Float.floatToIntBits(other.z)) return false; return true; } public boolean equals(Vector4fc v, float delta) { if (this == v) return true; if (v == null) return false; if (!(v instanceof Vector4fc)) return false; if (!Runtime.equals(x, v.x(), delta)) return false; if (!Runtime.equals(y, v.y(), delta)) return false; if (!Runtime.equals(z, v.z(), delta)) return false; if (!Runtime.equals(w, v.w(), delta)) return false; return true; } public boolean equals(float x, float y, float z, float w) { if (Float.floatToIntBits(this.x) != Float.floatToIntBits(x)) return false; if (Float.floatToIntBits(this.y) != Float.floatToIntBits(y)) return false; if (Float.floatToIntBits(this.z) != Float.floatToIntBits(z)) return false; if (Float.floatToIntBits(this.w) != Float.floatToIntBits(w)) return false; return true; } public Vector4f smoothStep(Vector4fc v, float t, Vector4f dest) { float t2 = t * t; float t3 = t2 * t; float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = (x + x - v.x() - v.x()) * t3 + (3.0f * v.x() - 3.0f * x) * t2 + x * t + x; dest.y = (y + y - v.y() - v.y()) * t3 + (3.0f * v.y() - 3.0f * y) * t2 + y * t + y; dest.z = (z + z - v.z() - v.z()) * t3 + (3.0f * v.z() - 3.0f * z) * t2 + z * t + z; dest.w = (w + w - v.w() - v.w()) * t3 + (3.0f * v.w() - 3.0f * w) * t2 + w * t + w; return dest; } public Vector4f hermite(Vector4fc t0, Vector4fc v1, Vector4fc t1, float t, Vector4f dest) { float t2 = t * t; float t3 = t2 * t; float x = this.x, y = this.y, z = this.z, w = this.w; dest.x = (x + x - v1.x() - v1.x() + t1.x() + t0.x()) * t3 + (3.0f * v1.x() - 3.0f * x - t0.x() - t0.x() - t1.x()) * t2 + x * t + x; dest.y = (y + y - v1.y() - v1.y() + t1.y() + t0.y()) * t3 + (3.0f * v1.y() - 3.0f * y - t0.y() - t0.y() - t1.y()) * t2 + y * t + y; dest.z = (z + z - v1.z() - v1.z() + t1.z() + t0.z()) * t3 + (3.0f * v1.z() - 3.0f * z - t0.z() - t0.z() - t1.z()) * t2 + z * t + z; dest.w = (w + w - v1.w() - v1.w() + t1.w() + t0.w()) * t3 + (3.0f * v1.w() - 3.0f * w - t0.w() - t0.w() - t1.w()) * t2 + w * t + w; return dest; } /** * Linearly interpolate this and other using the given interpolation factor t * and store the result in this. *

* 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 * @return this */ public Vector4f lerp(Vector4fc other, float t) { this.x = Math.fma(other.x() - x, t, x); this.y = Math.fma(other.y() - y, t, y); this.z = Math.fma(other.z() - z, t, z); this.w = Math.fma(other.w() - w, t, w); return this; } public Vector4f lerp(Vector4fc other, float t, Vector4f dest) { dest.x = Math.fma(other.x() - x, t, x); dest.y = Math.fma(other.y() - y, t, y); dest.z = Math.fma(other.z() - z, t, z); dest.w = Math.fma(other.w() - w, t, w); return dest; } public float get(int component) throws IllegalArgumentException { switch (component) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; default: throw new IllegalArgumentException(); } } public Vector4i get(int mode, Vector4i dest) { dest.x = Math.roundUsing(this.x(), mode); dest.y = Math.roundUsing(this.y(), mode); dest.z = Math.roundUsing(this.z(), mode); dest.w = Math.roundUsing(this.w(), mode); return dest; } public Vector4f get(Vector4f dest) { dest.x = this.x(); dest.y = this.y(); dest.z = this.z(); dest.w = this.w(); return dest; } public Vector4d get(Vector4d dest) { dest.x = this.x(); dest.y = this.y(); dest.z = this.z(); dest.w = this.w(); return dest; } public int maxComponent() { float absX = Math.abs(x); float absY = Math.abs(y); float absZ = Math.abs(z); float absW = Math.abs(w); if (absX >= absY && absX >= absZ && absX >= absW) { return 0; } else if (absY >= absZ && absY >= absW) { return 1; } else if (absZ >= absW) { return 2; } return 3; } public int minComponent() { float absX = Math.abs(x); float absY = Math.abs(y); float absZ = Math.abs(z); float absW = Math.abs(w); if (absX < absY && absX < absZ && absX < absW) { return 0; } else if (absY < absZ && absY < absW) { return 1; } else if (absZ < absW) { return 2; } return 3; } /** * Set each component of this vector to 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. * * @return this */ public Vector4f floor() { this.x = Math.floor(x); this.y = Math.floor(y); this.z = Math.floor(z); this.w = Math.floor(w); return this; } public Vector4f floor(Vector4f dest) { dest.x = Math.floor(x); dest.y = Math.floor(y); dest.z = Math.floor(z); dest.w = Math.floor(w); return dest; } /** * Set each component of this vector to 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. * * @return this */ public Vector4f ceil() { this.x = Math.ceil(x); this.y = Math.ceil(y); this.z = Math.ceil(z); this.w = Math.ceil(w); return this; } public Vector4f ceil(Vector4f dest) { dest.x = Math.ceil(x); dest.y = Math.ceil(y); dest.z = Math.ceil(z); dest.w = Math.ceil(w); return dest; } /** * Set each component of this vector to the closest float that is equal to * a mathematical integer, with ties rounding to positive infinity. * * @return this */ public Vector4f round() { this.x = Math.round(x); this.y = Math.round(y); this.z = Math.round(z); this.w = Math.round(w); return this; } public Vector4f round(Vector4f dest) { dest.x = Math.round(x); dest.y = Math.round(y); dest.z = Math.round(z); dest.w = Math.round(w); return dest; } public boolean isFinite() { return Math.isFinite(x) && Math.isFinite(y) && Math.isFinite(z) && Math.isFinite(w); } /** * Compute the absolute of each of this vector's components. * * @return this */ public Vector4f absolute() { this.x = Math.abs(x); this.y = Math.abs(y); this.z = Math.abs(z); this.w = Math.abs(w); return this; } public Vector4f absolute(Vector4f dest) { dest.x = Math.abs(x); dest.y = Math.abs(y); dest.z = Math.abs(z); dest.w = Math.abs(w); return dest; } }





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