/*
* (C) Copyright 2016-2017 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;
//#ifdef __HAS_NIO__
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
//#endif
/**
* Interface to an immutable 2-dimensional vector of single-precision floats.
*
* @author Kai Burjack
*/
public interface Vector2fc {
/**
* @return the value of the x component
*/
float x();
/**
* @return the value of the y component
*/
float y();
//#ifdef __HAS_NIO__
/**
* Store this vector into the supplied {@link ByteBuffer} at the current
* buffer {@link ByteBuffer#position() position}.
* <p>
* This method will not increment the position of the given ByteBuffer.
* <p>
* 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.
*
* @param buffer
* will receive the values of this vector in <tt>x, y</tt> 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.
* <p>
* 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 <tt>x, y</tt> order
* @return the passed in buffer
*/
ByteBuffer get(int index, ByteBuffer buffer);
/**
* Store this vector into the supplied {@link FloatBuffer} at the current
* buffer {@link FloatBuffer#position() position}.
* <p>
* This method will not increment the position of the given FloatBuffer.
* <p>
* 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.
*
* @param buffer
* will receive the values of this vector in <tt>x, y</tt> 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.
* <p>
* 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 <tt>x, y</tt> order
* @return the passed in buffer
*/
FloatBuffer get(int index, FloatBuffer buffer);
//#endif
/**
* Subtract <code>v</code> from <code>this</code> vector and store the result in <code>dest</code>.
*
* @param v
* the vector to subtract
* @param dest
* will hold the result
* @return dest
*/
Vector2f sub(Vector2fc v, Vector2f dest);
/**
* Subtract <tt>(x, y)</tt> from this vector and store the result in <code>dest</code>.
*
* @param x
* the x component to subtract
* @param y
* the y component to subtract
* @param dest
* will hold the result
* @return dest
*/
Vector2f sub(float x, float y, Vector2f dest);
/**
* Return the dot product of this vector and <code>v</code>.
*
* @param v
* the other vector
* @return the dot product
*/
float dot(Vector2fc v);
/**
* Return the angle between this vector and the supplied vector.
*
* @param v
* the other vector
* @return the angle, in radians
*/
float angle(Vector2fc v);
/**
* Return the length of this vector.
*
* @return the length
*/
float length();
/**
* Return the length squared of this vector.
*
* @return the length squared
*/
float lengthSquared();
/**
* Return the distance between this and <code>v</code>.
*
* @param v
* the other vector
* @return the distance
*/
float distance(Vector2fc v);
/**
* Return the distance squared between this and <code>v</code>.
*
* @param v
* the other vector
* @return the distance squared
*/
float distanceSquared(Vector2fc v);
/**
* Return the distance between <code>this</code> vector and <tt>(x, y)</tt>.
*
* @param x
* the x component of the other vector
* @param y
* the y component of the other vector
* @return the euclidean distance
*/
float distance(float x, float y);
/**
* Return the distance squared between <code>this</code> vector and <tt>(x, y)</tt>.
*
* @param x
* the x component of the other vector
* @param y
* the y component of the other vector
* @return the euclidean distance squared
*/
float distanceSquared(float x, float y);
/**
* Normalize this vector and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector2f normalize(Vector2f dest);
/**
* Add the supplied vector to this one and store the result in
* <code>dest</code>.
*
* @param v
* the vector to add
* @param dest
* will hold the result
* @return dest
*/
Vector2f add(Vector2fc v, Vector2f dest);
/**
* Increment the components of this vector by the given values and store the result in <code>dest</code>.
*
* @param x
* the x component to add
* @param y
* the y component to add
* @param dest
* will hold the result
* @return dest
*/
Vector2f add(float x, float y, Vector2f dest);
/**
* Negate this vector and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector2f negate(Vector2f dest);
/**
* Multiply the components of this vector by the given scalar and store the result in <code>dest</code>.
*
* @param scalar
* the value to multiply this vector's components by
* @param dest
* will hold the result
* @return dest
*/
Vector2f mul(float scalar, Vector2f dest);
/**
* Multiply the components of this Vector2f by the given scalar values and store the result in <code>dest</code>.
*
* @param x
* the x component to multiply this vector by
* @param y
* the y component to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector2f mul(float x, float y, Vector2f dest);
/**
* Multiply this Vector2f component-wise by another Vector2f and store the result in <code>dest</code>.
*
* @param v
* the vector to multiply by
* @param dest
* will hold the result
* @return dest
*/
Vector2f mul(Vector2fc v, Vector2f dest);
/**
* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>z</tt> component of <code>this</code> to be <tt>1.0</tt>.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector2f mulPosition(Matrix3x2fc mat, Vector2f dest);
/**
* Multiply the given 3x2 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>z</tt> component of <code>this</code> to be <tt>0.0</tt>.
*
* @param mat
* the matrix to multiply this vector by
* @param dest
* will hold the result
* @return dest
*/
Vector2f mulDirection(Matrix3x2fc mat, Vector2f dest);
/**
* Linearly interpolate <code>this</code> and <code>other</code> using the given interpolation factor <code>t</code>
* and store the result in <code>dest</code>.
* <p>
* If <code>t</code> is <tt>0.0</tt> then the result is <code>this</code>. If the interpolation factor is <code>1.0</code>
* then the result is <code>other</code>.
*
* @param other
* the other vector
* @param t
* the interpolation factor between 0.0 and 1.0
* @param dest
* will hold the result
* @return dest
*/
Vector2f lerp(Vector2fc other, float t, Vector2f dest);
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector
* and store the result in <code>dest</code>.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @param dest
* will hold the result
* @return dest
*/
Vector2f fma(Vector2fc a, Vector2fc b, Vector2f dest);
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector
* and store the result in <code>dest</code>.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @param dest
* will hold the result
* @return dest
*/
Vector2f fma(float a, Vector2fc b, Vector2f dest);
}