/*
* (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 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();
//#ifdef __HAS_NIO__
/**
* 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.
*
* @see #get(int, FloatBuffer)
*
* @param buffer
* will receive the values of this vector in <tt>x, y, z</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, z</tt> 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}.
* <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.
*
* @see #get(int, ByteBuffer)
*
* @param buffer
* will receive the values of this vector in <tt>x, y, z</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, z</tt> order
* @return the passed in buffer
*/
ByteBuffer get(int index, ByteBuffer buffer);
//#endif
/**
* Subtract the supplied vector from this one and store the result in <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <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
*/
Vector3f fma(Vector3fc a, Vector3fc b, Vector3f 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
*/
Vector3f fma(float a, Vector3fc b, Vector3f dest);
/**
* Multiply this Vector3f component-wise by another Vector3f and store the result in <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>mat</code> with this Vector3f, perform perspective division
* and store the result in <code>dest</code>.
* <p>
* This method uses <tt>w=1.0</tt> 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 with this Vector3f and store the result in <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @param mat
* the matrix
* @param dest
* will hold the result
* @return dest
*/
Vector3f mul(Matrix3dc mat, Vector3f dest);
/**
* Multiply the given matrix <code>mat</code> with <code>this</code> by assuming a
* third row in the matrix of <tt>(0, 0, 1)</tt> and store the result in <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @param mat
* the matrix
* @param dest
* will hold the result
* @return dest
*/
Vector3f mulTranspose(Matrix3fc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</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
*/
Vector3f mulPosition(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x3 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</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
*/
Vector3f mulPosition(Matrix4x3fc mat, Vector3f dest);
/**
* Multiply the transpose of the given 4x4 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</tt> component of <code>this</code> to be <tt>1.0</tt>.
*
* @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 <code>mat</code> with <code>this</code>, store the
* result in <code>dest</code> and return the <i>w</i> component of the resulting 4D vector.
* <p>
* This method assumes the <tt>w</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 <tt>(x, y, z)</tt> components of the resulting vector
* @return the <i>w</i> component of the resulting 4D vector after multiplication
*/
float mulPositionW(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x4 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</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
*/
Vector3f mulDirection(Matrix4fc mat, Vector3f dest);
/**
* Multiply the given 4x3 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</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
*/
Vector3f mulDirection(Matrix4x3fc mat, Vector3f dest);
/**
* Multiply the transpose of the given 4x4 matrix <code>mat</code> with <code>this</code> and store the
* result in <code>dest</code>.
* <p>
* This method assumes the <tt>w</tt> component of <code>this</code> to be <tt>0.0</tt>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>quat</code> and store the result in <code>dest</code>.
*
* @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 <code>this</code> vector to point along <code>toDir</code>
* and store the result in <code>dest</code>.
* <p>
* 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 <code>this</code> vector to point along <tt>(toDirX, toDirY, toDirZ)</tt>
* and store the result in <code>dest</code>.
* <p>
* 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 about the given rotation axis and store the result
* into <code>dest</code>.
* <p>
* Reference: <a href="http://paulbourke.net/geometry/rotate/">http://paulbourke.net</a>
*
* @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
* @param dest
* will hold the result
* @return dest
*/
Vector3f rotateAbout(float angle, float x, float y, float z, 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 <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f normalize(Vector3f dest);
/**
* Compute the cross product of this vector and <code>v</code> and store the result in <code>dest</code>.
*
* @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 <tt>(x, y, z)</tt> and store the result in <code>dest</code>.
*
* @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 <code>v</code>.
*
* @param v
* the other vector
* @return the distance
*/
float distance(Vector3fc v);
/**
* Return the distance between <code>this</code> vector and <tt>(x, y, z)</tt>.
*
* @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 <code>v</code>.
*
* @param v
* the other vector
* @return the squared of the distance
*/
float distanceSquared(Vector3fc v);
/**
* Return the square of the distance between <code>this</code> vector and <tt>(x, y, z)</tt>.
*
* @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 <tt>(x, y, z)</tt>.
*
* @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);
/**
* Negate this vector and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f negate(Vector3f dest);
/**
* Compute the absolute values of the individual components of <code>this</code> and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector3f absolute(Vector3f dest);
/**
* Reflect this vector about the given <code>normal</code> vector and store the result in <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <code>dest</code>.
*
* @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 <tt>(x, y, z)</tt>
* and store the result in <code>dest</code>.
*
* @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 <code>this</code> vector and the given vector <code>v</code> and
* store the result in <code>dest</code>.
*
* @param v
* the other vector
* @param t
* the interpolation factor, within <tt>[0..1]</tt>
* @param dest
* will hold the result
* @return dest
*/
Vector3f smoothStep(Vector3fc v, float t, Vector3f dest);
/**
* Compute a hermite interpolation between <code>this</code> vector with its
* associated tangent <code>t0</code> and the given vector <code>v</code>
* with its tangent <code>t1</code> and store the result in
* <code>dest</code>.
*
* @param t0
* the tangent of <code>this</code> vector
* @param v1
* the other vector
* @param t1
* the tangent of the other vector
* @param t
* the interpolation factor, within <tt>[0..1]</tt>
* @param dest
* will hold the result
* @return dest
*/
Vector3f hermite(Vector3fc t0, Vector3fc v1, Vector3fc t1, float t, Vector3f 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
*/
Vector3f lerp(Vector3fc other, float t, Vector3f dest);
/**
* Get the value of the specified component of this vector.
*
* @param component
* the component, within <tt>[0..2]</tt>
* @return the value
* @throws IllegalArgumentException if <code>component</code> is not within <tt>[0..2]</tt>
*/
float get(int component) throws IllegalArgumentException;
/**
* Determine the component with the biggest absolute value.
*
* @return the component index, within <tt>[0..2]</tt>
*/
int maxComponent();
/**
* Determine the component with the smallest (towards zero) absolute value.
*
* @return the component index, within <tt>[0..2]</tt>
*/
int minComponent();
/**
* Transform <code>this</code> vector so that it is orthogonal to the given vector <code>v</code>, normalize the result and store it into <code>dest</code>.
* <p>
* Reference: <a href="https://en.wikipedia.org/wiki/Gram%E2%80%93Schmidt_process">Gram–Schmidt process</a>
*
* @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 <code>this</code> vector so that it is orthogonal to the given unit vector <code>v</code>, normalize the result and store it into <code>dest</code>.
* <p>
* The vector <code>v</code> is assumed to be a {@link #normalize(Vector3f) unit} vector.
* <p>
* Reference: <a href="https://en.wikipedia.org/wiki/Gram%E2%80%93Schmidt_process">Gram–Schmidt process</a>
*
* @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);
}