/*
* (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 4-dimensional vector of single-precision floats.
*
* @author Kai Burjack
*/
public interface Vector4fc {
/**
* @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();
/**
* @return the value of the w component
*/
float w();
//#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.
*
* @param buffer
* will receive the values of this vector in <tt>x, y, z, w</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, w</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.
*
* @param buffer
* will receive the values of this vector in <tt>x, y, z, w</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, w</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 from <code>this</code>
* @param dest
* will hold the result
* @return dest
*/
Vector4f sub(Vector4fc v, Vector4f dest);
/**
* Subtract <tt>(x, y, z, w)</tt> from this 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 w
* the w component to subtract
* @param dest
* will hold the result
* @return dest
*/
Vector4f sub(float x, float y, float z, float w, Vector4f 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
*/
Vector4f add(Vector4fc v, Vector4f 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 w
* the w component to add
* @param dest
* will hold the result
* @return dest
*/
Vector4f add(float x, float y, float z, float w, Vector4f 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
*/
Vector4f fma(Vector4fc a, Vector4fc b, Vector4f 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
*/
Vector4f fma(float a, Vector4fc b, Vector4f dest);
/**
* Multiply this Vector4f component-wise by another Vector4f and store the result in <code>dest</code>.
*
* @param v
* the other vector
* @param dest
* will hold the result
* @return dest
*/
Vector4f mul(Vector4fc v, Vector4f dest);
/**
* Divide this Vector4f component-wise by another Vector4f and store the result in <code>dest</code>.
*
* @param v
* the vector to divide by
* @param dest
* will hold the result
* @return dest
*/
Vector4f div(Vector4fc v, Vector4f dest);
/**
* Multiply the given matrix mat with this Vector4f and store the result in
* <code>dest</code>.
*
* @param mat
* the matrix to multiply the vector with
* @param dest
* the destination vector to hold the result
* @return dest
*/
Vector4f mul(Matrix4fc mat, Vector4f dest);
/**
* Multiply the given matrix mat with this Vector4f and store the result in
* <code>dest</code>.
*
* @param mat
* the matrix to multiply the vector with
* @param dest
* the destination vector to hold the result
* @return dest
*/
Vector4f mul(Matrix4x3fc mat, Vector4f dest);
/**
* Multiply the given matrix <code>mat</code> with this Vector4f, perform perspective division
* 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
*/
Vector4f mulProject(Matrix4fc mat, Vector4f dest);
/**
* Multiply all components of this {@link Vector4f} by the given scalar
* value and store the result in <code>dest</code>.
*
* @param scalar
* the scalar to multiply by
* @param dest
* will hold the result
* @return dest
*/
Vector4f mul(float scalar, Vector4f dest);
/**
* Multiply the components of this Vector4f by the given scalar values and store the result in <code>dest</code>.
*
* @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
* @param dest
* will hold the result
* @return dest
*/
Vector4f mul(float x, float y, float z, float w, Vector4f dest);
/**
* Divide all components of this {@link Vector4f} 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
*/
Vector4f div(float scalar, Vector4f dest);
/**
* Divide the components of this Vector4f by the given scalar values and store the result in <code>dest</code>.
*
* @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
* @param dest
* will hold the result
* @return dest
*/
Vector4f div(float x, float y, float z, float w, Vector4f dest);
/**
* Rotate this vector by the given quaternion <code>quat</code> and store the result in <code>dest</code>.
*
* @see Quaternionf#transform(Vector4f)
*
* @param quat
* the quaternion to rotate this vector
* @param dest
* will hold the result
* @return dest
*/
Vector4f rotate(Quaternionfc quat, Vector4f 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
*/
Vector4f rotateAbout(float angle, float x, float y, float z, Vector4f 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();
/**
* Normalizes this vector and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector4f normalize(Vector4f dest);
/**
* Return the distance between <code>this</code> vector and <code>v</code>.
*
* @param v
* the other vector
* @return the euclidean distance
*/
float distance(Vector4fc v);
/**
* Return the distance between <code>this</code> vector and <tt>(x, y, z, w)</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
* @param w
* the w component of the other vector
* @return the euclidean distance
*/
float distance(float x, float y, float z, float w);
/**
* Compute the dot product (inner product) of this vector and <code>v</code>
* .
*
* @param v
* the other vector
* @return the dot product
*/
float dot(Vector4fc v);
/**
* Compute the dot product (inner product) of this vector and <tt>(x, y, z, w)</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
* @param w
* the w component of the other vector
* @return the dot product
*/
float dot(float x, float y, float z, float w);
/**
* Return the cosine of the angle between this vector and the supplied vector. Use this instead of <code>Math.cos(angle(v))</code>.
*
* @see #angle(Vector4fc)
*
* @param v
* the other vector
* @return the cosine of the angle
*/
float angleCos(Vector4fc v);
/**
* Return the angle between this vector and the supplied vector.
*
* @see #angleCos(Vector4fc)
*
* @param v
* the other vector
* @return the angle, in radians
*/
float angle(Vector4fc v);
/**
* Negate this vector and store the result in <code>dest</code>.
*
* @param dest
* will hold the result
* @return dest
*/
Vector4f negate(Vector4f 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
*/
Vector4f lerp(Vector4fc other, float t, Vector4f 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
*/
Vector4f smoothStep(Vector4fc v, float t, Vector4f dest);
/**
* Compute a hermite interpolation between <code>this</code> vector and 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
*/
Vector4f hermite(Vector4fc t0, Vector4fc v1, Vector4fc t1, float t, Vector4f dest);
/**
* Get the value of the specified component of this vector.
*
* @param component
* the component, within <tt>[0..3]</tt>
* @return the value
* @throws IllegalArgumentException if <code>component</code> is not within <tt>[0..3]</tt>
*/
float get(int component) throws IllegalArgumentException;
}