/** * Multiply this Vector4d by the given scalar value and store the result in <code>dest</code>. * * @param scalar the factor to multiply by * @param dest will hold the result * @return dest */ public Vector4d mul(double scalar, Vector4d dest) { dest.x = x * scalar; dest.y = y * scalar; dest.z = z * scalar; dest.w = w * scalar; return dest; }
/** * Divide this Vector4d by the given scalar value and store the result in <code>dest</code>. * * @param scalar the factor to divide by * @param dest will hold the result * @return dest */ public Vector4d div(double scalar, Vector4d dest) { dest.x = x / scalar; dest.y = y / scalar; dest.z = z / scalar; dest.w = w / scalar; return dest; }
/** * Multiply this {@link Vector4d} component-wise by the given {@link Vector4d} and store the * result in <code>dest</code>. * * @param v the vector to multiply this by * @param dest will hold the result * @return dest */ public Vector4d mul(Vector4d v, Vector4d 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 {@link Vector4d} component-wise by the given {@link Vector4d} and store the result * in <code>dest</code>. * * @param v the vector to divide this by * @param dest will hold the result * @return dest */ public Vector4d div(Vector4d v, Vector4d dest) { dest.x = x / v.x; dest.y = y / v.y; dest.z = z / v.z; dest.w = w / v.w; return 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 */ public Vector4d fma(Vector4d a, Vector4d b, Vector4d dest) { dest.x = x + a.x * b.x; dest.y = y + a.y * b.y; dest.z = z + a.z * b.z; dest.w = w + a.w * b.w; return 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 */ public Vector4d fma(double a, Vector4d b, Vector4d dest) { dest.x = x + a * b.x; dest.y = y + a * b.y; dest.z = z + a * b.z; dest.w = w + a * b.w; return dest; }
/** * Add <tt>(x, y, z, w)</tt> to 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 */ public Vector4d add(double x, double y, double z, double w, Vector4d dest) { dest.x = this.x - x; dest.y = this.y - y; dest.z = this.z - z; dest.w = this.w - w; return 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 */ public Vector4d lerp(Vector4d other, double t, Vector4d dest) { dest.x = x + (other.x - x) * t; dest.y = y + (other.y - y) * t; dest.z = z + (other.z - z) * t; dest.w = w + (other.w - w) * t; return 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 */ public Vector4d hermite(Vector4d t0, Vector4d v1, Vector4d t1, double t, Vector4d dest) { double t2 = t * t; double t3 = t2 * t; dest.x = (x + x - v1.x - v1.x + t1.x + t0.x) * t3 + (3.0 * v1.x - 3.0 * x - t0.x - t0.x - t1.x) * t2 + x * t + x; dest.y = (y + y - v1.y - v1.y + t1.y + t0.y) * t3 + (3.0 * v1.y - 3.0 * y - t0.y - t0.y - t1.y) * t2 + y * t + y; dest.z = (z + z - v1.z - v1.z + t1.z + t0.z) * t3 + (3.0 * v1.z - 3.0 * z - t0.z - t0.z - t1.z) * t2 + z * t + z; dest.w = (w + w - v1.w - v1.w + t1.w + t0.w) * t3 + (3.0 * v1.w - 3.0 * w - t0.w - t0.w - t1.w) * t2 + w * t + w; return dest; }
/** * Negate this vector and store the result in <code>dest</code>. * * @param dest will hold the result * @return dest */ public Vector4d negate(Vector4d dest) { dest.x = -x; dest.y = -y; dest.z = -z; dest.w = -w; return dest; }
/** * Normalize this vector by computing only the norm of <tt>(x, y, z)</tt> and store the result in * <code>dest</code>. * * @param dest will hold the result * @return dest */ public Vector4d normalize3(Vector4d dest) { double invLength = 1.0 / Math.sqrt(x * x + y * y + z * z); dest.x = x * invLength; dest.y = y * invLength; dest.z = z * invLength; dest.w = w * invLength; return dest; }
/** * Normalizes this vector and store the result in <code>dest</code>. * * @param dest will hold the result * @return dest */ public Vector4d normalize(Vector4d dest) { double invLength = 1.0 / length(); dest.x = x * invLength; dest.y = y * invLength; dest.z = z * invLength; dest.w = w * invLength; return 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 */ public Vector4d smoothStep(Vector4d v, double t, Vector4d dest) { double t2 = t * t; double t3 = t2 * t; dest.x = (x + x - v.x - v.x) * t3 + (3.0 * v.x - 3.0 * x) * t2 + x * t + x; dest.y = (y + y - v.y - v.y) * t3 + (3.0 * v.y - 3.0 * y) * t2 + y * t + y; dest.z = (z + z - v.z - v.z) * t3 + (3.0 * v.z - 3.0 * z) * t2 + z * t + z; dest.w = (w + w - v.w - v.w) * t3 + (3.0 * v.w - 3.0 * w) * t2 + w * t + w; return dest; }
/** * Add <code>v2</code> to <code>v1</code> and store the result in <code>dest</code>. * * @param v1 the first addend * @param v2 the second addend * @param dest will hold the result */ public static void add(Vector4f v1, Vector4d v2, Vector4d dest) { dest.x = v1.x + v2.x; dest.y = v1.y + v2.y; dest.z = v1.z + v2.z; dest.w = v1.w + v2.w; }
/** * Subtract <code>v2</code> from <code>v1</code> and store the result in <code>dest</code>. * * @param v1 the left operand * @param v2 the right operand * @param dest will hold the result */ public static void sub(Vector4f v1, Vector4d v2, Vector4d dest) { dest.x = v1.x - v2.x; dest.y = v1.y - v2.y; dest.z = v1.z - v2.z; dest.w = v1.w - v2.w; }