package speiger.src.coreengine.math.vector.doubles; import java.nio.ByteBuffer; import java.nio.DoubleBuffer; import speiger.src.coreengine.math.MathUtils; import speiger.src.coreengine.math.vector.bytes.Vec3b; import speiger.src.coreengine.math.vector.floats.Vec3f; import speiger.src.coreengine.math.vector.ints.Vec3i; import speiger.src.coreengine.math.vector.longs.Vec3l; import speiger.src.coreengine.math.vector.shorts.Vec3s; public interface Vec3d extends Vecd { public static final Vec3d ZERO = newVec(); public static final Vec3d MINUS_ONE = newVec(-1D); public static final Vec3d ONE = newVec(1D); public static Vec3d newMutable(){return new Vec3dMutable();} public static Vec3d newMutable(double value){return new Vec3dMutable(value);} public static Vec3d newMutable(double x, double y, double z){return new Vec3dMutable(x, y, z);} public static Vec3d newMutable(Vec3d vec){return newMutable(vec.getX(), vec.getY(), vec.getZ());} public static Vec3d newVec(){return new Vec3dImmutable();} public static Vec3d newVec(double value){return new Vec3dImmutable(value);} public static Vec3d newVec(double x, double y, double z){return new Vec3dImmutable(x, y, z);} public static Vec3d newVec(Vec3d vec){return newVec(vec.getX(), vec.getY(), vec.getZ());} public double getX(); public double getY(); public double getZ(); public Vec3d setX(double x); public Vec3d setY(double y); public Vec3d setZ(double z); @Override public default double[] asArray(){return new double[]{getX(), getY(), getZ()};} @Override public Vec3d copy(); @Override public default Vec3d abs(){return set(Math.abs(getX()), Math.abs(getY()), Math.abs(getZ()));} @Override public default Vec3d negate(){return set(0D, 0D, 0D);} @Override public default Vec3d invert(){return set(-getX(), -getY(), -getZ());} public default Vec3d normalize() { double l = length(); return l == 0D ? this : multiply(1.0D / l); } @Override public default Vec3d add(double value){return add(value, value, value);} public default Vec3d add(Vec3d value){return add(value.getX(), value.getY(), value.getZ());} public default Vec3d add(double x, double y, double z){return set(getX() + x, getY() + y, getZ() + z);} @Override public default Vec3d sub(double value){return sub(value, value, value);} public default Vec3d sub(Vec3d value){return sub(value.getX(), value.getY(), value.getZ());} public default Vec3d sub(double x, double y, double z){return set(getX() - x, getY() - y, getZ() - z);} @Override public default Vec3d multiply(double value){return multiply(value, value, value);} public default Vec3d multiply(Vec3d value){return multiply(value.getX(), value.getY(), value.getZ());} public default Vec3d multiply(double x, double y, double z){return set(getX() * x, getY() * y, getZ() * z);} @Override public default Vec3d devide(double value){return devide(value, value, value);} public default Vec3d devide(Vec3d value){return devide(value.getX(), value.getY(), value.getZ());} public default Vec3d devide(double x, double y, double z){return set(getX() / x, getY() / y, getZ() / z);} @Override public default Vec3d set(double value){return set(value, value, value);} public default Vec3d set(Vec3d value){return set(value.getX(), value.getY(), value.getZ());} public Vec3d set(double x, double y, double z); public default double distanceTo(Vec3d value){return distanceTo(value.getX(), value.getY(), value.getZ());} public default double distanceTo(double x, double y, double z){return Math.sqrt(distanceToSquared(x, y, z));} public default double distanceToSquared(Vec3d value){return distanceToSquared(value.getX(), value.getY(), value.getZ());} public default double distanceToSquared(double x, double y, double z) { double xPos = getX() - x; double yPos = getY() - y; double zPos = getZ() - z; return (xPos * xPos) + (yPos * yPos) + (zPos * zPos); } @Override public default double lengthSquared() {return (getX() * getX()) + (getY() * getY()) + (getZ() * getZ());} public default double dotProduct(Vec3d value){return dotProduct(value.getX(), value.getY(), value.getZ());} public default double dotProduct(double x, double y, double z){return (getX() * x) + (getY() * y) + (getZ() * z);} public default Vec3d lerp(Vec3d value, float progress, Vec3d result){return lerp(value.getX(), value.getY(), value.getZ(), progress, result);} public default Vec3d lerp(double x, double y, double z, float progress, Vec3d result){return result.set(MathUtils.lerp(getX(), x, progress), MathUtils.lerp(getY(), y, progress), MathUtils.lerp(getZ(), z, progress));} public default double angle(Vec3d value){return angle(value.getX(), value.getY(), value.getZ());} public default double angle(double x, double y, double z){return Math.acos(MathUtils.clamp(-1, 1, angleCos(x, y, z)));} public default double angleCos(Vec3d value){return angleCos(value.getX(), value.getY(), value.getZ());} public default double angleCos(double x, double y, double z) { double myLength = (getX() * getX()) + (getY() * getY()) + (getZ() * getZ()); double otherLength = (x * x) + (y * y) + (z * z); double dot = (getX() * x) + (getY() * y) + (getZ() * z); return dot / (Math.sqrt(myLength * otherLength)); } public default Vec3d crossProduct(Vec3d value){return crossProduct(value.getX(), value.getY(), value.getZ(), this);} public default Vec3d crossProduct(Vec3d value, Vec3d result){return crossProduct(value.getX(), value.getY(), value.getZ(), result);} public default Vec3d crossProduct(double x, double y, double z){return crossProduct(x, y, z, this);} public default Vec3d crossProduct(double x, double y, double z, Vec3d result){return result.set((getY() * z) - (getZ() * y), (getZ() * x) - (getX() * z), (getX() * y) - (getY() * x));} public default Vec3d reflect(Vec3d value){return reflect(value.getX(), value.getY(), value.getZ(), this);} public default Vec3d reflect(Vec3d value, Vec3d result){return reflect(value.getX(), value.getY(), value.getZ(), result);} public default Vec3d reflect(double x, double y, double z){return reflect(x, y, z, this);} public default Vec3d reflect(double x, double y, double z, Vec3d result) { double dot = dotProduct(x, y, z) * 2D; return result.set(getX() - dot * x, getY() - dot * y, getZ() - dot * z); } public default Vec3d rotate(double angle, Vec3d axis){return rotate(angle, axis.getX(), axis.getY(), axis.getZ());} public default Vec3d rotate(double angle, Vec3d axis, Vec3d result){return rotate(angle, axis.getX(), axis.getY(), axis.getZ(), result);} public default Vec3d rotate(double angle, double x, double y, double z){return rotate(angle, x, y, z, this);} public default Vec3d rotate(double angle, double x, double y, double z, Vec3d result) { double cos = MathUtils.cos(angle); double sin = MathUtils.sin(angle); double dot = dotProduct(x, y, z); double xPos = x * dot * (1D - cos) + (getX() * cos) + (-z * getY() + y * getZ()) * sin; double yPos = y * dot * (1D - cos) + (getY() * cos) + (z * getX() - x * getZ()) * sin; double zPos = z * dot * (1D - cos) + (getZ() * cos) + (-y * getX() + x * getY()) * sin; return result.set(xPos, yPos, zPos); } public default Vec3d rotateX(double angle){return rotateX(angle, this);} public default Vec3d rotateX(double angle, Vec3d result) { double cos = MathUtils.cos(angle); double sin = MathUtils.sin(angle); double y = getY() * cos + getZ() * sin; double z = getZ() * cos - getY() * sin; return result.set(getX(), y, z); } public default Vec3d rotateY(double angle){return rotateY(angle, this);} public default Vec3d rotateY(double angle, Vec3d result) { double cos = MathUtils.cos(angle); double sin = MathUtils.sin(angle); double x = getX() * cos + getZ() * sin; double z = getZ() * cos - getX() * sin; return result.set(x, getY(), z); } public default Vec3d rotateZ(double angle){return rotateZ(angle, this);} public default Vec3d rotateZ(double angle, Vec3d result) { double cos = MathUtils.cos(angle); double sin = MathUtils.sin(angle); double x = cos * getX() - sin * getY(); double y = sin * getX() + cos * getY(); return result.set(x, y, getZ()); } public default Vec3d smoothStep(Vec3d value, float progress, Vec3d result){return smoothStep(value.getX(), value.getY(), value.getZ(), progress, result);} public default Vec3d smoothStep(double x, double y, double z, float progress, Vec3d result) { double t2 = progress * progress; double t3 = t2 * progress; double xPos = ((getX() + getX() - x - x) * t3 + (3.0D * x - 3.0D * getX()) * t2 + getX() * progress + getX()); double yPos = ((getY() + getY() - y - y) * t3 + (3.0D * y - 3.0D * getY()) * t2 + getY() * progress + getY()); double zPos = ((getZ() + getZ() - z - z) * t3 + (3.0D * z - 3.0D * getZ()) * t2 + getZ() * progress + getZ()); return result.set(xPos, yPos, zPos); } public default Vec3d min(Vec3d other) {return min(other, this);} public default Vec3d min(Vec3d other, Vec3d result){return min(other.getX(), other.getY(), other.getZ(), result);} public default Vec3d min(double x, double y, double z) {return min(x, y, z, this);} public default Vec3d min(double x, double y, double z, Vec3d result){return result.set(Math.min(getX(), x), Math.min(getY(), y), Math.min(getZ(), z));} public default Vec3d max(Vec3d other) {return max(other, this);} public default Vec3d max(Vec3d other, Vec3d result){return max(other.getX(), other.getY(), other.getZ(), result);} public default Vec3d max(double x, double y, double z) {return max(x, y, z, this);} public default Vec3d max(double x, double y, double z, Vec3d result){return result.set(Math.max(getX(), x), Math.max(getY(), y), Math.max(getZ(), z));} public default Vec3d difference(Vec3d other) {return difference(other, this);} public default Vec3d difference(Vec3d other, Vec3d result){return difference(other.getX(), other.getY(), other.getZ(), result);} public default Vec3d difference(double x, double y, double z) {return difference(x, y, z, this);} public default Vec3d difference(double x, double y, double z, Vec3d result){return result.set(getX() - x, getY() - y, getZ() - z);} @Override public default Vec3d clamp(double min, double max){return clamp(min, max, ALL);} public default Vec3d clamp(double min, double max, Vec3d result){return clamp(min, max, result, ALL);} @Override public default Vec3d clamp(double min, double max, int filter){return clamp(min, max, this, filter);} public default Vec3d clamp(double min, double max, Vec3d result, int filter){ return result.set((filter & X) == 0 ? getX() : MathUtils.clamp(min, max, getX()), (filter & Y) == 0 ? getY() : MathUtils.clamp(min, max, getY()), (filter & Z) == 0 ? getZ() : MathUtils.clamp(min, max, getZ()));} @Override public default Vec3d store(ByteBuffer buffer) { buffer.putDouble(getX()).putDouble(getY()).putDouble(getZ()); return this; } @Override public default Vec3d load(ByteBuffer buffer) { return set(buffer.getDouble(), buffer.getDouble(), buffer.getDouble()); } @Override public default Vec3d store(DoubleBuffer buffer) { buffer.put(getX()).put(getY()).put(getZ()); return this; } @Override public default Vec3d load(DoubleBuffer buffer) { return set(buffer.get(), buffer.get(), buffer.get()); } @Override public default Vec3b asByte(){return isMutable() ? Vec3b.newMutable((byte)MathUtils.floor(getX()), (byte)MathUtils.floor(getY()), (byte)MathUtils.floor(getZ())) : Vec3b.newVec((byte)MathUtils.floor(getX()), (byte)MathUtils.floor(getY()), (byte)MathUtils.floor(getZ()));} @Override public default Vec3s asShort(){return isMutable() ? Vec3s.newMutable((short)MathUtils.floor(getX()), (short)MathUtils.floor(getY()), (short)MathUtils.floor(getZ())) : Vec3s.newVec((short)MathUtils.floor(getX()), (short)MathUtils.floor(getY()), (short)MathUtils.floor(getZ()));} @Override public default Vec3i asInt(){return isMutable() ? Vec3i.newMutable(MathUtils.floor(getX()), MathUtils.floor(getY()), MathUtils.floor(getZ())) : Vec3i.newVec(MathUtils.floor(getX()), MathUtils.floor(getY()), MathUtils.floor(getZ()));} @Override public default Vec3l asLong() {return isMutable() ? Vec3l.newMutable(MathUtils.floor(getX()), MathUtils.floor(getY()), MathUtils.floor(getZ())) : Vec3l.newVec(MathUtils.floor(getX()), MathUtils.floor(getY()), MathUtils.floor(getZ()));} @Override public default Vec3f asFloat(){return isMutable() ? Vec3f.newMutable((float)getX(), (float)getY(), (float)getZ()) : Vec3f.newVec((float)getX(), (float)getY(), (float)getZ());} @Override public default Vec3d asMutable(){return isMutable() ? this : newMutable(this);} @Override public default Vec3d asImmutable(){return isMutable() ? newVec(this) : this;} @Override public default Vec3d copyAsMutable(){return newMutable(this);} @Override public default Vec3d copyAsImmutable(){return newVec(this);} }