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Vector4f.java
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Vector4f.java
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/*
* The MIT License
*
* Copyright (c) 2015-2023 Richard Greenlees
*
* 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;
import java.io.Externalizable;
import java.io.IOException;
import java.io.ObjectInput;
import java.io.ObjectOutput;
//#ifdef __HAS_NIO__
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
//#endif
import java.text.DecimalFormat;
import java.text.NumberFormat;
/**
* Contains the definition of a Vector comprising 4 floats and associated
* transformations.
*
* @author Richard Greenlees
* @author Kai Burjack
* @author F. Neurath
*/
public class Vector4f implements Externalizable, Cloneable, Vector4fc {
private static final long serialVersionUID = 1L;
/**
* The x component of the vector.
*/
public float x;
/**
* The y component of the vector.
*/
public float y;
/**
* The z component of the vector.
*/
public float z;
/**
* The w component of the vector.
*/
public float w;
/**
* Create a new {@link Vector4f} of <code>(0, 0, 0, 1)</code>.
*/
public Vector4f() {
this.w = 1.0f;
}
/**
* Create a new {@link Vector4f} with the same values as <code>v</code>.
*
* @param v
* the {@link Vector4fc} to copy the values from
*/
public Vector4f(Vector4fc v) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = v.w();
}
/**
* Create a new {@link Vector4f} with the same values as <code>v</code>.
*
* @param v
* the {@link Vector4ic} to copy the values from
*/
public Vector4f(Vector4ic v) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = v.w();
}
/**
* Create a new {@link Vector4f} with the first three components from the
* given <code>v</code> and the given <code>w</code>.
*
* @param v
* the {@link Vector3fc}
* @param w
* the w component
*/
public Vector4f(Vector3fc v, float w) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = w;
}
/**
* Create a new {@link Vector4f} with the first three components from the
* given <code>v</code> and the given <code>w</code>.
*
* @param v
* the {@link Vector3ic}
* @param w
* the w component
*/
public Vector4f(Vector3ic v, float w) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = w;
}
/**
* Create a new {@link Vector4f} with the first two components from the
* given <code>v</code> and the given <code>z</code>, and <code>w</code>.
*
* @param v
* the {@link Vector2fc}
* @param z
* the z component
* @param w
* the w component
*/
public Vector4f(Vector2fc v, float z, float w) {
this.x = v.x();
this.y = v.y();
this.z = z;
this.w = w;
}
/**
* Create a new {@link Vector4f} with the first two components from the
* given <code>v</code> and the given <code>z</code>, and <code>w</code>.
*
* @param v
* the {@link Vector2ic}
* @param z
* the z component
* @param w
* the w component
*/
public Vector4f(Vector2ic v, float z, float w) {
this.x = v.x();
this.y = v.y();
this.z = z;
this.w = w;
}
/**
* Create a new {@link Vector4f} and initialize all four components with the given value.
*
* @param d
* the value of all four components
*/
public Vector4f(float d) {
this.x = d;
this.y = d;
this.z = d;
this.w = d;
}
/**
* Create a new {@link Vector4f} with the given component values.
*
* @param x
* the x component
* @param y
* the y component
* @param z
* the z component
* @param w
* the w component
*/
public Vector4f(float x, float y, float z, float w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
/**
* Create a new {@link Vector4f} and initialize its four components from the first
* four elements of the given array.
*
* @param xyzw
* the array containing at least four elements
*/
public Vector4f(float[] xyzw) {
this.x = xyzw[0];
this.y = xyzw[1];
this.z = xyzw[2];
this.w = xyzw[3];
}
//#ifdef __HAS_NIO__
/**
* Create a new {@link Vector4f} and read this vector from 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 read, use {@link #Vector4f(int, ByteBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y, z, w</code> order
* @see #Vector4f(int, ByteBuffer)
*/
public Vector4f(ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
}
/**
* Create a new {@link Vector4f} and read this vector from 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
* values will be read in <code>x, y, z, w</code> order
*/
public Vector4f(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
}
/**
* Create a new {@link Vector4f} and read this vector from 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 read, use {@link #Vector4f(int, FloatBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y, z, w</code> order
* @see #Vector4f(int, FloatBuffer)
*/
public Vector4f(FloatBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
}
/**
* Create a new {@link Vector4f} and read this vector from 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
* values will be read in <code>x, y, z, w</code> order
*/
public Vector4f(int index, FloatBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
}
//#endif
public float x() {
return this.x;
}
public float y() {
return this.y;
}
public float z() {
return this.z;
}
public float w() {
return this.w;
}
/**
* Set this {@link Vector4f} to the values of the given <code>v</code>.
*
* @param v
* the vector whose values will be copied into this
* @return this
*/
public Vector4f set(Vector4fc v) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = v.w();
return this;
}
/**
* Set this {@link Vector4f} to the values of the given <code>v</code>.
*
* @param v
* the vector whose values will be copied into this
* @return this
*/
public Vector4f set(Vector4ic v) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = v.w();
return this;
}
/**
* Set this {@link Vector4f} to the values of the given <code>v</code>.
* <p>
* Note that due to the given vector <code>v</code> storing the components in double-precision,
* there is the possibility to lose precision.
*
* @param v
* the vector whose values will be copied into this
* @return this
*/
public Vector4f set(Vector4dc v) {
this.x = (float) v.x();
this.y = (float) v.y();
this.z = (float) v.z();
this.w = (float) v.w();
return this;
}
/**
* Set the first three components of this to the components of
* <code>v</code> and the last component to <code>w</code>.
*
* @param v
* the {@link Vector3fc} to copy
* @param w
* the w component
* @return this
*/
public Vector4f set(Vector3fc v, float w) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = w;
return this;
}
/**
* Set the first three components of this to the components of
* <code>v</code> and the last component to <code>w</code>.
*
* @param v
* the {@link Vector3ic} to copy
* @param w
* the w component
* @return this
*/
public Vector4f set(Vector3ic v, float w) {
this.x = v.x();
this.y = v.y();
this.z = v.z();
this.w = w;
return this;
}
/**
* Sets the first two components of this to the components of given <code>v</code>
* and last two components to the given <code>z</code>, and <code>w</code>.
*
* @param v
* the {@link Vector2fc}
* @param z
* the z component
* @param w
* the w component
* @return this
*/
public Vector4f set(Vector2fc v, float z, float w) {
this.x = v.x();
this.y = v.y();
this.z = z;
this.w = w;
return this;
}
/**
* Sets the first two components of this to the components of given <code>v</code>
* and last two components to the given <code>z</code>, and <code>w</code>.
*
* @param v
* the {@link Vector2ic}
* @param z
* the z component
* @param w
* the w component
* @return this
*/
public Vector4f set(Vector2ic v, float z, float w) {
this.x = v.x();
this.y = v.y();
this.z = z;
this.w = w;
return this;
}
/**
* Set the x, y, z, and w components to the supplied value.
*
* @param d
* the value of all four components
* @return this
*/
public Vector4f set(float d) {
this.x = d;
this.y = d;
this.z = d;
this.w = d;
return this;
}
/**
* Set the x, y, z, and w components to the supplied values.
*
* @param x
* the x component
* @param y
* the y component
* @param z
* the z component
* @param w
* the w component
* @return this
*/
public Vector4f set(float x, float y, float z, float w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
}
/**
* Set the x, y, z components to the supplied values.
*
* @param x
* the x component
* @param y
* the y component
* @param z
* the z component
* @return this
*/
public Vector4f set(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
/**
* Set the x, y, z, and w components to the supplied value.
*
* @param d
* the value of all four components
* @return this
*/
public Vector4f set(double d) {
this.x = (float) d;
this.y = (float) d;
this.z = (float) d;
this.w = (float) d;
return this;
}
/**
* Set the x, y, z, and w components to the supplied values.
*
* @param x
* the x component
* @param y
* the y component
* @param z
* the z component
* @param w
* the w component
* @return this
*/
public Vector4f set(double x, double y, double z, double w) {
this.x = (float) x;
this.y = (float) y;
this.z = (float) z;
this.w = (float) w;
return this;
}
/**
* Set the four components of this vector to the first four elements of the given array.
*
* @param xyzw
* the array containing at least four elements
* @return this
*/
public Vector4f set(float[] xyzw) {
this.x = xyzw[0];
this.y = xyzw[1];
this.z = xyzw[2];
this.w = xyzw[3];
return this;
}
//#ifdef __HAS_NIO__
/**
* Read this vector from 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 read, use {@link #set(int, ByteBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y, z, w</code> order
* @return this
* @see #set(int, ByteBuffer)
*/
public Vector4f set(ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
return this;
}
/**
* Read this vector from 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
* values will be read in <code>x, y, z, w</code> order
* @return this
*/
public Vector4f set(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
return this;
}
/**
* Read this vector from 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 read, use {@link #set(int, FloatBuffer)}, taking
* the absolute position as parameter.
*
* @param buffer
* values will be read in <code>x, y, z, w</code> order
* @return this
* @see #set(int, FloatBuffer)
*/
public Vector4f set(FloatBuffer buffer) {
MemUtil.INSTANCE.get(this, buffer.position(), buffer);
return this;
}
/**
* Read this vector from 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
* values will be read in <code>x, y, z, w</code> order
* @return this
*/
public Vector4f set(int index, FloatBuffer buffer) {
MemUtil.INSTANCE.get(this, index, buffer);
return this;
}
//#endif
//#ifdef __HAS_UNSAFE__
/**
* Set the values of this vector by reading 4 float values from off-heap memory,
* starting at the given address.
* <p>
* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`.
* <p>
* <em>This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.</em>
*
* @param address
* the off-heap memory address to read the vector values from
* @return this
*/
public Vector4f setFromAddress(long address) {
if (Options.NO_UNSAFE)
throw new UnsupportedOperationException("Not supported when using joml.nounsafe");
MemUtil.MemUtilUnsafe.get(this, address);
return this;
}
//#endif
/**
* Set the value of the specified component of this vector.
*
* @param component
* the component whose value to set, within <code>[0..3]</code>
* @param value
* the value to set
* @return this
* @throws IllegalArgumentException if <code>component</code> is not within <code>[0..3]</code>
*/
public Vector4f setComponent(int component, float value) throws IllegalArgumentException {
switch (component) {
case 0:
x = value;
break;
case 1:
y = value;
break;
case 2:
z = value;
break;
case 3:
w = value;
break;
default:
throw new IllegalArgumentException();
}
return this;
}
//#ifdef __HAS_NIO__
public FloatBuffer get(FloatBuffer buffer) {
MemUtil.INSTANCE.put(this, buffer.position(), buffer);
return buffer;
}
public FloatBuffer get(int index, FloatBuffer buffer) {
MemUtil.INSTANCE.put(this, index, buffer);
return buffer;
}
public ByteBuffer get(ByteBuffer buffer) {
MemUtil.INSTANCE.put(this, buffer.position(), buffer);
return buffer;
}
public ByteBuffer get(int index, ByteBuffer buffer) {
MemUtil.INSTANCE.put(this, index, buffer);
return buffer;
}
//#endif
//#ifdef __HAS_UNSAFE__
public Vector4fc getToAddress(long address) {
if (Options.NO_UNSAFE)
throw new UnsupportedOperationException("Not supported when using joml.nounsafe");
MemUtil.MemUtilUnsafe.put(this, address);
return this;
}
//#endif
/**
* Subtract the supplied vector from this one.
*
* @param v
* the vector to subtract
* @return this
*/
public Vector4f sub(Vector4fc v) {
this.x = this.x - v.x();
this.y = this.y - v.y();
this.z = this.z - v.z();
this.w = this.w - v.w();
return this;
}
/**
* Subtract <code>(x, y, z, w)</code> from this.
*
* @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
* @return this
*/
public Vector4f sub(float x, float y, float z, float w) {
this.x = this.x - x;
this.y = this.y - y;
this.z = this.z - z;
this.w = this.w - w;
return this;
}
public Vector4f sub(Vector4fc v, Vector4f dest) {
dest.x = this.x - v.x();
dest.y = this.y - v.y();
dest.z = this.z - v.z();
dest.w = this.w - v.w();
return dest;
}
public Vector4f sub(float x, float y, float z, float w, Vector4f dest) {
dest.x = this.x - x;
dest.y = this.y - y;
dest.z = this.z - z;
dest.w = this.w - w;
return dest;
}
/**
* Add the supplied vector to this one.
*
* @param v
* the vector to add
* @return this
*/
public Vector4f add(Vector4fc v) {
this.x = x + v.x();
this.y = y + v.y();
this.z = z + v.z();
this.w = w + v.w();
return this;
}
public Vector4f add(Vector4fc v, Vector4f dest) {
dest.x = x + v.x();
dest.y = y + v.y();
dest.z = z + v.z();
dest.w = w + v.w();
return dest;
}
/**
* Increment the components of this vector by the given values.
*
* @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
* @return this
*/
public Vector4f add(float x, float y, float z, float w) {
this.x = this.x + x;
this.y = this.y + y;
this.z = this.z + z;
this.w = this.w + w;
return this;
}
public Vector4f add(float x, float y, float z, float w, Vector4f dest) {
dest.x = this.x + x;
dest.y = this.y + y;
dest.z = this.z + z;
dest.w = this.w + w;
return dest;
}
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @return this
*/
public Vector4f fma(Vector4fc a, Vector4fc b) {
this.x = Math.fma(a.x(), b.x(), x);
this.y = Math.fma(a.y(), b.y(), y);
this.z = Math.fma(a.z(), b.z(), z);
this.w = Math.fma(a.w(), b.w(), w);
return this;
}
/**
* Add the component-wise multiplication of <code>a * b</code> to this vector.
*
* @param a
* the first multiplicand
* @param b
* the second multiplicand
* @return this
*/
public Vector4f fma(float a, Vector4fc b) {
this.x = Math.fma(a, b.x(), x);
this.y = Math.fma(a, b.y(), y);
this.z = Math.fma(a, b.z(), z);
this.w = Math.fma(a, b.w(), w);
return this;
}
public Vector4f fma(Vector4fc a, Vector4fc b, Vector4f dest) {
dest.x = Math.fma(a.x(), b.x(), x);
dest.y = Math.fma(a.y(), b.y(), y);
dest.z = Math.fma(a.z(), b.z(), z);
dest.w = Math.fma(a.w(), b.w(), w);
return dest;
}
public Vector4f fma(float a, Vector4fc b, Vector4f dest) {
dest.x = Math.fma(a, b.x(), x);
dest.y = Math.fma(a, b.y(), y);
dest.z = Math.fma(a, b.z(), z);
dest.w = Math.fma(a, b.w(), w);
return dest;
}
/**
* Add the component-wise multiplication of <code>this * a</code> to <code>b</code>
* and store the result in <code>this</code>.
*
* @param a
* the multiplicand
* @param b
* the addend
* @return this
*/
public Vector4f mulAdd(Vector4fc a, Vector4fc b) {
this.x = Math.fma(x, a.x(), b.x());
this.y = Math.fma(y, a.y(), b.y());
this.z = Math.fma(z, a.z(), b.z());
return this;
}
/**
* Add the component-wise multiplication of <code>this * a</code> to <code>b</code>
* and store the result in <code>this</code>.
*
* @param a
* the multiplicand
* @param b
* the addend
* @return this
*/
public Vector4f mulAdd(float a, Vector4fc b) {
this.x = Math.fma(x, a, b.x());
this.y = Math.fma(y, a, b.y());
this.z = Math.fma(z, a, b.z());
return this;
}
public Vector4f mulAdd(Vector4fc a, Vector4fc b, Vector4f dest) {
dest.x = Math.fma(x, a.x(), b.x());
dest.y = Math.fma(y, a.y(), b.y());
dest.z = Math.fma(z, a.z(), b.z());
return dest;
}
public Vector4f mulAdd(float a, Vector4fc b, Vector4f dest) {
dest.x = Math.fma(x, a, b.x());
dest.y = Math.fma(y, a, b.y());
dest.z = Math.fma(z, a, b.z());
return dest;
}
/**
* Multiply this Vector4f component-wise by another Vector4f.
*
* @param v
* the other vector
* @return this
*/
public Vector4f mul(Vector4fc v) {
this.x = x * v.x();
this.y = y * v.y();
this.z = z * v.z();
this.w = w * v.w();
return this;
}
public Vector4f mul(Vector4fc v, Vector4f 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 Vector4f component-wise by another Vector4f.
*
* @param v
* the vector to divide by
* @return this
*/
public Vector4f div(Vector4fc v) {
this.x = x / v.x();
this.y = y / v.y();
this.z = z / v.z();
this.w = w / v.w();
return this;
}
public Vector4f div(Vector4fc v, Vector4f dest) {
dest.x = x / v.x();
dest.y = y / v.y();
dest.z = z / v.z();
dest.w = w / v.w();
return dest;
}
/**
* Multiply the given matrix mat with this Vector4f and store the result in
* <code>this</code>.
*
* @param mat
* the matrix to multiply the vector with
* @return this
*/
public Vector4f mul(Matrix4fc mat) {
if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0)
return mulAffine(mat, this);
return mulGeneric(mat, this);
}
public Vector4f mul(Matrix4fc mat, Vector4f dest) {
if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0)
return mulAffine(mat, dest);
return mulGeneric(mat, dest);
}
/**
* Multiply the transpose of the given matrix <code>mat</code> with this Vector4f and store the result in
* <code>this</code>.
*
* @param mat
* the matrix whose transpose to multiply the vector with
* @return this
*/
public Vector4f mulTranspose(Matrix4fc mat) {
if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0)
return mulAffineTranspose(mat, this);
return mulGenericTranspose(mat, this);
}
public Vector4f mulTranspose(Matrix4fc mat, Vector4f dest) {
if ((mat.properties() & Matrix4fc.PROPERTY_AFFINE) != 0)
return mulAffineTranspose(mat, dest);
return mulGenericTranspose(mat, dest);
}
public Vector4f mulAffine(Matrix4fc mat, Vector4f dest) {
float x = this.x, y = this.y, z = this.z, w = this.w;
dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w)));
dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w)));
dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w)));
dest.w = w;
return dest;
}
private Vector4f mulGeneric(Matrix4fc mat, Vector4f dest) {
float x = this.x, y = this.y, z = this.z, w = this.w;
dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m10(), y, Math.fma(mat.m20(), z, mat.m30() * w)));
dest.y = Math.fma(mat.m01(), x, Math.fma(mat.m11(), y, Math.fma(mat.m21(), z, mat.m31() * w)));
dest.z = Math.fma(mat.m02(), x, Math.fma(mat.m12(), y, Math.fma(mat.m22(), z, mat.m32() * w)));
dest.w = Math.fma(mat.m03(), x, Math.fma(mat.m13(), y, Math.fma(mat.m23(), z, mat.m33() * w)));
return dest;
}
public Vector4f mulAffineTranspose(Matrix4fc mat, Vector4f dest) {
float x = this.x, y = this.y, z = this.z, w = this.w;
dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m01(), y, mat.m02() * z));
dest.y = Math.fma(mat.m10(), x, Math.fma(mat.m11(), y, mat.m12() * z));
dest.z = Math.fma(mat.m20(), x, Math.fma(mat.m21(), y, mat.m22() * z));
dest.w = Math.fma(mat.m30(), x, Math.fma(mat.m31(), y, mat.m32() * z + w));
return dest;
}
private Vector4f mulGenericTranspose(Matrix4fc mat, Vector4f dest) {
float x = this.x, y = this.y, z = this.z, w = this.w;
dest.x = Math.fma(mat.m00(), x, Math.fma(mat.m01(), y, Math.fma(mat.m02(), z, mat.m03() * w)));
dest.y = Math.fma(mat.m10(), x, Math.fma(mat.m11(), y, Math.fma(mat.m12(), z, mat.m13() * w)));
dest.z = Math.fma(mat.m20(), x, Math.fma(mat.m21(), y, Math.fma(mat.m22(), z, mat.m23() * w)));