d1576fb039
Change-Id: I30b6633578f063840e1bdbcc9ba513b727912a6d
451 lines
8.4 KiB
Java
451 lines
8.4 KiB
Java
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.renderscript;
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/**
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* Vector version of the basic float type.
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* Provides four float fields packed.
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*/
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public class Float4 {
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public float x;
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public float y;
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public float z;
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public float w;
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public Float4() {
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}
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/** @hide */
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public Float4(Float4 data) {
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this.x = data.x;
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this.y = data.y;
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this.z = data.z;
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this.w = data.w;
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}
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public Float4(float x, float y, float z, float w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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/** @hide
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* Vector add
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 add(Float4 a, Float4 b) {
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Float4 res = new Float4();
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res.x = a.x + b.x;
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res.y = a.y + b.y;
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res.z = a.z + b.z;
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res.w = a.w + b.w;
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return res;
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}
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/** @hide
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* Vector add
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*
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* @param value
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*/
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public void add(Float4 value) {
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x += value.x;
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y += value.y;
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z += value.z;
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w += value.w;
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}
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/** @hide
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* Vector add
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*
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* @param value
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*/
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public void add(float value) {
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x += value;
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y += value;
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z += value;
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w += value;
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}
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/** @hide
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* Vector add
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 add(Float4 a, float b) {
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Float4 res = new Float4();
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res.x = a.x + b;
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res.y = a.y + b;
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res.z = a.z + b;
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res.w = a.w + b;
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return res;
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}
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/** @hide
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* Vector subtraction
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*
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* @param value
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*/
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public void sub(Float4 value) {
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x -= value.x;
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y -= value.y;
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z -= value.z;
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w -= value.w;
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}
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/** @hide
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* Vector subtraction
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*
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* @param value
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*/
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public void sub(float value) {
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x -= value;
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y -= value;
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z -= value;
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w -= value;
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}
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/** @hide
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* Vector subtraction
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 sub(Float4 a, float b) {
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Float4 res = new Float4();
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res.x = a.x - b;
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res.y = a.y - b;
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res.z = a.z - b;
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res.w = a.w - b;
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return res;
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}
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/** @hide
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* Vector subtraction
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 sub(Float4 a, Float4 b) {
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Float4 res = new Float4();
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res.x = a.x - b.x;
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res.y = a.y - b.y;
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res.z = a.z - b.z;
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res.w = a.w - b.w;
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return res;
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}
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/** @hide
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* Vector multiplication
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*
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* @param value
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*/
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public void mul(Float4 value) {
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x *= value.x;
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y *= value.y;
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z *= value.z;
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w *= value.w;
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}
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/** @hide
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* Vector multiplication
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*
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* @param value
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*/
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public void mul(float value) {
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x *= value;
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y *= value;
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z *= value;
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w *= value;
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}
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/** @hide
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* Vector multiplication
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 mul(Float4 a, Float4 b) {
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Float4 res = new Float4();
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res.x = a.x * b.x;
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res.y = a.y * b.y;
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res.z = a.z * b.z;
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res.w = a.w * b.w;
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return res;
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}
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/** @hide
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* Vector multiplication
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 mul(Float4 a, float b) {
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Float4 res = new Float4();
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res.x = a.x * b;
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res.y = a.y * b;
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res.z = a.z * b;
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res.w = a.w * b;
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return res;
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}
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/** @hide
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* Vector division
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*
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* @param value
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*/
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public void div(Float4 value) {
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x /= value.x;
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y /= value.y;
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z /= value.z;
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w /= value.w;
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}
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/** @hide
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* Vector division
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*
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* @param value
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*/
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public void div(float value) {
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x /= value;
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y /= value;
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z /= value;
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w /= value;
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}
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/** @hide
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* Vector division
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 div(Float4 a, float b) {
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Float4 res = new Float4();
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res.x = a.x / b;
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res.y = a.y / b;
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res.z = a.z / b;
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res.w = a.w / b;
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return res;
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}
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/** @hide
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* Vector division
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*
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* @param a
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* @param b
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* @return
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*/
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public static Float4 div(Float4 a, Float4 b) {
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Float4 res = new Float4();
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res.x = a.x / b.x;
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res.y = a.y / b.y;
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res.z = a.z / b.z;
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res.w = a.w / b.w;
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return res;
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}
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/** @hide
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* Vector dot Product
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*
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* @param a
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* @return
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*/
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public float dotProduct(Float4 a) {
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return (x * a.x) + (y * a.y) + (z * a.z) + (w * a.w);
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}
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/** @hide
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* Vector dot Product
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*
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* @param a
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* @param b
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* @return
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*/
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public static float dotProduct(Float4 a, Float4 b) {
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return (b.x * a.x) + (b.y * a.y) + (b.z * a.z) + (b.w * a.w);
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}
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/** @hide
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* Vector add Multiple
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*
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* @param a
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* @param factor
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*/
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public void addMultiple(Float4 a, float factor) {
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x += a.x * factor;
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y += a.y * factor;
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z += a.z * factor;
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w += a.w * factor;
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}
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/** @hide
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* set vector value by float4
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*
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* @param a
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*/
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public void set(Float4 a) {
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this.x = a.x;
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this.y = a.y;
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this.z = a.z;
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this.w = a.w;
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}
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/** @hide
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* set vector negate
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*/
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public void negate() {
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x = -x;
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y = -y;
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z = -z;
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w = -w;
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}
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/** @hide
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* get vector length
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*
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* @return
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*/
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public int length() {
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return 4;
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}
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/** @hide
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* return the element sum of vector
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*
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* @return
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*/
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public float elementSum() {
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return x + y + z + w;
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}
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/** @hide
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* get the vector field value by index
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*
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* @param i
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* @return
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*/
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public float get(int i) {
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switch (i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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case 3:
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return w;
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default:
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throw new IndexOutOfBoundsException("Index: i");
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}
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}
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/** @hide
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* set the vector field value by index
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*
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* @param i
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* @param value
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*/
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public void setAt(int i, float value) {
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switch (i) {
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case 0:
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x = value;
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return;
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case 1:
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y = value;
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return;
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case 2:
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z = value;
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return;
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case 3:
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w = value;
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return;
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default:
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throw new IndexOutOfBoundsException("Index: i");
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}
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}
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/** @hide
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* add the vector field value by index
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*
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* @param i
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* @param value
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*/
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public void addAt(int i, float value) {
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switch (i) {
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case 0:
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x += value;
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return;
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case 1:
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y += value;
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return;
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case 2:
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z += value;
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return;
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case 3:
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w += value;
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return;
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default:
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throw new IndexOutOfBoundsException("Index: i");
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}
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}
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/** @hide
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* set the vector field value
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*
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* @param x
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* @param y
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* @param z
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* @param w
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*/
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public void setValues(float x, float y, float z, float w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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/** @hide
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* copy the vector to float array
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*
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* @param data
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* @param offset
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*/
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public void copyTo(float[] data, int offset) {
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data[offset] = x;
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data[offset + 1] = y;
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data[offset + 2] = z;
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data[offset + 3] = w;
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}
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}
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