normalize this vector , storing the result in another vector . concode_field_sep float[] array concode_elem_sep float x concode_elem_sep float y concode_elem_sep float z concode_field_sep void add concode_elem_sep void add concode_elem_sep PVector add concode_elem_sep PVector add concode_elem_sep void sub concode_elem_sep void sub concode_elem_sep PVector sub concode_elem_sep PVector sub concode_elem_sep void set concode_elem_sep void set concode_elem_sep void set concode_elem_sep void mult concode_elem_sep PVector mult concode_elem_sep PVector mult concode_elem_sep void mult concode_elem_sep PVector mult concode_elem_sep PVector mult concode_elem_sep float dot concode_elem_sep float dot concode_elem_sep float dot concode_elem_sep PVector cross concode_elem_sep PVector cross concode_elem_sep PVector cross concode_elem_sep float dist concode_elem_sep float dist concode_elem_sep void div concode_elem_sep PVector div concode_elem_sep PVector div concode_elem_sep void div concode_elem_sep PVector div concode_elem_sep PVector div concode_elem_sep float angleBetween concode_elem_sep float mag concode_elem_sep float heading2D concode_elem_sep float[] array concode_elem_sep PVector get concode_elem_sep float[] get concode_elem_sep void limit concode_elem_sep String toString
PVector function ( PVector arg0 ) { if ( arg0 == null ) { arg0 = new PVector ( ) ; } float loc0 = mag ( ) ; if ( loc0 > 0 ) { arg0 . set ( x / loc0 , y / loc0 , z / loc0 ) ; } else { arg0 . set ( x , y , z ) ; } return arg0 ; }