return the normalized vector as a new vector concode_field_sep float x concode_elem_sep float z concode_elem_sep float y concode_field_sep GL_Vector add concode_elem_sep GL_Vector add concode_elem_sep GL_Vector add concode_elem_sep GL_Vector getNormal concode_elem_sep GL_Vector getNormal concode_elem_sep GL_Vector vectorProduct concode_elem_sep GL_Vector vectorProduct concode_elem_sep GL_Vector rotationVector concode_elem_sep GL_Vector sub concode_elem_sep GL_Vector sub concode_elem_sep GL_Vector sub concode_elem_sep GL_Vector crossProduct concode_elem_sep GL_Vector mult concode_elem_sep GL_Vector mult concode_elem_sep GL_Vector mult concode_elem_sep GL_Vector getClone concode_elem_sep float length concode_elem_sep float length concode_elem_sep GL_Vector scale concode_elem_sep GL_Vector reverse concode_elem_sep float dotProduct concode_elem_sep GL_Vector div concode_elem_sep GL_Vector div concode_elem_sep GL_Vector div concode_elem_sep boolean equals concode_elem_sep float angle concode_elem_sep String toString concode_elem_sep float angleXZ concode_elem_sep float angleXY concode_elem_sep GL_Vector multiply
GL_Vector function ( GL_Vector arg0 ) { float loc0 = arg0 . length ( ) ; if ( loc0 == 0 ) return arg0 ; float loc1 = 1f / loc0 ; return new GL_Vector ( arg0 . x * loc1 , arg0 . y * loc1 , arg0 . z * loc1 ) ; }