nl: returns a unit vector based on an angular direction . for example , angle 0 creates vector 0,1 , angle pi/2 creates vector 1,0 . concode_field_sep VectorXZ NULL_VECTOR concode_elem_sep VectorXZ Z_UNIT concode_elem_sep double x concode_elem_sep VectorXZ X_UNIT concode_elem_sep double z concode_field_sep VectorXZ add concode_elem_sep Function<VectorXZ,VectorXYZ> xyzFunction concode_elem_sep double angleTo concode_elem_sep VectorXZ mult concode_elem_sep List<VectorXYZ> listXYZ concode_elem_sep double lengthSquared concode_elem_sep double distance concode_elem_sep VectorXZ invert concode_elem_sep VectorXZ subtract concode_elem_sep double dot concode_elem_sep double length concode_elem_sep double distanceTo concode_elem_sep double angleBetween concode_elem_sep double distanceSquared concode_elem_sep double getX concode_elem_sep double getY concode_elem_sep double getZ concode_elem_sep int hashCode concode_elem_sep VectorXZ normalize concode_elem_sep boolean equals concode_elem_sep VectorXYZ xyz concode_elem_sep double angle concode_elem_sep String toString concode_elem_sep VectorXZ rightNormal
code: VectorXZ function ( double arg0 ) { return new VectorXZ ( sin ( arg0 ) , cos ( arg0 ) ) ; }