PhilLo is right, using "scale" is more visual & made more sense to me since this is what you actually do to a vector when you multiply it with a "scalar" (or another vector). And division is a variation of scaling...
Also watch out for the overloaded "Self" variations of common operations: "addSelf", "subSelf", "scaleSelf" etc. Note the difference between:
Code:a.scale(3); // creates a scaled copy of vector "a"
vs.
a.scaleSelf(3); // scales vector "a" itself(
Another common idiom of the Vec2D/Vec3D classes is that unless a scalar or other type is asked for, all methods return a Vec2D/3D reference, either to itself or a new result vector. That way you can express longer terms of vector math more elegantly, e.g.
Code:
// smoothly update shakeDir to a new direction vector
shakeDir.interpolateToSelf(origPos.sub(touchPos).normalize(), 0.15f);
//compute centroid of a triangle
Vec3D centroid=a.add(b).addSelf(c).scaleSelf(1f/3);
In the last example, the last 2 operations in this chain are using the above mentioned "Self" variations in order to maximize instance reuse (by reducing the creation of unnecessary objects).
Also, you know just for the record, you might better off also asking such questions about toxiclibs on the
separate mailing list rather than here, since I'm not monitoring this forum constantly...