Vector3d |
Vector3d.absolute() |
Set this vector's components to their respective absolute values.
|
Vector3d |
Vector3d.absolute(Vector3d dest) |
|
Vector3d |
Vector3dc.absolute(Vector3d dest) |
Compute the absolute values of the individual components of this and store the result in dest.
|
Vector3d |
Vector3d.add(double x,
double y,
double z) |
Increment the components of this vector by the given values.
|
Vector3d |
Vector3d.add(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.add(Vector3dc v) |
Add the supplied vector to this one.
|
Vector3d |
Vector3d.add(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.add(Vector3fc v) |
Add the supplied vector to this one.
|
Vector3d |
Vector3d.add(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.add(double x,
double y,
double z,
Vector3d dest) |
Increment the components of this vector by the given values and store the result in dest.
|
Vector3d |
Vector3dc.add(Vector3dc v,
Vector3d dest) |
Add the supplied vector to this one and store the result in dest.
|
Vector3d |
Vector3dc.add(Vector3fc v,
Vector3d dest) |
Add the supplied vector to this one and store the result in dest.
|
Vector3d |
Vector3d.ceil() |
Set each component of this vector to the smallest (closest to negative
infinity) double value that is greater than or equal to that
component and is equal to a mathematical integer.
|
Vector3d |
Vector3d.ceil(Vector3d dest) |
|
Vector3d |
Vector3dc.ceil(Vector3d dest) |
Compute for each component of this vector the smallest (closest to negative
infinity) double value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest.
|
Vector3d |
Vector3d.cross(double x,
double y,
double z) |
Set this vector to be the cross product of itself and (x, y, z).
|
Vector3d |
Vector3d.cross(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.cross(Vector3dc v) |
Set this vector to be the cross product of this and v2.
|
Vector3d |
Vector3d.cross(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.cross(double x,
double y,
double z,
Vector3d dest) |
Compute the cross product of this vector and (x, y, z) and store the result in dest.
|
Vector3d |
Vector3dc.cross(Vector3dc v,
Vector3d dest) |
Calculate the cross product of this and v2 and store the result in dest.
|
Vector3d |
Vector3d.div(double scalar) |
Divide this Vector3d by the given scalar value.
|
Vector3d |
Vector3d.div(double x,
double y,
double z) |
Divide the components of this Vector3d by the given scalar values and store the result in this.
|
Vector3d |
Vector3d.div(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.div(double scalar,
Vector3d dest) |
|
Vector3d |
Vector3d.div(Vector3d v) |
Divide this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.div(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.div(Vector3fc v) |
Divide this Vector3d component-wise by another Vector3fc.
|
Vector3d |
Vector3d.div(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.div(double x,
double y,
double z,
Vector3d dest) |
Divide the components of this Vector3f by the given scalar values and store the result in dest.
|
Vector3d |
Vector3dc.div(double scalar,
Vector3d dest) |
Divide this Vector3d by the given scalar value and store the result in dest.
|
Vector3d |
Vector3dc.div(Vector3dc v,
Vector3d dest) |
Divide this by v component-wise and store the result into dest.
|
Vector3d |
Vector3dc.div(Vector3fc v,
Vector3d dest) |
Divide this Vector3d component-wise by another Vector3f and store the result in dest.
|
Vector3d |
Vector3d.floor() |
Set each component of this vector to the largest (closest to positive
infinity) double value that is less than or equal to that
component and is equal to a mathematical integer.
|
Vector3d |
Vector3d.floor(Vector3d dest) |
|
Vector3d |
Vector3dc.floor(Vector3d dest) |
Compute for each component of this vector the largest (closest to positive
infinity) double value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest.
|
Vector3d |
Vector3d.fma(double a,
Vector3dc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector3d |
Vector3d.fma(double a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(double a,
Vector3fc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector3d |
Vector3d.fma(double a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3dc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3fc a,
Vector3fc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector3d |
Vector3d.fma(Vector3fc a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3dc.fma(double a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest.
|
Vector3d |
Vector3dc.fma(double a,
Vector3fc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest.
|
Vector3d |
Vector3dc.fma(Vector3dc a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest.
|
Vector3d |
Vector3dc.fma(Vector3dc a,
Vector3fc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest.
|
Vector3d |
Vector3dc.fma(Vector3fc a,
Vector3fc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest.
|
Vector3d |
Matrix4d.frustumCorner(int corner,
Vector3d dest) |
|
Vector3d |
Matrix4dc.frustumCorner(int corner,
Vector3d point) |
Compute the corner coordinates of the frustum defined by this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point.
|
Vector3d |
Matrix4d.frustumRayDir(double x,
double y,
Vector3d dest) |
|
Vector3d |
Matrix4dc.frustumRayDir(double x,
double y,
Vector3d dir) |
Obtain the direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
Vector3d |
Vector3d.get(Vector3d dest) |
|
Vector3d |
Vector3dc.get(Vector3d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector3d |
Vector3f.get(Vector3d dest) |
|
Vector3d |
Vector3fc.get(Vector3d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector3d |
Matrix3d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix3dc.getColumn(int column,
Vector3d dest) |
Get the column at the given column index, starting with 0.
|
Vector3d |
Matrix4d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix4dc.getColumn(int column,
Vector3d dest) |
Get the first three components of the column at the given column index, starting with 0.
|
Vector3d |
Matrix4x3d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getColumn(int column,
Vector3d dest) |
Get the column at the given column index, starting with 0.
|
Vector3d |
Quaterniond.getEulerAnglesXYZ(Vector3d eulerAngles) |
|
Vector3d |
Quaterniondc.getEulerAnglesXYZ(Vector3d eulerAngles) |
Get the euler angles in radians in rotation sequence XYZ of this quaternion and store them in the
provided parameter eulerAngles.
|
Vector3d |
Matrix3d.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by this matrix and store the extracted Euler angles in dest.
|
Vector3d |
Matrix3dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by this matrix and store the extracted Euler angles in dest.
|
Vector3d |
Matrix4d.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of this
and store the extracted Euler angles in dest.
|
Vector3d |
Matrix4dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of this
and store the extracted Euler angles in dest.
|
Vector3d |
Matrix4x3d.getEulerAnglesZYX(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this
and store the extracted Euler angles in dest.
|
Vector3d |
Matrix3d.getRow(int row,
Vector3d dest) |
|
Vector3d |
Matrix3dc.getRow(int row,
Vector3d dest) |
Get the row at the given row index, starting with 0.
|
Vector3d |
Matrix4d.getRow(int row,
Vector3d dest) |
|
Vector3d |
Matrix4dc.getRow(int row,
Vector3d dest) |
Get the first three components of the row at the given row index, starting with 0.
|
Vector3d |
Matrix3d.getScale(Vector3d dest) |
|
Vector3d |
Matrix3dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4d.getScale(Vector3d dest) |
|
Vector3d |
Matrix4dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4x3d.getScale(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4d.getTranslation(Vector3d dest) |
|
Vector3d |
Matrix4dc.getTranslation(Vector3d dest) |
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz.
|
Vector3d |
Matrix4x3d.getTranslation(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getTranslation(Vector3d dest) |
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz.
|
Vector3d |
Vector3d.half(double x,
double y,
double z) |
Compute the half vector between this and the vector (x, y, z).
|
Vector3d |
Vector3d.half(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.half(Vector3dc other) |
Compute the half vector between this and the other vector.
|
Vector3d |
Vector3d.half(Vector3dc other,
Vector3d dest) |
|
Vector3d |
Vector3dc.half(double x,
double y,
double z,
Vector3d dest) |
Compute the half vector between this and the vector (x, y, z)
and store the result in dest.
|
Vector3d |
Vector3dc.half(Vector3dc other,
Vector3d dest) |
Compute the half vector between this and the other vector and store the result in dest.
|
Vector3d |
Vector3d.hermite(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.hermite(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d dest) |
Compute a hermite interpolation between this vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest.
|
static Vector3d |
Interpolationd.interpolateTriangle(double v0X,
double v0Y,
double f0X,
double f0Y,
double f0Z,
double v1X,
double v1Y,
double f1X,
double f1Y,
double f1Z,
double v2X,
double v2Y,
double f2X,
double f2Y,
double f2Z,
double x,
double y,
Vector3d dest) |
Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result in dest.
|
static Vector3d |
Interpolationd.interpolationFactorsTriangle(double v0X,
double v0Y,
double v1X,
double v1Y,
double v2X,
double v2Y,
double x,
double y,
Vector3d dest) |
Compute the interpolation factors (t0, t1, t2) in order to interpolate an arbitrary value over a given
triangle at the given point (x, y).
|
Vector3d |
Vector3d.lerp(Vector3dc other,
double t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this.
|
Vector3d |
Vector3d.lerp(Vector3dc other,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.lerp(Vector3dc other,
double t,
Vector3d dest) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in dest.
|
Vector3d |
Vector3d.max(Vector3dc v) |
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3d |
Vector3d.max(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.max(Vector3dc v,
Vector3d dest) |
Set the components of dest to be the component-wise maximum of this and the other vector.
|
Vector3d |
Vector3d.min(Vector3dc v) |
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3d |
Vector3d.min(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.min(Vector3dc v,
Vector3d dest) |
Set the components of dest to be the component-wise minimum of this and the other vector.
|
Vector3d |
Vector3d.mul(double scalar) |
Multiply this Vector3d by the given scalar value.
|
Vector3d |
Vector3d.mul(double x,
double y,
double z) |
Multiply the components of this Vector3d by the given scalar values and store the result in this.
|
Vector3d |
Vector3d.mul(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(double scalar,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3dc mat) |
Multiply the given matrix mat with this Vector3d.
|
Vector3d |
Vector3d.mul(Matrix3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3fc mat) |
Multiply the given matrix mat with this Vector3d.
|
Vector3d |
Vector3d.mul(Matrix3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3x2dc mat) |
Multiply the given matrix with this Vector3d by assuming a third row in the matrix of (0, 0, 1)
and store the result in this.
|
Vector3d |
Vector3d.mul(Matrix3x2dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3x2fc mat) |
Multiply the given matrix with this Vector3d by assuming a third row in the matrix of (0, 0, 1)
and store the result in this.
|
Vector3d |
Vector3d.mul(Matrix3x2fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Vector3dc v) |
Multiply this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.mul(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Vector3fc v) |
Multiply this Vector3d component-wise by another Vector3fc.
|
Vector3d |
Vector3d.mul(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.mul(double x,
double y,
double z,
Vector3d dest) |
Multiply the components of this Vector3f by the given scalar values and store the result in dest.
|
Vector3d |
Vector3dc.mul(double scalar,
Vector3d dest) |
Multiply this Vector3d by the given scalar value and store the result in dest.
|
Vector3d |
Vector3dc.mul(Matrix3dc mat,
Vector3d dest) |
Multiply the given matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mul(Matrix3fc mat,
Vector3d dest) |
Multiply the given matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mul(Matrix3x2dc mat,
Vector3d dest) |
Multiply the given matrix mat with this by assuming a
third row in the matrix of (0, 0, 1) and store the result in dest.
|
Vector3d |
Vector3dc.mul(Matrix3x2fc mat,
Vector3d dest) |
Multiply the given matrix mat with this by assuming a
third row in the matrix of (0, 0, 1) and store the result in dest.
|
Vector3d |
Vector3dc.mul(Vector3dc v,
Vector3d dest) |
Multiply this by v component-wise and store the result into dest.
|
Vector3d |
Vector3dc.mul(Vector3fc v,
Vector3d dest) |
Multiply this Vector3d component-wise by another Vector3f and store the result in dest.
|
Vector3d |
Vector3d.mulAdd(double a,
Vector3dc b) |
Add the component-wise multiplication of this * a to b
and store the result in this.
|
Vector3d |
Vector3d.mulAdd(double a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.mulAdd(Vector3dc a,
Vector3dc b) |
Add the component-wise multiplication of this * a to b
and store the result in this.
|
Vector3d |
Vector3d.mulAdd(Vector3dc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.mulAdd(Vector3fc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulAdd(double a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest.
|
Vector3d |
Vector3dc.mulAdd(Vector3dc a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest.
|
Vector3d |
Vector3dc.mulAdd(Vector3fc a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest.
|
Vector3d |
Vector3d.mulDirection(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4fc mat) |
Multiply the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulDirection(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat) |
Multiply the given 4x3 matrix mat with this.
|
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat) |
Multiply the given 4x3 matrix mat with this.
|
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulDirection(Matrix4fc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulDirection(Matrix4x3fc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3d.mulPosition(Matrix4dc mat) |
Multiply the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulPosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4fc mat) |
Multiply the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulPosition(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat) |
Multiply the given 4x3 matrix mat with this.
|
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat) |
Multiply the given 4x3 matrix mat with this.
|
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulPosition(Matrix4fc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat) |
Multiply the given matrix mat this Vector3d, perform perspective division.
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
double w,
Vector3d dest) |
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulProject(Matrix4fc mat) |
Multiply the given matrix mat with this Vector3d, perform perspective division.
|
Vector3d |
Vector3d.mulProject(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulProject(Matrix4dc mat,
double w,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest.
|
Vector3d |
Vector3dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest.
|
Vector3d |
Vector3dc.mulProject(Matrix4fc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest.
|
Vector3d |
Vector4d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector4dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector4d, perform perspective division
and store the (x, y, z) result in dest.
|
Vector3d |
Vector3d.mulTranspose(Matrix3dc mat) |
Multiply the transpose of the given matrix with this Vector3d and store the result in this.
|
Vector3d |
Vector3d.mulTranspose(Matrix3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTranspose(Matrix3fc mat) |
Multiply the transpose of the given matrix with this Vector3d and store the result in this.
|
Vector3d |
Vector3d.mulTranspose(Matrix3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTranspose(Matrix3dc mat,
Vector3d dest) |
Multiply the transpose of the given matrix with this Vector3f and store the result in dest.
|
Vector3d |
Vector3dc.mulTranspose(Matrix3fc mat,
Vector3d dest) |
Multiply the transpose of the given matrix with this Vector3f and store the result in dest.
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat) |
Multiply the transpose of the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4fc mat) |
Multiply the transpose of the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4fc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat) |
Multiply the transpose of the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4fc mat) |
Multiply the transpose of the given 4x4 matrix mat with this.
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3dc.mulTransposePosition(Matrix4fc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest.
|
Vector3d |
Vector3d.negate() |
Negate this vector.
|
Vector3d |
Vector3d.negate(Vector3d dest) |
|
Vector3d |
Vector3dc.negate(Vector3d dest) |
Negate this vector and store the result in dest.
|
Vector3d |
Vector3d.normalize() |
Normalize this vector.
|
Vector3d |
Vector3d.normalize(double length) |
Scale this vector to have the given length.
|
Vector3d |
Vector3d.normalize(double length,
Vector3d dest) |
|
Vector3d |
Vector3d.normalize(Vector3d dest) |
|
Vector3d |
Vector3dc.normalize(double length,
Vector3d dest) |
Scale this vector to have the given length and store the result in dest.
|
Vector3d |
Vector3dc.normalize(Vector3d dest) |
Normalize this vector and store the result in dest.
|
Vector3d |
Matrix3d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix3d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix3d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix4d.origin(Vector3d dest) |
|
Vector3d |
Matrix4dc.origin(Vector3d origin) |
Obtain the position that gets transformed to the origin by this matrix.
|
Vector3d |
Matrix4x3d.origin(Vector3d origin) |
|
Vector3d |
Matrix4x3dc.origin(Vector3d origin) |
Obtain the position that gets transformed to the origin by this matrix.
|
Vector3d |
Matrix4d.originAffine(Vector3d dest) |
|
Vector3d |
Matrix4dc.originAffine(Vector3d origin) |
Obtain the position that gets transformed to the origin by this affine matrix.
|
Vector3d |
Vector3d.orthogonalize(Vector3dc v) |
Transform this vector so that it is orthogonal to the given vector v and normalize the result.
|
Vector3d |
Vector3d.orthogonalize(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.orthogonalize(Vector3dc v,
Vector3d dest) |
Transform this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest.
|
Vector3d |
Vector3d.orthogonalizeUnit(Vector3dc v) |
Transform this vector so that it is orthogonal to the given unit vector v and normalize the result.
|
Vector3d |
Vector3d.orthogonalizeUnit(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.orthogonalizeUnit(Vector3dc v,
Vector3d dest) |
Transform this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest.
|
Vector3d |
Matrix4d.perspectiveInvOrigin(Vector3d dest) |
|
Vector3d |
Matrix4dc.perspectiveInvOrigin(Vector3d dest) |
Compute the eye/origin of the inverse of the perspective frustum transformation defined by this matrix,
which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result
in the given dest.
|
Vector3d |
Matrix4d.perspectiveOrigin(Vector3d dest) |
|
Vector3d |
Matrix4dc.perspectiveOrigin(Vector3d origin) |
Compute the eye/origin of the perspective frustum transformation defined by this matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin.
|
Vector3d |
Matrix3d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveX(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveX(Vector3d dir) |
Obtain the direction of +X before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix3d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveY(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix3d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveZ(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.project(double x,
double y,
double z,
int[] viewport,
Vector3d winCoordsDest) |
Project the given (x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest.
|
Vector3d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector3d winCoordsDest) |
Project the given position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest.
|
Vector3d |
Vector3d.reflect(double x,
double y,
double z) |
Reflect this vector about the given normal vector.
|
Vector3d |
Vector3d.reflect(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.reflect(Vector3dc normal) |
Reflect this vector about the given normal vector.
|
Vector3d |
Vector3d.reflect(Vector3dc normal,
Vector3d dest) |
|
Vector3d |
Vector3dc.reflect(double x,
double y,
double z,
Vector3d dest) |
Reflect this vector about the given normal vector and store the result in dest.
|
Vector3d |
Vector3dc.reflect(Vector3dc normal,
Vector3d dest) |
Reflect this vector about the given normal vector and store the result in dest.
|
Vector3d |
Vector3d.rotate(Quaterniondc quat) |
Rotate this vector by the given quaternion quat and store the result in this.
|
Vector3d |
Vector3d.rotate(Quaterniondc quat,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotate(Quaterniondc quat,
Vector3d dest) |
Rotate this vector by the given quaternion quat and store the result in dest.
|
Vector3d |
Vector3d.rotateAxis(double angle,
double x,
double y,
double z) |
Rotate this vector the specified radians around the given rotation axis.
|
Vector3d |
Vector3d.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector3d dest) |
Rotate this vector the specified radians around the given rotation axis and store the result
into dest.
|
Vector3d |
Vector3d.rotateX(double angle) |
Rotate this vector the specified radians around the X axis.
|
Vector3d |
Vector3d.rotateX(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateX(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the X axis and store the result
into dest.
|
Vector3d |
Vector3d.rotateY(double angle) |
Rotate this vector the specified radians around the Y axis.
|
Vector3d |
Vector3d.rotateY(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateY(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the Y axis and store the result
into dest.
|
Vector3d |
Vector3d.rotateZ(double angle) |
Rotate this vector the specified radians around the Z axis.
|
Vector3d |
Vector3d.rotateZ(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateZ(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the Z axis and store the result
into dest.
|
Vector3d |
Vector3d.round() |
Set each component of this vector to the closest double that is equal to
a mathematical integer, with ties rounding to positive infinity.
|
Vector3d |
Vector3d.round(Vector3d dest) |
|
Vector3d |
Vector3dc.round(Vector3d dest) |
Compute for each component of this vector the closest double that is equal to
a mathematical integer, with ties rounding to positive infinity and store
the result in dest.
|
Vector3d |
Vector3d.set(double d) |
Set the x, y, and z components to the supplied value.
|
Vector3d |
Vector3d.set(double[] xyz) |
Set the three components of this vector to the first three elements of the given array.
|
Vector3d |
Vector3d.set(double x,
double y,
double z) |
Set the x, y and z components to the supplied values.
|
Vector3d |
Vector3d.set(float[] xyz) |
Set the three components of this vector to the first three elements of the given array.
|
Vector3d |
Vector3d.set(int index,
ByteBuffer buffer) |
Read this vector from the supplied ByteBuffer starting at the specified
absolute buffer position/index.
|
Vector3d |
Vector3d.set(int index,
DoubleBuffer buffer) |
Read this vector from the supplied DoubleBuffer starting at the specified
absolute buffer position/index.
|
Vector3d |
Vector3d.set(ByteBuffer buffer) |
|
Vector3d |
Vector3d.set(DoubleBuffer buffer) |
|
Vector3d |
Vector3d.set(Vector2dc v,
double z) |
Set the first two components from the given v
and the z component from the given z
|
Vector3d |
Vector3d.set(Vector2fc v,
double z) |
Set the first two components from the given v
and the z component from the given z
|
Vector3d |
Vector3d.set(Vector2ic v,
double z) |
Set the first two components from the given v
and the z component from the given z
|
Vector3d |
Vector3d.set(Vector3dc v) |
Set the x, y and z components to match the supplied vector.
|
Vector3d |
Vector3d.set(Vector3fc v) |
Set the x, y and z components to match the supplied vector.
|
Vector3d |
Vector3d.set(Vector3ic v) |
Set the x, y and z components to match the supplied vector.
|
Vector3d |
Vector3d.setComponent(int component,
double value) |
Set the value of the specified component of this vector.
|
Vector3d |
Vector3d.smoothStep(Vector3dc v,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.smoothStep(Vector3dc v,
double t,
Vector3d dest) |
Compute a smooth-step (i.e.
|
Vector3d |
Vector3d.sub(double x,
double y,
double z) |
Subtract (x, y, z) from this vector.
|
Vector3d |
Vector3d.sub(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.sub(Vector3dc v) |
Subtract the supplied vector from this one.
|
Vector3d |
Vector3d.sub(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.sub(Vector3fc v) |
Subtract the supplied vector from this one.
|
Vector3d |
Vector3d.sub(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.sub(double x,
double y,
double z,
Vector3d dest) |
Subtract (x, y, z) from this vector and store the result in dest.
|
Vector3d |
Vector3dc.sub(Vector3dc v,
Vector3d dest) |
Subtract the supplied vector from this one and store the result in dest.
|
Vector3d |
Vector3dc.sub(Vector3fc v,
Vector3d dest) |
Subtract the supplied vector from this one and store the result in dest.
|
Vector3d |
AxisAngle4d.transform(Vector3d v) |
Transform the given vector by the rotation transformation described by this AxisAngle4d.
|
Vector3d |
AxisAngle4d.transform(Vector3dc v,
Vector3d dest) |
Transform the given vector by the rotation transformation described by this AxisAngle4d
and store the result in dest.
|
Vector3d |
Matrix3d.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix3d.transform(Vector3d v) |
|
Vector3d |
Matrix3d.transform(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix3dc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the vector (x, y, z) by this matrix and store the result in dest.
|
Vector3d |
Matrix3dc.transform(Vector3d v) |
Transform the given vector by this matrix.
|
Vector3d |
Matrix3dc.transform(Vector3dc v,
Vector3d dest) |
Transform the given vector by this matrix and store the result in dest.
|
Vector3d |
Matrix3x2d.transform(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
|
Vector3d |
Matrix3x2d.transform(Vector3d v) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in that vector.
|
Vector3d |
Matrix3x2d.transform(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in dest.
|
Vector3d |
Matrix3x2dc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest.
|
Vector3d |
Matrix3x2dc.transform(Vector3d v) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in that vector.
|
Vector3d |
Matrix3x2dc.transform(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix and store the result in dest.
|
Vector3d |
Quaterniond.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transform(Vector3d vec) |
|
Vector3d |
Quaterniond.transform(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest.
|
Vector3d |
Quaterniondc.transform(Vector3d vec) |
Transform the given vector by this quaternion.
|
Vector3d |
Quaterniondc.transform(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this quaternion and store the result in dest.
|
Vector3d |
Quaternionf.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transform(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transform(Vector3d vec) |
|
Vector3d |
Quaternionf.transform(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest.
|
Vector3d |
Quaternionfc.transform(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion
and store the result in dest.
|
Vector3d |
Quaternionfc.transform(Vector3d vec) |
Transform the given vector by this quaternion.
|
Vector3d |
Quaternionfc.transform(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this quaternion and store the result in dest.
|
Vector3d |
Matrix4d.transformDirection(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformDirection(Vector3d dest) |
|
Vector3d |
Matrix4d.transformDirection(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformDirection(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the 3D-vector (x, y, z), as if it was a 4D-vector with w=0, by
this matrix and store the result in dest.
|
Vector3d |
Matrix4dc.transformDirection(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4dc.transformDirection(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in dest.
|
Vector3d |
Matrix4x3d.transformDirection(Vector3d v) |
|
Vector3d |
Matrix4x3d.transformDirection(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.transformDirection(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4x3dc.transformDirection(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in dest.
|
Vector3d |
Quaterniond.transformInverse(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformInverse(Vector3d vec) |
|
Vector3d |
Quaterniond.transformInverse(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformInverse(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest.
|
Vector3d |
Quaterniondc.transformInverse(Vector3d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector3d |
Quaterniondc.transformInverse(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest.
|
Vector3d |
Quaternionf.transformInverse(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverse(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverse(Vector3d vec) |
|
Vector3d |
Quaternionf.transformInverse(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformInverse(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest.
|
Vector3d |
Quaternionfc.transformInverse(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of this quaternion
and store the result in dest.
|
Vector3d |
Quaternionfc.transformInverse(Vector3d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector3d |
Quaternionfc.transformInverse(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest.
|
Vector3d |
Quaterniond.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformInverseUnit(Vector3d vec) |
|
Vector3d |
Quaterniond.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest.
|
Vector3d |
Quaterniondc.transformInverseUnit(Vector3d vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector3d |
Quaterniondc.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest.
|
Vector3d |
Quaternionf.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverseUnit(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest.
|
Vector3d |
Quaternionfc.transformInverseUnit(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of this unit quaternion
and store the result in dest.
|
Vector3d |
Quaternionfc.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest.
|
Vector3d |
Matrix4d.transformPosition(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformPosition(Vector3d dest) |
|
Vector3d |
Matrix4d.transformPosition(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformPosition(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the 3D-vector (x, y, z), as if it was a 4D-vector with w=1, by
this matrix and store the result in dest.
|
Vector3d |
Matrix4dc.transformPosition(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4dc.transformPosition(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in dest.
|
Vector3d |
Matrix4x3d.transformPosition(Vector3d v) |
|
Vector3d |
Matrix4x3d.transformPosition(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.transformPosition(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4x3dc.transformPosition(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in dest.
|
Vector3d |
Quaterniond.transformPositiveX(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveX(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector3d |
Quaterniond.transformPositiveY(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveY(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector3d |
Quaterniond.transformPositiveZ(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveZ(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector3d |
Matrix4d.transformProject(double x,
double y,
double z,
double w,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(Vector3d v) |
|
Vector3d |
Matrix4d.transformProject(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(Vector4dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformProject(double x,
double y,
double z,
double w,
Vector3d dest) |
Transform/multiply the vector (x, y, z, w) by this matrix, perform perspective divide and store
(x, y, z) of the result in dest.
|
Vector3d |
Matrix4dc.transformProject(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the vector (x, y, z) by this matrix, perform perspective divide and store the result in dest.
|
Vector3d |
Matrix4dc.transformProject(Vector3d v) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3d |
Matrix4dc.transformProject(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in dest.
|
Vector3d |
Matrix4dc.transformProject(Vector4dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix, perform perspective divide
and store the x, y and z components of the
result in dest.
|
Vector3d |
Matrix3d.transformTranspose(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix3d.transformTranspose(Vector3d v) |
|
Vector3d |
Matrix3d.transformTranspose(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix3dc.transformTranspose(double x,
double y,
double z,
Vector3d dest) |
Transform the vector (x, y, z) by the transpose of this matrix and store the result in dest.
|
Vector3d |
Matrix3dc.transformTranspose(Vector3d v) |
Transform the given vector by the transpose of this matrix.
|
Vector3d |
Matrix3dc.transformTranspose(Vector3dc v,
Vector3d dest) |
Transform the given vector by the transpose of this matrix and store the result in dest.
|
Vector3d |
Quaterniond.transformUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformUnit(Vector3d vec) |
|
Vector3d |
Quaterniond.transformUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest.
|
Vector3d |
Quaterniondc.transformUnit(Vector3d vec) |
Transform the given vector by this unit quaternion.
|
Vector3d |
Quaterniondc.transformUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this unit quaternion and store the result in dest.
|
Vector3d |
Quaternionf.transformUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformUnit(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest.
|
Vector3d |
Quaternionfc.transformUnit(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion
and store the result in dest.
|
Vector3d |
Quaternionfc.transformUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this unit quaternion and store the result in dest.
|
Vector3d |
Quaterniond.transformUnitPositiveX(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveX(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector3d |
Quaterniond.transformUnitPositiveY(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveY(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector3d |
Quaterniond.transformUnitPositiveZ(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveZ(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector3d |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector3d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector3d |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector3d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector3d |
Vector3d.zero() |
Set all components to zero.
|