public class Vector3d extends Object implements Externalizable, Vector3dc
| Modifier and Type | Field and Description |
|---|---|
double |
x
The x component of the vector.
|
double |
y
The y component of the vector.
|
double |
z
The z component of the vector.
|
| Constructor and Description |
|---|
Vector3d()
Create a new
Vector3d with all components set to zero. |
Vector3d(ByteBuffer buffer)
Create a new
Vector3d and read this vector from the supplied ByteBuffer
at the current buffer position. |
Vector3d(double d)
Create a new
Vector3d and initialize all three components with the given value. |
Vector3d(DoubleBuffer buffer)
Create a new
Vector3d and read this vector from the supplied DoubleBuffer
at the current buffer position. |
Vector3d(double x,
double y,
double z)
Create a new
Vector3d with the given component values. |
Vector3d(int index,
ByteBuffer buffer)
Create a new
Vector3d and read this vector from the supplied ByteBuffer
starting at the specified absolute buffer position/index. |
Vector3d(int index,
DoubleBuffer buffer)
Create a new
Vector3d and read this vector from the supplied DoubleBuffer
starting at the specified absolute buffer position/index. |
Vector3d(Vector2dc v,
double z)
|
Vector3d(Vector2fc v,
double z)
|
Vector3d(Vector2ic v,
double z)
|
Vector3d(Vector3dc v)
Create a new
Vector3d whose values will be copied from the given vector. |
Vector3d(Vector3fc v)
Create a new
Vector3d whose values will be copied from the given vector. |
Vector3d(Vector3ic v)
Create a new
Vector3d whose values will be copied from the given vector. |
| Modifier and Type | Method and Description |
|---|---|
Vector3d |
absolute()
Set
this vector's components to their respective absolute values. |
Vector3d |
absolute(Vector3d dest)
Compute the absolute values of the individual components of
this and store the result in dest. |
Vector3d |
add(double x,
double y,
double z)
Increment the components of this vector by the given values.
|
Vector3d |
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 |
add(Vector3dc v)
Add the supplied vector to this one.
|
Vector3d |
add(Vector3dc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector3d |
add(Vector3fc v)
Add the supplied vector to this one.
|
Vector3d |
add(Vector3fc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
double |
angle(Vector3dc v)
Return the angle between this vector and the supplied vector.
|
double |
angleCos(Vector3dc v)
Return the cosine of the angle between
this vector and
the supplied vector. |
double |
angleSigned(double x,
double y,
double z,
double nx,
double ny,
double nz)
Return the signed angle between this vector and the supplied vector with
respect to the plane with the given normal vector
(nx, ny, nz). |
double |
angleSigned(Vector3dc v,
Vector3dc n)
Return the signed angle between this vector and the supplied vector with
respect to the plane with the given normal vector
n. |
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 |
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 |
cross(double x,
double y,
double z)
Set this vector to be the cross product of itself and
(x, y, z). |
Vector3d |
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 |
cross(Vector3dc v)
Set this vector to be the cross product of this and v2.
|
Vector3d |
cross(Vector3dc v,
Vector3d dest)
Calculate the cross product of this and v2 and store the result in
dest. |
double |
distance(double x,
double y,
double z)
Return the distance between
this vector and (x, y, z). |
static double |
distance(double x1,
double y1,
double z1,
double x2,
double y2,
double z2)
Return the distance between
(x1, y1, z1) and (x2, y2, z2). |
double |
distance(Vector3dc v)
Return the distance between this vector and
v. |
double |
distanceSquared(double x,
double y,
double z)
Return the square of the distance between
this vector and (x, y, z). |
static double |
distanceSquared(double x1,
double y1,
double z1,
double x2,
double y2,
double z2)
Return the squared distance between
(x1, y1, z1) and (x2, y2, z2). |
double |
distanceSquared(Vector3dc v)
Return the square of the distance between this vector and
v. |
Vector3d |
div(double scalar)
Divide this Vector3d by the given scalar value.
|
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 |
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 |
div(double scalar,
Vector3d dest)
Divide this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
div(Vector3d v)
Divide this Vector3d component-wise by another Vector3dc.
|
Vector3d |
div(Vector3dc v,
Vector3d dest)
Divide this by
v component-wise and store the result into dest. |
Vector3d |
div(Vector3fc v)
Divide this Vector3d component-wise by another Vector3fc.
|
Vector3d |
div(Vector3fc v,
Vector3d dest)
Divide this Vector3d component-wise by another Vector3f and store the result in
dest. |
double |
dot(double x,
double y,
double z)
Return the dot product of this vector and the vector
(x, y, z). |
double |
dot(Vector3dc v)
Return the dot product of this vector and the supplied vector.
|
boolean |
equals(double x,
double y,
double z)
Compare the vector components of
this vector with the given (x, y, z)
and return whether all of them are equal. |
boolean |
equals(Object obj) |
boolean |
equals(Vector3dc v,
double delta)
Compare the vector components of
this vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta. |
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 |
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 |
fma(double a,
Vector3dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
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 |
fma(double a,
Vector3fc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
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 |
fma(Vector3dc a,
Vector3dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
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 |
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 |
fma(Vector3fc a,
Vector3fc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
fma(Vector3fc a,
Vector3fc b,
Vector3d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
ByteBuffer |
get(ByteBuffer buffer)
Store this vector into the supplied
ByteBuffer at the current
buffer position. |
DoubleBuffer |
get(DoubleBuffer buffer)
Store this vector into the supplied
DoubleBuffer at the current
buffer position. |
double |
get(int component)
Get the value of the specified component of this vector.
|
ByteBuffer |
get(int index,
ByteBuffer buffer)
Store this vector into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
DoubleBuffer |
get(int index,
DoubleBuffer buffer)
Store this vector into the supplied
DoubleBuffer starting at the specified
absolute buffer position/index. |
Vector3d |
half(double x,
double y,
double z)
Compute the half vector between this and the vector
(x, y, z). |
Vector3d |
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 |
half(Vector3dc other)
Compute the half vector between this and the other vector.
|
Vector3d |
half(Vector3dc other,
Vector3d dest)
Compute the half vector between this and the other vector and store the result in
dest. |
int |
hashCode() |
Vector3d |
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. |
boolean |
isFinite()
|
double |
length()
Return the length of this vector.
|
static double |
length(double x,
double y,
double z)
Get the length of a 3-dimensional double-precision vector.
|
double |
lengthSquared()
Return the length squared of this vector.
|
static double |
lengthSquared(double x,
double y,
double z)
Get the length squared of a 3-dimensional double-precision vector.
|
Vector3d |
lerp(Vector3dc other,
double t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector3d |
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 |
max(Vector3dc v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3d |
max(Vector3dc v,
Vector3d dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
int |
maxComponent()
Determine the component with the biggest absolute value.
|
Vector3d |
min(Vector3dc v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3d |
min(Vector3dc v,
Vector3d dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
int |
minComponent()
Determine the component with the smallest (towards zero) absolute value.
|
Vector3d |
mul(double scalar)
Multiply this Vector3d by the given scalar value.
|
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 |
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 |
mul(double scalar,
Vector3d dest)
Multiply this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
mul(Matrix3dc mat)
Multiply the given matrix
mat with this Vector3d. |
Vector3d |
mul(Matrix3dc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in dest. |
Vector3f |
mul(Matrix3dc mat,
Vector3f dest) |
Vector3d |
mul(Matrix3fc mat)
Multiply the given matrix
mat with this Vector3d. |
Vector3d |
mul(Matrix3fc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in dest. |
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 |
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 |
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 |
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 |
mul(Vector3dc v)
Multiply this Vector3d component-wise by another Vector3dc.
|
Vector3d |
mul(Vector3dc v,
Vector3d dest)
Multiply this by
v component-wise and store the result into dest. |
Vector3d |
mul(Vector3fc v)
Multiply this Vector3d component-wise by another Vector3fc.
|
Vector3d |
mul(Vector3fc v,
Vector3d dest)
Multiply this Vector3d component-wise by another Vector3f and store the result in
dest. |
Vector3d |
mulDirection(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
mulDirection(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulDirection(Matrix4fc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
mulDirection(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulDirection(Matrix4x3dc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
mulDirection(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
mulDirection(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
mulDirection(Matrix4x3fc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
mulPosition(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
mulPosition(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulPosition(Matrix4fc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
mulPosition(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulPosition(Matrix4x3dc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
mulPosition(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
mulPosition(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
mulPosition(Matrix4x3fc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
double |
mulPositionW(Matrix4dc mat)
Multiply the given 4x4 matrix
mat with this and return the w component
of the resulting 4D vector. |
double |
mulPositionW(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this, store the
result in dest and return the w component of the resulting 4D vector. |
double |
mulPositionW(Matrix4fc mat)
Multiply the given 4x4 matrix
mat with this and return the w component
of the resulting 4D vector. |
double |
mulPositionW(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this, store the
result in dest and return the w component of the resulting 4D vector. |
Vector3d |
mulProject(Matrix4dc mat)
Multiply the given matrix
mat this Vector3d, perform perspective division. |
Vector3d |
mulProject(Matrix4dc mat,
Vector3d dest)
Multiply the given matrix
mat with this Vector3d, perform perspective division
and store the result in dest. |
Vector3d |
mulProject(Matrix4fc mat)
Multiply the given matrix
mat with this Vector3d, perform perspective division. |
Vector3d |
mulProject(Matrix4fc mat,
Vector3d dest)
Multiply the given matrix
mat with this Vector3d, perform perspective division
and store the result in dest. |
Vector3d |
mulTranspose(Matrix3dc mat)
Multiply the transpose of the given matrix with this Vector3d and store the result in
this. |
Vector3d |
mulTranspose(Matrix3dc mat,
Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result in
dest. |
Vector3d |
mulTranspose(Matrix3fc mat)
Multiply the transpose of the given matrix with this Vector3d and store the result in
this. |
Vector3d |
mulTranspose(Matrix3fc mat,
Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result in
dest. |
Vector3d |
mulTransposeDirection(Matrix4dc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
mulTransposeDirection(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulTransposeDirection(Matrix4fc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
mulTransposeDirection(Matrix4fc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulTransposePosition(Matrix4dc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
mulTransposePosition(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
mulTransposePosition(Matrix4fc mat)
Multiply the transpose of the given 4x4 matrix
mat with this. |
Vector3d |
mulTransposePosition(Matrix4fc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
negate()
Negate this vector.
|
Vector3d |
negate(Vector3d dest)
Negate this vector and store the result in
dest. |
Vector3d |
normalize()
Normalize this vector.
|
Vector3d |
normalize(double length)
Scale this vector to have the given length.
|
Vector3d |
normalize(double length,
Vector3d dest)
Scale this vector to have the given length and store the result in
dest. |
Vector3d |
normalize(Vector3d dest)
Normalize this vector and store the result in
dest. |
Vector3d |
orthogonalize(Vector3dc v)
Transform
this vector so that it is orthogonal to the given vector v and normalize the result. |
Vector3d |
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 |
orthogonalizeUnit(Vector3dc v)
Transform
this vector so that it is orthogonal to the given unit vector v and normalize the result. |
Vector3d |
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. |
void |
readExternal(ObjectInput in) |
Vector3d |
reflect(double x,
double y,
double z)
Reflect this vector about the given normal vector.
|
Vector3d |
reflect(double x,
double y,
double z,
Vector3d dest)
Reflect this vector about the given normal vector and store the result in
dest. |
Vector3d |
reflect(Vector3dc normal)
Reflect this vector about the given normal vector.
|
Vector3d |
reflect(Vector3dc normal,
Vector3d dest)
Reflect this vector about the given normal vector and store the result in
dest. |
Vector3d |
rotate(Quaterniondc quat)
Rotate this vector by the given quaternion
quat and store the result in this. |
Vector3d |
rotate(Quaterniondc quat,
Vector3d dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector3d |
rotateAxis(double angle,
double x,
double y,
double z)
Rotate this vector the specified radians around the given rotation axis.
|
Vector3d |
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 |
rotateX(double angle)
Rotate this vector the specified radians around the X axis.
|
Vector3d |
rotateX(double angle,
Vector3d dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector3d |
rotateY(double angle)
Rotate this vector the specified radians around the Y axis.
|
Vector3d |
rotateY(double angle,
Vector3d dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector3d |
rotateZ(double angle)
Rotate this vector the specified radians around the Z axis.
|
Vector3d |
rotateZ(double angle,
Vector3d dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Quaterniond |
rotationTo(double toDirX,
double toDirY,
double toDirZ,
Quaterniond dest)
Compute the quaternion representing a rotation of
this vector to point along (toDirX, toDirY, toDirZ)
and store the result in dest. |
Quaterniond |
rotationTo(Vector3dc toDir,
Quaterniond dest)
Compute the quaternion representing a rotation of
this vector to point along toDir
and store the result in dest. |
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 |
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 |
set(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector3d |
set(double d)
Set the x, y, and z components to the supplied value.
|
Vector3d |
set(DoubleBuffer buffer)
Read this vector from the supplied
DoubleBuffer at the current
buffer position. |
Vector3d |
set(double x,
double y,
double z)
Set the x, y and z components to the supplied values.
|
Vector3d |
set(int index,
ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Vector3d |
set(int index,
DoubleBuffer buffer)
Read this vector from the supplied
DoubleBuffer starting at the specified
absolute buffer position/index. |
Vector3d |
set(Vector2dc v,
double z)
Set the first two components from the given
v
and the z component from the given z |
Vector3d |
set(Vector2fc v,
double z)
Set the first two components from the given
v
and the z component from the given z |
Vector3d |
set(Vector2ic v,
double z)
Set the first two components from the given
v
and the z component from the given z |
Vector3d |
set(Vector3dc v)
Set the x, y and z components to match the supplied vector.
|
Vector3d |
set(Vector3fc v)
Set the x, y and z components to match the supplied vector.
|
Vector3d |
set(Vector3ic v)
Set the x, y and z components to match the supplied vector.
|
Vector3d |
setComponent(int component,
double value)
Set the value of the specified component of this vector.
|
Vector3d |
smoothStep(Vector3dc v,
double t,
Vector3d dest)
Compute a smooth-step (i.e.
|
Vector3d |
sub(double x,
double y,
double z)
Subtract
(x, y, z) from this vector. |
Vector3d |
sub(double x,
double y,
double z,
Vector3d dest)
Subtract
(x, y, z) from this vector and store the result in dest. |
Vector3d |
sub(Vector3dc v)
Subtract the supplied vector from this one.
|
Vector3d |
sub(Vector3dc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3d |
sub(Vector3fc v)
Subtract the supplied vector from this one.
|
Vector3d |
sub(Vector3fc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
String |
toString()
Return a string representation of this vector.
|
String |
toString(NumberFormat formatter)
Return a string representation of this vector by formatting the vector components with the given
NumberFormat. |
void |
writeExternal(ObjectOutput out) |
double |
x() |
double |
y() |
double |
z() |
Vector3d |
zero()
Set all components to zero.
|
public double x
public double y
public double z
public Vector3d()
Vector3d with all components set to zero.public Vector3d(double d)
Vector3d and initialize all three components with the given value.d - the value of all three componentspublic Vector3d(double x,
double y,
double z)
Vector3d with the given component values.x - the value of xy - the value of yz - the value of zpublic Vector3d(Vector3fc v)
Vector3d whose values will be copied from the given vector.v - provides the initial values for the new vectorpublic Vector3d(Vector3ic v)
Vector3d whose values will be copied from the given vector.v - provides the initial values for the new vectorpublic Vector3d(Vector2fc v, double z)
v - the Vector2fc to copy the values fromz - the z componentpublic Vector3d(Vector2ic v, double z)
v - the Vector2ic to copy the values fromz - the z componentpublic Vector3d(Vector3dc v)
Vector3d whose values will be copied from the given vector.v - provides the initial values for the new vectorpublic Vector3d(Vector2dc v, double z)
v - the Vector2d to copy the values fromz - the z componentpublic Vector3d(ByteBuffer buffer)
Vector3d and read this vector from the supplied ByteBuffer
at the current buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the vector is read, use Vector3d(int, ByteBuffer), taking
the absolute position as parameter.
buffer - values will be read in x, y, z orderVector3d(int, ByteBuffer)public Vector3d(int index,
ByteBuffer buffer)
Vector3d and read this vector from the supplied ByteBuffer
starting at the specified absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
index - the absolute position into the ByteBufferbuffer - values will be read in x, y, z orderpublic Vector3d(DoubleBuffer buffer)
Vector3d and read this vector from the supplied DoubleBuffer
at the current buffer position.
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the vector is read, use Vector3d(int, DoubleBuffer), taking
the absolute position as parameter.
buffer - values will be read in x, y, z orderVector3d(int, DoubleBuffer)public Vector3d(int index,
DoubleBuffer buffer)
Vector3d and read this vector from the supplied DoubleBuffer
starting at the specified absolute buffer position/index.
This method will not increment the position of the given DoubleBuffer.
index - the absolute position into the DoubleBufferbuffer - values will be read in x, y, z orderpublic Vector3d set(Vector3dc v)
v - the vector to set this vector's components frompublic Vector3d set(Vector3ic v)
v - the vector to set this vector's components frompublic Vector3d set(Vector2dc v, double z)
v
and the z component from the given zv - the Vector2dc to copy the values fromz - the z componentpublic Vector3d set(Vector2ic v, double z)
v
and the z component from the given zv - the Vector2ic to copy the values fromz - the z componentpublic Vector3d set(Vector3fc v)
v - the vector to set this vector's components frompublic Vector3d set(Vector2fc v, double z)
v
and the z component from the given zv - the Vector2fc to copy the values fromz - the z componentpublic Vector3d set(double d)
d - the value of all three componentspublic Vector3d set(double x, double y, double z)
x - the x componenty - the y componentz - the z componentpublic Vector3d set(ByteBuffer buffer)
ByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the vector is read, use set(int, ByteBuffer), taking
the absolute position as parameter.
buffer - values will be read in x, y, z orderset(int, ByteBuffer)public Vector3d set(int index, ByteBuffer buffer)
ByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
index - the absolute position into the ByteBufferbuffer - values will be read in x, y, z orderpublic Vector3d set(DoubleBuffer buffer)
DoubleBuffer at the current
buffer position.
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the vector is read, use set(int, DoubleBuffer), taking
the absolute position as parameter.
buffer - values will be read in x, y, z orderset(int, DoubleBuffer)public Vector3d set(int index, DoubleBuffer buffer)
DoubleBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given DoubleBuffer.
index - the absolute position into the DoubleBufferbuffer - values will be read in x, y, z orderpublic Vector3d setComponent(int component, double value) throws IllegalArgumentException
component - the component whose value to set, within [0..2]value - the value to setIllegalArgumentException - if component is not within [0..2]public ByteBuffer get(ByteBuffer buffer)
Vector3dcByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the vector is stored, use Vector3dc.get(int, ByteBuffer), taking
the absolute position as parameter.
get in interface Vector3dcbuffer - will receive the values of this vector in x, y, z orderVector3dc.get(int, ByteBuffer)public ByteBuffer get(int index, ByteBuffer buffer)
Vector3dcByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
public DoubleBuffer get(DoubleBuffer buffer)
Vector3dcDoubleBuffer at the current
buffer position.
This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which
the vector is stored, use Vector3dc.get(int, DoubleBuffer), taking
the absolute position as parameter.
get in interface Vector3dcbuffer - will receive the values of this vector in x, y, z orderVector3dc.get(int, DoubleBuffer)public DoubleBuffer get(int index, DoubleBuffer buffer)
Vector3dcDoubleBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given DoubleBuffer.
public Vector3d sub(Vector3dc v)
v - the vector to subtract from thispublic Vector3d sub(Vector3dc v, Vector3d dest)
Vector3dcdest.public Vector3d sub(Vector3fc v)
v - the vector to subtract from thispublic Vector3d sub(Vector3fc v, Vector3d dest)
Vector3dcdest.public Vector3d sub(double x, double y, double z)
(x, y, z) from this vector.x - the x component to subtracty - the y component to subtractz - the z component to subtractpublic Vector3d sub(double x, double y, double z, Vector3d dest)
Vector3dc(x, y, z) from this vector and store the result in dest.public Vector3d add(Vector3dc v)
v - the vector to addpublic Vector3d add(Vector3dc v, Vector3d dest)
Vector3dcdest.public Vector3d add(Vector3fc v)
v - the vector to addpublic Vector3d add(Vector3fc v, Vector3d dest)
Vector3dcdest.public Vector3d add(double x, double y, double z)
x - the x component to addy - the y component to addz - the z component to addpublic Vector3d add(double x, double y, double z, Vector3d dest)
Vector3dcdest.public Vector3d fma(Vector3dc a, Vector3dc b)
a * b to this vector.a - the first multiplicandb - the second multiplicandpublic Vector3d fma(double a, Vector3dc b)
a * b to this vector.a - the first multiplicandb - the second multiplicandpublic Vector3d fma(Vector3fc a, Vector3fc b)
a * b to this vector.a - the first multiplicandb - the second multiplicandpublic Vector3d fma(Vector3fc a, Vector3fc b, Vector3d dest)
Vector3dca * b to this vector
and store the result in dest.public Vector3d fma(double a, Vector3fc b)
a * b to this vector.a - the first multiplicandb - the second multiplicandpublic Vector3d fma(Vector3dc a, Vector3dc b, Vector3d dest)
Vector3dca * b to this vector
and store the result in dest.public Vector3d fma(double a, Vector3dc b, Vector3d dest)
Vector3dca * b to this vector
and store the result in dest.public Vector3d fma(Vector3dc a, Vector3fc b, Vector3d dest)
Vector3dca * b to this vector
and store the result in dest.public Vector3d fma(double a, Vector3fc b, Vector3d dest)
Vector3dca * b to this vector
and store the result in dest.public Vector3d mul(Vector3dc v)
v - the vector to multiply bypublic Vector3d mul(Vector3fc v)
v - the vector to multiply bypublic Vector3d mul(Vector3fc v, Vector3d dest)
Vector3dcdest.public Vector3d mul(Vector3dc v, Vector3d dest)
Vector3dcv component-wise and store the result into dest.public Vector3d div(Vector3d v)
v - the vector to divide bypublic Vector3d div(Vector3fc v)
v - the vector to divide bypublic Vector3d div(Vector3fc v, Vector3d dest)
Vector3dcdest.public Vector3d div(Vector3dc v, Vector3d dest)
Vector3dcv component-wise and store the result into dest.public Vector3d mulProject(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this Vector3d, perform perspective division
and store the result in dest.
This method uses w=1.0 as the fourth vector component.
mulProject in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulProject(Matrix4dc mat)
mat this Vector3d, perform perspective division.
This method uses w=1.0 as the fourth vector component.
mat - the matrix to multiply this vector bypublic Vector3d mulProject(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this Vector3d, perform perspective division
and store the result in dest.
This method uses w=1.0 as the fourth vector component.
mulProject in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulProject(Matrix4fc mat)
mat with this Vector3d, perform perspective division.
This method uses w=1.0 as the fourth vector component.
mat - the matrix to multiply this vector bypublic Vector3d mul(Matrix3fc mat)
mat with this Vector3d.mat - the matrix to multiply this vector bypublic Vector3d mul(Matrix3dc mat)
mat with this Vector3d.mat - the matrix to multiply this vector bypublic Vector3d mul(Matrix3dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.public Vector3d mul(Matrix3fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.public Vector3d mul(Matrix3x2dc mat)
(0, 0, 1)
and store the result in this.mat - the matrixpublic Vector3d mul(Matrix3x2dc mat, Vector3d dest)
Vector3dcmat with this by assuming a
third row in the matrix of (0, 0, 1) and store the result in dest.public Vector3d mul(Matrix3x2fc mat)
(0, 0, 1)
and store the result in this.mat - the matrixpublic Vector3d mul(Matrix3x2fc mat, Vector3d dest)
Vector3dcmat with this by assuming a
third row in the matrix of (0, 0, 1) and store the result in dest.public Vector3d mulTranspose(Matrix3dc mat)
this.mat - the matrixpublic Vector3d mulTranspose(Matrix3dc mat, Vector3d dest)
Vector3dcdest.mulTranspose in interface Vector3dcmat - the matrixdest - will hold the resultpublic Vector3d mulTranspose(Matrix3fc mat)
this.mat - the matrixpublic Vector3d mulTranspose(Matrix3fc mat, Vector3d dest)
Vector3dcdest.mulTranspose in interface Vector3dcmat - the matrixdest - will hold the resultpublic Vector3d mulPosition(Matrix4fc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic Vector3d mulPosition(Matrix4dc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic Vector3d mulPosition(Matrix4x3dc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic Vector3d mulPosition(Matrix4x3fc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic Vector3d mulPosition(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulPosition in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulPosition(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulPosition in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulPosition(Matrix4x3dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulPosition in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulPosition(Matrix4x3fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulPosition in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulTransposePosition(Matrix4dc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix whose transpose to multiply this vector bypublic Vector3d mulTransposePosition(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulTransposePosition in interface Vector3dcmat - the matrix whose transpose to multiply this vector bydest - will hold the resultpublic Vector3d mulTransposePosition(Matrix4fc mat)
mat with this.
This method assumes the w component of this to be 1.0.
mat - the matrix whose transpose to multiply this vector bypublic Vector3d mulTransposePosition(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 1.0.
mulTransposePosition in interface Vector3dcmat - the matrix whose transpose to multiply this vector bydest - will hold the resultpublic double mulPositionW(Matrix4fc mat)
mat with this and return the w component
of the resulting 4D vector.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic double mulPositionW(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this, store the
result in dest and return the w component of the resulting 4D vector.
This method assumes the w component of this to be 1.0.
mulPositionW in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the (x, y, z) components of the resulting vectorpublic double mulPositionW(Matrix4dc mat)
mat with this and return the w component
of the resulting 4D vector.
This method assumes the w component of this to be 1.0.
mat - the matrix to multiply this vector bypublic double mulPositionW(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this, store the
result in dest and return the w component of the resulting 4D vector.
This method assumes the w component of this to be 1.0.
mulPositionW in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the (x, y, z) components of the resulting vectorpublic Vector3d mulDirection(Matrix4fc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix to multiply this vector bypublic Vector3d mulDirection(Matrix4dc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix to multiply this vector bypublic Vector3d mulDirection(Matrix4x3dc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix to multiply this vector bypublic Vector3d mulDirection(Matrix4x3fc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix to multiply this vector bypublic Vector3d mulDirection(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulDirection in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulDirection(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulDirection in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulDirection(Matrix4x3dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulDirection in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulDirection(Matrix4x3fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulDirection in interface Vector3dcmat - the matrix to multiply this vector bydest - will hold the resultpublic Vector3d mulTransposeDirection(Matrix4dc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix whose transpose to multiply this vector bypublic Vector3d mulTransposeDirection(Matrix4dc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulTransposeDirection in interface Vector3dcmat - the matrix whose transpose to multiply this vector bydest - will hold the resultpublic Vector3d mulTransposeDirection(Matrix4fc mat)
mat with this.
This method assumes the w component of this to be 0.0.
mat - the matrix whose transpose to multiply this vector bypublic Vector3d mulTransposeDirection(Matrix4fc mat, Vector3d dest)
Vector3dcmat with this and store the
result in dest.
This method assumes the w component of this to be 0.0.
mulTransposeDirection in interface Vector3dcmat - the matrix whose transpose to multiply this vector bydest - will hold the resultpublic Vector3d mul(double scalar)
scalar - the scalar to multiply this vector bypublic Vector3d mul(double scalar, Vector3d dest)
Vector3dcdest.public Vector3d mul(double x, double y, double z)
this.x - the x component to multiply this vector byy - the y component to multiply this vector byz - the z component to multiply this vector bypublic Vector3d mul(double x, double y, double z, Vector3d dest)
Vector3dcdest.public Vector3d rotate(Quaterniondc quat)
quat and store the result in this.quat - the quaternion to rotate this vectorQuaterniond.transform(Vector3d)public Vector3d rotate(Quaterniondc quat, Vector3d dest)
Vector3dcquat and store the result in dest.rotate in interface Vector3dcquat - the quaternion to rotate this vectordest - will hold the resultQuaterniond.transform(Vector3d)public Quaterniond rotationTo(Vector3dc toDir, Quaterniond dest)
Vector3dcthis vector to point along toDir
and store the result in dest.
Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
rotationTo in interface Vector3dctoDir - the destination directiondest - will hold the resultQuaterniond.rotationTo(Vector3dc, Vector3dc)public Quaterniond rotationTo(double toDirX, double toDirY, double toDirZ, Quaterniond dest)
Vector3dcthis vector to point along (toDirX, toDirY, toDirZ)
and store the result in dest.
Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
rotationTo in interface Vector3dctoDirX - the x coordinate of the destination directiontoDirY - the y coordinate of the destination directiontoDirZ - the z coordinate of the destination directiondest - will hold the resultQuaterniond.rotationTo(double, double, double, double, double, double)public Vector3d rotateAxis(double angle, double x, double y, double z)
angle - the angle in radiansx - the x component of the rotation axisy - the y component of the rotation axisz - the z component of the rotation axispublic Vector3d rotateAxis(double angle, double aX, double aY, double aZ, Vector3d dest)
Vector3dcdest.rotateAxis in interface Vector3dcangle - the angle in radiansaX - the x component of the rotation axisaY - the y component of the rotation axisaZ - the z component of the rotation axisdest - will hold the resultpublic Vector3d rotateX(double angle)
angle - the angle in radianspublic Vector3d rotateX(double angle, Vector3d dest)
Vector3dcdest.public Vector3d rotateY(double angle)
angle - the angle in radianspublic Vector3d rotateY(double angle, Vector3d dest)
Vector3dcdest.public Vector3d rotateZ(double angle)
angle - the angle in radianspublic Vector3d rotateZ(double angle, Vector3d dest)
Vector3dcdest.public Vector3d div(double scalar)
scalar - the scalar to divide this vector bypublic Vector3d div(double scalar, Vector3d dest)
Vector3dcdest.public Vector3d div(double x, double y, double z)
this.x - the x component to divide this vector byy - the y component to divide this vector byz - the z component to divide this vector bypublic Vector3d div(double x, double y, double z, Vector3d dest)
Vector3dcdest.public double lengthSquared()
Vector3dclengthSquared in interface Vector3dcpublic static double lengthSquared(double x,
double y,
double z)
x - The vector's x componenty - The vector's y componentz - The vector's z componentpublic double length()
Vector3dcpublic static double length(double x,
double y,
double z)
x - The vector's x componenty - The vector's y componentz - The vector's z componentpublic Vector3d normalize()
public Vector3d normalize(Vector3d dest)
Vector3dcdest.public Vector3d normalize(double length)
length - the desired lengthpublic Vector3d normalize(double length, Vector3d dest)
Vector3dcdest.public Vector3d cross(Vector3dc v)
v - the other vectorpublic Vector3d cross(double x, double y, double z)
(x, y, z).x - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorpublic Vector3d cross(Vector3dc v, Vector3d dest)
Vector3dcdest.public Vector3d cross(double x, double y, double z, Vector3d dest)
Vector3dc(x, y, z) and store the result in dest.public double distance(Vector3dc v)
Vector3dcv.public double distance(double x,
double y,
double z)
Vector3dcthis vector and (x, y, z).public double distanceSquared(Vector3dc v)
Vector3dcv.distanceSquared in interface Vector3dcv - the other vectorpublic double distanceSquared(double x,
double y,
double z)
Vector3dcthis vector and (x, y, z).distanceSquared in interface Vector3dcx - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorpublic static double distance(double x1,
double y1,
double z1,
double x2,
double y2,
double z2)
(x1, y1, z1) and (x2, y2, z2).x1 - the x component of the first vectory1 - the y component of the first vectorz1 - the z component of the first vectorx2 - the x component of the second vectory2 - the y component of the second vectorz2 - the z component of the second vectorpublic static double distanceSquared(double x1,
double y1,
double z1,
double x2,
double y2,
double z2)
(x1, y1, z1) and (x2, y2, z2).x1 - the x component of the first vectory1 - the y component of the first vectorz1 - the z component of the first vectorx2 - the x component of the second vectory2 - the y component of the second vectorz2 - the z component of the second vectorpublic double dot(Vector3dc v)
Vector3dcpublic double dot(double x,
double y,
double z)
Vector3dc(x, y, z).public double angleCos(Vector3dc v)
Vector3dcthis vector and
the supplied vector. Use this instead of Math.cos(angle(v)).angleCos in interface Vector3dcv - the other vectorVector3dc.angle(Vector3dc)public double angle(Vector3dc v)
Vector3dcangle in interface Vector3dcv - the other vectorVector3dc.angleCos(Vector3dc)public double angleSigned(Vector3dc v, Vector3dc n)
Vector3dcn.angleSigned in interface Vector3dcv - the other vectorn - the plane's normal vectorVector3dc.angleCos(Vector3dc)public double angleSigned(double x,
double y,
double z,
double nx,
double ny,
double nz)
Vector3dc(nx, ny, nz).angleSigned in interface Vector3dcx - the x coordinate of the other vectory - the y coordinate of the other vectorz - the z coordinate of the other vectornx - the x coordinate of the plane's normal vectorny - the y coordinate of the plane's normal vectornz - the z coordinate of the plane's normal vectorpublic Vector3d min(Vector3dc v)
v - the other vectorpublic Vector3d min(Vector3dc v, Vector3d dest)
Vector3dcdest to be the component-wise minimum of this and the other vector.public Vector3d max(Vector3dc v)
v - the other vectorpublic Vector3d max(Vector3dc v, Vector3d dest)
Vector3dcdest to be the component-wise maximum of this and the other vector.public Vector3d zero()
public String toString()
This method creates a new DecimalFormat on every invocation with the format string "0.000E0;-".
public String toString(NumberFormat formatter)
NumberFormat.formatter - the NumberFormat used to format the vector components withpublic void writeExternal(ObjectOutput out) throws IOException
writeExternal in interface ExternalizableIOExceptionpublic void readExternal(ObjectInput in) throws IOException, ClassNotFoundException
readExternal in interface ExternalizableIOExceptionClassNotFoundExceptionpublic Vector3d negate()
public Vector3d negate(Vector3d dest)
Vector3dcdest.public Vector3d absolute()
this vector's components to their respective absolute values.public Vector3d absolute(Vector3d dest)
Vector3dcthis and store the result in dest.public boolean equals(Vector3dc v, double delta)
Vector3dcthis vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta.
Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap
and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those
data structures only use the Object.equals(Object) and Object.hashCode() methods.
public boolean equals(double x,
double y,
double z)
Vector3dcthis vector with the given (x, y, z)
and return whether all of them are equal.public Vector3d reflect(Vector3dc normal)
normal - the vector to reflect aboutpublic Vector3d reflect(double x, double y, double z)
x - the x component of the normaly - the y component of the normalz - the z component of the normalpublic Vector3d reflect(Vector3dc normal, Vector3d dest)
Vector3dcdest.public Vector3d reflect(double x, double y, double z, Vector3d dest)
Vector3dcdest.public Vector3d half(Vector3dc other)
other - the other vectorpublic Vector3d half(double x, double y, double z)
(x, y, z).x - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorpublic Vector3d half(Vector3dc other, Vector3d dest)
Vector3dcdest.public Vector3d half(double x, double y, double z, Vector3d dest)
Vector3dc(x, y, z)
and store the result in dest.public Vector3d smoothStep(Vector3dc v, double t, Vector3d dest)
Vector3dcthis vector and the given vector v and
store the result in dest.smoothStep in interface Vector3dcv - the other vectort - the interpolation factor, within [0..1]dest - will hold the resultpublic Vector3d hermite(Vector3dc t0, Vector3dc v1, Vector3dc t1, double t, Vector3d dest)
Vector3dcthis vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest.public Vector3d lerp(Vector3dc other, double t)
this and other using the given interpolation factor t
and store the result in this.
If t is 0.0 then the result is this. If the interpolation factor is 1.0
then the result is other.
other - the other vectort - the interpolation factor between 0.0 and 1.0public Vector3d lerp(Vector3dc other, double t, Vector3d dest)
Vector3dcthis and other using the given interpolation factor t
and store the result in dest.
If t is 0.0 then the result is this. If the interpolation factor is 1.0
then the result is other.
public double get(int component)
throws IllegalArgumentException
Vector3dcget in interface Vector3dccomponent - the component, within [0..2]IllegalArgumentException - if component is not within [0..2]public int maxComponent()
Vector3dcmaxComponent in interface Vector3dc[0..2]public int minComponent()
Vector3dcminComponent in interface Vector3dc[0..2]public Vector3d orthogonalize(Vector3dc v, Vector3d dest)
Vector3dcthis vector so that it is orthogonal to the given vector v, normalize the result and store it into dest.
Reference: Gram–Schmidt process
orthogonalize in interface Vector3dcv - the reference vector which the result should be orthogonal todest - will hold the resultpublic Vector3d orthogonalize(Vector3dc v)
this vector so that it is orthogonal to the given vector v and normalize the result.
Reference: Gram–Schmidt process
v - the reference vector which the result should be orthogonal topublic Vector3d orthogonalizeUnit(Vector3dc v, Vector3d dest)
Vector3dcthis vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest.
The vector v is assumed to be a unit vector.
Reference: Gram–Schmidt process
orthogonalizeUnit in interface Vector3dcv - the reference unit vector which the result should be orthogonal todest - will hold the resultpublic Vector3d orthogonalizeUnit(Vector3dc v)
this vector so that it is orthogonal to the given unit vector v and normalize the result.
The vector v is assumed to be a unit vector.
Reference: Gram–Schmidt process
v - the reference unit vector which the result should be orthogonal topublic Vector3d floor()
double value that is less than or equal to that
component and is equal to a mathematical integer.public Vector3d floor(Vector3d dest)
Vector3dcdouble value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest.public Vector3d ceil()
double value that is greater than or equal to that
component and is equal to a mathematical integer.public Vector3d ceil(Vector3d dest)
Vector3dcdouble value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest.public Vector3d round()
public Vector3d round(Vector3d dest)
Vector3dcdest.public boolean isFinite()
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