| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| org.joml.internal |
Contains internal classes.
|
| Modifier and Type | Method and Description |
|---|---|
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 |
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 |
Vector3d.add(Vector3dc v)
Add the supplied vector to this one.
|
Vector3d |
Vector3d.add(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.add(Vector3dc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector3d |
Vector3d.add(Vector3fc v)
Add the supplied vector to this one.
|
Vector3d |
Vector3d.add(Vector3fc v,
Vector3d 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 |
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 |
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(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 |
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 |
Vector3d.div(double scalar,
Vector3d dest) |
Vector3d |
Vector3dc.div(double scalar,
Vector3d dest)
Divide this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
Vector3d.div(Vector3d v)
Divide this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.div(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.div(Vector3dc v,
Vector3d dest)
Divide this by
v component-wise and store the result into dest. |
Vector3d |
Vector3d.div(Vector3fc v)
Divide this Vector3d component-wise by another Vector3fc.
|
Vector3d |
Vector3d.div(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.div(Vector3fc v,
Vector3d dest)
Divide this Vector3d component-wise by another Vector3f and store the result in
dest. |
static Vector3d |
Intersectiond.findClosestPointOnLineSegment(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double pX,
double pY,
double pZ,
Vector3d result)
Find the point on the given line segment which is closest to the specified point
(pX, pY, pZ), and store the result in result. |
static Vector3d |
Intersectiond.findClosestPointOnPlane(double aX,
double aY,
double aZ,
double nX,
double nY,
double nZ,
double pX,
double pY,
double pZ,
Vector3d result)
Find the point on the given plane which is closest to the specified point
(pX, pY, pZ) and store the result in result. |
static Vector3d |
Intersectiond.findClosestPointOnRectangle(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double cX,
double cY,
double cZ,
double pX,
double pY,
double pZ,
Vector3d res)
Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point
(pX, pY, pZ) and store the result into res. |
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 |
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 |
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 |
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 |
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 |
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 |
Vector3d.fma(Vector3dc a,
Vector3fc b,
Vector3d 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 |
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(Vector3fc a,
Vector3fc b,
Vector3d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in 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.frustumCorner(int corner,
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 |
Matrix4d.frustumRayDir(double x,
double y,
Vector3d dest) |
Vector3d |
Matrix4x3dc.getColumn(int column,
Vector3d dest)
Get the column at the given
column index, starting with 0. |
Vector3d |
Matrix4x3d.getColumn(int column,
Vector3d dest) |
Vector3d |
Matrix3d.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 |
Matrix4d.getColumn(int column,
Vector3d dest) |
Vector3d |
Matrix3dc.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 |
Matrix4x3dc.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 |
Matrix3d.getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by
this matrix 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 |
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 |
Matrix3dc.getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by
this matrix and store the extracted Euler angles in dest. |
Vector3d |
Matrix3d.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 |
Matrix4d.getRow(int row,
Vector3d dest) |
Vector3d |
Matrix3dc.getRow(int row,
Vector3d dest)
Get the row at the given
row index, starting with 0. |
Vector3d |
Matrix4x3dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3d |
Matrix4x3d.getScale(Vector3d dest) |
Vector3d |
Matrix3d.getScale(Vector3d dest) |
Vector3d |
Matrix4dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3d |
Matrix4d.getScale(Vector3d dest) |
Vector3d |
Matrix3dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
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 |
Matrix4x3d.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 |
Matrix4d.getTranslation(Vector3d dest) |
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 |
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 |
Vector3d.half(Vector3dc other)
Compute the half vector between this and the other vector.
|
Vector3d |
Vector3d.half(Vector3dc other,
Vector3d 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 |
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 |
Vector3d.mul(double scalar,
Vector3d dest) |
Vector3d |
Vector3dc.mul(double scalar,
Vector3d dest)
Multiply this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
Vector3d.mul(Matrix3dc mat)
Multiply the given matrix
mat with this Vector3d. |
Vector3d |
Vector3d.mul(Matrix3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Matrix3dc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mul(Matrix3fc mat)
Multiply the given matrix
mat with this Vector3d. |
Vector3d |
Vector3d.mul(Matrix3fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Matrix3fc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in 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 |
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 |
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 |
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 |
Vector3d.mul(Vector3dc v)
Multiply this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.mul(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Vector3dc v,
Vector3d dest)
Multiply this by
v component-wise and store the result into dest. |
Vector3d |
Vector3d.mul(Vector3fc v)
Multiply this Vector3d component-wise by another Vector3fc.
|
Vector3d |
Vector3d.mul(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Vector3fc v,
Vector3d dest)
Multiply this Vector3d component-wise by another Vector3f 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 |
Vector3dc.mulDirection(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulDirection(Matrix4fc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulDirection(Matrix4fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat,
Vector3d 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 |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4fc mat)
Multiply the given 4x4 matrix
mat with this. |
Vector3d |
Vector3d.mulPosition(Matrix4fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat)
Multiply the given 4x3 matrix
mat with this. |
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat,
Vector3d 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,
Vector3d 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 |
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(Matrix4fc mat,
Vector3d dest)
Multiply the given matrix
mat with this Vector3d, perform perspective division
and store the 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 |
Vector3dc.mulTranspose(Matrix3dc mat,
Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result in
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(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 |
Vector3dc.mulTransposeDirection(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in 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(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 |
Vector3dc.mulTransposePosition(Matrix4dc mat,
Vector3d dest)
Multiply the transpose of the given 4x4 matrix
mat with this and store the
result in 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(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 |
Vector3dc.normalize(double length,
Vector3d dest)
Scale this vector to have the given length and store the result in
dest. |
Vector3d |
Vector3d.normalize(Vector3d dest) |
Vector3d |
Vector3dc.normalize(Vector3d dest)
Normalize this vector and store the result in
dest. |
Vector3d |
Matrix4x3dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveY(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.origin(Vector3d origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3d |
Matrix4x3d.origin(Vector3d origin) |
Vector3d |
Matrix4dc.origin(Vector3d origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3d |
Matrix4d.origin(Vector3d dest) |
Vector3d |
Matrix4dc.originAffine(Vector3d origin)
Obtain the position that gets transformed to the origin by
this affine matrix. |
Vector3d |
Matrix4d.originAffine(Vector3d dest) |
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 |
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 |
Matrix4d.perspectiveOrigin(Vector3d dest) |
Vector3d |
Matrix4x3dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveX(Vector3d dir) |
Vector3d |
Matrix3d.positiveX(Vector3d dir) |
Vector3d |
Matrix4dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveX(Vector3d dir) |
Vector3d |
Matrix4d.positiveX(Vector3d dest) |
Vector3d |
Quaterniondc.positiveX(Vector3d dir)
Obtain the direction of
+X before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveY(Vector3d dir) |
Vector3d |
Matrix3d.positiveY(Vector3d dir) |
Vector3d |
Matrix4dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveY(Vector3d dir) |
Vector3d |
Matrix4d.positiveY(Vector3d dest) |
Vector3d |
Quaterniondc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveZ(Vector3d dir) |
Vector3d |
Matrix3d.positiveZ(Vector3d dir) |
Vector3d |
Matrix4dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveZ(Vector3d dir) |
Vector3d |
Matrix4d.positiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
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 |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector3d dest) |
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 |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector3d dest) |
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 |
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 |
Vector3d.reflect(Vector3dc normal)
Reflect this vector about the given normal vector.
|
Vector3d |
Vector3d.reflect(Vector3dc normal,
Vector3d 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(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector3d |
Vector3d.set(double d)
Set the x, y, and z components to the supplied value.
|
Vector3d |
Vector3d.set(DoubleBuffer buffer)
Read this vector from the supplied
DoubleBuffer at the current
buffer position. |
Vector3d |
Vector3d.set(double x,
double y,
double z)
Set the x, y and z components to the supplied values.
|
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(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 |
Vector3dc.sub(double x,
double y,
double z,
Vector3d dest)
Subtract
(x, y, z) from this vector and store the result in dest. |
Vector3d |
Vector3d.sub(Vector3dc v)
Subtract the supplied vector from this one.
|
Vector3d |
Vector3d.sub(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.sub(Vector3dc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3d |
Vector3d.sub(Vector3fc v)
Subtract the supplied vector from this one.
|
Vector3d |
Vector3d.sub(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.sub(Vector3fc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3d |
Matrix3d.transform(double x,
double y,
double z,
Vector3d 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 |
Quaterniond.transform(double x,
double y,
double z,
Vector3d 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 |
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 |
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 |
Quaternionf.transform(double x,
double y,
double z,
Vector3d dest) |
Vector3d |
Matrix3d.transform(Vector3d v) |
Vector3d |
AxisAngle4d.transform(Vector3d v)
Transform the given vector by the rotation transformation described by this
AxisAngle4d. |
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 |
Quaterniond.transform(Vector3d vec) |
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 |
Quaterniondc.transform(Vector3d vec)
Transform the given vector by this quaternion.
|
Vector3d |
Matrix3dc.transform(Vector3d v)
Transform the given vector by this matrix.
|
Vector3d |
Matrix3d.transform(Vector3dc v,
Vector3d dest) |
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 |
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 |
Quaterniond.transform(Vector3dc vec,
Vector3d dest) |
Vector3d |
Matrix3x2dc.transform(Vector3dc v,
Vector3d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaterniondc.transform(Vector3dc vec,
Vector3d dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3d |
Matrix3dc.transform(Vector3dc v,
Vector3d dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaternionf.transform(Vector3dc vec,
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 |
Matrix4d.transformDirection(double x,
double y,
double z,
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 |
Matrix4x3d.transformDirection(Vector3d v) |
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 |
Matrix4d.transformDirection(Vector3d dest) |
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 |
Matrix4x3d.transformDirection(Vector3dc v,
Vector3d dest) |
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 |
Matrix4d.transformDirection(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 |
Matrix4d.transformPosition(double x,
double y,
double z,
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 |
Matrix4x3d.transformPosition(Vector3d v) |
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 |
Matrix4d.transformPosition(Vector3d dest) |
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 |
Matrix4x3d.transformPosition(Vector3dc v,
Vector3d dest) |
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 |
Matrix4d.transformPosition(Vector3dc v,
Vector3d dest) |
Vector3d |
Quaterniond.transformPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.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 |
Quaterniond.transformPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.transformPositiveZ(Vector3d dest)
Transform the vector
(0, 0, 1) by this quaternion. |
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 |
Matrix4d.transformProject(double x,
double y,
double z,
Vector3d 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 |
Matrix4d.transformProject(Vector3d v) |
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 |
Matrix4d.transformProject(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix3d.transformTranspose(double x,
double y,
double z,
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 |
Matrix3d.transformTranspose(Vector3d v) |
Vector3d |
Matrix3dc.transformTranspose(Vector3d v)
Transform the given vector by the transpose of this matrix.
|
Vector3d |
Matrix3d.transformTranspose(Vector3dc v,
Vector3d dest) |
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.transformUnitPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.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 |
Quaterniond.transformUnitPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.transformUnitPositiveZ(Vector3d dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
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 |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Vector3d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unproject(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 |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Vector3d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Vector3d |
Vector3d.zero()
Set all components to zero.
|
| Modifier and Type | Method and Description |
|---|---|
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,
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 |
Vector3d.add(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.add(Vector3dc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector3d |
Vector3d.add(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.add(Vector3fc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
Matrix4d |
Matrix4d.affineSpan(Vector3d corner,
Vector3d xDir,
Vector3d yDir,
Vector3d zDir)
Compute the extents of the coordinate system before this
affine transformation was applied
and store the resulting corner coordinates in corner and the span vectors in
xDir, yDir and zDir. |
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,
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 |
Vector3d.cross(Vector3dc v,
Vector3d 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 x,
double y,
double z,
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 |
Vector3d.div(double scalar,
Vector3d dest) |
Vector3d |
Vector3dc.div(double scalar,
Vector3d dest)
Divide this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
Vector3d.div(Vector3d v)
Divide this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.div(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.div(Vector3dc v,
Vector3d dest)
Divide this by
v component-wise and store the result into dest. |
Vector3d |
Vector3d.div(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.div(Vector3fc v,
Vector3d dest)
Divide this Vector3d component-wise by another Vector3f and store the result in
dest. |
static Vector4d |
Planed.equationFromPoints(Vector3d v0,
Vector3d v1,
Vector3d v2,
Vector4d dest)
Compute the factors
a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the given three points on the plane, and write the values
to the x, y, z and w components, respectively, of the given
dest vector. |
static Vector3d |
Intersectiond.findClosestPointOnLineSegment(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double pX,
double pY,
double pZ,
Vector3d result)
Find the point on the given line segment which is closest to the specified point
(pX, pY, pZ), and store the result in result. |
static Vector3d |
Intersectiond.findClosestPointOnPlane(double aX,
double aY,
double aZ,
double nX,
double nY,
double nZ,
double pX,
double pY,
double pZ,
Vector3d result)
Find the point on the given plane which is closest to the specified point
(pX, pY, pZ) and store the result in result. |
static Vector3d |
Intersectiond.findClosestPointOnRectangle(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double cX,
double cY,
double cZ,
double pX,
double pY,
double pZ,
Vector3d res)
Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point
(pX, pY, pZ) and store the result into res. |
static int |
Intersectiond.findClosestPointOnTriangle(double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
double pX,
double pY,
double pZ,
Vector3d result)
Determine the closest point on the triangle with the given vertices
(v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z)
between that triangle and the given point (pX, pY, pZ) and store that point into the given result. |
static int |
Intersectiond.findClosestPointOnTriangle(Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
Vector3dc p,
Vector3d result)
Determine the closest point on the triangle with the vertices
v0, v1, v2
between that triangle and the given point p and store that point into the given result. |
static double |
Intersectiond.findClosestPointsLineSegments(double a0X,
double a0Y,
double a0Z,
double a1X,
double a1Y,
double a1Z,
double b0X,
double b0Y,
double b0Z,
double b1X,
double b1Y,
double b1Z,
Vector3d resultA,
Vector3d resultB)
Find the closest points on the two line segments, store the point on the first line segment in
resultA and
the point on the second line segment in resultB, and return the square distance between both points. |
static double |
Intersectiond.findClosestPointsLineSegmentTriangle(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector3d lineSegmentResult,
Vector3d triangleResult)
Find the closest points on a line segment and a triangle.
|
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,
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 |
Vector3d.fma(double a,
Vector3fc b,
Vector3d 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 |
Vector3d.fma(Vector3dc a,
Vector3dc b,
Vector3d 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 |
Vector3d.fma(Vector3dc a,
Vector3fc b,
Vector3d 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 |
Vector3d.fma(Vector3fc a,
Vector3fc b,
Vector3d 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. |
Matrix4d |
Matrix4d.frustumAabb(Vector3d min,
Vector3d max)
Compute the axis-aligned bounding box of the frustum described by
this matrix and store the minimum corner
coordinates in the given min and the maximum corner coordinates in the given max vector. |
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.frustumCorner(int corner,
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 |
Matrix4d.frustumRayDir(double x,
double y,
Vector3d dest) |
Vector3d |
Matrix4x3dc.getColumn(int column,
Vector3d dest)
Get the column at the given
column index, starting with 0. |
Vector3d |
Matrix4x3d.getColumn(int column,
Vector3d dest) |
Vector3d |
Matrix3d.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 |
Matrix4d.getColumn(int column,
Vector3d dest) |
Vector3d |
Matrix3dc.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 |
Matrix4x3dc.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 |
Matrix3d.getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by
this matrix 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 |
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 |
Matrix3dc.getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by
this matrix and store the extracted Euler angles in dest. |
Vector3d |
Matrix3d.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 |
Matrix4d.getRow(int row,
Vector3d dest) |
Vector3d |
Matrix3dc.getRow(int row,
Vector3d dest)
Get the row at the given
row index, starting with 0. |
Vector3d |
Matrix4x3dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3d |
Matrix4x3d.getScale(Vector3d dest) |
Vector3d |
Matrix3d.getScale(Vector3d dest) |
Vector3d |
Matrix4dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3d |
Matrix4d.getScale(Vector3d dest) |
Vector3d |
Matrix3dc.getScale(Vector3d dest)
Get the scaling factors of
this matrix for the three base axes. |
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 |
Matrix4x3d.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 |
Matrix4d.getTranslation(Vector3d dest) |
Vector3d |
Vector3d.half(double x,
double y,
double z,
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 |
Vector3d.half(Vector3dc other,
Vector3d 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). |
static boolean |
Intersectiond.intersectCircleCircle(double aX,
double aY,
double radiusSquaredA,
double bX,
double bY,
double radiusSquaredB,
Vector3d intersectionCenterAndHL)
Test whether the one circle with center
(aX, aY) and square radius radiusSquaredA intersects the other
circle with center (bX, bY) and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component. |
static boolean |
Intersectiond.intersectCircleCircle(Vector2dc centerA,
double radiusSquaredA,
Vector2dc centerB,
double radiusSquaredB,
Vector3d intersectionCenterAndHL)
Test whether the one circle with center
centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component. |
static boolean |
Intersectiond.intersectLineCircle(double x0,
double y0,
double x1,
double y1,
double centerX,
double centerY,
double radius,
Vector3d intersectionCenterAndHL)
Test whether the line defined by the two points
(x0, y0) and (x1, y1) intersects the circle with center
(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component. |
static boolean |
Intersectiond.intersectLineCircle(double a,
double b,
double c,
double centerX,
double centerY,
double radius,
Vector3d intersectionCenterAndHL)
Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center
(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component. |
static boolean |
Intersectiond.intersectLineSegmentPlane(double p0X,
double p0Y,
double p0Z,
double p1X,
double p1Y,
double p1Z,
double a,
double b,
double c,
double d,
Vector3d intersectionPoint)
Determine whether the line segment with the end points
(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0,
and return the point of intersection. |
static boolean |
Intersectiond.intersectLineSegmentTriangle(double p0X,
double p0Y,
double p0Z,
double p1X,
double p1Y,
double p1Z,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
double epsilon,
Vector3d intersectionPoint)
Determine whether the line segment with the end points
(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection. |
static boolean |
Intersectiond.intersectLineSegmentTriangle(Vector3dc p0,
Vector3dc p1,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double epsilon,
Vector3d intersectionPoint)
Determine whether the line segment with the end points
p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection. |
static int |
Intersectiond.intersectSphereTriangle(double sX,
double sY,
double sZ,
double sR,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector3d result)
Test whether the given sphere with center
(sX, sY, sZ) intersects the triangle given by its three vertices, and if they intersect
store the point of intersection into result. |
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,
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,
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 x,
double y,
double z,
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 |
Vector3d.mul(double scalar,
Vector3d dest) |
Vector3d |
Vector3dc.mul(double scalar,
Vector3d dest)
Multiply this Vector3d by the given scalar value and store the result in
dest. |
Vector3d |
Vector3d.mul(Matrix3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Matrix3dc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mul(Matrix3fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Matrix3fc mat,
Vector3d dest)
Multiply the given matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mul(Matrix3x2dc mat,
Vector3d 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 |
Vector3d.mul(Matrix3x2fc mat,
Vector3d 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 |
Vector3d.mul(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Vector3dc v,
Vector3d dest)
Multiply this by
v component-wise and store the result into dest. |
Vector3d |
Vector3d.mul(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Vector3fc v,
Vector3d dest)
Multiply this Vector3d component-wise by another Vector3f and store the result in
dest. |
Vector3d |
Vector3d.mulDirection(Matrix4dc 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 |
Vector3d.mulDirection(Matrix4fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulDirection(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat,
Vector3d 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,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4fc mat,
Vector3d dest)
Multiply the given 4x4 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4x3dc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
Vector3d |
Vector3dc.mulPosition(Matrix4x3fc mat,
Vector3d dest)
Multiply the given 4x3 matrix
mat with this and store the
result in dest. |
double |
Vector3d.mulPositionW(Matrix4dc mat,
Vector3d dest) |
double |
Vector3dc.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 |
Vector3d.mulPositionW(Matrix4fc mat,
Vector3d dest) |
double |
Vector3dc.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 |
Vector3d.mulProject(Matrix4dc mat,
Vector3d 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 |
Vector3d.mulProject(Matrix4fc mat,
Vector3d 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 |
Vector3d.mulTranspose(Matrix3dc 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 |
Vector3d.mulTranspose(Matrix3fc mat,
Vector3d 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,
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 |
Vector3d.mulTransposeDirection(Matrix4fc mat,
Vector3d 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,
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 |
Vector3d.mulTransposePosition(Matrix4fc mat,
Vector3d 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(Vector3d dest) |
Vector3d |
Vector3dc.negate(Vector3d dest)
Negate this vector and store the result in
dest. |
Vector3d |
Vector3d.normalize(double length,
Vector3d dest) |
Vector3d |
Vector3dc.normalize(double length,
Vector3d dest)
Scale this vector to have the given length and store the result in
dest. |
Vector3d |
Vector3d.normalize(Vector3d dest) |
Vector3d |
Vector3dc.normalize(Vector3d dest)
Normalize this vector and store the result in
dest. |
Vector3d |
Matrix4x3dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveX(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveY(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveY(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3d.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix3d.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix4dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Quaterniond.normalizedPositiveZ(Vector3d dir) |
Vector3d |
Matrix4d.normalizedPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the rotation transformation represented by this normalized quaternion is applied. |
Vector3d |
Matrix3dc.normalizedPositiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this orthogonal matrix is applied. |
Vector3d |
Matrix4x3dc.origin(Vector3d origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3d |
Matrix4x3d.origin(Vector3d origin) |
Vector3d |
Matrix4dc.origin(Vector3d origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3d |
Matrix4d.origin(Vector3d dest) |
Vector3d |
Matrix4dc.originAffine(Vector3d origin)
Obtain the position that gets transformed to the origin by
this affine matrix. |
Vector3d |
Matrix4d.originAffine(Vector3d dest) |
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,
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 |
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 |
Matrix4d.perspectiveOrigin(Vector3d dest) |
Vector3d |
Matrix4x3dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveX(Vector3d dir) |
Vector3d |
Matrix3d.positiveX(Vector3d dir) |
Vector3d |
Matrix4dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveX(Vector3d dir) |
Vector3d |
Matrix4d.positiveX(Vector3d dest) |
Vector3d |
Quaterniondc.positiveX(Vector3d dir)
Obtain the direction of
+X before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveX(Vector3d dir)
Obtain the direction of
+X before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveY(Vector3d dir) |
Vector3d |
Matrix3d.positiveY(Vector3d dir) |
Vector3d |
Matrix4dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveY(Vector3d dir) |
Vector3d |
Matrix4d.positiveY(Vector3d dest) |
Vector3d |
Quaterniondc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveY(Vector3d dir)
Obtain the direction of
+Y before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
Vector3d |
Matrix4x3d.positiveZ(Vector3d dir) |
Vector3d |
Matrix3d.positiveZ(Vector3d dir) |
Vector3d |
Matrix4dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
Vector3d |
Quaterniond.positiveZ(Vector3d dir) |
Vector3d |
Matrix4d.positiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the rotation transformation represented by this quaternion is applied. |
Vector3d |
Matrix3dc.positiveZ(Vector3d dir)
Obtain the direction of
+Z before the transformation represented by this matrix is applied. |
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 |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector3d dest) |
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 |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector3d dest) |
static void |
Matrix4d.projViewFromRectangle(Vector3d eye,
Vector3d p,
Vector3d x,
Vector3d y,
double nearFarDist,
boolean zeroToOne,
Matrix4d projDest,
Matrix4d viewDest)
Create a view and projection matrix from a given
eye position, a given bottom left corner position p of the near plane rectangle
and the extents of the near plane rectangle along its local x and y axes, and store the resulting matrices
in projDest and viewDest. |
Vector3d |
Vector3d.reflect(double x,
double y,
double z,
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 |
Vector3d.reflect(Vector3dc normal,
Vector3d 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,
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 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,
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. |
Matrix4x3d |
Matrix4x3d.rotateXYZ(Vector3d angles)
Apply rotation of
angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4d |
Matrix4d.rotateXYZ(Vector3d angles)
Apply rotation of
angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z 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. |
Matrix4x3d |
Matrix4x3d.rotateYXZ(Vector3d angles)
Apply rotation of
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix3d |
Matrix3d.rotateYXZ(Vector3d angles)
Apply rotation of
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis. |
Matrix4d |
Matrix4d.rotateYXZ(Vector3d angles)
Apply rotation of
angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about 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. |
Matrix4x3d |
Matrix4x3d.rotateZYX(Vector3d angles)
Apply rotation of
angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis. |
Matrix4d |
Matrix4d.rotateZYX(Vector3d angles)
Apply rotation of
angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis. |
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.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,
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 |
Vector3d.sub(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.sub(Vector3dc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3d |
Vector3d.sub(Vector3fc v,
Vector3d dest) |
Vector3d |
Vector3dc.sub(Vector3fc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
static boolean |
Intersectiond.testObOb(Vector3d b0c,
Vector3d b0uX,
Vector3d b0uY,
Vector3d b0uZ,
Vector3d b0hs,
Vector3d b1c,
Vector3d b1uX,
Vector3d b1uY,
Vector3d b1uZ,
Vector3d b1hs)
Test whether two oriented boxes given via their center position, orientation and half-size, intersect.
|
Vector3d |
Matrix3d.transform(double x,
double y,
double z,
Vector3d 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 |
Quaterniond.transform(double x,
double y,
double z,
Vector3d 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 |
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 |
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 |
Quaternionf.transform(double x,
double y,
double z,
Vector3d dest) |
Vector3d |
Matrix3d.transform(Vector3d v) |
Vector3d |
AxisAngle4d.transform(Vector3d v)
Transform the given vector by the rotation transformation described by this
AxisAngle4d. |
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 |
Quaterniond.transform(Vector3d vec) |
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 |
Quaterniondc.transform(Vector3d vec)
Transform the given vector by this quaternion.
|
Vector3d |
Matrix3dc.transform(Vector3d v)
Transform the given vector by this matrix.
|
Vector3d |
Matrix3d.transform(Vector3dc v,
Vector3d dest) |
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 |
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 |
Quaterniond.transform(Vector3dc vec,
Vector3d dest) |
Vector3d |
Matrix3x2dc.transform(Vector3dc v,
Vector3d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaterniondc.transform(Vector3dc vec,
Vector3d dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3d |
Matrix3dc.transform(Vector3dc v,
Vector3d dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaternionf.transform(Vector3dc vec,
Vector3d dest) |
Matrix4x3d |
Matrix4x3dc.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4x3d |
Matrix4x3d.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
Matrix4d |
Matrix4dc.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4d |
Matrix4d.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
Matrix4x3d |
Matrix4x3dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4x3d |
Matrix4x3d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
Matrix4d |
Matrix4dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4d |
Matrix4d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
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 |
Matrix4d.transformDirection(double x,
double y,
double z,
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 |
Matrix4x3d.transformDirection(Vector3d v) |
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 |
Matrix4d.transformDirection(Vector3d dest) |
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 |
Matrix4x3d.transformDirection(Vector3dc v,
Vector3d dest) |
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 |
Matrix4d.transformDirection(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 |
Matrix4d.transformPosition(double x,
double y,
double z,
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 |
Matrix4x3d.transformPosition(Vector3d v) |
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 |
Matrix4d.transformPosition(Vector3d dest) |
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 |
Matrix4x3d.transformPosition(Vector3dc v,
Vector3d dest) |
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 |
Matrix4d.transformPosition(Vector3dc v,
Vector3d dest) |
Vector3d |
Quaterniond.transformPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.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 |
Quaterniond.transformPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.transformPositiveZ(Vector3d dest)
Transform the vector
(0, 0, 1) by this quaternion. |
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 |
Matrix4d.transformProject(double x,
double y,
double z,
Vector3d 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 |
Matrix4d.transformProject(Vector3d v) |
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 |
Matrix4d.transformProject(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix3d.transformTranspose(double x,
double y,
double z,
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 |
Matrix3d.transformTranspose(Vector3d v) |
Vector3d |
Matrix3dc.transformTranspose(Vector3d v)
Transform the given vector by the transpose of this matrix.
|
Vector3d |
Matrix3d.transformTranspose(Vector3dc v,
Vector3d dest) |
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.transformUnitPositiveX(Vector3d dest) |
Vector3d |
Quaterniondc.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 |
Quaterniond.transformUnitPositiveZ(Vector3d dest) |
Vector3d |
Quaterniondc.transformUnitPositiveZ(Vector3d dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
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 |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Vector3d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unproject(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 |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Vector3d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Matrix4d |
Matrix4dc.unprojectInvRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest)
Unproject the given 2D window coordinates
(winX, winY) by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4d |
Matrix4d.unprojectInvRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Matrix4d |
Matrix4dc.unprojectInvRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4d |
Matrix4d.unprojectInvRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Matrix4d |
Matrix4dc.unprojectRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest)
Unproject the given 2D window coordinates
(winX, winY) by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4d |
Matrix4d.unprojectRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Matrix4d |
Matrix4dc.unprojectRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest)
Unproject the given 2D window coordinates
winCoords by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4d |
Matrix4d.unprojectRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
| Modifier and Type | Method and Description |
|---|---|
abstract void |
MemUtil.get(Vector3d dst,
int offset,
ByteBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector3d dst,
int offset,
ByteBuffer src) |
abstract void |
MemUtil.get(Vector3d dst,
int offset,
DoubleBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector3d dst,
int offset,
DoubleBuffer src) |
abstract void |
MemUtil.put(Vector3d src,
int offset,
ByteBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector3d src,
int offset,
ByteBuffer dest) |
abstract void |
MemUtil.put(Vector3d src,
int offset,
DoubleBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector3d src,
int offset,
DoubleBuffer dest) |
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