| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| org.joml.internal |
Contains internal classes.
|
| Modifier and Type | Method and Description |
|---|---|
Vector4d |
Vector4d.add(double x,
double y,
double z,
double w)
Add
(x, y, z, w) to this. |
Vector4d |
Vector4dc.add(double x,
double y,
double z,
double w,
Vector4d dest)
Add
(x, y, z, w) to this and store the result in dest. |
Vector4d |
Vector4d.add(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Vector4d.add(Vector4dc v)
Add the supplied vector to this one.
|
Vector4d |
Vector4dc.add(Vector4dc v,
Vector4d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4d |
Vector4d.add(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4d.add(Vector4fc v)
Add the supplied vector to this one.
|
Vector4d |
Vector4dc.add(Vector4fc v,
Vector4d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4d |
Vector4d.add(Vector4fc v,
Vector4d dest) |
Vector4d |
Vector4d.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. |
Vector4d |
Vector4dc.ceil(Vector4d 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. |
Vector4d |
Vector4d.ceil(Vector4d dest) |
Vector4d |
Vector4d.div(double scalar)
Divide this Vector4d by the given scalar value.
|
Vector4d |
Vector4dc.div(double scalar,
Vector4d dest)
Divide this Vector4d by the given scalar value and store the result in
dest. |
Vector4d |
Vector4d.div(double scalar,
Vector4d dest) |
Vector4d |
Vector4d.div(Vector4dc v)
|
Vector4d |
Vector4dc.div(Vector4dc v,
Vector4d dest)
|
Vector4d |
Vector4d.div(Vector4dc v,
Vector4d dest) |
static Vector4d |
Planed.equationFromPoints(double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector4d dest)
Compute the factors
a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the three points (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and
(v2X, v2Y, v2Z) on the plane, and write the values to the x, y, z
and w components, respectively, of the given dest vector. |
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. |
Vector4d |
Vector4d.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. |
Vector4d |
Vector4dc.floor(Vector4d 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. |
Vector4d |
Vector4d.floor(Vector4d dest) |
Vector4d |
Vector4d.fma(double a,
Vector4dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4d |
Vector4dc.fma(double a,
Vector4dc b,
Vector4d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4d |
Vector4d.fma(double a,
Vector4dc b,
Vector4d dest) |
Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4d |
Vector4dc.fma(Vector4dc a,
Vector4dc b,
Vector4d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b,
Vector4d dest) |
Vector4d |
Matrix4dc.frustumPlane(int plane,
Vector4d planeEquation)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation. |
Vector4d |
Matrix4d.frustumPlane(int plane,
Vector4d dest) |
Vector4d |
Matrix4dc.getColumn(int column,
Vector4d dest)
Get the column at the given
column index, starting with 0. |
Vector4d |
Matrix4d.getColumn(int column,
Vector4d dest) |
Vector4d |
Matrix4x3dc.getRow(int row,
Vector4d dest)
Get the row at the given
row index, starting with 0. |
Vector4d |
Matrix4x3d.getRow(int row,
Vector4d dest) |
Vector4d |
Matrix4dc.getRow(int row,
Vector4d dest)
Get the row at the given
row index, starting with 0. |
Vector4d |
Matrix4d.getRow(int row,
Vector4d dest) |
Vector4d |
Vector4dc.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d 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. |
Vector4d |
Vector4d.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d dest) |
Vector4d |
Vector4d.lerp(Vector4dc other,
double t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector4d |
Vector4dc.lerp(Vector4dc other,
double t,
Vector4d dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4d |
Vector4d.lerp(Vector4dc other,
double t,
Vector4d dest) |
Vector4d |
Vector4d.max(Vector4dc v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector4d |
Vector4dc.max(Vector4dc v,
Vector4d dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector4d |
Vector4d.max(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4d.min(Vector4dc v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector4d |
Vector4dc.min(Vector4dc v,
Vector4d dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector4d |
Vector4d.min(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4d.mul(double scalar)
Multiply this Vector4d by the given scalar value.
|
Vector4d |
Vector4dc.mul(double scalar,
Vector4d dest)
Multiply this Vector4d by the given scalar value and store the result in
dest. |
Vector4d |
Vector4d.mul(double scalar,
Vector4d dest) |
Vector4d |
Vector4d.mul(Matrix4dc mat)
Multiply the given matrix
mat with this Vector4d. |
Vector4d |
Vector4dc.mul(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix mat with this
Vector4d and store the result in dest. |
Vector4d |
Vector4d.mul(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4d.mul(Matrix4fc mat)
Multiply the given matrix
mat with this Vector4d. |
Vector4d |
Vector4dc.mul(Matrix4fc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4fc mat,
Vector4d dest) |
Vector4d |
Vector4d.mul(Matrix4x3dc mat)
Multiply the given matrix mat with this Vector4d and store the result in
this. |
Vector4d |
Vector4dc.mul(Matrix4x3dc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4x3dc mat,
Vector4d dest) |
Vector4d |
Vector4d.mul(Matrix4x3fc mat)
Multiply the given matrix mat with this Vector4d and store the result in
this. |
Vector4d |
Vector4dc.mul(Matrix4x3fc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4x3fc mat,
Vector4d dest) |
Vector4d |
Vector4d.mul(Vector4dc v)
|
Vector4d |
Vector4dc.mul(Vector4dc v,
Vector4d dest)
|
Vector4d |
Vector4d.mul(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4d.mul(Vector4fc v)
|
Vector4d |
Vector4dc.mul(Vector4fc v,
Vector4d dest)
|
Vector4d |
Vector4d.mul(Vector4fc v,
Vector4d dest) |
Vector4d |
Vector4d.mulAffine(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4d.mulProject(Matrix4dc mat)
Multiply the given matrix
mat with this Vector4d, perform perspective division. |
Vector4d |
Vector4dc.mulProject(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix
mat with this Vector4d, perform perspective division
and store the result in dest. |
Vector4d |
Vector4d.mulProject(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4d.negate()
Negate this vector.
|
Vector4d |
Vector4dc.negate(Vector4d dest)
Negate this vector and store the result in
dest. |
Vector4d |
Vector4d.negate(Vector4d dest) |
Vector4d |
Vector4d.normalize()
Normalizes this vector.
|
Vector4d |
Vector4d.normalize(double length)
Scale this vector to have the given length.
|
Vector4d |
Vector4dc.normalize(double length,
Vector4d dest)
Scale this vector to have the given length and store the result in
dest. |
Vector4d |
Vector4d.normalize(double length,
Vector4d dest) |
Vector4d |
Vector4dc.normalize(Vector4d dest)
Normalizes this vector and store the result in
dest. |
Vector4d |
Vector4d.normalize(Vector4d dest) |
Vector4d |
Vector4d.normalize3()
Normalize this vector by computing only the norm of
(x, y, z). |
Vector4d |
Vector4dc.normalize3(Vector4d dest)
Normalize this vector by computing only the norm of
(x, y, z) and store the result in dest. |
Vector4d |
Vector4d.normalize3(Vector4d dest) |
Vector4d |
Matrix4dc.project(double x,
double y,
double z,
int[] viewport,
Vector4d winCoordsDest)
Project the given
(x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4d |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector4d winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector4d dest) |
Vector4d |
Vector4d.rotate(Quaterniondc quat)
Transform this vector by the given quaternion
quat and store the result in this. |
Vector4d |
Vector4dc.rotate(Quaterniondc quat,
Vector4d dest)
Transform this vector by the given quaternion
quat and store the result in dest. |
Vector4d |
Vector4d.rotate(Quaterniondc quat,
Vector4d dest) |
Vector4d |
Vector4d.rotateAxis(double angle,
double x,
double y,
double z)
Rotate this vector the specified radians around the given rotation axis.
|
Vector4d |
Vector4dc.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest)
Rotate this vector the specified radians around the given rotation axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest) |
Vector4d |
Vector4d.rotateX(double angle)
Rotate this vector the specified radians around the X axis.
|
Vector4d |
Vector4dc.rotateX(double angle,
Vector4d dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateX(double angle,
Vector4d dest) |
Vector4d |
Vector4d.rotateY(double angle)
Rotate this vector the specified radians around the Y axis.
|
Vector4d |
Vector4dc.rotateY(double angle,
Vector4d dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateY(double angle,
Vector4d dest) |
Vector4d |
Vector4d.rotateZ(double angle)
Rotate this vector the specified radians around the Z axis.
|
Vector4d |
Vector4dc.rotateZ(double angle,
Vector4d dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateZ(double angle,
Vector4d dest) |
Vector4d |
Vector4d.round()
Set each component of this vector to the closest double that is equal to
a mathematical integer, with ties rounding to positive infinity.
|
Vector4d |
Vector4dc.round(Vector4d 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. |
Vector4d |
Vector4d.round(Vector4d dest) |
Vector4d |
Vector4d.set(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector4d |
Vector4d.set(double d)
Set the x, y, z, and w components to the supplied value.
|
Vector4d |
Vector4d.set(DoubleBuffer buffer)
Read this vector from the supplied
DoubleBuffer at the current
buffer position. |
Vector4d |
Vector4d.set(double x,
double y,
double z,
double w)
Set the x, y, z, and w components to the supplied values.
|
Vector4d |
Vector4d.set(int index,
ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Vector4d |
Vector4d.set(int index,
DoubleBuffer buffer)
Read this vector from the supplied
DoubleBuffer starting at the specified
absolute buffer position/index. |
Vector4d |
Vector4d.set(Vector2dc v,
double z,
double w)
Set the x and y components from the given
v
and the z and w components to the given z and w. |
Vector4d |
Vector4d.set(Vector2fc v,
double z,
double w)
Set the x and y components from the given
v
and the z and w components to the given z and w. |
Vector4d |
Vector4d.set(Vector2ic v,
double z,
double w)
Set the x and y components from the given
v
and the z and w components to the given z and w. |
Vector4d |
Vector4d.set(Vector3dc v,
double w)
Set the x, y, and z components of this to the components of
v and the w component to w. |
Vector4d |
Vector4d.set(Vector3fc v,
double w)
Set the x, y, and z components of this to the components of
v and the w component to w. |
Vector4d |
Vector4d.set(Vector3ic v,
double w)
Set the x, y, and z components of this to the components of
v and the w component to w. |
Vector4d |
Vector4d.set(Vector4dc v)
Set this
Vector4d to the values of the given v. |
Vector4d |
Vector4d.set(Vector4fc v)
Set this
Vector4d to the values of the given v. |
Vector4d |
Vector4d.set(Vector4ic v)
Set this
Vector4d to the values of the given v. |
Vector4d |
Vector4d.setComponent(int component,
double value)
Set the value of the specified component of this vector.
|
Vector4d |
Vector4dc.smoothStep(Vector4dc v,
double t,
Vector4d dest)
Compute a smooth-step (i.e.
|
Vector4d |
Vector4d.smoothStep(Vector4dc v,
double t,
Vector4d dest) |
Vector4d |
Vector4d.sub(double x,
double y,
double z,
double w)
Subtract
(x, y, z, w) from this. |
Vector4d |
Vector4dc.sub(double x,
double y,
double z,
double w,
Vector4d dest)
Subtract
(x, y, z, w) from this and store the result in dest. |
Vector4d |
Vector4d.sub(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Vector4d.sub(Vector4dc v)
Subtract the supplied vector from this one.
|
Vector4d |
Vector4dc.sub(Vector4dc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4d.sub(Vector4dc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4d.sub(Vector4fc v)
Subtract the supplied vector from this one.
|
Vector4d |
Vector4dc.sub(Vector4fc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4d.sub(Vector4fc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Matrix4dc.transform(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the vector
(x, y, z, w) by this matrix and store the result in dest. |
Vector4d |
Matrix4d.transform(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Quaterniond.transform(double x,
double y,
double z,
Vector4d dest) |
Vector4d |
Quaterniondc.transform(double x,
double y,
double z,
Vector4d dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector4d |
Matrix4x3dc.transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
Matrix4x3d.transform(Vector4d v) |
Vector4d |
Matrix4dc.transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
AxisAngle4d.transform(Vector4d v)
Transform the given vector by the rotation transformation described by this
AxisAngle4d. |
Vector4d |
Quaterniond.transform(Vector4d vec) |
Vector4d |
Matrix4d.transform(Vector4d v) |
Vector4d |
Quaterniondc.transform(Vector4d vec)
Transform the given vector by this quaternion.
|
Vector4d |
Matrix4x3dc.transform(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4d |
Matrix4x3d.transform(Vector4dc v,
Vector4d dest) |
Vector4d |
Matrix4dc.transform(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4d |
AxisAngle4d.transform(Vector4dc v,
Vector4d dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4d
and store the result in dest. |
Vector4d |
Quaterniond.transform(Vector4dc vec,
Vector4d dest) |
Vector4d |
Matrix4d.transform(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniondc.transform(Vector4dc vec,
Vector4d dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4d |
Matrix4dc.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the 4D-vector
(x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Matrix4dc.transformAffine(Vector4d v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(Vector4d dest) |
Vector4d |
Matrix4dc.transformAffine(Vector4dc v,
Vector4d dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniond.transformPositiveX(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveX(Vector4d dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector4d |
Quaterniond.transformPositiveY(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveY(Vector4d dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector4d |
Quaterniond.transformPositiveZ(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveZ(Vector4d dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector4d |
Matrix4dc.transformProject(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the vector
(x, y, z, w) by this matrix, perform perspective divide and store the result in dest. |
Vector4d |
Matrix4d.transformProject(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Matrix4dc.transformProject(Vector4d v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4d |
Matrix4d.transformProject(Vector4d v) |
Vector4d |
Matrix4dc.transformProject(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4d |
Matrix4d.transformProject(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniond.transformUnitPositiveX(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveX(Vector4d dest)
Transform the vector
(1, 0, 0) by this unit quaternion. |
Vector4d |
Quaterniond.transformUnitPositiveY(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveY(Vector4d dest)
Transform the vector
(0, 1, 0) by this unit quaternion. |
Vector4d |
Quaterniond.transformUnitPositiveZ(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveZ(Vector4d dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
Vector4d |
Matrix4dc.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Vector4d |
Vector4d.zero()
Set all components to zero.
|
| Modifier and Type | Method and Description |
|---|---|
Vector4d |
Vector4dc.add(double x,
double y,
double z,
double w,
Vector4d dest)
Add
(x, y, z, w) to this and store the result in dest. |
Vector4d |
Vector4d.add(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Vector4dc.add(Vector4dc v,
Vector4d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4d |
Vector4d.add(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4dc.add(Vector4fc v,
Vector4d dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4d |
Vector4d.add(Vector4fc v,
Vector4d dest) |
Vector4d |
Vector4dc.ceil(Vector4d 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. |
Vector4d |
Vector4d.ceil(Vector4d dest) |
Vector4d |
Vector4dc.div(double scalar,
Vector4d dest)
Divide this Vector4d by the given scalar value and store the result in
dest. |
Vector4d |
Vector4d.div(double scalar,
Vector4d dest) |
Vector4d |
Vector4dc.div(Vector4dc v,
Vector4d dest)
|
Vector4d |
Vector4d.div(Vector4dc v,
Vector4d dest) |
static Vector4d |
Planed.equationFromPoints(double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector4d dest)
Compute the factors
a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the three points (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and
(v2X, v2Y, v2Z) on the plane, and write the values to the x, y, z
and w components, respectively, of the given dest vector. |
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. |
Vector4d |
Vector4dc.floor(Vector4d 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. |
Vector4d |
Vector4d.floor(Vector4d dest) |
Vector4d |
Vector4dc.fma(double a,
Vector4dc b,
Vector4d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4d |
Vector4d.fma(double a,
Vector4dc b,
Vector4d dest) |
Vector4d |
Vector4dc.fma(Vector4dc a,
Vector4dc b,
Vector4d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b,
Vector4d dest) |
Vector4d |
Matrix4dc.frustumPlane(int plane,
Vector4d planeEquation)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation. |
Vector4d |
Matrix4d.frustumPlane(int plane,
Vector4d dest) |
Vector4d |
Matrix4dc.getColumn(int column,
Vector4d dest)
Get the column at the given
column index, starting with 0. |
Vector4d |
Matrix4d.getColumn(int column,
Vector4d dest) |
Vector4d |
Matrix4x3dc.getRow(int row,
Vector4d dest)
Get the row at the given
row index, starting with 0. |
Vector4d |
Matrix4x3d.getRow(int row,
Vector4d dest) |
Vector4d |
Matrix4dc.getRow(int row,
Vector4d dest)
Get the row at the given
row index, starting with 0. |
Vector4d |
Matrix4d.getRow(int row,
Vector4d dest) |
Vector4d |
Vector4dc.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d 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. |
Vector4d |
Vector4d.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d dest) |
static boolean |
Intersectiond.intersectPlaneSphere(double a,
double b,
double c,
double d,
double centerX,
double centerY,
double centerZ,
double radius,
Vector4d intersectionCenterAndRadius)
Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center
(centerX, centerY, centerZ) and radius, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component. |
static boolean |
Intersectiond.intersectPlaneSweptSphere(double a,
double b,
double c,
double d,
double cX,
double cY,
double cZ,
double radius,
double vX,
double vY,
double vZ,
Vector4d pointAndTime)
Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the moving sphere with center
(cX, cY, cZ), radius and velocity (vX, vY, vZ), and store the point of intersection
in the (x, y, z) components of the supplied vector and the time of intersection in the w component. |
static boolean |
Intersectiond.intersectSphereSphere(double aX,
double aY,
double aZ,
double radiusSquaredA,
double bX,
double bY,
double bZ,
double radiusSquaredB,
Vector4d centerAndRadiusOfIntersectionCircle)
Test whether the one sphere with center
(aX, aY, aZ) and square radius radiusSquaredA intersects the other
sphere with center (bX, bY, bZ) and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component. |
static boolean |
Intersectiond.intersectSphereSphere(Spheref sphereA,
Spheref sphereB,
Vector4d centerAndRadiusOfIntersectionCircle)
Test whether the one sphere with intersects the other sphere, and store the center of the circle of
intersection in the
(x, y, z) components of the supplied vector and the radius of that circle in the w component. |
static boolean |
Intersectiond.intersectSphereSphere(Vector3dc centerA,
double radiusSquaredA,
Vector3dc centerB,
double radiusSquaredB,
Vector4d centerAndRadiusOfIntersectionCircle)
Test whether the one sphere with center
centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component. |
static int |
Intersectiond.intersectSweptSphereTriangle(double centerX,
double centerY,
double centerZ,
double radius,
double velX,
double velY,
double velZ,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
double epsilon,
double maxT,
Vector4d pointAndTime)
Determine the point of intersection between a sphere with the given center
(centerX, centerY, centerZ) and radius moving
with the given velocity (velX, velY, velZ) and the triangle specified via its three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z). |
Vector4d |
Vector4dc.lerp(Vector4dc other,
double t,
Vector4d dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4d |
Vector4d.lerp(Vector4dc other,
double t,
Vector4d dest) |
Vector4d |
Vector4dc.max(Vector4dc v,
Vector4d dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector4d |
Vector4d.max(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4dc.min(Vector4dc v,
Vector4d dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector4d |
Vector4d.min(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4dc.mul(double scalar,
Vector4d dest)
Multiply this Vector4d by the given scalar value and store the result in
dest. |
Vector4d |
Vector4d.mul(double scalar,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix mat with this
Vector4d and store the result in dest. |
Vector4d |
Vector4d.mul(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Matrix4fc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4fc mat,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Matrix4x3dc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4x3dc mat,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Matrix4x3fc mat,
Vector4d dest)
Multiply the given matrix mat with this Vector4d and store the result in
dest. |
Vector4d |
Vector4d.mul(Matrix4x3fc mat,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Vector4dc v,
Vector4d dest)
|
Vector4d |
Vector4d.mul(Vector4dc v,
Vector4d dest) |
Vector4d |
Vector4dc.mul(Vector4fc v,
Vector4d dest)
|
Vector4d |
Vector4d.mul(Vector4fc v,
Vector4d dest) |
Vector4d |
Vector4d.mulAffine(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4dc.mulProject(Matrix4dc mat,
Vector4d dest)
Multiply the given matrix
mat with this Vector4d, perform perspective division
and store the result in dest. |
Vector4d |
Vector4d.mulProject(Matrix4dc mat,
Vector4d dest) |
Vector4d |
Vector4dc.negate(Vector4d dest)
Negate this vector and store the result in
dest. |
Vector4d |
Vector4d.negate(Vector4d dest) |
Vector4d |
Vector4dc.normalize(double length,
Vector4d dest)
Scale this vector to have the given length and store the result in
dest. |
Vector4d |
Vector4d.normalize(double length,
Vector4d dest) |
Vector4d |
Vector4dc.normalize(Vector4d dest)
Normalizes this vector and store the result in
dest. |
Vector4d |
Vector4d.normalize(Vector4d dest) |
Vector4d |
Vector4dc.normalize3(Vector4d dest)
Normalize this vector by computing only the norm of
(x, y, z) and store the result in dest. |
Vector4d |
Vector4d.normalize3(Vector4d dest) |
Vector4d |
Matrix4dc.project(double x,
double y,
double z,
int[] viewport,
Vector4d winCoordsDest)
Project the given
(x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4d |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector4d winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector4d dest) |
Vector4d |
Vector4dc.rotate(Quaterniondc quat,
Vector4d dest)
Transform this vector by the given quaternion
quat and store the result in dest. |
Vector4d |
Vector4d.rotate(Quaterniondc quat,
Vector4d dest) |
Vector4d |
Vector4dc.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest)
Rotate this vector the specified radians around the given rotation axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest) |
Vector4d |
Vector4dc.rotateX(double angle,
Vector4d dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateX(double angle,
Vector4d dest) |
Vector4d |
Vector4dc.rotateY(double angle,
Vector4d dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateY(double angle,
Vector4d dest) |
Vector4d |
Vector4dc.rotateZ(double angle,
Vector4d dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Vector4d |
Vector4d.rotateZ(double angle,
Vector4d dest) |
Vector4d |
Vector4dc.round(Vector4d 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. |
Vector4d |
Vector4d.round(Vector4d dest) |
Matrix4d |
Matrix4d.set(Vector4d col0,
Vector4d col1,
Vector4d col2,
Vector4d col3)
Set the four columns of this matrix to the supplied vectors, respectively.
|
Matrix4d |
Matrix4d.shadow(Vector4d light,
Matrix4d planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light. |
Vector4d |
Vector4dc.smoothStep(Vector4dc v,
double t,
Vector4d dest)
Compute a smooth-step (i.e.
|
Vector4d |
Vector4d.smoothStep(Vector4dc v,
double t,
Vector4d dest) |
Vector4d |
Vector4dc.sub(double x,
double y,
double z,
double w,
Vector4d dest)
Subtract
(x, y, z, w) from this and store the result in dest. |
Vector4d |
Vector4d.sub(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Vector4dc.sub(Vector4dc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4d.sub(Vector4dc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4dc.sub(Vector4fc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Vector4d.sub(Vector4fc v,
Vector4d dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4d |
Matrix4dc.transform(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the vector
(x, y, z, w) by this matrix and store the result in dest. |
Vector4d |
Matrix4d.transform(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Quaterniond.transform(double x,
double y,
double z,
Vector4d dest) |
Vector4d |
Quaterniondc.transform(double x,
double y,
double z,
Vector4d dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector4d |
Matrix4x3dc.transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
Matrix4x3d.transform(Vector4d v) |
Vector4d |
Matrix4dc.transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
AxisAngle4d.transform(Vector4d v)
Transform the given vector by the rotation transformation described by this
AxisAngle4d. |
Vector4d |
Quaterniond.transform(Vector4d vec) |
Vector4d |
Matrix4d.transform(Vector4d v) |
Vector4d |
Quaterniondc.transform(Vector4d vec)
Transform the given vector by this quaternion.
|
Vector4d |
Matrix4x3dc.transform(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4d |
Matrix4x3d.transform(Vector4dc v,
Vector4d dest) |
Vector4d |
Matrix4dc.transform(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4d |
AxisAngle4d.transform(Vector4dc v,
Vector4d dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4d
and store the result in dest. |
Vector4d |
Quaterniond.transform(Vector4dc vec,
Vector4d dest) |
Vector4d |
Matrix4d.transform(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniondc.transform(Vector4dc vec,
Vector4d dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4d |
Matrix4dc.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the 4D-vector
(x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Matrix4dc.transformAffine(Vector4d v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(Vector4d dest) |
Vector4d |
Matrix4dc.transformAffine(Vector4dc v,
Vector4d dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4d |
Matrix4d.transformAffine(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniond.transformPositiveX(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveX(Vector4d dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector4d |
Quaterniond.transformPositiveY(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveY(Vector4d dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector4d |
Quaterniond.transformPositiveZ(Vector4d dest) |
Vector4d |
Quaterniondc.transformPositiveZ(Vector4d dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector4d |
Matrix4dc.transformProject(double x,
double y,
double z,
double w,
Vector4d dest)
Transform/multiply the vector
(x, y, z, w) by this matrix, perform perspective divide and store the result in dest. |
Vector4d |
Matrix4d.transformProject(double x,
double y,
double z,
double w,
Vector4d dest) |
Vector4d |
Matrix4dc.transformProject(Vector4d v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4d |
Matrix4d.transformProject(Vector4d v) |
Vector4d |
Matrix4dc.transformProject(Vector4dc v,
Vector4d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4d |
Matrix4d.transformProject(Vector4dc v,
Vector4d dest) |
Vector4d |
Quaterniond.transformUnitPositiveX(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveX(Vector4d dest)
Transform the vector
(1, 0, 0) by this unit quaternion. |
Vector4d |
Quaterniond.transformUnitPositiveY(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveY(Vector4d dest)
Transform the vector
(0, 1, 0) by this unit quaternion. |
Vector4d |
Quaterniond.transformUnitPositiveZ(Vector4d dest) |
Vector4d |
Quaterniondc.transformUnitPositiveZ(Vector4d dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
Vector4d |
Matrix4dc.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Vector4d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
| Constructor and Description |
|---|
Matrix4d(Vector4d col0,
Vector4d col1,
Vector4d col2,
Vector4d col3)
Create a new
Matrix4d and initialize its four columns using the supplied vectors. |
| Modifier and Type | Method and Description |
|---|---|
abstract void |
MemUtil.get(Vector4d dst,
int offset,
ByteBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector4d dst,
int offset,
ByteBuffer src) |
abstract void |
MemUtil.get(Vector4d dst,
int offset,
DoubleBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector4d dst,
int offset,
DoubleBuffer src) |
abstract void |
MemUtil.put(Vector4d src,
int offset,
ByteBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector4d src,
int offset,
ByteBuffer dest) |
abstract void |
MemUtil.put(Vector4d src,
int offset,
DoubleBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector4d src,
int offset,
DoubleBuffer dest) |
Copyright © 2015–2019 JOML. All rights reserved.