| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| Modifier and Type | Class and Description |
|---|---|
class |
Vector3f
Contains the definition of a Vector comprising 3 floats and associated
transformations.
|
| Modifier and Type | Method and Description |
|---|---|
Vector3fc |
FrustumRayBuilder.dir(float x,
float y,
Vector3f dir)
Obtain the normalized direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
Vector3fc |
FrustumRayBuilder.origin(Vector3f origin)
Store the eye/origin of the perspective frustum in the given
origin. |
| Modifier and Type | Method and Description |
|---|---|
Vector3d |
Vector3d.add(Vector3fc v)
Add the supplied vector to this one.
|
Vector3f |
Vector3f.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. |
Vector3f |
Vector3fc.add(Vector3fc v,
Vector3f dest)
Add the supplied vector to this one and store the result in
dest. |
Vector3f |
Vector3f.add(Vector3fc v,
Vector3f dest) |
float |
Vector3fc.angle(Vector3fc v)
Return the angle between this vector and the supplied vector.
|
float |
Vector3f.angle(Vector3fc v) |
float |
Vector3fc.angleCos(Vector3fc v)
Return the cosine of the angle between this vector and the supplied vector.
|
float |
Vector3f.angleCos(Vector3fc v) |
float |
Vector3fc.angleSigned(Vector3fc v,
Vector3fc n)
Return the signed angle between this vector and the supplied vector with
respect to the plane with the given normal vector
n. |
float |
Vector3f.angleSigned(Vector3fc v,
Vector3fc n) |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3fc center,
float angleX,
float angleY)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles. |
Matrix4x3f |
Matrix4x3f.arcball(float radius,
Vector3fc center,
float angleX,
float angleY)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles. |
Matrix4f |
Matrix4fc.arcball(float radius,
Vector3fc center,
float angleX,
float angleY,
Matrix4f dest)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest. |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3fc center,
float angleX,
float angleY,
Matrix4f dest) |
Matrix4x3f |
Matrix4x3fc.arcball(float radius,
Vector3fc center,
float angleX,
float angleY,
Matrix4x3f dest)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest. |
Matrix4x3f |
Matrix4x3f.arcball(float radius,
Vector3fc center,
float angleX,
float angleY,
Matrix4x3f dest) |
Matrix4f |
Matrix4f.billboardCylindrical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector. |
Matrix4x3f |
Matrix4x3f.billboardCylindrical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3fc objPos,
Vector3fc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object. |
Matrix4x3f |
Matrix4x3f.billboardSpherical(Vector3fc objPos,
Vector3fc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos. |
Matrix4x3f |
Matrix4x3f.billboardSpherical(Vector3fc objPos,
Vector3fc targetPos,
Vector3fc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos. |
static void |
GeometryUtils.bitangent(Vector3fc v1,
Vector2fc uv1,
Vector3fc v2,
Vector2fc uv2,
Vector3fc v3,
Vector2fc uv3,
Vector3f dest)
Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result in
dest. |
Vector3f |
Vector3f.cross(Vector3fc v)
Set this vector to be the cross product of itself and
v. |
Vector3f |
Vector3fc.cross(Vector3fc v,
Vector3f dest)
Compute the cross product of this vector and
v and store the result in dest. |
Vector3f |
Vector3f.cross(Vector3fc v,
Vector3f dest) |
float |
Vector3fc.distance(Vector3fc v)
Return the distance between this Vector and
v. |
float |
Vector3f.distance(Vector3fc v) |
float |
Vector3fc.distanceSquared(Vector3fc v)
Return the square of the distance between this vector and
v. |
float |
Vector3f.distanceSquared(Vector3fc v) |
Vector3d |
Vector3d.div(Vector3fc v)
Divide this Vector3d component-wise by another Vector3fc.
|
Vector3f |
Vector3f.div(Vector3fc v)
Divide this Vector3f 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. |
Vector3f |
Vector3fc.div(Vector3fc v,
Vector3f dest)
Divide this Vector3f component-wise by another Vector3f and store the result in
dest. |
Vector3f |
Vector3f.div(Vector3fc v,
Vector3f dest) |
float |
Vector3fc.dot(Vector3fc v)
Return the dot product of this vector and the supplied vector.
|
float |
Vector3f.dot(Vector3fc v) |
boolean |
Vector3fc.equals(Vector3fc v,
float delta)
Compare the vector components of
this vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta. |
boolean |
Vector3f.equals(Vector3fc v,
float delta) |
static int |
Intersectionf.findClosestPointOnTriangle(Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
Vector3fc p,
Vector3f 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. |
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. |
Vector3f |
Vector3f.fma(float a,
Vector3fc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3f |
Vector3fc.fma(float a,
Vector3fc b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3f |
Vector3f.fma(float a,
Vector3fc b,
Vector3f 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. |
Vector3f |
Vector3f.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. |
Vector3f |
Vector3fc.fma(Vector3fc a,
Vector3fc b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3f |
Vector3f.fma(Vector3fc a,
Vector3fc b,
Vector3f dest) |
Quaternionf |
Quaternionf.fromAxisAngleDeg(Vector3fc axis,
float angle)
Set this quaternion to be a representation of the supplied axis and
angle (in degrees).
|
Quaternionf |
Quaternionf.fromAxisAngleRad(Vector3fc axis,
float angle)
Set this quaternion to be a representation of the supplied axis and
angle (in radians).
|
Vector3f |
Vector3f.half(Vector3fc other)
Compute the half vector between this and the other vector.
|
Vector3f |
Vector3fc.half(Vector3fc other,
Vector3f dest)
Compute the half vector between this and the other vector and store the result in
dest. |
Vector3f |
Vector3f.half(Vector3fc other,
Vector3f dest) |
Vector3f |
Vector3fc.hermite(Vector3fc t0,
Vector3fc v1,
Vector3fc t1,
float t,
Vector3f dest)
Compute a hermite interpolation between
this vector with its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
Vector3f |
Vector3f.hermite(Vector3fc t0,
Vector3fc v1,
Vector3fc t1,
float t,
Vector3f dest) |
int |
FrustumIntersection.intersectAab(Vector3fc min,
Vector3fc max)
Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by
this frustum culler
and, if the box is not inside this frustum, return the index of the plane that culled it. |
int |
FrustumIntersection.intersectAab(Vector3fc min,
Vector3fc max,
int mask)
Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by
this frustum culler
and, if the box is not inside this frustum, return the index of the plane that culled it. |
int |
FrustumIntersection.intersectAab(Vector3fc min,
Vector3fc max,
int mask,
int startPlane)
Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by
this frustum culler
and, if the box is not inside this frustum, return the index of the plane that culled it. |
static int |
Intersectionf.intersectLineSegmentAab(Vector3fc p0,
Vector3fc p1,
Vector3fc min,
Vector3fc max,
Vector2f result)
Determine whether the undirected line segment with the end points
p0 and p1
intersects the axis-aligned box given as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection. |
static boolean |
Intersectionf.intersectLineSegmentTriangle(Vector3fc p0,
Vector3fc p1,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon,
Vector3f 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 boolean |
Intersectionf.intersectRayAab(Vector3fc origin,
Vector3fc dir,
Vector3fc min,
Vector3fc max,
Vector2f result)
Test whether the ray with the given
origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.. |
static float |
Intersectionf.intersectRayPlane(Vector3fc origin,
Vector3fc dir,
Vector3fc point,
Vector3fc normal,
float epsilon)
Test whether the ray with given
origin and direction dir intersects the plane
containing the given point and having the given normal, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point. |
static boolean |
Intersectionf.intersectRaySphere(Vector3fc origin,
Vector3fc dir,
Vector3fc center,
float radiusSquared,
Vector2f result)
Test whether the ray with the given
origin and normalized direction dir
intersects the sphere with the given center and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector. |
static float |
Intersectionf.intersectRayTriangle(Vector3fc origin,
Vector3fc dir,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon)
Determine whether the ray with the given
origin and the given dir intersects the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection. |
static float |
Intersectionf.intersectRayTriangleFront(Vector3fc origin,
Vector3fc dir,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon)
Determine whether the ray with the given
origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection. |
int |
FrustumIntersection.intersectSphere(Vector3fc center,
float radius)
Determine whether the given sphere is partly or completely within or outside of the frustum defined by
this frustum culler. |
static boolean |
Intersectionf.intersectSphereSphere(Vector3fc centerA,
float radiusSquaredA,
Vector3fc centerB,
float radiusSquaredB,
Vector4f 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. |
Vector3f |
Vector3f.lerp(Vector3fc other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector3f |
Vector3fc.lerp(Vector3fc other,
float t,
Vector3f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector3f |
Vector3f.lerp(Vector3fc other,
float t,
Vector3f dest) |
Matrix4f |
Matrix4f.lookAlong(Vector3fc dir,
Vector3fc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix3f |
Matrix3f.lookAlong(Vector3fc dir,
Vector3fc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix4x3f |
Matrix4x3f.lookAlong(Vector3fc dir,
Vector3fc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Quaternionf |
Quaternionf.lookAlong(Vector3fc dir,
Vector3fc up)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.
|
Matrix3f |
Matrix3f.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix3f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix3f |
Matrix3fc.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix3f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4fc.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3f |
Matrix4x3fc.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix4x3f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3f |
Matrix4x3f.lookAlong(Vector3fc dir,
Vector3fc up,
Matrix4x3f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Quaternionf |
Quaternionfc.lookAlong(Vector3fc dir,
Vector3fc up,
Quaternionf dest)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result in
dest. |
Quaternionf |
Quaternionf.lookAlong(Vector3fc dir,
Vector3fc up,
Quaternionf dest) |
Matrix4f |
Matrix4f.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4x3f |
Matrix4x3f.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4f |
Matrix4fc.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4f |
Matrix4f.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4x3f |
Matrix4x3fc.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4x3f |
Matrix4x3f.lookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4f |
Matrix4f.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4x3f |
Matrix4x3f.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4f |
Matrix4fc.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Matrix4f |
Matrix4f.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Matrix4x3f |
Matrix4x3fc.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Matrix4x3f |
Matrix4x3f.lookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up,
Matrix4x3f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Vector3f |
Vector3f.max(Vector3fc v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3f |
Vector3fc.max(Vector3fc v,
Vector3f dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector3f |
Vector3f.max(Vector3fc v,
Vector3f dest) |
Vector3f |
Vector3f.min(Vector3fc v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3f |
Vector3fc.min(Vector3fc v,
Vector3f dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector3f |
Vector3f.min(Vector3fc v,
Vector3f dest) |
Vector3d |
Vector3d.mul(Vector3fc v)
Multiply this Vector3d component-wise by another Vector3fc.
|
Vector3f |
Vector3f.mul(Vector3fc v)
Multiply this Vector3f 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. |
Vector3f |
Vector3fc.mul(Vector3fc v,
Vector3f dest)
Multiply this Vector3f component-wise by another Vector3f and store the result in
dest. |
Vector3f |
Vector3f.mul(Vector3fc v,
Vector3f dest) |
static void |
GeometryUtils.normal(Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
Vector3f dest)
Calculate the normal of a surface defined by points
v1, v2 and v3 and store it in dest. |
Vector3f |
Vector3f.orthogonalize(Vector3fc v)
Transform
this vector so that it is orthogonal to the given vector v and normalize the result. |
Vector3f |
Vector3fc.orthogonalize(Vector3fc v,
Vector3f dest)
Transform
this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest. |
Vector3f |
Vector3f.orthogonalize(Vector3fc v,
Vector3f dest) |
Vector3f |
Vector3f.orthogonalizeUnit(Vector3fc v)
Transform
this vector so that it is orthogonal to the given unit vector v and normalize the result. |
Vector3f |
Vector3fc.orthogonalizeUnit(Vector3fc v,
Vector3f dest)
Transform
this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest. |
Vector3f |
Vector3f.orthogonalizeUnit(Vector3fc v,
Vector3f dest) |
static void |
GeometryUtils.perpendicular(Vector3fc v,
Vector3f dest1,
Vector3f dest2)
Compute two arbitrary vectors perpendicular to the given normalized vector
v, and store them in dest1 and dest2,
respectively. |
Vector3f |
Matrix4fc.project(Vector3fc position,
int[] viewport,
Vector3f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3f |
Matrix4f.project(Vector3fc position,
int[] viewport,
Vector3f winCoordsDest) |
Vector4f |
Matrix4fc.project(Vector3fc position,
int[] viewport,
Vector4f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(Vector3fc position,
int[] viewport,
Vector4f winCoordsDest) |
Matrix4f |
Matrix4f.reflect(Quaternionfc orientation,
Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4x3f |
Matrix4x3f.reflect(Quaternionfc orientation,
Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4f |
Matrix4fc.reflect(Quaternionfc orientation,
Vector3fc point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane, and store the result in
dest. |
Matrix4f |
Matrix4f.reflect(Quaternionfc orientation,
Vector3fc point,
Matrix4f dest) |
Matrix4x3f |
Matrix4x3fc.reflect(Quaternionfc orientation,
Vector3fc point,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane, and store the result in
dest. |
Matrix4x3f |
Matrix4x3f.reflect(Quaternionfc orientation,
Vector3fc point,
Matrix4x3f dest) |
Matrix3f |
Matrix3f.reflect(Vector3fc normal)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane
specified via the plane normal.
|
Vector3f |
Vector3f.reflect(Vector3fc normal)
Reflect this vector about the given
normal vector. |
Matrix3f |
Matrix3f.reflect(Vector3fc normal,
Matrix3f dest) |
Matrix3f |
Matrix3fc.reflect(Vector3fc normal,
Matrix3f dest)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane
specified via the plane normal, and store the result in
dest. |
Vector3f |
Vector3fc.reflect(Vector3fc normal,
Vector3f dest)
Reflect this vector about the given
normal vector and store the result in dest. |
Vector3f |
Vector3f.reflect(Vector3fc normal,
Vector3f dest) |
Matrix4f |
Matrix4f.reflect(Vector3fc normal,
Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3f |
Matrix4x3f.reflect(Vector3fc normal,
Vector3fc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
Matrix4fc.reflect(Vector3fc normal,
Vector3fc point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest. |
Matrix4f |
Matrix4f.reflect(Vector3fc normal,
Vector3fc point,
Matrix4f dest) |
Matrix4x3f |
Matrix4x3fc.reflect(Vector3fc normal,
Vector3fc point,
Matrix4x3f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest. |
Matrix4x3f |
Matrix4x3f.reflect(Vector3fc normal,
Vector3fc point,
Matrix4x3f dest) |
Matrix4f |
Matrix4f.reflection(Quaternionfc orientation,
Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4x3f |
Matrix4x3f.reflection(Quaternionfc orientation,
Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix3f |
Matrix3f.reflection(Vector3fc normal)
Set this matrix to a mirror/reflection transformation that reflects through the given plane
specified via the plane normal.
|
Matrix4f |
Matrix4f.reflection(Vector3fc normal,
Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3f |
Matrix4x3f.reflection(Vector3fc normal,
Vector3fc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4x3d |
Matrix4x3d.rotate(double angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3d |
Matrix3d.rotate(double angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4d |
Matrix4d.rotate(double angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3d |
Matrix3d.rotate(double angle,
Vector3fc axis,
Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix3d |
Matrix3dc.rotate(double angle,
Vector3fc axis,
Matrix3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4d |
Matrix4dc.rotate(double angle,
Vector3fc axis,
Matrix4d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4d |
Matrix4d.rotate(double angle,
Vector3fc axis,
Matrix4d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3d |
Matrix4x3dc.rotate(double angle,
Vector3fc axis,
Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.rotate(double angle,
Vector3fc axis,
Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(float angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3f |
Matrix3f.rotate(float angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4x3f |
Matrix4x3f.rotate(float angle,
Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3f |
Matrix3f.rotate(float angle,
Vector3fc axis,
Matrix3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix3f |
Matrix3fc.rotate(float angle,
Vector3fc axis,
Matrix3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4fc.rotate(float angle,
Vector3fc axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(float angle,
Vector3fc axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3f |
Matrix4x3fc.rotate(float angle,
Vector3fc axis,
Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4x3f |
Matrix4x3f.rotate(float angle,
Vector3fc axis,
Matrix4x3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Quaternionf |
Quaternionf.rotateAxis(float angle,
Vector3fc axis)
Apply a rotation to
this quaternion rotating the given radians about the specified axis. |
Quaternionf |
Quaternionfc.rotateAxis(float angle,
Vector3fc axis,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the specified axis
and store the result in dest. |
Quaternionf |
Quaternionf.rotateAxis(float angle,
Vector3fc axis,
Quaternionf dest) |
Quaternionf |
Quaternionf.rotateTo(Vector3fc fromDir,
Vector3fc toDir)
Apply a rotation to
this that rotates the fromDir vector to point along toDir. |
Quaternionf |
Quaternionfc.rotateTo(Vector3fc fromDir,
Vector3fc toDir,
Quaternionf dest)
Apply a rotation to
this that rotates the fromDir vector to point along toDir and
store the result in dest. |
Quaternionf |
Quaternionf.rotateTo(Vector3fc fromDir,
Vector3fc toDir,
Quaternionf dest) |
Matrix4f |
Matrix4f.rotateTowards(Vector3fc dir,
Vector3fc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir. |
Matrix3f |
Matrix3f.rotateTowards(Vector3fc direction,
Vector3fc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with direction. |
Matrix4x3f |
Matrix4x3f.rotateTowards(Vector3fc dir,
Vector3fc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir. |
Matrix3f |
Matrix3f.rotateTowards(Vector3fc direction,
Vector3fc up,
Matrix3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with direction
and store the result in dest. |
Matrix3f |
Matrix3fc.rotateTowards(Vector3fc direction,
Vector3fc up,
Matrix3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with direction
and store the result in dest. |
Matrix4f |
Matrix4fc.rotateTowards(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest. |
Matrix4f |
Matrix4f.rotateTowards(Vector3fc dir,
Vector3fc up,
Matrix4f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest. |
Matrix4x3f |
Matrix4x3fc.rotateTowards(Vector3fc dir,
Vector3fc up,
Matrix4x3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest. |
Matrix4x3f |
Matrix4x3f.rotateTowards(Vector3fc dir,
Vector3fc up,
Matrix4x3f dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir
and store the result in dest. |
Matrix4x3d |
Matrix4x3d.rotation(double angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix3d |
Matrix3d.rotation(double angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4d |
Matrix4d.rotation(double angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4f |
Matrix4f.rotation(float angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix3f |
Matrix3f.rotation(float angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4x3f |
Matrix4x3f.rotation(float angle,
Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Quaternionf |
Quaternionf.rotationAxis(float angle,
Vector3fc axis)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.
|
Quaternionf |
Vector3fc.rotationTo(Vector3fc toDir,
Quaternionf dest)
Compute the quaternion representing a rotation of
this vector to point along toDir
and store the result in dest. |
Quaternionf |
Vector3f.rotationTo(Vector3fc toDir,
Quaternionf dest) |
Quaternionf |
Quaternionf.rotationTo(Vector3fc fromDir,
Vector3fc toDir)
Set
this quaternion to a rotation that rotates the fromDir vector to point along toDir. |
Matrix4f |
Matrix4f.rotationTowards(Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir. |
Matrix3f |
Matrix3f.rotationTowards(Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with center - eye. |
Matrix4x3f |
Matrix4x3f.rotationTowards(Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir. |
Matrix4f |
Matrix4f.scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix3f |
Matrix3f.scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix4x3f |
Matrix4x3f.scale(Vector3fc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix3f |
Matrix3f.scale(Vector3fc xyz,
Matrix3f dest) |
Matrix3f |
Matrix3fc.scale(Vector3fc xyz,
Matrix3f dest)
Apply scaling to
this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest. |
Matrix4f |
Matrix4fc.scale(Vector3fc xyz,
Matrix4f dest)
Apply scaling to
this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest. |
Matrix4f |
Matrix4f.scale(Vector3fc xyz,
Matrix4f dest) |
Matrix4x3f |
Matrix4x3fc.scale(Vector3fc xyz,
Matrix4x3f dest)
Apply scaling to
this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in dest. |
Matrix4x3f |
Matrix4x3f.scale(Vector3fc xyz,
Matrix4x3f dest) |
Matrix4f |
Matrix4f.scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z respectively. |
Matrix3f |
Matrix3f.scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z respectively. |
Matrix4x3f |
Matrix4x3f.scaling(Vector3fc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z respectively. |
AxisAngle4f |
AxisAngle4f.set(float angle,
Vector3fc v)
Set this
AxisAngle4f to the given values. |
Vector3d |
Vector3d.set(Vector3fc v)
Set the x, y and z components to match the supplied vector.
|
Vector3f |
Vector3f.set(Vector3fc v)
Set the x, y and z components to match the supplied vector.
|
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. |
Vector4f |
Vector4f.set(Vector3fc v,
float w)
Set the first three components of this to the components of
v and the last component to w. |
Matrix3f |
Matrix3f.set(Vector3fc col0,
Vector3fc col1,
Vector3fc col2)
Set the three columns of this matrix to the supplied vectors, respectively.
|
Matrix4x3f |
Matrix4x3f.set(Vector3fc col0,
Vector3fc col1,
Vector3fc col2,
Vector3fc col3)
Set the four columns of this matrix to the supplied vectors, respectively.
|
Matrix3f |
Matrix3f.setColumn(int column,
Vector3fc src)
Set the column at the given
column index, starting with 0. |
Matrix4x3f |
Matrix4x3f.setColumn(int column,
Vector3fc src)
Set the column at the given
column index, starting with 0. |
Matrix4f |
Matrix4f.setLookAlong(Vector3fc dir,
Vector3fc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix3f |
Matrix3f.setLookAlong(Vector3fc dir,
Vector3fc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4x3f |
Matrix4x3f.setLookAlong(Vector3fc dir,
Vector3fc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4f |
Matrix4f.setLookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4x3f |
Matrix4x3f.setLookAt(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.setLookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
Matrix4x3f |
Matrix4x3f.setLookAtLH(Vector3fc eye,
Vector3fc center,
Vector3fc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
AABBf |
AABBf.setMax(Vector3fc max)
Set the maximum corner coordinates.
|
AABBf |
AABBf.setMin(Vector3fc min)
Set the minimum corner coordinates.
|
Matrix3f |
Matrix3f.setRow(int row,
Vector3fc src)
Set the row at the given
row index, starting with 0. |
Matrix4f |
Matrix4f.setTranslation(Vector3fc xyz)
Set only the translation components
(m30, m31, m32) of this matrix to the values (xyz.x, xyz.y, xyz.z). |
Matrix4x3f |
Matrix4x3f.setTranslation(Vector3fc xyz)
Set only the translation components
(m30, m31, m32) of this matrix to the values (xyz.x, xyz.y, xyz.z). |
Vector3f |
Vector3fc.smoothStep(Vector3fc v,
float t,
Vector3f dest)
Compute a smooth-step (i.e.
|
Vector3f |
Vector3f.smoothStep(Vector3fc v,
float t,
Vector3f dest) |
Vector3d |
Vector3d.sub(Vector3fc v)
Subtract the supplied vector from this one.
|
Vector3f |
Vector3f.sub(Vector3fc v)
Subtract the supplied vector from this one and store the result in
this. |
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. |
Vector3f |
Vector3fc.sub(Vector3fc v,
Vector3f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3f |
Vector3f.sub(Vector3fc v,
Vector3f dest) |
static void |
GeometryUtils.tangent(Vector3fc v1,
Vector2fc uv1,
Vector3fc v2,
Vector2fc uv2,
Vector3fc v3,
Vector2fc uv3,
Vector3f dest)
Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result in
dest. |
static void |
GeometryUtils.tangentBitangent(Vector3fc v1,
Vector2fc uv1,
Vector3fc v2,
Vector2fc uv2,
Vector3fc v3,
Vector2fc uv3,
Vector3f destTangent,
Vector3f destBitangent)
Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result in
dest. |
boolean |
FrustumIntersection.testAab(Vector3fc min,
Vector3fc max)
Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined by
this frustum culler. |
static boolean |
Intersectionf.testAabAab(Vector3fc minA,
Vector3fc maxA,
Vector3fc minB,
Vector3fc maxB)
Test whether the axis-aligned box with minimum corner
minA and maximum corner maxA
intersects the axis-aligned box with minimum corner minB and maximum corner maxB. |
static boolean |
Intersectionf.testAabPlane(Vector3fc min,
Vector3fc max,
float a,
float b,
float c,
float d)
Test whether the axis-aligned box with minimum corner
min and maximum corner max
intersects the plane with the general equation a*x + b*y + c*z + d = 0. |
static boolean |
Intersectionf.testAabSphere(Vector3fc min,
Vector3fc max,
Vector3fc center,
float radiusSquared)
Test whether the axis-aligned box with minimum corner
min and maximum corner max
intersects the sphere with the given center and square radius radiusSquared. |
static boolean |
Intersectionf.testLineSegmentSphere(Vector3fc p0,
Vector3fc p1,
Vector3fc center,
float radiusSquared)
Test whether the line segment with the end points
p0 and p1
intersects the given sphere with center center and square radius radiusSquared. |
static boolean |
Intersectionf.testLineSegmentTriangle(Vector3fc p0,
Vector3fc p1,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon)
Test 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. |
boolean |
AABBf.testPoint(Vector3fc point)
Test whether the given point lies inside this AABB.
|
boolean |
FrustumIntersection.testPoint(Vector3fc point)
Test whether the given point is within the frustum defined by
this frustum culler. |
static boolean |
Intersectionf.testRayAab(Vector3fc origin,
Vector3fc dir,
Vector3fc min,
Vector3fc max)
Test whether the ray with the given
origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max. |
static boolean |
Intersectionf.testRaySphere(Vector3fc origin,
Vector3fc dir,
Vector3fc center,
float radiusSquared)
Test whether the ray with the given
origin and normalized direction dir
intersects the sphere with the given center and square radius. |
static boolean |
Intersectionf.testRayTriangle(Vector3fc origin,
Vector3fc dir,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon)
Test whether the ray with the given
origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2. |
static boolean |
Intersectionf.testRayTriangleFront(Vector3fc origin,
Vector3fc dir,
Vector3fc v0,
Vector3fc v1,
Vector3fc v2,
float epsilon)
Test whether the ray with the given
origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2. |
boolean |
FrustumIntersection.testSphere(Vector3fc center,
float radius)
Test whether the given sphere is partly or completely within or outside of the frustum defined by
this frustum culler. |
static boolean |
Intersectionf.testSphereSphere(Vector3fc centerA,
float radiusSquaredA,
Vector3fc centerB,
float radiusSquaredB)
Test whether the one sphere with center
centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB. |
Vector3f |
Matrix3d.transform(Vector3fc v,
Vector3f dest) |
Vector3f |
Quaternionfc.transform(Vector3fc vec,
Vector3f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3f |
AxisAngle4f.transform(Vector3fc v,
Vector3f dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4f
and store the result in dest. |
Vector3f |
AxisAngle4d.transform(Vector3fc v,
Vector3f dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4d
and store the result in dest. |
Vector3f |
Matrix3f.transform(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix3fc.transform(Vector3fc v,
Vector3f dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3f |
Matrix3dc.transform(Vector3fc v,
Vector3f dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3f |
Quaternionf.transform(Vector3fc vec,
Vector3f dest) |
Matrix4f |
Matrix4fc.transformAab(Vector3fc min,
Vector3fc max,
Vector3f outMin,
Vector3f 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. |
Matrix4f |
Matrix4f.transformAab(Vector3fc min,
Vector3fc max,
Vector3f outMin,
Vector3f outMax) |
Matrix4x3f |
Matrix4x3fc.transformAab(Vector3fc min,
Vector3fc max,
Vector3f outMin,
Vector3f 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. |
Matrix4x3f |
Matrix4x3f.transformAab(Vector3fc min,
Vector3fc max,
Vector3f outMin,
Vector3f outMax) |
Vector3f |
Matrix4fc.transformDirection(Vector3fc v,
Vector3f 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. |
Vector3f |
Matrix4dc.transformDirection(Vector3fc v,
Vector3f 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. |
Vector3f |
Matrix4f.transformDirection(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix4d.transformDirection(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix4x3fc.transformDirection(Vector3fc v,
Vector3f 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. |
Vector3f |
Matrix4x3f.transformDirection(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix4fc.transformPosition(Vector3fc v,
Vector3f 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. |
Vector3f |
Matrix4f.transformPosition(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix4x3fc.transformPosition(Vector3fc v,
Vector3f 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. |
Vector3f |
Matrix4x3f.transformPosition(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix4fc.transformProject(Vector3fc v,
Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector3f |
Matrix4f.transformProject(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix3f.transformTranspose(Vector3fc v,
Vector3f dest) |
Vector3f |
Matrix3fc.transformTranspose(Vector3fc v,
Vector3f dest)
Transform the given vector by the transpose of this matrix and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4d.translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3f |
Matrix4x3f.translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4dc.translate(Vector3fc offset,
Matrix4d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4d |
Matrix4d.translate(Vector3fc offset,
Matrix4d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4fc.translate(Vector3fc offset,
Matrix4f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4f.translate(Vector3fc offset,
Matrix4f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3dc.translate(Vector3fc offset,
Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translate(Vector3fc offset,
Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3f |
Matrix4x3fc.translate(Vector3fc offset,
Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3f |
Matrix4x3f.translate(Vector3fc offset,
Matrix4x3f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4d.translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4x3f |
Matrix4x3f.translateLocal(Vector3fc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4dc.translateLocal(Vector3fc offset,
Matrix4d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4d |
Matrix4d.translateLocal(Vector3fc offset,
Matrix4d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4fc.translateLocal(Vector3fc offset,
Matrix4f dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4f.translateLocal(Vector3fc offset,
Matrix4f dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3dc.translateLocal(Vector3fc offset,
Matrix4x3d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translateLocal(Vector3fc offset,
Matrix4x3d dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3f |
Matrix4x3fc.translateLocal(Vector3fc offset,
Matrix4x3f dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3f |
Matrix4x3f.translateLocal(Vector3fc offset,
Matrix4x3f dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
Matrix4f.translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4d |
Matrix4d.translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4x3f |
Matrix4x3f.translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4d |
Matrix4d.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
double scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale. |
Matrix4f |
Matrix4f.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
float scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale. |
Matrix4x3d |
Matrix4x3d.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4f |
Matrix4f.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4d |
Matrix4d.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4x3f |
Matrix4x3f.translationRotateScale(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4d |
Matrix4d.translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
double scale)
Set
this matrix to (T * R * S)-1, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale. |
Matrix4f |
Matrix4f.translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
float scale)
Set
this matrix to (T * R * S)-1, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales all three axes by scale. |
Matrix4f |
Matrix4f.translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to (T * R * S)-1, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4d |
Matrix4d.translationRotateScaleInvert(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale)
Set
this matrix to (T * R * S)-1, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4x3f |
Matrix4x3f.translationRotateScaleMul(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale,
Matrix4x3f m)
Set
this matrix to T * R * S * M, where T is the given translation,
R is a rotation transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale. |
Matrix4d |
Matrix4d.translationRotateScaleMulAffine(Vector3fc translation,
Quaterniondc quat,
Vector3fc scale,
Matrix4d m)
Set
this matrix to T * R * S * M, where T is the given translation,
R is a rotation - and possibly scaling - transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale and M is an affine matrix. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(Vector3fc translation,
Quaternionfc quat,
Vector3fc scale,
Matrix4f m)
Set
this matrix to T * R * S * M, where T is the given translation,
R is a rotation - and possibly scaling - transformation specified by the given quaternion, S is a scaling transformation
which scales the axes by scale and M is an affine matrix. |
Matrix4f |
Matrix4f.translationRotateTowards(Vector3fc pos,
Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
pos and aligns the local -z
axis with dir. |
Matrix4x3f |
Matrix4x3f.translationRotateTowards(Vector3fc pos,
Vector3fc dir,
Vector3fc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that translates to the given
pos and aligns the local -z
axis with dir. |
AABBf |
AABBf.union(Vector3fc p)
Set
this to the union of this and the given point p. |
AABBf |
AABBf.union(Vector3fc p,
AABBf dest)
Compute the union of
this and the given point p and store the result in dest. |
Vector3f |
Matrix4fc.unproject(Vector3fc winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
Matrix4f.unproject(Vector3fc winCoords,
int[] viewport,
Vector3f dest) |
Vector4f |
Matrix4fc.unproject(Vector3fc winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
Vector3f |
Matrix4fc.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
Matrix4f.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector3f dest) |
Vector4f |
Matrix4fc.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
Matrix4f |
Matrix4f.withLookAtUp(Vector3fc up)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by
Matrix4f.positiveY(Vector3f))
will be coplanar to the plane spanned by the local Z axis (as obtained by Matrix4f.positiveZ(Vector3f)) and the
given vector up. |
Matrix4f |
Matrix4fc.withLookAtUp(Vector3fc up,
Matrix4f dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by
Matrix4fc.positiveY(Vector3f))
will be coplanar to the plane spanned by the local Z axis (as obtained by Matrix4fc.positiveZ(Vector3f)) and the
given vector up, and store the result in dest. |
Matrix4f |
Matrix4f.withLookAtUp(Vector3fc up,
Matrix4f dest) |
| Constructor and Description |
|---|
AABBf(Vector3fc min,
Vector3fc max)
Create a new
AABBf with the given minimum and maximum corner coordinates. |
AxisAngle4f(float angle,
Vector3fc v)
Create a new
AxisAngle4f with the given values. |
LineSegmentf(Vector3fc a,
Vector3fc b)
Create a new
LineSegmentf between the given two points. |
Matrix3f(Vector3fc col0,
Vector3fc col1,
Vector3fc col2)
Create a new
Matrix3f and initialize its three columns using the supplied vectors. |
Matrix4x3f(Vector3fc col0,
Vector3fc col1,
Vector3fc col2,
Vector3fc col3)
Create a new
Matrix4x3f and initialize its four columns using the supplied vectors. |
Planef(Vector3fc point,
Vector3fc normal)
|
Rayf(Vector3fc origin,
Vector3fc direction)
|
Vector3d(Vector3fc v)
Create a new
Vector3d whose values will be copied from the given vector. |
Vector3f(Vector3fc v)
Create a new
Vector3f with the same values as v. |
Vector4d(Vector3fc v,
double w)
Create a new
Vector4d with the x, y, and z components from the
given v and the w component from the given w. |
Vector4f(Vector3fc v,
float w)
|
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