| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| org.joml.internal |
Contains internal classes.
|
| Modifier and Type | Method and Description |
|---|---|
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w)
Increment the components of this vector by the given values.
|
Vector4f |
Vector4fc.add(float x,
float y,
float z,
float w,
Vector4f dest)
Increment the components of this vector by the given values and store the result in
dest. |
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4f.add(Vector4fc v)
Add the supplied vector to this one.
|
Vector4f |
Vector4fc.add(Vector4fc v,
Vector4f dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4f |
Vector4f.add(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4f.ceil()
Set each component of this vector to the smallest (closest to negative
infinity)
float value that is greater than or equal to that
component and is equal to a mathematical integer. |
Vector4f |
Vector4fc.ceil(Vector4f dest)
Compute for each component of this vector the smallest (closest to negative
infinity)
float value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest. |
Vector4f |
Vector4f.ceil(Vector4f dest) |
Vector4f |
Vector4f.div(float scalar)
Divide all components of this
Vector4f by the given scalar
value. |
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w)
Divide the components of this Vector4f by the given scalar values and store the result in
this. |
Vector4f |
Vector4fc.div(float x,
float y,
float z,
float w,
Vector4f dest)
Divide the components of this Vector4f by the given scalar values and store the result in
dest. |
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.div(float scalar,
Vector4f dest)
Divide all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.div(float scalar,
Vector4f dest) |
Vector4f |
Vector4f.div(Vector4fc v)
Divide this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4fc.div(Vector4fc v,
Vector4f dest)
Divide this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.div(Vector4fc v,
Vector4f dest) |
static Vector4f |
Planef.equationFromPoints(float v0X,
float v0Y,
float v0Z,
float v1X,
float v1Y,
float v1Z,
float v2X,
float v2Y,
float v2Z,
Vector4f 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 Vector4f |
Planef.equationFromPoints(Vector3f v0,
Vector3f v1,
Vector3f v2,
Vector4f 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. |
Vector4f |
Vector4f.floor()
Set each component of this vector to the largest (closest to positive
infinity)
float value that is less than or equal to that
component and is equal to a mathematical integer. |
Vector4f |
Vector4fc.floor(Vector4f dest)
Compute for each component of this vector the largest (closest to positive
infinity)
float value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest. |
Vector4f |
Vector4f.floor(Vector4f dest) |
Vector4f |
Vector4f.fma(float a,
Vector4fc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4fc.fma(float a,
Vector4fc b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(float a,
Vector4fc b,
Vector4f dest) |
Vector4f |
Vector4f.fma(Vector4fc a,
Vector4fc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4fc.fma(Vector4fc a,
Vector4fc b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(Vector4fc a,
Vector4fc b,
Vector4f dest) |
Vector4f |
Matrix4fc.frustumPlane(int plane,
Vector4f 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. |
Vector4f |
Matrix4f.frustumPlane(int plane,
Vector4f planeEquation) |
Vector4f |
Matrix4fc.getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0. |
Vector4f |
Matrix4f.getColumn(int column,
Vector4f dest) |
Vector4f |
Matrix4fc.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Matrix4f.getRow(int row,
Vector4f dest) |
Vector4f |
Matrix4x3fc.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Matrix4x3f.getRow(int row,
Vector4f dest) |
Vector4f |
Vector4fc.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f 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. |
Vector4f |
Vector4f.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f dest) |
Vector4f |
Vector4f.lerp(Vector4fc other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector4f |
Vector4fc.lerp(Vector4fc other,
float t,
Vector4f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4f |
Vector4f.lerp(Vector4fc other,
float t,
Vector4f dest) |
Vector4f |
Vector4f.max(Vector4fc v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector4f |
Vector4fc.max(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector4f |
Vector4f.max(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4f.min(Vector4fc v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector4f |
Vector4fc.min(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector4f |
Vector4f.min(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4f.mul(float scalar)
Multiply all components of this
Vector4f by the given scalar
value. |
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w)
Multiply the components of this Vector4f by the given scalar values and store the result in
this. |
Vector4f |
Vector4fc.mul(float x,
float y,
float z,
float w,
Vector4f dest)
Multiply the components of this Vector4f by the given scalar values and store the result in
dest. |
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.mul(float scalar,
Vector4f dest)
Multiply all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.mul(float scalar,
Vector4f dest) |
Vector4f |
Vector4f.mul(Matrix4fc mat)
Multiply the given matrix mat with this Vector4f and store the result in
this. |
Vector4f |
Vector4fc.mul(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4f.mul(Matrix4x3fc mat)
Multiply the given matrix mat with this Vector4f and store the result in
this. |
Vector4f |
Vector4fc.mul(Matrix4x3fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Matrix4x3fc mat,
Vector4f dest) |
Vector4f |
Vector4f.mul(Vector4fc v)
Multiply this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4fc.mul(Vector4fc v,
Vector4f dest)
Multiply this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4fc.mulAffine(Matrix4fc mat,
Vector4f dest)
Multiply the given affine matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mulAffine(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4f.mulProject(Matrix4fc mat)
Multiply the given matrix
mat with this Vector4f, perform perspective division. |
Vector4f |
Vector4fc.mulProject(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix
mat with this Vector4f, perform perspective division
and store the result in dest. |
Vector4f |
Vector4f.mulProject(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4f.negate()
Negate this vector.
|
Vector4f |
Vector4fc.negate(Vector4f dest)
Negate this vector and store the result in
dest. |
Vector4f |
Vector4f.negate(Vector4f dest) |
Vector4f |
Vector4f.normalize()
Normalizes this vector.
|
Vector4f |
Vector4f.normalize(float length)
Scale this vector to have the given length.
|
Vector4f |
Vector4fc.normalize(float length,
Vector4f dest)
Scale this vector to have the given length and store the result in
dest. |
Vector4f |
Vector4f.normalize(float length,
Vector4f dest) |
Vector4f |
Vector4fc.normalize(Vector4f dest)
Normalizes this vector and store the result in
dest. |
Vector4f |
Vector4f.normalize(Vector4f dest) |
Vector4f |
Vector4f.normalize3()
Normalize this vector by computing only the norm of
(x, y, z). |
Vector4f |
Vector4f.normalize3(Vector4f dest) |
Vector4f |
Matrix4fc.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest)
Project the given
(x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector4f 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) |
Vector4f |
Vector4f.rotate(Quaternionfc quat)
Rotate this vector by the given quaternion
quat and store the result in this. |
Vector4f |
Vector4fc.rotate(Quaternionfc quat,
Vector4f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector4f |
Vector4f.rotate(Quaternionfc quat,
Vector4f dest) |
Vector4f |
Vector4f.rotateAbout(float angle,
float x,
float y,
float z)
Rotate this vector the specified radians around the given rotation axis.
|
Vector4f |
Vector4fc.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest)
Rotate this vector the specified radians around the given rotation axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest) |
Vector4f |
Vector4f.rotateX(float angle)
Rotate this vector the specified radians around the X axis.
|
Vector4f |
Vector4fc.rotateX(float angle,
Vector4f dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateX(float angle,
Vector4f dest) |
Vector4f |
Vector4f.rotateY(float angle)
Rotate this vector the specified radians around the Y axis.
|
Vector4f |
Vector4fc.rotateY(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateY(float angle,
Vector4f dest) |
Vector4f |
Vector4f.rotateZ(float angle)
Rotate this vector the specified radians around the Z axis.
|
Vector4f |
Vector4fc.rotateZ(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateZ(float angle,
Vector4f dest) |
Vector4f |
Vector4f.round()
Set each component of this vector to the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity.
|
Vector4f |
Vector4fc.round(Vector4f dest)
Compute for each component of this vector the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity and store
the result in
dest. |
Vector4f |
Vector4f.round(Vector4f dest) |
Vector4f |
Vector4f.set(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector4f |
Vector4f.set(float d)
Set the x, y, z, and w components to the supplied value.
|
Vector4f |
Vector4f.set(FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer at the current
buffer position. |
Vector4f |
Vector4f.set(float x,
float y,
float z,
float w)
Set the x, y, z, and w components to the supplied values.
|
Vector4f |
Vector4f.set(int index,
ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
Vector4f.set(int index,
FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
Vector4f.set(Vector2fc v,
float z,
float w)
Sets the first two components of this to the components of given
v
and last two components to the given z, and w. |
Vector4f |
Vector4f.set(Vector2ic v,
float z,
float w)
Sets the first two components of this to the components of given
v
and last two components to the given z, and 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. |
Vector4f |
Vector4f.set(Vector3ic v,
float w)
Set the first three components of this to the components of
v and the last component to w. |
Vector4f |
Vector4f.set(Vector4dc v)
Set this
Vector4f to the values of the given v. |
Vector4f |
Vector4f.set(Vector4fc v)
Set this
Vector4f to the values of the given v. |
Vector4f |
Vector4f.set(Vector4ic v)
Set this
Vector4f to the values of the given v. |
Vector4f |
Vector4f.setComponent(int component,
float value)
Set the value of the specified component of this vector.
|
Vector4f |
Vector4fc.smoothStep(Vector4fc v,
float t,
Vector4f dest)
Compute a smooth-step (i.e.
|
Vector4f |
Vector4f.smoothStep(Vector4fc v,
float t,
Vector4f dest) |
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w)
Subtract
(x, y, z, w) from this. |
Vector4f |
Vector4fc.sub(float x,
float y,
float z,
float w,
Vector4f dest)
Subtract
(x, y, z, w) from this and store the result in dest. |
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4f.sub(Vector4fc v)
Subtract the supplied vector from this one.
|
Vector4f |
Vector4fc.sub(Vector4fc v,
Vector4f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4f |
Vector4f.sub(Vector4fc v,
Vector4f dest) |
Vector4f |
Matrix4fc.transform(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector
(x, y, z, w) by this matrix and store the result in dest. |
Vector4f |
Matrix4f.transform(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Quaternionfc.transform(float x,
float y,
float z,
Vector4f dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector4f |
Quaternionf.transform(float x,
float y,
float z,
Vector4f dest) |
Vector4f |
Matrix4fc.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Quaternionfc.transform(Vector4f vec)
Transform the given vector by this quaternion.
|
Vector4f |
AxisAngle4f.transform(Vector4f v)
Transform the given vector by the rotation transformation described by this
AxisAngle4f. |
Vector4f |
Matrix4f.transform(Vector4f v) |
Vector4f |
Matrix4x3fc.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Matrix4x3f.transform(Vector4f v) |
Vector4f |
Quaternionf.transform(Vector4f vec) |
Vector4f |
Matrix4fc.transform(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Quaternionfc.transform(Vector4fc vec,
Vector4f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4f |
AxisAngle4f.transform(Vector4fc v,
Vector4f dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4f
and store the result in dest. |
Vector4f |
Matrix4f.transform(Vector4fc v,
Vector4f dest) |
Vector4f |
Matrix4x3fc.transform(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Matrix4x3f.transform(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionf.transform(Vector4fc vec,
Vector4f dest) |
Vector4f |
Matrix4fc.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the 4D-vector
(x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Matrix4fc.transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(Vector4f v) |
Vector4f |
Matrix4fc.transformAffine(Vector4fc v,
Vector4f dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveX(Vector4f dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveX(Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveY(Vector4f dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveY(Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveZ(Vector4f dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveZ(Vector4f dest) |
Vector4f |
Matrix4fc.transformProject(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector
(x, y, z, w) by this matrix, perform perspective divide and store the result in dest. |
Vector4f |
Matrix4f.transformProject(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Matrix4fc.transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
Matrix4f.transformProject(Vector4f v) |
Vector4f |
Matrix4fc.transformProject(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4f |
Matrix4f.transformProject(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveX(Vector4f dest)
Transform the vector
(1, 0, 0) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveX(Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveY(Vector4f dest)
Transform the vector
(0, 1, 0) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveY(Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveZ(Vector4f dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveZ(Vector4f dest) |
Vector4f |
Matrix4fc.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f 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) |
Vector4f |
Matrix4fc.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f 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) |
Vector4f |
Vector4f.zero()
Set all components to zero.
|
| Modifier and Type | Method and Description |
|---|---|
Vector4f |
Vector4fc.add(float x,
float y,
float z,
float w,
Vector4f dest)
Increment the components of this vector by the given values and store the result in
dest. |
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.add(Vector4fc v,
Vector4f dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4f |
Vector4f.add(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4fc.ceil(Vector4f dest)
Compute for each component of this vector the smallest (closest to negative
infinity)
float value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest. |
Vector4f |
Vector4f.ceil(Vector4f dest) |
Vector4f |
Vector4fc.div(float x,
float y,
float z,
float w,
Vector4f dest)
Divide the components of this Vector4f by the given scalar values and store the result in
dest. |
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.div(float scalar,
Vector4f dest)
Divide all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.div(float scalar,
Vector4f dest) |
Vector4f |
Vector4fc.div(Vector4fc v,
Vector4f dest)
Divide this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.div(Vector4fc v,
Vector4f dest) |
static Vector4f |
Planef.equationFromPoints(float v0X,
float v0Y,
float v0Z,
float v1X,
float v1Y,
float v1Z,
float v2X,
float v2Y,
float v2Z,
Vector4f 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 Vector4f |
Planef.equationFromPoints(Vector3f v0,
Vector3f v1,
Vector3f v2,
Vector4f 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. |
Vector4f |
Vector4fc.floor(Vector4f dest)
Compute for each component of this vector the largest (closest to positive
infinity)
float value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest. |
Vector4f |
Vector4f.floor(Vector4f dest) |
Vector4f |
Vector4fc.fma(float a,
Vector4fc b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(float a,
Vector4fc b,
Vector4f dest) |
Vector4f |
Vector4fc.fma(Vector4fc a,
Vector4fc b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(Vector4fc a,
Vector4fc b,
Vector4f dest) |
Vector4f |
Matrix4fc.frustumPlane(int plane,
Vector4f 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. |
Vector4f |
Matrix4f.frustumPlane(int plane,
Vector4f planeEquation) |
Vector4f |
Matrix4fc.getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0. |
Vector4f |
Matrix4f.getColumn(int column,
Vector4f dest) |
Vector4f |
Matrix4fc.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Matrix4f.getRow(int row,
Vector4f dest) |
Vector4f |
Matrix4x3fc.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Matrix4x3f.getRow(int row,
Vector4f dest) |
Vector4f |
Vector4fc.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f 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. |
Vector4f |
Vector4f.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f dest) |
static boolean |
Intersectionf.intersectPlaneSphere(float a,
float b,
float c,
float d,
float centerX,
float centerY,
float centerZ,
float radius,
Vector4f 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 |
Intersectionf.intersectPlaneSweptSphere(float a,
float b,
float c,
float d,
float cX,
float cY,
float cZ,
float radius,
float vX,
float vY,
float vZ,
Vector4f 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 |
Intersectionf.intersectSphereSphere(float aX,
float aY,
float aZ,
float radiusSquaredA,
float bX,
float bY,
float bZ,
float radiusSquaredB,
Vector4f 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 |
Intersectionf.intersectSphereSphere(Spheref sphereA,
Spheref sphereB,
Vector4f 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 |
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. |
static int |
Intersectionf.intersectSweptSphereTriangle(float centerX,
float centerY,
float centerZ,
float radius,
float velX,
float velY,
float velZ,
float v0X,
float v0Y,
float v0Z,
float v1X,
float v1Y,
float v1Z,
float v2X,
float v2Y,
float v2Z,
float epsilon,
float maxT,
Vector4f 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). |
Vector4f |
Vector4fc.lerp(Vector4fc other,
float t,
Vector4f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4f |
Vector4f.lerp(Vector4fc other,
float t,
Vector4f dest) |
Vector4f |
Vector4fc.max(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector4f |
Vector4f.max(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4fc.min(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector4f |
Vector4f.min(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4fc.mul(float x,
float y,
float z,
float w,
Vector4f dest)
Multiply the components of this Vector4f by the given scalar values and store the result in
dest. |
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.mul(float scalar,
Vector4f dest)
Multiply all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.mul(float scalar,
Vector4f dest) |
Vector4f |
Vector4fc.mul(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4fc.mul(Matrix4x3fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Matrix4x3fc mat,
Vector4f dest) |
Vector4f |
Vector4fc.mul(Vector4fc v,
Vector4f dest)
Multiply this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mul(Vector4fc v,
Vector4f dest) |
Vector4f |
Vector4fc.mulAffine(Matrix4fc mat,
Vector4f dest)
Multiply the given affine matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mulAffine(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4fc.mulProject(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix
mat with this Vector4f, perform perspective division
and store the result in dest. |
Vector4f |
Vector4f.mulProject(Matrix4fc mat,
Vector4f dest) |
Vector4f |
Vector4fc.negate(Vector4f dest)
Negate this vector and store the result in
dest. |
Vector4f |
Vector4f.negate(Vector4f dest) |
Vector4f |
Vector4fc.normalize(float length,
Vector4f dest)
Scale this vector to have the given length and store the result in
dest. |
Vector4f |
Vector4f.normalize(float length,
Vector4f dest) |
Vector4f |
Vector4fc.normalize(Vector4f dest)
Normalizes this vector and store the result in
dest. |
Vector4f |
Vector4f.normalize(Vector4f dest) |
Vector4f |
Vector4f.normalize3(Vector4f dest) |
Vector4f |
Matrix4fc.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest)
Project the given
(x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector4f 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) |
Vector4f |
Vector4fc.rotate(Quaternionfc quat,
Vector4f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector4f |
Vector4f.rotate(Quaternionfc quat,
Vector4f dest) |
Vector4f |
Vector4fc.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest)
Rotate this vector the specified radians around the given rotation axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest) |
Vector4f |
Vector4fc.rotateX(float angle,
Vector4f dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateX(float angle,
Vector4f dest) |
Vector4f |
Vector4fc.rotateY(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateY(float angle,
Vector4f dest) |
Vector4f |
Vector4fc.rotateZ(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Vector4f |
Vector4f.rotateZ(float angle,
Vector4f dest) |
Vector4f |
Vector4fc.round(Vector4f dest)
Compute for each component of this vector the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity and store
the result in
dest. |
Vector4f |
Vector4f.round(Vector4f dest) |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light. |
Matrix4f |
Matrix4fc.shadow(Vector4f light,
float a,
float b,
float c,
float d,
Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light
and store the result in dest. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d,
Matrix4f dest) |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f 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. |
Matrix4f |
Matrix4fc.shadow(Vector4f light,
Matrix4fc planeTransform,
Matrix4f dest)
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
and store the result in dest. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4fc planeTransform,
Matrix4f dest) |
Vector4f |
Vector4fc.smoothStep(Vector4fc v,
float t,
Vector4f dest)
Compute a smooth-step (i.e.
|
Vector4f |
Vector4f.smoothStep(Vector4fc v,
float t,
Vector4f dest) |
Vector4f |
Vector4fc.sub(float x,
float y,
float z,
float w,
Vector4f dest)
Subtract
(x, y, z, w) from this and store the result in dest. |
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Vector4fc.sub(Vector4fc v,
Vector4f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4f |
Vector4f.sub(Vector4fc v,
Vector4f dest) |
Vector4f |
Matrix4fc.transform(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector
(x, y, z, w) by this matrix and store the result in dest. |
Vector4f |
Matrix4f.transform(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Quaternionfc.transform(float x,
float y,
float z,
Vector4f dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector4f |
Quaternionf.transform(float x,
float y,
float z,
Vector4f dest) |
Vector4f |
Matrix4fc.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Quaternionfc.transform(Vector4f vec)
Transform the given vector by this quaternion.
|
Vector4f |
AxisAngle4f.transform(Vector4f v)
Transform the given vector by the rotation transformation described by this
AxisAngle4f. |
Vector4f |
Matrix4f.transform(Vector4f v) |
Vector4f |
Matrix4x3fc.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Matrix4x3f.transform(Vector4f v) |
Vector4f |
Quaternionf.transform(Vector4f vec) |
Vector4f |
Matrix4fc.transform(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Quaternionfc.transform(Vector4fc vec,
Vector4f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4f |
AxisAngle4f.transform(Vector4fc v,
Vector4f dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4f
and store the result in dest. |
Vector4f |
Matrix4f.transform(Vector4fc v,
Vector4f dest) |
Vector4f |
Matrix4x3fc.transform(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Matrix4x3f.transform(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionf.transform(Vector4fc vec,
Vector4f dest) |
Vector4f |
Matrix4fc.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the 4D-vector
(x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Matrix4fc.transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(Vector4f v) |
Vector4f |
Matrix4fc.transformAffine(Vector4fc v,
Vector4f dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. |
Vector4f |
Matrix4f.transformAffine(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveX(Vector4f dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveX(Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveY(Vector4f dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveY(Vector4f dest) |
Vector4f |
Quaternionfc.transformPositiveZ(Vector4f dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector4f |
Quaternionf.transformPositiveZ(Vector4f dest) |
Vector4f |
Matrix4fc.transformProject(float x,
float y,
float z,
float w,
Vector4f dest)
Transform/multiply the vector
(x, y, z, w) by this matrix, perform perspective divide and store the result in dest. |
Vector4f |
Matrix4f.transformProject(float x,
float y,
float z,
float w,
Vector4f dest) |
Vector4f |
Matrix4fc.transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
Matrix4f.transformProject(Vector4f v) |
Vector4f |
Matrix4fc.transformProject(Vector4fc v,
Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4f |
Matrix4f.transformProject(Vector4fc v,
Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveX(Vector4f dest)
Transform the vector
(1, 0, 0) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveX(Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveY(Vector4f dest)
Transform the vector
(0, 1, 0) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveY(Vector4f dest) |
Vector4f |
Quaternionfc.transformUnitPositiveZ(Vector4f dest)
Transform the vector
(0, 0, 1) by this unit quaternion. |
Vector4f |
Quaternionf.transformUnitPositiveZ(Vector4f dest) |
Vector4f |
Matrix4fc.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f 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) |
Vector4f |
Matrix4fc.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
(winX, winY, winZ) by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f 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) |
| Modifier and Type | Method and Description |
|---|---|
abstract void |
MemUtil.broadcast(float c,
Vector4f dest) |
void |
MemUtil.MemUtilNIO.broadcast(float c,
Vector4f dest) |
abstract void |
MemUtil.copy(Vector4f src,
Vector4f dst) |
void |
MemUtil.MemUtilNIO.copy(Vector4f src,
Vector4f dst) |
abstract void |
MemUtil.get(Vector4f dst,
int offset,
ByteBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector4f dst,
int offset,
ByteBuffer src) |
abstract void |
MemUtil.get(Vector4f dst,
int offset,
FloatBuffer src) |
void |
MemUtil.MemUtilNIO.get(Vector4f dst,
int offset,
FloatBuffer src) |
abstract void |
MemUtil.getColumn0(Matrix4f dest,
Vector4f src) |
void |
MemUtil.MemUtilNIO.getColumn0(Matrix4f dest,
Vector4f src) |
abstract void |
MemUtil.getColumn1(Matrix4f dest,
Vector4f src) |
void |
MemUtil.MemUtilNIO.getColumn1(Matrix4f dest,
Vector4f src) |
abstract void |
MemUtil.getColumn2(Matrix4f dest,
Vector4f src) |
void |
MemUtil.MemUtilNIO.getColumn2(Matrix4f dest,
Vector4f src) |
abstract void |
MemUtil.getColumn3(Matrix4f dest,
Vector4f src) |
void |
MemUtil.MemUtilNIO.getColumn3(Matrix4f dest,
Vector4f src) |
abstract void |
MemUtil.put(Vector4f src,
int offset,
ByteBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector4f src,
int offset,
ByteBuffer dest) |
abstract void |
MemUtil.put(Vector4f src,
int offset,
FloatBuffer dest) |
void |
MemUtil.MemUtilNIO.put(Vector4f src,
int offset,
FloatBuffer dest) |
abstract void |
MemUtil.putColumn0(Matrix4f src,
Vector4f dest) |
void |
MemUtil.MemUtilNIO.putColumn0(Matrix4f src,
Vector4f dest) |
abstract void |
MemUtil.putColumn1(Matrix4f src,
Vector4f dest) |
void |
MemUtil.MemUtilNIO.putColumn1(Matrix4f src,
Vector4f dest) |
abstract void |
MemUtil.putColumn2(Matrix4f src,
Vector4f dest) |
void |
MemUtil.MemUtilNIO.putColumn2(Matrix4f src,
Vector4f dest) |
abstract void |
MemUtil.putColumn3(Matrix4f src,
Vector4f dest) |
void |
MemUtil.MemUtilNIO.putColumn3(Matrix4f src,
Vector4f dest) |
abstract void |
MemUtil.set(Matrix4f dest,
Vector4f col0,
Vector4f col1,
Vector4f col2,
Vector4f col3) |
void |
MemUtil.MemUtilNIO.set(Matrix4f m,
Vector4f col0,
Vector4f col1,
Vector4f col2,
Vector4f col3) |
abstract void |
MemUtil.zero(Vector4f dest) |
void |
MemUtil.MemUtilNIO.zero(Vector4f dest) |
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