public interface Vector4fc
| Modifier and Type | Method and Description |
|---|---|
Vector4f |
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 |
add(Vector4fc v,
Vector4f dest)
Add the supplied vector to this one and store the result in
dest. |
float |
angle(Vector4fc v)
Return the angle between this vector and the supplied vector.
|
float |
angleCos(Vector4fc v)
Return the cosine of the angle between this vector and the supplied vector.
|
Vector4f |
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. |
float |
distance(float x,
float y,
float z,
float w)
Return the distance between
this vector and (x, y, z, w). |
float |
distance(Vector4fc v)
Return the distance between this Vector and
v. |
float |
distanceSquared(float x,
float y,
float z,
float w)
Return the square of the distance between
this vector and
(x, y, z, w). |
float |
distanceSquared(Vector4fc v)
Return the square of the distance between this vector and
v. |
Vector4f |
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 |
div(float scalar,
Vector4f dest)
Divide all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
div(Vector4fc v,
Vector4f dest)
Divide this Vector4f component-wise by another Vector4f and store the result in
dest. |
float |
dot(float x,
float y,
float z,
float w)
Compute the dot product (inner product) of this vector and
(x, y, z, w). |
float |
dot(Vector4fc v)
Compute the dot product (inner product) of this vector and
v
. |
boolean |
equals(float x,
float y,
float z,
float w)
Compare the vector components of
this vector with the given (x, y, z, w)
and return whether all of them are equal. |
boolean |
equals(Vector4fc 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. |
Vector4f |
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 |
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 |
fma(Vector4fc a,
Vector4fc b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
ByteBuffer |
get(ByteBuffer buffer)
Store this vector into the supplied
ByteBuffer at the current
buffer position. |
FloatBuffer |
get(FloatBuffer buffer)
Store this vector into the supplied
FloatBuffer at the current
buffer position. |
float |
get(int component)
Get the value of the specified component of this vector.
|
ByteBuffer |
get(int index,
ByteBuffer buffer)
Store this vector into the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
FloatBuffer |
get(int index,
FloatBuffer buffer)
Store this vector into the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
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. |
boolean |
isFinite()
|
float |
length()
Return the length of this vector.
|
float |
lengthSquared()
Return the length squared of this vector.
|
Vector4f |
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 |
max(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
int |
maxComponent()
Determine the component with the biggest absolute value.
|
Vector4f |
min(Vector4fc v,
Vector4f dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
int |
minComponent()
Determine the component with the smallest (towards zero) absolute value.
|
Vector4f |
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 |
mul(float scalar,
Vector4f dest)
Multiply all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
mul(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
mul(Matrix4x3fc mat,
Vector4f dest)
Multiply the given matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
mul(Vector4fc v,
Vector4f dest)
Multiply this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
mulAffine(Matrix4fc mat,
Vector4f dest)
Multiply the given affine matrix mat with this Vector4f and store the result in
dest. |
Vector4f |
mulProject(Matrix4fc mat,
Vector4f dest)
Multiply the given matrix
mat with this Vector4f, perform perspective division
and store the result in dest. |
Vector4f |
negate(Vector4f dest)
Negate this vector and store the result in
dest. |
Vector4f |
normalize(float length,
Vector4f dest)
Scale this vector to have the given length and store the result in
dest. |
Vector4f |
normalize(Vector4f dest)
Normalizes this vector and store the result in
dest. |
Vector4f |
normalize3(Vector4f dest)
Normalize this vector by computing only the norm of
(x, y, z) and store the result in dest. |
Vector4f |
rotate(Quaternionfc quat,
Vector4f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector4f |
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 |
rotateX(float angle,
Vector4f dest)
Rotate this vector the specified radians around the X axis and store the result
into
dest. |
Vector4f |
rotateY(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Y axis and store the result
into
dest. |
Vector4f |
rotateZ(float angle,
Vector4f dest)
Rotate this vector the specified radians around the Z axis and store the result
into
dest. |
Vector4f |
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 |
smoothStep(Vector4fc v,
float t,
Vector4f dest)
Compute a smooth-step (i.e.
|
Vector4f |
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 |
sub(Vector4fc v,
Vector4f dest)
Subtract the supplied vector from this one and store the result in
dest. |
float |
w() |
float |
x() |
float |
y() |
float |
z() |
float x()
float y()
float z()
float w()
FloatBuffer get(FloatBuffer buffer)
FloatBuffer at the current
buffer position.
This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which
the vector is stored, use get(int, FloatBuffer), taking
the absolute position as parameter.
buffer - will receive the values of this vector in x, y, z, w orderget(int, FloatBuffer)FloatBuffer get(int index, FloatBuffer buffer)
FloatBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given FloatBuffer.
index - the absolute position into the FloatBufferbuffer - will receive the values of this vector in x, y, z, w orderByteBuffer get(ByteBuffer buffer)
ByteBuffer at the current
buffer position.
This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which
the vector is stored, use get(int, ByteBuffer), taking
the absolute position as parameter.
buffer - will receive the values of this vector in x, y, z, w orderget(int, ByteBuffer)ByteBuffer get(int index, ByteBuffer buffer)
ByteBuffer starting at the specified
absolute buffer position/index.
This method will not increment the position of the given ByteBuffer.
index - the absolute position into the ByteBufferbuffer - will receive the values of this vector in x, y, z, w orderVector4f sub(Vector4fc v, Vector4f dest)
dest.v - the vector to subtract from thisdest - will hold the resultVector4f sub(float x, float y, float z, float w, Vector4f dest)
(x, y, z, w) from this and store the result in dest.x - the x component to subtracty - the y component to subtractz - the z component to subtractw - the w component to subtractdest - will hold the resultVector4f add(Vector4fc v, Vector4f dest)
dest.v - the vector to adddest - will hold the resultVector4f add(float x, float y, float z, float w, Vector4f dest)
dest.x - the x component to addy - the y component to addz - the z component to addw - the w component to adddest - will hold the resultVector4f fma(Vector4fc a, Vector4fc b, Vector4f dest)
a * b to this vector
and store the result in dest.a - the first multiplicandb - the second multiplicanddest - will hold the resultVector4f fma(float a, Vector4fc b, Vector4f dest)
a * b to this vector
and store the result in dest.a - the first multiplicandb - the second multiplicanddest - will hold the resultVector4f mul(Vector4fc v, Vector4f dest)
dest.v - the other vectordest - will hold the resultVector4f div(Vector4fc v, Vector4f dest)
dest.v - the vector to divide bydest - will hold the resultVector4f mul(Matrix4fc mat, Vector4f dest)
dest.mat - the matrix to multiply the vector withdest - the destination vector to hold the resultVector4f mulAffine(Matrix4fc mat, Vector4f dest)
dest.mat - the affine matrix to multiply the vector withdest - the destination vector to hold the resultVector4f mul(Matrix4x3fc mat, Vector4f dest)
dest.mat - the matrix to multiply the vector withdest - the destination vector to hold the resultVector4f mulProject(Matrix4fc mat, Vector4f dest)
mat with this Vector4f, perform perspective division
and store the result in dest.mat - the matrix to multiply this vector bydest - will hold the resultVector4f mul(float scalar, Vector4f dest)
Vector4f by the given scalar
value and store the result in dest.scalar - the scalar to multiply bydest - will hold the resultVector4f mul(float x, float y, float z, float w, Vector4f dest)
dest.x - the x component to multiply byy - the y component to multiply byz - the z component to multiply byw - the w component to multiply bydest - will hold the resultVector4f div(float scalar, Vector4f dest)
Vector4f by the given scalar
value and store the result in dest.scalar - the scalar to divide bydest - will hold the resultVector4f div(float x, float y, float z, float w, Vector4f dest)
dest.x - the x component to divide byy - the y component to divide byz - the z component to divide byw - the w component to divide bydest - will hold the resultVector4f rotate(Quaternionfc quat, Vector4f dest)
quat and store the result in dest.quat - the quaternion to rotate this vectordest - will hold the resultQuaternionf.transform(Vector4f)Vector4f rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest)
dest.angle - the angle in radiansaX - the x component of the rotation axisaY - the y component of the rotation axisaZ - the z component of the rotation axisdest - will hold the resultVector4f rotateX(float angle, Vector4f dest)
dest.angle - the angle in radiansdest - will hold the resultVector4f rotateY(float angle, Vector4f dest)
dest.angle - the angle in radiansdest - will hold the resultVector4f rotateZ(float angle, Vector4f dest)
dest.angle - the angle in radiansdest - will hold the resultfloat lengthSquared()
float length()
Vector4f normalize(Vector4f dest)
dest.dest - will hold the resultVector4f normalize(float length, Vector4f dest)
dest.length - the desired lengthdest - will hold the resultVector4f normalize3(Vector4f dest)
(x, y, z) and store the result in dest.dest - will hold the resultfloat distance(Vector4fc v)
v.v - the other vectorfloat distance(float x,
float y,
float z,
float w)
this vector and (x, y, z, w).x - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorw - the w component of the other vectorfloat distanceSquared(Vector4fc v)
v.v - the other vectorfloat distanceSquared(float x,
float y,
float z,
float w)
this vector and
(x, y, z, w).x - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorw - the w component of the other vectorfloat dot(Vector4fc v)
v
.v - the other vectorfloat dot(float x,
float y,
float z,
float w)
(x, y, z, w).x - the x component of the other vectory - the y component of the other vectorz - the z component of the other vectorw - the w component of the other vectorfloat angleCos(Vector4fc v)
Math.cos(angle(v)).v - the other vectorangle(Vector4fc)float angle(Vector4fc v)
v - the other vectorangleCos(Vector4fc)Vector4f negate(Vector4f dest)
dest.dest - will hold the resultVector4f min(Vector4fc v, Vector4f dest)
dest to be the component-wise minimum of this and the other vector.v - the other vectordest - will hold the resultVector4f max(Vector4fc v, Vector4f dest)
dest to be the component-wise maximum of this and the other vector.v - the other vectordest - will hold the resultVector4f lerp(Vector4fc other, float t, Vector4f dest)
this and other using the given interpolation factor t
and store the result in dest.
If t is 0.0 then the result is this. If the interpolation factor is 1.0
then the result is other.
other - the other vectort - the interpolation factor between 0.0 and 1.0dest - will hold the resultVector4f smoothStep(Vector4fc v, float t, Vector4f dest)
this vector and the given vector v and
store the result in dest.v - the other vectort - the interpolation factor, within [0..1]dest - will hold the resultVector4f hermite(Vector4fc t0, Vector4fc v1, Vector4fc t1, float t, Vector4f dest)
this vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest.t0 - the tangent of this vectorv1 - the other vectort1 - the tangent of the other vectort - the interpolation factor, within [0..1]dest - will hold the resultfloat get(int component) throws IllegalArgumentException
component - the component, within [0..3]IllegalArgumentException - if component is not within [0..3]int maxComponent()
[0..3]int minComponent()
[0..3]Vector4f floor(Vector4f dest)
float value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest.dest - will hold the resultVector4f ceil(Vector4f dest)
float value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest.dest - will hold the resultVector4f round(Vector4f dest)
dest.dest - will hold the resultboolean isFinite()
NaN and not
infinity.true if all components are finite floating-point values;
false otherwiseboolean equals(Vector4fc v, float delta)
this vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta.
Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap
and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those
data structures only use the Object.equals(Object) and Object.hashCode() methods.
v - the other vectordelta - the allowed maximum differencetrue whether all of the vector components are equal; false otherwiseboolean equals(float x,
float y,
float z,
float w)
this vector with the given (x, y, z, w)
and return whether all of them are equal.x - the x component to compare toy - the y component to compare toz - the z component to compare tow - the w component to compare totrue if all the vector components are equalCopyright © 2015–2019 JOML. All rights reserved.