| Package | Description |
|---|---|
| org.joml |
Contains all classes of JOML.
|
| Modifier and Type | Class and Description |
|---|---|
class |
Vector3d
Contains the definition of a Vector comprising 3 doubles and associated
transformations.
|
| Modifier and Type | Method and Description |
|---|---|
Vector3d |
Vector3d.add(Vector3dc v)
Add the supplied vector to this one.
|
Vector3d |
Vector3d.add(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.add(Vector3dc v,
Vector3d dest)
Add the supplied vector to this one and store the result in
dest. |
double |
Vector3d.angle(Vector3dc v) |
double |
Vector3dc.angle(Vector3dc v)
Return the angle between this vector and the supplied vector.
|
double |
Vector3d.angleCos(Vector3dc v) |
double |
Vector3dc.angleCos(Vector3dc v)
Return the cosine of the angle between
this vector and
the supplied vector. |
double |
Vector3d.angleSigned(Vector3dc v,
Vector3dc n) |
double |
Vector3dc.angleSigned(Vector3dc v,
Vector3dc n)
Return the signed angle between this vector and the supplied vector with
respect to the plane with the given normal vector
n. |
Matrix4x3d |
Matrix4x3d.arcball(double radius,
Vector3dc center,
double angleX,
double 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. |
Matrix4d |
Matrix4d.arcball(double radius,
Vector3dc center,
double angleX,
double 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. |
Matrix4d |
Matrix4dc.arcball(double radius,
Vector3dc center,
double angleX,
double angleY,
Matrix4d 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. |
Matrix4d |
Matrix4d.arcball(double radius,
Vector3dc center,
double angleX,
double angleY,
Matrix4d dest) |
Matrix4x3d |
Matrix4x3dc.arcball(double radius,
Vector3dc center,
double angleX,
double angleY,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.arcball(double radius,
Vector3dc center,
double angleX,
double angleY,
Matrix4x3d dest) |
Matrix4x3d |
Matrix4x3d.billboardCylindrical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc 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. |
Matrix4d |
Matrix4d.billboardCylindrical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc 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. |
Matrix4x3d |
Matrix4x3d.billboardSpherical(Vector3dc objPos,
Vector3dc 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. |
Matrix4d |
Matrix4d.billboardSpherical(Vector3dc objPos,
Vector3dc 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. |
Matrix4x3d |
Matrix4x3d.billboardSpherical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc 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. |
Matrix4d |
Matrix4d.billboardSpherical(Vector3dc objPos,
Vector3dc targetPos,
Vector3dc 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. |
Vector3d |
Vector3d.cross(Vector3dc v)
Set this vector to be the cross product of this and v2.
|
Vector3d |
Vector3d.cross(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.cross(Vector3dc v,
Vector3d dest)
Calculate the cross product of this and v2 and store the result in
dest. |
double |
Vector3d.distance(Vector3dc v) |
double |
Vector3dc.distance(Vector3dc v)
Return the distance between this vector and
v. |
double |
Vector3d.distanceSquared(Vector3dc v) |
double |
Vector3dc.distanceSquared(Vector3dc v)
Return the square of the distance between this vector and
v. |
Vector3d |
Vector3d.div(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.div(Vector3dc v,
Vector3d dest)
Divide this by
v component-wise and store the result into dest. |
double |
Vector3d.dot(Vector3dc v) |
double |
Vector3dc.dot(Vector3dc v)
Return the dot product of this vector and the supplied vector.
|
boolean |
Vector3d.equals(Vector3dc v,
double delta) |
boolean |
Vector3dc.equals(Vector3dc v,
double 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. |
static int |
Intersectiond.findClosestPointOnTriangle(Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
Vector3dc p,
Vector3d result)
Determine the closest point on the triangle with the vertices
v0, v1, v2
between that triangle and the given point p and store that point into the given result. |
Vector3d |
Vector3d.fma(double a,
Vector3dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
Vector3d.fma(double a,
Vector3dc b,
Vector3d dest) |
Vector3d |
Vector3dc.fma(double a,
Vector3dc b,
Vector3d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3dc b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3dc b,
Vector3d dest) |
Vector3d |
Vector3dc.fma(Vector3dc a,
Vector3dc b,
Vector3d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3fc b,
Vector3d dest) |
Vector3d |
Vector3dc.fma(Vector3dc a,
Vector3fc b,
Vector3d dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Quaterniond |
Quaterniond.fromAxisAngleDeg(Vector3dc axis,
double angle)
Set this quaternion to be a representation of the supplied axis and
angle (in degrees).
|
Quaterniond |
Quaterniond.fromAxisAngleRad(Vector3dc axis,
double angle)
Set this quaternion to be a representation of the supplied axis and
angle (in radians).
|
Vector3d |
Vector3d.half(Vector3dc other)
Compute the half vector between this and the other vector.
|
Vector3d |
Vector3d.half(Vector3dc other,
Vector3d dest) |
Vector3d |
Vector3dc.half(Vector3dc other,
Vector3d dest)
Compute the half vector between this and the other vector and store the result in
dest. |
Vector3d |
Vector3d.hermite(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d dest) |
Vector3d |
Vector3dc.hermite(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d dest)
Compute a hermite interpolation between
this vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
static int |
Intersectiond.intersectLineSegmentAab(Vector3dc p0,
Vector3dc p1,
Vector3dc min,
Vector3dc max,
Vector2d 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 |
Intersectiond.intersectLineSegmentTriangle(Vector3dc p0,
Vector3dc p1,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double epsilon,
Vector3d intersectionPoint)
Determine whether the line segment with the end points
p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection. |
static boolean |
Intersectiond.intersectRayAab(Vector3dc origin,
Vector3dc dir,
Vector3dc min,
Vector3dc max,
Vector2d 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 double |
Intersectiond.intersectRayPlane(Vector3dc origin,
Vector3dc dir,
Vector3dc point,
Vector3dc normal,
double 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 |
Intersectiond.intersectRaySphere(Vector3dc origin,
Vector3dc dir,
Vector3dc center,
double radiusSquared,
Vector2d 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 double |
Intersectiond.intersectRayTriangle(Vector3dc origin,
Vector3dc dir,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double 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 double |
Intersectiond.intersectRayTriangleFront(Vector3dc origin,
Vector3dc dir,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double 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. |
static boolean |
Intersectiond.intersectSphereSphere(Vector3dc centerA,
double radiusSquaredA,
Vector3dc centerB,
double radiusSquaredB,
Vector4d centerAndRadiusOfIntersectionCircle)
Test whether the one sphere with center
centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component. |
Vector3d |
Vector3d.lerp(Vector3dc other,
double t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector3d |
Vector3d.lerp(Vector3dc other,
double t,
Vector3d dest) |
Vector3d |
Vector3dc.lerp(Vector3dc other,
double t,
Vector3d dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Matrix4x3d |
Matrix4x3d.lookAlong(Vector3dc dir,
Vector3dc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix3d |
Matrix3d.lookAlong(Vector3dc dir,
Vector3dc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Quaterniond |
Quaterniond.lookAlong(Vector3dc dir,
Vector3dc up)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.
|
Matrix4d |
Matrix4d.lookAlong(Vector3dc dir,
Vector3dc up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix3d |
Matrix3d.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix3d |
Matrix3dc.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4d |
Matrix4dc.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix4d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4d |
Matrix4d.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix4d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3d |
Matrix4x3dc.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix4x3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4x3d |
Matrix4x3d.lookAlong(Vector3dc dir,
Vector3dc up,
Matrix4x3d dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Quaterniond |
Quaterniond.lookAlong(Vector3dc dir,
Vector3dc up,
Quaterniond dest) |
Quaterniond |
Quaterniondc.lookAlong(Vector3dc dir,
Vector3dc up,
Quaterniond dest)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4d |
Matrix4d.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4d |
Matrix4dc.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4d 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. |
Matrix4d |
Matrix4d.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4d 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. |
Matrix4x3d |
Matrix4x3dc.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.lookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4d |
Matrix4d.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4d |
Matrix4dc.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4d 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. |
Matrix4d |
Matrix4d.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4d 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. |
Matrix4x3d |
Matrix4x3dc.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.lookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up,
Matrix4x3d 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. |
Vector3d |
Vector3d.max(Vector3dc v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3d |
Vector3d.max(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.max(Vector3dc v,
Vector3d dest)
Set the components of
dest to be the component-wise maximum of this and the other vector. |
Vector3d |
Vector3d.min(Vector3dc v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3d |
Vector3d.min(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.min(Vector3dc v,
Vector3d dest)
Set the components of
dest to be the component-wise minimum of this and the other vector. |
Vector3d |
Vector3d.mul(Vector3dc v)
Multiply this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.mul(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.mul(Vector3dc v,
Vector3d dest)
Multiply this by
v component-wise and store the result into dest. |
Vector3d |
Vector3d.orthogonalize(Vector3dc v)
Transform
this vector so that it is orthogonal to the given vector v and normalize the result. |
Vector3d |
Vector3d.orthogonalize(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.orthogonalize(Vector3dc v,
Vector3d dest)
Transform
this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest. |
Vector3d |
Vector3d.orthogonalizeUnit(Vector3dc v)
Transform
this vector so that it is orthogonal to the given unit vector v and normalize the result. |
Vector3d |
Vector3d.orthogonalizeUnit(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.orthogonalizeUnit(Vector3dc v,
Vector3d dest)
Transform
this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest. |
Vector3d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector3d winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector3d dest) |
Vector4d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector4d winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector4d dest) |
Matrix4x3d |
Matrix4x3d.reflect(Quaterniondc orientation,
Vector3dc 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.
|
Matrix4d |
Matrix4d.reflect(Quaterniondc orientation,
Vector3dc 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.
|
Matrix4d |
Matrix4dc.reflect(Quaterniondc orientation,
Vector3dc point,
Matrix4d 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. |
Matrix4d |
Matrix4d.reflect(Quaterniondc orientation,
Vector3dc point,
Matrix4d dest) |
Matrix4x3d |
Matrix4x3dc.reflect(Quaterniondc orientation,
Vector3dc point,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.reflect(Quaterniondc orientation,
Vector3dc point,
Matrix4x3d dest) |
Vector3d |
Vector3d.reflect(Vector3dc normal)
Reflect this vector about the given normal vector.
|
Matrix3d |
Matrix3d.reflect(Vector3dc normal)
Apply a mirror/reflection transformation to this matrix that reflects through the given plane
specified via the plane normal.
|
Matrix3d |
Matrix3d.reflect(Vector3dc normal,
Matrix3d dest) |
Matrix3d |
Matrix3dc.reflect(Vector3dc normal,
Matrix3d 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. |
Vector3d |
Vector3d.reflect(Vector3dc normal,
Vector3d dest) |
Vector3d |
Vector3dc.reflect(Vector3dc normal,
Vector3d dest)
Reflect this vector about the given normal vector and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.reflect(Vector3dc normal,
Vector3dc 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.
|
Matrix4d |
Matrix4d.reflect(Vector3dc normal,
Vector3dc 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.
|
Matrix4d |
Matrix4dc.reflect(Vector3dc normal,
Vector3dc point,
Matrix4d 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. |
Matrix4d |
Matrix4d.reflect(Vector3dc normal,
Vector3dc point,
Matrix4d dest) |
Matrix4x3d |
Matrix4x3dc.reflect(Vector3dc normal,
Vector3dc point,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.reflect(Vector3dc normal,
Vector3dc point,
Matrix4x3d dest) |
Matrix4x3d |
Matrix4x3d.reflection(Quaterniondc orientation,
Vector3dc 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.
|
Matrix4d |
Matrix4d.reflection(Quaterniondc orientation,
Vector3dc 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.
|
Matrix3d |
Matrix3d.reflection(Vector3dc normal)
Set this matrix to a mirror/reflection transformation that reflects through the given plane
specified via the plane normal.
|
Matrix4x3d |
Matrix4x3d.reflection(Vector3dc normal,
Vector3dc 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.
|
Matrix4d |
Matrix4d.reflection(Vector3dc normal,
Vector3dc 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,
Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3d |
Matrix3d.rotate(double angle,
Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix4d |
Matrix4d.rotate(double angle,
Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3d |
Matrix3d.rotate(double angle,
Vector3dc 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,
Vector3dc 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,
Vector3dc 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,
Vector3dc 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,
Vector3dc 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,
Vector3dc axis,
Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Quaterniond |
Quaterniond.rotateAxis(double angle,
Vector3dc axis)
Apply a rotation to
this quaternion rotating the given radians about the specified axis. |
Quaterniond |
Quaterniond.rotateAxis(double angle,
Vector3dc axis,
Quaterniond dest) |
Quaterniond |
Quaterniondc.rotateAxis(double angle,
Vector3dc axis,
Quaterniond dest)
Apply a rotation to
this quaternion rotating the given radians about the specified axis
and store the result in dest. |
Quaterniond |
Quaterniond.rotateTo(Vector3dc fromDir,
Vector3dc toDir)
Apply a rotation to
this that rotates the fromDir vector to point along toDir. |
Quaterniond |
Quaterniond.rotateTo(Vector3dc fromDir,
Vector3dc toDir,
Quaterniond dest) |
Quaterniond |
Quaterniondc.rotateTo(Vector3dc fromDir,
Vector3dc toDir,
Quaterniond dest)
Apply a rotation to
this that rotates the fromDir vector to point along toDir and
store the result in dest. |
Matrix4x3d |
Matrix4x3d.rotateTowards(Vector3dc dir,
Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with dir. |
Matrix3d |
Matrix3d.rotateTowards(Vector3dc direction,
Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with direction. |
Matrix4d |
Matrix4d.rotateTowards(Vector3dc direction,
Vector3dc up)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the local
+Z axis with direction. |
Matrix3d |
Matrix3d.rotateTowards(Vector3dc direction,
Vector3dc up,
Matrix3d 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. |
Matrix3d |
Matrix3dc.rotateTowards(Vector3dc direction,
Vector3dc up,
Matrix3d 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. |
Matrix4d |
Matrix4dc.rotateTowards(Vector3dc direction,
Vector3dc up,
Matrix4d 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. |
Matrix4d |
Matrix4d.rotateTowards(Vector3dc direction,
Vector3dc up,
Matrix4d 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. |
Matrix4x3d |
Matrix4x3dc.rotateTowards(Vector3dc dir,
Vector3dc up,
Matrix4x3d dest)
Apply a model transformation to this matrix for a right-handed coordinate system,
that aligns the
-z axis with dir
and store the result in dest. |
Matrix4x3d |
Matrix4x3d.rotateTowards(Vector3dc dir,
Vector3dc up,
Matrix4x3d 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,
Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix3d |
Matrix3d.rotation(double angle,
Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix4d |
Matrix4d.rotation(double angle,
Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Quaterniond |
Vector3d.rotationTo(Vector3dc toDir,
Quaterniond dest) |
Quaterniond |
Vector3dc.rotationTo(Vector3dc toDir,
Quaterniond dest)
Compute the quaternion representing a rotation of
this vector to point along toDir
and store the result in dest. |
Quaterniond |
Quaterniond.rotationTo(Vector3dc fromDir,
Vector3dc toDir)
Set
this quaternion to a rotation that rotates the fromDir vector to point along toDir. |
Matrix4x3d |
Matrix4x3d.rotationTowards(Vector3dc dir,
Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir. |
Matrix3d |
Matrix3d.rotationTowards(Vector3dc dir,
Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with center - eye. |
Matrix4d |
Matrix4d.rotationTowards(Vector3dc dir,
Vector3dc up)
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local
-z axis with dir. |
Matrix4x3d |
Matrix4x3d.scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix3d |
Matrix3d.scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix4d |
Matrix4d.scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the given
xyz.x,
xyz.y and xyz.z factors, respectively. |
Matrix3d |
Matrix3d.scale(Vector3dc xyz,
Matrix3d dest) |
Matrix3d |
Matrix3dc.scale(Vector3dc xyz,
Matrix3d 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. |
Matrix4d |
Matrix4dc.scale(Vector3dc xyz,
Matrix4d 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. |
Matrix4d |
Matrix4d.scale(Vector3dc xyz,
Matrix4d dest) |
Matrix4x3d |
Matrix4x3dc.scale(Vector3dc xyz,
Matrix4x3d 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. |
Matrix4x3d |
Matrix4x3d.scale(Vector3dc xyz,
Matrix4x3d dest) |
Matrix4x3d |
Matrix4x3d.scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z, respectively. |
Matrix3d |
Matrix3d.scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z respectively. |
Matrix4d |
Matrix4d.scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes by
xyz.x, xyz.y and xyz.z, respectively. |
AxisAngle4d |
AxisAngle4d.set(double angle,
Vector3dc v)
Set this
AxisAngle4d to the given values. |
Vector3d |
Vector3d.set(Vector3dc v)
Set the x, y and z components to match the supplied vector.
|
Vector3i |
Vector3i.set(Vector3dc v)
Set the x, y and z components to match the supplied vector.
|
Vector3f |
Vector3f.set(Vector3dc v)
Set the x, y and z components to match the supplied vector.
|
Vector4d |
Vector4d.set(Vector3dc v,
double w)
Set the x, y, and z components of this to the components of
v and the w component to w. |
Matrix3d |
Matrix3d.set(Vector3dc col0,
Vector3dc col1,
Vector3dc col2)
Set the three columns of this matrix to the supplied vectors, respectively.
|
Matrix4x3d |
Matrix4x3d.set(Vector3dc col0,
Vector3dc col1,
Vector3dc col2,
Vector3dc col3)
Set the four columns of this matrix to the supplied vectors, respectively.
|
Quaterniond |
Quaterniond.setAngleAxis(double angle,
Vector3dc axis)
Set this quaternion to be a representation of the supplied axis and
angle (in radians).
|
Matrix4x3d |
Matrix4x3d.setColumn(int column,
Vector3dc src)
Set the column at the given
column index, starting with 0. |
Matrix3d |
Matrix3d.setColumn(int column,
Vector3dc src)
Set the column at the given
column index, starting with 0. |
Matrix4x3d |
Matrix4x3d.setLookAlong(Vector3dc dir,
Vector3dc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix3d |
Matrix3d.setLookAlong(Vector3dc dir,
Vector3dc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4d |
Matrix4d.setLookAlong(Vector3dc dir,
Vector3dc up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4x3d |
Matrix4x3d.setLookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4d |
Matrix4d.setLookAt(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4x3d |
Matrix4x3d.setLookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
Matrix4d |
Matrix4d.setLookAtLH(Vector3dc eye,
Vector3dc center,
Vector3dc up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
AABBd |
AABBd.setMax(Vector3dc max)
Set the maximum corner coordinates.
|
AABBd |
AABBd.setMin(Vector3dc min)
Set the minimum corner coordinates.
|
Matrix3d |
Matrix3d.setRow(int row,
Vector3dc src)
Set the row at the given
row index, starting with 0. |
Matrix4x3d |
Matrix4x3d.setTranslation(Vector3dc xyz)
Set only the translation components
(m30, m31, m32) of this matrix to the given values (xyz.x, xyz.y, xyz.z). |
Matrix4d |
Matrix4d.setTranslation(Vector3dc xyz)
Set only the translation components
(m30, m31, m32) of this matrix to the given values (xyz.x, xyz.y, xyz.z). |
Vector3d |
Vector3d.smoothStep(Vector3dc v,
double t,
Vector3d dest) |
Vector3d |
Vector3dc.smoothStep(Vector3dc v,
double t,
Vector3d dest)
Compute a smooth-step (i.e.
|
Vector3d |
Vector3d.sub(Vector3dc v)
Subtract the supplied vector from this one.
|
Vector3d |
Vector3d.sub(Vector3dc v,
Vector3d dest) |
Vector3d |
Vector3dc.sub(Vector3dc v,
Vector3d dest)
Subtract the supplied vector from this one and store the result in
dest. |
static boolean |
Intersectiond.testAabAab(Vector3dc minA,
Vector3dc maxA,
Vector3dc minB,
Vector3dc 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 |
Intersectiond.testAabPlane(Vector3dc min,
Vector3dc max,
double a,
double b,
double c,
double 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 |
Intersectiond.testAabSphere(Vector3dc min,
Vector3dc max,
Vector3dc center,
double 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 |
Intersectiond.testLineSegmentSphere(Vector3dc p0,
Vector3dc p1,
Vector3dc center,
double 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 |
Intersectiond.testLineSegmentTriangle(Vector3dc p0,
Vector3dc p1,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double 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 |
AABBd.testPoint(Vector3dc point)
Test whether the given point lies inside this AABB.
|
static boolean |
Intersectiond.testRayAab(Vector3dc origin,
Vector3dc dir,
Vector3dc min,
Vector3dc 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 |
Intersectiond.testRaySphere(Vector3dc origin,
Vector3dc dir,
Vector3dc center,
double 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 |
Intersectiond.testRayTriangle(Vector3dc origin,
Vector3dc dir,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double 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 |
Intersectiond.testRayTriangleFront(Vector3dc origin,
Vector3dc dir,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double 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 |
Intersectiond.testSphereSphere(Vector3dc centerA,
double radiusSquaredA,
Vector3dc centerB,
double radiusSquaredB)
Test whether the one sphere with center
centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB. |
Vector3d |
Matrix3d.transform(Vector3dc v,
Vector3d dest) |
Vector3d |
AxisAngle4d.transform(Vector3dc v,
Vector3d dest)
Transform the given vector by the rotation transformation described by this
AxisAngle4d
and store the result in dest. |
Vector3d |
Matrix3x2d.transform(Vector3dc v,
Vector3d dest)
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of
(0, 0, 1)
and store the result in dest. |
Vector3d |
Quaterniond.transform(Vector3dc vec,
Vector3d dest) |
Vector3d |
Matrix3x2dc.transform(Vector3dc v,
Vector3d dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaterniondc.transform(Vector3dc vec,
Vector3d dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3d |
Matrix3dc.transform(Vector3dc v,
Vector3d dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3d |
Quaternionf.transform(Vector3dc vec,
Vector3d dest) |
Matrix4x3d |
Matrix4x3dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4x3d |
Matrix4x3d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
Matrix4d |
Matrix4dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4d |
Matrix4d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
Vector3d |
Matrix4x3dc.transformDirection(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest. |
Vector3d |
Matrix4x3d.transformDirection(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix4dc.transformDirection(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest. |
Vector3d |
Matrix4d.transformDirection(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix4x3dc.transformPosition(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest. |
Vector3d |
Matrix4x3d.transformPosition(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix4dc.transformPosition(Vector3dc v,
Vector3d dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest. |
Vector3d |
Matrix4d.transformPosition(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix4dc.transformProject(Vector3dc v,
Vector3d dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector3d |
Matrix4d.transformProject(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix3d.transformTranspose(Vector3dc v,
Vector3d dest) |
Vector3d |
Matrix3dc.transformTranspose(Vector3dc v,
Vector3d dest)
Transform the given vector by the transpose of this matrix and store the result in
dest. |
Matrix4x3d |
Matrix4x3d.translate(Vector3dc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Sphered |
Sphered.translate(Vector3dc xyz)
Translate
this by the given vector xyz. |
AABBd |
AABBd.translate(Vector3dc xyz)
Translate
this by the given vector xyz. |
Matrix4d |
Matrix4d.translate(Vector3dc offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
AABBd |
AABBd.translate(Vector3dc xyz,
AABBd dest)
Translate
this by the given vector xyz and store the result in dest. |
Matrix4d |
Matrix4dc.translate(Vector3dc 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(Vector3dc 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. |
Matrix4x3d |
Matrix4x3dc.translate(Vector3dc 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(Vector3dc 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. |
Sphered |
Sphered.translate(Vector3dc xyz,
Sphered dest)
Translate
this by the given vector xyz and store the result in dest. |
Matrix4x3d |
Matrix4x3d.translateLocal(Vector3dc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4d.translateLocal(Vector3dc offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4d |
Matrix4dc.translateLocal(Vector3dc 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(Vector3dc 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. |
Matrix4x3d |
Matrix4x3dc.translateLocal(Vector3dc 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(Vector3dc 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.translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4d |
Matrix4d.translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.
|
Matrix4d |
Matrix4d.translationRotateScale(Vector3dc translation,
Quaterniondc 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. |
Matrix4x3d |
Matrix4x3d.translationRotateScale(Vector3dc translation,
Quaterniondc quat,
Vector3dc 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(Vector3dc translation,
Quaterniondc quat,
Vector3dc 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(Vector3dc translation,
Quaterniondc 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. |
Matrix4d |
Matrix4d.translationRotateScaleInvert(Vector3dc translation,
Quaterniondc quat,
Vector3dc 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. |
Matrix4x3d |
Matrix4x3d.translationRotateScaleMul(Vector3dc translation,
Quaterniondc quat,
Vector3dc scale,
Matrix4x3dc 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. |
Matrix4x3d |
Matrix4x3d.translationRotateTowards(Vector3dc pos,
Vector3dc dir,
Vector3dc 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. |
Matrix4d |
Matrix4d.translationRotateTowards(Vector3dc pos,
Vector3dc dir,
Vector3dc 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. |
AABBd |
AABBd.union(Vector3dc p)
Set
this to the union of this and the given point p. |
AABBd |
AABBd.union(Vector3dc p,
AABBd dest)
Compute the union of
this and the given point p and store the result in dest. |
Vector3d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Vector4d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Vector3d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Vector4d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Matrix4d |
Matrix4d.withLookAtUp(Vector3dc up)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by
Matrix4d.positiveY(Vector3d))
will be coplanar to the plane spanned by the local Z axis (as obtained by Matrix4d.positiveZ(Vector3d)) and the
given vector up. |
Matrix4d |
Matrix4dc.withLookAtUp(Vector3dc up,
Matrix4d dest)
Apply a transformation to this matrix to ensure that the local Y axis (as obtained by
Matrix4dc.positiveY(Vector3d))
will be coplanar to the plane spanned by the local Z axis (as obtained by Matrix4dc.positiveZ(Vector3d)) and the
given vector up, and store the result in dest. |
Matrix4d |
Matrix4d.withLookAtUp(Vector3dc up,
Matrix4d dest) |
| Constructor and Description |
|---|
AABBd(Vector3dc min,
Vector3dc max)
Create a new
AABBd with the given minimum and maximum corner coordinates. |
AxisAngle4d(double angle,
Vector3dc v)
Create a new
AxisAngle4d with the given values. |
LineSegmentd(Vector3dc a,
Vector3dc b)
Create a new
LineSegmentd between the given two points. |
Matrix3d(Vector3dc col0,
Vector3dc col1,
Vector3dc col2)
Create a new
Matrix3d and initialize its three columns using the supplied vectors. |
Planed(Vector3dc point,
Vector3dc normal)
|
Planed(Vector3dc pointA,
Vector3dc pointB,
Vector3dc pointC)
Create a new
Planef from the given three points lying on the plane. |
Rayd(Vector3dc origin,
Vector3dc direction)
|
Sphered(Vector3dc c,
double r)
|
Vector3d(Vector3dc v)
Create a new
Vector3d whose values will be copied from the given vector. |
Vector4d(Vector3dc v,
double w)
|
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