| Modifier and Type | Method and Description |
|---|---|
Vector3f |
Vector3f.add(float x,
float y,
float z)
Increment the components of this vector by the given values.
|
Vector3f |
Vector3f.add(float x,
float y,
float z,
Vector3f dest)
Increment the components of this vector by the given values and store the result in
dest. |
Vector3f |
Vector3f.add(Vector3f v)
Add the supplied vector to this one.
|
Vector3f |
Vector3f.add(Vector3f v,
Vector3f dest)
Add the supplied vector to this one and store the result in
dest. |
Vector3f |
Vector3f.cross(float x,
float y,
float z)
Set this vector to be the cross product of itself and (x, y, z).
|
Vector3f |
Vector3f.cross(float x,
float y,
float z,
Vector3f dest)
Compute the cross product of this vector and (x, y, z) and store the result in
dest. |
Vector3f |
Vector3f.cross(Vector3f v)
Set this vector to be the cross product of itself and
v. |
Vector3f |
Vector3f.cross(Vector3f v,
Vector3f dest)
Compute the cross product of this vector and
v and store the result in dest. |
Vector3f |
Vector3f.div(float scalar)
Divide all components of this
Vector3f by the given scalar
value. |
Vector3f |
Vector3f.div(float x,
float y,
float z)
Divide the components of this Vector3f by the given scalar values and store the result in
this. |
Vector3f |
Vector3f.div(float x,
float y,
float z,
Vector3f dest)
Divide the components of this Vector3f by the given scalar values and store the result in
dest. |
Vector3f |
Vector3f.div(float scalar,
Vector3f dest)
Divide all components of this
Vector3f by the given scalar
value and store the result in dest. |
Vector3f |
Vector3f.div(Vector3f v)
Divide this Vector3f component-wise by another Vector3f.
|
Vector3f |
Vector3f.div(Vector3f v,
Vector3f dest)
Divide this Vector3f component-wise by another Vector3f and store the result in
dest. |
Vector3f |
Vector3f.fma(float a,
Vector3f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3f |
Vector3f.fma(float a,
Vector3f b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3f |
Vector3f.fma(Vector3f a,
Vector3f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3f |
Vector3f.fma(Vector3f a,
Vector3f b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3f |
Matrix4f.frustumCorner(int corner,
Vector3f point)
Compute the corner coordinates of the frustum defined by
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point. |
Vector3f |
Matrix4f.frustumRayDir(float x,
float y,
Vector3f dir)
Obtain the direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
Vector3f |
Matrix3f.getColumn(int column,
Vector3f dest)
Get the column at the given
column index, starting with 0. |
Vector3f |
Quaternionf.getEulerAnglesXYZ(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequence XYZ of this quaternion and store them in the
provided parameter
eulerAngles. |
Vector3f |
Matrix3f.getRow(int row,
Vector3f dest)
Get the row at the given
row index, starting with 0. |
Vector3f |
Matrix4f.getScale(Vector3f dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3f |
Matrix3f.getScale(Vector3f dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3f |
Matrix4f.getTranslation(Vector3f dest)
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector
xyz. |
Vector3f |
Vector3f.half(float x,
float y,
float z)
Compute the half vector between this and the vector (x, y, z).
|
Vector3f |
Vector3f.half(float x,
float y,
float z,
Vector3f dest)
Compute the half vector between this and the vector (x, y, z)
and store the result in
dest. |
Vector3f |
Vector3f.half(Vector3f other)
Compute the half vector between this and the other vector.
|
Vector3f |
Vector3f.half(Vector3f other,
Vector3f dest)
Compute the half vector between this and the other vector and store the result in
dest. |
Vector3f |
Vector3f.hermite(Vector3f t0,
Vector3f v1,
Vector3f t1,
float t,
Vector3f dest)
Compute a hermite interpolation between
this vector with its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
Vector3f |
Vector3f.lerp(Vector3f other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector3f |
Vector3f.lerp(Vector3f other,
float t,
Vector3f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector3f |
Vector3f.max(Vector3f v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3f |
Vector3f.min(Vector3f v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3f |
Vector3f.mul(float scalar)
Multiply all components of this
Vector3f by the given scalar
value. |
Vector3f |
Vector3f.mul(float x,
float y,
float z)
Multiply the components of this Vector3f by the given scalar values and store the result in
this. |
Vector3f |
Vector3f.mul(float x,
float y,
float z,
Vector3f dest)
Multiply the components of this Vector3f by the given scalar values and store the result in
dest. |
Vector3f |
Vector3f.mul(float scalar,
Vector3f dest)
Multiply all components of this
Vector3f by the given scalar
value and store the result in dest. |
Vector3f |
Vector3f.mul(Matrix3f mat)
Multiply this Vector3f by the given matrix and store the result in
this. |
Vector3f |
Vector3f.mul(Matrix3f mat,
Vector3f dest)
Multiply this Vector3f by the given matrix and store the result in
dest. |
Vector3f |
Vector3f.mul(Vector3f v)
Multiply this Vector3f component-wise by another Vector3f.
|
Vector3f |
Vector3f.mul(Vector3f v,
Vector3f dest)
Multiply this Vector3f component-wise by another Vector3f and store the result in
dest. |
Vector3f |
Vector3f.mulDirection(Matrix4f mat)
Multiply
this by the given 4x4 matrix mat. |
Vector3f |
Vector3f.mulDirection(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
Vector3f |
Vector3f.mulPosition(Matrix4f mat)
Multiply
this by the given 4x4 matrix mat. |
Vector3f |
Vector3f.mulPosition(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
Vector3f |
Vector3f.mulProject(Matrix4f mat)
Multiply this Vector3f by the given matrix
mat, perform perspective division. |
Vector3f |
Vector3f.mulProject(Matrix4f mat,
Vector3f dest)
Multiply this Vector3f by the given matrix
mat, perform perspective division
and store the result in dest. |
Vector3f |
Vector3f.negate()
Negate this vector.
|
Vector3f |
Vector3f.negate(Vector3f dest)
Negate this vector and store the result in
dest. |
Vector3f |
Vector3f.normalize()
Normalize this vector.
|
Vector3f |
Vector3f.normalize(Vector3f dest)
Normalize this vector and store the result in
dest. |
Vector3f |
Quaternionf.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Quaternionf.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Quaternionf.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix4f.origin(Vector3f origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3f |
Matrix4f.originAffine(Vector3f origin)
Obtain the position that gets transformed to the origin by
this affine matrix. |
Vector3f |
Matrix4f.perspectiveOrigin(Vector3f origin)
Compute the eye/origin of the perspective frustum transformation defined by
this matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin. |
Vector3f |
Quaternionf.positiveX(Vector3f dir)
Obtain the direction of +X before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this matrix is applied. |
Vector3f |
Quaternionf.positiveY(Vector3f dir)
Obtain the direction of +Y before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this matrix is applied. |
Vector3f |
Quaternionf.positiveZ(Vector3f dir)
Obtain the direction of +Z before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector3f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3f |
Matrix4f.project(Vector3f position,
int[] viewport,
Vector3f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3f |
Vector3f.reflect(float x,
float y,
float z)
Reflect this vector about the given normal vector.
|
Vector3f |
Vector3f.reflect(float x,
float y,
float z,
Vector3f dest)
Reflect this vector about the given normal vector and store the result in
dest. |
Vector3f |
Vector3f.reflect(Vector3f normal)
Reflect this vector about the given
normal vector. |
Vector3f |
Vector3f.reflect(Vector3f normal,
Vector3f dest)
Reflect this vector about the given
normal vector and store the result in dest. |
Vector3f |
Vector3f.rotate(Quaternionf quat)
Rotate this vector by the given quaternion
quat and store the result in this. |
Vector3f |
Vector3f.rotate(Quaternionf quat,
Vector3f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector3f |
Vector3f.set(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector3f |
Vector3f.set(float d)
Set the x, y, and z components to the supplied value.
|
Vector3f |
Vector3f.set(FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer at the current
buffer position. |
Vector3f |
Vector3f.set(float x,
float y,
float z)
Set the x, y and z components to the supplied values.
|
Vector3f |
Vector3f.set(int index,
ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Vector3f |
Vector3f.set(int component,
float value)
Set the value of the specified component of this vector.
|
Vector3f |
Vector3f.set(int index,
FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Vector3f |
Vector3f.set(Vector3f v)
Set the x, y and z components to match the supplied vector.
|
Vector3f |
Vector3f.smoothStep(Vector3f v,
float t,
Vector3f dest)
Compute a smooth-step (i.e. hermite with zero tangents) interpolation
between
this vector and the given vector v and
store the result in dest. |
Vector3f |
Vector3f.sub(float x,
float y,
float z)
Decrement the components of this vector by the given values.
|
Vector3f |
Vector3f.sub(float x,
float y,
float z,
Vector3f dest)
Decrement the components of this vector by the given values and store the result in
dest. |
Vector3f |
Vector3f.sub(Vector3f v)
Subtract the supplied vector from this one and store the result in
this. |
Vector3f |
Vector3f.sub(Vector3f v,
Vector3f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3f |
Quaternionf.transform(Vector3f vec)
Transform the given vector by this quaternion.
|
Vector3f |
Matrix3f.transform(Vector3f v)
Transform the given vector by this matrix.
|
Vector3f |
Quaternionf.transform(Vector3f vec,
Vector3f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3f |
Matrix3f.transform(Vector3f v,
Vector3f dest)
Transform the given vector by this matrix and store the result in
dest. |
Vector3f |
Matrix4f.transformDirection(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3f |
Matrix4f.transformDirection(Vector3f v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest. |
Vector3f |
Matrix4f.transformPosition(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3f |
Matrix4f.transformPosition(Vector3f v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest. |
Vector3f |
Matrix4f.transformProject(Vector3f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3f |
Matrix4f.transformProject(Vector3f v,
Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector3f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
Matrix4f.unproject(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
Matrix4f.unprojectInv(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
Vector3f.zero()
Set all components to zero.
|
| Modifier and Type | Method and Description |
|---|---|
Vector3f |
Vector3f.add(float x,
float y,
float z,
Vector3f dest)
Increment the components of this vector by the given values and store the result in
dest. |
Vector3f |
Vector3f.add(Vector3f v)
Add the supplied vector to this one.
|
Vector3f |
Vector3f.add(Vector3f v,
Vector3f dest)
Add the supplied vector to this one and store the result in
dest. |
float |
Vector3f.angle(Vector3f v)
Return the angle between this vector and the supplied vector.
|
float |
Vector3f.angleCos(Vector3f v)
Return the cosine of the angle between this vector and the supplied vector.
|
Matrix4f |
Matrix4f.arcball(float radius,
Vector3f center,
float angleX,
float angleY)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles. |
Matrix4f |
Matrix4f.arcball(float radius,
Vector3f center,
float angleX,
float angleY,
Matrix4f dest)
Apply an arcball view transformation to this matrix with the given
radius and center
position of the arcball and the specified X and Y rotation angles, and store the result in dest. |
Matrix4f |
Matrix4f.billboardCylindrical(Vector3f objPos,
Vector3f targetPos,
Vector3f up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos while constraining a cylindrical rotation around the given up vector. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3f objPos,
Vector3f targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with position
objPos towards
a target position at targetPos using a shortest arc rotation by not preserving any up vector of the object. |
Matrix4f |
Matrix4f.billboardSpherical(Vector3f objPos,
Vector3f targetPos,
Vector3f 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. |
Vector3f |
Vector3f.cross(float x,
float y,
float z,
Vector3f dest)
Compute the cross product of this vector and (x, y, z) and store the result in
dest. |
Vector3f |
Vector3f.cross(Vector3f v)
Set this vector to be the cross product of itself and
v. |
Vector3f |
Vector3f.cross(Vector3f v,
Vector3f dest)
Compute the cross product of this vector and
v and store the result in dest. |
float |
Vector3f.distance(Vector3f v)
Return the distance between this Vector and
v. |
float |
Vector3f.distanceSquared(Vector3f v)
Return the square of the distance between this vector and
v. |
Vector3f |
Vector3f.div(float x,
float y,
float z,
Vector3f dest)
Divide the components of this Vector3f by the given scalar values and store the result in
dest. |
Vector3f |
Vector3f.div(float scalar,
Vector3f dest)
Divide all components of this
Vector3f by the given scalar
value and store the result in dest. |
Vector3f |
Vector3f.div(Vector3f v)
Divide this Vector3f component-wise by another Vector3f.
|
Vector3f |
Vector3f.div(Vector3f v,
Vector3f dest)
Divide this Vector3f component-wise by another Vector3f and store the result in
dest. |
float |
Vector3f.dot(Vector3f v)
Return the dot product of this vector and the supplied vector.
|
Vector3f |
Vector3f.fma(float a,
Vector3f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3f |
Vector3f.fma(float a,
Vector3f b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector3f |
Vector3f.fma(Vector3f a,
Vector3f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector3f |
Vector3f.fma(Vector3f a,
Vector3f b,
Vector3f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Matrix4f |
Matrix4f.frustumAabb(Vector3f min,
Vector3f max)
Compute the axis-aligned bounding box of the frustum described by
this matrix and store the minimum corner
coordinates in the given min and the maximum corner coordinates in the given max vector. |
Vector3f |
Matrix4f.frustumCorner(int corner,
Vector3f point)
Compute the corner coordinates of the frustum defined by
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point. |
Vector3f |
Matrix4f.frustumRayDir(float x,
float y,
Vector3f dir)
Obtain the direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
Vector3f |
Matrix3f.getColumn(int column,
Vector3f dest)
Get the column at the given
column index, starting with 0. |
Vector3f |
Quaternionf.getEulerAnglesXYZ(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequence XYZ of this quaternion and store them in the
provided parameter
eulerAngles. |
Vector3f |
Matrix3f.getRow(int row,
Vector3f dest)
Get the row at the given
row index, starting with 0. |
Vector3f |
Matrix4f.getScale(Vector3f dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3f |
Matrix3f.getScale(Vector3f dest)
Get the scaling factors of
this matrix for the three base axes. |
Vector3f |
Matrix4f.getTranslation(Vector3f dest)
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector
xyz. |
Vector3f |
Vector3f.half(float x,
float y,
float z,
Vector3f dest)
Compute the half vector between this and the vector (x, y, z)
and store the result in
dest. |
Vector3f |
Vector3f.half(Vector3f other)
Compute the half vector between this and the other vector.
|
Vector3f |
Vector3f.half(Vector3f other,
Vector3f dest)
Compute the half vector between this and the other vector and store the result in
dest. |
Vector3f |
Vector3f.hermite(Vector3f t0,
Vector3f v1,
Vector3f t1,
float t,
Vector3f dest)
Compute a hermite interpolation between
this vector with its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
Vector3f |
Vector3f.lerp(Vector3f other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector3f |
Vector3f.lerp(Vector3f other,
float t,
Vector3f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Matrix4f |
Matrix4f.lookAlong(Vector3f dir,
Vector3f up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix3f |
Matrix3f.lookAlong(Vector3f dir,
Vector3f up)
Apply a rotation transformation to this matrix to make
-z point along dir. |
Matrix3f |
Matrix3f.lookAlong(Vector3f dir,
Vector3f up,
Matrix3f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAlong(Vector3f dir,
Vector3f up,
Matrix4f dest)
Apply a rotation transformation to this matrix to make
-z point along dir
and store the result in dest. |
Matrix4f |
Matrix4f.lookAt(Vector3f eye,
Vector3f center,
Vector3f up)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.lookAt(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns
-z with center - eye and store the result in dest. |
Matrix4f |
Matrix4f.lookAtLH(Vector3f eye,
Vector3f center,
Vector3f up)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.lookAtLH(Vector3f eye,
Vector3f center,
Vector3f up,
Matrix4f dest)
Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
that aligns
+z with center - eye and store the result in dest. |
Quaternionf |
Quaternionf.lookRotate(Vector3f dir,
Vector3f up)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.
|
Quaternionf |
Quaternionf.lookRotate(Vector3f dir,
Vector3f up,
Quaternionf dest)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result in
dest. |
Vector3f |
Vector3f.max(Vector3f v)
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector3f |
Vector3f.min(Vector3f v)
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector3f |
Vector3f.mul(float x,
float y,
float z,
Vector3f dest)
Multiply the components of this Vector3f by the given scalar values and store the result in
dest. |
Vector3f |
Vector3f.mul(float scalar,
Vector3f dest)
Multiply all components of this
Vector3f by the given scalar
value and store the result in dest. |
Vector3f |
Vector3f.mul(Matrix3f mat,
Vector3f dest)
Multiply this Vector3f by the given matrix and store the result in
dest. |
Vector3f |
Vector3f.mul(Vector3f v)
Multiply this Vector3f component-wise by another Vector3f.
|
Vector3f |
Vector3f.mul(Vector3f v,
Vector3f dest)
Multiply this Vector3f component-wise by another Vector3f and store the result in
dest. |
Vector3f |
Vector3f.mulDirection(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
Vector3f |
Vector3f.mulPosition(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat and store the
result in dest. |
float |
Vector3f.mulPositionW(Matrix4f mat,
Vector3f dest)
Multiply
this by the given 4x4 matrix mat, store the
result in dest and return the w component of the resulting 4D vector. |
Vector3f |
Vector3f.mulProject(Matrix4f mat,
Vector3f dest)
Multiply this Vector3f by the given matrix
mat, perform perspective division
and store the result in dest. |
Vector3f |
Vector3f.negate(Vector3f dest)
Negate this vector and store the result in
dest. |
Vector3f |
Vector3f.normalize(Vector3f dest)
Normalize this vector and store the result in
dest. |
Vector3f |
Quaternionf.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Quaternionf.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Quaternionf.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the rotation transformation represented by
this normalized quaternion is applied. |
Vector3f |
Matrix4f.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix3f.normalizedPositiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this orthogonal matrix is applied. |
Vector3f |
Matrix4f.origin(Vector3f origin)
Obtain the position that gets transformed to the origin by
this matrix. |
Vector3f |
Matrix4f.originAffine(Vector3f origin)
Obtain the position that gets transformed to the origin by
this affine matrix. |
Vector3f |
Matrix4f.perspectiveOrigin(Vector3f origin)
Compute the eye/origin of the perspective frustum transformation defined by
this matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin. |
Vector3f |
Quaternionf.positiveX(Vector3f dir)
Obtain the direction of +X before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveX(Vector3f dir)
Obtain the direction of +X before the transformation represented by
this matrix is applied. |
Vector3f |
Quaternionf.positiveY(Vector3f dir)
Obtain the direction of +Y before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveY(Vector3f dir)
Obtain the direction of +Y before the transformation represented by
this matrix is applied. |
Vector3f |
Quaternionf.positiveZ(Vector3f dir)
Obtain the direction of +Z before the rotation transformation represented by
this quaternion is applied. |
Vector3f |
Matrix4f.positiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix3f.positiveZ(Vector3f dir)
Obtain the direction of +Z before the transformation represented by
this matrix is applied. |
Vector3f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector3f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3f |
Matrix4f.project(Vector3f position,
int[] viewport,
Vector3f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(Vector3f position,
int[] viewport,
Vector4f winCoordsDest)
Project the given
position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector3f |
Vector3f.reflect(float x,
float y,
float z,
Vector3f dest)
Reflect this vector about the given normal vector and store the result in
dest. |
Matrix4f |
Matrix4f.reflect(Quaternionf orientation,
Vector3f point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
|
Matrix4f |
Matrix4f.reflect(Quaternionf orientation,
Vector3f point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane, and store the result in
dest. |
Vector3f |
Vector3f.reflect(Vector3f normal)
Reflect this vector about the given
normal vector. |
Vector3f |
Vector3f.reflect(Vector3f normal,
Vector3f dest)
Reflect this vector about the given
normal vector and store the result in dest. |
Matrix4f |
Matrix4f.reflect(Vector3f normal,
Vector3f point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane.
|
Matrix4f |
Matrix4f.reflect(Vector3f normal,
Vector3f point,
Matrix4f dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane
specified via the plane normal and a point on the plane, and store the result in
dest. |
Matrix4f |
Matrix4f.reflection(Quaternionf orientation,
Vector3f 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.
|
Matrix4f |
Matrix4f.reflection(Vector3f normal,
Vector3f 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.
|
Matrix4f |
Matrix4f.rotate(float angle,
Vector3f axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3f |
Matrix3f.rotate(float angle,
Vector3f axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.
|
Matrix3f |
Matrix3f.rotate(float angle,
Vector3f axis,
Matrix3f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Matrix4f |
Matrix4f.rotate(float angle,
Vector3f axis,
Matrix4f dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result in
dest. |
Vector3f |
Vector3f.rotate(Quaternionf quat,
Vector3f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Quaternionf |
Quaternionf.rotateAxis(float angle,
Vector3f axis)
Apply a rotation to
this quaternion rotating the given radians about the specified axis. |
Quaternionf |
Quaternionf.rotateAxis(float angle,
Vector3f axis,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the specified axis
and store the result in dest. |
Quaternionf |
Quaternionf.rotateTo(Vector3f fromDir,
Vector3f toDir)
Apply a rotation to
this that rotates the fromDir vector to point along toDir. |
Quaternionf |
Quaternionf.rotateTo(Vector3f fromDir,
Vector3f toDir,
Quaternionf dest)
Apply a rotation to
this that rotates the fromDir vector to point along toDir and
store the result in dest. |
Matrix4f |
Matrix4f.rotation(float angle,
Vector3f axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Matrix3f |
Matrix3f.rotation(float angle,
Vector3f axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.
|
Quaternionf |
Quaternionf.rotationAxis(float angle,
Vector3f axis)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.
|
Quaternionf |
Quaternionf.rotationTo(Vector3f fromDir,
Vector3f toDir)
Set
this quaternion to a rotation that rotates the fromDir vector to point along toDir. |
Matrix4f |
Matrix4f.scale(Vector3f xyz)
Apply scaling to this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively.
|
Matrix3f |
Matrix3f.scale(Vector3f xyz)
Apply scaling to this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively.
|
Matrix3f |
Matrix3f.scale(Vector3f xyz,
Matrix3f dest)
Apply scaling to the this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in
dest. |
Matrix4f |
Matrix4f.scale(Vector3f xyz,
Matrix4f dest)
Apply scaling to the this matrix by scaling the base axes by the given xyz.x,
xyz.y and xyz.z factors, respectively and store the result in
dest. |
Matrix4f |
Matrix4f.scaling(Vector3f xyz)
Set this matrix to be a simple scale matrix which scales the base axes by xyz.x, xyz.y and xyz.z respectively.
|
Matrix3f |
Matrix3f.scaling(Vector3f xyz)
Set this matrix to be a simple scale matrix which scales the base axes by xyz.x, xyz.y and xyz.z respectively.
|
Vector3f |
Vector3f.set(Vector3f v)
Set the x, y and z components to match the supplied vector.
|
Vector4f |
Vector4f.set(Vector3f v,
float w)
Set the first three components of this to the components of
v and the last component to w. |
Matrix4f |
Matrix4f.setLookAlong(Vector3f dir,
Vector3f up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix3f |
Matrix3f.setLookAlong(Vector3f dir,
Vector3f up)
Set this matrix to a rotation transformation to make
-z
point along dir. |
Matrix4f |
Matrix4f.setLookAt(Vector3f eye,
Vector3f center,
Vector3f up)
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
-z with center - eye. |
Matrix4f |
Matrix4f.setLookAtLH(Vector3f eye,
Vector3f center,
Vector3f up)
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns
+z with center - eye. |
Matrix4f |
Matrix4f.setTranslation(Vector3f xyz)
Set only the translation components (m30, m31, m32) of this matrix to the values (xyz.x, xyz.y, xyz.z).
|
Vector3f |
Vector3f.smoothStep(Vector3f v,
float t,
Vector3f dest)
Compute a smooth-step (i.e. hermite with zero tangents) interpolation
between
this vector and the given vector v and
store the result in dest. |
Vector3f |
Vector3f.sub(float x,
float y,
float z,
Vector3f dest)
Decrement the components of this vector by the given values and store the result in
dest. |
Vector3f |
Vector3f.sub(Vector3f v)
Subtract the supplied vector from this one and store the result in
this. |
Vector3f |
Vector3f.sub(Vector3f v,
Vector3f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector3f |
Quaternionf.transform(Vector3f vec)
Transform the given vector by this quaternion.
|
Vector3f |
Matrix3f.transform(Vector3f v)
Transform the given vector by this matrix.
|
Vector3f |
Quaternionf.transform(Vector3f vec,
Vector3f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector3f |
Matrix3f.transform(Vector3f v,
Vector3f dest)
Transform the given vector by this matrix and store the result in
dest. |
Matrix4f |
Matrix4f.transformAab(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
Vector3f outMin,
Vector3f outMax)
Transform the axis-aligned box given as the minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by
this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Matrix4f |
Matrix4f.transformAab(Vector3f min,
Vector3f max,
Vector3f outMin,
Vector3f outMax)
Transform the axis-aligned box given as the minimum corner
min and maximum corner max
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax. |
Vector3f |
Matrix4f.transformDirection(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3f |
Matrix4f.transformDirection(Vector3f v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in
dest. |
Vector3f |
Matrix4f.transformPosition(Vector3f v)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3f |
Matrix4f.transformPosition(Vector3f v,
Vector3f dest)
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in
dest. |
Vector3f |
Matrix4f.transformProject(Vector3f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3f |
Matrix4f.transformProject(Vector3f v,
Vector3f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Matrix4f |
Matrix4f.translate(Vector3f offset)
Apply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translate(Vector3f offset,
Matrix4f dest)
Apply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4f.translateLocal(Vector3f offset)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z.
|
Matrix4f |
Matrix4f.translateLocal(Vector3f offset,
Matrix4f dest)
Pre-multiply a translation to this matrix by translating by the given number of
units in x, y and z and store the result in
dest. |
Matrix4f |
Matrix4f.translation(Vector3f offset)
Set this matrix to be a simple translation matrix.
|
Matrix4f |
Matrix4f.translationRotateScale(Vector3f translation,
Quaternionf quat,
Vector3f scale)
Set
this matrix to T * R * S, where T is the given translation,
R is a rotation transformation specified by the given quaternion, and S is a scaling transformation
which scales the axes by scale. |
Matrix4f |
Matrix4f.translationRotateScaleMulAffine(Vector3f translation,
Quaternionf quat,
Vector3f scale,
Matrix4f 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 and M is an affine matrix. |
Vector3f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
Matrix4f.unproject(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector3f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector3f |
Matrix4f.unprojectInv(Vector3f winCoords,
int[] viewport,
Vector3f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Matrix4f |
Matrix4f.unprojectInvRay(float winX,
float winY,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given 2D window coordinates (winX, winY) by
this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
Matrix4f |
Matrix4f.unprojectRay(float winX,
float winY,
int[] viewport,
Vector3f originDest,
Vector3f dirDest)
Unproject the given 2D window coordinates (winX, winY) by
this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0. |
| Constructor and Description |
|---|
Vector3f(Vector3f v)
Create a new
Vector3f with the same values as v. |
Vector4f(Vector3f v,
float w)
|
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