| Modifier and Type | Method and Description |
|---|---|
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w)
Increment the components of this vector by the given values.
|
Vector4f |
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 |
Vector4f.add(Vector4f v)
Add the supplied vector to this one.
|
Vector4f |
Vector4f.add(Vector4f v,
Vector4f dest)
Add the supplied vector to this one and store the result in
dest. |
Vector4f |
Vector4f.div(float scalar)
Divide all components of this
Vector4f by the given scalar
value. |
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w)
Divide the components of this Vector4f by the given scalar values and store the result in
this. |
Vector4f |
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 |
Vector4f.div(float scalar,
Vector4f dest)
Divide all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.div(Vector4f v)
Divide this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.div(Vector4f v,
Vector4f dest)
Divide this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.fma(float a,
Vector4f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4f.fma(float a,
Vector4f b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(Vector4f a,
Vector4f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4f.fma(Vector4f a,
Vector4f b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Matrix4f.frustumPlane(int plane,
Vector4f planeEquation)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation. |
Vector4f |
Matrix4f.getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0. |
Vector4f |
Matrix4f.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Vector4f.hermite(Vector4f t0,
Vector4f v1,
Vector4f t1,
float t,
Vector4f dest)
Compute a hermite interpolation between
this vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
Vector4f |
Vector4f.lerp(Vector4f other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector4f |
Vector4f.lerp(Vector4f other,
float t,
Vector4f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4f |
Vector4f.max(Vector4f v)
Set the components of this vector to be the component-wise maximum of
this and the other vector.
|
Vector4f |
Vector4f.min(Vector4f v)
Set the components of this vector to be the component-wise minimum of
this and the other vector.
|
Vector4f |
Vector4f.mul(float scalar)
Multiply all components of this
Vector4f by the given scalar
value. |
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w)
Multiply the components of this Vector4f by the given scalar values and store the result in
this. |
Vector4f |
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 |
Vector4f.mul(float scalar,
Vector4f dest)
Multiply all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.mul(Matrix4f mat)
Multiply this Vector4f by the given matrix mat and store the result in
this. |
Vector4f |
Vector4f.mul(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix mat and store the result in
dest. |
Vector4f |
Vector4f.mul(Vector4f v)
Multiply this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.mul(Vector4f v,
Vector4f dest)
Multiply this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mulProject(Matrix4f mat)
Multiply this Vector4f by the given matrix
mat, perform perspective division. |
Vector4f |
Vector4f.mulProject(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix
mat, perform perspective division
and store the result in dest. |
Vector4f |
Vector4f.negate()
Negate this vector.
|
Vector4f |
Vector4f.negate(Vector4f dest)
Negate this vector and store the result in
dest. |
Vector4f |
Vector4f.normalize()
Normalizes this vector.
|
Vector4f |
Vector4f.normalize(Vector4f dest)
Normalizes this vector and store the result in
dest. |
Vector4f |
Vector4f.normalize3()
Normalize this vector by computing only the norm of (x, y, z).
|
Vector4f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(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. |
Vector4f |
Vector4f.rotate(Quaternionf quat)
Rotate this vector by the given quaternion
quat and store the result in this. |
Vector4f |
Vector4f.rotate(Quaternionf quat,
Vector4f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector4f |
Vector4f.set(ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer at the current
buffer position. |
Vector4f |
Vector4f.set(float d)
Set the x, y, z, and w components to the supplied value.
|
Vector4f |
Vector4f.set(FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer at the current
buffer position. |
Vector4f |
Vector4f.set(float x,
float y,
float z,
float w)
Set the x, y, z, and w components to the supplied values.
|
Vector4f |
Vector4f.set(int index,
ByteBuffer buffer)
Read this vector from the supplied
ByteBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
Vector4f.set(int index,
FloatBuffer buffer)
Read this vector from the supplied
FloatBuffer starting at the specified
absolute buffer position/index. |
Vector4f |
Vector4f.set(Vector3f v,
float w)
Set the first three components of this to the components of
v and the last component to w. |
Vector4f |
Vector4f.set(Vector4f v)
Set this
Vector4f to the values of the given v. |
Vector4f |
Vector4f.smoothStep(Vector4f v,
float t,
Vector4f 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. |
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w)
Subtract (x, y, z, w) from this.
|
Vector4f |
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 |
Vector4f.sub(Vector4f v)
Subtract the supplied vector from this one.
|
Vector4f |
Vector4f.sub(Vector4f v,
Vector4f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4f |
Quaternionf.transform(Vector4f vec)
Transform the given vector by this quaternion.
|
Vector4f |
Matrix4f.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Quaternionf.transform(Vector4f vec,
Vector4f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4f |
Matrix4f.transform(Vector4f v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Matrix4f.transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)). |
Vector4f |
Matrix4f.transformAffine(Vector4f v,
Vector4f dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest. |
Vector4f |
Matrix4f.transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
Matrix4f.transformProject(Vector4f v,
Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Vector4f.zero()
Set all components to zero.
|
| Modifier and Type | Method and Description |
|---|---|
Vector4f |
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 |
Vector4f.add(Vector4f v)
Add the supplied vector to this one.
|
Vector4f |
Vector4f.add(Vector4f v,
Vector4f dest)
Add the supplied vector to this one and store the result in
dest. |
float |
Vector4f.angle(Vector4f v)
Return the angle between this vector and the supplied vector.
|
float |
Vector4f.angleCos(Vector4f v)
Return the cosine of the angle between this vector and the supplied vector.
|
float |
Vector4f.distance(Vector4f v)
Return the distance between
this vector and v. |
Vector4f |
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 |
Vector4f.div(float scalar,
Vector4f dest)
Divide all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.div(Vector4f v)
Divide this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.div(Vector4f v,
Vector4f dest)
Divide this Vector4f component-wise by another Vector4f and store the result in
dest. |
float |
Vector4f.dot(Vector4f v)
Compute the dot product (inner product) of this vector and
v
. |
Vector4f |
Vector4f.fma(float a,
Vector4f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4f.fma(float a,
Vector4f b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Vector4f.fma(Vector4f a,
Vector4f b)
Add the component-wise multiplication of
a * b to this vector. |
Vector4f |
Vector4f.fma(Vector4f a,
Vector4f b,
Vector4f dest)
Add the component-wise multiplication of
a * b to this vector
and store the result in dest. |
Vector4f |
Matrix4f.frustumPlane(int plane,
Vector4f planeEquation)
Calculate a frustum plane of
this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given planeEquation. |
Vector4f |
Matrix4f.getColumn(int column,
Vector4f dest)
Get the column at the given
column index, starting with 0. |
Vector4f |
Matrix4f.getRow(int row,
Vector4f dest)
Get the row at the given
row index, starting with 0. |
Vector4f |
Vector4f.hermite(Vector4f t0,
Vector4f v1,
Vector4f t1,
float t,
Vector4f dest)
Compute a hermite interpolation between
this vector and its
associated tangent t0 and the given vector v
with its tangent t1 and store the result in
dest. |
Vector4f |
Vector4f.lerp(Vector4f other,
float t)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in this. |
Vector4f |
Vector4f.lerp(Vector4f other,
float t,
Vector4f dest)
Linearly interpolate
this and other using the given interpolation factor t
and store the result in dest. |
Vector4f |
Vector4f.max(Vector4f v)
Set the components of this vector to be the component-wise maximum of
this and the other vector.
|
Vector4f |
Vector4f.min(Vector4f v)
Set the components of this vector to be the component-wise minimum of
this and the other vector.
|
Vector4f |
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 |
Vector4f.mul(float scalar,
Vector4f dest)
Multiply all components of this
Vector4f by the given scalar
value and store the result in dest. |
Vector4f |
Vector4f.mul(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix mat and store the result in
dest. |
Vector4f |
Vector4f.mul(Vector4f v)
Multiply this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.mul(Vector4f v,
Vector4f dest)
Multiply this Vector4f component-wise by another Vector4f and store the result in
dest. |
Vector4f |
Vector4f.mulProject(Matrix4f mat,
Vector4f dest)
Multiply this Vector4f by the given matrix
mat, perform perspective division
and store the result in dest. |
Vector4f |
Vector4f.negate(Vector4f dest)
Negate this vector and store the result in
dest. |
Vector4f |
Vector4f.normalize(Vector4f dest)
Normalizes this vector and store the result in
dest. |
Vector4f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest)
Project the given (x, y, z) position via
this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest. |
Vector4f |
Matrix4f.project(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. |
Vector4f |
Vector4f.rotate(Quaternionf quat,
Vector4f dest)
Rotate this vector by the given quaternion
quat and store the result in dest. |
Vector4f |
Vector4f.set(Vector4f v)
Set this
Vector4f to the values of the given v. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction
light. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
float a,
float b,
float c,
float d,
Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction
light
and store the result in dest. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction
light. |
Matrix4f |
Matrix4f.shadow(Vector4f light,
Matrix4f planeTransform,
Matrix4f dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction
light
and store the result in dest. |
Vector4f |
Vector4f.smoothStep(Vector4f v,
float t,
Vector4f 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. |
Vector4f |
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 |
Vector4f.sub(Vector4f v)
Subtract the supplied vector from this one.
|
Vector4f |
Vector4f.sub(Vector4f v,
Vector4f dest)
Subtract the supplied vector from this one and store the result in
dest. |
Vector4f |
Quaternionf.transform(Vector4f vec)
Transform the given vector by this quaternion.
|
Vector4f |
Matrix4f.transform(Vector4f v)
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Quaternionf.transform(Vector4f vec,
Vector4f dest)
Transform the given vector by this quaternion and store the result in
dest. |
Vector4f |
Matrix4f.transform(Vector4f v,
Vector4f dest)
Transform/multiply the given vector by this matrix and store the result in
dest. |
Vector4f |
Matrix4f.transformAffine(Vector4f v)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)). |
Vector4f |
Matrix4f.transformAffine(Vector4f v,
Vector4f dest)
Transform/multiply the given 4D-vector by assuming that
this matrix represents an affine transformation
(i.e. its last row is equal to (0, 0, 0, 1)) and store the result in dest. |
Vector4f |
Matrix4f.transformProject(Vector4f v)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
Matrix4f.transformProject(Vector4f v,
Vector4f dest)
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in
dest. |
Vector4f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
Matrix4f.unproject(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates (winX, winY, winZ) by
this matrix using the specified viewport. |
Vector4f |
Matrix4f.unprojectInv(Vector3f winCoords,
int[] viewport,
Vector4f dest)
Unproject the given window coordinates
winCoords by this matrix using the specified viewport. |
| Constructor and Description |
|---|
Vector4f(Vector4f v)
Create a new
Vector4f with the same values as v. |
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