Package org.joml

Interface Vector3fc

  • All Known Implementing Classes:
    Vector3f

    public interface Vector3fc
    Interface to a read-only view of a 3-dimensional vector of single-precision floats.
    Author:
    Kai Burjack
    • Method Summary

      All Methods Instance Methods Abstract Methods 
      Modifier and Type Method Description
      Vector3f absolute​(Vector3f dest)
      Compute the absolute values of the individual components of this and store the result in dest.
      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 add​(Vector3fc v, Vector3f dest)
      Add the supplied vector to this one and store the result in dest.
      float angle​(Vector3fc v)
      Return the angle between this vector and the supplied vector.
      float angleCos​(Vector3fc v)
      Return the cosine of the angle between this vector and the supplied vector.
      Vector3f ceil​(Vector3f dest)
      Compute for each component of this vector the smallest (closest to negative infinity) float value that is greater than or equal to that component and is equal to a mathematical integer and store the result in dest.
      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 cross​(Vector3fc v, Vector3f dest)
      Compute the cross product of this vector and v and store the result in dest.
      float distance​(float x, float y, float z)
      Return the distance between this vector and (x, y, z).
      float distance​(Vector3fc v)
      Return the distance between this Vector and v.
      float distanceSquared​(float x, float y, float z)
      Return the square of the distance between this vector and (x, y, z).
      float distanceSquared​(Vector3fc v)
      Return the square of the distance between this vector and v.
      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 div​(float scalar, Vector3f dest)
      Divide all components of this Vector3f by the given scalar value and store the result in dest.
      Vector3f div​(Vector3fc v, Vector3f dest)
      Divide this Vector3f component-wise by another Vector3f and store the result in dest.
      float dot​(float x, float y, float z)
      Return the dot product of this vector and the vector (x, y, z).
      float dot​(Vector3fc v)
      Return the dot product of this vector and the supplied vector.
      boolean equals​(float x, float y, float z)
      Compare the vector components of this vector with the given (x, y, z) and return whether all of them are equal.
      boolean equals​(Vector3fc v, float delta)
      Compare the vector components of this vector with the given vector using the given delta and return whether all of them are equal within a maximum difference of delta.
      Vector3f floor​(Vector3f dest)
      Compute for each component of this vector the largest (closest to positive infinity) float value that is less than or equal to that component and is equal to a mathematical integer and store the result in dest.
      Vector3f fma​(float a, Vector3fc b, Vector3f dest)
      Add the component-wise multiplication of a * b to this vector and store the result in dest.
      Vector3f fma​(Vector3fc a, Vector3fc b, Vector3f dest)
      Add the component-wise multiplication of a * b to this vector and store the result in dest.
      float get​(int component)
      Get the value of the specified component of this vector.
      java.nio.ByteBuffer get​(int index, java.nio.ByteBuffer buffer)
      Store this vector into the supplied ByteBuffer starting at the specified absolute buffer position/index.
      java.nio.FloatBuffer get​(int index, java.nio.FloatBuffer buffer)
      Store this vector into the supplied FloatBuffer starting at the specified absolute buffer position/index.
      java.nio.ByteBuffer get​(java.nio.ByteBuffer buffer)
      Store this vector into the supplied ByteBuffer at the current buffer position.
      java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)
      Store this vector into the supplied FloatBuffer at the current buffer position.
      Vector3fc getToAddress​(long address)
      Store this vector at the given off-heap memory address.
      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 half​(Vector3fc other, Vector3f dest)
      Compute the half vector between this and the other vector and store the result in dest.
      Vector3f hermite​(Vector3fc t0, Vector3fc v1, Vector3fc 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.
      boolean isFinite()
      Determine whether all components are finite floating-point values, that is, they are not NaN and not infinity.
      float length()
      Return the length of this vector.
      float lengthSquared()
      Return the length squared of this vector.
      Vector3f lerp​(Vector3fc other, float t, Vector3f dest)
      Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
      Vector3f max​(Vector3fc v, Vector3f dest)
      Set the components of dest to be the component-wise maximum of this and the other vector.
      int maxComponent()
      Determine the component with the biggest absolute value.
      Vector3f min​(Vector3fc v, Vector3f dest)
      Set the components of dest to be the component-wise minimum of this and the other vector.
      int minComponent()
      Determine the component with the smallest (towards zero) absolute value.
      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 mul​(float scalar, Vector3f dest)
      Multiply all components of this Vector3f by the given scalar value and store the result in dest.
      Vector3f mul​(Matrix3dc mat, Vector3f dest)
      Multiply the given matrix with this Vector3f and store the result in dest.
      Vector3f mul​(Matrix3fc mat, Vector3f dest)
      Multiply the given matrix with this Vector3f and store the result in dest.
      Vector3f mul​(Matrix3x2fc mat, Vector3f dest)
      Multiply the given matrix mat with this by assuming a third row in the matrix of (0, 0, 1) and store the result in dest.
      Vector3f mul​(Vector3fc v, Vector3f dest)
      Multiply this Vector3f component-wise by another Vector3f and store the result in dest.
      Vector3f mulDirection​(Matrix4dc mat, Vector3f dest)
      Multiply the given 4x4 matrix mat with this and store the result in dest.
      Vector3f mulDirection​(Matrix4fc mat, Vector3f dest)
      Multiply the given 4x4 matrix mat with this and store the result in dest.
      Vector3f mulDirection​(Matrix4x3fc mat, Vector3f dest)
      Multiply the given 4x3 matrix mat with this and store the result in dest.
      Vector3f mulPosition​(Matrix4fc mat, Vector3f dest)
      Multiply the given 4x4 matrix mat with this and store the result in dest.
      Vector3f mulPosition​(Matrix4x3fc mat, Vector3f dest)
      Multiply the given 4x3 matrix mat with this and store the result in dest.
      float mulPositionW​(Matrix4fc mat, Vector3f dest)
      Multiply the given 4x4 matrix mat with this, store the result in dest and return the w component of the resulting 4D vector.
      Vector3f mulProject​(Matrix4fc mat, Vector3f dest)
      Multiply the given matrix mat with this Vector3f, perform perspective division and store the result in dest.
      Vector3f mulTranspose​(Matrix3fc mat, Vector3f dest)
      Multiply the transpose of the given matrix with this Vector3f and store the result in dest.
      Vector3f mulTransposeDirection​(Matrix4fc mat, Vector3f dest)
      Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.
      Vector3f mulTransposePosition​(Matrix4fc mat, Vector3f dest)
      Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.
      Vector3f negate​(Vector3f dest)
      Negate this vector and store the result in dest.
      Vector3f normalize​(float length, Vector3f dest)
      Scale this vector to have the given length and store the result in dest.
      Vector3f normalize​(Vector3f dest)
      Normalize this vector and store the result in dest.
      Vector3f orthogonalize​(Vector3fc v, Vector3f dest)
      Transform this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest.
      Vector3f orthogonalizeUnit​(Vector3fc v, Vector3f dest)
      Transform this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest.
      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 reflect​(Vector3fc normal, Vector3f dest)
      Reflect this vector about the given normal vector and store the result in dest.
      Vector3f rotate​(Quaternionfc quat, Vector3f dest)
      Rotate this vector by the given quaternion quat and store the result in dest.
      Vector3f rotateAxis​(float angle, float aX, float aY, float aZ, Vector3f dest)
      Rotate this vector the specified radians around the given rotation axis and store the result into dest.
      Vector3f rotateX​(float angle, Vector3f dest)
      Rotate this vector the specified radians around the X axis and store the result into dest.
      Vector3f rotateY​(float angle, Vector3f dest)
      Rotate this vector the specified radians around the Y axis and store the result into dest.
      Vector3f rotateZ​(float angle, Vector3f dest)
      Rotate this vector the specified radians around the Z axis and store the result into dest.
      Quaternionf rotationTo​(float toDirX, float toDirY, float toDirZ, Quaternionf dest)
      Compute the quaternion representing a rotation of this vector to point along (toDirX, toDirY, toDirZ) and store the result in dest.
      Quaternionf rotationTo​(Vector3fc toDir, Quaternionf dest)
      Compute the quaternion representing a rotation of this vector to point along toDir and store the result in dest.
      Vector3f round​(Vector3f dest)
      Compute for each component of this vector the closest float that is equal to a mathematical integer, with ties rounding to positive infinity and store the result in dest.
      Vector3f smoothStep​(Vector3fc 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 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 sub​(Vector3fc v, Vector3f dest)
      Subtract the supplied vector from this one and store the result in dest.
      float x()  
      float y()  
      float z()  
    • Method Detail

      • x

        float x()
        Returns:
        the value of the x component
      • y

        float y()
        Returns:
        the value of the y component
      • z

        float z()
        Returns:
        the value of the z component
      • get

        java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)
        Store this vector into the supplied FloatBuffer at the current buffer position.

        This method will not increment the position of the given FloatBuffer.

        In order to specify the offset into the FloatBuffer at which the vector is stored, use get(int, FloatBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this vector in x, y, z order
        Returns:
        the passed in buffer
        See Also:
        get(int, FloatBuffer), get(int, FloatBuffer)
      • get

        java.nio.FloatBuffer get​(int index,
                                 java.nio.FloatBuffer buffer)
        Store this vector into the supplied FloatBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given FloatBuffer.

        Parameters:
        index - the absolute position into the FloatBuffer
        buffer - will receive the values of this vector in x, y, z order
        Returns:
        the passed in buffer
      • get

        java.nio.ByteBuffer get​(java.nio.ByteBuffer buffer)
        Store this vector into the supplied ByteBuffer at the current buffer position.

        This method will not increment the position of the given ByteBuffer.

        In order to specify the offset into the ByteBuffer at which the vector is stored, use get(int, ByteBuffer), taking the absolute position as parameter.

        Parameters:
        buffer - will receive the values of this vector in x, y, z order
        Returns:
        the passed in buffer
        See Also:
        get(int, ByteBuffer), get(int, ByteBuffer)
      • get

        java.nio.ByteBuffer get​(int index,
                                java.nio.ByteBuffer buffer)
        Store this vector into the supplied ByteBuffer starting at the specified absolute buffer position/index.

        This method will not increment the position of the given ByteBuffer.

        Parameters:
        index - the absolute position into the ByteBuffer
        buffer - will receive the values of this vector in x, y, z order
        Returns:
        the passed in buffer
      • getToAddress

        Vector3fc getToAddress​(long address)
        Store this vector at the given off-heap memory address.

        This method will throw an UnsupportedOperationException when JOML is used with `-Djoml.nounsafe`.

        This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.

        Parameters:
        address - the off-heap address where to store this vector
        Returns:
        this
      • sub

        Vector3f sub​(Vector3fc v,
                     Vector3f dest)
        Subtract the supplied vector from this one and store the result in dest.
        Parameters:
        v - the vector to subtract
        dest - will hold the result
        Returns:
        dest
      • sub

        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.
        Parameters:
        x - the x component to subtract
        y - the y component to subtract
        z - the z component to subtract
        dest - will hold the result
        Returns:
        dest
      • add

        Vector3f add​(Vector3fc v,
                     Vector3f dest)
        Add the supplied vector to this one and store the result in dest.
        Parameters:
        v - the vector to add
        dest - will hold the result
        Returns:
        dest
      • add

        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.
        Parameters:
        x - the x component to add
        y - the y component to add
        z - the z component to add
        dest - will hold the result
        Returns:
        dest
      • fma

        Vector3f fma​(Vector3fc a,
                     Vector3fc b,
                     Vector3f dest)
        Add the component-wise multiplication of a * b to this vector and store the result in dest.
        Parameters:
        a - the first multiplicand
        b - the second multiplicand
        dest - will hold the result
        Returns:
        dest
      • fma

        Vector3f fma​(float a,
                     Vector3fc b,
                     Vector3f dest)
        Add the component-wise multiplication of a * b to this vector and store the result in dest.
        Parameters:
        a - the first multiplicand
        b - the second multiplicand
        dest - will hold the result
        Returns:
        dest
      • mul

        Vector3f mul​(Vector3fc v,
                     Vector3f dest)
        Multiply this Vector3f component-wise by another Vector3f and store the result in dest.
        Parameters:
        v - the vector to multiply by
        dest - will hold the result
        Returns:
        dest
      • div

        Vector3f div​(Vector3fc v,
                     Vector3f dest)
        Divide this Vector3f component-wise by another Vector3f and store the result in dest.
        Parameters:
        v - the vector to divide by
        dest - will hold the result
        Returns:
        dest
      • mulProject

        Vector3f mulProject​(Matrix4fc mat,
                            Vector3f dest)
        Multiply the given matrix mat with this Vector3f, perform perspective division and store the result in dest.

        This method uses w=1.0 as the fourth vector component.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mul

        Vector3f mul​(Matrix3fc mat,
                     Vector3f dest)
        Multiply the given matrix with this Vector3f and store the result in dest.
        Parameters:
        mat - the matrix
        dest - will hold the result
        Returns:
        dest
      • mul

        Vector3f mul​(Matrix3dc mat,
                     Vector3f dest)
        Multiply the given matrix with this Vector3f and store the result in dest.
        Parameters:
        mat - the matrix
        dest - will hold the result
        Returns:
        dest
      • mul

        Vector3f mul​(Matrix3x2fc mat,
                     Vector3f dest)
        Multiply the given matrix mat with this by assuming a third row in the matrix of (0, 0, 1) and store the result in dest.
        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulTranspose

        Vector3f mulTranspose​(Matrix3fc mat,
                              Vector3f dest)
        Multiply the transpose of the given matrix with this Vector3f and store the result in dest.
        Parameters:
        mat - the matrix
        dest - will hold the result
        Returns:
        dest
      • mulPosition

        Vector3f mulPosition​(Matrix4fc mat,
                             Vector3f dest)
        Multiply the given 4x4 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 1.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulPosition

        Vector3f mulPosition​(Matrix4x3fc mat,
                             Vector3f dest)
        Multiply the given 4x3 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 1.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulTransposePosition

        Vector3f mulTransposePosition​(Matrix4fc mat,
                                      Vector3f dest)
        Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 1.0.

        Parameters:
        mat - the matrix whose transpose to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulPositionW

        float mulPositionW​(Matrix4fc mat,
                           Vector3f dest)
        Multiply the given 4x4 matrix mat with this, store the result in dest and return the w component of the resulting 4D vector.

        This method assumes the w component of this to be 1.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the (x, y, z) components of the resulting vector
        Returns:
        the w component of the resulting 4D vector after multiplication
      • mulDirection

        Vector3f mulDirection​(Matrix4dc mat,
                              Vector3f dest)
        Multiply the given 4x4 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 0.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulDirection

        Vector3f mulDirection​(Matrix4fc mat,
                              Vector3f dest)
        Multiply the given 4x4 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 0.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulDirection

        Vector3f mulDirection​(Matrix4x3fc mat,
                              Vector3f dest)
        Multiply the given 4x3 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 0.0.

        Parameters:
        mat - the matrix to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mulTransposeDirection

        Vector3f mulTransposeDirection​(Matrix4fc mat,
                                       Vector3f dest)
        Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.

        This method assumes the w component of this to be 0.0.

        Parameters:
        mat - the matrix whose transpose to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mul

        Vector3f mul​(float scalar,
                     Vector3f dest)
        Multiply all components of this Vector3f by the given scalar value and store the result in dest.
        Parameters:
        scalar - the scalar to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • mul

        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.
        Parameters:
        x - the x component to multiply this vector by
        y - the y component to multiply this vector by
        z - the z component to multiply this vector by
        dest - will hold the result
        Returns:
        dest
      • div

        Vector3f div​(float scalar,
                     Vector3f dest)
        Divide all components of this Vector3f by the given scalar value and store the result in dest.
        Parameters:
        scalar - the scalar to divide by
        dest - will hold the result
        Returns:
        dest
      • div

        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.
        Parameters:
        x - the x component to divide this vector by
        y - the y component to divide this vector by
        z - the z component to divide this vector by
        dest - will hold the result
        Returns:
        dest
      • rotationTo

        Quaternionf rotationTo​(Vector3fc toDir,
                               Quaternionf dest)
        Compute the quaternion representing a rotation of this vector to point along toDir and store the result in dest.

        Because there can be multiple possible rotations, this method chooses the one with the shortest arc.

        Parameters:
        toDir - the destination direction
        dest - will hold the result
        Returns:
        dest
        See Also:
        Quaternionf.rotationTo(Vector3fc, Vector3fc)
      • rotationTo

        Quaternionf rotationTo​(float toDirX,
                               float toDirY,
                               float toDirZ,
                               Quaternionf dest)
        Compute the quaternion representing a rotation of this vector to point along (toDirX, toDirY, toDirZ) and store the result in dest.

        Because there can be multiple possible rotations, this method chooses the one with the shortest arc.

        Parameters:
        toDirX - the x coordinate of the destination direction
        toDirY - the y coordinate of the destination direction
        toDirZ - the z coordinate of the destination direction
        dest - will hold the result
        Returns:
        dest
        See Also:
        Quaternionf.rotationTo(float, float, float, float, float, float)
      • rotateAxis

        Vector3f rotateAxis​(float angle,
                            float aX,
                            float aY,
                            float aZ,
                            Vector3f dest)
        Rotate this vector the specified radians around the given rotation axis and store the result into dest.
        Parameters:
        angle - the angle in radians
        aX - the x component of the rotation axis
        aY - the y component of the rotation axis
        aZ - the z component of the rotation axis
        dest - will hold the result
        Returns:
        dest
      • rotateX

        Vector3f rotateX​(float angle,
                         Vector3f dest)
        Rotate this vector the specified radians around the X axis and store the result into dest.
        Parameters:
        angle - the angle in radians
        dest - will hold the result
        Returns:
        dest
      • rotateY

        Vector3f rotateY​(float angle,
                         Vector3f dest)
        Rotate this vector the specified radians around the Y axis and store the result into dest.
        Parameters:
        angle - the angle in radians
        dest - will hold the result
        Returns:
        dest
      • rotateZ

        Vector3f rotateZ​(float angle,
                         Vector3f dest)
        Rotate this vector the specified radians around the Z axis and store the result into dest.
        Parameters:
        angle - the angle in radians
        dest - will hold the result
        Returns:
        dest
      • lengthSquared

        float lengthSquared()
        Return the length squared of this vector.
        Returns:
        the length squared
      • length

        float length()
        Return the length of this vector.
        Returns:
        the length
      • normalize

        Vector3f normalize​(Vector3f dest)
        Normalize this vector and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • normalize

        Vector3f normalize​(float length,
                           Vector3f dest)
        Scale this vector to have the given length and store the result in dest.
        Parameters:
        length - the desired length
        dest - will hold the result
        Returns:
        dest
      • cross

        Vector3f cross​(Vector3fc v,
                       Vector3f dest)
        Compute the cross product of this vector and v and store the result in dest.
        Parameters:
        v - the other vector
        dest - will hold the result
        Returns:
        dest
      • cross

        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.
        Parameters:
        x - the x component of the other vector
        y - the y component of the other vector
        z - the z component of the other vector
        dest - will hold the result
        Returns:
        dest
      • distance

        float distance​(Vector3fc v)
        Return the distance between this Vector and v.
        Parameters:
        v - the other vector
        Returns:
        the distance
      • distance

        float distance​(float x,
                       float y,
                       float z)
        Return the distance between this vector and (x, y, z).
        Parameters:
        x - the x component of the other vector
        y - the y component of the other vector
        z - the z component of the other vector
        Returns:
        the euclidean distance
      • distanceSquared

        float distanceSquared​(Vector3fc v)
        Return the square of the distance between this vector and v.
        Parameters:
        v - the other vector
        Returns:
        the squared of the distance
      • distanceSquared

        float distanceSquared​(float x,
                              float y,
                              float z)
        Return the square of the distance between this vector and (x, y, z).
        Parameters:
        x - the x component of the other vector
        y - the y component of the other vector
        z - the z component of the other vector
        Returns:
        the square of the distance
      • dot

        float dot​(Vector3fc v)
        Return the dot product of this vector and the supplied vector.
        Parameters:
        v - the other vector
        Returns:
        the dot product
      • dot

        float dot​(float x,
                  float y,
                  float z)
        Return the dot product of this vector and the vector (x, y, z).
        Parameters:
        x - the x component of the other vector
        y - the y component of the other vector
        z - the z component of the other vector
        Returns:
        the dot product
      • angleCos

        float angleCos​(Vector3fc v)
        Return the cosine of the angle between this vector and the supplied vector. Use this instead of Math.cos(this.angle(v)).
        Parameters:
        v - the other vector
        Returns:
        the cosine of the angle
        See Also:
        angle(Vector3fc)
      • angle

        float angle​(Vector3fc v)
        Return the angle between this vector and the supplied vector.
        Parameters:
        v - the other vector
        Returns:
        the angle, in radians
        See Also:
        angleCos(Vector3fc)
      • min

        Vector3f min​(Vector3fc v,
                     Vector3f dest)
        Set the components of dest to be the component-wise minimum of this and the other vector.
        Parameters:
        v - the other vector
        dest - will hold the result
        Returns:
        dest
      • max

        Vector3f max​(Vector3fc v,
                     Vector3f dest)
        Set the components of dest to be the component-wise maximum of this and the other vector.
        Parameters:
        v - the other vector
        dest - will hold the result
        Returns:
        dest
      • negate

        Vector3f negate​(Vector3f dest)
        Negate this vector and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • absolute

        Vector3f absolute​(Vector3f dest)
        Compute the absolute values of the individual components of this and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • reflect

        Vector3f reflect​(Vector3fc normal,
                         Vector3f dest)
        Reflect this vector about the given normal vector and store the result in dest.
        Parameters:
        normal - the vector to reflect about
        dest - will hold the result
        Returns:
        dest
      • reflect

        Vector3f reflect​(float x,
                         float y,
                         float z,
                         Vector3f dest)
        Reflect this vector about the given normal vector and store the result in dest.
        Parameters:
        x - the x component of the normal
        y - the y component of the normal
        z - the z component of the normal
        dest - will hold the result
        Returns:
        dest
      • half

        Vector3f half​(Vector3fc other,
                      Vector3f dest)
        Compute the half vector between this and the other vector and store the result in dest.
        Parameters:
        other - the other vector
        dest - will hold the result
        Returns:
        dest
      • half

        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.
        Parameters:
        x - the x component of the other vector
        y - the y component of the other vector
        z - the z component of the other vector
        dest - will hold the result
        Returns:
        dest
      • smoothStep

        Vector3f smoothStep​(Vector3fc 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.
        Parameters:
        v - the other vector
        t - the interpolation factor, within [0..1]
        dest - will hold the result
        Returns:
        dest
      • hermite

        Vector3f hermite​(Vector3fc t0,
                         Vector3fc v1,
                         Vector3fc 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.
        Parameters:
        t0 - the tangent of this vector
        v1 - the other vector
        t1 - the tangent of the other vector
        t - the interpolation factor, within [0..1]
        dest - will hold the result
        Returns:
        dest
      • lerp

        Vector3f lerp​(Vector3fc other,
                      float t,
                      Vector3f dest)
        Linearly interpolate this and other using the given interpolation factor t and store the result in dest.

        If t is 0.0 then the result is this. If the interpolation factor is 1.0 then the result is other.

        Parameters:
        other - the other vector
        t - the interpolation factor between 0.0 and 1.0
        dest - will hold the result
        Returns:
        dest
      • get

        float get​(int component)
           throws java.lang.IllegalArgumentException
        Get the value of the specified component of this vector.
        Parameters:
        component - the component, within [0..2]
        Returns:
        the value
        Throws:
        java.lang.IllegalArgumentException - if component is not within [0..2]
      • maxComponent

        int maxComponent()
        Determine the component with the biggest absolute value.
        Returns:
        the component index, within [0..2]
      • minComponent

        int minComponent()
        Determine the component with the smallest (towards zero) absolute value.
        Returns:
        the component index, within [0..2]
      • orthogonalize

        Vector3f orthogonalize​(Vector3fc v,
                               Vector3f dest)
        Transform this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest.

        Reference: Gram–Schmidt process

        Parameters:
        v - the reference vector which the result should be orthogonal to
        dest - will hold the result
        Returns:
        dest
      • orthogonalizeUnit

        Vector3f orthogonalizeUnit​(Vector3fc v,
                                   Vector3f dest)
        Transform this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest.

        The vector v is assumed to be a unit vector.

        Reference: Gram–Schmidt process

        Parameters:
        v - the reference unit vector which the result should be orthogonal to
        dest - will hold the result
        Returns:
        dest
      • floor

        Vector3f floor​(Vector3f dest)
        Compute for each component of this vector the largest (closest to positive infinity) float value that is less than or equal to that component and is equal to a mathematical integer and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • ceil

        Vector3f ceil​(Vector3f dest)
        Compute for each component of this vector the smallest (closest to negative infinity) float value that is greater than or equal to that component and is equal to a mathematical integer and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • round

        Vector3f round​(Vector3f dest)
        Compute for each component of this vector the closest float that is equal to a mathematical integer, with ties rounding to positive infinity and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • isFinite

        boolean isFinite()
        Determine whether all components are finite floating-point values, that is, they are not NaN and not infinity.
        Returns:
        true if all components are finite floating-point values; false otherwise
      • equals

        boolean equals​(Vector3fc v,
                       float delta)
        Compare the vector components of this vector with the given vector using the given delta and return whether all of them are equal within a maximum difference of delta.

        Please note that this method is not used by any data structure such as ArrayList HashSet or HashMap and their operations, such as ArrayList.contains(Object) or HashSet.remove(Object), since those data structures only use the Object.equals(Object) and Object.hashCode() methods.

        Parameters:
        v - the other vector
        delta - the allowed maximum difference
        Returns:
        true whether all of the vector components are equal; false otherwise
      • equals

        boolean equals​(float x,
                       float y,
                       float z)
        Compare the vector components of this vector with the given (x, y, z) and return whether all of them are equal.
        Parameters:
        x - the x component to compare to
        y - the y component to compare to
        z - the z component to compare to
        Returns:
        true if all the vector components are equal