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

    Modifier and Type
    Method
    Description
    Compute the absolute values of the individual components of this and store the result in dest.
    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.
    Add the supplied vector to this one and store the result in dest.
    float
    Return the angle between this vector and the supplied vector.
    float
    Return the cosine of the angle between this vector and the supplied vector.
    float
    angleSigned(float x, float y, float z, float nx, float ny, float nz)
    Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector (nx, ny, nz).
    float
    Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector n.
    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.
    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.
    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
    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
    Return the square of the distance between this vector and v.
    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.
    div(float scalar, Vector3f dest)
    Divide all components of this Vector3f by the given scalar value and store the result in 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
    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.
    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.
    fma(float a, Vector3fc b, Vector3f dest)
    Add the component-wise multiplication of a * b to this vector and store the result in 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.
    get(int index, ByteBuffer buffer)
    Store this vector into the supplied ByteBuffer starting at the specified absolute buffer position/index.
    get(int index, FloatBuffer buffer)
    Store this vector into the supplied FloatBuffer starting at the specified absolute buffer position/index.
    get(int mode, Vector3i dest)
    Set the components of the given vector dest to those of this vector using the given RoundingMode.
    get(ByteBuffer buffer)
    Store this vector into the supplied ByteBuffer at the current buffer position.
    get(FloatBuffer buffer)
    Store this vector into the supplied FloatBuffer at the current buffer position.
    get(Vector3d dest)
    Set the components of the given vector dest to those of this vector.
    get(Vector3f dest)
    Set the components of the given vector dest to those of this vector.
    getToAddress(long address)
    Store this vector at the given off-heap memory address.
    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.
    half(Vector3fc other, Vector3f dest)
    Compute the half vector between this and the other vector and store the result in dest.
    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
    Determine whether all components are finite floating-point values, that is, they are not NaN and not infinity.
    float
    Return the length of this vector.
    float
    Return the length squared of this vector.
    lerp(Vector3fc other, float t, Vector3f dest)
    Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
    Set the components of dest to be the component-wise maximum of this and the other vector.
    int
    Determine the component with the biggest absolute value.
    Set the components of dest to be the component-wise minimum of this and the other vector.
    int
    Determine the component with the smallest (towards zero) absolute value.
    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.
    mul(float scalar, Vector3f dest)
    Multiply all components of this Vector3f by the given scalar value and store the result in dest.
    mul(Matrix3dc mat, Vector3f dest)
    Multiply the given matrix with this Vector3f and store the result in dest.
    mul(Matrix3fc mat, Vector3f dest)
    Multiply the given matrix with this Vector3f and store the result in dest.
    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.
    Multiply this Vector3f component-wise by another Vector3f and store the result in dest.
    mulAdd(float a, Vector3fc b, Vector3f dest)
    Add the component-wise multiplication of this * a to b and store the result in dest.
    Add the component-wise multiplication of this * a to b and store the result in dest.
    Multiply the given 4x4 matrix mat with this and store the result in dest.
    Multiply the given 4x4 matrix mat with this and store the result in dest.
    Multiply the given 4x3 matrix mat with this and store the result in dest.
    Multiply the given 4x4 matrix mat with this and store the result in dest.
    Multiply the given 4x3 matrix mat with this and store the result in dest.
    float
    Multiply the given 4x4 matrix mat with this, store the result in dest and return the w component of the resulting 4D vector.
    mulProject(Matrix4fc mat, float w, Vector3f dest)
    Multiply the given matrix mat with this Vector3f, perform perspective division and store the result in dest.
    Multiply the given matrix mat with this Vector3f, perform perspective division and store the result in dest.
    Multiply the transpose of the given matrix with this Vector3f and store the result in dest.
    Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.
    Multiply the transpose of the given 4x4 matrix mat with this and store the result in dest.
    Negate this vector and store the result in dest.
    normalize(float length, Vector3f dest)
    Scale this vector to have the given length and store the result in dest.
    Normalize this vector and store the result in dest.
    Transform this vector so that it is orthogonal to the given vector v, normalize the result and store it into dest.
    Transform this vector so that it is orthogonal to the given unit vector v, normalize the result and store it into dest.
    reflect(float x, float y, float z, Vector3f dest)
    Reflect this vector about the given normal vector and store the result in dest.
    reflect(Vector3fc normal, Vector3f dest)
    Reflect this vector about the given normal vector and store the result in dest.
    Rotate this vector by the given quaternion quat and store the result in dest.
    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.
    rotateX(float angle, Vector3f dest)
    Rotate this vector the specified radians around the X axis and store the result into dest.
    rotateY(float angle, Vector3f dest)
    Rotate this vector the specified radians around the Y axis and store the result into dest.
    rotateZ(float angle, Vector3f dest)
    Rotate this vector the specified radians around the Z axis and store the result into dest.
    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.
    Compute the quaternion representing a rotation of this vector to point along toDir and store the result in 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.
    smoothStep(Vector3fc v, float t, Vector3f dest)
    Compute a smooth-step (i.e.
    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.
    Subtract the supplied vector from this one and store the result in dest.
    float
    x()
     
    float
    y()
     
    float
    z()
     
  • Method Details

    • 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

      FloatBuffer get(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

      FloatBuffer get(int index, 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

      ByteBuffer get(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

      ByteBuffer get(int index, 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
    • mulAdd

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

      Vector3f mulAdd(float a, Vector3fc b, Vector3f dest)
      Add the component-wise multiplication of this * a to b and store the result in dest.
      Parameters:
      a - the multiplicand
      b - the addend
      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
    • mulProject

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

      This method uses the given w as the fourth vector component.

      Parameters:
      mat - the matrix to multiply this vector by
      w - the w component to use
      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
    • rotate

      Vector3f rotate(Quaternionfc quat, Vector3f dest)
      Rotate this vector by the given quaternion quat and store the result in dest.
      Parameters:
      quat - the quaternion to rotate this vector
      dest - will hold the result
      Returns:
      dest
      See Also:
    • 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:
    • 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:
    • 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

      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:
    • angleSigned

      float angleSigned(Vector3fc v, Vector3fc n)
      Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector n.
      Parameters:
      v - the other vector
      n - the plane's normal vector
      Returns:
      the angle, in radians
      See Also:
    • angleSigned

      float angleSigned(float x, float y, float z, float nx, float ny, float nz)
      Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector (nx, ny, nz).
      Parameters:
      x - the x coordinate of the other vector
      y - the y coordinate of the other vector
      z - the z coordinate of the other vector
      nx - the x coordinate of the plane's normal vector
      ny - the y coordinate of the plane's normal vector
      nz - the z coordinate of the plane's normal vector
      Returns:
      the angle, in radians
    • 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 IllegalArgumentException
      Get the value of the specified component of this vector.
      Parameters:
      component - the component, within [0..2]
      Returns:
      the value
      Throws:
      IllegalArgumentException - if component is not within [0..2]
    • get

      Vector3i get(int mode, Vector3i dest)
      Set the components of the given vector dest to those of this vector using the given RoundingMode.
      Parameters:
      mode - the RoundingMode to use
      dest - will hold the result
      Returns:
      dest
    • get

      Vector3f get(Vector3f dest)
      Set the components of the given vector dest to those of this vector.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • get

      Vector3d get(Vector3d dest)
      Set the components of the given vector dest to those of this vector.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • 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