Package org.joml

Interface Vector4fc

All Known Implementing Classes:
Vector4f

public interface Vector4fc
Interface to a read-only view of a 4-dimensional vector of single-precision floats.
Author:
Kai Burjack
  • Method Summary

    Modifier and Type
    Method
    Description
    absolute​(Vector4f dest)
    Compute the absolute of each of this vector's components and store the result into dest.
    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.
    add​(Vector4fc v, Vector4f 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.
    ceil​(Vector4f 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.
    float
    distance​(float x, float y, float z, float w)
    Return the distance between this vector and (x, y, z, w).
    float
    Return the distance between this Vector and v.
    float
    distanceSquared​(float x, float y, float z, float w)
    Return the square of the distance between this vector and (x, y, z, w).
    float
    Return the square of the distance between this vector and v.
    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.
    div​(float scalar, Vector4f dest)
    Divide all components of this Vector4f by the given scalar value and store the result in dest.
    div​(Vector4fc v, Vector4f dest)
    Divide this Vector4f component-wise by another Vector4f and store the result in dest.
    float
    dot​(float x, float y, float z, float w)
    Compute the dot product (inner product) of this vector and (x, y, z, w).
    float
    dot​(Vector4fc v)
    Compute the dot product (inner product) of this vector and v .
    boolean
    equals​(float x, float y, float z, float w)
    Compare the vector components of this vector with the given (x, y, z, w) and return whether all of them are equal.
    boolean
    equals​(Vector4fc 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.
    floor​(Vector4f 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.
    fma​(float a, Vector4fc b, Vector4f dest)
    Add the component-wise multiplication of a * b to this vector and store the result in dest.
    fma​(Vector4fc a, Vector4fc b, Vector4f 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, Vector4i 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​(Vector4d dest)
    Set the components of the given vector dest to those of this vector.
    get​(Vector4f 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.
    hermite​(Vector4fc t0, Vector4fc v1, Vector4fc 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.
    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​(Vector4fc other, float t, Vector4f dest)
    Linearly interpolate this and other using the given interpolation factor t and store the result in dest.
    max​(Vector4fc v, Vector4f 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.
    min​(Vector4fc v, Vector4f dest)
    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, float w, Vector4f dest)
    Multiply the components of this Vector4f by the given scalar values and store the result in dest.
    mul​(float scalar, Vector4f dest)
    Multiply all components of this Vector4f by the given scalar value and store the result in dest.
    mul​(Matrix4fc mat, Vector4f dest)
    Multiply the given matrix mat with this Vector4f and store the result in dest.
    mul​(Matrix4x3fc mat, Vector4f dest)
    Multiply the given matrix mat with this Vector4f and store the result in dest.
    mul​(Vector4fc v, Vector4f dest)
    Multiply this Vector4f component-wise by another Vector4f and store the result in dest.
    mulAdd​(float a, Vector4fc b, Vector4f 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.
    mulAffine​(Matrix4fc mat, Vector4f dest)
    Multiply the given affine matrix mat with this Vector4f and store the result in dest.
    Multiply the transpose of the given affine matrix mat with this Vector4f and store the result in dest.
    mulProject​(Matrix4fc mat, Vector3f dest)
    Multiply the given matrix mat with this Vector4f, perform perspective division and store the (x, y, z) result in dest.
    mulProject​(Matrix4fc mat, Vector4f dest)
    Multiply the given matrix mat with this Vector4f, perform perspective division and store the result in dest.
    Multiply the transpose of the given matrix mat with this Vector4f and store the result in dest.
    negate​(Vector4f dest)
    Negate this vector and store the result in dest.
    normalize​(float length, Vector4f dest)
    Scale this vector to have the given length and store the result in dest.
    Normalizes this vector and store the result in dest.
    Normalize this vector by computing only the norm of (x, y, z) and store the result in dest.
    rotate​(Quaternionfc quat, Vector4f dest)
    Rotate this vector by the given quaternion quat and store the result in dest.
    rotateAxis​(float angle, float aX, float aY, float aZ, Vector4f dest)
    Rotate this vector the specified radians around the given rotation axis and store the result into dest.
    rotateX​(float angle, Vector4f dest)
    Rotate this vector the specified radians around the X axis and store the result into dest.
    rotateY​(float angle, Vector4f dest)
    Rotate this vector the specified radians around the Y axis and store the result into dest.
    rotateZ​(float angle, Vector4f dest)
    Rotate this vector the specified radians around the Z axis and store the result into dest.
    round​(Vector4f 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​(Vector4fc 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.
    sub​(float x, float y, float z, float w, Vector4f dest)
    Subtract (x, y, z, w) from this and store the result in dest.
    sub​(Vector4fc v, Vector4f dest)
    Subtract the supplied vector from this one and store the result in dest.
    float
    w()
     
    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
    • w

      float w()
      Returns:
      the value of the w 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, w order
      Returns:
      the passed in buffer
      See Also:
      get(int, FloatBuffer)
    • 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, w 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, w order
      Returns:
      the passed in buffer
      See Also:
      get(int, ByteBuffer)
    • 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, w order
      Returns:
      the passed in buffer
    • getToAddress

      Vector4fc 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

      Vector4f sub(Vector4fc v, Vector4f dest)
      Subtract the supplied vector from this one and store the result in dest.
      Parameters:
      v - the vector to subtract from this
      dest - will hold the result
      Returns:
      dest
    • sub

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

      Vector4f add(Vector4fc v, Vector4f 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

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

      Vector4f fma(Vector4fc a, Vector4fc b, Vector4f 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

      Vector4f fma(float a, Vector4fc b, Vector4f 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

      Vector4f mulAdd(Vector4fc a, Vector4fc b, Vector4f 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

      Vector4f mulAdd(float a, Vector4fc b, Vector4f 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

      Vector4f mul(Vector4fc v, Vector4f dest)
      Multiply this Vector4f component-wise by another Vector4f and store the result in dest.
      Parameters:
      v - the other vector
      dest - will hold the result
      Returns:
      dest
    • div

      Vector4f div(Vector4fc v, Vector4f dest)
      Divide this Vector4f component-wise by another Vector4f and store the result in dest.
      Parameters:
      v - the vector to divide by
      dest - will hold the result
      Returns:
      dest
    • mul

      Vector4f mul(Matrix4fc mat, Vector4f dest)
      Multiply the given matrix mat with this Vector4f and store the result in dest.
      Parameters:
      mat - the matrix to multiply the vector with
      dest - the destination vector to hold the result
      Returns:
      dest
    • mulTranspose

      Vector4f mulTranspose(Matrix4fc mat, Vector4f dest)
      Multiply the transpose of the given matrix mat with this Vector4f and store the result in dest.
      Parameters:
      mat - the matrix whose transpose to multiply the vector with
      dest - the destination vector to hold the result
      Returns:
      dest
    • mulAffine

      Vector4f mulAffine(Matrix4fc mat, Vector4f dest)
      Multiply the given affine matrix mat with this Vector4f and store the result in dest.
      Parameters:
      mat - the affine matrix to multiply the vector with
      dest - the destination vector to hold the result
      Returns:
      dest
    • mulAffineTranspose

      Vector4f mulAffineTranspose(Matrix4fc mat, Vector4f dest)
      Multiply the transpose of the given affine matrix mat with this Vector4f and store the result in dest.
      Parameters:
      mat - the affine matrix whose transpose to multiply the vector with
      dest - the destination vector to hold the result
      Returns:
      dest
    • mul

      Vector4f mul(Matrix4x3fc mat, Vector4f dest)
      Multiply the given matrix mat with this Vector4f and store the result in dest.
      Parameters:
      mat - the matrix to multiply the vector with
      dest - the destination vector to hold the result
      Returns:
      dest
    • mulProject

      Vector4f mulProject(Matrix4fc mat, Vector4f dest)
      Multiply the given matrix mat with this Vector4f, perform perspective division and store the result in dest.
      Parameters:
      mat - the matrix to multiply this vector by
      dest - will hold the result
      Returns:
      dest
    • mulProject

      Vector3f mulProject(Matrix4fc mat, Vector3f dest)
      Multiply the given matrix mat with this Vector4f, perform perspective division and store the (x, y, z) result in dest.
      Parameters:
      mat - the matrix to multiply this vector by
      dest - will hold the result
      Returns:
      dest
    • mul

      Vector4f mul(float scalar, Vector4f dest)
      Multiply all components of this Vector4f by the given scalar value and store the result in dest.
      Parameters:
      scalar - the scalar to multiply by
      dest - will hold the result
      Returns:
      dest
    • mul

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

      Vector4f div(float scalar, Vector4f dest)
      Divide all components of this Vector4f 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

      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.
      Parameters:
      x - the x component to divide by
      y - the y component to divide by
      z - the z component to divide by
      w - the w component to divide by
      dest - will hold the result
      Returns:
      dest
    • rotate

      Vector4f rotate(Quaternionfc quat, Vector4f 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:
      Quaternionf.transform(Vector4f)
    • rotateAxis

      Vector4f rotateAxis(float angle, float aX, float aY, float aZ, Vector4f 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

      Vector4f rotateX(float angle, Vector4f 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

      Vector4f rotateY(float angle, Vector4f 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

      Vector4f rotateZ(float angle, Vector4f 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

      Vector4f normalize(Vector4f dest)
      Normalizes this vector and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • normalize

      Vector4f normalize(float length, Vector4f 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
    • normalize3

      Vector4f normalize3(Vector4f dest)
      Normalize this vector by computing only the norm of (x, y, z) and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • distance

      float distance(Vector4fc 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, float w)
      Return the distance between this vector and (x, y, z, w).
      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
      w - the w component of the other vector
      Returns:
      the euclidean distance
    • distanceSquared

      float distanceSquared(Vector4fc 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, float w)
      Return the square of the distance between this vector and (x, y, z, w).
      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
      w - the w component of the other vector
      Returns:
      the square of the distance
    • dot

      float dot(Vector4fc v)
      Compute the dot product (inner product) of this vector and v .
      Parameters:
      v - the other vector
      Returns:
      the dot product
    • dot

      float dot(float x, float y, float z, float w)
      Compute the dot product (inner product) of this vector and (x, y, z, w).
      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
      w - the w component of the other vector
      Returns:
      the dot product
    • angleCos

      float angleCos(Vector4fc v)
      Return the cosine of the angle between this vector and the supplied vector. Use this instead of Math.cos(angle(v)).
      Parameters:
      v - the other vector
      Returns:
      the cosine of the angle
      See Also:
      angle(Vector4fc)
    • angle

      float angle(Vector4fc v)
      Return the angle between this vector and the supplied vector.
      Parameters:
      v - the other vector
      Returns:
      the angle, in radians
      See Also:
      angleCos(Vector4fc)
    • negate

      Vector4f negate(Vector4f dest)
      Negate this vector and store the result in dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • min

      Vector4f min(Vector4fc v, Vector4f 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

      Vector4f max(Vector4fc v, Vector4f 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
    • lerp

      Vector4f lerp(Vector4fc other, float t, Vector4f 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
    • smoothStep

      Vector4f smoothStep(Vector4fc 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.
      Parameters:
      v - the other vector
      t - the interpolation factor, within [0..1]
      dest - will hold the result
      Returns:
      dest
    • hermite

      Vector4f hermite(Vector4fc t0, Vector4fc v1, Vector4fc 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.
      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
    • get

      float get(int component) throws IllegalArgumentException
      Get the value of the specified component of this vector.
      Parameters:
      component - the component, within [0..3]
      Returns:
      the value
      Throws:
      IllegalArgumentException - if component is not within [0..3]
    • get

      Vector4i get(int mode, Vector4i 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

      Vector4f get(Vector4f dest)
      Set the components of the given vector dest to those of this vector.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • get

      Vector4d get(Vector4d 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..3]
    • minComponent

      int minComponent()
      Determine the component with the smallest (towards zero) absolute value.
      Returns:
      the component index, within [0..3]
    • floor

      Vector4f floor(Vector4f 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

      Vector4f ceil(Vector4f 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

      Vector4f round(Vector4f 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
    • absolute

      Vector4f absolute(Vector4f dest)
      Compute the absolute of each of this vector's components and store the result into dest.
      Parameters:
      dest - will hold the result
      Returns:
      dest
    • equals

      boolean equals(Vector4fc 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, float w)
      Compare the vector components of this vector with the given (x, y, z, w) 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
      w - the w component to compare to
      Returns:
      true if all the vector components are equal