Set this
vector's components to their respective absolute values.
Compute the absolute of each of this vector's components
and store the result into dest
.
Vector2f.add(float x,
float y)
Increment the components of this vector by the given values.
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
.
Ceil each component of this vector
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
.
Interpolationf.dFdxLinear(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
Vector2f dest)
Compute the first-order derivative of a linear two-dimensional function f with respect to X
and store the result in dest
.
Interpolationf.dFdyLinear(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
Vector2f dest)
Compute the first-order derivative of a linear two-dimensional function f with respect to Y
and store the result in dest
.
Vector2f.div(float scalar)
Divide all components of this
Vector2f
by the given scalar
value.
Vector2f.div(float x,
float y)
Divide the components of this Vector2f by the given scalar values and store the result in this
.
Divide this Vector2f component-wise by another Vector2fc.
Divide the components of this Vector2f by the given scalar values and store the result in dest
.
Divide all components of this
Vector2f
by the given scalar
value and store the result in
dest
.
Divide this Vector2f component-wise by another Vector2fc
and store the result in dest
.
Set each component of this vector to the largest (closest to positive
infinity) float
value that is less than or equal to that
component and is equal to a mathematical integer.
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
.
Add the component-wise multiplication of a * b
to this vector.
Add the component-wise multiplication of a * b
to this vector.
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
.
Set the components of the given vector dest
to those of this
vector.
Set the components of the given vector dest
to those of this
vector.
Get the column at the given column
index, starting with 0
.
Get the row at the given row
index, starting with 0
.
Get the scaling factors of this
matrix for the three base axes.
Interpolationf.interpolateTriangle(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
float x,
float y,
Vector2f dest)
Bilinearly interpolate the two-dimensional vector f over the given triangle and store the result in dest
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in this
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in dest
.
Set the components of this vector to be the component-wise maximum of this and the other vector.
Set the components of dest
to be the component-wise maximum of this and the other vector.
Set the components of this vector to be the component-wise minimum of this and the other vector.
Set the components of dest
to be the component-wise minimum of this and the other vector.
Vector2f.mul(float scalar)
Multiply the components of this vector by the given scalar.
Vector2f.mul(float x,
float y)
Multiply the components of this Vector2f by the given scalar values and store the result in this
.
Multiply the given matrix with this Vector2f and store the result in this
.
Multiply the given matrix with this Vector2f and store the result in this
.
Multiply this Vector2f component-wise by another Vector2f.
Multiply the components of this Vector2f by the given scalar values and store the result in dest
.
Multiply the components of this vector by the given scalar and store the result in dest
.
Multiply the given matrix with this Vector2f and store the result in dest
.
Multiply the given matrix with this Vector2f and store the result in dest
.
Multiply this Vector2f component-wise by another Vector2f and store the result in dest
.
Multiply the given 3x2 matrix mat
with this
.
Multiply the given 3x2 matrix mat
with this
and store the
result in dest
.
Multiply the given 3x2 matrix mat
with this
.
Multiply the given 3x2 matrix mat
with this
and store the
result in dest
.
Multiply the transpose of the given matrix with this Vector2f store the result in this
.
Multiply the transpose of the given matrix with this Vector3f and store the result in dest
.
Negate this vector and store the result in dest
.
Scale this vector to have the given length.
Scale this vector to have the given length and store the result in dest
.
Normalize this vector and store the result in dest
.
Obtain the direction of +X
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +X
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
orthogonal matrix is applied.
Obtain the position that gets transformed to the origin by this
matrix.
Obtain the position that gets transformed to the origin by this
matrix.
Set this vector to be one of its perpendicular vectors.
Obtain the direction of +X
before the transformation represented by this
matrix is applied.
Obtain the direction of +X
before the transformation represented by this
matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
matrix is applied.
Set each component of this vector to the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity.
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
.
Set the x and y components to the supplied value.
Vector2f.set(double x,
double y)
Set the x and y components to the supplied values.
Set the x and y components to the supplied value.
Set the two components of this vector to the first two elements of the given array.
Vector2f.set(float x,
float y)
Set the x and y components to the supplied values.
Read this vector from the supplied
ByteBuffer
starting at the specified
absolute buffer position/index.
Read this vector from the supplied
FloatBuffer
starting at the specified
absolute buffer position/index.
Set the value of the specified component of this vector.
Set the values of this vector by reading 2 float values from off-heap memory,
starting at the given address.
Vector2f.sub(float x,
float y)
Subtract (x, y)
from this vector.
Subtract v
from this vector.
Subtract (x, y)
from this vector and store the result in dest
.
Subtract v
from this
vector and store the result in dest
.
Transform the vector (x, y)
by this matrix and store the result in dest
.
Transform the given vector by this matrix.
Transform the given vector by this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform the vector (x, y)
by the transpose of this matrix and store the result in dest
.
Transform the given vector by the transpose of this matrix.
Transform the given vector by the transpose of this matrix and store the result in dest
.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Set all components to zero.
Compute the absolute of each of this vector's components
and store the result into 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
.
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
.
Interpolationf.dFdxLinear(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
Vector2f dest)
Compute the first-order derivative of a linear two-dimensional function f with respect to X
and store the result in dest
.
Interpolationf.dFdyLinear(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
Vector2f dest)
Compute the first-order derivative of a linear two-dimensional function f with respect to Y
and store the result in dest
.
Divide the components of this Vector2f by the given scalar values and store the result in dest
.
Divide all components of this
Vector2f
by the given scalar
value and store the result in
dest
.
Divide this Vector2f component-wise by another Vector2fc
and store the result in dest
.
static int
Determine the closest point on the triangle with the given vertices (v0X, v0Y)
, (v1X, v1Y)
, (v2X, v2Y)
between that triangle and the given point (pX, pY)
and store that point into the given result
.
static int
Determine the closest point on the triangle with the vertices v0
, v1
, v2
between that triangle and the given point p
and store that point into the given result
.
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
.
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
.
Set the components of the given vector dest
to those of this
vector.
Set the components of the given vector dest
to those of this
vector.
Get the column at the given column
index, starting with 0
.
Get the row at the given row
index, starting with 0
.
Get the scaling factors of this
matrix for the three base axes.
Interpolationf.interpolateTriangle(float v0X,
float v0Y,
float f0X,
float f0Y,
float v1X,
float v1Y,
float f1X,
float f1Y,
float v2X,
float v2Y,
float f2X,
float f2Y,
float x,
float y,
Vector2f dest)
Bilinearly interpolate the two-dimensional vector f over the given triangle and store the result in dest
.
static boolean
Intersectionf.intersectLineLine(float ps1x,
float ps1y,
float pe1x,
float pe1y,
float ps2x,
float ps2y,
float pe2x,
float pe2y,
Vector2f p)
Determine whether the two lines, specified via two points lying on each line, intersect each other, and store the point of intersection
into the given vector p
.
static int
Intersectionf.intersectLineSegmentAab(float p0X,
float p0Y,
float p0Z,
float p1X,
float p1Y,
float p1Z,
float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
Vector2f result)
Determine whether the undirected line segment with the end points (p0X, p0Y, p0Z)
and (p1X, p1Y, p1Z)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ)
and maximum corner (maxX, maxY, maxZ)
,
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.
static int
Determine whether the undirected line segment with the end points p0
and p1
intersects the axis-aligned box given as its minimum corner min
and maximum corner max
,
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.
static int
Determine whether the undirected line segment with the end points (p0X, p0Y)
and (p1X, p1Y)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY)
and maximum corner (maxX, maxY)
,
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result
.
static int
Determine whether the undirected line segment with the end points p0
and p1
intersects the axis-aligned rectangle given as its minimum corner min
and maximum corner max
,
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result
.
static int
Determine whether the polygon specified by the given sequence of (x, y)
coordinate pairs intersects with the ray
with given origin (originX, originY, originZ)
and direction (dirX, dirY, dirZ)
, and store the point of intersection
into the given vector p
.
static int
Determine whether the polygon specified by the given sequence of vertices
intersects with the ray
with given origin (originX, originY, originZ)
and direction (dirX, dirY, dirZ)
, and store the point of intersection
into the given vector p
.
static boolean
Intersectionf.intersectRayAab(float originX,
float originY,
float originZ,
float dirX,
float dirY,
float dirZ,
float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
Vector2f result)
Test whether the given ray with the origin (originX, originY, originZ)
and direction (dirX, dirY, dirZ)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ)
and maximum corner (maxX, maxY, maxZ)
,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.
static boolean
Test whether the ray with the given origin
and direction dir
intersects the axis-aligned box specified as its minimum corner min
and maximum corner max
,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection..
static int
Intersectionf.intersectRayAar(float originX,
float originY,
float dirX,
float dirY,
float minX,
float minY,
float maxX,
float maxY,
Vector2f result)
Determine whether the given ray with the origin (originX, originY)
and direction (dirX, dirY)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY)
and maximum corner (maxX, maxY)
,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.
static int
Determine whether the given ray with the given origin
and direction dir
intersects the axis-aligned rectangle given as its minimum corner min
and maximum corner max
,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.
static boolean
Intersectionf.intersectRayCircle(float originX,
float originY,
float dirX,
float dirY,
float centerX,
float centerY,
float radiusSquared,
Vector2f result)
Test whether the given ray with the origin (originX, originY)
and direction (dirX, dirY)
intersects the given circle with center (centerX, centerY)
and square radius radiusSquared
,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result
vector.
static boolean
Test whether the ray with the given origin
and direction dir
intersects the circle with the given center
and square radius radiusSquared
,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result
vector.
static boolean
Intersectionf.intersectRaySphere(float originX,
float originY,
float originZ,
float dirX,
float dirY,
float dirZ,
float centerX,
float centerY,
float centerZ,
float radiusSquared,
Vector2f result)
Test whether the given ray with the origin (originX, originY, originZ)
and normalized direction (dirX, dirY, dirZ)
intersects the given sphere with center (centerX, centerY, centerZ)
and square radius radiusSquared
,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result
vector.
static boolean
Test whether the ray with the given origin
and normalized direction dir
intersects the sphere with the given center
and square radius radiusSquared
,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result
vector.
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.
Set the components of dest
to be the component-wise minimum of this and the other vector.
Multiply the components of this Vector2f by the given scalar values and store the result in dest
.
Multiply the components of this vector by the given scalar and store the result in dest
.
Multiply the given matrix with this Vector2f and store the result in dest
.
Multiply the given matrix with this Vector2f and store the result in dest
.
Multiply this Vector2f component-wise by another Vector2f and store the result in dest
.
Multiply the given 3x2 matrix mat
with this
and store the
result in dest
.
Multiply the given 3x2 matrix mat
with this
and store the
result in dest
.
Multiply the transpose of the given matrix with this Vector3f and store the result in dest
.
Negate this vector and store the result in dest
.
Scale this vector to have the given length and store the result in dest
.
Normalize this vector and store the result in dest
.
Obtain the direction of +X
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +X
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
orthogonal matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
orthogonal matrix is applied.
Obtain the position that gets transformed to the origin by this
matrix.
Obtain the position that gets transformed to the origin by this
matrix.
Obtain the direction of +X
before the transformation represented by this
matrix is applied.
Obtain the direction of +X
before the transformation represented by this
matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
matrix is applied.
Obtain the direction of +Y
before the transformation represented by this
matrix is applied.
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
.
Set only the translation components of this matrix (m20, m21)
to the given values (offset.x, offset.y)
.
Compute the extents of the coordinate system before this transformation was applied and store the resulting
corner coordinates in corner
and the span vectors in xDir
and yDir
.
Subtract (x, y)
from this vector and store the result in dest
.
Subtract v
from this
vector and store the result in dest
.
static boolean
Test whether a given circle with center centerA
and radius aR
and travelled distance vector moveA
intersects a given static circle with center centerB
and radius bR
.
static boolean
Test if the two convex polygons, given via their vertices, intersect.
Transform the vector (x, y)
by this matrix and store the result in dest
.
Transform the given vector by this matrix.
Transform the given vector by this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector (x, y)
, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in that vector.
Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
this matrix and store the result in dest
.
Transform the vector (x, y)
by the transpose of this matrix and store the result in dest
.
Transform the given vector by the transpose of this matrix.
Transform the given vector by the transpose of this matrix and store the result in dest
.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.
Unproject the given window coordinates (winX, winY)
by this
matrix using the specified viewport.