Uses of Class
org.joml.Vector2f
Packages that use Vector2f
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Uses of Vector2f in org.joml
Modifier and TypeMethodDescriptionVector2f.absolute()
Setthis
vector's components to their respective absolute values.Compute the absolute of each of this vector's components and store the result intodest
.Vector2f.add
(float x, float y) Increment the components of this vector by the given values.Addv
to this vector.Increment the components of this vector by the given values and store the result indest
.Add the supplied vector to this one and store the result indest
.Vector2f.ceil()
Ceil each component of this vectorCompute 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 indest
.static Vector2f
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 indest
.static Vector2f
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 indest
.Vector2f.div
(float scalar) Divide all components of thisVector2f
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 inthis
.Divide this Vector2f component-wise by another Vector2fc.Divide the components of this Vector2f by the given scalar values and store the result indest
.Divide all components of thisVector2f
by the given scalar value and store the result indest
.Divide this Vector2f component-wise by another Vector2fc and store the result indest
.Vector2f.floor()
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 indest
.Add the component-wise multiplication ofa * b
to this vector.Add the component-wise multiplication ofa * b
to this vector.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Set the components of the given vectordest
to those ofthis
vector.Set the components of the given vectordest
to those ofthis
vector.Get the column at the givencolumn
index, starting with0
.Get the row at the givenrow
index, starting with0
.Get the scaling factors ofthis
matrix for the three base axes.static Vector2f
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 indest
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Set the components of this vector to be the component-wise maximum of this and the other vector.Set the components ofdest
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 ofdest
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 inthis
.Multiply the given matrix with this Vector2f and store the result inthis
.Multiply the given matrix with this Vector2f and store the result inthis
.Multiply this Vector2f component-wise by another Vector2f.Multiply the components of this Vector2f by the given scalar values and store the result indest
.Multiply the components of this vector by the given scalar and store the result indest
.Multiply the given matrix with this Vector2f and store the result indest
.Multiply the given matrix with this Vector2f and store the result indest
.Multiply this Vector2f component-wise by another Vector2f and store the result indest
.Vector2f.mulDirection
(Matrix3x2fc mat) Multiply the given 3x2 matrixmat
withthis
.Vector2f.mulDirection
(Matrix3x2fc mat, Vector2f dest) Vector2fc.mulDirection
(Matrix3x2fc mat, Vector2f dest) Multiply the given 3x2 matrixmat
withthis
and store the result indest
.Vector2f.mulPosition
(Matrix3x2fc mat) Multiply the given 3x2 matrixmat
withthis
.Vector2f.mulPosition
(Matrix3x2fc mat, Vector2f dest) Vector2fc.mulPosition
(Matrix3x2fc mat, Vector2f dest) Multiply the given 3x2 matrixmat
withthis
and store the result indest
.Vector2f.mulTranspose
(Matrix2fc mat) Multiply the transpose of the given matrix with this Vector2f store the result inthis
.Vector2f.mulTranspose
(Matrix2fc mat, Vector2f dest) Vector2fc.mulTranspose
(Matrix2fc mat, Vector2f dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest
.Vector2f.negate()
Negate this vector.Negate this vector and store the result indest
.Vector2f.normalize()
Normalize this vector.Vector2f.normalize
(float length) Scale this vector to have the given length.Scale this vector to have the given length and store the result indest
.Normalize this vector and store the result indest
.Matrix2f.normalizedPositiveX
(Vector2f dir) Matrix2fc.normalizedPositiveX
(Vector2f dest) Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Matrix3x2f.normalizedPositiveX
(Vector2f dir) Matrix3x2fc.normalizedPositiveX
(Vector2f dir) Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Matrix2f.normalizedPositiveY
(Vector2f dir) Matrix2fc.normalizedPositiveY
(Vector2f dest) Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Matrix3x2f.normalizedPositiveY
(Vector2f dir) Matrix3x2fc.normalizedPositiveY
(Vector2f dir) Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Obtain the position that gets transformed to the origin bythis
matrix.Obtain the position that gets transformed to the origin bythis
matrix.Vector2f.perpendicular()
Set this vector to be one of its perpendicular vectors.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector2f.round()
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 indest
.Vector2f.set
(double d) 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.Vector2f.set
(float d) Set the x and y components to the supplied value.Vector2f.set
(float[] xy) 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.Vector2f.set
(int index, ByteBuffer buffer) Read this vector from the suppliedByteBuffer
starting at the specified absolute buffer position/index.Vector2f.set
(int index, FloatBuffer buffer) Read this vector from the suppliedFloatBuffer
starting at the specified absolute buffer position/index.Vector2f.set
(ByteBuffer buffer) Read this vector from the suppliedByteBuffer
at the current bufferposition
.Vector2f.set
(FloatBuffer buffer) Read this vector from the suppliedFloatBuffer
at the current bufferposition
.Set thisVector2f
to the values of v.Set thisVector2f
to the values of v.Set thisVector2f
to the values of v.Vector2f.setComponent
(int component, float value) Set the value of the specified component of this vector.Vector2f.setFromAddress
(long address) 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.Subtractv
from this vector.Subtract(x, y)
from this vector and store the result indest
.Subtractv
fromthis
vector and store the result indest
.Transform the vector(x, y)
by this matrix and store the result indest
.Transform the given vector by this matrix.Transform the given vector by this matrix and store the result indest
.Matrix3x2f.transformDirection
(float x, float y, Vector2f 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 indest
.Matrix3x2f.transformDirection
(Vector2f v) 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.Matrix3x2f.transformDirection
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result indest
.Matrix3x2fc.transformDirection
(float x, float y, Vector2f 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 indest
.Matrix3x2fc.transformDirection
(Vector2f v) 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.Matrix3x2fc.transformDirection
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result indest
.Matrix3x2f.transformPosition
(float x, float y, Vector2f 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 indest
.Matrix3x2f.transformPosition
(Vector2f v) 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.Matrix3x2f.transformPosition
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result indest
.Matrix3x2fc.transformPosition
(float x, float y, Vector2f 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 indest
.Matrix3x2fc.transformPosition
(Vector2f v) 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.Matrix3x2fc.transformPosition
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result indest
.Matrix2f.transformTranspose
(float x, float y, Vector2f dest) Matrix2f.transformTranspose
(Vector2f v) Matrix2f.transformTranspose
(Vector2fc v, Vector2f dest) Matrix2fc.transformTranspose
(float x, float y, Vector2f dest) Transform the vector(x, y)
by the transpose of this matrix and store the result indest
.Matrix2fc.transformTranspose
(Vector2f v) Transform the given vector by the transpose of this matrix.Matrix2fc.transformTranspose
(Vector2fc v, Vector2f dest) Transform the given vector by the transpose of this matrix and store the result indest
.Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Matrix3x2f.unprojectInv
(float winX, float winY, int[] viewport, Vector2f dest) Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Matrix3x2fc.unprojectInv
(float winX, float winY, int[] viewport, Vector2f dest) Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Vector2f.zero()
Set all components to zero.Modifier and TypeMethodDescriptionCompute the absolute of each of this vector's components and store the result intodest
.Increment the components of this vector by the given values and store the result indest
.Add the supplied vector to this one and store the result indest
.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 indest
.static Vector2f
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 indest
.static Vector2f
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 indest
.Divide the components of this Vector2f by the given scalar values and store the result indest
.Divide all components of thisVector2f
by the given scalar value and store the result indest
.Divide this Vector2f component-wise by another Vector2fc and store the result indest
.static int
Intersectionf.findClosestPointOnTriangle
(float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y, float pX, float pY, Vector2f result) 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 givenresult
.static int
Intersectionf.findClosestPointOnTriangle
(Vector2fc v0, Vector2fc v1, Vector2fc v2, Vector2fc p, Vector2f result) Determine the closest point on the triangle with the verticesv0
,v1
,v2
between that triangle and the given pointp
and store that point into the givenresult
.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 indest
.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Set the components of the given vectordest
to those ofthis
vector.Set the components of the given vectordest
to those ofthis
vector.Get the column at the givencolumn
index, starting with0
.Get the row at the givenrow
index, starting with0
.Get the scaling factors ofthis
matrix for the three base axes.static Vector2f
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 indest
.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 vectorp
.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
Intersectionf.intersectLineSegmentAab
(Vector3fc p0, Vector3fc p1, Vector3fc min, Vector3fc max, Vector2f result) Determine whether the undirected line segment with the end pointsp0
andp1
intersects the axis-aligned box given as its minimum cornermin
and maximum cornermax
, 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
Intersectionf.intersectLineSegmentAar
(float p0X, float p0Y, float p1X, float p1Y, float minX, float minY, float maxX, float maxY, Vector2f result) 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 intoresult
.static int
Intersectionf.intersectLineSegmentAar
(Vector2fc p0, Vector2fc p1, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the undirected line segment with the end pointsp0
andp1
intersects the axis-aligned rectangle given as its minimum cornermin
and maximum cornermax
, 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 intoresult
.static int
Intersectionf.intersectPolygonRay
(float[] verticesXY, float originX, float originY, float dirX, float dirY, Vector2f p) 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 vectorp
.static int
Intersectionf.intersectPolygonRay
(Vector2fc[] vertices, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence ofvertices
intersects with the ray with given origin(originX, originY, originZ)
and direction(dirX, dirY, dirZ)
, and store the point of intersection into the given vectorp
.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
Intersectionf.intersectRayAab
(Vector3fc origin, Vector3fc dir, Vector3fc min, Vector3fc max, Vector2f result) Test whether the ray with the givenorigin
and directiondir
intersects the axis-aligned box specified as its minimum cornermin
and maximum cornermax
, 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
Intersectionf.intersectRayAar
(Vector2fc origin, Vector2fc dir, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the given ray with the givenorigin
and directiondir
intersects the axis-aligned rectangle given as its minimum cornermin
and maximum cornermax
, 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 radiusradiusSquared
, 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 givenresult
vector.static boolean
Intersectionf.intersectRayCircle
(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenorigin
and directiondir
intersects the circle with the givencenter
and square radiusradiusSquared
, 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 givenresult
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 radiusradiusSquared
, 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 givenresult
vector.static boolean
Intersectionf.intersectRaySphere
(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenorigin
and normalized directiondir
intersects the sphere with the givencenter
and square radiusradiusSquared
, 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 givenresult
vector.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Set the components ofdest
to be the component-wise maximum of this and the other vector.Set the components ofdest
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 indest
.Multiply the components of this vector by the given scalar and store the result indest
.Multiply the given matrix with this Vector2f and store the result indest
.Multiply the given matrix with this Vector2f and store the result indest
.Multiply this Vector2f component-wise by another Vector2f and store the result indest
.Vector2f.mulDirection
(Matrix3x2fc mat, Vector2f dest) Vector2fc.mulDirection
(Matrix3x2fc mat, Vector2f dest) Multiply the given 3x2 matrixmat
withthis
and store the result indest
.Vector2f.mulPosition
(Matrix3x2fc mat, Vector2f dest) Vector2fc.mulPosition
(Matrix3x2fc mat, Vector2f dest) Multiply the given 3x2 matrixmat
withthis
and store the result indest
.Vector2f.mulTranspose
(Matrix2fc mat, Vector2f dest) Vector2fc.mulTranspose
(Matrix2fc mat, Vector2f dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest
.Negate this vector and store the result indest
.Scale this vector to have the given length and store the result indest
.Normalize this vector and store the result indest
.Matrix2f.normalizedPositiveX
(Vector2f dir) Matrix2fc.normalizedPositiveX
(Vector2f dest) Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Matrix3x2f.normalizedPositiveX
(Vector2f dir) Matrix3x2fc.normalizedPositiveX
(Vector2f dir) Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Matrix2f.normalizedPositiveY
(Vector2f dir) Matrix2fc.normalizedPositiveY
(Vector2f dest) Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Matrix3x2f.normalizedPositiveY
(Vector2f dir) Matrix3x2fc.normalizedPositiveY
(Vector2f dir) Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Obtain the position that gets transformed to the origin bythis
matrix.Obtain the position that gets transformed to the origin bythis
matrix.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Obtain the direction of+Y
before the transformation represented bythis
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 indest
.Matrix3x2f.setTranslation
(Vector2f offset) 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 incorner
and the span vectors inxDir
andyDir
.Subtract(x, y)
from this vector and store the result indest
.Subtractv
fromthis
vector and store the result indest
.static boolean
Intersectionf.testMovingCircleCircle
(Vector2f centerA, Vector2f moveA, float aR, Vector2f centerB, float bR) Test whether a given circle with centercenterA
and radiusaR
and travelled distance vectormoveA
intersects a given static circle with centercenterB
and radiusbR
.static boolean
Intersectionf.testPolygonPolygon
(Vector2f[] v1s, Vector2f[] v2s) Test if the two convex polygons, given via their vertices, intersect.Transform the vector(x, y)
by this matrix and store the result indest
.Transform the given vector by this matrix.Transform the given vector by this matrix and store the result indest
.Matrix3x2f.transformDirection
(float x, float y, Vector2f 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 indest
.Matrix3x2f.transformDirection
(Vector2f v) 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.Matrix3x2f.transformDirection
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result indest
.Matrix3x2fc.transformDirection
(float x, float y, Vector2f 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 indest
.Matrix3x2fc.transformDirection
(Vector2f v) 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.Matrix3x2fc.transformDirection
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by this matrix and store the result indest
.Matrix3x2f.transformPosition
(float x, float y, Vector2f 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 indest
.Matrix3x2f.transformPosition
(Vector2f v) 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.Matrix3x2f.transformPosition
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result indest
.Matrix3x2fc.transformPosition
(float x, float y, Vector2f 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 indest
.Matrix3x2fc.transformPosition
(Vector2f v) 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.Matrix3x2fc.transformPosition
(Vector2fc v, Vector2f dest) Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by this matrix and store the result indest
.Matrix2f.transformTranspose
(float x, float y, Vector2f dest) Matrix2f.transformTranspose
(Vector2f v) Matrix2f.transformTranspose
(Vector2fc v, Vector2f dest) Matrix2fc.transformTranspose
(float x, float y, Vector2f dest) Transform the vector(x, y)
by the transpose of this matrix and store the result indest
.Matrix2fc.transformTranspose
(Vector2f v) Transform the given vector by the transpose of this matrix.Matrix2fc.transformTranspose
(Vector2fc v, Vector2f dest) Transform the given vector by the transpose of this matrix and store the result indest
.Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Matrix3x2f.unprojectInv
(float winX, float winY, int[] viewport, Vector2f dest) Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.Matrix3x2fc.unprojectInv
(float winX, float winY, int[] viewport, Vector2f dest) Unproject the given window coordinates(winX, winY)
bythis
matrix using the specified viewport.