Uses of Interface
org.joml.Vector2fc
Packages that use Vector2fc
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Uses of Vector2fc in org.joml
Modifier and TypeMethodDescriptionVector2f.getToAddress(long address) Vector2fc.getToAddress(long address) Store this vector at the given off-heap memory address.Modifier and TypeMethodDescriptionAddvto this vector.Addvto this vector and store the result indest.Addvto this vector.Add the supplied vector to this one and store the result indest.floatfloatReturn the angle between this vector and the supplied vector.static voidGeometryUtils.bitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result indest.doubledoubleReturn the distance between this andv.floatfloatReturn the distance between this andv.doubleVector2d.distanceSquared(Vector2fc v) doubleVector2dc.distanceSquared(Vector2fc v) Return the distance squared between this andv.floatVector2f.distanceSquared(Vector2fc v) floatVector2fc.distanceSquared(Vector2fc v) Return the distance squared between this andv.Divide this Vector3d component-wise by another Vector2fc.Divide this Vector2d component-wise by another Vector2f and store the result indest.Divide this Vector2f component-wise by another Vector2fc.Divide this Vector2f component-wise by another Vector2fc and store the result indest.floatfloatReturn the dot product of this vector andv.booleanbooleanCompare the vector components ofthisvector with the given vector using the givendeltaand return whether all of them are equal within a maximum difference ofdelta.static intIntersectionf.findClosestPointOnTriangle(Vector2fc v0, Vector2fc v1, Vector2fc v2, Vector2fc p, Vector2f result) Determine the closest point on the triangle with the verticesv0,v1,v2between that triangle and the given pointpand store that point into the givenresult.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.static booleanIntersectionf.intersectCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static intIntersectionf.intersectLineSegmentAar(Vector2fc p0, Vector2fc p1, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned rectangle given as its minimum cornerminand 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 intIntersectionf.intersectPolygonRay(Vector2fc[] vertices, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence ofverticesintersects 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 intIntersectionf.intersectRayAar(Vector2fc origin, Vector2fc dir, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the given ray with the givenoriginand directiondirintersects the axis-aligned rectangle given as its minimum cornerminand 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 booleanIntersectionf.intersectRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand 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 givenresultvector.static floatIntersectionf.intersectRayLine(Vector2fc origin, Vector2fc dir, Vector2fc point, Vector2fc normal, float epsilon) Test whether the ray with givenoriginand directiondirintersects the line containing the givenpointand having the givennormal, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static floatIntersectionf.intersectRayLineSegment(Vector2fc origin, Vector2fc dir, Vector2fc a, Vector2fc b) Determine whether the ray with givenoriginand directiondirintersects the undirected line segment given by the two end pointsaandb, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if any.Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Linearly interpolatethisandotherusing the given interpolation factortand 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 ofdestto 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 ofdestto be the component-wise minimum of this and the other vector.Multiply this Vector2f component-wise by another Vector2f.Multiply this Vector2f component-wise by another Vector2f and store the result indest.Apply a rotation transformation to this matrix that rotates the given normalizedfromDirdirection vector to point along the normalizedtoDir.Matrix3x2f.rotateTo(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest) Apply a rotation transformation to this matrix that rotates the given normalizedfromDirdirection vector to point along the normalizedtoDir, and store the result indest.Matrix3x2fc.rotateTo(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest) Apply a rotation transformation to this matrix that rotates the given normalizedfromDirdirection vector to point along the normalizedtoDir, and store the result indest.Apply scaling to this matrix by scaling the base axes by the givenxy.xandxy.yfactors, respectively.Apply scaling tothismatrix by scaling the base axes by the givenxy.xandxy.yfactors, respectively and store the result indest.Apply scaling to this matrix by scaling the base axes by the givenxyfactors.Matrix3x2d.scale(Vector2fc xy, Matrix3x2d dest) Apply scaling to this matrix by scaling the base axes by the givenxyfactors and store the result indest.Matrix3x2dc.scale(Vector2fc xy, Matrix3x2d dest) Apply scaling to this matrix by scaling the base axes by the givenxyfactors and store the result indest.Apply scaling to this matrix by scaling the base axes by the givenxyfactors.Matrix3x2f.scale(Vector2fc xy, Matrix3x2f dest) Apply scaling to this matrix by scaling the base axes by the givenxyfactors and store the result indest.Matrix3x2fc.scale(Vector2fc xy, Matrix3x2f dest) Apply scaling to this matrix by scaling the base axes by the givenxyfactors and store the result indest.Set this matrix to be a simple scale matrix which scales the base axes byxy.xandxy.yrespectively.Set the two columns of this matrix to the supplied vectors, respectively.Set thisVector2dto be a clone ofv.Set thisVector2fto the values of v.Set thisVector2ito the values of v using the givenRoundingMode.Set the first two components from the givenvand the z component from the givenzSet the first two components from the givenvand the z component from the givenzSet the x and y components from the givenvand the z and w components to the givenzandw.Sets the first two components of this to the components of givenvand last two components to the givenz, andw.Set the column at the givencolumnindex, starting with0.Set the row at the givenrowindex, starting with0.Subtractvfrom this vector.Subtractvfromthisvector and store the result indest.Subtractvfrom this vector.Subtractvfromthisvector and store the result indest.static voidGeometryUtils.tangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result indest.static voidGeometryUtils.tangentBitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f destTangent, Vector3f destBitangent) Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result indest.static booleanIntersectionf.testAarAar(Vector2fc minA, Vector2fc maxA, Vector2fc minB, Vector2fc maxB) Test whether the axis-aligned rectangle with minimum cornerminAand maximum cornermaxAintersects the axis-aligned rectangle with minimum cornerminBand maximum cornermaxB.static booleanIntersectionf.testAarCircle(Vector2fc min, Vector2fc max, Vector2fc center, float radiusSquared) Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the circle with the givencenterand square radiusradiusSquared.static booleanIntersectionf.testAarLine(Vector2fc min, Vector2fc max, float a, float b, float c) Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the line with the general equation a*x + b*y + c = 0.static booleanIntersectionf.testCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB.static booleanIntersectionf.testCircleTriangle(Vector2fc center, float radiusSquared, Vector2fc v0, Vector2fc v1, Vector2fc v2) Test whether the circle with givencenterand square radiusradiusSquaredintersects the triangle with counter-clockwise verticesv0,v1,v2.booleanFrustumIntersection.testPlaneXY(Vector2fc min, Vector2fc max) Test whether the given XY-plane (atZ = 0) is partly or completely within or outside of the frustum defined bythisfrustum culler.static booleanIntersectionf.testPointTriangle(Vector2fc point, Vector2fc v0, Vector2fc v1, Vector2fc v2) Test whether the givenpointlies inside the triangle with the verticesv0,v1,v2.static booleanIntersectionf.testRayAar(Vector2fc origin, Vector2fc dir, Vector2fc min, Vector2fc max) Test whether the ray with the givenoriginand directiondirintersects the given axis-aligned rectangle specified as its minimum cornerminand maximum cornermax.static booleanIntersectionf.testRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand square radius.Transform the given vector by this matrix and store the result indest.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(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(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(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(Vector2fc v, Vector2f dest) Matrix2fc.transformTranspose(Vector2fc v, Vector2f dest) Transform the given vector by the transpose of this matrix and store the result indest.Apply a translation to this matrix by translating by the given number of units in x and y.Matrix3x2f.translate(Vector2fc offset, Matrix3x2f dest) Apply a translation to this matrix by translating by the given number of units in x and y, and store the result indest.Matrix3x2fc.translate(Vector2fc offset, Matrix3x2f dest) Apply a translation to this matrix by translating by the given number of units in x and y, and store the result indest.Matrix3x2f.translateLocal(Vector2fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x and y.Matrix3x2f.translateLocal(Vector2fc offset, Matrix3x2f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result indest.Matrix3x2fc.translateLocal(Vector2fc offset, Matrix3x2f dest) Pre-multiply a translation to this matrix by translating by the given number of units in x and y and store the result indest.Matrix3x2f.translation(Vector2fc offset) Set this matrix to be a simple translation matrix in a two-dimensional coordinate system.Matrix4f.unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4fc.unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0and goes through NDCz = +1.0.Matrix4f.unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4fc.unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given 2D window coordinateswinCoordsbythismatrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0and goes through NDCz = +1.0.ModifierConstructorDescriptionCreate a newMatrix2fand initialize its two columns using the supplied vectors.Create a newVector2dand initialize its components to the one of the given vector.Create a newVector2fand initialize its components to the one of the given vector.Create a newVector2iand initialize its components to the rounded value of the given vector.Create a newVector3iwith the first two components from the givenvand the givenzand round using the givenRoundingMode.Create a newVector4dwith the x and y components from the givenvand the z and w components from the givenzandw.