Uses of Class
org.joml.Vector3d
Packages that use Vector3d
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Uses of Vector3d in org.joml
Modifier and TypeMethodDescriptionVector3d.absolute()Setthisvector's components to their respective absolute values.Compute the absolute values of the individual components ofthisand store the result indest.Vector3d.add(double x, double y, double z) Increment the components of this vector by the given values.Add the supplied vector to this one.Add the supplied vector to this one.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.Add the supplied vector to this one and store the result indest.Vector3d.ceil()Set each component of this vector to the smallest (closest to negative infinity)doublevalue that is greater than or equal to that component and is equal to a mathematical integer.Compute for each component of this vector the smallest (closest to negative infinity)doublevalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.Vector3d.cross(double x, double y, double z) Set this vector to be the cross product of itself and(x, y, z).Set this vector to be the cross product of this and v2.Compute the cross product of this vector and(x, y, z)and store the result indest.Calculate the cross product of this and v2 and store the result indest.Vector3d.div(double scalar) Divide this Vector3d by the given scalar value.Vector3d.div(double x, double y, double z) Divide the components of this Vector3d by the given scalar values and store the result inthis.Divide this Vector3d component-wise by another Vector3dc.Divide this Vector3d component-wise by another Vector3fc.Divide the components of this Vector3f by the given scalar values and store the result indest.Divide this Vector3d by the given scalar value and store the result indest.Divide this byvcomponent-wise and store the result intodest.Divide this Vector3d component-wise by another Vector3f and store the result indest.static Vector3dIntersectiond.findClosestPointOnLineSegment(double aX, double aY, double aZ, double bX, double bY, double bZ, double pX, double pY, double pZ, Vector3d result) Find the point on the given line segment which is closest to the specified point(pX, pY, pZ), and store the result inresult.static Vector3dIntersectiond.findClosestPointOnPlane(double aX, double aY, double aZ, double nX, double nY, double nZ, double pX, double pY, double pZ, Vector3d result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.static Vector3dIntersectiond.findClosestPointOnRectangle(double aX, double aY, double aZ, double bX, double bY, double bZ, double cX, double cY, double cZ, double pX, double pY, double pZ, Vector3d res) Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point(pX, pY, pZ)and store the result intores.Vector3d.floor()Set each component of this vector to the largest (closest to positive infinity)doublevalue 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)doublevalue 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 * bto this vector.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.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.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.Add the component-wise multiplication ofa * bto this vector and store the result indest.Matrix4d.frustumCorner(int corner, Vector3d dest) Matrix4dc.frustumCorner(int corner, Vector3d point) Compute the corner coordinates of the frustum defined bythismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenpoint.Matrix4d.frustumRayDir(double x, double y, Vector3d dest) Matrix4dc.frustumRayDir(double x, double y, Vector3d dir) Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.Set the components of the given vectordestto those ofthisvector.Set the components of the given vectordestto those ofthisvector.Get the column at the givencolumnindex, starting with0.Get the first three components of the column at the givencolumnindex, starting with0.Get the column at the givencolumnindex, starting with0.Matrix3d.getEulerAnglesXYZ(Vector3d dest) Matrix3dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4d.getEulerAnglesXYZ(Vector3d dest) Matrix4dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3d.getEulerAnglesXYZ(Vector3d dest) Matrix4x3dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaterniond.getEulerAnglesXYZ(Vector3d eulerAngles) Quaterniondc.getEulerAnglesXYZ(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceXYZof this quaternion and store them in the provided parametereulerAngles.Quaterniond.getEulerAnglesYXZ(Vector3d eulerAngles) Quaterniondc.getEulerAnglesYXZ(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceYXZof this quaternion and store them in the provided parametereulerAngles.Quaterniond.getEulerAnglesZXY(Vector3d eulerAngles) Quaterniondc.getEulerAnglesZXY(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceZXYof this quaternion and store them in the provided parametereulerAngles.Matrix3d.getEulerAnglesZYX(Vector3d dest) Matrix3dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4d.getEulerAnglesZYX(Vector3d dest) Matrix4dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3d.getEulerAnglesZYX(Vector3d dest) Matrix4x3dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaterniond.getEulerAnglesZYX(Vector3d eulerAngles) Quaterniondc.getEulerAnglesZYX(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceZYXof this quaternion and store them in the provided parametereulerAngles.Get the row at the givenrowindex, starting with0.Get the first three components of the row at the givenrowindex, starting with0.Get the scaling factors ofthismatrix for the three base axes.Get the scaling factors ofthismatrix for the three base axes.Get the scaling factors ofthismatrix for the three base axes.Matrix4d.getTranslation(Vector3d dest) Matrix4dc.getTranslation(Vector3d dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Matrix4x3d.getTranslation(Vector3d dest) Matrix4x3dc.getTranslation(Vector3d dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Vector3d.half(double x, double y, double z) Compute the half vector between this and the vector(x, y, z).Compute the half vector between this and the other vector.Compute the half vector between this and the vector(x, y, z)and store the result indest.Compute the half vector between this and the other vector and store the result indest.Compute a hermite interpolation betweenthisvector and its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.static Vector3dInterpolationd.interpolateTriangle(double v0X, double v0Y, double f0X, double f0Y, double f0Z, double v1X, double v1Y, double f1X, double f1Y, double f1Z, double v2X, double v2Y, double f2X, double f2Y, double f2Z, double x, double y, Vector3d dest) Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result indest.static Vector3dInterpolationd.interpolationFactorsTriangle(double v0X, double v0Y, double v1X, double v1Y, double v2X, double v2Y, double x, double y, Vector3d dest) Compute the interpolation factors(t0, t1, t2)in order to interpolate an arbitrary value over a given triangle at the given point(x, y).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.Vector3d.mul(double scalar) Multiply this Vector3d by the given scalar value.Vector3d.mul(double x, double y, double z) Multiply the components of this Vector3d by the given scalar values and store the result inthis.Multiply the given matrixmatwith this Vector3d.Multiply the given matrixmatwith this Vector3d.Vector3d.mul(Matrix3x2dc mat) Multiply the given matrix with this Vector3d by assuming a third row in the matrix of(0, 0, 1)and store the result inthis.Vector3d.mul(Matrix3x2dc mat, Vector3d dest) Vector3d.mul(Matrix3x2fc mat) Multiply the given matrix with this Vector3d by assuming a third row in the matrix of(0, 0, 1)and store the result inthis.Vector3d.mul(Matrix3x2fc mat, Vector3d dest) Multiply this Vector3d component-wise by another Vector3dc.Multiply this Vector3d component-wise by another Vector3fc.Multiply the components of this Vector3f by the given scalar values and store the result indest.Multiply this Vector3d by the given scalar value and store the result indest.Multiply the given matrixmatwiththisand store the result indest.Multiply the given matrixmatwiththisand store the result indest.Vector3dc.mul(Matrix3x2dc mat, Vector3d dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Vector3dc.mul(Matrix3x2fc mat, Vector3d dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Multiply this byvcomponent-wise and store the result intodest.Multiply this Vector3d component-wise by another Vector3f and store the result indest.Add the component-wise multiplication ofthis * atoband store the result inthis.Add the component-wise multiplication ofthis * atoband store the result inthis.Add the component-wise multiplication ofthis * atoband store the result indest.Add the component-wise multiplication ofthis * atoband store the result indest.Add the component-wise multiplication ofthis * atoband store the result indest.Vector3d.mulDirection(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulDirection(Matrix4dc mat, Vector3d dest) Vector3d.mulDirection(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulDirection(Matrix4fc mat, Vector3d dest) Vector3d.mulDirection(Matrix4x3dc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulDirection(Matrix4x3dc mat, Vector3d dest) Vector3d.mulDirection(Matrix4x3fc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulDirection(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulDirection(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3d.mulPosition(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulPosition(Matrix4dc mat, Vector3d dest) Vector3d.mulPosition(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3d.mulPosition(Matrix4fc mat, Vector3d dest) Vector3d.mulPosition(Matrix4x3dc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulPosition(Matrix4x3dc mat, Vector3d dest) Vector3d.mulPosition(Matrix4x3fc mat) Multiply the given 4x3 matrixmatwiththis.Vector3d.mulPosition(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulPosition(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3d.mulProject(Matrix4dc mat) Multiply the given matrixmatthis Vector3d, perform perspective division.Vector3d.mulProject(Matrix4dc mat, double w, Vector3d dest) Vector3d.mulProject(Matrix4dc mat, Vector3d dest) Vector3d.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector3d, perform perspective division.Vector3d.mulProject(Matrix4fc mat, Vector3d dest) Vector3dc.mulProject(Matrix4dc mat, double w, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3dc.mulProject(Matrix4fc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector4d.mulProject(Matrix4dc mat, Vector3d dest) Vector4dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector4d, perform perspective division and store the(x, y, z)result indest.Vector3d.mulTranspose(Matrix3dc mat) Multiply the transpose of the given matrix with this Vector3d and store the result inthis.Vector3d.mulTranspose(Matrix3dc mat, Vector3d dest) Vector3d.mulTranspose(Matrix3fc mat) Multiply the transpose of the given matrix with this Vector3d and store the result inthis.Vector3d.mulTranspose(Matrix3fc mat, Vector3d dest) Vector3dc.mulTranspose(Matrix3dc mat, Vector3d dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3dc.mulTranspose(Matrix3fc mat, Vector3d dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3d.mulTransposeDirection(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Vector3d.mulTransposeDirection(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3d.mulTransposePosition(Matrix4dc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposePosition(Matrix4dc mat, Vector3d dest) Vector3d.mulTransposePosition(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3d.mulTransposePosition(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposePosition(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulTransposePosition(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3d.negate()Negate this vector.Negate this vector and store the result indest.Vector3d.normalize()Normalize this vector.Vector3d.normalize(double 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.Matrix3d.normalizedPositiveX(Vector3d dir) Matrix3dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveX(Vector3d dir) Matrix4dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveX(Vector3d dir) Matrix4x3dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveX(Vector3d dir) Quaterniondc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3d.normalizedPositiveY(Vector3d dir) Matrix3dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveY(Vector3d dir) Matrix4dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveY(Vector3d dir) Matrix4x3dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveY(Vector3d dir) Quaterniondc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3d.normalizedPositiveZ(Vector3d dir) Matrix3dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveZ(Vector3d dir) Matrix4dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveZ(Vector3d dir) Matrix4x3dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveZ(Vector3d dir) Quaterniondc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the rotation transformation represented bythisnormalized quaternion is applied.Obtain the position that gets transformed to the origin bythismatrix.Obtain the position that gets transformed to the origin bythismatrix.Matrix4d.originAffine(Vector3d dest) Matrix4dc.originAffine(Vector3d origin) Obtain the position that gets transformed to the origin bythisaffinematrix.Vector3d.orthogonalize(Vector3dc v) Transformthisvector so that it is orthogonal to the given vectorvand normalize the result.Vector3d.orthogonalize(Vector3dc v, Vector3d dest) Vector3dc.orthogonalize(Vector3dc v, Vector3d dest) Transformthisvector so that it is orthogonal to the given vectorv, normalize the result and store it intodest.Vector3d.orthogonalizeUnit(Vector3dc v) Transformthisvector so that it is orthogonal to the given unit vectorvand normalize the result.Vector3d.orthogonalizeUnit(Vector3dc v, Vector3d dest) Vector3dc.orthogonalizeUnit(Vector3dc v, Vector3d dest) Transformthisvector so that it is orthogonal to the given unit vectorv, normalize the result and store it intodest.Matrix4d.perspectiveInvOrigin(Vector3d dest) Matrix4dc.perspectiveInvOrigin(Vector3d dest) Compute the eye/origin of the inverse of the perspective frustum transformation defined bythismatrix, which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result in the givendest.Matrix4d.perspectiveOrigin(Vector3d dest) Matrix4dc.perspectiveOrigin(Vector3d origin) Compute the eye/origin of the perspective frustum transformation defined bythismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenorigin.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the rotation transformation represented bythisquaternion is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the rotation transformation represented bythisquaternion is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the rotation transformation represented bythisquaternion is applied.Project the given(x, y, z)position viathismatrix using the specified viewport and store the resulting window coordinates inwinCoordsDest.Project the givenpositionviathismatrix using the specified viewport and store the resulting window coordinates inwinCoordsDest.Vector3d.reflect(double x, double y, double z) Reflect this vector about the given normal vector.Reflect this vector about the given normal vector.Reflect this vector about the given normal vector and store the result indest.Reflect this vector about the given normal vector and store the result indest.Vector3d.rotate(Quaterniondc quat) Rotate this vector by the given quaternionquatand store the result inthis.Vector3d.rotate(Quaterniondc quat, Vector3d dest) Vector3dc.rotate(Quaterniondc quat, Vector3d dest) Rotate this vector by the given quaternionquatand store the result indest.Vector3d.rotateAxis(double angle, double x, double y, double z) Rotate this vector the specified radians around the given rotation axis.Vector3d.rotateAxis(double angle, double aX, double aY, double aZ, Vector3d dest) Vector3dc.rotateAxis(double angle, double aX, double aY, double aZ, Vector3d dest) Rotate this vector the specified radians around the given rotation axis and store the result intodest.Vector3d.rotateX(double angle) Rotate this vector the specified radians around the X axis.Rotate this vector the specified radians around the X axis and store the result intodest.Vector3d.rotateY(double angle) Rotate this vector the specified radians around the Y axis.Rotate this vector the specified radians around the Y axis and store the result intodest.Vector3d.rotateZ(double angle) Rotate this vector the specified radians around the Z axis.Rotate this vector the specified radians around the Z axis and store the result intodest.Vector3d.round()Set each component of this vector to the closest double that is equal to a mathematical integer, with ties rounding to positive infinity.Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest.Vector3d.set(double d) Set the x, y, and z components to the supplied value.Vector3d.set(double[] xyz) Set the three components of this vector to the first three elements of the given array.Vector3d.set(double x, double y, double z) Set the x, y and z components to the supplied values.Vector3d.set(float[] xyz) Set the three components of this vector to the first three elements of the given array.Vector3d.set(int index, ByteBuffer buffer) Read this vector from the suppliedByteBufferstarting at the specified absolute buffer position/index.Vector3d.set(int index, DoubleBuffer buffer) Read this vector from the suppliedDoubleBufferstarting at the specified absolute buffer position/index.Vector3d.set(ByteBuffer buffer) Read this vector from the suppliedByteBufferat the current bufferposition.Vector3d.set(DoubleBuffer buffer) Read this vector from the suppliedDoubleBufferat the current bufferposition.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 first two components from the givenvand the z component from the givenzSet the x, y and z components to match the supplied vector.Set the x, y and z components to match the supplied vector.Set the x, y and z components to match the supplied vector.Vector3d.setComponent(int component, double value) Set the value of the specified component of this vector.Vector3d.setFromAddress(long address) Set the values of this vector by reading 3 double values from off-heap memory, starting at the given address.Vector3d.smoothStep(Vector3dc v, double t, Vector3d dest) Vector3dc.smoothStep(Vector3dc v, double t, Vector3d dest) Compute a smooth-step (i.e.Vector3d.sub(double x, double y, double z) Subtract(x, y, z)from this vector.Subtract the supplied vector from this one.Subtract the supplied vector from this one.Subtract(x, y, z)from this vector and store the result indest.Subtract the supplied vector from this one and store the result indest.Subtract the supplied vector from this one and store the result indest.Transform the given vector by the rotation transformation described by thisAxisAngle4d.Transform the given vector by the rotation transformation described by thisAxisAngle4dand store the result indest.Transform the vector(x, y, z)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.Transform/multiply the given vector(x, y, z)by this matrix and store the result indest.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result in that vector.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result indest.Transform/multiply the given vector(x, y, z)by this matrix and store the result indest.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector by this quaternion.Transform the given vector by this quaternion and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector by this quaternion.Transform the given vector by this quaternion and store the result indest.Matrix4d.transformDirection(double x, double y, double z, Vector3d dest) Matrix4d.transformDirection(Vector3d dest) Matrix4d.transformDirection(Vector3dc v, Vector3d dest) Matrix4dc.transformDirection(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z), as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4dc.transformDirection(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.Matrix4dc.transformDirection(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4x3d.transformDirection(Vector3d v) Matrix4x3d.transformDirection(Vector3dc v, Vector3d dest) Matrix4x3dc.transformDirection(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.Matrix4x3dc.transformDirection(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest.Quaterniond.transformInverse(double x, double y, double z, Vector3d dest) Quaterniond.transformInverse(Vector3d vec) Quaterniond.transformInverse(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverse(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector3d vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(double x, double y, double z, Vector3d dest) Quaternionf.transformInverse(float x, float y, float z, Vector3d dest) Quaternionf.transformInverse(Vector3d vec) Quaternionf.transformInverse(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverse(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector3d vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector3d dest) Quaterniond.transformInverseUnit(Vector3d vec) Quaterniond.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector3d vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(double x, double y, double z, Vector3d dest) Quaternionf.transformInverseUnit(float x, float y, float z, Vector3d dest) Quaternionf.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverseUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4d.transformPosition(double x, double y, double z, Vector3d dest) Matrix4d.transformPosition(Vector3d dest) Matrix4d.transformPosition(Vector3dc v, Vector3d dest) Matrix4dc.transformPosition(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z), as if it was a 4D-vector with w=1, by this matrix and store the result indest.Matrix4dc.transformPosition(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.Matrix4dc.transformPosition(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest.Matrix4x3d.transformPosition(Vector3d v) Matrix4x3d.transformPosition(Vector3dc v, Vector3d dest) Matrix4x3dc.transformPosition(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.Matrix4x3dc.transformPosition(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest.Quaterniond.transformPositiveX(Vector3d dest) Quaterniondc.transformPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector3d dest) Quaternionfc.transformPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector3d dest) Quaterniondc.transformPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector3d dest) Quaternionfc.transformPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector3d dest) Quaterniondc.transformPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector3d dest) Quaternionfc.transformPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4d.transformProject(double x, double y, double z, double w, Vector3d dest) Matrix4d.transformProject(double x, double y, double z, Vector3d dest) Matrix4d.transformProject(Vector3d v) Matrix4d.transformProject(Vector3dc v, Vector3d dest) Matrix4d.transformProject(Vector4dc v, Vector3d dest) Matrix4dc.transformProject(double x, double y, double z, double w, Vector3d dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store(x, y, z)of the result indest.Matrix4dc.transformProject(double x, double y, double z, Vector3d dest) Transform/multiply the vector(x, y, z)by this matrix, perform perspective divide and store the result indest.Matrix4dc.transformProject(Vector3d v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4dc.transformProject(Vector3dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4dc.transformProject(Vector4dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store thex,yandzcomponents of the result indest.Matrix3d.transformTranspose(double x, double y, double z, Vector3d dest) Matrix3d.transformTranspose(Vector3d v) Matrix3d.transformTranspose(Vector3dc v, Vector3d dest) Matrix3dc.transformTranspose(double x, double y, double z, Vector3d dest) Transform the vector(x, y, z)by the transpose of this matrix and store the result indest.Matrix3dc.transformTranspose(Vector3d v) Transform the given vector by the transpose of this matrix.Matrix3dc.transformTranspose(Vector3dc v, Vector3d dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(double x, double y, double z, Vector3d dest) Quaterniond.transformUnit(Vector3d vec) Quaterniond.transformUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector3d vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(double x, double y, double z, Vector3d dest) Quaternionf.transformUnit(float x, float y, float z, Vector3d dest) Quaternionf.transformUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector3d dest) Quaterniondc.transformUnitPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector3d dest) Quaternionfc.transformUnitPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector3d dest) Quaterniondc.transformUnitPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector3d dest) Quaternionfc.transformUnitPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector3d dest) Quaterniondc.transformUnitPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector3d dest) Quaternionfc.transformUnitPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this unit quaternion.Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4d.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector3d dest) Matrix4d.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Matrix4dc.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector3d dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Vector3d.zero()Set all components to zero.Modifier and TypeMethodDescriptionCompute the absolute values of the individual components ofthisand store the result indest.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.Add the supplied vector to this one and store the result indest.Matrix4d.affineSpan(Vector3d corner, Vector3d xDir, Vector3d yDir, Vector3d zDir) Compute the extents of the coordinate system before thisaffinetransformation was applied and store the resulting corner coordinates incornerand the span vectors inxDir,yDirandzDir.Compute for each component of this vector the smallest (closest to negative infinity)doublevalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.Compute the cross product of this vector and(x, y, z)and store the result indest.Calculate the cross product of this and v2 and store the result indest.Divide this Vector3d component-wise by another Vector3dc.Divide the components of this Vector3f by the given scalar values and store the result indest.Divide this Vector3d by the given scalar value and store the result indest.Divide this byvcomponent-wise and store the result intodest.Divide this Vector3d component-wise by another Vector3f and store the result indest.static Vector3dIntersectiond.findClosestPointOnLineSegment(double aX, double aY, double aZ, double bX, double bY, double bZ, double pX, double pY, double pZ, Vector3d result) Find the point on the given line segment which is closest to the specified point(pX, pY, pZ), and store the result inresult.static Vector3dIntersectiond.findClosestPointOnPlane(double aX, double aY, double aZ, double nX, double nY, double nZ, double pX, double pY, double pZ, Vector3d result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.static Vector3dIntersectiond.findClosestPointOnRectangle(double aX, double aY, double aZ, double bX, double bY, double bZ, double cX, double cY, double cZ, double pX, double pY, double pZ, Vector3d res) Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point(pX, pY, pZ)and store the result intores.static intIntersectiond.findClosestPointOnTriangle(double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, double pX, double pY, double pZ, Vector3d result) Determine the closest point on the triangle with the given vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z),(v2X, v2Y, v2Z)between that triangle and the given point(pX, pY, pZ)and store that point into the givenresult.static intIntersectiond.findClosestPointOnTriangle(Vector3dc v0, Vector3dc v1, Vector3dc v2, Vector3dc p, Vector3d 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.static doubleIntersectiond.findClosestPointsLineSegments(double a0X, double a0Y, double a0Z, double a1X, double a1Y, double a1Z, double b0X, double b0Y, double b0Z, double b1X, double b1Y, double b1Z, Vector3d resultA, Vector3d resultB) Find the closest points on the two line segments, store the point on the first line segment inresultAand the point on the second line segment inresultB, and return the square distance between both points.static doubleIntersectiond.findClosestPointsLineSegmentTriangle(double aX, double aY, double aZ, double bX, double bY, double bZ, double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, Vector3d lineSegmentResult, Vector3d triangleResult) Find the closest points on a line segment and a triangle.Compute for each component of this vector the largest (closest to positive infinity)doublevalue 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 * bto this vector and store the result indest.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.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.Matrix4d.frustumAabb(Vector3d min, Vector3d max) Compute the axis-aligned bounding box of the frustum described bythismatrix and store the minimum corner coordinates in the givenminand the maximum corner coordinates in the givenmaxvector.Matrix4d.frustumCorner(int corner, Vector3d dest) Matrix4dc.frustumCorner(int corner, Vector3d point) Compute the corner coordinates of the frustum defined bythismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenpoint.Matrix4d.frustumRayDir(double x, double y, Vector3d dest) Matrix4dc.frustumRayDir(double x, double y, Vector3d dir) Obtain the direction of a ray starting at the center of the coordinate system and going through the near frustum plane.Set the components of the given vectordestto those ofthisvector.Set the components of the given vectordestto those ofthisvector.Get the column at the givencolumnindex, starting with0.Get the first three components of the column at the givencolumnindex, starting with0.Get the column at the givencolumnindex, starting with0.Matrix3d.getEulerAnglesXYZ(Vector3d dest) Matrix3dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4d.getEulerAnglesXYZ(Vector3d dest) Matrix4dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3d.getEulerAnglesXYZ(Vector3d dest) Matrix4x3dc.getEulerAnglesXYZ(Vector3d dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaterniond.getEulerAnglesXYZ(Vector3d eulerAngles) Quaterniondc.getEulerAnglesXYZ(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceXYZof this quaternion and store them in the provided parametereulerAngles.Quaterniond.getEulerAnglesYXZ(Vector3d eulerAngles) Quaterniondc.getEulerAnglesYXZ(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceYXZof this quaternion and store them in the provided parametereulerAngles.Quaterniond.getEulerAnglesZXY(Vector3d eulerAngles) Quaterniondc.getEulerAnglesZXY(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceZXYof this quaternion and store them in the provided parametereulerAngles.Matrix3d.getEulerAnglesZYX(Vector3d dest) Matrix3dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4d.getEulerAnglesZYX(Vector3d dest) Matrix4dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3d.getEulerAnglesZYX(Vector3d dest) Matrix4x3dc.getEulerAnglesZYX(Vector3d dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaterniond.getEulerAnglesZYX(Vector3d eulerAngles) Quaterniondc.getEulerAnglesZYX(Vector3d eulerAngles) Get the euler angles in radians in rotation sequenceZYXof this quaternion and store them in the provided parametereulerAngles.Get the row at the givenrowindex, starting with0.Get the first three components of the row at the givenrowindex, starting with0.Get the scaling factors ofthismatrix for the three base axes.Get the scaling factors ofthismatrix for the three base axes.Get the scaling factors ofthismatrix for the three base axes.Matrix4d.getTranslation(Vector3d dest) Matrix4dc.getTranslation(Vector3d dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Matrix4x3d.getTranslation(Vector3d dest) Matrix4x3dc.getTranslation(Vector3d dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Compute the half vector between this and the vector(x, y, z)and store the result indest.Compute the half vector between this and the other vector and store the result indest.Compute a hermite interpolation betweenthisvector and its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.static Vector3dInterpolationd.interpolateTriangle(double v0X, double v0Y, double f0X, double f0Y, double f0Z, double v1X, double v1Y, double f1X, double f1Y, double f1Z, double v2X, double v2Y, double f2X, double f2Y, double f2Z, double x, double y, Vector3d dest) Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result indest.static Vector3dInterpolationd.interpolationFactorsTriangle(double v0X, double v0Y, double v1X, double v1Y, double v2X, double v2Y, double x, double y, Vector3d dest) Compute the interpolation factors(t0, t1, t2)in order to interpolate an arbitrary value over a given triangle at the given point(x, y).static booleanIntersectiond.intersectCircleCircle(double aX, double aY, double radiusSquaredA, double bX, double bY, double radiusSquaredB, Vector3d intersectionCenterAndHL) Test whether the one circle with center(aX, aY)and square radiusradiusSquaredAintersects the other circle with center(bX, bY)and 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 booleanIntersectiond.intersectCircleCircle(Vector2dc centerA, double radiusSquaredA, Vector2dc centerB, double radiusSquaredB, Vector3d 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 booleanIntersectiond.intersectLineCircle(double x0, double y0, double x1, double y1, double centerX, double centerY, double radius, Vector3d intersectionCenterAndHL) Test whether the line defined by the two points(x0, y0)and(x1, y1)intersects the circle with center(centerX, centerY)andradius, 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 booleanIntersectiond.intersectLineCircle(double a, double b, double c, double centerX, double centerY, double radius, Vector3d intersectionCenterAndHL) Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center(centerX, centerY)andradius, 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 booleanIntersectiond.intersectLineSegmentPlane(double p0X, double p0Y, double p0Z, double p1X, double p1Y, double p1Z, double a, double b, double c, double d, Vector3d intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0, and return the point of intersection.static booleanIntersectiond.intersectLineSegmentTriangle(double p0X, double p0Y, double p0Z, double p1X, double p1Y, double p1Z, double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, double epsilon, Vector3d intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.static booleanIntersectiond.intersectLineSegmentTriangle(Vector3dc p0, Vector3dc p1, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon, Vector3d intersectionPoint) Determine whether the line segment with the end pointsp0andp1intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.static intIntersectiond.intersectSphereTriangle(double sX, double sY, double sZ, double sR, double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, Vector3d result) Test whether the given sphere with center(sX, sY, sZ)intersects the triangle given by its three vertices, and if they intersect store the point of intersection intoresult.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Set the components ofdestto be the component-wise maximum of this and the other vector.Set the components ofdestto be the component-wise minimum of this and the other vector.Vector3d.mul(Matrix3x2dc mat, Vector3d dest) Vector3d.mul(Matrix3x2fc mat, Vector3d dest) Multiply the components of this Vector3f by the given scalar values and store the result indest.Multiply this Vector3d by the given scalar value and store the result indest.Multiply the given matrixmatwiththisand store the result indest.Multiply the given matrixmatwiththisand store the result indest.Vector3dc.mul(Matrix3x2dc mat, Vector3d dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Vector3dc.mul(Matrix3x2fc mat, Vector3d dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Multiply this byvcomponent-wise and store the result intodest.Multiply this Vector3d component-wise by another Vector3f and store the result indest.Add the component-wise multiplication ofthis * atoband store the result indest.Add the component-wise multiplication ofthis * atoband store the result indest.Add the component-wise multiplication ofthis * atoband store the result indest.Vector3d.mulDirection(Matrix4dc mat, Vector3d dest) Vector3d.mulDirection(Matrix4fc mat, Vector3d dest) Vector3d.mulDirection(Matrix4x3dc mat, Vector3d dest) Vector3d.mulDirection(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulDirection(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3dc.mulDirection(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3d.mulPosition(Matrix4dc mat, Vector3d dest) Vector3d.mulPosition(Matrix4fc mat, Vector3d dest) Vector3d.mulPosition(Matrix4x3dc mat, Vector3d dest) Vector3d.mulPosition(Matrix4x3fc mat, Vector3d dest) Vector3dc.mulPosition(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4x3dc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3dc.mulPosition(Matrix4x3fc mat, Vector3d dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.doubleVector3d.mulPositionW(Matrix4dc mat, Vector3d dest) doubleVector3d.mulPositionW(Matrix4fc mat, Vector3d dest) doubleVector3dc.mulPositionW(Matrix4dc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.doubleVector3dc.mulPositionW(Matrix4fc mat, Vector3d dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.Vector3d.mulProject(Matrix4dc mat, double w, Vector3d dest) Vector3d.mulProject(Matrix4dc mat, Vector3d dest) Vector3d.mulProject(Matrix4fc mat, Vector3d dest) Vector3dc.mulProject(Matrix4dc mat, double w, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector3dc.mulProject(Matrix4fc mat, Vector3d dest) Multiply the given matrixmatwith this Vector3d, perform perspective division and store the result indest.Vector4d.mulProject(Matrix4dc mat, Vector3d dest) Vector4dc.mulProject(Matrix4dc mat, Vector3d dest) Multiply the given matrixmatwith this Vector4d, perform perspective division and store the(x, y, z)result indest.Vector3d.mulTranspose(Matrix3dc mat, Vector3d dest) Vector3d.mulTranspose(Matrix3fc mat, Vector3d dest) Vector3dc.mulTranspose(Matrix3dc mat, Vector3d dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3dc.mulTranspose(Matrix3fc mat, Vector3d dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3d.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Vector3d.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposeDirection(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulTransposeDirection(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3d.mulTransposePosition(Matrix4dc mat, Vector3d dest) Vector3d.mulTransposePosition(Matrix4fc mat, Vector3d dest) Vector3dc.mulTransposePosition(Matrix4dc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3dc.mulTransposePosition(Matrix4fc mat, Vector3d dest) Multiply the transpose of the given 4x4 matrixmatwiththisand 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.Matrix3d.normalizedPositiveX(Vector3d dir) Matrix3dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveX(Vector3d dir) Matrix4dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveX(Vector3d dir) Matrix4x3dc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveX(Vector3d dir) Quaterniondc.normalizedPositiveX(Vector3d dir) Obtain the direction of+Xbefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3d.normalizedPositiveY(Vector3d dir) Matrix3dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveY(Vector3d dir) Matrix4dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveY(Vector3d dir) Matrix4x3dc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveY(Vector3d dir) Quaterniondc.normalizedPositiveY(Vector3d dir) Obtain the direction of+Ybefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3d.normalizedPositiveZ(Vector3d dir) Matrix3dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4d.normalizedPositiveZ(Vector3d dir) Matrix4dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3d.normalizedPositiveZ(Vector3d dir) Matrix4x3dc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Quaterniond.normalizedPositiveZ(Vector3d dir) Quaterniondc.normalizedPositiveZ(Vector3d dir) Obtain the direction of+Zbefore the rotation transformation represented bythisnormalized quaternion is applied.Obtain the position that gets transformed to the origin bythismatrix.Obtain the position that gets transformed to the origin bythismatrix.Matrix4d.originAffine(Vector3d dest) Matrix4dc.originAffine(Vector3d origin) Obtain the position that gets transformed to the origin bythisaffinematrix.Vector3d.orthogonalize(Vector3dc v, Vector3d dest) Vector3dc.orthogonalize(Vector3dc v, Vector3d dest) Transformthisvector so that it is orthogonal to the given vectorv, normalize the result and store it intodest.Vector3d.orthogonalizeUnit(Vector3dc v, Vector3d dest) Vector3dc.orthogonalizeUnit(Vector3dc v, Vector3d dest) Transformthisvector so that it is orthogonal to the given unit vectorv, normalize the result and store it intodest.Matrix4d.perspectiveInvOrigin(Vector3d dest) Matrix4dc.perspectiveInvOrigin(Vector3d dest) Compute the eye/origin of the inverse of the perspective frustum transformation defined bythismatrix, which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result in the givendest.static voidMatrix4d.perspectiveOffCenterViewFromRectangle(Vector3d eye, Vector3d p, Vector3d x, Vector3d y, double nearFarDist, boolean zeroToOne, Matrix4d projDest, Matrix4d viewDest) Create a view and off-center perspective projection matrix from a giveneyeposition, a given bottom left corner positionpof the near plane rectangle and the extents of the near plane rectangle along its localxandyaxes, and store the resulting matrices inprojDestandviewDest.Matrix4d.perspectiveOrigin(Vector3d dest) Matrix4dc.perspectiveOrigin(Vector3d origin) Compute the eye/origin of the perspective frustum transformation defined bythismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenorigin.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the transformation represented bythismatrix is applied.Obtain the direction of+Xbefore the rotation transformation represented bythisquaternion is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the transformation represented bythismatrix is applied.Obtain the direction of+Ybefore the rotation transformation represented bythisquaternion is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the transformation represented bythismatrix is applied.Obtain the direction of+Zbefore the rotation transformation represented bythisquaternion is applied.Project the given(x, y, z)position viathismatrix using the specified viewport and store the resulting window coordinates inwinCoordsDest.Project the givenpositionviathismatrix using the specified viewport and store the resulting window coordinates inwinCoordsDest.Reflect this vector about the given normal vector and store the result indest.Reflect this vector about the given normal vector and store the result indest.Vector3d.rotate(Quaterniondc quat, Vector3d dest) Vector3dc.rotate(Quaterniondc quat, Vector3d dest) Rotate this vector by the given quaternionquatand store the result indest.Vector3d.rotateAxis(double angle, double aX, double aY, double aZ, Vector3d dest) Vector3dc.rotateAxis(double angle, double aX, double aY, double aZ, Vector3d dest) Rotate this vector the specified radians around the given rotation axis and store the result intodest.Rotate this vector the specified radians around the X axis and store the result intodest.Apply rotation ofangles.xradians about the X axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.zradians about the Z axis.Apply rotation ofangles.xradians about the X axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.zradians about the Z axis.Rotate this vector the specified radians around the Y axis and store the result intodest.Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Apply rotation ofangles.yradians about the Y axis, followed by a rotation ofangles.xradians about the X axis and followed by a rotation ofangles.zradians about the Z axis.Rotate this vector the specified radians around the Z axis and store the result intodest.Apply rotation ofangles.zradians about the Z axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.xradians about the X axis.Apply rotation ofangles.zradians about the Z axis, followed by a rotation ofangles.yradians about the Y axis and followed by a rotation ofangles.xradians about the X axis.Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest.Vector3d.smoothStep(Vector3dc v, double t, Vector3d dest) Vector3dc.smoothStep(Vector3dc v, double t, Vector3d dest) Compute a smooth-step (i.e.Subtract(x, y, z)from this vector and store the result indest.Subtract the supplied vector from this one and store the result indest.Subtract the supplied vector from this one and store the result indest.static booleanIntersectiond.testObOb(Vector3d b0c, Vector3d b0uX, Vector3d b0uY, Vector3d b0uZ, Vector3d b0hs, Vector3d b1c, Vector3d b1uX, Vector3d b1uY, Vector3d b1uZ, Vector3d b1hs) Test whether two oriented boxes given via their center position, orientation and half-size, intersect.Transform the given vector by the rotation transformation described by thisAxisAngle4d.Transform the given vector by the rotation transformation described by thisAxisAngle4dand store the result indest.Transform the vector(x, y, z)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.Transform/multiply the given vector(x, y, z)by this matrix and store the result indest.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result in that vector.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result indest.Transform/multiply the given vector(x, y, z)by this matrix and store the result indest.Transform/multiply the given vector by this matrix by assuming a third row in this matrix of(0, 0, 1)and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector by this quaternion.Transform the given vector by this quaternion and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector(x, y, z)by this quaternion and store the result indest.Transform the given vector by this quaternion.Transform the given vector by this quaternion and store the result indest.Matrix4d.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Matrix4d.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Matrix4dc.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)bythisaffinematrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4dc.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum cornerminand maximum cornermaxbythisaffinematrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3d.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Matrix4x3d.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Matrix4x3dc.transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)bythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4x3dc.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) Transform the axis-aligned box given as the minimum cornerminand maximum cornermaxbythismatrix and compute the axis-aligned box of the result whose minimum corner is stored inoutMinand maximum corner stored inoutMax.Matrix4d.transformDirection(double x, double y, double z, Vector3d dest) Matrix4d.transformDirection(Vector3d dest) Matrix4d.transformDirection(Vector3dc v, Vector3d dest) Matrix4dc.transformDirection(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z), as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4dc.transformDirection(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.Matrix4dc.transformDirection(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4x3d.transformDirection(Vector3d v) Matrix4x3d.transformDirection(Vector3dc v, Vector3d dest) Matrix4x3dc.transformDirection(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result in that vector.Matrix4x3dc.transformDirection(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by this matrix and store the result indest.Quaterniond.transformInverse(double x, double y, double z, Vector3d dest) Quaterniond.transformInverse(Vector3d vec) Quaterniond.transformInverse(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverse(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector3d vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(double x, double y, double z, Vector3d dest) Quaternionf.transformInverse(float x, float y, float z, Vector3d dest) Quaternionf.transformInverse(Vector3d vec) Quaternionf.transformInverse(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverse(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector3d vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector3d dest) Quaterniond.transformInverseUnit(Vector3d vec) Quaterniond.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector3d vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(double x, double y, double z, Vector3d dest) Quaternionf.transformInverseUnit(float x, float y, float z, Vector3d dest) Quaternionf.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverseUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4d.transformPosition(double x, double y, double z, Vector3d dest) Matrix4d.transformPosition(Vector3d dest) Matrix4d.transformPosition(Vector3dc v, Vector3d dest) Matrix4dc.transformPosition(double x, double y, double z, Vector3d dest) Transform/multiply the 3D-vector(x, y, z), as if it was a 4D-vector with w=1, by this matrix and store the result indest.Matrix4dc.transformPosition(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.Matrix4dc.transformPosition(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest.Matrix4x3d.transformPosition(Vector3d v) Matrix4x3d.transformPosition(Vector3dc v, Vector3d dest) Matrix4x3dc.transformPosition(Vector3d v) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result in that vector.Matrix4x3dc.transformPosition(Vector3dc v, Vector3d dest) Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by this matrix and store the result indest.Quaterniond.transformPositiveX(Vector3d dest) Quaterniondc.transformPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector3d dest) Quaternionfc.transformPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector3d dest) Quaterniondc.transformPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector3d dest) Quaternionfc.transformPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector3d dest) Quaterniondc.transformPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector3d dest) Quaternionfc.transformPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4d.transformProject(double x, double y, double z, double w, Vector3d dest) Matrix4d.transformProject(double x, double y, double z, Vector3d dest) Matrix4d.transformProject(Vector3d v) Matrix4d.transformProject(Vector3dc v, Vector3d dest) Matrix4d.transformProject(Vector4dc v, Vector3d dest) Matrix4dc.transformProject(double x, double y, double z, double w, Vector3d dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store(x, y, z)of the result indest.Matrix4dc.transformProject(double x, double y, double z, Vector3d dest) Transform/multiply the vector(x, y, z)by this matrix, perform perspective divide and store the result indest.Matrix4dc.transformProject(Vector3d v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4dc.transformProject(Vector3dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4dc.transformProject(Vector4dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store thex,yandzcomponents of the result indest.Matrix3d.transformTranspose(double x, double y, double z, Vector3d dest) Matrix3d.transformTranspose(Vector3d v) Matrix3d.transformTranspose(Vector3dc v, Vector3d dest) Matrix3dc.transformTranspose(double x, double y, double z, Vector3d dest) Transform the vector(x, y, z)by the transpose of this matrix and store the result indest.Matrix3dc.transformTranspose(Vector3d v) Transform the given vector by the transpose of this matrix.Matrix3dc.transformTranspose(Vector3dc v, Vector3d dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(double x, double y, double z, Vector3d dest) Quaterniond.transformUnit(Vector3d vec) Quaterniond.transformUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector3d vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(double x, double y, double z, Vector3d dest) Quaternionf.transformUnit(float x, float y, float z, Vector3d dest) Quaternionf.transformUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformUnit(double x, double y, double z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(float x, float y, float z, Vector3d dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector3d dest) Quaterniondc.transformUnitPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector3d dest) Quaternionfc.transformUnitPositiveX(Vector3d dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector3d dest) Quaterniondc.transformUnitPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector3d dest) Quaternionfc.transformUnitPositiveY(Vector3d dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector3d dest) Quaterniondc.transformUnitPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector3d dest) Quaternionfc.transformUnitPositiveZ(Vector3d dest) Transform the vector(0, 0, 1)by this unit quaternion.Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4d.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector3d dest) Matrix4d.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Matrix4dc.unprojectInv(double winX, double winY, double winZ, int[] viewport, Vector3d dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4d.unprojectInvRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest) Matrix4d.unprojectInvRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest) Matrix4dc.unprojectInvRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest) Unproject the given 2D window coordinates(winX, winY)bythismatrix 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.Matrix4dc.unprojectInvRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d 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.Matrix4d.unprojectRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest) Matrix4d.unprojectRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d dirDest) Matrix4dc.unprojectRay(double winX, double winY, int[] viewport, Vector3d originDest, Vector3d dirDest) Unproject the given 2D window coordinates(winX, winY)bythismatrix 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.Matrix4dc.unprojectRay(Vector2dc winCoords, int[] viewport, Vector3d originDest, Vector3d 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.