Uses of Interface
org.joml.Vector3dc
Packages that use Vector3dc
-
Uses of Vector3dc in org.joml
Modifier and TypeClassDescriptionclassContains the definition of a Vector comprising 3 doubles and associated transformations.Modifier and TypeMethodDescriptionVector3d.getToAddress(long address) Vector3dc.getToAddress(long address) Store this vector at the given off-heap memory address.Modifier and TypeMethodDescriptionAdd the supplied vector to this one.Add the supplied vector to this one and store the result indest.doubledoubleReturn the angle between this vector and the supplied vector.doubledoubleReturn the cosine of the angle betweenthisvector and the supplied vector.doubleVector3d.angleSigned(Vector3dc v, Vector3dc n) doubleVector3dc.angleSigned(Vector3dc v, Vector3dc n) Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vectorn.Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles.Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles.Matrix4x3d.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Matrix4x3dc.arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest) Apply an arcball view transformation to this matrix with the givenradiusandcenterposition of the arcball and the specified X and Y rotation angles, and store the result indest.Matrix4d.billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPoswhile constraining a cylindrical rotation around the givenupvector.Matrix4x3d.billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPoswhile constraining a cylindrical rotation around the givenupvector.Matrix4d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPosusing a shortest arc rotation by not preserving any up vector of the object.Matrix4d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPos.Matrix4x3d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPosusing a shortest arc rotation by not preserving any up vector of the object.Matrix4x3d.billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up) Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPostowards a target position attargetPos.Set this vector to be the cross product of this and v2.Calculate the cross product of this and v2 and store the result indest.doubledoubleReturn the distance between this vector andv.doubleVector3d.distanceSquared(Vector3dc v) doubleVector3dc.distanceSquared(Vector3dc v) Return the square of the distance between this vector andv.Divide this byvcomponent-wise and store the result intodest.doubledoubleReturn the dot product of this vector and the supplied vector.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 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.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.Quaterniond.fromAxisAngleDeg(Vector3dc axis, double angle) Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaterniond.fromAxisAngleRad(Vector3dc axis, double angle) Set this quaternion to be a representation of the supplied axis and angle (in radians).Compute the half vector between this and the other vector.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 intIntersectiond.intersectLineSegmentAab(Vector3dc p0, Vector3dc p1, Vector3dc min, Vector3dc max, Vector2d result) Determine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned box given as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.static 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 booleanIntersectiond.intersectRayAab(Vector3dc origin, Vector3dc dir, Vector3dc min, Vector3dc max, Vector2d result) Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified 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..static doubleIntersectiond.intersectRayPlane(Vector3dc origin, Vector3dc dir, Vector3dc point, Vector3dc normal, double epsilon) Test whether the ray with givenoriginand directiondirintersects the plane 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 booleanIntersectiond.intersectRaySphere(Vector3dc origin, Vector3dc dir, Vector3dc center, double radiusSquared, Vector2d result) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere 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 doubleIntersectiond.intersectRayTriangle(Vector3dc origin, Vector3dc dir, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon) Determine whether the ray with the givenoriginand the givendirintersects the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static doubleIntersectiond.intersectRayTriangleFront(Vector3dc origin, Vector3dc dir, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon) Determine whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static booleanIntersectiond.intersectSphereSphere(Vector3dc centerA, double radiusSquaredA, Vector3dc centerB, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.Linearly interpolatethisandotherusing the given interpolation factortand store the result inthis.Linearly interpolatethisandotherusing the given interpolation factortand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation transformation to this matrix to make-zpoint alongdir.Matrix4x3d.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3dc.lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Apply a rotation to this quaternion that maps the given direction to the positive Z axis.Quaterniond.lookAlong(Vector3dc dir, Vector3dc up, Quaterniond dest) Quaterniondc.lookAlong(Vector3dc dir, Vector3dc up, Quaterniond dest) Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4x3d.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3dc.lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand 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 Vector3d component-wise by another Vector3dc.Multiply this byvcomponent-wise and store the result intodest.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.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.Project the givenpositionviathismatrix 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.doubleMatrix3d.quadraticFormProduct(Vector3dc v) doubleMatrix3dc.quadraticFormProduct(Vector3dc v) Computev^T * this * v.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal.Apply a mirror/reflection transformation to this matrix that reflects through the given plane specified via the plane normal, and store the result indest.Matrix4d.reflect(Quaterniondc orientation, Vector3dc point) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4d.reflect(Quaterniondc orientation, Vector3dc point, Matrix4d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4dc.reflect(Quaterniondc orientation, Vector3dc point, Matrix4d dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Matrix4x3d.reflect(Quaterniondc orientation, Vector3dc point) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Matrix4x3dc.reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest.Matrix4x3dc.reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest) Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest.Reflect this vector about the given normal vector.Reflect this vector about the given normal vector and store the result indest.Matrix3d.reflection(Vector3dc normal) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix4d.reflection(Quaterniondc orientation, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4d.reflection(Vector3dc normal, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d.reflection(Quaterniondc orientation, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d.reflection(Vector3dc normal, Vector3dc point) Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3d.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(double angle, Vector3dc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Quaterniond.rotateAxis(double angle, Vector3dc axis) Apply a rotation tothisquaternion rotating the given radians about the specified axis.Quaterniond.rotateAxis(double angle, Vector3dc axis, Quaterniond dest) Quaterniondc.rotateAxis(double angle, Vector3dc axis, Quaterniond dest) Apply a rotation tothisquaternion rotating the given radians about the specified axis and store the result indest.Apply a rotation tothisthat rotates thefromDirvector to point alongtoDir.Quaterniond.rotateTo(Vector3dc fromDir, Vector3dc toDir, Quaterniond dest) Quaterniondc.rotateTo(Vector3dc fromDir, Vector3dc toDir, Quaterniond dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Matrix3d.rotateTowards(Vector3dc direction, Vector3dc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3d.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3dc.rotateTowards(Vector3dc direction, Vector3dc up, Matrix3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix4d.rotateTowards(Vector3dc direction, Vector3dc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix4d.rotateTowards(Vector3dc direction, Vector3dc up, Matrix4d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix4dc.rotateTowards(Vector3dc direction, Vector3dc up, Matrix4d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix4x3d.rotateTowards(Vector3dc dir, Vector3dc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdir.Matrix4x3d.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3dc.rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the-zaxis withdirand store the result indest.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Set this matrix to a rotation matrix which rotates the given radians about a given axis.Quaterniond.rotationTo(Vector3dc fromDir, Vector3dc toDir) Setthisquaternion to a rotation that rotates thefromDirvector to point alongtoDir.Vector3d.rotationTo(Vector3dc toDir, Quaterniond dest) Vector3dc.rotationTo(Vector3dc toDir, Quaterniond dest) Compute the quaternion representing a rotation ofthisvector to point alongtoDirand store the result indest.Matrix3d.rotationTowards(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix4d.rotationTowards(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withdir.Matrix4x3d.rotationTowards(Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withdir.Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Apply scaling to this matrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively.Matrix4x3d.scale(Vector3dc xyz, Matrix4x3d dest) Matrix4x3dc.scale(Vector3dc xyz, Matrix4x3d dest) Apply scaling tothismatrix by scaling the base axes by the givenxyz.x,xyz.yandxyz.zfactors, respectively and store the result indest.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.zrespectively.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.z, respectively.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.z, respectively.Set thisAxisAngle4dto the given values.Set the three columns of this matrix to the supplied vectors, respectively.Set the four columns of this matrix to the supplied vectors, respectively.Set the x, y and z components to match the supplied vector.Set the x, y and z components to match the supplied vector.Set thisVector3ito the values of v usingRoundingMode.TRUNCATErounding.Set thisVector3ito the values of v using the givenRoundingMode.Set the x, y, and z components of this to the components ofvand the w component tow.Quaterniond.setAngleAxis(double angle, Vector3dc axis) Set this quaternion to be a representation of the supplied axis and angle (in radians).Set the column at the givencolumnindex, starting with0.Set the column at the givencolumnindex, starting with0.Matrix3d.setLookAlong(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4d.setLookAlong(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3d.setLookAlong(Vector3dc dir, Vector3dc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns-zwithcenter - eye.Matrix4d.setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3d.setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Set the row at the givenrowindex, starting with0.Matrix4d.setTranslation(Vector3dc xyz) Set only the translation components(m30, m31, m32)of this matrix to the given values(xyz.x, xyz.y, xyz.z).Matrix4x3d.setTranslation(Vector3dc xyz) Set only the translation components(m30, m31, m32)of this matrix to the given values(xyz.x, xyz.y, xyz.z).Vector3d.smoothStep(Vector3dc v, double t, Vector3d dest) Vector3dc.smoothStep(Vector3dc v, double t, Vector3d dest) Compute a smooth-step (i.e.Subtract the supplied vector from this one.Subtract the supplied vector from this one and store the result indest.static booleanIntersectiond.testAabAab(Vector3dc minA, Vector3dc maxA, Vector3dc minB, Vector3dc maxB) Test whether the axis-aligned box with minimum cornerminAand maximum cornermaxAintersects the axis-aligned box with minimum cornerminBand maximum cornermaxB.static booleanIntersectiond.testAabPlane(Vector3dc min, Vector3dc max, double a, double b, double c, double d) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the plane with the general equation a*x + b*y + c*z + d = 0.static booleanIntersectiond.testAabSphere(Vector3dc min, Vector3dc max, Vector3dc center, double radiusSquared) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the sphere with the givencenterand square radiusradiusSquared.static booleanIntersectiond.testLineSegmentSphere(Vector3dc p0, Vector3dc p1, Vector3dc center, double radiusSquared) Test whether the line segment with the end pointsp0andp1intersects the given sphere with centercenterand square radiusradiusSquared.static booleanIntersectiond.testLineSegmentTriangle(Vector3dc p0, Vector3dc p1, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon) Test 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.static booleanIntersectiond.testRayAab(Vector3dc origin, Vector3dc dir, Vector3dc min, Vector3dc max) Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax.static booleanIntersectiond.testRaySphere(Vector3dc origin, Vector3dc dir, Vector3dc center, double radiusSquared) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radius.static booleanIntersectiond.testRayTriangle(Vector3dc origin, Vector3dc dir, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.static booleanIntersectiond.testRayTriangleFront(Vector3dc origin, Vector3dc dir, Vector3dc v0, Vector3dc v1, Vector3dc v2, double epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.static booleanIntersectiond.testSphereSphere(Vector3dc centerA, double radiusSquaredA, Vector3dc centerB, double radiusSquaredB) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB.Transform the given vector by the rotation transformation described by thisAxisAngle4dand store the result indest.Transform the given vector 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 indest.Transform/multiply the given vector by this matrix and store the result indest.Transform the given vector by this quaternion and store the result indest.Transform the given vector by this quaternion and store the result indest.Matrix4d.transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) 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(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax) 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(Vector3dc v, Vector3d dest) 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(Vector3dc v, Vector3d dest) 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(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverse(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaterniond.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformInverseUnit(Vector3dc vec, Vector3d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4d.transformPosition(Vector3dc v, Vector3d dest) 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(Vector3dc v, Vector3d dest) 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.Matrix4d.transformProject(Vector3dc v, Vector3d dest) Matrix4dc.transformProject(Vector3dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix3d.transformTranspose(Vector3dc v, Vector3d dest) Matrix3dc.transformTranspose(Vector3dc v, Vector3d dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(Vector3dc vec, Vector3d dest) Quaterniondc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(Vector3dc vec, Vector3d dest) Quaternionfc.transformUnit(Vector3dc vec, Vector3d dest) Transform the given vector by this unit quaternion and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translate(Vector3dc offset, Matrix4x3d dest) Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4d.translateLocal(Vector3dc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4d.translateLocal(Vector3dc offset, Matrix4d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4dc.translateLocal(Vector3dc offset, Matrix4d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3d.translateLocal(Vector3dc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4x3dc.translateLocal(Vector3dc offset, Matrix4x3d dest) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest.Matrix4d.translation(Vector3dc offset) Set this matrix to be a simple translation matrix.Matrix4x3d.translation(Vector3dc offset) Set this matrix to be a simple translation matrix.Matrix4d.translationRotate(Vector3dc translation, Quaterniondc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotate(Vector3dc translation, Quaterniondc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3d.translationRotateInvert(Vector3dc translation, Quaterniondc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4d.translationRotateScale(Vector3dc translation, Quaterniondc quat, double scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales all three axes byscale.Matrix4d.translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4x3d.translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale) Setthismatrix toT * R * S, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4d.translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, double scale) Setthismatrix to(T * R * S)-1, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales all three axes byscale.Matrix4d.translationRotateScaleInvert(Vector3dc translation, Quaterniondc quat, Vector3dc scale) Setthismatrix to(T * R * S)-1, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion, andSis a scaling transformation which scales the axes byscale.Matrix4x3d.translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m) Setthismatrix toT * R * S * M, whereTis the giventranslation,Ris a rotation transformation specified by the given quaternion,Sis a scaling transformation which scales the axes byscale.Matrix4d.translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenposand aligns the local-zaxis withdir.Matrix4x3d.translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenposand aligns the local-zaxis withdir.Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4d.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Matrix4d.unprojectInv(Vector3dc winCoords, int[] viewport, Vector4d dest) Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector3d dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector4d dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4d.withLookAtUp(Vector3dc up) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4d.positiveY(Vector3d)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4d.positiveZ(Vector3d)) and the given vectorup.Matrix4d.withLookAtUp(Vector3dc up, Matrix4d dest) Matrix4dc.withLookAtUp(Vector3dc up, Matrix4d dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4dc.positiveY(Vector3d)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4dc.positiveZ(Vector3d)) and the given vectorup, and store the result indest.ModifierConstructorDescriptionAxisAngle4d(double angle, Vector3dc v) Create a newAxisAngle4dwith the given values.Create a newMatrix3dand initialize its three columns using the supplied vectors.Create a newVector3dwhose values will be copied from the given vector.Create a newVector3iand initialize its components to the rounded value of the given vector.