Uses of Class
org.joml.Vector3f
Packages that use Vector3f
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Uses of Vector3f in org.joml
Modifier and TypeMethodDescriptionVector3f.absolute()Setthisvector's components to their respective absolute values.Compute the absolute values of the individual components ofthisand store the result indest.Vector3f.add(float x, float y, float z) Increment the components of this vector by the given values.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.Vector3f.ceil()Set each component of this vector to the smallest (closest to negative infinity)floatvalue 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)floatvalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.Vector3f.cross(float x, float y, float z) Set this vector to be the cross product of itself and(x, y, z).Set this vector to be the cross product of itself andv.Compute the cross product of this vector and(x, y, z)and store the result indest.Compute the cross product of this vector andvand store the result indest.Vector3f.div(float scalar) Divide all components of thisVector3fby the given scalar value.Vector3f.div(float x, float y, float z) Divide the components of this Vector3f by the given scalar values and store the result inthis.Divide this Vector3f component-wise by another Vector3fc.Divide the components of this Vector3f by the given scalar values and store the result indest.Divide all components of thisVector3fby the given scalar value and store the result indest.Divide this Vector3f component-wise by another Vector3f and store the result indest.static Vector3fIntersectionf.findClosestPointOnLineSegment(float aX, float aY, float aZ, float bX, float bY, float bZ, float pX, float pY, float pZ, Vector3f 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 Vector3fIntersectionf.findClosestPointOnPlane(float aX, float aY, float aZ, float nX, float nY, float nZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.static Vector3fIntersectionf.findClosestPointOnRectangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float cX, float cY, float cZ, float pX, float pY, float pZ, Vector3f 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.Vector3f.floor()Set each component of this vector to the largest (closest to positive infinity)floatvalue 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)floatvalue 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 and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Matrix4f.frustumCorner(int corner, Vector3f point) Matrix4fc.frustumCorner(int corner, Vector3f 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.Matrix4f.frustumRayDir(float x, float y, Vector3f dir) Matrix4fc.frustumRayDir(float x, float y, Vector3f 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.Matrix3f.getEulerAnglesXYZ(Vector3f dest) Matrix3fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4f.getEulerAnglesXYZ(Vector3f dest) Matrix4fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3f.getEulerAnglesXYZ(Vector3f dest) Matrix4x3fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaternionf.getEulerAnglesXYZ(Vector3f eulerAngles) Quaternionfc.getEulerAnglesXYZ(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceXYZof this quaternion and store them in the provided parametereulerAngles.Quaternionf.getEulerAnglesYXZ(Vector3f eulerAngles) Quaternionfc.getEulerAnglesYXZ(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceYXZof this quaternion and store them in the provided parametereulerAngles.Quaternionf.getEulerAnglesZXY(Vector3f eulerAngles) Quaternionfc.getEulerAnglesZXY(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceZXYof this quaternion and store them in the provided parametereulerAngles.Matrix3f.getEulerAnglesZYX(Vector3f dest) Matrix3fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4f.getEulerAnglesZYX(Vector3f dest) Matrix4fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3f.getEulerAnglesZYX(Vector3f dest) Matrix4x3fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaternionf.getEulerAnglesZYX(Vector3f eulerAngles) Quaternionfc.getEulerAnglesZYX(Vector3f 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.Matrix4f.getTranslation(Vector3f dest) Matrix4fc.getTranslation(Vector3f dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Matrix4x3f.getTranslation(Vector3f dest) Matrix4x3fc.getTranslation(Vector3f dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Vector3f.half(float x, float y, float 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 with its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.static Vector3fInterpolationf.interpolateTriangle(float v0X, float v0Y, float f0X, float f0Y, float f0Z, float v1X, float v1Y, float f1X, float f1Y, float f1Z, float v2X, float v2Y, float f2X, float f2Y, float f2Z, float x, float y, Vector3f dest) Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result indest.static Vector3fInterpolationf.interpolationFactorsTriangle(float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y, float x, float y, Vector3f 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.Multiply the given matrixmatwiththisand store the result indest.Vector3f.mul(float scalar) Multiply all components of thisVector3fby the given scalar value.Vector3f.mul(float x, float y, float z) Multiply the components of this Vector3f by the given scalar values and store the result inthis.Multiply the given matrix with this Vector3f and store the result inthis.Multiply the given matrix with this Vector3f and store the result inthis.Vector3f.mul(Matrix3x2fc mat) Multiply the given matrix with this Vector3f and store the result inthis.Vector3f.mul(Matrix3x2fc mat, Vector3f dest) Multiply this Vector3f component-wise by another Vector3fc.Multiply the components of this Vector3f by the given scalar values and store the result indest.Multiply all components of thisVector3fby the given scalar value and store the result indest.Multiply the given matrix with this Vector3f and store the result indest.Multiply the given matrix with this Vector3f and store the result indest.Vector3fc.mul(Matrix3x2fc mat, Vector3f dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Multiply this Vector3f 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.Vector3f.mulDirection(Matrix4dc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulDirection(Matrix4dc mat, Vector3f dest) Vector3f.mulDirection(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulDirection(Matrix4fc mat, Vector3f dest) Vector3f.mulDirection(Matrix4x3fc mat) Multiply the given 4x3 matrixmatwiththis.Vector3f.mulDirection(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulDirection(Matrix4dc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulDirection(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulDirection(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3f.mulPosition(Matrix4fc mat) Multiply the given 4x4 matrixmatwiththis.Vector3f.mulPosition(Matrix4fc mat, Vector3f dest) Vector3f.mulPosition(Matrix4x3fc mat) Multiply the given 4x3 matrixmatwiththis.Vector3f.mulPosition(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulPosition(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulPosition(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3f.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector3f, perform perspective division.Vector3f.mulProject(Matrix4fc mat, float w, Vector3f dest) Vector3f.mulProject(Matrix4fc mat, Vector3f dest) Vector3fc.mulProject(Matrix4fc mat, float w, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector3fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector4f.mulProject(Matrix4fc mat, Vector3f dest) Vector4fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the(x, y, z)result indest.Vector3f.mulTranspose(Matrix3fc mat) Multiply the transpose of the given matrix with this Vector3f store the result inthis.Vector3f.mulTranspose(Matrix3fc mat, Vector3f dest) Vector3fc.mulTranspose(Matrix3fc mat, Vector3f dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3f.mulTransposeDirection(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3f.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulTransposePosition(Matrix4fc mat) Multiply the transpose of the given 4x4 matrixmatwiththis.Vector3f.mulTransposePosition(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposePosition(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3f.negate()Negate this vector.Negate this vector and store the result indest.Vector3f.normalize()Normalize this vector.Vector3f.normalize(float length) Scale this vector to have the given length.Scale this vector to have the given length and store the result indest.Normalize this vector and store the result indest.Matrix3f.normalizedPositiveX(Vector3f dir) Matrix3fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveX(Vector3f dir) Matrix4fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveX(Vector3f dir) Matrix4x3fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveX(Vector3f dir) Quaternionfc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3f.normalizedPositiveY(Vector3f dir) Matrix3fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveY(Vector3f dir) Matrix4fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveY(Vector3f dir) Matrix4x3fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveY(Vector3f dir) Quaternionfc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3f.normalizedPositiveZ(Vector3f dir) Matrix3fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveZ(Vector3f dir) Matrix4fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveZ(Vector3f dir) Matrix4x3fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveZ(Vector3f dir) Quaternionfc.normalizedPositiveZ(Vector3f 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.Matrix4f.originAffine(Vector3f origin) Matrix4fc.originAffine(Vector3f origin) Obtain the position that gets transformed to the origin bythisaffinematrix.Vector3f.orthogonalize(Vector3fc v) Transformthisvector so that it is orthogonal to the given vectorvand normalize the result.Vector3f.orthogonalize(Vector3fc v, Vector3f dest) Vector3fc.orthogonalize(Vector3fc v, Vector3f dest) Transformthisvector so that it is orthogonal to the given vectorv, normalize the result and store it intodest.Vector3f.orthogonalizeUnit(Vector3fc v) Transformthisvector so that it is orthogonal to the given unit vectorvand normalize the result.Vector3f.orthogonalizeUnit(Vector3fc v, Vector3f dest) Vector3fc.orthogonalizeUnit(Vector3fc v, Vector3f dest) Transformthisvector so that it is orthogonal to the given unit vectorv, normalize the result and store it intodest.Matrix4f.perspectiveInvOrigin(Vector3f 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.Matrix4fc.perspectiveInvOrigin(Vector3f 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.Matrix4f.perspectiveOrigin(Vector3f 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.Matrix4fc.perspectiveOrigin(Vector3f 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.Vector3f.reflect(float x, float y, float z) Reflect this vector about the given normal vector.Reflect this vector about the givennormalvector.Reflect this vector about the given normal vector and store the result indest.Reflect this vector about the givennormalvector and store the result indest.Vector3f.rotate(Quaternionfc quat) Rotate this vector by the given quaternionquatand store the result inthis.Vector3f.rotate(Quaternionfc quat, Vector3f dest) Vector3fc.rotate(Quaternionfc quat, Vector3f dest) Rotate this vector by the given quaternionquatand store the result indest.Vector3f.rotateAxis(float angle, float x, float y, float z) Rotate this vector the specified radians around the given rotation axis.Vector3f.rotateAxis(float angle, float aX, float aY, float aZ, Vector3f dest) Vector3fc.rotateAxis(float angle, float aX, float aY, float aZ, Vector3f dest) Rotate this vector the specified radians around the given rotation axis and store the result intodest.Vector3f.rotateX(float 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.Vector3f.rotateY(float 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.Vector3f.rotateZ(float 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.Vector3f.round()Set each component of this vector to the closest float that is equal to a mathematical integer, with ties rounding to positive infinity.Compute for each component of this vector the closest float that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest.Vector3f.set(double d) Set the x, y, and z components to the supplied value.Vector3f.set(double x, double y, double z) Set the x, y and z components to the supplied values.Vector3f.set(float d) Set the x, y, and z components to the supplied value.Vector3f.set(float[] xyz) Set the three components of this vector to the first three elements of the given array.Vector3f.set(float x, float y, float z) Set the x, y and z components to the supplied values.Vector3f.set(int index, ByteBuffer buffer) Read this vector from the suppliedByteBufferstarting at the specified absolute buffer position/index.Vector3f.set(int index, FloatBuffer buffer) Read this vector from the suppliedFloatBufferstarting at the specified absolute buffer position/index.Vector3f.set(ByteBuffer buffer) Read this vector from the suppliedByteBufferat the current bufferposition.Vector3f.set(FloatBuffer buffer) Read this vector from the suppliedFloatBufferat 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.Vector3f.setComponent(int component, float value) Set the value of the specified component of this vector.Vector3f.setFromAddress(long address) Set the values of this vector by reading 3 float values from off-heap memory, starting at the given address.Vector3f.smoothStep(Vector3fc v, float t, Vector3f dest) Vector3fc.smoothStep(Vector3fc v, float t, Vector3f dest) Compute a smooth-step (i.e.Vector3f.sub(float x, float y, float z) Decrement the components of this vector by the given values.Subtract the supplied vector from this one and store the result inthis.Decrement the components of this vector by the given values 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 given vector by the rotation transformation described by thisAxisAngle4f.Transform the given vector by the rotation transformation described by thisAxisAngle4fand store the result indest.Transform the given vector by this matrix.Transform the given vector by this matrix and 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 by this quaternion.Transform the given vector by this quaternion and store the result indest.Matrix4d.transformDirection(double x, double y, double z, Vector3f dest) Matrix4d.transformDirection(Vector3f dest) Matrix4d.transformDirection(Vector3fc v, Vector3f dest) Matrix4dc.transformDirection(double x, double y, double z, Vector3f 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(Vector3f 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(Vector3fc v, Vector3f 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.Matrix4f.transformDirection(float x, float y, float z, Vector3f dest) Matrix4f.transformDirection(Vector3f v) Matrix4f.transformDirection(Vector3fc v, Vector3f dest) Matrix4fc.transformDirection(float x, float y, float z, Vector3f dest) Transform/multiply the given 3D-vector(x, y, z), as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4fc.transformDirection(Vector3f 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.Matrix4fc.transformDirection(Vector3fc v, Vector3f 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.Matrix4x3f.transformDirection(Vector3f v) Matrix4x3f.transformDirection(Vector3fc v, Vector3f dest) Matrix4x3fc.transformDirection(Vector3f 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.Matrix4x3fc.transformDirection(Vector3fc v, Vector3f 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, Vector3f dest) Quaterniond.transformInverse(Vector3f vec) Quaterniond.transformInverse(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverse(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector3f vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(float x, float y, float z, Vector3f dest) Quaternionf.transformInverse(Vector3f vec) Quaternionf.transformInverse(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverse(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector3f vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector3f dest) Quaterniond.transformInverseUnit(Vector3f vec) Quaterniond.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector3f vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(float x, float y, float z, Vector3f dest) Quaternionf.transformInverseUnit(Vector3f vec) Quaternionf.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverseUnit(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector3f vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4f.transformPosition(float x, float y, float z, Vector3f dest) Matrix4f.transformPosition(Vector3f v) Matrix4f.transformPosition(Vector3fc v, Vector3f dest) Matrix4fc.transformPosition(float x, float y, float z, Vector3f 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.Matrix4fc.transformPosition(Vector3f 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.Matrix4fc.transformPosition(Vector3fc v, Vector3f 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.Matrix4x3f.transformPosition(Vector3f v) Matrix4x3f.transformPosition(Vector3fc v, Vector3f dest) Matrix4x3fc.transformPosition(Vector3f 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.Matrix4x3fc.transformPosition(Vector3fc v, Vector3f 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(Vector3f dest) Quaterniondc.transformPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector3f dest) Quaternionfc.transformPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector3f dest) Quaterniondc.transformPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector3f dest) Quaternionfc.transformPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector3f dest) Quaterniondc.transformPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector3f dest) Quaternionfc.transformPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4f.transformProject(float x, float y, float z, float w, Vector3f dest) Matrix4f.transformProject(float x, float y, float z, Vector3f dest) Matrix4f.transformProject(Vector3f v) Matrix4f.transformProject(Vector3fc v, Vector3f dest) Matrix4f.transformProject(Vector4fc v, Vector3f dest) Matrix4fc.transformProject(float x, float y, float z, float w, Vector3f dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store(x, y, z)of the result indest.Matrix4fc.transformProject(float x, float y, float z, Vector3f dest) Transform/multiply the vector(x, y, z)by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector3f v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4fc.transformProject(Vector3fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector4fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix3f.transformTranspose(float x, float y, float z, Vector3f dest) Matrix3f.transformTranspose(Vector3f v) Matrix3f.transformTranspose(Vector3fc v, Vector3f dest) Matrix3fc.transformTranspose(float x, float y, float z, Vector3f dest) Transform the vector(x, y, z)by the transpose of this matrix and store the result indest.Matrix3fc.transformTranspose(Vector3f v) Transform the given vector by the transpose of this matrix.Matrix3fc.transformTranspose(Vector3fc v, Vector3f dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(double x, double y, double z, Vector3f dest) Quaterniond.transformUnit(Vector3f vec) Quaterniond.transformUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformUnit(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector3f vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector3fc vec, Vector3f dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(float x, float y, float z, Vector3f dest) Quaternionf.transformUnit(Vector3f vec) Quaternionf.transformUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformUnit(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector3f vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit(Vector3fc vec, Vector3f dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector3f dest) Quaterniondc.transformUnitPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector3f dest) Quaternionfc.transformUnitPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector3f dest) Quaterniondc.transformUnitPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector3f dest) Quaternionfc.transformUnitPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector3f dest) Quaterniondc.transformUnitPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector3f dest) Quaternionfc.transformUnitPositiveZ(Vector3f 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.Matrix4f.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest) Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Matrix4fc.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Vector3f.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.Matrix4f.affineSpan(Vector3f corner, Vector3f xDir, Vector3f yDir, Vector3f zDir) Compute the extents of the coordinate system before thisaffinetransformation was applied and store the resulting corner coordinates incornerand the span vectors inxDir,yDirandzDir.static voidGeometryUtils.bitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result indest.Compute for each component of this vector the smallest (closest to negative infinity)floatvalue 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.Compute the cross product of this vector andvand store the result indest.Obtain the normalized direction of a ray starting at the center of the coordinate system and going through the near frustum plane.Divide the components of this Vector3f by the given scalar values and store the result indest.Divide all components of thisVector3fby the given scalar value and store the result indest.Divide this Vector3f component-wise by another Vector3f and store the result indest.static Vector3fIntersectionf.findClosestPointOnLineSegment(float aX, float aY, float aZ, float bX, float bY, float bZ, float pX, float pY, float pZ, Vector3f 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 Vector3fIntersectionf.findClosestPointOnPlane(float aX, float aY, float aZ, float nX, float nY, float nZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.static Vector3fIntersectionf.findClosestPointOnRectangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float cX, float cY, float cZ, float pX, float pY, float pZ, Vector3f 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 intIntersectionf.findClosestPointOnTriangle(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float pX, float pY, float pZ, Vector3f 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 intIntersectionf.findClosestPointOnTriangle(Vector3fc v0, Vector3fc v1, Vector3fc v2, Vector3fc p, Vector3f 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 floatIntersectionf.findClosestPointsLineSegments(float a0X, float a0Y, float a0Z, float a1X, float a1Y, float a1Z, float b0X, float b0Y, float b0Z, float b1X, float b1Y, float b1Z, Vector3f resultA, Vector3f 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 floatIntersectionf.findClosestPointsLineSegmentTriangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f lineSegmentResult, Vector3f 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)floatvalue 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.Matrix4f.frustumAabb(Vector3f min, Vector3f 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.Matrix4fc.frustumAabb(Vector3f min, Vector3f 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.Matrix4f.frustumCorner(int corner, Vector3f point) Matrix4fc.frustumCorner(int corner, Vector3f 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.Matrix4f.frustumRayDir(float x, float y, Vector3f dir) Matrix4fc.frustumRayDir(float x, float y, Vector3f 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.Matrix3f.getEulerAnglesXYZ(Vector3f dest) Matrix3fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4f.getEulerAnglesXYZ(Vector3f dest) Matrix4fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3f.getEulerAnglesXYZ(Vector3f dest) Matrix4x3fc.getEulerAnglesXYZ(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaternionf.getEulerAnglesXYZ(Vector3f eulerAngles) Quaternionfc.getEulerAnglesXYZ(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceXYZof this quaternion and store them in the provided parametereulerAngles.Quaternionf.getEulerAnglesYXZ(Vector3f eulerAngles) Quaternionfc.getEulerAnglesYXZ(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceYXZof this quaternion and store them in the provided parametereulerAngles.Quaternionf.getEulerAnglesZXY(Vector3f eulerAngles) Quaternionfc.getEulerAnglesZXY(Vector3f eulerAngles) Get the euler angles in radians in rotation sequenceZXYof this quaternion and store them in the provided parametereulerAngles.Matrix3f.getEulerAnglesZYX(Vector3f dest) Matrix3fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented bythismatrix and store the extracted Euler angles indest.Matrix4f.getEulerAnglesZYX(Vector3f dest) Matrix4fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix ofthisand store the extracted Euler angles indest.Matrix4x3f.getEulerAnglesZYX(Vector3f dest) Matrix4x3fc.getEulerAnglesZYX(Vector3f dest) Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthisand store the extracted Euler angles indest.Quaternionf.getEulerAnglesZYX(Vector3f eulerAngles) Quaternionfc.getEulerAnglesZYX(Vector3f 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.Matrix4f.getTranslation(Vector3f dest) Matrix4fc.getTranslation(Vector3f dest) Get only the translation components(m30, m31, m32)of this matrix and store them in the given vectorxyz.Matrix4x3f.getTranslation(Vector3f dest) Matrix4x3fc.getTranslation(Vector3f 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 with its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.static Vector3fInterpolationf.interpolateTriangle(float v0X, float v0Y, float f0X, float f0Y, float f0Z, float v1X, float v1Y, float f1X, float f1Y, float f1Z, float v2X, float v2Y, float f2X, float f2Y, float f2Z, float x, float y, Vector3f dest) Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result indest.static Vector3fInterpolationf.interpolationFactorsTriangle(float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y, float x, float y, Vector3f 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 booleanIntersectionf.intersectCircleCircle(float aX, float aY, float radiusSquaredA, float bX, float bY, float radiusSquaredB, Vector3f 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 booleanIntersectionf.intersectCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static booleanIntersectionf.intersectLineCircle(float x0, float y0, float x1, float y1, float centerX, float centerY, float radius, Vector3f 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 booleanIntersectionf.intersectLineCircle(float a, float b, float c, float centerX, float centerY, float radius, Vector3f 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 booleanIntersectionf.intersectLineSegmentPlane(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float a, float b, float c, float d, Vector3f 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 booleanIntersectionf.intersectLineSegmentTriangle(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, Vector3f 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 booleanIntersectionf.intersectLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon, Vector3f 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 intIntersectionf.intersectSphereTriangle(float sX, float sY, float sZ, float sR, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f 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.Multiply the given matrixmatwiththisand store the result indest.Vector3f.mul(Matrix3x2fc mat, Vector3f dest) Multiply the components of this Vector3f by the given scalar values and store the result indest.Multiply all components of thisVector3fby the given scalar value and store the result indest.Multiply the given matrix with this Vector3f and store the result indest.Multiply the given matrix with this Vector3f and store the result indest.Vector3fc.mul(Matrix3x2fc mat, Vector3f dest) Multiply the given matrixmatwiththisby assuming a third row in the matrix of(0, 0, 1)and store the result indest.Multiply this Vector3f 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.Vector3f.mulDirection(Matrix4dc mat, Vector3f dest) Vector3f.mulDirection(Matrix4fc mat, Vector3f dest) Vector3f.mulDirection(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulDirection(Matrix4dc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulDirection(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulDirection(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.Vector3f.mulPosition(Matrix4fc mat, Vector3f dest) Vector3f.mulPosition(Matrix4x3fc mat, Vector3f dest) Vector3fc.mulPosition(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththisand store the result indest.Vector3fc.mulPosition(Matrix4x3fc mat, Vector3f dest) Multiply the given 4x3 matrixmatwiththisand store the result indest.floatVector3f.mulPositionW(Matrix4fc mat, Vector3f dest) floatVector3fc.mulPositionW(Matrix4fc mat, Vector3f dest) Multiply the given 4x4 matrixmatwiththis, store the result indestand return the w component of the resulting 4D vector.Vector3f.mulProject(Matrix4fc mat, float w, Vector3f dest) Vector3f.mulProject(Matrix4fc mat, Vector3f dest) Vector3fc.mulProject(Matrix4fc mat, float w, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector3fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector3f, perform perspective division and store the result indest.Vector4f.mulProject(Matrix4fc mat, Vector3f dest) Vector4fc.mulProject(Matrix4fc mat, Vector3f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the(x, y, z)result indest.Vector3f.mulTranspose(Matrix3fc mat, Vector3f dest) Vector3fc.mulTranspose(Matrix3fc mat, Vector3f dest) Multiply the transpose of the given matrix with this Vector3f and store the result indest.Vector3f.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposeDirection(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Vector3f.mulTransposePosition(Matrix4fc mat, Vector3f dest) Vector3fc.mulTransposePosition(Matrix4fc mat, Vector3f dest) Multiply the transpose of the given 4x4 matrixmatwiththisand store the result indest.Negate this vector and store the result indest.static voidGeometryUtils.normal(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f dest) Calculate the normal of a surface defined by points(v1X, v1Y, v1Z),(v2X, v2Y, v2Z)and(v3X, v3Y, v3Z)and store it indest.static voidCalculate the normal of a surface defined by pointsv1,v2andv3and store it indest.Scale this vector to have the given length and store the result indest.Normalize this vector and store the result indest.Matrix3f.normalizedPositiveX(Vector3f dir) Matrix3fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveX(Vector3f dir) Matrix4fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveX(Vector3f dir) Matrix4x3fc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveX(Vector3f dir) Quaternionfc.normalizedPositiveX(Vector3f dir) Obtain the direction of+Xbefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3f.normalizedPositiveY(Vector3f dir) Matrix3fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveY(Vector3f dir) Matrix4fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveY(Vector3f dir) Matrix4x3fc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveY(Vector3f dir) Quaternionfc.normalizedPositiveY(Vector3f dir) Obtain the direction of+Ybefore the rotation transformation represented bythisnormalized quaternion is applied.Matrix3f.normalizedPositiveZ(Vector3f dir) Matrix3fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4f.normalizedPositiveZ(Vector3f dir) Matrix4fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Matrix4x3f.normalizedPositiveZ(Vector3f dir) Matrix4x3fc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the transformation represented bythisorthogonal matrix is applied.Quaternionf.normalizedPositiveZ(Vector3f dir) Quaternionfc.normalizedPositiveZ(Vector3f dir) Obtain the direction of+Zbefore the rotation transformation represented bythisnormalized quaternion is applied.Store the eye/origin of the perspective frustum in the givenorigin.Obtain the position that gets transformed to the origin bythismatrix.Obtain the position that gets transformed to the origin bythismatrix.Matrix4f.originAffine(Vector3f origin) Matrix4fc.originAffine(Vector3f origin) Obtain the position that gets transformed to the origin bythisaffinematrix.Vector3f.orthogonalize(Vector3fc v, Vector3f dest) Vector3fc.orthogonalize(Vector3fc v, Vector3f dest) Transformthisvector so that it is orthogonal to the given vectorv, normalize the result and store it intodest.Vector3f.orthogonalizeUnit(Vector3fc v, Vector3f dest) Vector3fc.orthogonalizeUnit(Vector3fc v, Vector3f dest) Transformthisvector so that it is orthogonal to the given unit vectorv, normalize the result and store it intodest.static voidGeometryUtils.perpendicular(float x, float y, float z, Vector3f dest1, Vector3f dest2) Compute two arbitrary vectors perpendicular to the given normalized vector(x, y, z), and store them indest1anddest2, respectively.static voidGeometryUtils.perpendicular(Vector3fc v, Vector3f dest1, Vector3f dest2) Compute two arbitrary vectors perpendicular to the given normalized vectorv, and store them indest1anddest2, respectively.Matrix4f.perspectiveInvOrigin(Vector3f 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.Matrix4fc.perspectiveInvOrigin(Vector3f 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 voidMatrix4f.perspectiveOffCenterViewFromRectangle(Vector3f eye, Vector3f p, Vector3f x, Vector3f y, float nearFarDist, boolean zeroToOne, Matrix4f projDest, Matrix4f 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.Matrix4f.perspectiveOrigin(Vector3f 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.Matrix4fc.perspectiveOrigin(Vector3f 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 givennormalvector and store the result indest.Vector3f.rotate(Quaternionfc quat, Vector3f dest) Vector3fc.rotate(Quaternionfc quat, Vector3f dest) Rotate this vector by the given quaternionquatand store the result indest.Vector3f.rotateAxis(float angle, float aX, float aY, float aZ, Vector3f dest) Vector3fc.rotateAxis(float angle, float aX, float aY, float aZ, Vector3f 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.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 float that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest.Set thisAxisAngle4dto the given values.Vector3f.smoothStep(Vector3fc v, float t, Vector3f dest) Vector3fc.smoothStep(Vector3fc v, float t, Vector3f dest) Compute a smooth-step (i.e.Decrement the components of this vector by the given values and store the result indest.Subtract the supplied vector from this one and store the result indest.static voidGeometryUtils.tangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result indest.static voidGeometryUtils.tangentBitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f destTangent, Vector3f destBitangent) Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result indest.static booleanIntersectionf.testObOb(Vector3f b0c, Vector3f b0uX, Vector3f b0uY, Vector3f b0uZ, Vector3f b0hs, Vector3f b1c, Vector3f b1uX, Vector3f b1uY, Vector3f b1uZ, Vector3f 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 given vector by the rotation transformation described by thisAxisAngle4f.Transform the given vector by the rotation transformation described by thisAxisAngle4fand store the result indest.Transform the given vector by this matrix.Transform the given vector by this matrix and 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 by this quaternion.Transform the given vector by this quaternion and store the result indest.Matrix4f.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Matrix4f.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Matrix4fc.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f 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.Matrix4fc.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f 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.Matrix4x3f.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f outMax) Matrix4x3f.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) Matrix4x3fc.transformAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector3f outMin, Vector3f 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.Matrix4x3fc.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f 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, Vector3f dest) Matrix4d.transformDirection(Vector3f dest) Matrix4d.transformDirection(Vector3fc v, Vector3f dest) Matrix4dc.transformDirection(double x, double y, double z, Vector3f 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(Vector3f 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(Vector3fc v, Vector3f 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.Matrix4f.transformDirection(float x, float y, float z, Vector3f dest) Matrix4f.transformDirection(Vector3f v) Matrix4f.transformDirection(Vector3fc v, Vector3f dest) Matrix4fc.transformDirection(float x, float y, float z, Vector3f dest) Transform/multiply the given 3D-vector(x, y, z), as if it was a 4D-vector with w=0, by this matrix and store the result indest.Matrix4fc.transformDirection(Vector3f 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.Matrix4fc.transformDirection(Vector3fc v, Vector3f 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.Matrix4x3f.transformDirection(Vector3f v) Matrix4x3f.transformDirection(Vector3fc v, Vector3f dest) Matrix4x3fc.transformDirection(Vector3f 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.Matrix4x3fc.transformDirection(Vector3fc v, Vector3f 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, Vector3f dest) Quaterniond.transformInverse(Vector3f vec) Quaterniond.transformInverse(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverse(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector3f vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(float x, float y, float z, Vector3f dest) Quaternionf.transformInverse(Vector3f vec) Quaternionf.transformInverse(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverse(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector3f vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector3f dest) Quaterniond.transformInverseUnit(Vector3f vec) Quaterniond.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector3f vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(float x, float y, float z, Vector3f dest) Quaternionf.transformInverseUnit(Vector3f vec) Quaternionf.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverseUnit(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector3f vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4f.transformPosition(float x, float y, float z, Vector3f dest) Matrix4f.transformPosition(Vector3f v) Matrix4f.transformPosition(Vector3fc v, Vector3f dest) Matrix4fc.transformPosition(float x, float y, float z, Vector3f 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.Matrix4fc.transformPosition(Vector3f 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.Matrix4fc.transformPosition(Vector3fc v, Vector3f 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.Matrix4x3f.transformPosition(Vector3f v) Matrix4x3f.transformPosition(Vector3fc v, Vector3f dest) Matrix4x3fc.transformPosition(Vector3f 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.Matrix4x3fc.transformPosition(Vector3fc v, Vector3f 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(Vector3f dest) Quaterniondc.transformPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector3f dest) Quaternionfc.transformPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector3f dest) Quaterniondc.transformPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector3f dest) Quaternionfc.transformPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector3f dest) Quaterniondc.transformPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector3f dest) Quaternionfc.transformPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4f.transformProject(float x, float y, float z, float w, Vector3f dest) Matrix4f.transformProject(float x, float y, float z, Vector3f dest) Matrix4f.transformProject(Vector3f v) Matrix4f.transformProject(Vector3fc v, Vector3f dest) Matrix4f.transformProject(Vector4fc v, Vector3f dest) Matrix4fc.transformProject(float x, float y, float z, float w, Vector3f dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store(x, y, z)of the result indest.Matrix4fc.transformProject(float x, float y, float z, Vector3f dest) Transform/multiply the vector(x, y, z)by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector3f v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4fc.transformProject(Vector3fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector4fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix3f.transformTranspose(float x, float y, float z, Vector3f dest) Matrix3f.transformTranspose(Vector3f v) Matrix3f.transformTranspose(Vector3fc v, Vector3f dest) Matrix3fc.transformTranspose(float x, float y, float z, Vector3f dest) Transform the vector(x, y, z)by the transpose of this matrix and store the result indest.Matrix3fc.transformTranspose(Vector3f v) Transform the given vector by the transpose of this matrix.Matrix3fc.transformTranspose(Vector3fc v, Vector3f dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(double x, double y, double z, Vector3f dest) Quaterniond.transformUnit(Vector3f vec) Quaterniond.transformUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformUnit(double x, double y, double z, Vector3f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector3f vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector3fc vec, Vector3f dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(float x, float y, float z, Vector3f dest) Quaternionf.transformUnit(Vector3f vec) Quaternionf.transformUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformUnit(float x, float y, float z, Vector3f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector3f vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit(Vector3fc vec, Vector3f dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector3f dest) Quaterniondc.transformUnitPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector3f dest) Quaternionfc.transformUnitPositiveX(Vector3f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector3f dest) Quaterniondc.transformUnitPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector3f dest) Quaternionfc.transformUnitPositiveY(Vector3f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector3f dest) Quaterniondc.transformUnitPositiveZ(Vector3f dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector3f dest) Quaternionfc.transformUnitPositiveZ(Vector3f 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.Matrix4f.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest) Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Matrix4fc.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector3f dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4f.unprojectInvRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4f.unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4fc.unprojectInvRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f 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.Matrix4fc.unprojectInvRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0and goes through NDCz = +1.0.Matrix4f.unprojectRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4f.unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Matrix4fc.unprojectRay(float winX, float winY, int[] viewport, Vector3f originDest, Vector3f 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.Matrix4fc.unprojectRay(Vector2fc winCoords, int[] viewport, Vector3f originDest, Vector3f dirDest) Unproject the given 2D window coordinateswinCoordsbythismatrix using the specified viewport and compute the origin and the direction of the resulting ray which starts at NDCz = -1.0and goes through NDCz = +1.0.ModifierConstructorDescriptionAxisAngle4d(double angle, Vector3f v) Create a newAxisAngle4dwith the given values.