Uses of Interface
org.joml.Vector3fc
Packages that use Vector3fc
-
Uses of Vector3fc in org.joml
Modifier and TypeClassDescriptionclassContains the definition of a Vector comprising 3 floats and associated transformations.Modifier and TypeMethodDescriptionObtain the normalized direction of a ray starting at the center of the coordinate system and going through the near frustum plane.Vector3f.getToAddress(long address) Vector3fc.getToAddress(long address) Store this vector at the given off-heap memory address.Store the eye/origin of the perspective frustum in the givenorigin.Modifier and TypeMethodDescriptionAdd the supplied vector to this one.Add the supplied vector to this one and store the result indest.Add the supplied vector to this one.Add the supplied vector to this one and store the result indest.floatfloatReturn the angle between this vector and the supplied vector.floatfloatReturn the cosine of the angle between this vector and the supplied vector.floatVector3f.angleSigned(Vector3fc v, Vector3fc n) floatVector3fc.angleSigned(Vector3fc v, Vector3fc 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.Matrix4x3f.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f dest) Matrix4x3fc.arcball(float radius, Vector3fc center, float angleX, float angleY, Matrix4x3f 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.Matrix4f.billboardCylindrical(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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.Matrix4x3f.billboardCylindrical(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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.Matrix4f.billboardSpherical(Vector3fc objPos, Vector3fc 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.Matrix4f.billboardSpherical(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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.Matrix4x3f.billboardSpherical(Vector3fc objPos, Vector3fc 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.Matrix4x3f.billboardSpherical(Vector3fc objPos, Vector3fc targetPos, Vector3fc 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.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.Set this vector to be the cross product of itself andv.Compute the cross product of this vector andvand store the result indest.floatfloatReturn the distance between this Vector andv.floatVector3f.distanceSquared(Vector3fc v) floatVector3fc.distanceSquared(Vector3fc v) Return the square of the distance between this vector andv.Divide this Vector3d component-wise by another Vector3fc.Divide this Vector3d component-wise by another Vector3f and store the result indest.Divide this Vector3f component-wise by another Vector3fc.Divide this Vector3f component-wise by another Vector3f and store the result indest.floatfloatReturn 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 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.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector.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.Quaternionf.fromAxisAngleDeg(Vector3fc axis, float angle) Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaternionf.fromAxisAngleRad(Vector3fc axis, float 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 with its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.intFrustumIntersection.intersectAab(Vector3fc min, Vector3fc max) Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythisfrustum culler and, if the box is not inside this frustum, return the index of the plane that culled it.intFrustumIntersection.intersectAab(Vector3fc min, Vector3fc max, int mask) Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythisfrustum culler and, if the box is not inside this frustum, return the index of the plane that culled it.intFrustumIntersection.intersectAab(Vector3fc min, Vector3fc max, int mask, int startPlane) Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythisfrustum culler and, if the box is not inside this frustum, return the index of the plane that culled it.static intIntersectionf.intersectLineSegmentAab(Vector3fc p0, Vector3fc p1, Vector3fc min, Vector3fc max, Vector2f 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 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 booleanIntersectionf.intersectRayAab(Vector3fc origin, Vector3fc dir, Vector3fc min, Vector3fc max, Vector2f 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 floatIntersectionf.intersectRayPlane(Vector3fc origin, Vector3fc dir, Vector3fc point, Vector3fc normal, float 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 booleanIntersectionf.intersectRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared, Vector2f 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 floatIntersectionf.intersectRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float 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 floatIntersectionf.intersectRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float 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.intFrustumIntersection.intersectSphere(Vector3fc center, float radius) Determine whether the given sphere is partly or completely within or outside of the frustum defined bythisfrustum culler.static booleanIntersectionf.intersectSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB, Vector4f 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.Matrix4x3f.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a rotation transformation to this matrix to make-zpoint alongdirand store the result indest.Matrix4x3fc.lookAlong(Vector3fc dir, Vector3fc up, Matrix4x3f 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.Quaternionf.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest) Quaternionfc.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf 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.Matrix4x3f.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns-zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAt(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f 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.Matrix4x3f.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f dest) Apply a "lookat" transformation to this matrix for a left-handed coordinate system, that aligns+zwithcenter - eyeand store the result indest.Matrix4x3fc.lookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up, Matrix4x3f 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 Vector3fc.Multiply this Vector3d component-wise by another Vector3f and store the result indest.Multiply this Vector3f component-wise by another Vector3fc.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 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.static voidCalculate the normal of a surface defined by pointsv1,v2andv3and store it indest.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.static voidGeometryUtils.perpendicular(Vector3fc v, Vector3f dest1, Vector3f dest2) Compute two arbitrary vectors perpendicular to the given normalized vectorv, and store them indest1anddest2, respectively.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(Vector3fc v) doubleMatrix3dc.quadraticFormProduct(Vector3fc v) Computev^T * this * v.floatMatrix3f.quadraticFormProduct(Vector3fc v) floatMatrix3fc.quadraticFormProduct(Vector3fc 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.Matrix4f.reflect(Quaternionfc orientation, Vector3fc 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.Matrix4f.reflect(Quaternionfc orientation, Vector3fc point, Matrix4f 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.Matrix4fc.reflect(Quaternionfc orientation, Vector3fc point, Matrix4f 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.Matrix4x3f.reflect(Quaternionfc orientation, Vector3fc 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.Matrix4x3f.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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.Matrix4x3f.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f dest) Matrix4x3fc.reflect(Quaternionfc orientation, Vector3fc point, Matrix4x3f 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.Matrix4x3fc.reflect(Vector3fc normal, Vector3fc point, Matrix4x3f 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 givennormalvector.Reflect this vector about the givennormalvector and store the result indest.Matrix3f.reflection(Vector3fc normal) Set this matrix to a mirror/reflection transformation that reflects through the given plane specified via the plane normal.Matrix4f.reflection(Quaternionfc orientation, Vector3fc 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.Matrix4f.reflection(Vector3fc normal, Vector3fc 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.Matrix4x3f.reflection(Quaternionfc orientation, Vector3fc 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.Matrix4x3f.reflection(Vector3fc normal, Vector3fc 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.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, Vector3fc axis, Matrix4x3d dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3dc.rotate(double angle, Vector3fc axis, Matrix4x3d dest) 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.Matrix4x3f.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Matrix4x3fc.rotate(float angle, Vector3fc axis, Matrix4x3f dest) Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest.Quaternionf.rotateAxis(float angle, Vector3fc axis) Apply a rotation tothisquaternion rotating the given radians about the specified axis.Quaternionf.rotateAxis(float angle, Vector3fc axis, Quaternionf dest) Quaternionfc.rotateAxis(float angle, Vector3fc axis, Quaternionf 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.Quaternionf.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Quaternionfc.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Matrix3f.rotateTowards(Vector3fc direction, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirection.Matrix3f.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix3fc.rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirectionand store the result indest.Matrix4f.rotateTowards(Vector3fc dir, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdir.Matrix4f.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4fc.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3f.rotateTowards(Vector3fc dir, Vector3fc up) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdir.Matrix4x3f.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.Matrix4x3fc.rotateTowards(Vector3fc dir, Vector3fc up, Matrix4x3f dest) Apply a model transformation to this matrix for a right-handed coordinate system, that aligns the local+Zaxis withdirand store the result indest.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.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.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.Quaternionf.rotationAxis(float angle, Vector3fc axis) Set this quaternion to a rotation of the given angle in radians about the supplied axis.Quaternionf.rotationTo(Vector3fc fromDir, Vector3fc toDir) Setthisquaternion to a rotation that rotates thefromDirvector to point alongtoDir.Vector3f.rotationTo(Vector3fc toDir, Quaternionf dest) Vector3fc.rotationTo(Vector3fc toDir, Quaternionf dest) Compute the quaternion representing a rotation ofthisvector to point alongtoDirand store the result indest.Matrix3f.rotationTowards(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withcenter - eye.Matrix4f.rotationTowards(Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local-zaxis withdir.Matrix4x3f.rotationTowards(Vector3fc dir, Vector3fc 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.Matrix4x3f.scale(Vector3fc xyz, Matrix4x3f dest) Matrix4x3fc.scale(Vector3fc xyz, Matrix4x3f 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.zrespectively.Set this matrix to be a simple scale matrix which scales the base axes byxyz.x,xyz.yandxyz.zrespectively.Set thisAxisAngle4fto 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 using the givenRoundingMode.Set the x, y, and z components of this to the components ofvand the w component tow.Set the first three components of this to the components ofvand the last component tow.Set the column at the givencolumnindex, starting with0.Set the column at the givencolumnindex, starting with0.Matrix3f.setLookAlong(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4f.setLookAlong(Vector3fc dir, Vector3fc up) Set this matrix to a rotation transformation to make-zpoint alongdir.Matrix4x3f.setLookAlong(Vector3fc dir, Vector3fc 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.Matrix4f.setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc up) Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns+zwithcenter - eye.Matrix4x3f.setLookAtLH(Vector3fc eye, Vector3fc center, Vector3fc 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.Matrix4f.setTranslation(Vector3fc xyz) Set only the translation components(m30, m31, m32)of this matrix to the values(xyz.x, xyz.y, xyz.z).Matrix4x3f.setTranslation(Vector3fc xyz) Set only the translation components(m30, m31, m32)of this matrix to the values(xyz.x, xyz.y, xyz.z).Vector3f.smoothStep(Vector3fc v, float t, Vector3f dest) Vector3fc.smoothStep(Vector3fc v, float t, Vector3f 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.Subtract the supplied vector from this one and store the result inthis.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.booleanTest whether the given axis-aligned box is partly or completely within or outside of the frustum defined bythisfrustum culler.static booleanIntersectionf.testAabAab(Vector3fc minA, Vector3fc maxA, Vector3fc minB, Vector3fc maxB) Test whether the axis-aligned box with minimum cornerminAand maximum cornermaxAintersects the axis-aligned box with minimum cornerminBand maximum cornermaxB.static booleanIntersectionf.testAabPlane(Vector3fc min, Vector3fc max, float a, float b, float c, float 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 booleanIntersectionf.testAabSphere(Vector3fc min, Vector3fc max, Vector3fc center, float radiusSquared) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the sphere with the givencenterand square radiusradiusSquared.booleanFrustumIntersection.testLineSegment(Vector3fc a, Vector3fc b) Test whether the given line segment, defined by the end pointsaandb, is partly or completely within the frustum defined bythisfrustum culler.static booleanIntersectionf.testLineSegmentSphere(Vector3fc p0, Vector3fc p1, Vector3fc center, float radiusSquared) Test whether the line segment with the end pointsp0andp1intersects the given sphere with centercenterand square radiusradiusSquared.static booleanIntersectionf.testLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float 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.booleanTest whether the given point is within the frustum defined bythisfrustum culler.static booleanIntersectionf.testRayAab(Vector3fc origin, Vector3fc dir, Vector3fc min, Vector3fc max) Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax.static booleanIntersectionf.testRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radius.static booleanIntersectionf.testRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.static booleanIntersectionf.testRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.booleanFrustumIntersection.testSphere(Vector3fc center, float radius) Test whether the given sphere is partly or completely within or outside of the frustum defined bythisfrustum culler.static booleanIntersectionf.testSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float 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 the rotation transformation described by thisAxisAngle4fand store the result indest.Transform the given vector by this matrix and store the result indest.Transform 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.Matrix4f.transformAab(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) 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(Vector3fc min, Vector3fc max, Vector3f outMin, Vector3f outMax) 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(Vector3fc v, Vector3f dest) 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(Vector3fc v, Vector3f dest) 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(Vector3fc v, Vector3f dest) 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(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverse(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of quaternion and store the result indest.Quaterniond.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformInverseUnit(Vector3fc vec, Vector3f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Matrix4f.transformPosition(Vector3fc v, Vector3f dest) 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(Vector3fc v, Vector3f dest) 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.Matrix4f.transformProject(Vector3fc v, Vector3f dest) Matrix4fc.transformProject(Vector3fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix3f.transformTranspose(Vector3fc v, Vector3f dest) Matrix3fc.transformTranspose(Vector3fc v, Vector3f dest) Transform the given vector by the transpose of this matrix and store the result indest.Quaterniond.transformUnit(Vector3fc vec, Vector3f dest) Quaterniondc.transformUnit(Vector3fc vec, Vector3f dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(Vector3fc vec, Vector3f dest) Quaternionfc.transformUnit(Vector3fc vec, Vector3f 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.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(Vector3fc 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(Vector3fc 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.Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translate(Vector3fc offset, Matrix4x3f 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.Matrix4x3fc.translate(Vector3fc offset, Matrix4x3f 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(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4d.translateLocal(Vector3fc 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(Vector3fc 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.Matrix4f.translateLocal(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4f.translateLocal(Vector3fc offset, Matrix4f 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.Matrix4fc.translateLocal(Vector3fc offset, Matrix4f 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(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d.translateLocal(Vector3fc 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(Vector3fc 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.Matrix4x3f.translateLocal(Vector3fc offset) Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3f.translateLocal(Vector3fc offset, Matrix4x3f 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.Matrix4x3fc.translateLocal(Vector3fc offset, Matrix4x3f 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(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4f.translation(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4x3d.translation(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4x3f.translation(Vector3fc offset) Set this matrix to be a simple translation matrix.Matrix4f.translationRotate(Vector3fc translation, Quaternionfc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3f.translationRotate(Vector3fc translation, Quaternionfc quat) Setthismatrix toT * R, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4d.translationRotateInvert(Vector3fc translation, Quaternionfc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4f.translationRotateInvert(Vector3fc translation, Quaternionfc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4x3f.translationRotateInvert(Vector3fc translation, Quaternionfc quat) Setthismatrix to(T * R)-1, whereTis the giventranslationandRis a rotation transformation specified by the given quaternion.Matrix4d.translationRotateScale(Vector3fc translation, Quaternionfc 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(Vector3fc translation, Quaternionfc quat, Vector3fc 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.Matrix4f.translationRotateScale(Vector3fc translation, Quaternionfc quat, float 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.Matrix4f.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc 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(Vector3fc translation, Quaternionfc quat, Vector3fc 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.Matrix4x3f.translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc 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(Vector3fc translation, Quaternionfc 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(Vector3fc translation, Quaternionfc quat, Vector3fc 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.Matrix4f.translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, float 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.Matrix4f.translationRotateScaleInvert(Vector3fc translation, Quaternionfc quat, Vector3fc 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.Matrix4x3f.translationRotateScaleMul(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4x3f 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.translationRotateScaleMulAffine(Vector3fc translation, Quaterniondc quat, Vector3fc scale, Matrix4d m) Setthismatrix toT * R * S * M, whereTis the giventranslation,Ris a rotation - and possibly scaling - transformation specified by the given quaternion,Sis a scaling transformation which scales the axes byscaleandMis anaffinematrix.Matrix4f.translationRotateScaleMulAffine(Vector3fc translation, Quaternionfc quat, Vector3fc scale, Matrix4f m) Setthismatrix toT * R * S * M, whereTis the giventranslation,Ris a rotation - and possibly scaling - transformation specified by the given quaternion,Sis a scaling transformation which scales the axes byscaleandMis anaffinematrix.Matrix4f.translationRotateTowards(Vector3fc pos, Vector3fc dir, Vector3fc up) Set this matrix to a model transformation for a right-handed coordinate system, that translates to the givenposand aligns the local-zaxis withdir.Matrix4x3f.translationRotateTowards(Vector3fc pos, Vector3fc dir, Vector3fc 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.Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector3f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Matrix4f.withLookAtUp(Vector3fc up) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4f.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4f.positiveZ(Vector3f)) and the given vectorup.Matrix4f.withLookAtUp(Vector3fc up, Matrix4f dest) Matrix4fc.withLookAtUp(Vector3fc up, Matrix4f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4fc.positiveZ(Vector3f)) and the given vectorup, and store the result indest.Matrix4x3f.withLookAtUp(Vector3fc up) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3f.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3f.positiveZ(Vector3f)) and the given vectorup.Matrix4x3f.withLookAtUp(Vector3fc up, Matrix4x3f dest) Matrix4x3fc.withLookAtUp(Vector3fc up, Matrix4x3f dest) Apply a transformation to this matrix to ensure that the local Y axis (as obtained byMatrix4x3fc.positiveY(Vector3f)) will be coplanar to the plane spanned by the local Z axis (as obtained byMatrix4x3fc.positiveZ(Vector3f)) and the given vectorup, and store the result indest.ModifierConstructorDescriptionAxisAngle4f(float angle, Vector3fc v) Create a newAxisAngle4fwith the given values.Create a newMatrix3fand initialize its three columns using the supplied vectors.Matrix4x3f(Vector3fc col0, Vector3fc col1, Vector3fc col2, Vector3fc col3) Create a newMatrix4x3fand initialize its four columns using the supplied vectors.Create a newVector3dwhose values will be copied from the given vector.Create a newVector3fwith the same values asv.Create a newVector3iand initialize its components to the rounded value of the given vector.Create a newVector4dwith the x, y, and z components from the givenvand the w component from the givenw.Create a newVector4iwith the first three components from the givenvand the givenwand round using the givenRoundingMode.