Uses of Class
org.joml.Vector4d
Packages that use Vector4d
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Uses of Vector4d in org.joml
Modifier and TypeMethodDescriptionVector4d.absolute()
Compute the absolute of each of this vector's components.Compute the absolute of each of this vector's components and store the result intodest
.Vector4d.add
(double x, double y, double z, double w) Add(x, y, z, w)
to this.Add the supplied vector to this one.Add the supplied vector to this one.Add(x, y, z, w)
to this and store the result indest
.Add the supplied vector to this one and store the result indest
.Add the supplied vector to this one and store the result indest
.Vector4d.ceil()
Set each component of this vector to the smallest (closest to negative infinity)double
value 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)double
value that is greater than or equal to that component and is equal to a mathematical integer and store the result indest
.Vector4d.div
(double scalar) Divide this Vector4d by the given scalar value.Divide this Vector4d by the given scalar value and store the result indest
.Vector4d.floor()
Set each component of this vector to the largest (closest to positive infinity)double
value 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)double
value 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 * b
to this vector.Add the component-wise multiplication ofa * b
to this vector.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Matrix4d.frustumPlane
(int plane, Vector4d dest) Matrix4dc.frustumPlane
(int plane, Vector4d dest) Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givendest
.Matrix4x3d.frustumPlane
(int which, Vector4d dest) Matrix4x3dc.frustumPlane
(int which, Vector4d dest) Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givendest
.Set the components of the given vectordest
to those ofthis
vector.Set the components of the given vectordest
to those ofthis
vector.Get the column at the givencolumn
index, starting with0
.Get the row at the givenrow
index, starting with0
.Get the row at the givenrow
index, starting with0
.Compute a hermite interpolation betweenthis
vector and its associated tangentt0
and the given vectorv
with its tangentt1
and store the result indest
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Linearly interpolatethis
andother
using the given interpolation factort
and 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 ofdest
to 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 ofdest
to be the component-wise minimum of this and the other vector.Vector4d.mul
(double scalar) Multiply this Vector4d by the given scalar value.Multiply the given matrixmat
with thisVector4d
.Multiply the given matrixmat
with thisVector4d
.Vector4d.mul
(Matrix4x3dc mat) Multiply the given matrix mat with this Vector4d and store the result inthis
.Vector4d.mul
(Matrix4x3dc mat, Vector4d dest) Vector4d.mul
(Matrix4x3fc mat) Multiply the given matrix mat with this Vector4d and store the result inthis
.Vector4d.mul
(Matrix4x3fc mat, Vector4d dest) Multiply this Vector4d by the given scalar value and store the result indest
.Multiply the given matrix mat with thisVector4d
and store the result indest
.Multiply the given matrix mat with this Vector4d and store the result indest
.Vector4dc.mul
(Matrix4x3dc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest
.Vector4dc.mul
(Matrix4x3fc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest
.Add the component-wise multiplication ofthis * a
tob
and store the result inthis
.Add the component-wise multiplication ofthis * a
tob
and store the result inthis
.Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Multiply the given affine matrix mat with this Vector4d and store the result indest
.Vector4d.mulAffineTranspose
(Matrix4dc mat, Vector4d dest) Vector4dc.mulAffineTranspose
(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given affine matrixmat
with this Vector4d and store the result indest
.Vector4d.mulProject
(Matrix4dc mat) Multiply the given matrixmat
with this Vector4d, perform perspective division.Vector4d.mulProject
(Matrix4dc mat, Vector4d dest) Vector4dc.mulProject
(Matrix4dc mat, Vector4d dest) Multiply the given matrixmat
with this Vector4d, perform perspective division and store the result indest
.Vector4d.mulTranspose
(Matrix4dc mat) Multiply the transpose of the given matrixmat
with this Vector4f and store the result inthis
.Vector4d.mulTranspose
(Matrix4dc mat, Vector4d dest) Vector4dc.mulTranspose
(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given matrixmat
with this Vector4d and store the result indest
.Vector4d.negate()
Negate this vector.Negate this vector and store the result indest
.Vector4d.normalize()
Normalizes this vector.Vector4d.normalize
(double length) Scale this vector to have the given length.Scale this vector to have the given length and store the result indest
.Normalizes this vector and store the result indest
.Vector4d.normalize3()
Normalize this vector by computing only the norm of(x, y, z)
.Vector4d.normalize3
(Vector4d dest) Vector4dc.normalize3
(Vector4d dest) Normalize this vector by computing only the norm of(x, y, z)
and store the result indest
.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Vector4d.rotate
(Quaterniondc quat) Transform this vector by the given quaternionquat
and store the result inthis
.Vector4d.rotate
(Quaterniondc quat, Vector4d dest) Vector4dc.rotate
(Quaterniondc quat, Vector4d dest) Transform this vector by the given quaternionquat
and store the result indest
.Vector4d.rotateAxis
(double angle, double x, double y, double z) Rotate this vector the specified radians around the given rotation axis.Vector4d.rotateAxis
(double angle, double aX, double aY, double aZ, Vector4d dest) Vector4dc.rotateAxis
(double angle, double aX, double aY, double aZ, Vector4d dest) Rotate this vector the specified radians around the given rotation axis and store the result intodest
.Vector4d.rotateX
(double angle) Rotate this vector the specified radians around the X axis.Rotate this vector the specified radians around the X axis and store the result intodest
.Vector4d.rotateY
(double angle) Rotate this vector the specified radians around the Y axis.Rotate this vector the specified radians around the Y axis and store the result intodest
.Vector4d.rotateZ
(double angle) Rotate this vector the specified radians around the Z axis.Rotate this vector the specified radians around the Z axis and store the result intodest
.Vector4d.round()
Set each component of this vector to the closest double that is equal to a mathematical integer, with ties rounding to positive infinity.Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest
.Vector4d.set
(double d) Set the x, y, z, and w components to the supplied value.Vector4d.set
(double[] xyzw) Set the four components of this vector to the first four elements of the given array.Vector4d.set
(double x, double y, double z) Set the x, y, z components to the supplied values.Vector4d.set
(double x, double y, double z, double w) Set the x, y, z, and w components to the supplied values.Vector4d.set
(float[] xyzw) Set the four components of this vector to the first four elements of the given array.Vector4d.set
(int index, ByteBuffer buffer) Read this vector from the suppliedByteBuffer
starting at the specified absolute buffer position/index.Vector4d.set
(int index, DoubleBuffer buffer) Read this vector from the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.Vector4d.set
(ByteBuffer buffer) Read this vector from the suppliedByteBuffer
at the current bufferposition
.Vector4d.set
(DoubleBuffer buffer) Read this vector from the suppliedDoubleBuffer
at the current bufferposition
.Set the x and y components from the givenv
and the z and w components to the givenz
andw
.Set the x and y components from the givenv
and the z and w components to the givenz
andw
.Set the x and y components from the givenv
and the z and w components to the givenz
andw
.Set the x, y, and z components of this to the components ofv
and the w component tow
.Set the x, y, and z components of this to the components ofv
and the w component tow
.Set the x, y, and z components of this to the components ofv
and the w component tow
.Set thisVector4d
to the values of the givenv
.Set thisVector4d
to the values of the givenv
.Set thisVector4d
to the values of the givenv
.Vector4d.setComponent
(int component, double value) Set the value of the specified component of this vector.Vector4d.setFromAddress
(long address) Set the values of this vector by reading 4 double values from off-heap memory, starting at the given address.Vector4d.smoothStep
(Vector4dc v, double t, Vector4d dest) Vector4dc.smoothStep
(Vector4dc v, double t, Vector4d dest) Compute a smooth-step (i.e.Vector4d.sub
(double x, double y, double z, double w) Subtract(x, y, z, w)
from this.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.Subtract the supplied vector from this one and store the result indest
.Subtract(x, y, z, w)
from this and store the result indest
.Subtract the supplied vector from this one and store the result indest
.Subtract the supplied vector from this one and store the result indest
.Transform the given vector by the rotation transformation described by thisAxisAngle4d
.Transform the given vector by the rotation transformation described by thisAxisAngle4d
and store the result indest
.Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.Transform/multiply the given vector by this matrix and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest
.Transform/multiply the given vector by this matrix 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.transformAffine
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformAffine
(Vector4d dest) Matrix4d.transformAffine
(Vector4dc v, Vector4d dest) Matrix4dc.transformAffine
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.Matrix4dc.transformAffine
(Vector4d v) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Matrix4dc.transformAffine
(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Quaterniond.transformInverse
(double x, double y, double z, Vector4d dest) Quaterniond.transformInverse
(Vector4d vec) Quaterniond.transformInverse
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverse
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Quaterniondc.transformInverse
(Vector4d vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaternionf.transformInverse
(double x, double y, double z, Vector4d dest) Quaternionf.transformInverse
(Vector4d vec) Quaternionf.transformInverse
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverse
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Quaternionfc.transformInverse
(Vector4d vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaterniond.transformInverseUnit
(double x, double y, double z, Vector4d dest) Quaterniond.transformInverseUnit
(Vector4d vec) Quaterniond.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverseUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Quaterniondc.transformInverseUnit
(Vector4d vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaternionf.transformInverseUnit
(double x, double y, double z, Vector4d dest) Quaternionf.transformInverseUnit
(Vector4d vec) Quaternionf.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverseUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Quaternionfc.transformInverseUnit
(Vector4d vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaterniond.transformPositiveX
(Vector4d dest) Quaterniondc.transformPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this quaternion.Quaternionf.transformPositiveX
(Vector4d dest) Quaternionfc.transformPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this quaternion.Quaterniond.transformPositiveY
(Vector4d dest) Quaterniondc.transformPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this quaternion.Quaternionf.transformPositiveY
(Vector4d dest) Quaternionfc.transformPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this quaternion.Quaterniond.transformPositiveZ
(Vector4d dest) Quaterniondc.transformPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this quaternion.Quaternionf.transformPositiveZ
(Vector4d dest) Quaternionfc.transformPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this quaternion.Matrix4d.transformProject
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformProject
(Vector4d v) Matrix4d.transformProject
(Vector4dc v, Vector4d dest) Matrix4dc.transformProject
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.Matrix4dc.transformProject
(Vector4d v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4dc.transformProject
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Matrix4d.transformTranspose
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformTranspose
(Vector4d v) Matrix4d.transformTranspose
(Vector4dc v, Vector4d dest) Matrix4dc.transformTranspose
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.Matrix4dc.transformTranspose
(Vector4d v) Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.Matrix4dc.transformTranspose
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by the transpose of this matrix and store the result indest
.Quaterniond.transformUnit
(double x, double y, double z, Vector4d dest) Quaterniond.transformUnit
(Vector4d vec) Quaterniond.transformUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Quaterniondc.transformUnit
(Vector4d vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.Quaternionf.transformUnit
(double x, double y, double z, Vector4d dest) Quaternionf.transformUnit
(Vector4d vec) Quaternionf.transformUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Quaternionfc.transformUnit
(Vector4d vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.Quaterniond.transformUnitPositiveX
(Vector4d dest) Quaterniondc.transformUnitPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this unit quaternion.Quaternionf.transformUnitPositiveX
(Vector4d dest) Quaternionfc.transformUnitPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this unit quaternion.Quaterniond.transformUnitPositiveY
(Vector4d dest) Quaterniondc.transformUnitPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this unit quaternion.Quaternionf.transformUnitPositiveY
(Vector4d dest) Quaternionfc.transformUnitPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this unit quaternion.Quaterniond.transformUnitPositiveZ
(Vector4d dest) Quaterniondc.transformUnitPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this unit quaternion.Quaternionf.transformUnitPositiveZ
(Vector4d dest) Quaternionfc.transformUnitPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this unit quaternion.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Matrix4d.unprojectInv
(double winX, double winY, double winZ, int[] viewport, Vector4d dest) Matrix4d.unprojectInv
(Vector3dc winCoords, int[] viewport, Vector4d dest) Matrix4dc.unprojectInv
(double winX, double winY, double winZ, int[] viewport, Vector4d dest) Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Matrix4dc.unprojectInv
(Vector3dc winCoords, int[] viewport, Vector4d dest) Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Vector4d.zero()
Set all components to zero.Modifier and TypeMethodDescriptionCompute the absolute of each of this vector's components and store the result intodest
.Add(x, y, z, w)
to this and store the result indest
.Add the supplied vector to this one and store the result indest
.Add the supplied vector to this one and store the result indest
.Compute for each component of this vector the smallest (closest to negative infinity)double
value that is greater than or equal to that component and is equal to a mathematical integer and store the result indest
.Divide this Vector4d by the given scalar value and store the result indest
.Compute for each component of this vector the largest (closest to positive infinity)double
value 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 * b
to this vector and store the result indest
.Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Matrix4d.frustumPlane
(int plane, Vector4d dest) Matrix4dc.frustumPlane
(int plane, Vector4d dest) Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givendest
.Matrix4x3d.frustumPlane
(int which, Vector4d dest) Matrix4x3dc.frustumPlane
(int which, Vector4d dest) Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givendest
.Set the components of the given vectordest
to those ofthis
vector.Set the components of the given vectordest
to those ofthis
vector.Get the column at the givencolumn
index, starting with0
.Get the row at the givenrow
index, starting with0
.Get the row at the givenrow
index, starting with0
.Compute a hermite interpolation betweenthis
vector and its associated tangentt0
and the given vectorv
with its tangentt1
and store the result indest
.static boolean
Intersectiond.intersectPlaneSphere
(double a, double b, double c, double d, double centerX, double centerY, double centerZ, double radius, Vector4d intersectionCenterAndRadius) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center(centerX, centerY, centerZ)
andradius
, 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.static boolean
Intersectiond.intersectPlaneSweptSphere
(double a, double b, double c, double d, double cX, double cY, double cZ, double radius, double vX, double vY, double vZ, Vector4d pointAndTime) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the moving sphere with center(cX, cY, cZ)
,radius
and velocity(vX, vY, vZ)
, and store the point of intersection in the(x, y, z)
components of the supplied vector and the time of intersection in the w component.static boolean
Intersectiond.intersectSphereSphere
(double aX, double aY, double aZ, double radiusSquaredA, double bX, double bY, double bZ, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle) Test whether the one sphere with center(aX, aY, aZ)
and square radiusradiusSquaredA
intersects the other sphere with center(bX, bY, bZ)
and 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.static boolean
Intersectiond.intersectSphereSphere
(Vector3dc centerA, double radiusSquaredA, Vector3dc centerB, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle) Test whether the one sphere with centercenterA
and square radiusradiusSquaredA
intersects the other sphere with centercenterB
and 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.static int
Intersectiond.intersectSweptSphereTriangle
(double centerX, double centerY, double centerZ, double radius, double velX, double velY, double velZ, double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, double epsilon, double maxT, Vector4d pointAndTime) Determine the point of intersection between a sphere with the given center(centerX, centerY, centerZ)
andradius
moving with the given velocity(velX, velY, velZ)
and the triangle specified via its three vertices(v0X, v0Y, v0Z)
,(v1X, v1Y, v1Z)
,(v2X, v2Y, v2Z)
.Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Set the components ofdest
to be the component-wise maximum of this and the other vector.Set the components ofdest
to be the component-wise minimum of this and the other vector.Vector4d.mul
(Matrix4x3dc mat, Vector4d dest) Vector4d.mul
(Matrix4x3fc mat, Vector4d dest) Multiply this Vector4d by the given scalar value and store the result indest
.Multiply the given matrix mat with thisVector4d
and store the result indest
.Multiply the given matrix mat with this Vector4d and store the result indest
.Vector4dc.mul
(Matrix4x3dc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest
.Vector4dc.mul
(Matrix4x3fc mat, Vector4d dest) Multiply the given matrix mat with this Vector4d and store the result indest
.Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Multiply the given affine matrix mat with this Vector4d and store the result indest
.Vector4d.mulAffineTranspose
(Matrix4dc mat, Vector4d dest) Vector4dc.mulAffineTranspose
(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given affine matrixmat
with this Vector4d and store the result indest
.Vector4d.mulProject
(Matrix4dc mat, Vector4d dest) Vector4dc.mulProject
(Matrix4dc mat, Vector4d dest) Multiply the given matrixmat
with this Vector4d, perform perspective division and store the result indest
.Vector4d.mulTranspose
(Matrix4dc mat, Vector4d dest) Vector4dc.mulTranspose
(Matrix4dc mat, Vector4d dest) Multiply the transpose of the given matrixmat
with this Vector4d and store the result indest
.Negate this vector and store the result indest
.Scale this vector to have the given length and store the result indest
.Normalizes this vector and store the result indest
.Vector4d.normalize3
(Vector4d dest) Vector4dc.normalize3
(Vector4d dest) Normalize this vector by computing only the norm of(x, y, z)
and store the result indest
.Project the given(x, y, z)
position viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Project the givenposition
viathis
matrix using the specified viewport and store the resulting window coordinates inwinCoordsDest
.Vector4d.rotate
(Quaterniondc quat, Vector4d dest) Vector4dc.rotate
(Quaterniondc quat, Vector4d dest) Transform this vector by the given quaternionquat
and store the result indest
.Vector4d.rotateAxis
(double angle, double aX, double aY, double aZ, Vector4d dest) Vector4dc.rotateAxis
(double angle, double aX, double aY, double aZ, Vector4d 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
.Rotate this vector the specified radians around the Y axis and store the result intodest
.Rotate this vector the specified radians around the Z axis and store the result intodest
.Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest
.Set the four columns of this matrix to the supplied vectors, respectively.Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Vector4d.smoothStep
(Vector4dc v, double t, Vector4d dest) Vector4dc.smoothStep
(Vector4dc v, double t, Vector4d dest) Compute a smooth-step (i.e.Subtract the supplied vector from this one and store the result indest
.Subtract the supplied vector from this one and store the result indest
.Subtract(x, y, z, w)
from this and store the result indest
.Subtract the supplied vector from this one and store the result indest
.Subtract the supplied vector from this one and store the result indest
.Transform the given vector by the rotation transformation described by thisAxisAngle4d
.Transform the given vector by the rotation transformation described by thisAxisAngle4d
and store the result indest
.Transform/multiply the vector(x, y, z, w)
by this matrix and store the result indest
.Transform/multiply the given vector by this matrix and store the result in that vector.Transform/multiply the given vector by this matrix and store the result indest
.Transform/multiply the given vector by this matrix 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.transformAffine
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformAffine
(Vector4d dest) Matrix4d.transformAffine
(Vector4dc v, Vector4d dest) Matrix4dc.transformAffine
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the 4D-vector(x, y, z, w)
by assuming thatthis
matrix represents anaffine
transformation (i.e.Matrix4dc.transformAffine
(Vector4d v) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Matrix4dc.transformAffine
(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Quaterniond.transformInverse
(double x, double y, double z, Vector4d dest) Quaterniond.transformInverse
(Vector4d vec) Quaterniond.transformInverse
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverse
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Quaterniondc.transformInverse
(Vector4d vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaternionf.transformInverse
(double x, double y, double z, Vector4d dest) Quaternionf.transformInverse
(Vector4d vec) Quaternionf.transformInverse
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverse
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Quaternionfc.transformInverse
(Vector4d vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaterniond.transformInverseUnit
(double x, double y, double z, Vector4d dest) Quaterniond.transformInverseUnit
(Vector4d vec) Quaterniond.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverseUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Quaterniondc.transformInverseUnit
(Vector4d vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaternionf.transformInverseUnit
(double x, double y, double z, Vector4d dest) Quaternionf.transformInverseUnit
(Vector4d vec) Quaternionf.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverseUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Quaternionfc.transformInverseUnit
(Vector4d vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaterniond.transformPositiveX
(Vector4d dest) Quaterniondc.transformPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this quaternion.Quaternionf.transformPositiveX
(Vector4d dest) Quaternionfc.transformPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this quaternion.Quaterniond.transformPositiveY
(Vector4d dest) Quaterniondc.transformPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this quaternion.Quaternionf.transformPositiveY
(Vector4d dest) Quaternionfc.transformPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this quaternion.Quaterniond.transformPositiveZ
(Vector4d dest) Quaterniondc.transformPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this quaternion.Quaternionf.transformPositiveZ
(Vector4d dest) Quaternionfc.transformPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this quaternion.Matrix4d.transformProject
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformProject
(Vector4d v) Matrix4d.transformProject
(Vector4dc v, Vector4d dest) Matrix4dc.transformProject
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the vector(x, y, z, w)
by this matrix, perform perspective divide and store the result indest
.Matrix4dc.transformProject
(Vector4d v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4dc.transformProject
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Matrix4d.transformTranspose
(double x, double y, double z, double w, Vector4d dest) Matrix4d.transformTranspose
(Vector4d v) Matrix4d.transformTranspose
(Vector4dc v, Vector4d dest) Matrix4dc.transformTranspose
(double x, double y, double z, double w, Vector4d dest) Transform/multiply the vector(x, y, z, w)
by the transpose of this matrix and store the result indest
.Matrix4dc.transformTranspose
(Vector4d v) Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.Matrix4dc.transformTranspose
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by the transpose of this matrix and store the result indest
.Quaterniond.transformUnit
(double x, double y, double z, Vector4d dest) Quaterniond.transformUnit
(Vector4d vec) Quaterniond.transformUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Quaterniondc.transformUnit
(Vector4d vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.Quaternionf.transformUnit
(double x, double y, double z, Vector4d dest) Quaternionf.transformUnit
(Vector4d vec) Quaternionf.transformUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformUnit
(double x, double y, double z, Vector4d dest) Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Quaternionfc.transformUnit
(Vector4d vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.Quaterniond.transformUnitPositiveX
(Vector4d dest) Quaterniondc.transformUnitPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this unit quaternion.Quaternionf.transformUnitPositiveX
(Vector4d dest) Quaternionfc.transformUnitPositiveX
(Vector4d dest) Transform the vector(1, 0, 0)
by this unit quaternion.Quaterniond.transformUnitPositiveY
(Vector4d dest) Quaterniondc.transformUnitPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this unit quaternion.Quaternionf.transformUnitPositiveY
(Vector4d dest) Quaternionfc.transformUnitPositiveY
(Vector4d dest) Transform the vector(0, 1, 0)
by this unit quaternion.Quaterniond.transformUnitPositiveZ
(Vector4d dest) Quaterniondc.transformUnitPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this unit quaternion.Quaternionf.transformUnitPositiveZ
(Vector4d dest) Quaternionfc.transformUnitPositiveZ
(Vector4d dest) Transform the vector(0, 0, 1)
by this unit quaternion.Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.Matrix4d.unprojectInv
(double winX, double winY, double winZ, int[] viewport, Vector4d dest) Matrix4d.unprojectInv
(Vector3dc winCoords, int[] viewport, Vector4d dest) Matrix4dc.unprojectInv
(double winX, double winY, double winZ, int[] viewport, Vector4d dest) Unproject the given window coordinates(winX, winY, winZ)
bythis
matrix using the specified viewport.Matrix4dc.unprojectInv
(Vector3dc winCoords, int[] viewport, Vector4d dest) Unproject the given window coordinateswinCoords
bythis
matrix using the specified viewport.