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)doublevalue that is greater than or equal to that component and is equal to a mathematical integer.Compute for each component of this vector the smallest (closest to negative infinity)doublevalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.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)doublevalue that is less than or equal to that component and is equal to a mathematical integer.Compute for each component of this vector the largest (closest to positive infinity)doublevalue that is less than or equal to that component and is equal to a mathematical integer and store the result indest.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Matrix4d.frustumPlane(int plane, Vector4d dest) Matrix4dc.frustumPlane(int plane, Vector4d dest) Calculate a frustum plane ofthismatrix, 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 ofthismatrix, 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 vectordestto those ofthisvector.Set the components of the given vectordestto those ofthisvector.Get the column at the givencolumnindex, starting with0.Get the row at the givenrowindex, starting with0.Get the row at the givenrowindex, starting with0.Compute a hermite interpolation betweenthisvector and its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.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.Vector4d.mul(double scalar) Multiply this Vector4d by the given scalar value.Multiply the given matrixmatwith thisVector4d.Multiply the given matrixmatwith 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 thisVector4dand 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 * 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.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 matrixmatwith this Vector4d and store the result indest.Vector4d.mulProject(Matrix4dc mat) Multiply the given matrixmatwith this Vector4d, perform perspective division.Vector4d.mulProject(Matrix4dc mat, Vector4d dest) Vector4dc.mulProject(Matrix4dc mat, Vector4d dest) Multiply the given matrixmatwith this Vector4d, perform perspective division and store the result indest.Vector4d.mulTranspose(Matrix4dc mat) Multiply the transpose of the given matrixmatwith 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 matrixmatwith 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 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.Vector4d.rotate(Quaterniondc quat) Transform this vector by the given quaternionquatand store the result inthis.Vector4d.rotate(Quaterniondc quat, Vector4d dest) Vector4dc.rotate(Quaterniondc quat, Vector4d dest) Transform this vector by the given quaternionquatand 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 suppliedByteBufferstarting at the specified absolute buffer position/index.Vector4d.set(int index, DoubleBuffer buffer) Read this vector from the suppliedDoubleBufferstarting at the specified absolute buffer position/index.Vector4d.set(ByteBuffer buffer) Read this vector from the suppliedByteBufferat the current bufferposition.Vector4d.set(DoubleBuffer buffer) Read this vector from the suppliedDoubleBufferat the current bufferposition.Set the x and y components from the givenvand the z and w components to the givenzandw.Set the x and y components from the givenvand the z and w components to the givenzandw.Set the x and y components from the givenvand the z and w components to the givenzandw.Set the x, y, and z components of this to the components ofvand the w component tow.Set the x, y, and z components of this to the components ofvand the w component tow.Set the x, y, and z components of this to the components ofvand the w component tow.Set thisVector4dto the values of the givenv.Set thisVector4dto the values of the givenv.Set thisVector4dto 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 thisAxisAngle4dand 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 thatthismatrix represents anaffinetransformation (i.e.Matrix4dc.transformAffine(Vector4d v) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4dc.transformAffine(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (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)bythismatrix using the specified viewport.Unproject the given window coordinateswinCoordsbythismatrix 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)bythismatrix using the specified viewport.Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector4d dest) Unproject the given window coordinateswinCoordsbythismatrix 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)doublevalue 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)doublevalue that is less than or equal to that component and is equal to a mathematical integer and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Add the component-wise multiplication ofa * bto this vector and store the result indest.Matrix4d.frustumPlane(int plane, Vector4d dest) Matrix4dc.frustumPlane(int plane, Vector4d dest) Calculate a frustum plane ofthismatrix, 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 ofthismatrix, 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 vectordestto those ofthisvector.Set the components of the given vectordestto those ofthisvector.Get the column at the givencolumnindex, starting with0.Get the row at the givenrowindex, starting with0.Get the row at the givenrowindex, starting with0.Compute a hermite interpolation betweenthisvector and its associated tangentt0and the given vectorvwith its tangentt1and store the result indest.static booleanIntersectiond.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 booleanIntersectiond.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),radiusand 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 booleanIntersectiond.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 radiusradiusSquaredAintersects 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 booleanIntersectiond.intersectSphereSphere(Vector3dc centerA, double radiusSquaredA, Vector3dc centerB, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.static intIntersectiond.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)andradiusmoving 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 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.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 thisVector4dand 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 * atoband store the result indest.Add the component-wise multiplication ofthis * atoband 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 matrixmatwith this Vector4d and store the result indest.Vector4d.mulProject(Matrix4dc mat, Vector4d dest) Vector4dc.mulProject(Matrix4dc mat, Vector4d dest) Multiply the given matrixmatwith 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 matrixmatwith 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 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.Vector4d.rotate(Quaterniondc quat, Vector4d dest) Vector4dc.rotate(Quaterniondc quat, Vector4d dest) Transform this vector by the given quaternionquatand 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 = 0as 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 thisAxisAngle4dand 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 thatthismatrix represents anaffinetransformation (i.e.Matrix4dc.transformAffine(Vector4d v) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4dc.transformAffine(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (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)bythismatrix using the specified viewport.Unproject the given window coordinateswinCoordsbythismatrix 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)bythismatrix using the specified viewport.Matrix4dc.unprojectInv(Vector3dc winCoords, int[] viewport, Vector4d dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.