Uses of Interface
org.joml.Vector4dc
Packages that use Vector4dc
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Uses of Vector4dc in org.joml
Modifier and TypeClassDescriptionclass
Contains the definition of a Vector comprising 4 doubles and associated transformations.Modifier and TypeMethodDescriptionVector4d.getToAddress
(long address) Vector4dc.getToAddress
(long address) Store this vector at the given off-heap memory address.Modifier and TypeMethodDescriptionAdd the supplied vector to this one.Add the supplied vector to this one and store the result indest
.double
double
Return the angle between this vector and the supplied vector.double
double
Return the cosine of the angle between this vector and the supplied vector.double
double
Return the distance between this Vector andv
.double
Vector4d.distanceSquared
(Vector4dc v) double
Vector4dc.distanceSquared
(Vector4dc v) Return the square of the distance between this vector andv
.double
double
Compute the dot product (inner product) of this vector andv
.boolean
boolean
Compare the vector components ofthis
vector with the given vector using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.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
.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.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
.Set thisVector4d
to the values of the givenv
.Set thisVector4f
to the values of the givenv
.Set thisVector4i
to the values of v usingRoundingMode.TRUNCATE
rounding.Set thisVector4i
to the values of v using the givenRoundingMode
.Set the column at the givencolumn
index, starting with0
.Set the row at the givenrow
index, starting with0
.Set the row at the givenrow
index, starting with0
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.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
and store the result indest
.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Matrix4x3d.shadow
(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Matrix4x3d.shadow
(Vector4dc light, Matrix4x3dc planeTransform) 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
.Matrix4x3d.shadow
(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) Matrix4x3dc.shadow
(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest) Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3dc.shadow
(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest) 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
and store the result indest
.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.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
and store the result indest
.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 indest
.Transform the given vector by this quaternion and store the result indest
.Transform the given vector by this quaternion and store the result indest
.Matrix4d.transformAffine
(Vector4dc v, Vector4d dest) Matrix4dc.transformAffine
(Vector4dc v, Vector4d dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Quaterniond.transformInverse
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaternionf.transformInverse
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverse
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaterniond.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaternionf.transformInverseUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformInverseUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Matrix4d.transformProject
(Vector4dc v, Vector3d dest) Matrix4d.transformProject
(Vector4dc v, Vector4d dest) Matrix4dc.transformProject
(Vector4dc v, Vector3d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store thex
,y
andz
components of the result indest
.Matrix4dc.transformProject
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Matrix4d.transformTranspose
(Vector4dc v, Vector4d dest) Matrix4dc.transformTranspose
(Vector4dc v, Vector4d dest) Transform/multiply the given vector by the transpose of this matrix and store the result indest
.Quaterniond.transformUnit
(Vector4dc vec, Vector4d dest) Quaterniondc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.Quaternionf.transformUnit
(Vector4dc vec, Vector4d dest) Quaternionfc.transformUnit
(Vector4dc vec, Vector4d dest) Transform the given vector by this unit quaternion and store the result indest
.