Add the supplied vector to this one.
Add the supplied vector to this one and store the result in dest
.
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 and v
.
double
double
Return the square of the distance between this vector and v
.
Divide this
Vector4d
component-wise by the given
Vector4dc
and store the result in
dest
.
double
double
Compute the dot product (inner product) of this vector and v
.
boolean
boolean
Compare the vector components of this
vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta
.
Add the component-wise multiplication of a * b
to this vector.
Add the component-wise multiplication of a * b
to this vector.
Add the component-wise multiplication of a * b
to this vector
and store the result in dest
.
Add the component-wise multiplication of a * b
to this vector
and store the result in dest
.
Compute a hermite interpolation between this
vector and its
associated tangent t0
and the given vector v
with its tangent t1
and store the result in
dest
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in this
.
Linearly interpolate this
and other
using the given interpolation factor t
and store the result in dest
.
Set the components of this vector to be the component-wise maximum of this and the other vector.
Set the components of dest
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 of dest
to be the component-wise minimum of this and the other vector.
Multiply this
Vector4d
component-wise by the given
Vector4dc
and store the result in
dest
.
Add the component-wise multiplication of this * a
to b
and store the result in this
.
Add the component-wise multiplication of this * a
to b
and store the result in this
.
Add the component-wise multiplication of this * a
to b
and store the result in dest
.
Add the component-wise multiplication of this * a
to b
and store the result in dest
.
Set this
Vector4d
to the values of the given
v
.
Set this
Vector4f
to the values of the given
v
.
Set the column at the given column
index, starting with 0
.
Set the row at the given row
index, starting with 0
.
Set the row at the given row
index, starting with 0
.
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction light
.
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction light
and store the result in dest
.
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction light
and store the result in dest
.
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction light
.
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction light
.
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction light
and store the result in dest
.
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0
as if casting a shadow from a given light position/direction light
and store the result in 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 in dest
.
Subtract the supplied vector from this one and store the result in dest
.
Transform the given vector by the rotation transformation described by this
AxisAngle4d
and store the result in
dest
.
Transform/multiply the given vector by this matrix and store the result in dest
.
Transform/multiply the given vector by this matrix and store the result in dest
.
Transform the given vector by this quaternion and store the result in dest
.
Transform the given vector by this quaternion and store the result in dest
.
Transform/multiply the given 4D-vector by assuming that
this
matrix represents an
affine
transformation
(i.e.
Transform the given vector by the inverse of this quaternion and store the result in dest
.
Transform the given vector by the inverse of this quaternion and store the result in dest
.
Transform the given vector by the inverse of this unit quaternion and store the result in dest
.
Transform the given vector by the inverse of this unit quaternion and store the result in dest
.
Transform/multiply the given vector by this matrix, perform perspective divide
and store the x
, y
and z
components of the
result in dest
.
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in dest
.
Transform/multiply the given vector by the transpose of this matrix and store the result in dest
.
Transform the given vector by this unit quaternion and store the result in dest
.
Transform the given vector by this unit quaternion and store the result in dest
.