Uses of Class
org.joml.Vector4f
Packages that use Vector4f
-
Uses of Vector4f in org.joml
Modifier and TypeMethodDescriptionVector4f.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.Vector4f.add(float x, float y, float z, float w) Increment the components of this vector by the given values.Add the supplied vector to this one.Increment the components of this vector by the given values and store the result indest.Add the supplied vector to this one and store the result indest.Vector4f.ceil()Set each component of this vector to the smallest (closest to negative infinity)floatvalue 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)floatvalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.Vector4f.div(float scalar) Divide all components of thisVector4fby the given scalar value.Vector4f.div(float x, float y, float z, float w) Divide the components of this Vector4f by the given scalar values and store the result inthis.Divide this Vector4f component-wise by another Vector4f.Divide the components of this Vector4f by the given scalar values and store the result indest.Divide all components of thisVector4fby the given scalar value and store the result indest.Divide this Vector4f component-wise by another Vector4f and store the result indest.Vector4f.floor()Set each component of this vector to the largest (closest to positive infinity)floatvalue 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)floatvalue 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.Matrix4f.frustumPlane(int plane, Vector4f dest) Matrix4fc.frustumPlane(int plane, Vector4f planeEquation) Calculate a frustum plane ofthismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenplaneEquation.Matrix4x3f.frustumPlane(int which, Vector4f dest) Matrix4x3fc.frustumPlane(int which, Vector4f 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.Vector4f.mul(float scalar) Multiply all components of thisVector4fby the given scalar value.Vector4f.mul(float x, float y, float z, float w) Multiply the components of this Vector4f by the given scalar values and store the result inthis.Multiply the given matrix mat with this Vector4f and store the result inthis.Vector4f.mul(Matrix4x3fc mat) Multiply the given matrix mat with this Vector4f and store the result inthis.Vector4f.mul(Matrix4x3fc mat, Vector4f dest) Multiply this Vector4f component-wise by another Vector4f.Multiply the components of this Vector4f by the given scalar values and store the result indest.Multiply all components of thisVector4fby the given scalar value and store the result indest.Multiply the given matrix mat with this Vector4f and store the result indest.Vector4fc.mul(Matrix4x3fc mat, Vector4f dest) Multiply the given matrix mat with this Vector4f and store the result indest.Multiply this Vector4f component-wise by another Vector4f 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 Vector4f and store the result indest.Vector4f.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given affine matrixmatwith this Vector4f and store the result indest.Vector4f.mulProject(Matrix4fc mat) Multiply the given matrixmatwith this Vector4f, perform perspective division.Vector4f.mulProject(Matrix4fc mat, Vector4f dest) Vector4fc.mulProject(Matrix4fc mat, Vector4f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the result indest.Vector4f.mulTranspose(Matrix4fc mat) Multiply the transpose of the given matrixmatwith this Vector4f and store the result inthis.Vector4f.mulTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given matrixmatwith this Vector4f and store the result indest.Vector4f.negate()Negate this vector.Negate this vector and store the result indest.Vector4f.normalize()Normalizes this vector.Vector4f.normalize(float 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.Vector4f.normalize3()Normalize this vector by computing only the norm of(x, y, z).Vector4f.normalize3(Vector4f dest) Vector4fc.normalize3(Vector4f 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.Vector4f.rotate(Quaternionfc quat) Rotate this vector by the given quaternionquatand store the result inthis.Vector4f.rotate(Quaternionfc quat, Vector4f dest) Vector4fc.rotate(Quaternionfc quat, Vector4f dest) Rotate this vector by the given quaternionquatand store the result indest.Vector4f.rotateAbout(float angle, float x, float y, float z) Rotate this vector the specified radians around the given rotation axis.Vector4f.rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest) Vector4fc.rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest) Rotate this vector the specified radians around the given rotation axis and store the result intodest.Vector4f.rotateX(float 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.Vector4f.rotateY(float 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.Vector4f.rotateZ(float 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.Vector4f.round()Set each component of this vector to the closest float that is equal to a mathematical integer, with ties rounding to positive infinity.Compute for each component of this vector the closest float that is equal to a mathematical integer, with ties rounding to positive infinity and store the result indest.Vector4f.set(double d) Set the x, y, z, and w components to the supplied value.Vector4f.set(double x, double y, double z, double w) Set the x, y, z, and w components to the supplied values.Vector4f.set(float d) Set the x, y, z, and w components to the supplied value.Vector4f.set(float[] xyzw) Set the four components of this vector to the first four elements of the given array.Vector4f.set(float x, float y, float z) Set the x, y, z components to the supplied values.Vector4f.set(float x, float y, float z, float w) Set the x, y, z, and w components to the supplied values.Vector4f.set(int index, ByteBuffer buffer) Read this vector from the suppliedByteBufferstarting at the specified absolute buffer position/index.Vector4f.set(int index, FloatBuffer buffer) Read this vector from the suppliedFloatBufferstarting at the specified absolute buffer position/index.Vector4f.set(ByteBuffer buffer) Read this vector from the suppliedByteBufferat the current bufferposition.Vector4f.set(FloatBuffer buffer) Read this vector from the suppliedFloatBufferat the current bufferposition.Sets the first two components of this to the components of givenvand last two components to the givenz, andw.Sets the first two components of this to the components of givenvand last two components to the givenz, andw.Set the first three components of this to the components ofvand the last component tow.Set the first three components of this to the components ofvand the last component tow.Set thisVector4fto the values of the givenv.Set thisVector4fto the values of the givenv.Set thisVector4fto the values of the givenv.Vector4f.setComponent(int component, float value) Set the value of the specified component of this vector.Vector4f.setFromAddress(long address) Set the values of this vector by reading 4 float values from off-heap memory, starting at the given address.Vector4f.smoothStep(Vector4fc v, float t, Vector4f dest) Vector4fc.smoothStep(Vector4fc v, float t, Vector4f dest) Compute a smooth-step (i.e.Vector4f.sub(float x, float y, float z, float w) Subtract(x, y, z, w)from this.Subtract the supplied vector from this one.Subtract(x, y, z, w)from this 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 thisAxisAngle4f.Transform the given vector by the rotation transformation described by thisAxisAngle4fand 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.Matrix4f.transformAffine(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformAffine(Vector4f v) Matrix4f.transformAffine(Vector4fc v, Vector4f dest) Matrix4fc.transformAffine(float x, float y, float z, float w, Vector4f dest) Transform/multiply the 4D-vector(x, y, z, w)by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4fc.transformAffine(Vector4f v) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4fc.transformAffine(Vector4fc v, Vector4f dest) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Quaterniond.transformInverse(double x, double y, double z, Vector4f dest) Quaterniond.transformInverse(Vector4f vec) Quaterniond.transformInverse(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverse(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector4f vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(float x, float y, float z, Vector4f dest) Quaternionf.transformInverse(Vector4f vec) Quaternionf.transformInverse(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverse(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector4f vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector4f dest) Quaterniond.transformInverseUnit(Vector4f vec) Quaterniond.transformInverseUnit(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector4f vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(float x, float y, float z, Vector4f dest) Quaternionf.transformInverseUnit(Vector4f vec) Quaternionf.transformInverseUnit(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverseUnit(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector4f vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaterniond.transformPositiveX(Vector4f dest) Quaterniondc.transformPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector4f dest) Quaternionfc.transformPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector4f dest) Quaterniondc.transformPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector4f dest) Quaternionfc.transformPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector4f dest) Quaterniondc.transformPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector4f dest) Quaternionfc.transformPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4f.transformProject(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformProject(Vector4f v) Matrix4f.transformProject(Vector4fc v, Vector4f dest) Matrix4fc.transformProject(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector4f v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4fc.transformProject(Vector4fc v, Vector4f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4f.transformTranspose(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformTranspose(Vector4f v) Matrix4f.transformTranspose(Vector4fc v, Vector4f dest) Matrix4fc.transformTranspose(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)by the transpose of this matrix and store the result indest.Matrix4fc.transformTranspose(Vector4f v) Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.Matrix4fc.transformTranspose(Vector4fc v, Vector4f 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, Vector4f dest) Quaterniond.transformUnit(Vector4f vec) Quaterniond.transformUnit(Vector4fc vec, Vector4f dest) Quaterniondc.transformUnit(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector4f vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(float x, float y, float z, Vector4f dest) Quaternionf.transformUnit(Vector4f vec) Quaternionf.transformUnit(Vector4fc vec, Vector4f dest) Quaternionfc.transformUnit(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector4f vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector4f dest) Quaterniondc.transformUnitPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector4f dest) Quaternionfc.transformUnitPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector4f dest) Quaterniondc.transformUnitPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector4f dest) Quaternionfc.transformUnitPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector4f dest) Quaterniondc.transformUnitPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector4f dest) Quaternionfc.transformUnitPositiveZ(Vector4f 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.Matrix4f.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest) Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Matrix4fc.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.Vector4f.zero()Set all components to zero.Modifier and TypeMethodDescriptionCompute the absolute of each of this vector's components and store the result intodest.Increment the components of this vector by the given values 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)floatvalue that is greater than or equal to that component and is equal to a mathematical integer and store the result indest.Divide the components of this Vector4f by the given scalar values and store the result indest.Divide all components of thisVector4fby the given scalar value and store the result indest.Divide this Vector4f component-wise by another Vector4f and store the result indest.Compute for each component of this vector the largest (closest to positive infinity)floatvalue 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.Matrix4f.frustumPlane(int plane, Vector4f dest) Matrix4fc.frustumPlane(int plane, Vector4f planeEquation) Calculate a frustum plane ofthismatrix, which can be a projection matrix or a combined modelview-projection matrix, and store the result in the givenplaneEquation.Matrix4x3f.frustumPlane(int which, Vector4f dest) Matrix4x3fc.frustumPlane(int which, Vector4f 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 booleanIntersectionf.intersectPlaneSphere(float a, float b, float c, float d, float centerX, float centerY, float centerZ, float radius, Vector4f 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 booleanIntersectionf.intersectPlaneSweptSphere(float a, float b, float c, float d, float cX, float cY, float cZ, float radius, float vX, float vY, float vZ, Vector4f 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 booleanIntersectionf.intersectSphereSphere(float aX, float aY, float aZ, float radiusSquaredA, float bX, float bY, float bZ, float radiusSquaredB, Vector4f 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 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.static intIntersectionf.intersectSweptSphereTriangle(float centerX, float centerY, float centerZ, float radius, float velX, float velY, float velZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, float maxT, Vector4f 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.Vector4f.mul(Matrix4x3fc mat, Vector4f dest) Multiply the components of this Vector4f by the given scalar values and store the result indest.Multiply all components of thisVector4fby the given scalar value and store the result indest.Multiply the given matrix mat with this Vector4f and store the result indest.Vector4fc.mul(Matrix4x3fc mat, Vector4f dest) Multiply the given matrix mat with this Vector4f and store the result indest.Multiply this Vector4f component-wise by another Vector4f 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 Vector4f and store the result indest.Vector4f.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulAffineTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given affine matrixmatwith this Vector4f and store the result indest.Vector4f.mulProject(Matrix4fc mat, Vector4f dest) Vector4fc.mulProject(Matrix4fc mat, Vector4f dest) Multiply the given matrixmatwith this Vector4f, perform perspective division and store the result indest.Vector4f.mulTranspose(Matrix4fc mat, Vector4f dest) Vector4fc.mulTranspose(Matrix4fc mat, Vector4f dest) Multiply the transpose of the given matrixmatwith this Vector4f 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.Vector4f.normalize3(Vector4f dest) Vector4fc.normalize3(Vector4f 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.Vector4f.rotate(Quaternionfc quat, Vector4f dest) Vector4fc.rotate(Quaternionfc quat, Vector4f dest) Rotate this vector by the given quaternionquatand store the result indest.Vector4f.rotateAxis(float angle, float aX, float aY, float aZ, Vector4f dest) Vector4fc.rotateAxis(float angle, float aX, float aY, float aZ, Vector4f 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 float that is equal to a mathematical integer, with ties rounding to positive infinity 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 = 0as if casting a shadow from a given light position/directionlight.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.Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0as if casting a shadow from a given light position/directionlightand store the result indest.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/directionlightand store the result indest.Vector4f.smoothStep(Vector4fc v, float t, Vector4f dest) Vector4fc.smoothStep(Vector4fc v, float t, Vector4f dest) Compute a smooth-step (i.e.Subtract(x, y, z, w)from this 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 thisAxisAngle4f.Transform the given vector by the rotation transformation described by thisAxisAngle4fand 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.Matrix4f.transformAffine(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformAffine(Vector4f v) Matrix4f.transformAffine(Vector4fc v, Vector4f dest) Matrix4fc.transformAffine(float x, float y, float z, float w, Vector4f dest) Transform/multiply the 4D-vector(x, y, z, w)by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4fc.transformAffine(Vector4f v) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Matrix4fc.transformAffine(Vector4fc v, Vector4f dest) Transform/multiply the given 4D-vector by assuming thatthismatrix represents anaffinetransformation (i.e.Quaterniond.transformInverse(double x, double y, double z, Vector4f dest) Quaterniond.transformInverse(Vector4f vec) Quaterniond.transformInverse(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverse(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaterniondc.transformInverse(Vector4f vec) Transform the given vector by the inverse of this quaternion.Quaterniondc.transformInverse(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaternionf.transformInverse(float x, float y, float z, Vector4f dest) Quaternionf.transformInverse(Vector4f vec) Quaternionf.transformInverse(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverse(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this quaternion and store the result indest.Quaternionfc.transformInverse(Vector4f vec) Transform the given vector by the inverse of this quaternion.Quaternionfc.transformInverse(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest.Quaterniond.transformInverseUnit(double x, double y, double z, Vector4f dest) Quaterniond.transformInverseUnit(Vector4f vec) Quaterniond.transformInverseUnit(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverseUnit(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaterniondc.transformInverseUnit(Vector4f vec) Transform the given vector by the inverse of this unit quaternion.Quaterniondc.transformInverseUnit(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaternionf.transformInverseUnit(float x, float y, float z, Vector4f dest) Quaternionf.transformInverseUnit(Vector4f vec) Quaternionf.transformInverseUnit(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverseUnit(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by the inverse of this unit quaternion and store the result indest.Quaternionfc.transformInverseUnit(Vector4f vec) Transform the given vector by the inverse of this unit quaternion.Quaternionfc.transformInverseUnit(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest.Quaterniond.transformPositiveX(Vector4f dest) Quaterniondc.transformPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this quaternion.Quaternionf.transformPositiveX(Vector4f dest) Quaternionfc.transformPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this quaternion.Quaterniond.transformPositiveY(Vector4f dest) Quaterniondc.transformPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this quaternion.Quaternionf.transformPositiveY(Vector4f dest) Quaternionfc.transformPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this quaternion.Quaterniond.transformPositiveZ(Vector4f dest) Quaterniondc.transformPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this quaternion.Quaternionf.transformPositiveZ(Vector4f dest) Quaternionfc.transformPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this quaternion.Matrix4f.transformProject(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformProject(Vector4f v) Matrix4f.transformProject(Vector4fc v, Vector4f dest) Matrix4fc.transformProject(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)by this matrix, perform perspective divide and store the result indest.Matrix4fc.transformProject(Vector4f v) Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.Matrix4fc.transformProject(Vector4fc v, Vector4f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest.Matrix4f.transformTranspose(float x, float y, float z, float w, Vector4f dest) Matrix4f.transformTranspose(Vector4f v) Matrix4f.transformTranspose(Vector4fc v, Vector4f dest) Matrix4fc.transformTranspose(float x, float y, float z, float w, Vector4f dest) Transform/multiply the vector(x, y, z, w)by the transpose of this matrix and store the result indest.Matrix4fc.transformTranspose(Vector4f v) Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.Matrix4fc.transformTranspose(Vector4fc v, Vector4f 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, Vector4f dest) Quaterniond.transformUnit(Vector4f vec) Quaterniond.transformUnit(Vector4fc vec, Vector4f dest) Quaterniondc.transformUnit(double x, double y, double z, Vector4f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaterniondc.transformUnit(Vector4f vec) Transform the given vector by this unit quaternion.Quaterniondc.transformUnit(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest.Quaternionf.transformUnit(float x, float y, float z, Vector4f dest) Quaternionf.transformUnit(Vector4f vec) Quaternionf.transformUnit(Vector4fc vec, Vector4f dest) Quaternionfc.transformUnit(float x, float y, float z, Vector4f dest) Transform the given vector(x, y, z)by this unit quaternion and store the result indest.Quaternionfc.transformUnit(Vector4f vec) Transform the given vector by this unit quaternion.Quaternionfc.transformUnit(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest.Quaterniond.transformUnitPositiveX(Vector4f dest) Quaterniondc.transformUnitPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaternionf.transformUnitPositiveX(Vector4f dest) Quaternionfc.transformUnitPositiveX(Vector4f dest) Transform the vector(1, 0, 0)by this unit quaternion.Quaterniond.transformUnitPositiveY(Vector4f dest) Quaterniondc.transformUnitPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaternionf.transformUnitPositiveY(Vector4f dest) Quaternionfc.transformUnitPositiveY(Vector4f dest) Transform the vector(0, 1, 0)by this unit quaternion.Quaterniond.transformUnitPositiveZ(Vector4f dest) Quaterniondc.transformUnitPositiveZ(Vector4f dest) Transform the vector(0, 0, 1)by this unit quaternion.Quaternionf.transformUnitPositiveZ(Vector4f dest) Quaternionfc.transformUnitPositiveZ(Vector4f 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.Matrix4f.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest) Matrix4f.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Matrix4fc.unprojectInv(float winX, float winY, float winZ, int[] viewport, Vector4f dest) Unproject the given window coordinates(winX, winY, winZ)bythismatrix using the specified viewport.Matrix4fc.unprojectInv(Vector3fc winCoords, int[] viewport, Vector4f dest) Unproject the given window coordinateswinCoordsbythismatrix using the specified viewport.