Uses of Interface
org.joml.Vector4fc
Packages that use Vector4fc
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Uses of Vector4fc in org.joml
Modifier and TypeClassDescriptionclass
Contains the definition of a Vector comprising 4 floats and associated transformations.Modifier and TypeMethodDescriptionVector4f.getToAddress
(long address) Vector4fc.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
.Add the supplied vector to this one.Add the supplied vector to this one and store the result indest
.float
float
Return the angle between this vector and the supplied vector.float
float
Return the cosine of the angle between this vector and the supplied vector.float
float
Return the distance between this Vector andv
.float
Vector4f.distanceSquared
(Vector4fc v) float
Vector4fc.distanceSquared
(Vector4fc v) Return the square of the distance between this vector andv
.Divide this Vector4f component-wise by another Vector4f.Divide this Vector4f component-wise by another Vector4f and store the result indest
.float
float
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.Multiply this Vector4f component-wise by another Vector4f.Multiply this Vector4f component-wise by another Vector4f 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
.Set the four columns of this matrix to the supplied vectors, respectively.Set thisVector4d
to the values of the givenv
.Set thisVector4f
to the values of the givenv
.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
.Matrix4x3f.shadow
(Vector4fc light, float a, float b, float c, float d, Matrix4x3f dest) Matrix4x3f.shadow
(Vector4fc light, Matrix4x3fc 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
.Matrix4x3f.shadow
(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest) Matrix4x3fc.shadow
(Vector4fc light, float a, float b, float c, float d, Matrix4x3f 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
.Matrix4x3fc.shadow
(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f 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
.Vector4f.smoothStep
(Vector4fc v, float t, Vector4f dest) Vector4fc.smoothStep
(Vector4fc v, float t, Vector4f 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
.Subtract the supplied vector from this one.Subtract the supplied vector from this one and store the result indest
.Transform the given vector by the rotation transformation described by thisAxisAngle4f
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
.Matrix4f.transformAffine
(Vector4fc v, Vector4f dest) Matrix4fc.transformAffine
(Vector4fc v, Vector4f dest) Transform/multiply the given 4D-vector by assuming thatthis
matrix represents anaffine
transformation (i.e.Quaterniond.transformInverse
(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverse
(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaternionf.transformInverse
(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverse
(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this quaternion and store the result indest
.Quaterniond.transformInverseUnit
(Vector4fc vec, Vector4f dest) Quaterniondc.transformInverseUnit
(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Quaternionf.transformInverseUnit
(Vector4fc vec, Vector4f dest) Quaternionfc.transformInverseUnit
(Vector4fc vec, Vector4f dest) Transform the given vector by the inverse of this unit quaternion and store the result indest
.Matrix4f.transformProject
(Vector4fc v, Vector3f dest) Matrix4f.transformProject
(Vector4fc v, Vector4f dest) Matrix4fc.transformProject
(Vector4fc v, Vector3f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Matrix4fc.transformProject
(Vector4fc v, Vector4f dest) Transform/multiply the given vector by this matrix, perform perspective divide and store the result indest
.Matrix4f.transformTranspose
(Vector4fc v, Vector4f dest) Matrix4fc.transformTranspose
(Vector4fc v, Vector4f dest) Transform/multiply the given vector by the transpose of this matrix and store the result indest
.Quaterniond.transformUnit
(Vector4fc vec, Vector4f dest) Quaterniondc.transformUnit
(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest
.Quaternionf.transformUnit
(Vector4fc vec, Vector4f dest) Quaternionfc.transformUnit
(Vector4fc vec, Vector4f dest) Transform the given vector by this unit quaternion and store the result indest
.ModifierConstructorDescriptionCreate a newMatrix4f
and initialize its four columns using the supplied vectors.Create a newVector4d
with the same values asv
.Create a newVector4f
with the same values asv
.Create a newVector4i
and initialize its components to the rounded value of the given vector.