Uses of Interface
org.joml.Vector4fc
Packages that use Vector4fc
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Uses of Vector4fc in org.joml
Modifier and TypeClassDescriptionclassContains 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.floatfloatReturn the angle between this vector and the supplied vector.floatfloatReturn the cosine of the angle between this vector and the supplied vector.floatfloatReturn the distance between this Vector andv.floatVector4f.distanceSquared(Vector4fc v) floatVector4fc.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.floatfloatCompute the dot product (inner product) of this vector andv.booleanbooleanCompare the vector components ofthisvector with the given vector using the givendeltaand return whether all of them are equal within a maximum difference ofdelta.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.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.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 * 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.Set the four columns of this matrix to the supplied vectors, respectively.Set thisVector4dto the values of the givenv.Set thisVector4fto the values of the givenv.Set thisVector4ito the values of v using the givenRoundingMode.Set the column at the givencolumnindex, starting with0.Set the row at the givenrowindex, starting with0.Set the row at the givenrowindex, 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 = 0as 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 = 0as 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 = 0as if casting a shadow from a given light position/directionlightand 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 = 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 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 thisAxisAngle4fand 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 thatthismatrix represents anaffinetransformation (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 newMatrix4fand initialize its four columns using the supplied vectors.Create a newVector4dwith the same values asv.Create a newVector4fwith the same values asv.Create a newVector4iand initialize its components to the rounded value of the given vector.