Package org.joml

## Interface Vector3dc

• All Known Implementing Classes:
`Vector3d`

`public interface Vector3dc`
Interface to a read-only view of a 3-dimensional vector of double-precision floats.
Author:
Kai Burjack
• ### Method Summary

All Methods
Modifier and Type Method Description
`Vector3d` `absolute​(Vector3d dest)`
Compute the absolute values of the individual components of `this` and store the result in `dest`.
`Vector3d` ```add​(double x, double y, double z, Vector3d dest)```
Increment the components of this vector by the given values and store the result in `dest`.
`Vector3d` ```add​(Vector3dc v, Vector3d dest)```
Add the supplied vector to this one and store the result in `dest`.
`Vector3d` ```add​(Vector3fc v, Vector3d dest)```
Add the supplied vector to this one and store the result in `dest`.
`double` `angle​(Vector3dc v)`
Return the angle between this vector and the supplied vector.
`double` `angleCos​(Vector3dc v)`
Return the cosine of the angle between `this` vector and the supplied vector.
`double` ```angleSigned​(double x, double y, double z, double nx, double ny, double nz)```
Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector `(nx, ny, nz)`.
`double` ```angleSigned​(Vector3dc v, Vector3dc n)```
Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector `n`.
`Vector3d` `ceil​(Vector3d dest)`
Compute for each component of this vector the smallest (closest to negative infinity) `double` value that is greater than or equal to that component and is equal to a mathematical integer and store the result in `dest`.
`Vector3d` ```cross​(double x, double y, double z, Vector3d dest)```
Compute the cross product of this vector and `(x, y, z)` and store the result in `dest`.
`Vector3d` ```cross​(Vector3dc v, Vector3d dest)```
Calculate the cross product of this and v2 and store the result in `dest`.
`double` ```distance​(double x, double y, double z)```
Return the distance between `this` vector and `(x, y, z)`.
`double` `distance​(Vector3dc v)`
Return the distance between this vector and `v`.
`double` ```distanceSquared​(double x, double y, double z)```
Return the square of the distance between `this` vector and `(x, y, z)`.
`double` `distanceSquared​(Vector3dc v)`
Return the square of the distance between this vector and `v`.
`Vector3d` ```div​(double x, double y, double z, Vector3d dest)```
Divide the components of this Vector3f by the given scalar values and store the result in `dest`.
`Vector3d` ```div​(double scalar, Vector3d dest)```
Divide this Vector3d by the given scalar value and store the result in `dest`.
`Vector3d` ```div​(Vector3dc v, Vector3d dest)```
Divide this by `v` component-wise and store the result into `dest`.
`Vector3d` ```div​(Vector3fc v, Vector3d dest)```
Divide this Vector3d component-wise by another Vector3f and store the result in `dest`.
`double` ```dot​(double x, double y, double z)```
Return the dot product of this vector and the vector `(x, y, z)`.
`double` `dot​(Vector3dc v)`
Return the dot product of this vector and the supplied vector.
`boolean` ```equals​(double x, double y, double z)```
Compare the vector components of `this` vector with the given `(x, y, z)` and return whether all of them are equal.
`boolean` ```equals​(Vector3dc v, double delta)```
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`.
`Vector3d` `floor​(Vector3d dest)`
Compute for each component of this vector the largest (closest to positive infinity) `double` value that is less than or equal to that component and is equal to a mathematical integer and store the result in `dest`.
`Vector3d` ```fma​(double a, Vector3dc b, Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
`Vector3d` ```fma​(double a, Vector3fc b, Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
`Vector3d` ```fma​(Vector3dc a, Vector3dc b, Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
`Vector3d` ```fma​(Vector3dc a, Vector3fc b, Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
`Vector3d` ```fma​(Vector3fc a, Vector3fc b, Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
`double` `get​(int component)`
Get the value of the specified component of this vector.
`java.nio.ByteBuffer` ```get​(int index, java.nio.ByteBuffer buffer)```
Store this vector into the supplied `ByteBuffer` starting at the specified absolute buffer position/index.
`java.nio.DoubleBuffer` ```get​(int index, java.nio.DoubleBuffer buffer)```
Store this vector into the supplied `DoubleBuffer` starting at the specified absolute buffer position/index.
`java.nio.FloatBuffer` ```get​(int index, java.nio.FloatBuffer buffer)```
Store this vector into the supplied `FloatBuffer` starting at the specified absolute buffer position/index.
`Vector3i` ```get​(int mode, Vector3i dest)```
Set the components of the given vector `dest` to those of `this` vector using the given `RoundingMode`.
`java.nio.ByteBuffer` `get​(java.nio.ByteBuffer buffer)`
Store this vector into the supplied `ByteBuffer` at the current buffer `position`.
`java.nio.DoubleBuffer` `get​(java.nio.DoubleBuffer buffer)`
Store this vector into the supplied `DoubleBuffer` at the current buffer `position`.
`java.nio.FloatBuffer` `get​(java.nio.FloatBuffer buffer)`
Store this vector into the supplied `FloatBuffer` at the current buffer `position`.
`Vector3d` `get​(Vector3d dest)`
Set the components of the given vector `dest` to those of `this` vector.
`Vector3f` `get​(Vector3f dest)`
Set the components of the given vector `dest` to those of `this` vector.
`java.nio.ByteBuffer` ```getf​(int index, java.nio.ByteBuffer buffer)```
Store this vector into the supplied `ByteBuffer` starting at the specified absolute buffer position/index.
`java.nio.ByteBuffer` `getf​(java.nio.ByteBuffer buffer)`
Store this vector into the supplied `ByteBuffer` at the current buffer `position`.
`Vector3dc` `getToAddress​(long address)`
Store this vector at the given off-heap memory address.
`Vector3d` ```half​(double x, double y, double z, Vector3d dest)```
Compute the half vector between this and the vector `(x, y, z)` and store the result in `dest`.
`Vector3d` ```half​(Vector3dc other, Vector3d dest)```
Compute the half vector between this and the other vector and store the result in `dest`.
`Vector3d` ```hermite​(Vector3dc t0, Vector3dc v1, Vector3dc t1, double t, Vector3d 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`.
`boolean` `isFinite()`
Determine whether all components are finite floating-point values, that is, they are not `NaN` and not `infinity`.
`double` `length()`
Return the length of this vector.
`double` `lengthSquared()`
Return the length squared of this vector.
`Vector3d` ```lerp​(Vector3dc other, double t, Vector3d dest)```
Linearly interpolate `this` and `other` using the given interpolation factor `t` and store the result in `dest`.
`Vector3d` ```max​(Vector3dc v, Vector3d dest)```
Set the components of `dest` to be the component-wise maximum of this and the other vector.
`int` `maxComponent()`
Determine the component with the biggest absolute value.
`Vector3d` ```min​(Vector3dc v, Vector3d dest)```
Set the components of `dest` to be the component-wise minimum of this and the other vector.
`int` `minComponent()`
Determine the component with the smallest (towards zero) absolute value.
`Vector3d` ```mul​(double x, double y, double z, Vector3d dest)```
Multiply the components of this Vector3f by the given scalar values and store the result in `dest`.
`Vector3d` ```mul​(double scalar, Vector3d dest)```
Multiply this Vector3d by the given scalar value and store the result in `dest`.
`Vector3d` ```mul​(Matrix3dc mat, Vector3d dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
`Vector3f` ```mul​(Matrix3dc mat, Vector3f dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mul​(Matrix3fc mat, Vector3d dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mul​(Matrix3x2dc mat, Vector3d dest)```
Multiply the given matrix `mat` with `this` by assuming a third row in the matrix of `(0, 0, 1)` and store the result in `dest`.
`Vector3d` ```mul​(Matrix3x2fc mat, Vector3d dest)```
Multiply the given matrix `mat` with `this` by assuming a third row in the matrix of `(0, 0, 1)` and store the result in `dest`.
`Vector3d` ```mul​(Vector3dc v, Vector3d dest)```
Multiply this by `v` component-wise and store the result into `dest`.
`Vector3d` ```mul​(Vector3fc v, Vector3d dest)```
Multiply this Vector3d component-wise by another Vector3f and store the result in `dest`.
`Vector3d` ```mulAdd​(double a, Vector3dc b, Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
`Vector3d` ```mulAdd​(Vector3dc a, Vector3dc b, Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
`Vector3d` ```mulAdd​(Vector3fc a, Vector3dc b, Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
`Vector3d` ```mulDirection​(Matrix4dc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulDirection​(Matrix4fc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulDirection​(Matrix4x3dc mat, Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulDirection​(Matrix4x3fc mat, Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulPosition​(Matrix4dc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulPosition​(Matrix4fc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulPosition​(Matrix4x3dc mat, Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulPosition​(Matrix4x3fc mat, Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.
`double` ```mulPositionW​(Matrix4dc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this`, store the result in `dest` and return the w component of the resulting 4D vector.
`double` ```mulPositionW​(Matrix4fc mat, Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this`, store the result in `dest` and return the w component of the resulting 4D vector.
`Vector3d` ```mulProject​(Matrix4dc mat, double w, Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.
`Vector3d` ```mulProject​(Matrix4dc mat, Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.
`Vector3d` ```mulProject​(Matrix4fc mat, Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.
`Vector3d` ```mulTranspose​(Matrix3dc mat, Vector3d dest)```
Multiply the transpose of the given matrix with this Vector3f and store the result in `dest`.
`Vector3d` ```mulTranspose​(Matrix3fc mat, Vector3d dest)```
Multiply the transpose of the given matrix with this Vector3f and store the result in `dest`.
`Vector3d` ```mulTransposeDirection​(Matrix4dc mat, Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulTransposeDirection​(Matrix4fc mat, Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulTransposePosition​(Matrix4dc mat, Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` ```mulTransposePosition​(Matrix4fc mat, Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.
`Vector3d` `negate​(Vector3d dest)`
Negate this vector and store the result in `dest`.
`Vector3d` ```normalize​(double length, Vector3d dest)```
Scale this vector to have the given length and store the result in `dest`.
`Vector3d` `normalize​(Vector3d dest)`
Normalize this vector and store the result in `dest`.
`Vector3d` ```orthogonalize​(Vector3dc v, Vector3d dest)```
Transform `this` vector so that it is orthogonal to the given vector `v`, normalize the result and store it into `dest`.
`Vector3d` ```orthogonalizeUnit​(Vector3dc v, Vector3d dest)```
Transform `this` vector so that it is orthogonal to the given unit vector `v`, normalize the result and store it into `dest`.
`Vector3d` ```reflect​(double x, double y, double z, Vector3d dest)```
Reflect this vector about the given normal vector and store the result in `dest`.
`Vector3d` ```reflect​(Vector3dc normal, Vector3d dest)```
Reflect this vector about the given normal vector and store the result in `dest`.
`Vector3d` ```rotate​(Quaterniondc quat, Vector3d dest)```
Rotate this vector by the given quaternion `quat` and store the result in `dest`.
`Vector3d` ```rotateAxis​(double angle, double aX, double aY, double aZ, Vector3d dest)```
Rotate this vector the specified radians around the given rotation axis and store the result into `dest`.
`Vector3d` ```rotateX​(double angle, Vector3d dest)```
Rotate this vector the specified radians around the X axis and store the result into `dest`.
`Vector3d` ```rotateY​(double angle, Vector3d dest)```
Rotate this vector the specified radians around the Y axis and store the result into `dest`.
`Vector3d` ```rotateZ​(double angle, Vector3d dest)```
Rotate this vector the specified radians around the Z axis and store the result into `dest`.
`Quaterniond` ```rotationTo​(double toDirX, double toDirY, double toDirZ, Quaterniond dest)```
Compute the quaternion representing a rotation of `this` vector to point along `(toDirX, toDirY, toDirZ)` and store the result in `dest`.
`Quaterniond` ```rotationTo​(Vector3dc toDir, Quaterniond dest)```
Compute the quaternion representing a rotation of `this` vector to point along `toDir` and store the result in `dest`.
`Vector3d` `round​(Vector3d dest)`
Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result in `dest`.
`Vector3d` ```smoothStep​(Vector3dc v, double t, Vector3d dest)```
Compute a smooth-step (i.e.
`Vector3d` ```sub​(double x, double y, double z, Vector3d dest)```
Subtract `(x, y, z)` from this vector and store the result in `dest`.
`Vector3d` ```sub​(Vector3dc v, Vector3d dest)```
Subtract the supplied vector from this one and store the result in `dest`.
`Vector3d` ```sub​(Vector3fc v, Vector3d dest)```
Subtract the supplied vector from this one and store the result in `dest`.
`double` `x()`
`double` `y()`
`double` `z()`
• ### Method Detail

• #### x

`double x()`
Returns:
the value of the x component
• #### y

`double y()`
Returns:
the value of the y component
• #### z

`double z()`
Returns:
the value of the z component
• #### get

`java.nio.ByteBuffer get​(java.nio.ByteBuffer buffer)`
Store this vector into the supplied `ByteBuffer` at the current buffer `position`.

This method will not increment the position of the given ByteBuffer.

In order to specify the offset into the ByteBuffer at which the vector is stored, use `get(int, ByteBuffer)`, taking the absolute position as parameter.

Parameters:
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
`get(int, ByteBuffer)`
• #### get

```java.nio.ByteBuffer get​(int index,
java.nio.ByteBuffer buffer)```
Store this vector into the supplied `ByteBuffer` starting at the specified absolute buffer position/index.

This method will not increment the position of the given ByteBuffer.

Parameters:
`index` - the absolute position into the ByteBuffer
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
• #### get

`java.nio.DoubleBuffer get​(java.nio.DoubleBuffer buffer)`
Store this vector into the supplied `DoubleBuffer` at the current buffer `position`.

This method will not increment the position of the given DoubleBuffer.

In order to specify the offset into the DoubleBuffer at which the vector is stored, use `get(int, DoubleBuffer)`, taking the absolute position as parameter.

Parameters:
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
`get(int, DoubleBuffer)`
• #### get

```java.nio.DoubleBuffer get​(int index,
java.nio.DoubleBuffer buffer)```
Store this vector into the supplied `DoubleBuffer` starting at the specified absolute buffer position/index.

This method will not increment the position of the given DoubleBuffer.

Parameters:
`index` - the absolute position into the DoubleBuffer
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
• #### get

`java.nio.FloatBuffer get​(java.nio.FloatBuffer buffer)`
Store this vector into the supplied `FloatBuffer` at the current buffer `position`.

This method will not increment the position of the given FloatBuffer.

In order to specify the offset into the FloatBuffer at which the vector is stored, use `get(int, FloatBuffer)`, taking the absolute position as parameter.

Please note that due to this vector storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.

Parameters:
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
`get(int, DoubleBuffer)`
• #### get

```java.nio.FloatBuffer get​(int index,
java.nio.FloatBuffer buffer)```
Store this vector into the supplied `FloatBuffer` starting at the specified absolute buffer position/index.

This method will not increment the position of the given FloatBuffer.

Please note that due to this vector storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.

Parameters:
`index` - the absolute position into the FloatBuffer
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
• #### getf

`java.nio.ByteBuffer getf​(java.nio.ByteBuffer buffer)`
Store this vector into the supplied `ByteBuffer` at the current buffer `position`.

This method will not increment the position of the given ByteBuffer.

In order to specify the offset into the ByteBuffer at which the vector is stored, use `get(int, ByteBuffer)`, taking the absolute position as parameter.

Please note that due to this vector storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.

Parameters:
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer
`get(int, ByteBuffer)`
• #### getf

```java.nio.ByteBuffer getf​(int index,
java.nio.ByteBuffer buffer)```
Store this vector into the supplied `ByteBuffer` starting at the specified absolute buffer position/index.

This method will not increment the position of the given ByteBuffer.

Please note that due to this vector storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.

Parameters:
`index` - the absolute position into the ByteBuffer
`buffer` - will receive the values of this vector in `x, y, z` order
Returns:
the passed in buffer

`Vector3dc getToAddress​(long address)`
Store this vector at the given off-heap memory address.

This method will throw an `UnsupportedOperationException` when JOML is used with `-Djoml.nounsafe`.

This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.

Parameters:
`address` - the off-heap address where to store this vector
Returns:
this
• #### sub

```Vector3d sub​(Vector3dc v,
Vector3d dest)```
Subtract the supplied vector from this one and store the result in `dest`.
Parameters:
`v` - the vector to subtract from `this`
`dest` - will hold the result
Returns:
dest
• #### sub

```Vector3d sub​(Vector3fc v,
Vector3d dest)```
Subtract the supplied vector from this one and store the result in `dest`.
Parameters:
`v` - the vector to subtract from `this`
`dest` - will hold the result
Returns:
dest
• #### sub

```Vector3d sub​(double x,
double y,
double z,
Vector3d dest)```
Subtract `(x, y, z)` from this vector and store the result in `dest`.
Parameters:
`x` - the x component to subtract
`y` - the y component to subtract
`z` - the z component to subtract
`dest` - will hold the result
Returns:
dest

```Vector3d add​(Vector3dc v,
Vector3d dest)```
Add the supplied vector to this one and store the result in `dest`.
Parameters:
`v` - the vector to add
`dest` - will hold the result
Returns:
dest

```Vector3d add​(Vector3fc v,
Vector3d dest)```
Add the supplied vector to this one and store the result in `dest`.
Parameters:
`v` - the vector to add
`dest` - will hold the result
Returns:
dest

```Vector3d add​(double x,
double y,
double z,
Vector3d dest)```
Increment the components of this vector by the given values and store the result in `dest`.
Parameters:
`x` - the x component to add
`y` - the y component to add
`z` - the z component to add
`dest` - will hold the result
Returns:
dest
• #### fma

```Vector3d fma​(Vector3dc a,
Vector3dc b,
Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
Parameters:
`a` - the first multiplicand
`b` - the second multiplicand
`dest` - will hold the result
Returns:
dest
• #### fma

```Vector3d fma​(double a,
Vector3dc b,
Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
Parameters:
`a` - the first multiplicand
`b` - the second multiplicand
`dest` - will hold the result
Returns:
dest
• #### fma

```Vector3d fma​(Vector3dc a,
Vector3fc b,
Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
Parameters:
`a` - the first multiplicand
`b` - the second multiplicand
`dest` - will hold the result
Returns:
dest
• #### fma

```Vector3d fma​(Vector3fc a,
Vector3fc b,
Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
Parameters:
`a` - the first multiplicand
`b` - the second multiplicand
`dest` - will hold the result
Returns:
dest
• #### fma

```Vector3d fma​(double a,
Vector3fc b,
Vector3d dest)```
Add the component-wise multiplication of `a * b` to this vector and store the result in `dest`.
Parameters:
`a` - the first multiplicand
`b` - the second multiplicand
`dest` - will hold the result
Returns:
dest

```Vector3d mulAdd​(Vector3dc a,
Vector3dc b,
Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
Parameters:
`a` - the multiplicand
`b` - the addend
`dest` - will hold the result
Returns:
dest

```Vector3d mulAdd​(double a,
Vector3dc b,
Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
Parameters:
`a` - the multiplicand
`b` - the addend
`dest` - will hold the result
Returns:
dest

```Vector3d mulAdd​(Vector3fc a,
Vector3dc b,
Vector3d dest)```
Add the component-wise multiplication of `this * a` to `b` and store the result in `dest`.
Parameters:
`a` - the multiplicand
`b` - the addend
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Vector3fc v,
Vector3d dest)```
Multiply this Vector3d component-wise by another Vector3f and store the result in `dest`.
Parameters:
`v` - the vector to multiply by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Vector3dc v,
Vector3d dest)```
Multiply this by `v` component-wise and store the result into `dest`.
Parameters:
`v` - the vector to multiply by
`dest` - will hold the result
Returns:
dest
• #### div

```Vector3d div​(Vector3fc v,
Vector3d dest)```
Divide this Vector3d component-wise by another Vector3f and store the result in `dest`.
Parameters:
`v` - the vector to divide by
`dest` - will hold the result
Returns:
dest
• #### div

```Vector3d div​(Vector3dc v,
Vector3d dest)```
Divide this by `v` component-wise and store the result into `dest`.
Parameters:
`v` - the vector to divide by
`dest` - will hold the result
Returns:
dest
• #### mulProject

```Vector3d mulProject​(Matrix4dc mat,
double w,
Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.

This method uses the given `w` as the fourth vector component.

Parameters:
`mat` - the matrix to multiply this vector by
`w` - the w component to use
`dest` - will hold the result
Returns:
dest
• #### mulProject

```Vector3d mulProject​(Matrix4dc mat,
Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.

This method uses `w=1.0` as the fourth vector component.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulProject

```Vector3d mulProject​(Matrix4fc mat,
Vector3d dest)```
Multiply the given matrix `mat` with this Vector3d, perform perspective division and store the result in `dest`.

This method uses `w=1.0` as the fourth vector component.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Matrix3dc mat,
Vector3d dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3f mul​(Matrix3dc mat,
Vector3f dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Matrix3fc mat,
Vector3d dest)```
Multiply the given matrix `mat` with `this` and store the result in `dest`.
Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Matrix3x2dc mat,
Vector3d dest)```
Multiply the given matrix `mat` with `this` by assuming a third row in the matrix of `(0, 0, 1)` and store the result in `dest`.
Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(Matrix3x2fc mat,
Vector3d dest)```
Multiply the given matrix `mat` with `this` by assuming a third row in the matrix of `(0, 0, 1)` and store the result in `dest`.
Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulTranspose

```Vector3d mulTranspose​(Matrix3dc mat,
Vector3d dest)```
Multiply the transpose of the given matrix with this Vector3f and store the result in `dest`.
Parameters:
`mat` - the matrix
`dest` - will hold the result
Returns:
dest
• #### mulTranspose

```Vector3d mulTranspose​(Matrix3fc mat,
Vector3d dest)```
Multiply the transpose of the given matrix with this Vector3f and store the result in `dest`.
Parameters:
`mat` - the matrix
`dest` - will hold the result
Returns:
dest
• #### mulPosition

```Vector3d mulPosition​(Matrix4dc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulPosition

```Vector3d mulPosition​(Matrix4fc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulPosition

```Vector3d mulPosition​(Matrix4x3dc mat,
Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulPosition

```Vector3d mulPosition​(Matrix4x3fc mat,
Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulTransposePosition

```Vector3d mulTransposePosition​(Matrix4dc mat,
Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix whose transpose to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulTransposePosition

```Vector3d mulTransposePosition​(Matrix4fc mat,
Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix whose transpose to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulPositionW

```double mulPositionW​(Matrix4fc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this`, store the result in `dest` and return the w component of the resulting 4D vector.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the `(x, y, z)` components of the resulting vector
Returns:
the w component of the resulting 4D vector after multiplication
• #### mulPositionW

```double mulPositionW​(Matrix4dc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this`, store the result in `dest` and return the w component of the resulting 4D vector.

This method assumes the `w` component of `this` to be `1.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the `(x, y, z)` components of the resulting vector
Returns:
the w component of the resulting 4D vector after multiplication
• #### mulDirection

```Vector3d mulDirection​(Matrix4dc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulDirection

```Vector3d mulDirection​(Matrix4fc mat,
Vector3d dest)```
Multiply the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulDirection

```Vector3d mulDirection​(Matrix4x3dc mat,
Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulDirection

```Vector3d mulDirection​(Matrix4x3fc mat,
Vector3d dest)```
Multiply the given 4x3 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulTransposeDirection

```Vector3d mulTransposeDirection​(Matrix4dc mat,
Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix whose transpose to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mulTransposeDirection

```Vector3d mulTransposeDirection​(Matrix4fc mat,
Vector3d dest)```
Multiply the transpose of the given 4x4 matrix `mat` with `this` and store the result in `dest`.

This method assumes the `w` component of `this` to be `0.0`.

Parameters:
`mat` - the matrix whose transpose to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(double scalar,
Vector3d dest)```
Multiply this Vector3d by the given scalar value and store the result in `dest`.
Parameters:
`scalar` - the scalar factor
`dest` - will hold the result
Returns:
dest
• #### mul

```Vector3d mul​(double x,
double y,
double z,
Vector3d dest)```
Multiply the components of this Vector3f by the given scalar values and store the result in `dest`.
Parameters:
`x` - the x component to multiply this vector by
`y` - the y component to multiply this vector by
`z` - the z component to multiply this vector by
`dest` - will hold the result
Returns:
dest
• #### rotate

```Vector3d rotate​(Quaterniondc quat,
Vector3d dest)```
Rotate this vector by the given quaternion `quat` and store the result in `dest`.
Parameters:
`quat` - the quaternion to rotate this vector
`dest` - will hold the result
Returns:
dest
`Quaterniond.transform(Vector3d)`
• #### rotationTo

```Quaterniond rotationTo​(Vector3dc toDir,
Quaterniond dest)```
Compute the quaternion representing a rotation of `this` vector to point along `toDir` and store the result in `dest`.

Because there can be multiple possible rotations, this method chooses the one with the shortest arc.

Parameters:
`toDir` - the destination direction
`dest` - will hold the result
Returns:
dest
`Quaterniond.rotationTo(Vector3dc, Vector3dc)`
• #### rotationTo

```Quaterniond rotationTo​(double toDirX,
double toDirY,
double toDirZ,
Quaterniond dest)```
Compute the quaternion representing a rotation of `this` vector to point along `(toDirX, toDirY, toDirZ)` and store the result in `dest`.

Because there can be multiple possible rotations, this method chooses the one with the shortest arc.

Parameters:
`toDirX` - the x coordinate of the destination direction
`toDirY` - the y coordinate of the destination direction
`toDirZ` - the z coordinate of the destination direction
`dest` - will hold the result
Returns:
dest
`Quaterniond.rotationTo(double, double, double, double, double, double)`
• #### rotateAxis

```Vector3d rotateAxis​(double angle,
double aX,
double aY,
double aZ,
Vector3d dest)```
Rotate this vector the specified radians around the given rotation axis and store the result into `dest`.
Parameters:
`angle` - the angle in radians
`aX` - the x component of the rotation axis
`aY` - the y component of the rotation axis
`aZ` - the z component of the rotation axis
`dest` - will hold the result
Returns:
dest
• #### rotateX

```Vector3d rotateX​(double angle,
Vector3d dest)```
Rotate this vector the specified radians around the X axis and store the result into `dest`.
Parameters:
`angle` - the angle in radians
`dest` - will hold the result
Returns:
dest
• #### rotateY

```Vector3d rotateY​(double angle,
Vector3d dest)```
Rotate this vector the specified radians around the Y axis and store the result into `dest`.
Parameters:
`angle` - the angle in radians
`dest` - will hold the result
Returns:
dest
• #### rotateZ

```Vector3d rotateZ​(double angle,
Vector3d dest)```
Rotate this vector the specified radians around the Z axis and store the result into `dest`.
Parameters:
`angle` - the angle in radians
`dest` - will hold the result
Returns:
dest
• #### div

```Vector3d div​(double scalar,
Vector3d dest)```
Divide this Vector3d by the given scalar value and store the result in `dest`.
Parameters:
`scalar` - the scalar to divide this vector by
`dest` - will hold the result
Returns:
dest
• #### div

```Vector3d div​(double x,
double y,
double z,
Vector3d dest)```
Divide the components of this Vector3f by the given scalar values and store the result in `dest`.
Parameters:
`x` - the x component to divide this vector by
`y` - the y component to divide this vector by
`z` - the z component to divide this vector by
`dest` - will hold the result
Returns:
dest
• #### lengthSquared

`double lengthSquared()`
Return the length squared of this vector.
Returns:
the length squared
• #### length

`double length()`
Return the length of this vector.
Returns:
the length
• #### normalize

`Vector3d normalize​(Vector3d dest)`
Normalize this vector and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### normalize

```Vector3d normalize​(double length,
Vector3d dest)```
Scale this vector to have the given length and store the result in `dest`.
Parameters:
`length` - the desired length
`dest` - will hold the result
Returns:
dest
• #### cross

```Vector3d cross​(Vector3dc v,
Vector3d dest)```
Calculate the cross product of this and v2 and store the result in `dest`.
Parameters:
`v` - the other vector
`dest` - will hold the result
Returns:
dest
• #### cross

```Vector3d cross​(double x,
double y,
double z,
Vector3d dest)```
Compute the cross product of this vector and `(x, y, z)` and store the result in `dest`.
Parameters:
`x` - the x component of the other vector
`y` - the y component of the other vector
`z` - the z component of the other vector
`dest` - will hold the result
Returns:
dest
• #### distance

`double distance​(Vector3dc v)`
Return the distance between this vector and `v`.
Parameters:
`v` - the other vector
Returns:
the distance
• #### distance

```double distance​(double x,
double y,
double z)```
Return the distance between `this` vector and `(x, y, z)`.
Parameters:
`x` - the x component of the other vector
`y` - the y component of the other vector
`z` - the z component of the other vector
Returns:
the euclidean distance
• #### distanceSquared

`double distanceSquared​(Vector3dc v)`
Return the square of the distance between this vector and `v`.
Parameters:
`v` - the other vector
Returns:
the squared of the distance
• #### distanceSquared

```double distanceSquared​(double x,
double y,
double z)```
Return the square of the distance between `this` vector and `(x, y, z)`.
Parameters:
`x` - the x component of the other vector
`y` - the y component of the other vector
`z` - the z component of the other vector
Returns:
the square of the distance
• #### dot

`double dot​(Vector3dc v)`
Return the dot product of this vector and the supplied vector.
Parameters:
`v` - the other vector
Returns:
the dot product
• #### dot

```double dot​(double x,
double y,
double z)```
Return the dot product of this vector and the vector `(x, y, z)`.
Parameters:
`x` - the x component of the other vector
`y` - the y component of the other vector
`z` - the z component of the other vector
Returns:
the dot product
• #### angleCos

`double angleCos​(Vector3dc v)`
Return the cosine of the angle between `this` vector and the supplied vector. Use this instead of `Math.cos(angle(v))`.
Parameters:
`v` - the other vector
Returns:
the cosine of the angle
`angle(Vector3dc)`
• #### angle

`double angle​(Vector3dc v)`
Return the angle between this vector and the supplied vector.
Parameters:
`v` - the other vector
Returns:
`angleCos(Vector3dc)`
• #### angleSigned

```double angleSigned​(Vector3dc v,
Vector3dc n)```
Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector `n`.
Parameters:
`v` - the other vector
`n` - the plane's normal vector
Returns:
`angleCos(Vector3dc)`
• #### angleSigned

```double angleSigned​(double x,
double y,
double z,
double nx,
double ny,
double nz)```
Return the signed angle between this vector and the supplied vector with respect to the plane with the given normal vector `(nx, ny, nz)`.
Parameters:
`x` - the x coordinate of the other vector
`y` - the y coordinate of the other vector
`z` - the z coordinate of the other vector
`nx` - the x coordinate of the plane's normal vector
`ny` - the y coordinate of the plane's normal vector
`nz` - the z coordinate of the plane's normal vector
Returns:
• #### min

```Vector3d min​(Vector3dc v,
Vector3d dest)```
Set the components of `dest` to be the component-wise minimum of this and the other vector.
Parameters:
`v` - the other vector
`dest` - will hold the result
Returns:
dest
• #### max

```Vector3d max​(Vector3dc v,
Vector3d dest)```
Set the components of `dest` to be the component-wise maximum of this and the other vector.
Parameters:
`v` - the other vector
`dest` - will hold the result
Returns:
dest
• #### negate

`Vector3d negate​(Vector3d dest)`
Negate this vector and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### absolute

`Vector3d absolute​(Vector3d dest)`
Compute the absolute values of the individual components of `this` and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### reflect

```Vector3d reflect​(Vector3dc normal,
Vector3d dest)```
Reflect this vector about the given normal vector and store the result in `dest`.
Parameters:
`normal` - the vector to reflect about
`dest` - will hold the result
Returns:
dest
• #### reflect

```Vector3d reflect​(double x,
double y,
double z,
Vector3d dest)```
Reflect this vector about the given normal vector and store the result in `dest`.
Parameters:
`x` - the x component of the normal
`y` - the y component of the normal
`z` - the z component of the normal
`dest` - will hold the result
Returns:
dest
• #### half

```Vector3d half​(Vector3dc other,
Vector3d dest)```
Compute the half vector between this and the other vector and store the result in `dest`.
Parameters:
`other` - the other vector
`dest` - will hold the result
Returns:
dest
• #### half

```Vector3d half​(double x,
double y,
double z,
Vector3d dest)```
Compute the half vector between this and the vector `(x, y, z)` and store the result in `dest`.
Parameters:
`x` - the x component of the other vector
`y` - the y component of the other vector
`z` - the z component of the other vector
`dest` - will hold the result
Returns:
dest
• #### smoothStep

```Vector3d smoothStep​(Vector3dc v,
double t,
Vector3d dest)```
Compute a smooth-step (i.e. hermite with zero tangents) interpolation between `this` vector and the given vector `v` and store the result in `dest`.
Parameters:
`v` - the other vector
`t` - the interpolation factor, within `[0..1]`
`dest` - will hold the result
Returns:
dest
• #### hermite

```Vector3d hermite​(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d 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`.
Parameters:
`t0` - the tangent of `this` vector
`v1` - the other vector
`t1` - the tangent of the other vector
`t` - the interpolation factor, within `[0..1]`
`dest` - will hold the result
Returns:
dest
• #### lerp

```Vector3d lerp​(Vector3dc other,
double t,
Vector3d dest)```
Linearly interpolate `this` and `other` using the given interpolation factor `t` and store the result in `dest`.

If `t` is `0.0` then the result is `this`. If the interpolation factor is `1.0` then the result is `other`.

Parameters:
`other` - the other vector
`t` - the interpolation factor between 0.0 and 1.0
`dest` - will hold the result
Returns:
dest
• #### get

```double get​(int component)
throws java.lang.IllegalArgumentException```
Get the value of the specified component of this vector.
Parameters:
`component` - the component, within `[0..2]`
Returns:
the value
Throws:
`java.lang.IllegalArgumentException` - if `component` is not within `[0..2]`
• #### get

```Vector3i get​(int mode,
Vector3i dest)```
Set the components of the given vector `dest` to those of `this` vector using the given `RoundingMode`.
Parameters:
`mode` - the `RoundingMode` to use
`dest` - will hold the result
Returns:
dest
• #### get

`Vector3f get​(Vector3f dest)`
Set the components of the given vector `dest` to those of `this` vector.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### get

`Vector3d get​(Vector3d dest)`
Set the components of the given vector `dest` to those of `this` vector.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### maxComponent

`int maxComponent()`
Determine the component with the biggest absolute value.
Returns:
the component index, within `[0..2]`
• #### minComponent

`int minComponent()`
Determine the component with the smallest (towards zero) absolute value.
Returns:
the component index, within `[0..2]`
• #### orthogonalize

```Vector3d orthogonalize​(Vector3dc v,
Vector3d dest)```
Transform `this` vector so that it is orthogonal to the given vector `v`, normalize the result and store it into `dest`.

Reference: Gramâ€“Schmidt process

Parameters:
`v` - the reference vector which the result should be orthogonal to
`dest` - will hold the result
Returns:
dest
• #### orthogonalizeUnit

```Vector3d orthogonalizeUnit​(Vector3dc v,
Vector3d dest)```
Transform `this` vector so that it is orthogonal to the given unit vector `v`, normalize the result and store it into `dest`.

The vector `v` is assumed to be a `unit` vector.

Reference: Gramâ€“Schmidt process

Parameters:
`v` - the reference unit vector which the result should be orthogonal to
`dest` - will hold the result
Returns:
dest
• #### floor

`Vector3d floor​(Vector3d dest)`
Compute for each component of this vector the largest (closest to positive infinity) `double` value that is less than or equal to that component and is equal to a mathematical integer and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### ceil

`Vector3d ceil​(Vector3d dest)`
Compute for each component of this vector the smallest (closest to negative infinity) `double` value that is greater than or equal to that component and is equal to a mathematical integer and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### round

`Vector3d round​(Vector3d dest)`
Compute for each component of this vector the closest double that is equal to a mathematical integer, with ties rounding to positive infinity and store the result in `dest`.
Parameters:
`dest` - will hold the result
Returns:
dest
• #### isFinite

`boolean isFinite()`
Determine whether all components are finite floating-point values, that is, they are not `NaN` and not `infinity`.
Returns:
`true` if all components are finite floating-point values; `false` otherwise
• #### equals

```boolean equals​(Vector3dc v,
double delta)```
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`.

Please note that this method is not used by any data structure such as `ArrayList` `HashSet` or `HashMap` and their operations, such as `ArrayList.contains(Object)` or `HashSet.remove(Object)`, since those data structures only use the `Object.equals(Object)` and `Object.hashCode()` methods.

Parameters:
`v` - the other vector
`delta` - the allowed maximum difference
Returns:
`true` whether all of the vector components are equal; `false` otherwise
• #### equals

```boolean equals​(double x,
double y,
double z)```
Compare the vector components of `this` vector with the given `(x, y, z)` and return whether all of them are equal.
Parameters:
`x` - the x component to compare to
`y` - the y component to compare to
`z` - the z component to compare to
Returns:
`true` if all the vector components are equal