Interface Vector3dc
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- 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
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Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description Vector3d
absolute(Vector3d dest)
Compute the absolute values of the individual components ofthis
and store the result indest
.Vector3d
add(double x, double y, double z, Vector3d dest)
Increment the components of this vector by the given values and store the result indest
.Vector3d
add(Vector3dc v, Vector3d dest)
Add the supplied vector to this one and store the result indest
.Vector3d
add(Vector3fc v, Vector3d dest)
Add the supplied vector to this one and store the result indest
.double
angle(Vector3dc v)
Return the angle between this vector and the supplied vector.double
angleCos(Vector3dc v)
Return the cosine of the angle betweenthis
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 vectorn
.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 indest
.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 indest
.Vector3d
cross(Vector3dc v, Vector3d dest)
Calculate the cross product of this and v2 and store the result indest
.double
distance(double x, double y, double z)
Return the distance betweenthis
vector and(x, y, z)
.double
distance(Vector3dc v)
Return the distance between this vector andv
.double
distanceSquared(double x, double y, double z)
Return the square of the distance betweenthis
vector and(x, y, z)
.double
distanceSquared(Vector3dc v)
Return the square of the distance between this vector andv
.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 indest
.Vector3d
div(double scalar, Vector3d dest)
Divide this Vector3d by the given scalar value and store the result indest
.Vector3d
div(Vector3dc v, Vector3d dest)
Divide this byv
component-wise and store the result intodest
.Vector3d
div(Vector3fc v, Vector3d dest)
Divide this Vector3d component-wise by another Vector3f and store the result indest
.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 ofthis
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 ofthis
vector with the given vector using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.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 indest
.Vector3d
fma(double a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Vector3d
fma(double a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Vector3d
fma(Vector3dc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Vector3d
fma(Vector3dc a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.Vector3d
fma(Vector3fc a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.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 suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.DoubleBuffer
get(int index, java.nio.DoubleBuffer buffer)
Store this vector into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this vector into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.Vector3i
get(int mode, Vector3i dest)
java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
at the current bufferposition
.java.nio.DoubleBuffer
get(java.nio.DoubleBuffer buffer)
Store this vector into the suppliedDoubleBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this vector into the suppliedFloatBuffer
at the current bufferposition
.Vector3d
get(Vector3d dest)
Set the components of the given vectordest
to those ofthis
vector.Vector3f
get(Vector3f dest)
Set the components of the given vectordest
to those ofthis
vector.java.nio.ByteBuffer
getf(int index, java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getf(java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
at the current bufferposition
.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 indest
.Vector3d
half(Vector3dc other, Vector3d dest)
Compute the half vector between this and the other vector and store the result indest
.Vector3d
hermite(Vector3dc t0, Vector3dc v1, Vector3dc t1, double t, Vector3d dest)
Compute a hermite interpolation betweenthis
vector and its associated tangentt0
and the given vectorv
with its tangentt1
and store the result indest
.boolean
isFinite()
Determine whether all components are finite floating-point values, that is, they are notNaN
and notinfinity
.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 interpolatethis
andother
using the given interpolation factort
and store the result indest
.Vector3d
max(Vector3dc v, Vector3d dest)
Set the components ofdest
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 ofdest
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 indest
.Vector3d
mul(double scalar, Vector3d dest)
Multiply this Vector3d by the given scalar value and store the result indest
.Vector3d
mul(Matrix3dc mat, Vector3d dest)
Multiply the given matrixmat
withthis
and store the result indest
.Vector3f
mul(Matrix3dc mat, Vector3f dest)
Multiply the given matrixmat
withthis
and store the result indest
.Vector3d
mul(Matrix3fc mat, Vector3d dest)
Multiply the given matrixmat
withthis
and store the result indest
.Vector3d
mul(Matrix3x2dc mat, Vector3d dest)
Multiply the given matrixmat
withthis
by assuming a third row in the matrix of(0, 0, 1)
and store the result indest
.Vector3d
mul(Matrix3x2fc mat, Vector3d dest)
Multiply the given matrixmat
withthis
by assuming a third row in the matrix of(0, 0, 1)
and store the result indest
.Vector3d
mul(Vector3dc v, Vector3d dest)
Multiply this byv
component-wise and store the result intodest
.Vector3d
mul(Vector3fc v, Vector3d dest)
Multiply this Vector3d component-wise by another Vector3f and store the result indest
.Vector3d
mulAdd(double a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Vector3d
mulAdd(Vector3dc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Vector3d
mulAdd(Vector3fc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.Vector3d
mulDirection(Matrix4dc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulDirection(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulDirection(Matrix4x3dc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Vector3d
mulDirection(Matrix4x3fc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Vector3d
mulPosition(Matrix4dc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulPosition(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulPosition(Matrix4x3dc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.Vector3d
mulPosition(Matrix4x3fc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.double
mulPositionW(Matrix4dc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.double
mulPositionW(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.Vector3d
mulProject(Matrix4dc mat, double w, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector3d
mulProject(Matrix4dc mat, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector3d
mulProject(Matrix4fc mat, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.Vector3d
mulTranspose(Matrix3dc mat, Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result indest
.Vector3d
mulTranspose(Matrix3fc mat, Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result indest
.Vector3d
mulTransposeDirection(Matrix4dc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulTransposeDirection(Matrix4fc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulTransposePosition(Matrix4dc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
mulTransposePosition(Matrix4fc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.Vector3d
negate(Vector3d dest)
Negate this vector and store the result indest
.Vector3d
normalize(double length, Vector3d dest)
Scale this vector to have the given length and store the result indest
.Vector3d
normalize(Vector3d dest)
Normalize this vector and store the result indest
.Vector3d
orthogonalize(Vector3dc v, Vector3d dest)
Transformthis
vector so that it is orthogonal to the given vectorv
, normalize the result and store it intodest
.Vector3d
orthogonalizeUnit(Vector3dc v, Vector3d dest)
Transformthis
vector so that it is orthogonal to the given unit vectorv
, normalize the result and store it intodest
.Vector3d
reflect(double x, double y, double z, Vector3d dest)
Reflect this vector about the given normal vector and store the result indest
.Vector3d
reflect(Vector3dc normal, Vector3d dest)
Reflect this vector about the given normal vector and store the result indest
.Vector3d
rotate(Quaterniondc quat, Vector3d dest)
Rotate this vector by the given quaternionquat
and store the result indest
.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 intodest
.Vector3d
rotateX(double angle, Vector3d dest)
Rotate this vector the specified radians around the X axis and store the result intodest
.Vector3d
rotateY(double angle, Vector3d dest)
Rotate this vector the specified radians around the Y axis and store the result intodest
.Vector3d
rotateZ(double angle, Vector3d dest)
Rotate this vector the specified radians around the Z axis and store the result intodest
.Quaterniond
rotationTo(double toDirX, double toDirY, double toDirZ, Quaterniond dest)
Compute the quaternion representing a rotation ofthis
vector to point along(toDirX, toDirY, toDirZ)
and store the result indest
.Quaterniond
rotationTo(Vector3dc toDir, Quaterniond dest)
Compute the quaternion representing a rotation ofthis
vector to point alongtoDir
and store the result indest
.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 indest
.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 indest
.Vector3d
sub(Vector3dc v, Vector3d dest)
Subtract the supplied vector from this one and store the result indest
.Vector3d
sub(Vector3fc v, Vector3d dest)
Subtract the supplied vector from this one and store the result indest
.double
x()
double
y()
double
z()
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Method Detail
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x
double x()
- Returns:
- the value of the x component
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y
double y()
- Returns:
- the value of the y component
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z
double z()
- Returns:
- the value of the z component
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get
java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
at the current bufferposition
.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 inx, y, z
order- Returns:
- the passed in buffer
- See Also:
get(int, ByteBuffer)
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get
java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
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 ByteBufferbuffer
- will receive the values of this vector inx, y, z
order- Returns:
- the passed in buffer
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get
java.nio.DoubleBuffer get(java.nio.DoubleBuffer buffer)
Store this vector into the suppliedDoubleBuffer
at the current bufferposition
.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 inx, y, z
order- Returns:
- the passed in buffer
- See Also:
get(int, DoubleBuffer)
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get
java.nio.DoubleBuffer get(int index, java.nio.DoubleBuffer buffer)
Store this vector into the suppliedDoubleBuffer
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 DoubleBufferbuffer
- will receive the values of this vector inx, y, z
order- Returns:
- the passed in buffer
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get
java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Store this vector into the suppliedFloatBuffer
at the current bufferposition
.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 inx, y, z
order- Returns:
- the passed in buffer
- See Also:
get(int, DoubleBuffer)
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get
java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Store this vector into the suppliedFloatBuffer
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 FloatBufferbuffer
- will receive the values of this vector inx, y, z
order- Returns:
- the passed in buffer
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getf
java.nio.ByteBuffer getf(java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
at the current bufferposition
.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 inx, y, z
order- Returns:
- the passed in buffer
- See Also:
get(int, ByteBuffer)
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getf
java.nio.ByteBuffer getf(int index, java.nio.ByteBuffer buffer)
Store this vector into the suppliedByteBuffer
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 ByteBufferbuffer
- will receive the values of this vector inx, y, z
order- Returns:
- the passed in buffer
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getToAddress
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
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sub
Vector3d sub(Vector3dc v, Vector3d dest)
Subtract the supplied vector from this one and store the result indest
.- Parameters:
v
- the vector to subtract fromthis
dest
- will hold the result- Returns:
- dest
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sub
Vector3d sub(Vector3fc v, Vector3d dest)
Subtract the supplied vector from this one and store the result indest
.- Parameters:
v
- the vector to subtract fromthis
dest
- will hold the result- Returns:
- dest
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sub
Vector3d sub(double x, double y, double z, Vector3d dest)
Subtract(x, y, z)
from this vector and store the result indest
.- Parameters:
x
- the x component to subtracty
- the y component to subtractz
- the z component to subtractdest
- will hold the result- Returns:
- dest
-
add
Vector3d add(Vector3dc v, Vector3d dest)
Add the supplied vector to this one and store the result indest
.- Parameters:
v
- the vector to adddest
- will hold the result- Returns:
- dest
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add
Vector3d add(Vector3fc v, Vector3d dest)
Add the supplied vector to this one and store the result indest
.- Parameters:
v
- the vector to adddest
- will hold the result- Returns:
- dest
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add
Vector3d add(double x, double y, double z, Vector3d dest)
Increment the components of this vector by the given values and store the result indest
.- Parameters:
x
- the x component to addy
- the y component to addz
- the z component to adddest
- will hold the result- Returns:
- dest
-
fma
Vector3d fma(Vector3dc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.- Parameters:
a
- the first multiplicandb
- the second multiplicanddest
- will hold the result- Returns:
- dest
-
fma
Vector3d fma(double a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.- Parameters:
a
- the first multiplicandb
- the second multiplicanddest
- will hold the result- Returns:
- dest
-
fma
Vector3d fma(Vector3dc a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.- Parameters:
a
- the first multiplicandb
- the second multiplicanddest
- will hold the result- Returns:
- dest
-
fma
Vector3d fma(Vector3fc a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.- Parameters:
a
- the first multiplicandb
- the second multiplicanddest
- will hold the result- Returns:
- dest
-
fma
Vector3d fma(double a, Vector3fc b, Vector3d dest)
Add the component-wise multiplication ofa * b
to this vector and store the result indest
.- Parameters:
a
- the first multiplicandb
- the second multiplicanddest
- will hold the result- Returns:
- dest
-
mulAdd
Vector3d mulAdd(Vector3dc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.- Parameters:
a
- the multiplicandb
- the addenddest
- will hold the result- Returns:
- dest
-
mulAdd
Vector3d mulAdd(double a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.- Parameters:
a
- the multiplicandb
- the addenddest
- will hold the result- Returns:
- dest
-
mulAdd
Vector3d mulAdd(Vector3fc a, Vector3dc b, Vector3d dest)
Add the component-wise multiplication ofthis * a
tob
and store the result indest
.- Parameters:
a
- the multiplicandb
- the addenddest
- will hold the result- Returns:
- dest
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mul
Vector3d mul(Vector3fc v, Vector3d dest)
Multiply this Vector3d component-wise by another Vector3f and store the result indest
.- Parameters:
v
- the vector to multiply bydest
- will hold the result- Returns:
- dest
-
mul
Vector3d mul(Vector3dc v, Vector3d dest)
Multiply this byv
component-wise and store the result intodest
.- Parameters:
v
- the vector to multiply bydest
- 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 indest
.- Parameters:
v
- the vector to divide bydest
- will hold the result- Returns:
- dest
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div
Vector3d div(Vector3dc v, Vector3d dest)
Divide this byv
component-wise and store the result intodest
.- Parameters:
v
- the vector to divide bydest
- will hold the result- Returns:
- dest
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mulProject
Vector3d mulProject(Matrix4dc mat, double w, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.This method uses the given
w
as the fourth vector component.- Parameters:
mat
- the matrix to multiply this vector byw
- the w component to usedest
- will hold the result- Returns:
- dest
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mulProject
Vector3d mulProject(Matrix4dc mat, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.This method uses
w=1.0
as the fourth vector component.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulProject
Vector3d mulProject(Matrix4fc mat, Vector3d dest)
Multiply the given matrixmat
with this Vector3d, perform perspective division and store the result indest
.This method uses
w=1.0
as the fourth vector component.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mul
Vector3d mul(Matrix3dc mat, Vector3d dest)
Multiply the given matrixmat
withthis
and store the result indest
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mul
Vector3f mul(Matrix3dc mat, Vector3f dest)
Multiply the given matrixmat
withthis
and store the result indest
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mul
Vector3d mul(Matrix3fc mat, Vector3d dest)
Multiply the given matrixmat
withthis
and store the result indest
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mul
Vector3d mul(Matrix3x2dc mat, Vector3d dest)
Multiply the given matrixmat
withthis
by assuming a third row in the matrix of(0, 0, 1)
and store the result indest
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mul
Vector3d mul(Matrix3x2fc mat, Vector3d dest)
Multiply the given matrixmat
withthis
by assuming a third row in the matrix of(0, 0, 1)
and store the result indest
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
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mulTranspose
Vector3d mulTranspose(Matrix3dc mat, Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result indest
.- Parameters:
mat
- the matrixdest
- will hold the result- Returns:
- dest
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mulTranspose
Vector3d mulTranspose(Matrix3fc mat, Vector3d dest)
Multiply the transpose of the given matrix with this Vector3f and store the result indest
.- Parameters:
mat
- the matrixdest
- will hold the result- Returns:
- dest
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mulPosition
Vector3d mulPosition(Matrix4dc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulPosition
Vector3d mulPosition(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulPosition
Vector3d mulPosition(Matrix4x3dc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulPosition
Vector3d mulPosition(Matrix4x3fc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulTransposePosition
Vector3d mulTransposePosition(Matrix4dc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix whose transpose to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulTransposePosition
Vector3d mulTransposePosition(Matrix4fc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix whose transpose to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulPositionW
double mulPositionW(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- 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 matrixmat
withthis
, store the result indest
and return the w component of the resulting 4D vector.This method assumes the
w
component ofthis
to be1.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- 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 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulDirection
Vector3d mulDirection(Matrix4fc mat, Vector3d dest)
Multiply the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulDirection
Vector3d mulDirection(Matrix4x3dc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulDirection
Vector3d mulDirection(Matrix4x3fc mat, Vector3d dest)
Multiply the given 4x3 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulTransposeDirection
Vector3d mulTransposeDirection(Matrix4dc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix whose transpose to multiply this vector bydest
- will hold the result- Returns:
- dest
-
mulTransposeDirection
Vector3d mulTransposeDirection(Matrix4fc mat, Vector3d dest)
Multiply the transpose of the given 4x4 matrixmat
withthis
and store the result indest
.This method assumes the
w
component ofthis
to be0.0
.- Parameters:
mat
- the matrix whose transpose to multiply this vector bydest
- 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 indest
.- Parameters:
scalar
- the scalar factordest
- 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 indest
.- Parameters:
x
- the x component to multiply this vector byy
- the y component to multiply this vector byz
- the z component to multiply this vector bydest
- will hold the result- Returns:
- dest
-
rotate
Vector3d rotate(Quaterniondc quat, Vector3d dest)
Rotate this vector by the given quaternionquat
and store the result indest
.- Parameters:
quat
- the quaternion to rotate this vectordest
- will hold the result- Returns:
- dest
- See Also:
Quaterniond.transform(Vector3d)
-
rotationTo
Quaterniond rotationTo(Vector3dc toDir, Quaterniond dest)
Compute the quaternion representing a rotation ofthis
vector to point alongtoDir
and store the result indest
.Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
- Parameters:
toDir
- the destination directiondest
- will hold the result- Returns:
- dest
- See Also:
Quaterniond.rotationTo(Vector3dc, Vector3dc)
-
rotationTo
Quaterniond rotationTo(double toDirX, double toDirY, double toDirZ, Quaterniond dest)
Compute the quaternion representing a rotation ofthis
vector to point along(toDirX, toDirY, toDirZ)
and store the result indest
.Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
- Parameters:
toDirX
- the x coordinate of the destination directiontoDirY
- the y coordinate of the destination directiontoDirZ
- the z coordinate of the destination directiondest
- will hold the result- Returns:
- dest
- See Also:
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 intodest
.- Parameters:
angle
- the angle in radiansaX
- the x component of the rotation axisaY
- the y component of the rotation axisaZ
- the z component of the rotation axisdest
- 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 intodest
.- Parameters:
angle
- the angle in radiansdest
- 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 intodest
.- Parameters:
angle
- the angle in radiansdest
- 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 intodest
.- Parameters:
angle
- the angle in radiansdest
- 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 indest
.- Parameters:
scalar
- the scalar to divide this vector bydest
- 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 indest
.- Parameters:
x
- the x component to divide this vector byy
- the y component to divide this vector byz
- the z component to divide this vector bydest
- 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 indest
.- 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 indest
.- Parameters:
length
- the desired lengthdest
- 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 indest
.- Parameters:
v
- the other vectordest
- 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 indest
.- Parameters:
x
- the x component of the other vectory
- the y component of the other vectorz
- the z component of the other vectordest
- will hold the result- Returns:
- dest
-
distance
double distance(Vector3dc v)
Return the distance between this vector andv
.- Parameters:
v
- the other vector- Returns:
- the distance
-
distance
double distance(double x, double y, double z)
Return the distance betweenthis
vector and(x, y, z)
.- Parameters:
x
- the x component of the other vectory
- the y component of the other vectorz
- 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 andv
.- 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 betweenthis
vector and(x, y, z)
.- Parameters:
x
- the x component of the other vectory
- the y component of the other vectorz
- 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 vectory
- the y component of the other vectorz
- the z component of the other vector- Returns:
- the dot product
-
angleCos
double angleCos(Vector3dc v)
Return the cosine of the angle betweenthis
vector and the supplied vector. Use this instead ofMath.cos(angle(v))
.- Parameters:
v
- the other vector- Returns:
- the cosine of the angle
- See Also:
angle(Vector3dc)
-
angle
double angle(Vector3dc v)
Return the angle between this vector and the supplied vector.- Parameters:
v
- the other vector- Returns:
- the angle, in radians
- See Also:
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 vectorn
.- Parameters:
v
- the other vectorn
- the plane's normal vector- Returns:
- the angle, in radians
- See Also:
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 vectory
- the y coordinate of the other vectorz
- the z coordinate of the other vectornx
- the x coordinate of the plane's normal vectorny
- the y coordinate of the plane's normal vectornz
- the z coordinate of the plane's normal vector- Returns:
- the angle, in radians
-
min
Vector3d min(Vector3dc v, Vector3d dest)
Set the components ofdest
to be the component-wise minimum of this and the other vector.- Parameters:
v
- the other vectordest
- will hold the result- Returns:
- dest
-
max
Vector3d max(Vector3dc v, Vector3d dest)
Set the components ofdest
to be the component-wise maximum of this and the other vector.- Parameters:
v
- the other vectordest
- will hold the result- Returns:
- dest
-
negate
Vector3d negate(Vector3d dest)
Negate this vector and store the result indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
absolute
Vector3d absolute(Vector3d dest)
Compute the absolute values of the individual components ofthis
and store the result indest
.- 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 indest
.- Parameters:
normal
- the vector to reflect aboutdest
- 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 indest
.- Parameters:
x
- the x component of the normaly
- the y component of the normalz
- the z component of the normaldest
- 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 indest
.- Parameters:
other
- the other vectordest
- 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 indest
.- Parameters:
x
- the x component of the other vectory
- the y component of the other vectorz
- the z component of the other vectordest
- 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 betweenthis
vector and the given vectorv
and store the result indest
.- Parameters:
v
- the other vectort
- 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 betweenthis
vector and its associated tangentt0
and the given vectorv
with its tangentt1
and store the result indest
.- Parameters:
t0
- the tangent ofthis
vectorv1
- the other vectort1
- the tangent of the other vectort
- the interpolation factor, within[0..1]
dest
- will hold the result- Returns:
- dest
-
lerp
Vector3d lerp(Vector3dc other, double t, Vector3d dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
.- Parameters:
other
- the other vectort
- the interpolation factor between 0.0 and 1.0dest
- 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
- ifcomponent
is not within[0..2]
-
get
Vector3i get(int mode, Vector3i dest)
- Parameters:
mode
- theRoundingMode
to usedest
- will hold the result- Returns:
- dest
-
get
Vector3f get(Vector3f dest)
Set the components of the given vectordest
to those ofthis
vector.- Parameters:
dest
- will hold the result- Returns:
- dest
-
get
Vector3d get(Vector3d dest)
Set the components of the given vectordest
to those ofthis
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)
Transformthis
vector so that it is orthogonal to the given vectorv
, normalize the result and store it intodest
.Reference: Gram–Schmidt process
- Parameters:
v
- the reference vector which the result should be orthogonal todest
- will hold the result- Returns:
- dest
-
orthogonalizeUnit
Vector3d orthogonalizeUnit(Vector3dc v, Vector3d dest)
Transformthis
vector so that it is orthogonal to the given unit vectorv
, normalize the result and store it intodest
.The vector
v
is assumed to be aunit
vector.Reference: Gram–Schmidt process
- Parameters:
v
- the reference unit vector which the result should be orthogonal todest
- 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 indest
.- 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 indest
.- 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 indest
.- Parameters:
dest
- will hold the result- Returns:
- dest
-
isFinite
boolean isFinite()
Determine whether all components are finite floating-point values, that is, they are notNaN
and notinfinity
.- Returns:
true
if all components are finite floating-point values;false
otherwise
-
equals
boolean equals(Vector3dc v, double delta)
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
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods.- Parameters:
v
- the other vectordelta
- 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 ofthis
vector with the given(x, y, z)
and return whether all of them are equal.- Parameters:
x
- the x component to compare toy
- the y component to compare toz
- the z component to compare to- Returns:
true
if all the vector components are equal
-
-