Vector3d |
Vector3d.absolute(Vector3d dest) |
|
Vector3d |
Vector3dc.absolute(Vector3d dest) |
Compute the absolute values of the individual components of this and store the result in dest .
|
Vector3d |
Vector3d.add(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.add(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.add(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.add(Vector3dc v,
Vector3d dest) |
Add the supplied vector to this one and store the result in dest .
|
Vector3d |
Vector3dc.add(Vector3fc v,
Vector3d dest) |
Add the supplied vector to this one and store the result in dest .
|
Matrix4d |
Matrix4d.affineSpan(Vector3d corner,
Vector3d xDir,
Vector3d yDir,
Vector3d zDir) |
Compute the extents of the coordinate system before this affine transformation was applied
and store the resulting corner coordinates in corner and the span vectors in
xDir , yDir and zDir .
|
Vector3d |
Vector3d.ceil(Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.cross(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.cross(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.cross(Vector3dc v,
Vector3d dest) |
Calculate the cross product of this and v2 and store the result in dest .
|
Vector3d |
Vector3d.div(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.div(double scalar,
Vector3d dest) |
|
Vector3d |
Vector3d.div(Vector3d v) |
Divide this Vector3d component-wise by another Vector3dc.
|
Vector3d |
Vector3d.div(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.div(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.div(double scalar,
Vector3d dest) |
Divide this Vector3d by the given scalar value and store the result in dest .
|
Vector3d |
Vector3dc.div(Vector3dc v,
Vector3d dest) |
Divide this by v component-wise and store the result into dest .
|
Vector3d |
Vector3dc.div(Vector3fc v,
Vector3d dest) |
Divide this Vector3d component-wise by another Vector3f and store the result in dest .
|
static Vector3d |
Intersectiond.findClosestPointOnLineSegment(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double pX,
double pY,
double pZ,
Vector3d result) |
Find the point on the given line segment which is closest to the specified point (pX, pY, pZ) , and store the result in result .
|
static Vector3d |
Intersectiond.findClosestPointOnPlane(double aX,
double aY,
double aZ,
double nX,
double nY,
double nZ,
double pX,
double pY,
double pZ,
Vector3d result) |
Find the point on the given plane which is closest to the specified point (pX, pY, pZ) and store the result in result .
|
static Vector3d |
Intersectiond.findClosestPointOnRectangle(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double cX,
double cY,
double cZ,
double pX,
double pY,
double pZ,
Vector3d res) |
Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point
(pX, pY, pZ) and store the result into res .
|
static int |
Intersectiond.findClosestPointOnTriangle(double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
double pX,
double pY,
double pZ,
Vector3d result) |
Determine the closest point on the triangle with the given vertices (v0X, v0Y, v0Z) , (v1X, v1Y, v1Z) , (v2X, v2Y, v2Z)
between that triangle and the given point (pX, pY, pZ) and store that point into the given result .
|
static int |
Intersectiond.findClosestPointOnTriangle(Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
Vector3dc p,
Vector3d result) |
Determine the closest point on the triangle with the vertices v0 , v1 , v2
between that triangle and the given point p and store that point into the given result .
|
static double |
Intersectiond.findClosestPointsLineSegments(double a0X,
double a0Y,
double a0Z,
double a1X,
double a1Y,
double a1Z,
double b0X,
double b0Y,
double b0Z,
double b1X,
double b1Y,
double b1Z,
Vector3d resultA,
Vector3d resultB) |
Find the closest points on the two line segments, store the point on the first line segment in resultA and
the point on the second line segment in resultB , and return the square distance between both points.
|
static double |
Intersectiond.findClosestPointsLineSegmentTriangle(double aX,
double aY,
double aZ,
double bX,
double bY,
double bZ,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector3d lineSegmentResult,
Vector3d triangleResult) |
Find the closest points on a line segment and a triangle.
|
Vector3d |
Vector3d.floor(Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.fma(double a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(double a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3dc a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3d.fma(Vector3fc a,
Vector3fc b,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.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 |
Vector3dc.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 |
Vector3dc.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 |
Vector3dc.fma(Vector3fc a,
Vector3fc b,
Vector3d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest .
|
Matrix4d |
Matrix4d.frustumAabb(Vector3d min,
Vector3d max) |
Compute the axis-aligned bounding box of the frustum described by this matrix and store the minimum corner
coordinates in the given min and the maximum corner coordinates in the given max vector.
|
Vector3d |
Matrix4d.frustumCorner(int corner,
Vector3d dest) |
|
Vector3d |
Matrix4dc.frustumCorner(int corner,
Vector3d point) |
Compute the corner coordinates of the frustum defined by this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given point .
|
Vector3d |
Matrix4d.frustumRayDir(double x,
double y,
Vector3d dest) |
|
Vector3d |
Matrix4dc.frustumRayDir(double x,
double y,
Vector3d dir) |
Obtain the direction of a ray starting at the center of the coordinate system and going
through the near frustum plane.
|
Vector3d |
Vector3d.get(Vector3d dest) |
|
Vector3d |
Vector3dc.get(Vector3d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector3d |
Vector3f.get(Vector3d dest) |
|
Vector3d |
Vector3fc.get(Vector3d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector3d |
Matrix3d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix3dc.getColumn(int column,
Vector3d dest) |
Get the column at the given column index, starting with 0 .
|
Vector3d |
Matrix4d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix4dc.getColumn(int column,
Vector3d dest) |
Get the first three components of the column at the given column index, starting with 0 .
|
Vector3d |
Matrix4x3d.getColumn(int column,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getColumn(int column,
Vector3d dest) |
Get the column at the given column index, starting with 0 .
|
Vector3d |
Matrix3d.getEulerAnglesXYZ(Vector3d dest) |
|
Vector3d |
Matrix3dc.getEulerAnglesXYZ(Vector3d dest) |
Extract the Euler angles from the rotation represented by this matrix and store the extracted Euler angles in dest .
|
Vector3d |
Matrix4d.getEulerAnglesXYZ(Vector3d dest) |
|
Vector3d |
Matrix4dc.getEulerAnglesXYZ(Vector3d dest) |
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of this
and store the extracted Euler angles in dest .
|
Vector3d |
Matrix4x3d.getEulerAnglesXYZ(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getEulerAnglesXYZ(Vector3d dest) |
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this
and store the extracted Euler angles in dest .
|
Vector3d |
Quaterniond.getEulerAnglesXYZ(Vector3d eulerAngles) |
|
Vector3d |
Quaterniondc.getEulerAnglesXYZ(Vector3d eulerAngles) |
Get the euler angles in radians in rotation sequence XYZ of this quaternion and store them in the
provided parameter eulerAngles .
|
Vector3d |
Quaterniond.getEulerAnglesYXZ(Vector3d eulerAngles) |
|
Vector3d |
Quaterniondc.getEulerAnglesYXZ(Vector3d eulerAngles) |
Get the euler angles in radians in rotation sequence YXZ of this quaternion and store them in the
provided parameter eulerAngles .
|
Vector3d |
Quaterniond.getEulerAnglesZXY(Vector3d eulerAngles) |
|
Vector3d |
Quaterniondc.getEulerAnglesZXY(Vector3d eulerAngles) |
Get the euler angles in radians in rotation sequence ZXY of this quaternion and store them in the
provided parameter eulerAngles .
|
Vector3d |
Matrix3d.getEulerAnglesZYX(Vector3d dest) |
|
Vector3d |
Matrix3dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by this matrix and store the extracted Euler angles in dest .
|
Vector3d |
Matrix4d.getEulerAnglesZYX(Vector3d dest) |
|
Vector3d |
Matrix4dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by the upper left 3x3 submatrix of this
and store the extracted Euler angles in dest .
|
Vector3d |
Matrix4x3d.getEulerAnglesZYX(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getEulerAnglesZYX(Vector3d dest) |
Extract the Euler angles from the rotation represented by the left 3x3 submatrix of this
and store the extracted Euler angles in dest .
|
Vector3d |
Quaterniond.getEulerAnglesZYX(Vector3d eulerAngles) |
|
Vector3d |
Quaterniondc.getEulerAnglesZYX(Vector3d eulerAngles) |
Get the euler angles in radians in rotation sequence ZYX of this quaternion and store them in the
provided parameter eulerAngles .
|
Vector3d |
Matrix3d.getRow(int row,
Vector3d dest) |
|
Vector3d |
Matrix3dc.getRow(int row,
Vector3d dest) |
Get the row at the given row index, starting with 0 .
|
Vector3d |
Matrix4d.getRow(int row,
Vector3d dest) |
|
Vector3d |
Matrix4dc.getRow(int row,
Vector3d dest) |
Get the first three components of the row at the given row index, starting with 0 .
|
Vector3d |
Matrix3d.getScale(Vector3d dest) |
|
Vector3d |
Matrix3dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4d.getScale(Vector3d dest) |
|
Vector3d |
Matrix4dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4x3d.getScale(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getScale(Vector3d dest) |
Get the scaling factors of this matrix for the three base axes.
|
Vector3d |
Matrix4d.getTranslation(Vector3d dest) |
|
Vector3d |
Matrix4dc.getTranslation(Vector3d dest) |
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz .
|
Vector3d |
Matrix4x3d.getTranslation(Vector3d dest) |
|
Vector3d |
Matrix4x3dc.getTranslation(Vector3d dest) |
Get only the translation components (m30, m31, m32) of this matrix and store them in the given vector xyz .
|
Vector3d |
Vector3d.half(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.half(Vector3dc other,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.half(Vector3dc other,
Vector3d dest) |
Compute the half vector between this and the other vector and store the result in dest .
|
Vector3d |
Vector3d.hermite(Vector3dc t0,
Vector3dc v1,
Vector3dc t1,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 .
|
static Vector3d |
Interpolationd.interpolateTriangle(double v0X,
double v0Y,
double f0X,
double f0Y,
double f0Z,
double v1X,
double v1Y,
double f1X,
double f1Y,
double f1Z,
double v2X,
double v2Y,
double f2X,
double f2Y,
double f2Z,
double x,
double y,
Vector3d dest) |
Bilinearly interpolate the three-dimensional vector f over the given triangle and store the result in dest .
|
static Vector3d |
Interpolationd.interpolationFactorsTriangle(double v0X,
double v0Y,
double v1X,
double v1Y,
double v2X,
double v2Y,
double x,
double y,
Vector3d dest) |
Compute the interpolation factors (t0, t1, t2) in order to interpolate an arbitrary value over a given
triangle at the given point (x, y) .
|
static boolean |
Intersectiond.intersectCircleCircle(double aX,
double aY,
double radiusSquaredA,
double bX,
double bY,
double radiusSquaredB,
Vector3d intersectionCenterAndHL) |
Test whether the one circle with center (aX, aY) and square radius radiusSquaredA intersects the other
circle with center (bX, bY) and square radius radiusSquaredB , and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.
|
static boolean |
Intersectiond.intersectCircleCircle(Vector2dc centerA,
double radiusSquaredA,
Vector2dc centerB,
double radiusSquaredB,
Vector3d intersectionCenterAndHL) |
Test whether the one circle with center centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB , and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.
|
static boolean |
Intersectiond.intersectLineCircle(double x0,
double y0,
double x1,
double y1,
double centerX,
double centerY,
double radius,
Vector3d intersectionCenterAndHL) |
Test whether the line defined by the two points (x0, y0) and (x1, y1) intersects the circle with center
(centerX, centerY) and radius , and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.
|
static boolean |
Intersectiond.intersectLineCircle(double a,
double b,
double c,
double centerX,
double centerY,
double radius,
Vector3d intersectionCenterAndHL) |
Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center
(centerX, centerY) and radius , and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.
|
static boolean |
Intersectiond.intersectLineSegmentPlane(double p0X,
double p0Y,
double p0Z,
double p1X,
double p1Y,
double p1Z,
double a,
double b,
double c,
double d,
Vector3d intersectionPoint) |
Determine whether the line segment with the end points (p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0,
and return the point of intersection.
|
static boolean |
Intersectiond.intersectLineSegmentTriangle(double p0X,
double p0Y,
double p0Z,
double p1X,
double p1Y,
double p1Z,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
double epsilon,
Vector3d intersectionPoint) |
Determine whether the line segment with the end points (p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z) , (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z) ,
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.
|
static boolean |
Intersectiond.intersectLineSegmentTriangle(Vector3dc p0,
Vector3dc p1,
Vector3dc v0,
Vector3dc v1,
Vector3dc v2,
double epsilon,
Vector3d intersectionPoint) |
Determine whether the line segment with the end points p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z) , (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z) ,
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.
|
static int |
Intersectiond.intersectSphereTriangle(double sX,
double sY,
double sZ,
double sR,
double v0X,
double v0Y,
double v0Z,
double v1X,
double v1Y,
double v1Z,
double v2X,
double v2Y,
double v2Z,
Vector3d result) |
Test whether the given sphere with center (sX, sY, sZ) intersects the triangle given by its three vertices, and if they intersect
store the point of intersection into result .
|
Vector3d |
Vector3d.lerp(Vector3dc other,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.max(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.max(Vector3dc v,
Vector3d dest) |
Set the components of dest to be the component-wise maximum of this and the other vector.
|
Vector3d |
Vector3d.min(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.min(Vector3dc v,
Vector3d dest) |
Set the components of dest to be the component-wise minimum of this and the other vector.
|
Vector3d |
Vector3d.mul(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(double scalar,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3x2dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Matrix3x2fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.mul(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.mul(double scalar,
Vector3d dest) |
Multiply this Vector3d by the given scalar value and store the result in dest .
|
Vector3d |
Vector3dc.mul(Matrix3dc mat,
Vector3d dest) |
Multiply the given matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mul(Matrix3fc mat,
Vector3d dest) |
Multiply the given matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.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 |
Vector3dc.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 |
Vector3dc.mul(Vector3dc v,
Vector3d dest) |
Multiply this by v component-wise and store the result into dest .
|
Vector3d |
Vector3dc.mul(Vector3fc v,
Vector3d dest) |
Multiply this Vector3d component-wise by another Vector3f and store the result in dest .
|
Vector3d |
Vector3d.mulAdd(double a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.mulAdd(Vector3dc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3d.mulAdd(Vector3fc a,
Vector3dc b,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulAdd(double a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector3d |
Vector3dc.mulAdd(Vector3dc a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector3d |
Vector3dc.mulAdd(Vector3fc a,
Vector3dc b,
Vector3d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector3d |
Vector3d.mulDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulDirection(Matrix4x3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulDirection(Matrix4fc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulDirection(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulDirection(Matrix4x3fc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3d.mulPosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulPosition(Matrix4dc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulPosition(Matrix4fc mat,
Vector3d dest) |
Multiply the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulPosition(Matrix4x3dc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulPosition(Matrix4x3fc mat,
Vector3d dest) |
Multiply the given 4x3 matrix mat with this and store the
result in dest .
|
double |
Vector3d.mulPositionW(Matrix4dc mat,
Vector3d dest) |
|
double |
Vector3d.mulPositionW(Matrix4fc mat,
Vector3d dest) |
|
double |
Vector3dc.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 |
Vector3dc.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 |
Vector3d.mulProject(Matrix4dc mat,
double w,
Vector3d dest) |
|
Vector3d |
Vector3d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulProject(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest .
|
Vector3d |
Vector3dc.mulProject(Matrix4fc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector3d, perform perspective division
and store the result in dest .
|
Vector3d |
Vector4d.mulProject(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector4dc.mulProject(Matrix4dc mat,
Vector3d dest) |
Multiply the given matrix mat with this Vector4d, perform perspective division
and store the (x, y, z) result in dest .
|
Vector3d |
Vector3d.mulTranspose(Matrix3dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTranspose(Matrix3fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTranspose(Matrix3dc mat,
Vector3d dest) |
Multiply the transpose of the given matrix with this Vector3f and store the result in dest .
|
Vector3d |
Vector3dc.mulTranspose(Matrix3fc mat,
Vector3d dest) |
Multiply the transpose of the given matrix with this Vector3f and store the result in dest .
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTransposeDirection(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulTransposeDirection(Matrix4fc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
|
Vector3d |
Vector3d.mulTransposePosition(Matrix4fc mat,
Vector3d dest) |
|
Vector3d |
Vector3dc.mulTransposePosition(Matrix4dc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3dc.mulTransposePosition(Matrix4fc mat,
Vector3d dest) |
Multiply the transpose of the given 4x4 matrix mat with this and store the
result in dest .
|
Vector3d |
Vector3d.negate(Vector3d dest) |
|
Vector3d |
Vector3dc.negate(Vector3d dest) |
Negate this vector and store the result in dest .
|
Vector3d |
Vector3d.normalize(double length,
Vector3d dest) |
|
Vector3d |
Vector3d.normalize(Vector3d dest) |
|
Vector3d |
Vector3dc.normalize(double length,
Vector3d dest) |
Scale this vector to have the given length and store the result in dest .
|
Vector3d |
Vector3dc.normalize(Vector3d dest) |
Normalize this vector and store the result in dest .
|
Vector3d |
Matrix3d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveX(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveX(Vector3d dir) |
Obtain the direction of +X before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix3d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveY(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveY(Vector3d dir) |
Obtain the direction of +Y before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix3d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix3dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix4dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Matrix4x3d.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied.
|
Vector3d |
Quaterniond.normalizedPositiveZ(Vector3d dir) |
|
Vector3d |
Quaterniondc.normalizedPositiveZ(Vector3d dir) |
Obtain the direction of +Z before the rotation transformation represented by this normalized quaternion is applied.
|
Vector3d |
Matrix4d.origin(Vector3d dest) |
|
Vector3d |
Matrix4dc.origin(Vector3d origin) |
Obtain the position that gets transformed to the origin by this matrix.
|
Vector3d |
Matrix4x3d.origin(Vector3d origin) |
|
Vector3d |
Matrix4x3dc.origin(Vector3d origin) |
Obtain the position that gets transformed to the origin by this matrix.
|
Vector3d |
Matrix4d.originAffine(Vector3d dest) |
|
Vector3d |
Matrix4dc.originAffine(Vector3d origin) |
Obtain the position that gets transformed to the origin by this affine matrix.
|
Vector3d |
Vector3d.orthogonalize(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.orthogonalizeUnit(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Matrix4d.perspectiveInvOrigin(Vector3d dest) |
|
Vector3d |
Matrix4dc.perspectiveInvOrigin(Vector3d dest) |
Compute the eye/origin of the inverse of the perspective frustum transformation defined by this matrix,
which can be the inverse of a projection matrix or the inverse of a combined modelview-projection matrix, and store the result
in the given dest .
|
static void |
Matrix4d.perspectiveOffCenterViewFromRectangle(Vector3d eye,
Vector3d p,
Vector3d x,
Vector3d y,
double nearFarDist,
boolean zeroToOne,
Matrix4d projDest,
Matrix4d viewDest) |
Create a view and off-center perspective projection matrix from a given eye position, a given bottom left corner position p of the near plane rectangle
and the extents of the near plane rectangle along its local x and y axes, and store the resulting matrices
in projDest and viewDest .
|
Vector3d |
Matrix4d.perspectiveOrigin(Vector3d dest) |
|
Vector3d |
Matrix4dc.perspectiveOrigin(Vector3d origin) |
Compute the eye/origin of the perspective frustum transformation defined by this matrix,
which can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given origin .
|
Vector3d |
Matrix3d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveX(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveX(Vector3d dir) |
Obtain the direction of +X before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveX(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveX(Vector3d dir) |
Obtain the direction of +X before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix3d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveY(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveY(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveY(Vector3d dir) |
Obtain the direction of +Y before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix3d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix3dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix4dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Matrix4x3d.positiveZ(Vector3d dir) |
|
Vector3d |
Matrix4x3dc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the transformation represented by this matrix is applied.
|
Vector3d |
Quaterniond.positiveZ(Vector3d dir) |
|
Vector3d |
Quaterniondc.positiveZ(Vector3d dir) |
Obtain the direction of +Z before the rotation transformation represented by this quaternion is applied.
|
Vector3d |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector3d winCoordsDest) |
|
Vector3d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.project(double x,
double y,
double z,
int[] viewport,
Vector3d winCoordsDest) |
Project the given (x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector3d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector3d winCoordsDest) |
Project the given position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector3d |
Vector3d.reflect(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.reflect(Vector3dc normal,
Vector3d dest) |
|
Vector3d |
Vector3dc.reflect(double x,
double y,
double z,
Vector3d dest) |
Reflect this vector about the given normal vector and store the result in dest .
|
Vector3d |
Vector3dc.reflect(Vector3dc normal,
Vector3d dest) |
Reflect this vector about the given normal vector and store the result in dest .
|
Vector3d |
Vector3d.rotate(Quaterniondc quat,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotate(Quaterniondc quat,
Vector3d dest) |
Rotate this vector by the given quaternion quat and store the result in dest .
|
Vector3d |
Vector3d.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.rotateX(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateX(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the X axis and store the result
into dest .
|
Matrix4d |
Matrix4d.rotateXYZ(Vector3d angles) |
Apply rotation of angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis.
|
Matrix4x3d |
Matrix4x3d.rotateXYZ(Vector3d angles) |
Apply rotation of angles.x radians about the X axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.z radians about the Z axis.
|
Vector3d |
Vector3d.rotateY(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateY(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the Y axis and store the result
into dest .
|
Matrix3d |
Matrix3d.rotateYXZ(Vector3d angles) |
Apply rotation of angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis.
|
Matrix4d |
Matrix4d.rotateYXZ(Vector3d angles) |
Apply rotation of angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis.
|
Matrix4x3d |
Matrix4x3d.rotateYXZ(Vector3d angles) |
Apply rotation of angles.y radians about the Y axis, followed by a rotation of angles.x radians about the X axis and
followed by a rotation of angles.z radians about the Z axis.
|
Vector3d |
Vector3d.rotateZ(double angle,
Vector3d dest) |
|
Vector3d |
Vector3dc.rotateZ(double angle,
Vector3d dest) |
Rotate this vector the specified radians around the Z axis and store the result
into dest .
|
Matrix4d |
Matrix4d.rotateZYX(Vector3d angles) |
Apply rotation of angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis.
|
Matrix4x3d |
Matrix4x3d.rotateZYX(Vector3d angles) |
Apply rotation of angles.z radians about the Z axis, followed by a rotation of angles.y radians about the Y axis and
followed by a rotation of angles.x radians about the X axis.
|
Vector3d |
Vector3d.round(Vector3d dest) |
|
Vector3d |
Vector3dc.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 |
Vector3d.smoothStep(Vector3dc v,
double t,
Vector3d dest) |
|
Vector3d |
Vector3dc.smoothStep(Vector3dc v,
double t,
Vector3d dest) |
Compute a smooth-step (i.e.
|
Vector3d |
Vector3d.sub(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Vector3d.sub(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Vector3d.sub(Vector3fc v,
Vector3d dest) |
|
Vector3d |
Vector3dc.sub(double x,
double y,
double z,
Vector3d dest) |
Subtract (x, y, z) from this vector and store the result in dest .
|
Vector3d |
Vector3dc.sub(Vector3dc v,
Vector3d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector3d |
Vector3dc.sub(Vector3fc v,
Vector3d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
static boolean |
Intersectiond.testObOb(Vector3d b0c,
Vector3d b0uX,
Vector3d b0uY,
Vector3d b0uZ,
Vector3d b0hs,
Vector3d b1c,
Vector3d b1uX,
Vector3d b1uY,
Vector3d b1uZ,
Vector3d b1hs) |
Test whether two oriented boxes given via their center position, orientation and half-size, intersect.
|
Vector3d |
AxisAngle4d.transform(Vector3d v) |
Transform the given vector by the rotation transformation described by this AxisAngle4d .
|
Vector3d |
AxisAngle4d.transform(Vector3dc v,
Vector3d dest) |
Transform the given vector by the rotation transformation described by this AxisAngle4d
and store the result in dest .
|
Vector3d |
Matrix3d.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix3d.transform(Vector3d v) |
|
Vector3d |
Matrix3d.transform(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix3dc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the vector (x, y, z) by this matrix and store the result in dest .
|
Vector3d |
Matrix3dc.transform(Vector3d v) |
Transform the given vector by this matrix.
|
Vector3d |
Matrix3dc.transform(Vector3dc v,
Vector3d dest) |
Transform the given vector by this matrix and store the result in dest .
|
Vector3d |
Matrix3x2d.transform(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest .
|
Vector3d |
Matrix3x2d.transform(Vector3d v) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in that vector.
|
Vector3d |
Matrix3x2d.transform(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in dest .
|
Vector3d |
Matrix3x2dc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the given vector (x, y, z) by this matrix and store the result in dest .
|
Vector3d |
Matrix3x2dc.transform(Vector3d v) |
Transform/multiply the given vector by this matrix by assuming a third row in this matrix of (0, 0, 1)
and store the result in that vector.
|
Vector3d |
Matrix3x2dc.transform(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector3d |
Quaterniond.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transform(Vector3d vec) |
|
Vector3d |
Quaterniond.transform(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector3d |
Quaterniondc.transform(Vector3d vec) |
Transform the given vector by this quaternion.
|
Vector3d |
Quaterniondc.transform(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector3d |
Quaternionf.transform(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transform(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transform(Vector3d vec) |
|
Vector3d |
Quaternionf.transform(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transform(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector3d |
Quaternionfc.transform(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by this quaternion
and store the result in dest .
|
Vector3d |
Quaternionfc.transform(Vector3d vec) |
Transform the given vector by this quaternion.
|
Vector3d |
Quaternionfc.transform(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Matrix4d |
Matrix4d.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
|
Matrix4d |
Matrix4d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
|
Matrix4d |
Matrix4dc.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
Transform the axis-aligned box given as the minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax .
|
Matrix4d |
Matrix4dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
Transform the axis-aligned box given as the minimum corner min and maximum corner max
by this affine matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax .
|
Matrix4x3d |
Matrix4x3d.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
|
Matrix4x3d |
Matrix4x3d.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
|
Matrix4x3d |
Matrix4x3dc.transformAab(double minX,
double minY,
double minZ,
double maxX,
double maxY,
double maxZ,
Vector3d outMin,
Vector3d outMax) |
Transform the axis-aligned box given as the minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax .
|
Matrix4x3d |
Matrix4x3dc.transformAab(Vector3dc min,
Vector3dc max,
Vector3d outMin,
Vector3d outMax) |
Transform the axis-aligned box given as the minimum corner min and maximum corner max
by this matrix and compute the axis-aligned box of the result whose minimum corner is stored in outMin
and maximum corner stored in outMax .
|
Vector3d |
Matrix4d.transformDirection(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformDirection(Vector3d dest) |
|
Vector3d |
Matrix4d.transformDirection(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformDirection(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the 3D-vector (x, y, z) , as if it was a 4D-vector with w=0, by
this matrix and store the result in dest .
|
Vector3d |
Matrix4dc.transformDirection(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4dc.transformDirection(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in dest .
|
Vector3d |
Matrix4x3d.transformDirection(Vector3d v) |
|
Vector3d |
Matrix4x3d.transformDirection(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.transformDirection(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4x3dc.transformDirection(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=0, by
this matrix and store the result in dest .
|
Vector3d |
Quaterniond.transformInverse(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformInverse(Vector3d vec) |
|
Vector3d |
Quaterniond.transformInverse(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformInverse(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector3d |
Quaterniondc.transformInverse(Vector3d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector3d |
Quaterniondc.transformInverse(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector3d |
Quaternionf.transformInverse(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverse(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverse(Vector3d vec) |
|
Vector3d |
Quaternionf.transformInverse(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformInverse(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector3d |
Quaternionfc.transformInverse(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of this quaternion
and store the result in dest .
|
Vector3d |
Quaternionfc.transformInverse(Vector3d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector3d |
Quaternionfc.transformInverse(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector3d |
Quaterniond.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformInverseUnit(Vector3d vec) |
|
Vector3d |
Quaterniond.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector3d |
Quaterniondc.transformInverseUnit(Vector3d vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector3d |
Quaterniondc.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector3d |
Quaternionf.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverseUnit(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformInverseUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector3d |
Quaternionfc.transformInverseUnit(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by the inverse of this unit quaternion
and store the result in dest .
|
Vector3d |
Quaternionfc.transformInverseUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector3d |
Matrix4d.transformPosition(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformPosition(Vector3d dest) |
|
Vector3d |
Matrix4d.transformPosition(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformPosition(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the 3D-vector (x, y, z) , as if it was a 4D-vector with w=1, by
this matrix and store the result in dest .
|
Vector3d |
Matrix4dc.transformPosition(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4dc.transformPosition(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in dest .
|
Vector3d |
Matrix4x3d.transformPosition(Vector3d v) |
|
Vector3d |
Matrix4x3d.transformPosition(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4x3dc.transformPosition(Vector3d v) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in that vector.
|
Vector3d |
Matrix4x3dc.transformPosition(Vector3dc v,
Vector3d dest) |
Transform/multiply the given 3D-vector, as if it was a 4D-vector with w=1, by
this matrix and store the result in dest .
|
Vector3d |
Quaterniond.transformPositiveX(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveX(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector3d |
Quaterniond.transformPositiveY(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveY(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector3d |
Quaterniond.transformPositiveZ(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector3d |
Quaternionf.transformPositiveZ(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector3d |
Matrix4d.transformProject(double x,
double y,
double z,
double w,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(Vector3d v) |
|
Vector3d |
Matrix4d.transformProject(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix4d.transformProject(Vector4dc v,
Vector3d dest) |
|
Vector3d |
Matrix4dc.transformProject(double x,
double y,
double z,
double w,
Vector3d dest) |
Transform/multiply the vector (x, y, z, w) by this matrix, perform perspective divide and store
(x, y, z) of the result in dest .
|
Vector3d |
Matrix4dc.transformProject(double x,
double y,
double z,
Vector3d dest) |
Transform/multiply the vector (x, y, z) by this matrix, perform perspective divide and store the result in dest .
|
Vector3d |
Matrix4dc.transformProject(Vector3d v) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector3d |
Matrix4dc.transformProject(Vector3dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in dest .
|
Vector3d |
Matrix4dc.transformProject(Vector4dc v,
Vector3d dest) |
Transform/multiply the given vector by this matrix, perform perspective divide
and store the x , y and z components of the
result in dest .
|
Vector3d |
Matrix3d.transformTranspose(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Matrix3d.transformTranspose(Vector3d v) |
|
Vector3d |
Matrix3d.transformTranspose(Vector3dc v,
Vector3d dest) |
|
Vector3d |
Matrix3dc.transformTranspose(double x,
double y,
double z,
Vector3d dest) |
Transform the vector (x, y, z) by the transpose of this matrix and store the result in dest .
|
Vector3d |
Matrix3dc.transformTranspose(Vector3d v) |
Transform the given vector by the transpose of this matrix.
|
Vector3d |
Matrix3dc.transformTranspose(Vector3dc v,
Vector3d dest) |
Transform the given vector by the transpose of this matrix and store the result in dest .
|
Vector3d |
Quaterniond.transformUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaterniond.transformUnit(Vector3d vec) |
|
Vector3d |
Quaterniond.transformUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector3d |
Quaterniondc.transformUnit(Vector3d vec) |
Transform the given vector by this unit quaternion.
|
Vector3d |
Quaterniondc.transformUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector3d |
Quaternionf.transformUnit(double x,
double y,
double z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformUnit(float x,
float y,
float z,
Vector3d dest) |
|
Vector3d |
Quaternionf.transformUnit(Vector3dc vec,
Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnit(double x,
double y,
double z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector3d |
Quaternionfc.transformUnit(float x,
float y,
float z,
Vector3d dest) |
Transform the given vector (x, y, z) by this unit quaternion
and store the result in dest .
|
Vector3d |
Quaternionfc.transformUnit(Vector3dc vec,
Vector3d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector3d |
Quaterniond.transformUnitPositiveX(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveX(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveX(Vector3d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector3d |
Quaterniond.transformUnitPositiveY(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveY(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveY(Vector3d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector3d |
Quaterniond.transformUnitPositiveZ(Vector3d dest) |
|
Vector3d |
Quaterniondc.transformUnitPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector3d |
Quaternionf.transformUnitPositiveZ(Vector3d dest) |
|
Vector3d |
Quaternionfc.transformUnitPositiveZ(Vector3d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector3d |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector3d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector3d |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
|
Vector3d |
Matrix4dc.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector3d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector3d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Matrix4d |
Matrix4d.unprojectInvRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
|
Matrix4d |
Matrix4d.unprojectInvRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
|
Matrix4d |
Matrix4dc.unprojectInvRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Unproject the given 2D window coordinates (winX, winY) by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0 .
|
Matrix4d |
Matrix4dc.unprojectInvRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0 .
|
Matrix4d |
Matrix4d.unprojectRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
|
Matrix4d |
Matrix4d.unprojectRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
|
Matrix4d |
Matrix4dc.unprojectRay(double winX,
double winY,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Unproject the given 2D window coordinates (winX, winY) by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0 .
|
Matrix4d |
Matrix4dc.unprojectRay(Vector2dc winCoords,
int[] viewport,
Vector3d originDest,
Vector3d dirDest) |
Unproject the given 2D window coordinates winCoords by this matrix using the specified viewport
and compute the origin and the direction of the resulting ray which starts at NDC z = -1.0 and goes through NDC z = +1.0 .
|