Vector4d |
Vector4d.absolute() |
Compute the absolute of each of this vector's components.
|
Vector4d |
Vector4d.absolute(Vector4d dest) |
|
Vector4d |
Vector4dc.absolute(Vector4d dest) |
Compute the absolute of each of this vector's components
and store the result into dest .
|
Vector4d |
Vector4d.add(double x,
double y,
double z,
double w) |
Add (x, y, z, w) to this.
|
Vector4d |
Vector4d.add(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Vector4d.add(Vector4dc v) |
Add the supplied vector to this one.
|
Vector4d |
Vector4d.add(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4d.add(Vector4fc v) |
Add the supplied vector to this one.
|
Vector4d |
Vector4d.add(Vector4fc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.add(double x,
double y,
double z,
double w,
Vector4d dest) |
Add (x, y, z, w) to this and store the result in dest .
|
Vector4d |
Vector4dc.add(Vector4dc v,
Vector4d dest) |
Add the supplied vector to this one and store the result in dest .
|
Vector4d |
Vector4dc.add(Vector4fc v,
Vector4d dest) |
Add the supplied vector to this one and store the result in dest .
|
Vector4d |
Vector4d.ceil() |
Set each component of this vector to the smallest (closest to negative
infinity) double value that is greater than or equal to that
component and is equal to a mathematical integer.
|
Vector4d |
Vector4d.ceil(Vector4d dest) |
|
Vector4d |
Vector4dc.ceil(Vector4d 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 .
|
Vector4d |
Vector4d.div(double scalar) |
Divide this Vector4d by the given scalar value.
|
Vector4d |
Vector4d.div(double scalar,
Vector4d dest) |
|
Vector4d |
Vector4d.div(Vector4dc v) |
|
Vector4d |
Vector4d.div(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.div(double scalar,
Vector4d dest) |
Divide this Vector4d by the given scalar value and store the result in dest .
|
Vector4d |
Vector4dc.div(Vector4dc v,
Vector4d dest) |
Divide this Vector4d component-wise by the given Vector4dc and store the result in dest .
|
Vector4d |
Vector4d.floor() |
Set each component of this vector to the largest (closest to positive
infinity) double value that is less than or equal to that
component and is equal to a mathematical integer.
|
Vector4d |
Vector4d.floor(Vector4d dest) |
|
Vector4d |
Vector4dc.floor(Vector4d 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 .
|
Vector4d |
Vector4d.fma(double a,
Vector4dc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector4d |
Vector4d.fma(double a,
Vector4dc b,
Vector4d dest) |
|
Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b,
Vector4d dest) |
|
Vector4d |
Vector4dc.fma(double a,
Vector4dc b,
Vector4d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest .
|
Vector4d |
Vector4dc.fma(Vector4dc a,
Vector4dc b,
Vector4d dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest .
|
Vector4d |
Matrix4d.frustumPlane(int plane,
Vector4d dest) |
|
Vector4d |
Matrix4dc.frustumPlane(int plane,
Vector4d dest) |
Calculate a frustum plane of this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given dest .
|
Vector4d |
Matrix4x3d.frustumPlane(int which,
Vector4d dest) |
|
Vector4d |
Matrix4x3dc.frustumPlane(int which,
Vector4d dest) |
Calculate a frustum plane of this matrix, which
can be a projection matrix or a combined modelview-projection matrix, and store the result
in the given dest .
|
Vector4d |
Vector4d.get(Vector4d dest) |
|
Vector4d |
Vector4dc.get(Vector4d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector4d |
Vector4f.get(Vector4d dest) |
|
Vector4d |
Vector4fc.get(Vector4d dest) |
Set the components of the given vector dest to those of this vector.
|
Vector4d |
Matrix4d.getColumn(int column,
Vector4d dest) |
|
Vector4d |
Matrix4dc.getColumn(int column,
Vector4d dest) |
Get the column at the given column index, starting with 0 .
|
Vector4d |
Matrix4d.getRow(int row,
Vector4d dest) |
|
Vector4d |
Matrix4dc.getRow(int row,
Vector4d dest) |
Get the row at the given row index, starting with 0 .
|
Vector4d |
Matrix4x3d.getRow(int row,
Vector4d dest) |
|
Vector4d |
Matrix4x3dc.getRow(int row,
Vector4d dest) |
Get the row at the given row index, starting with 0 .
|
Vector4d |
Vector4d.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d dest) |
|
Vector4d |
Vector4dc.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d 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 .
|
Vector4d |
Vector4d.lerp(Vector4dc other,
double t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this .
|
Vector4d |
Vector4d.lerp(Vector4dc other,
double t,
Vector4d dest) |
|
Vector4d |
Vector4dc.lerp(Vector4dc other,
double t,
Vector4d dest) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in dest .
|
Vector4d |
Vector4d.max(Vector4dc v) |
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector4d |
Vector4d.max(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.max(Vector4dc v,
Vector4d dest) |
Set the components of dest to be the component-wise maximum of this and the other vector.
|
Vector4d |
Vector4d.min(Vector4dc v) |
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector4d |
Vector4d.min(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.min(Vector4dc v,
Vector4d dest) |
Set the components of dest to be the component-wise minimum of this and the other vector.
|
Vector4d |
Vector4d.mul(double scalar) |
Multiply this Vector4d by the given scalar value.
|
Vector4d |
Vector4d.mul(double scalar,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Matrix4dc mat) |
Multiply the given matrix mat with this Vector4d .
|
Vector4d |
Vector4d.mul(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Matrix4fc mat) |
Multiply the given matrix mat with this Vector4d .
|
Vector4d |
Vector4d.mul(Matrix4fc mat,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Matrix4x3dc mat) |
Multiply the given matrix mat with this Vector4d and store the result in
this .
|
Vector4d |
Vector4d.mul(Matrix4x3dc mat,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Matrix4x3fc mat) |
Multiply the given matrix mat with this Vector4d and store the result in
this .
|
Vector4d |
Vector4d.mul(Matrix4x3fc mat,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Vector4dc v) |
|
Vector4d |
Vector4d.mul(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4d.mul(Vector4fc v) |
|
Vector4d |
Vector4d.mul(Vector4fc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.mul(double scalar,
Vector4d dest) |
Multiply this Vector4d by the given scalar value and store the result in dest .
|
Vector4d |
Vector4dc.mul(Matrix4dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in dest .
|
Vector4d |
Vector4dc.mul(Matrix4fc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in dest .
|
Vector4d |
Vector4dc.mul(Matrix4x3dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in
dest .
|
Vector4d |
Vector4dc.mul(Matrix4x3fc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d and store the result in
dest .
|
Vector4d |
Vector4dc.mul(Vector4dc v,
Vector4d dest) |
Multiply this Vector4d component-wise by the given Vector4dc and store the result in dest .
|
Vector4d |
Vector4dc.mul(Vector4fc v,
Vector4d dest) |
Multiply this Vector4d component-wise by the given Vector4fc and store the result in dest .
|
Vector4d |
Vector4d.mulAdd(double a,
Vector4dc b) |
Add the component-wise multiplication of this * a to b
and store the result in this .
|
Vector4d |
Vector4d.mulAdd(double a,
Vector4dc b,
Vector4d dest) |
|
Vector4d |
Vector4d.mulAdd(Vector4dc a,
Vector4dc b) |
Add the component-wise multiplication of this * a to b
and store the result in this .
|
Vector4d |
Vector4d.mulAdd(Vector4dc a,
Vector4dc b,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulAdd(double a,
Vector4dc b,
Vector4d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector4d |
Vector4dc.mulAdd(Vector4dc a,
Vector4dc b,
Vector4d dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector4d |
Vector4d.mulAffine(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulAffine(Matrix4dc mat,
Vector4d dest) |
Multiply the given affine matrix mat with this Vector4d and store the result in
dest .
|
Vector4d |
Vector4d.mulAffineTranspose(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulAffineTranspose(Matrix4dc mat,
Vector4d dest) |
Multiply the transpose of the given affine matrix mat with this Vector4d and store the result in
dest .
|
Vector4d |
Vector4d.mulProject(Matrix4dc mat) |
Multiply the given matrix mat with this Vector4d, perform perspective division.
|
Vector4d |
Vector4d.mulProject(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulProject(Matrix4dc mat,
Vector4d dest) |
Multiply the given matrix mat with this Vector4d, perform perspective division
and store the result in dest .
|
Vector4d |
Vector4d.mulTranspose(Matrix4dc mat) |
Multiply the transpose of the given matrix mat with this Vector4f and store the result in
this .
|
Vector4d |
Vector4d.mulTranspose(Matrix4dc mat,
Vector4d dest) |
|
Vector4d |
Vector4dc.mulTranspose(Matrix4dc mat,
Vector4d dest) |
Multiply the transpose of the given matrix mat with this Vector4d and store the result in
dest .
|
Vector4d |
Vector4d.negate() |
Negate this vector.
|
Vector4d |
Vector4d.negate(Vector4d dest) |
|
Vector4d |
Vector4dc.negate(Vector4d dest) |
Negate this vector and store the result in dest .
|
Vector4d |
Vector4d.normalize() |
Normalizes this vector.
|
Vector4d |
Vector4d.normalize(double length) |
Scale this vector to have the given length.
|
Vector4d |
Vector4d.normalize(double length,
Vector4d dest) |
|
Vector4d |
Vector4d.normalize(Vector4d dest) |
|
Vector4d |
Vector4dc.normalize(double length,
Vector4d dest) |
Scale this vector to have the given length and store the result in dest .
|
Vector4d |
Vector4dc.normalize(Vector4d dest) |
Normalizes this vector and store the result in dest .
|
Vector4d |
Vector4d.normalize3() |
Normalize this vector by computing only the norm of (x, y, z) .
|
Vector4d |
Vector4d.normalize3(Vector4d dest) |
|
Vector4d |
Vector4dc.normalize3(Vector4d dest) |
Normalize this vector by computing only the norm of (x, y, z) and store the result in dest .
|
Vector4d |
Matrix4d.project(double x,
double y,
double z,
int[] viewport,
Vector4d winCoordsDest) |
|
Vector4d |
Matrix4d.project(Vector3dc position,
int[] viewport,
Vector4d dest) |
|
Vector4d |
Matrix4dc.project(double x,
double y,
double z,
int[] viewport,
Vector4d winCoordsDest) |
Project the given (x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector4d |
Matrix4dc.project(Vector3dc position,
int[] viewport,
Vector4d winCoordsDest) |
Project the given position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector4d |
Vector4d.rotate(Quaterniondc quat) |
Transform this vector by the given quaternion quat and store the result in this .
|
Vector4d |
Vector4d.rotate(Quaterniondc quat,
Vector4d dest) |
|
Vector4d |
Vector4dc.rotate(Quaterniondc quat,
Vector4d dest) |
Transform this vector by the given quaternion quat and store the result in dest .
|
Vector4d |
Vector4d.rotateAxis(double angle,
double x,
double y,
double z) |
Rotate this vector the specified radians around the given rotation axis.
|
Vector4d |
Vector4d.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest) |
|
Vector4d |
Vector4dc.rotateAxis(double angle,
double aX,
double aY,
double aZ,
Vector4d dest) |
Rotate this vector the specified radians around the given rotation axis and store the result
into dest .
|
Vector4d |
Vector4d.rotateX(double angle) |
Rotate this vector the specified radians around the X axis.
|
Vector4d |
Vector4d.rotateX(double angle,
Vector4d dest) |
|
Vector4d |
Vector4dc.rotateX(double angle,
Vector4d dest) |
Rotate this vector the specified radians around the X axis and store the result
into dest .
|
Vector4d |
Vector4d.rotateY(double angle) |
Rotate this vector the specified radians around the Y axis.
|
Vector4d |
Vector4d.rotateY(double angle,
Vector4d dest) |
|
Vector4d |
Vector4dc.rotateY(double angle,
Vector4d dest) |
Rotate this vector the specified radians around the Y axis and store the result
into dest .
|
Vector4d |
Vector4d.rotateZ(double angle) |
Rotate this vector the specified radians around the Z axis.
|
Vector4d |
Vector4d.rotateZ(double angle,
Vector4d dest) |
|
Vector4d |
Vector4dc.rotateZ(double angle,
Vector4d dest) |
Rotate this vector the specified radians around the Z axis and store the result
into dest .
|
Vector4d |
Vector4d.round() |
Set each component of this vector to the closest double that is equal to
a mathematical integer, with ties rounding to positive infinity.
|
Vector4d |
Vector4d.round(Vector4d dest) |
|
Vector4d |
Vector4dc.round(Vector4d 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 .
|
Vector4d |
Vector4d.set(double d) |
Set the x, y, z, and w components to the supplied value.
|
Vector4d |
Vector4d.set(double[] xyzw) |
Set the four components of this vector to the first four elements of the given array.
|
Vector4d |
Vector4d.set(double x,
double y,
double z) |
Set the x, y, z components to the supplied values.
|
Vector4d |
Vector4d.set(double x,
double y,
double z,
double w) |
Set the x, y, z, and w components to the supplied values.
|
Vector4d |
Vector4d.set(float[] xyzw) |
Set the four components of this vector to the first four elements of the given array.
|
Vector4d |
Vector4d.set(int index,
java.nio.ByteBuffer buffer) |
Read this vector from the supplied ByteBuffer starting at the specified
absolute buffer position/index.
|
Vector4d |
Vector4d.set(int index,
java.nio.DoubleBuffer buffer) |
Read this vector from the supplied DoubleBuffer starting at the specified
absolute buffer position/index.
|
Vector4d |
Vector4d.set(java.nio.ByteBuffer buffer) |
Read this vector from the supplied ByteBuffer at the current
buffer position .
|
Vector4d |
Vector4d.set(java.nio.DoubleBuffer buffer) |
Read this vector from the supplied DoubleBuffer at the current
buffer position .
|
Vector4d |
Vector4d.set(Vector2dc v,
double z,
double w) |
Set the x and y components from the given v
and the z and w components to the given z and w .
|
Vector4d |
Vector4d.set(Vector2fc v,
double z,
double w) |
Set the x and y components from the given v
and the z and w components to the given z and w .
|
Vector4d |
Vector4d.set(Vector2ic v,
double z,
double w) |
Set the x and y components from the given v
and the z and w components to the given z and w .
|
Vector4d |
Vector4d.set(Vector3dc v,
double w) |
Set the x, y, and z components of this to the components of
v and the w component to w .
|
Vector4d |
Vector4d.set(Vector3fc v,
double w) |
Set the x, y, and z components of this to the components of
v and the w component to w .
|
Vector4d |
Vector4d.set(Vector3ic v,
double w) |
Set the x, y, and z components of this to the components of
v and the w component to w .
|
Vector4d |
Vector4d.set(Vector4dc v) |
Set this Vector4d to the values of the given v .
|
Vector4d |
Vector4d.set(Vector4fc v) |
Set this Vector4d to the values of the given v .
|
Vector4d |
Vector4d.set(Vector4ic v) |
Set this Vector4d to the values of the given v .
|
Vector4d |
Vector4d.setComponent(int component,
double value) |
Set the value of the specified component of this vector.
|
Vector4d |
Vector4d.setFromAddress(long address) |
Set the values of this vector by reading 4 double values from off-heap memory,
starting at the given address.
|
Vector4d |
Vector4d.smoothStep(Vector4dc v,
double t,
Vector4d dest) |
|
Vector4d |
Vector4dc.smoothStep(Vector4dc v,
double t,
Vector4d dest) |
Compute a smooth-step (i.e.
|
Vector4d |
Vector4d.sub(double x,
double y,
double z,
double w) |
Subtract (x, y, z, w) from this.
|
Vector4d |
Vector4d.sub(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Vector4d.sub(Vector4dc v) |
Subtract the supplied vector from this one.
|
Vector4d |
Vector4d.sub(Vector4dc v,
Vector4d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector4d |
Vector4d.sub(Vector4fc v) |
Subtract the supplied vector from this one.
|
Vector4d |
Vector4d.sub(Vector4fc v,
Vector4d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector4d |
Vector4dc.sub(double x,
double y,
double z,
double w,
Vector4d dest) |
Subtract (x, y, z, w) from this and store the result in dest .
|
Vector4d |
Vector4dc.sub(Vector4dc v,
Vector4d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector4d |
Vector4dc.sub(Vector4fc v,
Vector4d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector4d |
AxisAngle4d.transform(Vector4d v) |
Transform the given vector by the rotation transformation described by this AxisAngle4d .
|
Vector4d |
AxisAngle4d.transform(Vector4dc v,
Vector4d dest) |
Transform the given vector by the rotation transformation described by this AxisAngle4d
and store the result in dest .
|
Vector4d |
Matrix4d.transform(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Matrix4d.transform(Vector4d v) |
|
Vector4d |
Matrix4d.transform(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4dc.transform(double x,
double y,
double z,
double w,
Vector4d dest) |
Transform/multiply the vector (x, y, z, w) by this matrix and store the result in dest .
|
Vector4d |
Matrix4dc.transform(Vector4d v) |
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
Matrix4dc.transform(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4d |
Matrix4x3d.transform(Vector4d v) |
|
Vector4d |
Matrix4x3d.transform(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4x3dc.transform(Vector4d v) |
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4d |
Matrix4x3dc.transform(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4d |
Quaterniond.transform(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaterniond.transform(Vector4d vec) |
|
Vector4d |
Quaterniond.transform(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transform(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector4d |
Quaterniondc.transform(Vector4d vec) |
Transform the given vector by this quaternion.
|
Vector4d |
Quaterniondc.transform(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transform(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaternionf.transform(Vector4d vec) |
|
Vector4d |
Quaternionf.transform(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transform(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector4d |
Quaternionfc.transform(Vector4d vec) |
Transform the given vector by this quaternion.
|
Vector4d |
Quaternionfc.transform(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4d |
Matrix4d.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Matrix4d.transformAffine(Vector4d dest) |
|
Vector4d |
Matrix4d.transformAffine(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4dc.transformAffine(double x,
double y,
double z,
double w,
Vector4d dest) |
Transform/multiply the 4D-vector (x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4d |
Matrix4dc.transformAffine(Vector4d v) |
Transform/multiply the given 4D-vector by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4d |
Matrix4dc.transformAffine(Vector4dc v,
Vector4d dest) |
Transform/multiply the given 4D-vector by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4d |
Quaterniond.transformInverse(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaterniond.transformInverse(Vector4d vec) |
|
Vector4d |
Quaterniond.transformInverse(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transformInverse(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector4d |
Quaterniondc.transformInverse(Vector4d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector4d |
Quaterniondc.transformInverse(Vector4dc vec,
Vector4d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transformInverse(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaternionf.transformInverse(Vector4d vec) |
|
Vector4d |
Quaternionf.transformInverse(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transformInverse(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector4d |
Quaternionfc.transformInverse(Vector4d vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector4d |
Quaternionfc.transformInverse(Vector4dc vec,
Vector4d dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector4d |
Quaterniond.transformInverseUnit(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaterniond.transformInverseUnit(Vector4d vec) |
|
Vector4d |
Quaterniond.transformInverseUnit(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transformInverseUnit(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector4d |
Quaterniondc.transformInverseUnit(Vector4d vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector4d |
Quaterniondc.transformInverseUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transformInverseUnit(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaternionf.transformInverseUnit(Vector4d vec) |
|
Vector4d |
Quaternionf.transformInverseUnit(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transformInverseUnit(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector4d |
Quaternionfc.transformInverseUnit(Vector4d vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector4d |
Quaternionfc.transformInverseUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector4d |
Quaterniond.transformPositiveX(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformPositiveX(Vector4d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector4d |
Quaternionf.transformPositiveX(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformPositiveX(Vector4d dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector4d |
Quaterniond.transformPositiveY(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformPositiveY(Vector4d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector4d |
Quaternionf.transformPositiveY(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformPositiveY(Vector4d dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector4d |
Quaterniond.transformPositiveZ(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformPositiveZ(Vector4d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector4d |
Quaternionf.transformPositiveZ(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformPositiveZ(Vector4d dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector4d |
Matrix4d.transformProject(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Matrix4d.transformProject(Vector4d v) |
|
Vector4d |
Matrix4d.transformProject(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4dc.transformProject(double x,
double y,
double z,
double w,
Vector4d dest) |
Transform/multiply the vector (x, y, z, w) by this matrix, perform perspective divide and store the result in dest .
|
Vector4d |
Matrix4dc.transformProject(Vector4d v) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4d |
Matrix4dc.transformProject(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in dest .
|
Vector4d |
Matrix4d.transformTranspose(double x,
double y,
double z,
double w,
Vector4d dest) |
|
Vector4d |
Matrix4d.transformTranspose(Vector4d v) |
|
Vector4d |
Matrix4d.transformTranspose(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4dc.transformTranspose(double x,
double y,
double z,
double w,
Vector4d dest) |
Transform/multiply the vector (x, y, z, w) by the transpose of this matrix
and store the result in dest .
|
Vector4d |
Matrix4dc.transformTranspose(Vector4d v) |
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.
|
Vector4d |
Matrix4dc.transformTranspose(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by the transpose of this matrix and store the result in dest .
|
Vector4d |
Quaterniond.transformUnit(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaterniond.transformUnit(Vector4d vec) |
|
Vector4d |
Quaterniond.transformUnit(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transformUnit(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector4d |
Quaterniondc.transformUnit(Vector4d vec) |
Transform the given vector by this unit quaternion.
|
Vector4d |
Quaterniondc.transformUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transformUnit(double x,
double y,
double z,
Vector4d dest) |
|
Vector4d |
Quaternionf.transformUnit(Vector4d vec) |
|
Vector4d |
Quaternionf.transformUnit(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transformUnit(double x,
double y,
double z,
Vector4d dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector4d |
Quaternionfc.transformUnit(Vector4d vec) |
Transform the given vector by this unit quaternion.
|
Vector4d |
Quaternionfc.transformUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector4d |
Quaterniond.transformUnitPositiveX(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformUnitPositiveX(Vector4d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector4d |
Quaternionf.transformUnitPositiveX(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformUnitPositiveX(Vector4d dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector4d |
Quaterniond.transformUnitPositiveY(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformUnitPositiveY(Vector4d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector4d |
Quaternionf.transformUnitPositiveY(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformUnitPositiveY(Vector4d dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector4d |
Quaterniond.transformUnitPositiveZ(Vector4d dest) |
|
Vector4d |
Quaterniondc.transformUnitPositiveZ(Vector4d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector4d |
Quaternionf.transformUnitPositiveZ(Vector4d dest) |
|
Vector4d |
Quaternionfc.transformUnitPositiveZ(Vector4d dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector4d |
Matrix4d.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
|
Vector4d |
Matrix4d.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
|
Vector4d |
Matrix4dc.unproject(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector4d |
Matrix4dc.unproject(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector4d |
Matrix4d.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
|
Vector4d |
Matrix4d.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
|
Vector4d |
Matrix4dc.unprojectInv(double winX,
double winY,
double winZ,
int[] viewport,
Vector4d dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector4d |
Matrix4dc.unprojectInv(Vector3dc winCoords,
int[] viewport,
Vector4d dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector4d |
Vector4d.zero() |
Set all components to zero.
|