Vector4d |
Vector4d.add(Vector4dc v) |
Add the supplied vector to this one.
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Vector4d |
Vector4d.add(Vector4dc v,
Vector4d dest) |
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Vector4d |
Vector4dc.add(Vector4dc v,
Vector4d dest) |
Add the supplied vector to this one and store the result in dest .
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double |
Vector4d.angle(Vector4dc v) |
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double |
Vector4dc.angle(Vector4dc v) |
Return the angle between this vector and the supplied vector.
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double |
Vector4d.angleCos(Vector4dc v) |
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double |
Vector4dc.angleCos(Vector4dc v) |
Return the cosine of the angle between this vector and the supplied vector.
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double |
Vector4d.distance(Vector4dc v) |
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double |
Vector4dc.distance(Vector4dc v) |
Return the distance between this Vector and v .
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double |
Vector4d.distanceSquared(Vector4dc v) |
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double |
Vector4dc.distanceSquared(Vector4dc v) |
Return the square of the distance between this vector and v .
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Vector4d |
Vector4d.div(Vector4dc v) |
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Vector4d |
Vector4d.div(Vector4dc v,
Vector4d dest) |
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Vector4d |
Vector4dc.div(Vector4dc v,
Vector4d dest) |
Divide this Vector4d component-wise by the given Vector4dc and store the result in dest .
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double |
Vector4d.dot(Vector4dc v) |
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double |
Vector4dc.dot(Vector4dc v) |
Compute the dot product (inner product) of this vector and v .
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boolean |
Vector4d.equals(Vector4dc v,
double delta) |
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boolean |
Vector4dc.equals(Vector4dc v,
double delta) |
Compare the vector components of this vector with the given vector using the given delta
and return whether all of them are equal within a maximum difference of delta .
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Vector4d |
Vector4d.fma(double a,
Vector4dc b) |
Add the component-wise multiplication of a * b to this vector.
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Vector4d |
Vector4d.fma(double a,
Vector4dc b,
Vector4d dest) |
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Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b) |
Add the component-wise multiplication of a * b to this vector.
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Vector4d |
Vector4d.fma(Vector4dc a,
Vector4dc b,
Vector4d dest) |
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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 .
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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 .
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Vector4d |
Vector4d.hermite(Vector4dc t0,
Vector4dc v1,
Vector4dc t1,
double t,
Vector4d dest) |
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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 .
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Vector4d |
Vector4d.lerp(Vector4dc other,
double t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this .
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Vector4d |
Vector4d.lerp(Vector4dc other,
double t,
Vector4d dest) |
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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 .
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Vector4d |
Vector4d.max(Vector4dc v) |
Set the components of this vector to be the component-wise maximum of this and the other vector.
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Vector4d |
Vector4d.max(Vector4dc v,
Vector4d dest) |
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Vector4d |
Vector4dc.max(Vector4dc v,
Vector4d dest) |
Set the components of dest to be the component-wise maximum of this and the other vector.
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Vector4d |
Vector4d.min(Vector4dc v) |
Set the components of this vector to be the component-wise minimum of this and the other vector.
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Vector4d |
Vector4d.min(Vector4dc v,
Vector4d dest) |
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Vector4d |
Vector4dc.min(Vector4dc v,
Vector4d dest) |
Set the components of dest to be the component-wise minimum of this and the other vector.
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Vector4d |
Vector4d.mul(Vector4dc v) |
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Vector4d |
Vector4d.mul(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Vector4dc.mul(Vector4dc v,
Vector4d dest) |
Multiply this Vector4d component-wise by the given Vector4dc and store the result in dest .
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Vector4d |
Vector4d.mulAdd(double a,
Vector4dc b) |
Add the component-wise multiplication of this * a to b
and store the result in this .
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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 .
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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 .
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Vector4d |
Vector4d.set(Vector4dc v) |
Set this Vector4d to the values of the given v .
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Vector4f |
Vector4f.set(Vector4dc v) |
Set this Vector4f to the values of the given v .
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Vector4i |
Vector4i.set(Vector4dc v) |
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Vector4i |
Vector4i.set(Vector4dc v,
int mode) |
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Matrix4d |
Matrix4d.setColumn(int column,
Vector4dc src) |
Set the column at the given column index, starting with 0 .
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Matrix4d |
Matrix4d.setRow(int row,
Vector4dc src) |
Set the row at the given row index, starting with 0 .
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Matrix4x3d |
Matrix4x3d.setRow(int row,
Vector4dc src) |
Set the row at the given row index, starting with 0 .
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Matrix4d |
Matrix4d.shadow(Vector4dc light,
double a,
double b,
double c,
double d) |
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light .
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Matrix4d |
Matrix4d.shadow(Vector4dc light,
double a,
double b,
double c,
double d,
Matrix4d dest) |
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Matrix4d |
Matrix4d.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d dest) |
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Matrix4d |
Matrix4dc.shadow(Vector4dc light,
double a,
double b,
double c,
double d,
Matrix4d dest) |
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light
and store the result in dest .
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Matrix4d |
Matrix4dc.shadow(Vector4dc light,
Matrix4dc planeTransform,
Matrix4d dest) |
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light
and store the result in dest .
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
double a,
double b,
double c,
double d) |
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light .
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
double a,
double b,
double c,
double d,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
Matrix4x3dc planeTransform) |
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light .
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Matrix4x3d |
Matrix4x3d.shadow(Vector4dc light,
Matrix4x3dc planeTransform,
Matrix4x3d dest) |
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Matrix4x3d |
Matrix4x3dc.shadow(Vector4dc light,
double a,
double b,
double c,
double d,
Matrix4x3d dest) |
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equation
x*a + y*b + z*c + d = 0 as if casting a shadow from a given light position/direction light
and store the result in dest .
|
Matrix4x3d |
Matrix4x3dc.shadow(Vector4dc light,
Matrix4x3dc planeTransform,
Matrix4x3d dest) |
Apply a projection transformation to this matrix that projects onto the plane with the general plane equation
y = 0 as if casting a shadow from a given light position/direction light
and store the result in dest .
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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(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 |
Vector4dc.sub(Vector4dc v,
Vector4d dest) |
Subtract the supplied vector from this one and store the result in dest .
|
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(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4dc.transform(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4d |
Matrix4x3d.transform(Vector4dc v,
Vector4d dest) |
|
Vector4d |
Matrix4x3dc.transform(Vector4dc v,
Vector4d dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4d |
Quaterniond.transform(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transform(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transform(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transform(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4d |
Matrix4d.transformAffine(Vector4dc v,
Vector4d dest) |
|
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(Vector4dc vec,
Vector4d dest) |
|
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(Vector4dc vec,
Vector4d dest) |
|
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(Vector4dc vec,
Vector4d dest) |
|
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(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transformInverseUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector3d |
Matrix4d.transformProject(Vector4dc v,
Vector3d dest) |
|
Vector4d |
Matrix4d.transformProject(Vector4dc v,
Vector4d 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 .
|
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(Vector4dc v,
Vector4d dest) |
|
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(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaterniondc.transformUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector4d |
Quaternionf.transformUnit(Vector4dc vec,
Vector4d dest) |
|
Vector4d |
Quaternionfc.transformUnit(Vector4dc vec,
Vector4d dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|