Vector4f |
Vector4f.absolute() |
Compute the absolute of each of this vector's components.
|
Vector4f |
Vector4f.absolute(Vector4f dest) |
|
Vector4f |
Vector4fc.absolute(Vector4f dest) |
Compute the absolute of each of this vector's components
and store the result into dest .
|
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w) |
Increment the components of this vector by the given values.
|
Vector4f |
Vector4f.add(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Vector4f.add(Vector4fc v) |
Add the supplied vector to this one.
|
Vector4f |
Vector4f.add(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.add(float x,
float y,
float z,
float w,
Vector4f dest) |
Increment the components of this vector by the given values and store the result in dest .
|
Vector4f |
Vector4fc.add(Vector4fc v,
Vector4f dest) |
Add the supplied vector to this one and store the result in dest .
|
Vector4f |
Vector4f.ceil() |
Set each component of this vector to the smallest (closest to negative
infinity) float value that is greater than or equal to that
component and is equal to a mathematical integer.
|
Vector4f |
Vector4f.ceil(Vector4f dest) |
|
Vector4f |
Vector4fc.ceil(Vector4f dest) |
Compute for each component of this vector the smallest (closest to negative
infinity) float value that is greater than or equal to that
component and is equal to a mathematical integer and store the result in
dest .
|
Vector4f |
Vector4f.div(float scalar) |
Divide all components of this Vector4f by the given scalar
value.
|
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w) |
Divide the components of this Vector4f by the given scalar values and store the result in this .
|
Vector4f |
Vector4f.div(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Vector4f.div(float scalar,
Vector4f dest) |
|
Vector4f |
Vector4f.div(Vector4fc v) |
Divide this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.div(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.div(float x,
float y,
float z,
float w,
Vector4f dest) |
Divide the components of this Vector4f by the given scalar values and store the result in dest .
|
Vector4f |
Vector4fc.div(float scalar,
Vector4f dest) |
Divide all components of this Vector4f by the given scalar
value and store the result in dest .
|
Vector4f |
Vector4fc.div(Vector4fc v,
Vector4f dest) |
Divide this Vector4f component-wise by another Vector4f and store the result in dest .
|
Vector4f |
Vector4f.floor() |
Set each component of this vector to the largest (closest to positive
infinity) float value that is less than or equal to that
component and is equal to a mathematical integer.
|
Vector4f |
Vector4f.floor(Vector4f dest) |
|
Vector4f |
Vector4fc.floor(Vector4f dest) |
Compute for each component of this vector the largest (closest to positive
infinity) float value that is less than or equal to that
component and is equal to a mathematical integer and store the result in
dest .
|
Vector4f |
Vector4f.fma(float a,
Vector4fc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector4f |
Vector4f.fma(float a,
Vector4fc b,
Vector4f dest) |
|
Vector4f |
Vector4f.fma(Vector4fc a,
Vector4fc b) |
Add the component-wise multiplication of a * b to this vector.
|
Vector4f |
Vector4f.fma(Vector4fc a,
Vector4fc b,
Vector4f dest) |
|
Vector4f |
Vector4fc.fma(float a,
Vector4fc b,
Vector4f dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest .
|
Vector4f |
Vector4fc.fma(Vector4fc a,
Vector4fc b,
Vector4f dest) |
Add the component-wise multiplication of a * b to this vector
and store the result in dest .
|
Vector4f |
Matrix4f.frustumPlane(int plane,
Vector4f dest) |
|
Vector4f |
Matrix4fc.frustumPlane(int plane,
Vector4f planeEquation) |
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 planeEquation .
|
Vector4f |
Matrix4x3f.frustumPlane(int which,
Vector4f dest) |
|
Vector4f |
Matrix4x3fc.frustumPlane(int which,
Vector4f 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 .
|
Vector4f |
Vector4d.get(Vector4f dest) |
|
Vector4f |
Vector4dc.get(Vector4f dest) |
Set the components of the given vector dest to those of this vector.
|
Vector4f |
Vector4f.get(Vector4f dest) |
|
Vector4f |
Vector4fc.get(Vector4f dest) |
Set the components of the given vector dest to those of this vector.
|
Vector4f |
Matrix4f.getColumn(int column,
Vector4f dest) |
|
Vector4f |
Matrix4fc.getColumn(int column,
Vector4f dest) |
Get the column at the given column index, starting with 0 .
|
Vector4f |
Matrix4f.getRow(int row,
Vector4f dest) |
|
Vector4f |
Matrix4fc.getRow(int row,
Vector4f dest) |
Get the row at the given row index, starting with 0 .
|
Vector4f |
Matrix4x3f.getRow(int row,
Vector4f dest) |
|
Vector4f |
Matrix4x3fc.getRow(int row,
Vector4f dest) |
Get the row at the given row index, starting with 0 .
|
Vector4f |
Vector4f.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f dest) |
|
Vector4f |
Vector4fc.hermite(Vector4fc t0,
Vector4fc v1,
Vector4fc t1,
float t,
Vector4f 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 .
|
Vector4f |
Vector4f.lerp(Vector4fc other,
float t) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in this .
|
Vector4f |
Vector4f.lerp(Vector4fc other,
float t,
Vector4f dest) |
|
Vector4f |
Vector4fc.lerp(Vector4fc other,
float t,
Vector4f dest) |
Linearly interpolate this and other using the given interpolation factor t
and store the result in dest .
|
Vector4f |
Vector4f.max(Vector4fc v) |
Set the components of this vector to be the component-wise maximum of this and the other vector.
|
Vector4f |
Vector4f.max(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.max(Vector4fc v,
Vector4f dest) |
Set the components of dest to be the component-wise maximum of this and the other vector.
|
Vector4f |
Vector4f.min(Vector4fc v) |
Set the components of this vector to be the component-wise minimum of this and the other vector.
|
Vector4f |
Vector4f.min(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.min(Vector4fc v,
Vector4f dest) |
Set the components of dest to be the component-wise minimum of this and the other vector.
|
Vector4f |
Vector4f.mul(float scalar) |
Multiply all components of this Vector4f by the given scalar
value.
|
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w) |
Multiply the components of this Vector4f by the given scalar values and store the result in this .
|
Vector4f |
Vector4f.mul(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Vector4f.mul(float scalar,
Vector4f dest) |
|
Vector4f |
Vector4f.mul(Matrix4fc mat) |
Multiply the given matrix mat with this Vector4f and store the result in
this .
|
Vector4f |
Vector4f.mul(Matrix4fc mat,
Vector4f dest) |
|
Vector4f |
Vector4f.mul(Matrix4x3fc mat) |
Multiply the given matrix mat with this Vector4f and store the result in
this .
|
Vector4f |
Vector4f.mul(Matrix4x3fc mat,
Vector4f dest) |
|
Vector4f |
Vector4f.mul(Vector4fc v) |
Multiply this Vector4f component-wise by another Vector4f.
|
Vector4f |
Vector4f.mul(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.mul(float x,
float y,
float z,
float w,
Vector4f dest) |
Multiply the components of this Vector4f by the given scalar values and store the result in dest .
|
Vector4f |
Vector4fc.mul(float scalar,
Vector4f dest) |
Multiply all components of this Vector4f by the given scalar
value and store the result in dest .
|
Vector4f |
Vector4fc.mul(Matrix4fc mat,
Vector4f dest) |
Multiply the given matrix mat with this Vector4f and store the result in
dest .
|
Vector4f |
Vector4fc.mul(Matrix4x3fc mat,
Vector4f dest) |
Multiply the given matrix mat with this Vector4f and store the result in
dest .
|
Vector4f |
Vector4fc.mul(Vector4fc v,
Vector4f dest) |
Multiply this Vector4f component-wise by another Vector4f and store the result in dest .
|
Vector4f |
Vector4f.mulAdd(float a,
Vector4fc b) |
Add the component-wise multiplication of this * a to b
and store the result in this .
|
Vector4f |
Vector4f.mulAdd(float a,
Vector4fc b,
Vector4f dest) |
|
Vector4f |
Vector4f.mulAdd(Vector4fc a,
Vector4fc b) |
Add the component-wise multiplication of this * a to b
and store the result in this .
|
Vector4f |
Vector4f.mulAdd(Vector4fc a,
Vector4fc b,
Vector4f dest) |
|
Vector4f |
Vector4fc.mulAdd(float a,
Vector4fc b,
Vector4f dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector4f |
Vector4fc.mulAdd(Vector4fc a,
Vector4fc b,
Vector4f dest) |
Add the component-wise multiplication of this * a to b
and store the result in dest .
|
Vector4f |
Vector4f.mulAffine(Matrix4fc mat,
Vector4f dest) |
|
Vector4f |
Vector4fc.mulAffine(Matrix4fc mat,
Vector4f dest) |
Multiply the given affine matrix mat with this Vector4f and store the result in
dest .
|
Vector4f |
Vector4f.mulAffineTranspose(Matrix4fc mat,
Vector4f dest) |
|
Vector4f |
Vector4fc.mulAffineTranspose(Matrix4fc mat,
Vector4f dest) |
Multiply the transpose of the given affine matrix mat with this Vector4f and store the result in
dest .
|
Vector4f |
Vector4f.mulProject(Matrix4fc mat) |
Multiply the given matrix mat with this Vector4f, perform perspective division.
|
Vector4f |
Vector4f.mulProject(Matrix4fc mat,
Vector4f dest) |
|
Vector4f |
Vector4fc.mulProject(Matrix4fc mat,
Vector4f dest) |
Multiply the given matrix mat with this Vector4f, perform perspective division
and store the result in dest .
|
Vector4f |
Vector4f.mulTranspose(Matrix4fc mat) |
Multiply the transpose of the given matrix mat with this Vector4f and store the result in
this .
|
Vector4f |
Vector4f.mulTranspose(Matrix4fc mat,
Vector4f dest) |
|
Vector4f |
Vector4fc.mulTranspose(Matrix4fc mat,
Vector4f dest) |
Multiply the transpose of the given matrix mat with this Vector4f and store the result in
dest .
|
Vector4f |
Vector4f.negate() |
Negate this vector.
|
Vector4f |
Vector4f.negate(Vector4f dest) |
|
Vector4f |
Vector4fc.negate(Vector4f dest) |
Negate this vector and store the result in dest .
|
Vector4f |
Vector4f.normalize() |
Normalizes this vector.
|
Vector4f |
Vector4f.normalize(float length) |
Scale this vector to have the given length.
|
Vector4f |
Vector4f.normalize(float length,
Vector4f dest) |
|
Vector4f |
Vector4f.normalize(Vector4f dest) |
|
Vector4f |
Vector4fc.normalize(float length,
Vector4f dest) |
Scale this vector to have the given length and store the result in dest .
|
Vector4f |
Vector4fc.normalize(Vector4f dest) |
Normalizes this vector and store the result in dest .
|
Vector4f |
Vector4f.normalize3() |
Normalize this vector by computing only the norm of (x, y, z) .
|
Vector4f |
Vector4f.normalize3(Vector4f dest) |
|
Vector4f |
Vector4fc.normalize3(Vector4f dest) |
Normalize this vector by computing only the norm of (x, y, z) and store the result in dest .
|
Vector4f |
Matrix4f.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest) |
|
Vector4f |
Matrix4f.project(Vector3fc position,
int[] viewport,
Vector4f winCoordsDest) |
|
Vector4f |
Matrix4fc.project(float x,
float y,
float z,
int[] viewport,
Vector4f winCoordsDest) |
Project the given (x, y, z) position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector4f |
Matrix4fc.project(Vector3fc position,
int[] viewport,
Vector4f winCoordsDest) |
Project the given position via this matrix using the specified viewport
and store the resulting window coordinates in winCoordsDest .
|
Vector4f |
Vector4f.rotate(Quaternionfc quat) |
Rotate this vector by the given quaternion quat and store the result in this .
|
Vector4f |
Vector4f.rotate(Quaternionfc quat,
Vector4f dest) |
|
Vector4f |
Vector4fc.rotate(Quaternionfc quat,
Vector4f dest) |
Rotate this vector by the given quaternion quat and store the result in dest .
|
Vector4f |
Vector4f.rotateAbout(float angle,
float x,
float y,
float z) |
Rotate this vector the specified radians around the given rotation axis.
|
Vector4f |
Vector4f.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest) |
|
Vector4f |
Vector4fc.rotateAxis(float angle,
float aX,
float aY,
float aZ,
Vector4f dest) |
Rotate this vector the specified radians around the given rotation axis and store the result
into dest .
|
Vector4f |
Vector4f.rotateX(float angle) |
Rotate this vector the specified radians around the X axis.
|
Vector4f |
Vector4f.rotateX(float angle,
Vector4f dest) |
|
Vector4f |
Vector4fc.rotateX(float angle,
Vector4f dest) |
Rotate this vector the specified radians around the X axis and store the result
into dest .
|
Vector4f |
Vector4f.rotateY(float angle) |
Rotate this vector the specified radians around the Y axis.
|
Vector4f |
Vector4f.rotateY(float angle,
Vector4f dest) |
|
Vector4f |
Vector4fc.rotateY(float angle,
Vector4f dest) |
Rotate this vector the specified radians around the Y axis and store the result
into dest .
|
Vector4f |
Vector4f.rotateZ(float angle) |
Rotate this vector the specified radians around the Z axis.
|
Vector4f |
Vector4f.rotateZ(float angle,
Vector4f dest) |
|
Vector4f |
Vector4fc.rotateZ(float angle,
Vector4f dest) |
Rotate this vector the specified radians around the Z axis and store the result
into dest .
|
Vector4f |
Vector4f.round() |
Set each component of this vector to the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity.
|
Vector4f |
Vector4f.round(Vector4f dest) |
|
Vector4f |
Vector4fc.round(Vector4f dest) |
Compute for each component of this vector the closest float that is equal to
a mathematical integer, with ties rounding to positive infinity and store
the result in dest .
|
Vector4f |
Vector4f.set(double d) |
Set the x, y, z, and w components to the supplied value.
|
Vector4f |
Vector4f.set(double x,
double y,
double z,
double w) |
Set the x, y, z, and w components to the supplied values.
|
Vector4f |
Vector4f.set(float d) |
Set the x, y, z, and w components to the supplied value.
|
Vector4f |
Vector4f.set(float[] xyzw) |
Set the four components of this vector to the first four elements of the given array.
|
Vector4f |
Vector4f.set(float x,
float y,
float z) |
Set the x, y, z components to the supplied values.
|
Vector4f |
Vector4f.set(float x,
float y,
float z,
float w) |
Set the x, y, z, and w components to the supplied values.
|
Vector4f |
Vector4f.set(int index,
java.nio.ByteBuffer buffer) |
Read this vector from the supplied ByteBuffer starting at the specified
absolute buffer position/index.
|
Vector4f |
Vector4f.set(int index,
java.nio.FloatBuffer buffer) |
Read this vector from the supplied FloatBuffer starting at the specified
absolute buffer position/index.
|
Vector4f |
Vector4f.set(java.nio.ByteBuffer buffer) |
Read this vector from the supplied ByteBuffer at the current
buffer position .
|
Vector4f |
Vector4f.set(java.nio.FloatBuffer buffer) |
Read this vector from the supplied FloatBuffer at the current
buffer position .
|
Vector4f |
Vector4f.set(Vector2fc v,
float z,
float w) |
Sets the first two components of this to the components of given v
and last two components to the given z , and w .
|
Vector4f |
Vector4f.set(Vector2ic v,
float z,
float w) |
Sets the first two components of this to the components of given v
and last two components to the given z , and w .
|
Vector4f |
Vector4f.set(Vector3fc v,
float w) |
Set the first three components of this to the components of
v and the last component to w .
|
Vector4f |
Vector4f.set(Vector3ic v,
float w) |
Set the first three components of this to the components of
v and the last component to w .
|
Vector4f |
Vector4f.set(Vector4dc v) |
Set this Vector4f to the values of the given v .
|
Vector4f |
Vector4f.set(Vector4fc v) |
Set this Vector4f to the values of the given v .
|
Vector4f |
Vector4f.set(Vector4ic v) |
Set this Vector4f to the values of the given v .
|
Vector4f |
Vector4f.setComponent(int component,
float value) |
Set the value of the specified component of this vector.
|
Vector4f |
Vector4f.setFromAddress(long address) |
Set the values of this vector by reading 4 float values from off-heap memory,
starting at the given address.
|
Vector4f |
Vector4f.smoothStep(Vector4fc v,
float t,
Vector4f dest) |
|
Vector4f |
Vector4fc.smoothStep(Vector4fc v,
float t,
Vector4f dest) |
Compute a smooth-step (i.e.
|
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w) |
Subtract (x, y, z, w) from this.
|
Vector4f |
Vector4f.sub(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Vector4f.sub(Vector4fc v) |
Subtract the supplied vector from this one.
|
Vector4f |
Vector4f.sub(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Vector4fc.sub(float x,
float y,
float z,
float w,
Vector4f dest) |
Subtract (x, y, z, w) from this and store the result in dest .
|
Vector4f |
Vector4fc.sub(Vector4fc v,
Vector4f dest) |
Subtract the supplied vector from this one and store the result in dest .
|
Vector4f |
AxisAngle4f.transform(Vector4f v) |
Transform the given vector by the rotation transformation described by this AxisAngle4f .
|
Vector4f |
AxisAngle4f.transform(Vector4fc v,
Vector4f dest) |
Transform the given vector by the rotation transformation described by this AxisAngle4f
and store the result in dest .
|
Vector4f |
Matrix4f.transform(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Matrix4f.transform(Vector4f v) |
|
Vector4f |
Matrix4f.transform(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Matrix4fc.transform(float x,
float y,
float z,
float w,
Vector4f dest) |
Transform/multiply the vector (x, y, z, w) by this matrix and store the result in dest .
|
Vector4f |
Matrix4fc.transform(Vector4f v) |
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Matrix4fc.transform(Vector4fc v,
Vector4f dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4f |
Matrix4x3f.transform(Vector4f v) |
|
Vector4f |
Matrix4x3f.transform(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Matrix4x3fc.transform(Vector4f v) |
Transform/multiply the given vector by this matrix and store the result in that vector.
|
Vector4f |
Matrix4x3fc.transform(Vector4fc v,
Vector4f dest) |
Transform/multiply the given vector by this matrix and store the result in dest .
|
Vector4f |
Quaterniond.transform(double x,
double y,
double z,
Vector4f dest) |
|
Vector4f |
Quaterniond.transform(Vector4f vec) |
|
Vector4f |
Quaterniond.transform(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaterniondc.transform(double x,
double y,
double z,
Vector4f dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector4f |
Quaterniondc.transform(Vector4f vec) |
Transform the given vector by this quaternion.
|
Vector4f |
Quaterniondc.transform(Vector4fc vec,
Vector4f dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4f |
Quaternionf.transform(float x,
float y,
float z,
Vector4f dest) |
|
Vector4f |
Quaternionf.transform(Vector4f vec) |
|
Vector4f |
Quaternionf.transform(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaternionfc.transform(float x,
float y,
float z,
Vector4f dest) |
Transform the given vector (x, y, z) by this quaternion and store the result in dest .
|
Vector4f |
Quaternionfc.transform(Vector4f vec) |
Transform the given vector by this quaternion.
|
Vector4f |
Quaternionfc.transform(Vector4fc vec,
Vector4f dest) |
Transform the given vector by this quaternion and store the result in dest .
|
Vector4f |
Matrix4f.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Matrix4f.transformAffine(Vector4f v) |
|
Vector4f |
Matrix4f.transformAffine(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Matrix4fc.transformAffine(float x,
float y,
float z,
float w,
Vector4f dest) |
Transform/multiply the 4D-vector (x, y, z, w) by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4f |
Matrix4fc.transformAffine(Vector4f v) |
Transform/multiply the given 4D-vector by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4f |
Matrix4fc.transformAffine(Vector4fc v,
Vector4f dest) |
Transform/multiply the given 4D-vector by assuming that this matrix represents an affine transformation
(i.e.
|
Vector4f |
Quaterniond.transformInverse(double x,
double y,
double z,
Vector4f dest) |
|
Vector4f |
Quaterniond.transformInverse(Vector4f vec) |
|
Vector4f |
Quaterniond.transformInverse(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaterniondc.transformInverse(double x,
double y,
double z,
Vector4f dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector4f |
Quaterniondc.transformInverse(Vector4f vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector4f |
Quaterniondc.transformInverse(Vector4fc vec,
Vector4f dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector4f |
Quaternionf.transformInverse(float x,
float y,
float z,
Vector4f dest) |
|
Vector4f |
Quaternionf.transformInverse(Vector4f vec) |
|
Vector4f |
Quaternionf.transformInverse(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaternionfc.transformInverse(float x,
float y,
float z,
Vector4f dest) |
Transform the given vector (x, y, z) by the inverse of
this quaternion and store the result in dest .
|
Vector4f |
Quaternionfc.transformInverse(Vector4f vec) |
Transform the given vector by the inverse of this quaternion.
|
Vector4f |
Quaternionfc.transformInverse(Vector4fc vec,
Vector4f dest) |
Transform the given vector by the inverse of this quaternion and store the result in dest .
|
Vector4f |
Quaterniond.transformInverseUnit(double x,
double y,
double z,
Vector4f dest) |
|
Vector4f |
Quaterniond.transformInverseUnit(Vector4f vec) |
|
Vector4f |
Quaterniond.transformInverseUnit(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaterniondc.transformInverseUnit(double x,
double y,
double z,
Vector4f dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector4f |
Quaterniondc.transformInverseUnit(Vector4f vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector4f |
Quaterniondc.transformInverseUnit(Vector4fc vec,
Vector4f dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector4f |
Quaternionf.transformInverseUnit(float x,
float y,
float z,
Vector4f dest) |
|
Vector4f |
Quaternionf.transformInverseUnit(Vector4f vec) |
|
Vector4f |
Quaternionf.transformInverseUnit(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaternionfc.transformInverseUnit(float x,
float y,
float z,
Vector4f dest) |
Transform the given vector (x, y, z) by the inverse of
this unit quaternion and store the result in dest .
|
Vector4f |
Quaternionfc.transformInverseUnit(Vector4f vec) |
Transform the given vector by the inverse of this unit quaternion.
|
Vector4f |
Quaternionfc.transformInverseUnit(Vector4fc vec,
Vector4f dest) |
Transform the given vector by the inverse of this unit quaternion and store the result in dest .
|
Vector4f |
Quaterniond.transformPositiveX(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformPositiveX(Vector4f dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector4f |
Quaternionf.transformPositiveX(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformPositiveX(Vector4f dest) |
Transform the vector (1, 0, 0) by this quaternion.
|
Vector4f |
Quaterniond.transformPositiveY(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformPositiveY(Vector4f dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector4f |
Quaternionf.transformPositiveY(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformPositiveY(Vector4f dest) |
Transform the vector (0, 1, 0) by this quaternion.
|
Vector4f |
Quaterniond.transformPositiveZ(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformPositiveZ(Vector4f dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector4f |
Quaternionf.transformPositiveZ(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformPositiveZ(Vector4f dest) |
Transform the vector (0, 0, 1) by this quaternion.
|
Vector4f |
Matrix4f.transformProject(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Matrix4f.transformProject(Vector4f v) |
|
Vector4f |
Matrix4f.transformProject(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Matrix4fc.transformProject(float x,
float y,
float z,
float w,
Vector4f dest) |
Transform/multiply the vector (x, y, z, w) by this matrix, perform perspective divide and store the result in dest .
|
Vector4f |
Matrix4fc.transformProject(Vector4f v) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in that vector.
|
Vector4f |
Matrix4fc.transformProject(Vector4fc v,
Vector4f dest) |
Transform/multiply the given vector by this matrix, perform perspective divide and store the result in dest .
|
Vector4f |
Matrix4f.transformTranspose(float x,
float y,
float z,
float w,
Vector4f dest) |
|
Vector4f |
Matrix4f.transformTranspose(Vector4f v) |
|
Vector4f |
Matrix4f.transformTranspose(Vector4fc v,
Vector4f dest) |
|
Vector4f |
Matrix4fc.transformTranspose(float x,
float y,
float z,
float w,
Vector4f dest) |
Transform/multiply the vector (x, y, z, w) by the transpose of this matrix and store the result in dest .
|
Vector4f |
Matrix4fc.transformTranspose(Vector4f v) |
Transform/multiply the given vector by the transpose of this matrix and store the result in that vector.
|
Vector4f |
Matrix4fc.transformTranspose(Vector4fc v,
Vector4f dest) |
Transform/multiply the given vector by the transpose of this matrix and store the result in dest .
|
Vector4f |
Quaterniond.transformUnit(double x,
double y,
double z,
Vector4f dest) |
|
Vector4f |
Quaterniond.transformUnit(Vector4f vec) |
|
Vector4f |
Quaterniond.transformUnit(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaterniondc.transformUnit(double x,
double y,
double z,
Vector4f dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector4f |
Quaterniondc.transformUnit(Vector4f vec) |
Transform the given vector by this unit quaternion.
|
Vector4f |
Quaterniondc.transformUnit(Vector4fc vec,
Vector4f dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector4f |
Quaternionf.transformUnit(float x,
float y,
float z,
Vector4f dest) |
|
Vector4f |
Quaternionf.transformUnit(Vector4f vec) |
|
Vector4f |
Quaternionf.transformUnit(Vector4fc vec,
Vector4f dest) |
|
Vector4f |
Quaternionfc.transformUnit(float x,
float y,
float z,
Vector4f dest) |
Transform the given vector (x, y, z) by this unit quaternion and store the result in dest .
|
Vector4f |
Quaternionfc.transformUnit(Vector4f vec) |
Transform the given vector by this unit quaternion.
|
Vector4f |
Quaternionfc.transformUnit(Vector4fc vec,
Vector4f dest) |
Transform the given vector by this unit quaternion and store the result in dest .
|
Vector4f |
Quaterniond.transformUnitPositiveX(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformUnitPositiveX(Vector4f dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector4f |
Quaternionf.transformUnitPositiveX(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformUnitPositiveX(Vector4f dest) |
Transform the vector (1, 0, 0) by this unit quaternion.
|
Vector4f |
Quaterniond.transformUnitPositiveY(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformUnitPositiveY(Vector4f dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector4f |
Quaternionf.transformUnitPositiveY(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformUnitPositiveY(Vector4f dest) |
Transform the vector (0, 1, 0) by this unit quaternion.
|
Vector4f |
Quaterniond.transformUnitPositiveZ(Vector4f dest) |
|
Vector4f |
Quaterniondc.transformUnitPositiveZ(Vector4f dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector4f |
Quaternionf.transformUnitPositiveZ(Vector4f dest) |
|
Vector4f |
Quaternionfc.transformUnitPositiveZ(Vector4f dest) |
Transform the vector (0, 0, 1) by this unit quaternion.
|
Vector4f |
Matrix4f.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest) |
|
Vector4f |
Matrix4f.unproject(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
|
Vector4f |
Matrix4fc.unproject(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector4f |
Matrix4fc.unproject(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector4f |
Matrix4f.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest) |
|
Vector4f |
Matrix4f.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
|
Vector4f |
Matrix4fc.unprojectInv(float winX,
float winY,
float winZ,
int[] viewport,
Vector4f dest) |
Unproject the given window coordinates (winX, winY, winZ) by this matrix using the specified viewport.
|
Vector4f |
Matrix4fc.unprojectInv(Vector3fc winCoords,
int[] viewport,
Vector4f dest) |
Unproject the given window coordinates winCoords by this matrix using the specified viewport.
|
Vector4f |
Vector4f.zero() |
Set all components to zero.
|