| Modifier and Type | Field and Description |
|---|---|
private Vec3f |
Line.alongVec
For computing projections along line
|
private Vec3f |
Line.direction
Normalized
|
private Vec3f |
IntersectionPoint.intPt |
static Vec3f |
Vec3f.NEG_X_AXIS |
static Vec3f |
Vec3f.NEG_Y_AXIS |
static Vec3f |
Vec3f.NEG_Z_AXIS |
private Vec3f |
PlaneUV.normal
Normalized
|
private Vec3f |
Plane.normal
Normalized
|
private Vec3f |
PlaneUV.origin |
private Vec3f |
Plane.point |
private Vec3f |
Line.point |
private Vec3f |
PlaneUV.uAxis |
private Vec3f |
PlaneUV.vAxis |
static Vec3f |
Vec3f.X_AXIS |
static Vec3f |
Vec3f.Y_AXIS |
static Vec3f |
Vec3f.Z_AXIS |
| Modifier and Type | Method and Description |
|---|---|
Vec3f |
Vec3f.addScaled(float s,
Vec3f arg)
Returns this + s * arg; creates new vector
|
Vec3f |
Vec3f.copy() |
Vec3f |
Vec3f.cross(Vec3f arg)
Returns this cross arg; creates new vector
|
Vec3f |
Line.getDirection()
Direction is normalized internally, so direction is not
necessarily equal to
plane.setDirection(direction);
plane.getDirection(); |
Vec3f |
IntersectionPoint.getIntersectionPoint() |
Vec3f |
PlaneUV.getNormal()
Normal, U and V axes are normalized internally, so, for example,
normal is not necessarily equal to
plane.setNormal(normal); plane.getNormal(); |
Vec3f |
Plane.getNormal()
Normal is normalized internally, so normal is not
necessarily equal to
plane.setNormal(normal);
plane.getNormal(); |
Vec3f |
PlaneUV.getOrigin() |
Vec3f |
Plane.getPoint() |
Vec3f |
Line.getPoint() |
Vec3f |
PlaneUV.getUAxis() |
Vec3f |
PlaneUV.getVAxis() |
Vec3f |
Vec3f.minus(Vec3f arg)
Returns this - arg; creates new vector
|
Vec3f |
Vec3f.plus(Vec3f arg)
Returns this + arg; creates new vector
|
Vec3f |
Rotf.rotateVector(Vec3f src)
Rotate a vector by this quaternion, returning newly-allocated result.
|
Vec3f |
Vec3f.times(float val)
Returns this * val; creates new vector
|
Vec3f |
Vec3d.toFloat()
Convert to single-precision
|
Vec3f |
Veci.toVec3f() |
Vec3f |
Vecf.toVec3f() |
| Modifier and Type | Method and Description |
|---|---|
void |
Vec3f.add(Vec3f b)
this = this + b
|
void |
Vec3f.add(Vec3f a,
Vec3f b)
this = a + b
|
Vec3f |
Vec3f.addScaled(float s,
Vec3f arg)
Returns this + s * arg; creates new vector
|
void |
Vec3f.addScaled(Vec3f a,
float s,
Vec3f b)
this = a + s * b
|
boolean |
Line.closestPointToRay(Vec3f rayStart,
Vec3f rayDirection,
Vec3f closestPoint)
Find closest point on this line to the given ray, specified by
start point and direction.
|
void |
Vec3f.componentMul(Vec3f arg)
Sets each component of this vector to the product of the
component with the corresponding component of the argument
vector.
|
Vec3f |
Vec3f.cross(Vec3f arg)
Returns this cross arg; creates new vector
|
void |
Vec3f.cross(Vec3f a,
Vec3f b)
this = a cross b.
|
float |
Vec3f.dot(Vec3f arg) |
float |
Rotf.get(Vec3f axis)
Returns angle (in radians) and mutates the given vector to be
the axis.
|
boolean |
Plane.intersectRay(Vec3f rayStart,
Vec3f rayDirection,
IntersectionPoint intPt)
Intersect a ray with the plane.
|
boolean |
PlaneUV.intersectRay(Vec3f rayStart,
Vec3f rayDirection,
IntersectionPoint intPt,
Vec2f uvCoords)
Intersect a ray with this plane, outputting not only the 3D
intersection point but also the U, V coordinates of the
intersection.
|
static boolean |
MathUtil.makePerpendicular(Vec3f src,
Vec3f dest)
Makes an arbitrary vector perpendicular to src and
inserts it into dest.
|
Vec3f |
Vec3f.minus(Vec3f arg)
Returns this - arg; creates new vector
|
Vec3f |
Vec3f.plus(Vec3f arg)
Returns this + arg; creates new vector
|
void |
Plane.projectPoint(Vec3f pt,
Vec3f projPt)
Project a point onto the plane
|
void |
Line.projectPoint(Vec3f pt,
Vec3f projPt)
Project a point onto the line
|
void |
PlaneUV.projectPoint(Vec3f point,
Vec3f projPt,
Vec2f uvCoords)
Project a point onto the plane
|
Vec3f |
Rotf.rotateVector(Vec3f src)
Rotate a vector by this quaternion, returning newly-allocated result.
|
void |
Rotf.rotateVector(Vec3f src,
Vec3f dest)
Rotate a vector by this quaternion.
|
void |
Vec3f.set(Vec3f arg) |
void |
Rotf.set(Vec3f axis,
float angle)
Axis does not need to be normalized but must not be the zero
vector.
|
void |
Rotf.set(Vec3f from,
Vec3f to)
Sets this rotation to that which will rotate vector "from" into
vector "to".
|
void |
Mat3f.setCol(int i,
Vec3f v)
Set column i (i=[0..2]) to vector v.
|
void |
Line.setDirection(Vec3f direction)
Setter does some work to maintain internal caches.
|
private void |
PlaneUV.setEverything(Vec3f normal,
Vec3f origin,
Vec3f uAxis,
Vec3f vAxis) |
void |
IntersectionPoint.setIntersectionPoint(Vec3f newPt) |
void |
PlaneUV.setNormal(Vec3f normal)
This version sets the normal vector and generates new U and V
axes.
|
void |
Plane.setNormal(Vec3f normal)
Setter does some work to maintain internal caches.
|
void |
PlaneUV.setNormalAndU(Vec3f normal,
Vec3f uAxis)
This version computes the V axis from (normal cross U).
|
void |
PlaneUV.setNormalAndUV(Vec3f normal,
Vec3f uAxis,
Vec3f vAxis)
Normal, U and V axes must be orthogonal and satisfy U cross V =
normal, do not need to be unit length but must not be the zero
vector.
|
void |
PlaneUV.setOrigin(Vec3f origin)
Set the origin, through which this plane goes and with respect
to which U and V coordinates are computed
|
void |
Plane.setPoint(Vec3f point)
Setter does some work to maintain internal caches
|
void |
Line.setPoint(Vec3f point)
Setter does some work to maintain internal caches.
|
void |
Mat4f.setRotation(Vec3f x,
Vec3f y,
Vec3f z)
Sets the upper-left 3x3 of this matrix assuming that the given
x, y, and z vectors form an orthonormal basis
|
void |
Mat3f.setRow(int i,
Vec3f v)
Set row i (i=[0..2]) to vector v.
|
void |
Mat4f.setScale(Vec3f scale)
Sets the elements (0, 0), (1, 1), and (2, 2) with the
appropriate elements of the given three-dimensional scale
vector.
|
void |
Mat4f.setTranslation(Vec3f trans)
Sets the translation component of this matrix (i.e., the three
top elements of the third column) without touching any of the
other parts of the matrix
|
void |
Vec3f.sub(Vec3f b)
this = this - b
|
void |
Vec3f.sub(Vec3f a,
Vec3f b)
this = a - b
|
void |
Mat4f.xformDir(Vec3f src,
Vec3f dest)
Transforms src using only the upper left 3x3.
|
void |
Mat4f.xformPt(Vec3f src,
Vec3f dest)
Transforms a 3D vector as though it had a homogeneous coordinate
and assuming that this matrix represents only rigid
transformations; i.e., is not a full transformation.
|
void |
Mat3f.xformVec(Vec3f src,
Vec3f dest)
Multiply a 3D vector by this matrix.
|
| Constructor and Description |
|---|
Line(Vec3f direction,
Vec3f point)
Line goes in direction direction through the point
point.
|
Plane(Vec3f normal,
Vec3f point)
Sets all parameters of plane.
|
PlaneUV(Vec3f normal,
Vec3f origin)
Takes normal vector and a point which the plane goes through
(which becomes the plane's "origin").
|
PlaneUV(Vec3f normal,
Vec3f origin,
Vec3f uAxis)
Takes normal vector, point which plane goes through, and the "u"
axis in the plane.
|
PlaneUV(Vec3f normal,
Vec3f origin,
Vec3f uAxis,
Vec3f vAxis)
Takes normal vector, point which plane goes through, and both
the u and v axes.
|
Rotf(Vec3f axis,
float angle)
Axis does not need to be normalized but must not be the zero
vector.
|
Rotf(Vec3f from,
Vec3f to)
Creates a rotation which will rotate vector "from" into vector
"to".
|
Vec3f(Vec3f arg) |
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