| Modifier and Type | Method and Description |
|---|---|
Vec3 |
PerspectiveProjection.projectionPoint(Vec3 dst,
Vec3 point,
float zProjectionFaceDist) |
| Modifier and Type | Method and Description |
|---|---|
static boolean |
View.project(Vec3 obj,
Mat4x4 model,
Mat4x4 proj,
Viewport viewport,
Vec3 win) |
boolean |
View.project(Vec3 object,
Vec3 win) |
Vec3 |
PerspectiveProjection.projectionPoint(Vec3 dst,
Vec3 point,
float zProjectionFaceDist) |
boolean |
PerspectiveProjection.projectSphereInNDC(Rectangle dst,
Vec3 center,
float r)
Project Sphere in Normal Device Coordinates
Reference: http://article.gmane.org/gmane.games.devel.algorithms/21697 |
void |
VolumeManipulator.rotate(Vec3 vector)
Rotate the camera.
|
void |
ICameraController.rotate(Vec3 vector) |
void |
VolumeManipulator.setRotation(Vec3 vector) |
void |
VolumeManipulator.setViewForward(Vec3 forward,
Vec3 up) |
void |
VolumeManipulator.translate(Vec3 vector)
Translate the camera.
|
void |
ICameraController.translate(Vec3 translation) |
static boolean |
View.unProject(Mat4x4 model,
Mat4x4 proj,
Viewport viewport,
Vec3 win,
Vec3 obj) |
boolean |
View.unProject(Vec3 win,
Vec3 obj)
Equivalent to gluUnProject
|
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Arc.getCenter(Vec3 dst) |
Vec3 |
Lines.getEnd(int segment,
Vec3 dst) |
Vec3 |
Lines.getStart(int segment,
Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Arc.getCenter(Vec3 dst) |
Vec3 |
Lines.getEnd(int segment,
Vec3 dst) |
Vec3 |
Lines.getStart(int segment,
Vec3 dst) |
void |
Arc.setCenter(Vec3 center) |
void |
Lines.setEnd(int segment,
Vec3 end) |
void |
Lines.setStart(int segment,
Vec3 start) |
| Constructor and Description |
|---|
Arc(Vec3 center,
float radius,
float startAngle,
float endAngle) |
Circle(Vec3 center,
float radius) |
Ellipse(Vec3 center,
float radiusX,
float radiusY) |
Ellipse(Vec3 center,
float radiusX,
float radiusY,
float startAngle,
float endAngle) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
FontPacket.getPos() |
| Modifier and Type | Method and Description |
|---|---|
void |
FontPacket.set(java.lang.String text,
Anchor anchor,
Vec3 pos,
Area clipArea,
int fontSize,
float[] color,
boolean fixedLine,
boolean spaceAtStart) |
| Constructor and Description |
|---|
FontPacket(java.lang.String text,
Anchor anchor,
Vec3 pos) |
| Modifier and Type | Field and Description |
|---|---|
Vec3 |
Dof6ConstraintComponent.angularLowerLimit |
Vec3 |
Dof6ConstraintComponent.angularUpperLimit |
Vec3 |
HingeConstraintComponent.axis |
Vec3 |
Dof6ConstraintComponent.linearLowerLimit |
Vec3 |
Dof6ConstraintComponent.linearUpperLimit |
Vec3 |
HingeConstraintComponent.pivot |
Vec3 |
Dof6ConstraintComponent.pivot |
Vec3 |
Dof6ConstraintComponent.pivot2 |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Viewer.getSpeed(Vec3 dst) |
Vec3 |
IMovable.getSpeed(Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Viewer.getSpeed(Vec3 dst) |
Vec3 |
IMovable.getSpeed(Vec3 dst) |
void |
CharacterControllerDynamic.move(Vec3 walkDirection,
float intensity) |
void |
FreeCamera.rotate(Vec3 anglesInRadians)
Rotate this
FreeCamera. |
void |
FreeCamera.setPosition(Vec3 pos) |
void |
FreeCamera.setRotation(Vec3 anglesInRadians) |
void |
Viewer.setSpeed(Vec3 speed) |
void |
IMovable.setSpeed(Vec3 speed)
Set the speed magnitude and direction
|
void |
FreeCamera.translate(Vec3 vector)
Translate the camera.
|
| Modifier and Type | Method and Description |
|---|---|
static Vec3 |
ParserUtils.parseVec3(java.lang.String s) |
| Modifier and Type | Method and Description |
|---|---|
static java.lang.String |
ParserUtils.writeVec3(Vec3 vector) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Light.getAttenuation() |
Vec3 |
Light.getSpotDirection() |
| Modifier and Type | Method and Description |
|---|---|
void |
Light.setSpotDirection(Vec3 spotDirection) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
ConstantVec3.getConstant() |
| Modifier and Type | Method and Description |
|---|---|
void |
ConstantVec3.setConstant(Vec3 src) |
| Constructor and Description |
|---|
ConstantVec3(Vec3 value) |
| Modifier and Type | Field and Description |
|---|---|
static Vec3 |
Vec3.axisX
Don't modify the value of this vector.
|
static Vec3 |
Vec3.axisY
Don't modify the value of this vector.
|
static Vec3 |
Vec3.axisZ
Don't modify the value of this vector.
|
static Vec3 |
Vec3.maxPoint
Don't modify the value of this vector.
|
static Vec3 |
Vec3.minPoint
Don't modify the value of this vector.
|
static Vec3 |
Vec3.minus_one
Don't modify the value of this vector.
|
static Vec3 |
Vec3.one
Don't modify the value of this vector.
|
static Vec3 |
Vec3.zero
Don't modify the value of this vector.
|
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Vec3.add(float x,
float y,
float z) |
Vec3 |
Vec3.add(Vec3 vec) |
Vec3 |
Vec3.add(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3.addScale(Vec3 vec1,
Vec3 vec2,
float scale) |
Vec3 |
Vec3.addScale(Vec3 vec1,
Vec3 vec2,
Vec3 scale) |
Vec3 |
Vec3.clone() |
Vec3 |
Vec3.cross(Vec3 vec1,
Vec3 vec2)
The cross product of two vectors: (y1*z2-z1*y2, z1*x2-x1*z2, x1*y2-y1*x2)
|
Vec3 |
Vec3.divide(Vec3 vec,
float f) |
Vec3 |
Vec3.divide(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3Array.get(int index,
Vec3 dst) |
Vec3 |
Quat.getAnglesXYZ(Vec3 dst)
Convert this quaternion into angles ordered: x, y, z
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Mat4x4.getAnglesXYZ(Vec3 dst)
Convert this matrix into angles ordered: x, y, z
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Quat.getAnglesYX(Vec3 dst)
Convert this quaternion into angles ordered: y, x
|
Vec3 |
Quat.getAnglesZYX(Vec3 dst)
Convert this quaternion into angles ordered: z, y, x
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Mat4x4.getAnglesZYX(Vec3 dst)
Convert this matrix into angles ordered: z, y, x
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Quat.getAxisX(Vec3 dst)
Get the axis x or the left vector defining by this quaternion
|
Vec3 |
Mat4x4.getAxisX(Vec3 dst) |
Vec3 |
Quat.getAxisY(Vec3 dst)
Get the axis y or the up vector defining by this quaternion
|
Vec3 |
Mat4x4.getAxisY(Vec3 dst) |
Vec3 |
Quat.getAxisZ(Vec3 dst)
Forward vector
|
Vec3 |
Mat4x4.getAxisZ(Vec3 dst) |
Vec3 |
Circle.getCenter() |
Vec3 |
Line.getDirection() |
Vec3 |
Transform.getLookAtForward(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtForward(Vec3 dst) |
Vec3 |
Transform.getLookAtLeft(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtLeft(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtPosition(Vec3 dst) |
Vec3 |
Transform.getLookAtUp(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtUp(Vec3 dst) |
Vec3 |
Plane.getNormal() |
Vec3 |
Circle.getNormal() |
Vec3 |
Line.getOrigin() |
Vec3 |
Transform.getPosition(Vec3 dst)
If modified, call the appropriate setter to synchronize internal data
|
Vec3 |
Plane.getRandomPointOnPlane(Vec3 dst) |
Vec3 |
Plane.getRandomVectorOnPlane(Vec3 dst) |
Vec3 |
Transform.getScale(Vec3 dst)
If modified, call the appropriate setter to synchronize internal data
|
Vec3 |
Mat4x4.getScale(Vec3 dst) |
Vec3 |
Mat4x4.getScale3x3(Vec3 dst) |
Vec3 |
Mat4x4.getTranslationLocal(Vec3 dst) |
Vec3 |
Mat4x4.getTranslationWorld(Vec3 dst) |
Vec3 |
Vec3.interpolate(Vec3 current,
Vec3 next,
float t) |
Vec3 |
Vec3.interpolateNoCheck(Vec3 current,
Vec3 next,
float t) |
Vec3 |
Vec3.invert(Vec3 vec) |
Vec3 |
Vec3.magnitude(float length) |
Vec3 |
Vec3.max(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3.min(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Plane.mirrorPoint(Vec3 dst,
Vec3 point)
point' = point - 2 * distance(point) * n
|
Vec3 |
Plane.mirrorVector(Vec3 dst,
Vec3 vector)
vector' = vector - 2 * dot(n,vector) * n
|
Vec3 |
Vec3.multiply(float f) |
Vec3 |
Vec3.multiply(Vec3 vec) |
Vec3 |
Vec3.multiply(Vec3 vec,
float f) |
Vec3 |
Vec3.multiply(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Transform.multiply(Vec3 dst,
Vec3 src) |
Vec3 |
Mat4x4.multiply(Vec3 dst,
Vec3 src)
Multiply (rotate and translate) a vector by this matrix.
|
Vec3 |
Mat4x4.multiplyDivW(Vec3 dst,
Vec3 src)
Multiply a vector by this matrix, with perspective correction.
|
Vec3 |
Mat4x4.multiplyInverseLookAt(Vec3 dst,
Vec3 src)
Equivalent: new Mat4x4().inverse(this).multiply(dst, src)
Only valid if this is a lookAt matrix |
Vec3 |
Vec3.project(Vec3 axis,
Vec3 vector)
Project the specified vector on the direction and store the result in this
|
Vec3 |
Line.project(Vec3 dst,
Vec3 src) |
Vec3 |
Plane.projectAlongDirection(Vec3 dst,
Vec3 pt,
Vec3 dir) |
Vec3 |
Plane.projectAlongDirection(Vec3 dst,
Vec3 pt,
Vec3 dir,
boolean adjustDir) |
Vec3 |
Plane.projectPoint(Vec3 dst,
Vec3 point) |
Vec3 |
Circle.projectPoint(Vec3 dst,
Vec3 src) |
Vec3 |
Plane.projectVector(Vec3 dst,
Vec3 vec) |
Vec3 |
Transform.rotate(Vec3 dst,
Vec3 src) |
Vec3 |
Quat.rotate(Vec3 dst,
Vec3 src)
This is equivalent to transform a vector by the equivalent matrix.
|
Vec3 |
Quat.rotateTransposed(Vec3 dst,
Vec3 src)
This is equivalent to rotateTransposed a vector by the equivalent matrix.
|
Vec3 |
Vec3.set(float xyz) |
Vec3 |
Vec3.set(float[] src) |
Vec3 |
Vec3.set(float x,
float y,
float z) |
Vec3 |
Vec3.set(Vec3 src)
Copy
src in this vector. |
Vec3 |
Vec3.set(Vec4 src)
Copy
src in this vector. |
Vec3 |
Vec3.setUnit() |
Vec3 |
Vec3.setX(float x) |
Vec3 |
Vec3.setY(float y) |
Vec3 |
Vec3.setZ(float z) |
Vec3 |
Vec3.setZero() |
Vec3 |
Vec3.subtract(Vec3 vec) |
Vec3 |
Vec3.subtract(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3i.toVec3() |
Vec3 |
Mat4x4.transform(Vec3 dst,
Vec3 src)
Transform (rotate) a vector by this matrix.
|
Vec3 |
Mat4x4.transformInverseLookAt(Vec3 dst,
Vec3 src)
Equivalent: new Mat4x4().inverse(this).transform(dst, src)
Only valid if this is a lookAt matrix |
Vec3 |
Mat4x4.transformTransposed(Vec3 dst,
Vec3 src)
Transform (rotate) a vector by this matrix transposed.
|
static Vec3 |
Vec3.v3() |
| Modifier and Type | Method and Description |
|---|---|
void |
Vec3Array.add(int index,
Vec3 src) |
void |
Vec3Array.add(Vec3 vec) |
Vec3 |
Vec3.add(Vec3 vec) |
Vec3 |
Vec3.add(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3.addScale(Vec3 vec1,
Vec3 vec2,
float scale) |
Vec3 |
Vec3.addScale(Vec3 vec1,
Vec3 vec2,
Vec3 scale) |
float |
Vec3.angle(Vec3 vec) |
float |
Vec3.angleOriented(Vec3 vec,
Vec3 referenceAxis) |
boolean |
Line.closestDistance(Line other,
Vec3 dstPointOnThis,
Vec3 dstPointOnOther)
http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm
|
Vec3 |
Vec3.cross(Vec3 vec1,
Vec3 vec2)
The cross product of two vectors: (y1*z2-z1*y2, z1*x2-x1*z2, x1*y2-y1*x2)
|
float |
Vec3.distance(Vec3 vec) |
float |
Plane.distance(Vec3 pt)
Calculate the distance (oriented) between a point and this plane.
|
float |
Line.distance(Vec3 pt)
Calculate the distance (oriented) between the point and this
Line. |
float |
Line.distanceAlongLine(Vec3 point) |
float |
Vec3.distanceSqr(Vec3 vec) |
Vec3 |
Vec3.divide(Vec3 vec,
float f) |
Vec3 |
Vec3.divide(Vec3 vec1,
Vec3 vec2) |
float |
Vec3.dot(Vec3 vec) |
Vec3 |
Vec3Array.get(int index,
Vec3 dst) |
float |
Quat.getAngleProjected(Vec3 refAxis) |
Vec3 |
Quat.getAnglesXYZ(Vec3 dst)
Convert this quaternion into angles ordered: x, y, z
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Mat4x4.getAnglesXYZ(Vec3 dst)
Convert this matrix into angles ordered: x, y, z
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Quat.getAnglesYX(Vec3 dst)
Convert this quaternion into angles ordered: y, x
|
Vec3 |
Quat.getAnglesZYX(Vec3 dst)
Convert this quaternion into angles ordered: z, y, x
Reference: http://jeux.developpez.com/faq/matquat/? |
Vec3 |
Mat4x4.getAnglesZYX(Vec3 dst)
Convert this matrix into angles ordered: z, y, x
Reference: http://jeux.developpez.com/faq/matquat/? |
float |
Quat.getAxisAngle(Vec3 dstAxis) |
Vec3 |
Quat.getAxisX(Vec3 dst)
Get the axis x or the left vector defining by this quaternion
|
Vec3 |
Mat4x4.getAxisX(Vec3 dst) |
Vec3 |
Quat.getAxisY(Vec3 dst)
Get the axis y or the up vector defining by this quaternion
|
Vec3 |
Mat4x4.getAxisY(Vec3 dst) |
Vec3 |
Quat.getAxisZ(Vec3 dst)
Forward vector
|
Vec3 |
Mat4x4.getAxisZ(Vec3 dst) |
Vec3 |
Transform.getLookAtForward(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtForward(Vec3 dst) |
Vec3 |
Transform.getLookAtLeft(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtLeft(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtPosition(Vec3 dst) |
Vec3 |
Transform.getLookAtUp(Vec3 dst) |
Vec3 |
Mat4x4.getLookAtUp(Vec3 dst) |
Vec3 |
Transform.getPosition(Vec3 dst)
If modified, call the appropriate setter to synchronize internal data
|
Vec3 |
Plane.getRandomPointOnPlane(Vec3 dst) |
Vec3 |
Plane.getRandomVectorOnPlane(Vec3 dst) |
void |
Mat4x4.getRotationAndScale(Quat q,
Vec3 scale)
WARNING: This is not a general way to convert a matrix into a quaternion !
|
Vec3 |
Transform.getScale(Vec3 dst)
If modified, call the appropriate setter to synchronize internal data
|
Vec3 |
Mat4x4.getScale(Vec3 dst) |
Vec3 |
Mat4x4.getScale3x3(Vec3 dst) |
Vec3 |
Mat4x4.getTranslationLocal(Vec3 dst) |
Vec3 |
Mat4x4.getTranslationWorld(Vec3 dst) |
void |
Quat.getTwistDecomposition(Quat rot,
Quat twist,
Vec3 axis)
Decompose the quaternion in a rotation quaternion
rot (perpendicular to the axis)
and a twist rotation twist (along the axis) such as:this == new Quat().multiply(rot, twist) |
Vec3 |
Vec3.interpolate(Vec3 current,
Vec3 next,
float t) |
void |
Vec3.interpolateNoCheck(Vec3 next,
float t,
float[] dest,
int destIndex) |
Vec3 |
Vec3.interpolateNoCheck(Vec3 current,
Vec3 next,
float t) |
boolean |
Plane.intersect(Vec3 dst,
Line line)
http://local.wasp.uwa.edu.au/~pbourke/geometry/planeline
|
Vec3 |
Vec3.invert(Vec3 vec) |
static boolean |
MathFunc.isVectorValid(Vec3 vector) |
Mat4x4 |
Mat4x4.lookAt(Quat q,
Vec3 position)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.lookAt(Vec3 eye,
Vec3 ref,
Vec3 up)
Create a look at matrix, and store in this matrix
|
Mat4x4 |
Mat4x4.lookAt(Vec3 left,
Vec3 up,
Vec3 forward,
Vec3 position)
Create a look at matrix, and store in this matrix
|
Vec3 |
Vec3.max(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Vec3.min(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Plane.mirrorPoint(Vec3 dst,
Vec3 point)
point' = point - 2 * distance(point) * n
|
Vec3 |
Plane.mirrorVector(Vec3 dst,
Vec3 vector)
vector' = vector - 2 * dot(n,vector) * n
|
void |
Vec3Array.multiply(Vec3 vec) |
Vec3 |
Vec3.multiply(Vec3 vec) |
Vec3 |
Vec3.multiply(Vec3 vec,
float f) |
Vec3 |
Vec3.multiply(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Transform.multiply(Vec3 dst,
Vec3 src) |
Vec3 |
Mat4x4.multiply(Vec3 dst,
Vec3 src)
Multiply (rotate and translate) a vector by this matrix.
|
Vec3 |
Mat4x4.multiplyDivW(Vec3 dst,
Vec3 src)
Multiply a vector by this matrix, with perspective correction.
|
Vec3 |
Mat4x4.multiplyInverseLookAt(Vec3 dst,
Vec3 src)
Equivalent: new Mat4x4().inverse(this).multiply(dst, src)
Only valid if this is a lookAt matrix |
float |
Vec3.normalize(Vec3 src) |
Vec3 |
Vec3.project(Vec3 axis,
Vec3 vector)
Project the specified vector on the direction and store the result in this
|
Vec3 |
Line.project(Vec3 dst,
Vec3 src) |
Vec3 |
Plane.projectAlongDirection(Vec3 dst,
Vec3 pt,
Vec3 dir) |
Vec3 |
Plane.projectAlongDirection(Vec3 dst,
Vec3 pt,
Vec3 dir,
boolean adjustDir) |
Vec3 |
Plane.projectPoint(Vec3 dst,
Vec3 point) |
Vec3 |
Circle.projectPoint(Vec3 dst,
Vec3 src) |
Vec3 |
Plane.projectVector(Vec3 dst,
Vec3 vec) |
Vec3 |
Transform.rotate(Vec3 dst,
Vec3 src) |
Vec3 |
Quat.rotate(Vec3 dst,
Vec3 src)
This is equivalent to transform a vector by the equivalent matrix.
|
Vec3 |
Quat.rotateTransposed(Vec3 dst,
Vec3 src)
This is equivalent to rotateTransposed a vector by the equivalent matrix.
|
Mat4x4 |
Mat4x4.scale(Vec3 scale)
Scale the 4x3 block of this matrix.
|
Mat4x4 |
Mat4x4.scale3x3(Vec3 scale)
Scale the 3x3 block of this matrix.
|
void |
Vec3Array.set(int index,
Vec3 src) |
Vec3 |
Vec3.set(Vec3 src)
Copy
src in this vector. |
Vec4 |
Vec4.set(Vec3 src,
float srcW)
Copy
src in this vector. |
Quat |
Quat.setAxis(Vec3 axisX,
Vec3 axisY,
Vec3 axisZ)
Deprecated.
|
Quat |
Quat.setAxisAngle(Vec3 axis,
float angleInRadians)
Create a quaternion from an axis angle rotation representation.
|
Mat4x4 |
Mat4x4.setAxisAngle(Vec3 axis,
float angleInRadians)
Set 3x3 matrix block to represent the specified rotation.
|
Line |
Line.setDirection(Vec3 origin,
Vec3 direction) |
Plane |
Plane.setFromDirections(Vec3 dir1OnPlane,
Vec3 dir2OnPlane) |
Plane |
Plane.setFromDirections(Vec3 dir1OnPlane,
Vec3 dir2OnPlane,
Vec3 pointOnPlane) |
Plane |
Plane.setFromNormal(Vec3 normal,
Vec3 point) |
Plane |
Plane.setNormal(Vec3 normal)
Set the plane normal @param normal must be normalized
|
Line |
Line.setPoints(Vec3 point1,
Vec3 point2) |
Transform |
Transform.setPosition(Vec3 position) |
Mat4x4 |
Mat4x4.setRotation(Vec3 axisX,
Vec3 axisY,
Vec3 axisZ)
Set 3x3 matrix block to represent the specified rotation.
|
Transform |
Transform.setRotationAroundPivot(Mat4x4 m,
Vec3 pivot,
Vec3 axis,
float angleInRadians)
Deprecated.
|
Transform |
Transform.setRotationAroundPivot(Quat q,
Vec3 pivot,
Vec3 axis,
float angleInRadians)
Deprecated.
|
Transform |
Transform.setRotationAroundPivot(Vec3 pivot,
Vec3 axis,
float angleInRadians)
Deprecated.
|
Transform |
Transform.setScale(Vec3 scale) |
Mat4x4 |
Mat4x4.setTranslationWorld(Vec3 translate) |
Quat |
Quat.setVectorRotation(Vec3 vec1,
Vec3 vec2)
Shortest arc rotation between the two specified vectors
|
Vec3 |
Vec3.subtract(Vec3 vec) |
Vec3 |
Vec3.subtract(Vec3 vec1,
Vec3 vec2) |
Vec3 |
Mat4x4.transform(Vec3 dst,
Vec3 src)
Transform (rotate) a vector by this matrix.
|
Vec3 |
Mat4x4.transformInverseLookAt(Vec3 dst,
Vec3 src)
Equivalent: new Mat4x4().inverse(this).transform(dst, src)
Only valid if this is a lookAt matrix |
Vec3 |
Mat4x4.transformTransposed(Vec3 dst,
Vec3 src)
Transform (rotate) a vector by this matrix transposed.
|
Mat4x4 |
Mat4x4.translateLocal(Vec3 translate) |
Mat4x4 |
Mat4x4.translateWorld(Vec3 translate) |
| Modifier and Type | Method and Description |
|---|---|
void |
Vec3Array.setElements(java.lang.Iterable<Vec3> iterable) |
| Constructor and Description |
|---|
Circle(Vec3 center,
float radius,
Vec3 normal) |
Vec4(Vec3 vector,
float w)
Constructor of the (x, y, z) Point
|
| Modifier and Type | Method and Description |
|---|---|
static Vec3 |
MemoryAllocator.allocVec3()
Reuse or alloc a
Vec3 from garbage pool |
| Modifier and Type | Method and Description |
|---|---|
static void |
MemoryAllocator.free(Vec3 v)
Free a
Vec3 to garbage pool |
| Modifier and Type | Field and Description |
|---|---|
java.util.HashMap<java.lang.Float,Vec3> |
KeyFramer.posMap |
java.util.HashMap<java.lang.Float,Vec3> |
KeyFramer.sclMap |
| Modifier and Type | Method and Description |
|---|---|
static GeometryIndexed.FaceIndexed[] |
Triangulation.triangulate(GeometryIndexed.VertexIndexed[] polygon,
Array<Vec3> positions)
Triangulation of a polygon into convex triangle
|
| Modifier and Type | Method and Description |
|---|---|
int |
HashVec3.add(Vec3 vec) |
static float |
Utils.getDistanceToViewAlongForwardAxis(ICameraController camera,
Vec3 point) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
GLc.getMaterialAmbient(Vec3 dst) |
Vec3 |
GLc.getMaterialDiffuse(Vec3 dst) |
Vec3 |
GLc.getMaterialEmission(Vec3 dst) |
Vec3 |
GLc.getMaterialSpecular(Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
GLc.getMaterialAmbient(Vec3 dst) |
Vec3 |
GLc.getMaterialDiffuse(Vec3 dst) |
Vec3 |
GLc.getMaterialEmission(Vec3 dst) |
Vec3 |
GLc.getMaterialSpecular(Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
void |
Billboard.start(IGL gl,
Vec3 pos) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
RigidBody.getAngularVelocity(Vec3 dst) |
Vec3 |
ContactPoints.getContactImpulse(int index) |
Vec3 |
ContactPoints.getContactPoint(int index) |
Vec3 |
SoftBodyWorldInfo.getGravity(Vec3 dst) |
Vec3 |
RigidBody.getGravity(Vec3 dst) |
Vec3 |
TestResult.getHitNormal() |
Vec3 |
TestResult.getHitPoint() |
Vec3 |
RigidBody.getLinearVelocity(Vec3 dst) |
Vec3 |
ConvexDecomposition.getOffset(int index) |
Vec3 |
SoftBodyWorldInfo.getWaterNormal(Vec3 dst) |
Vec3 |
SoftBody.getWindVelocity(Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
void |
SoftBody.addForce(Vec3 force)
Add force (or gravity) to the entire body
|
void |
SoftBody.addVelocity(Vec3 velocity)
Add velocity to the entire body
|
void |
SoftBody.appendAnchor(int node,
RigidBody body,
Vec3 localPivot,
boolean disableCollisionBetweenLinkedBodies,
float influence) |
void |
SoftBody.appendAngularJoint(Vec3 axis,
float erp,
float cfm,
float split,
SoftBody body) |
void |
SoftBody.appendLinearJoint(Vec3 position,
float erp,
float cfm,
float split,
SoftBody body) |
void |
RigidBody.applyCentralForce(Vec3 force) |
void |
RigidBody.applyCentralImpulse(Vec3 impulse) |
void |
RigidBody.applyForce(Vec3 force,
Vec3 relPos) |
void |
RigidBody.applyImpulse(Vec3 impulse,
Vec3 relPos) |
void |
RigidBody.applyTorque(Vec3 torque) |
void |
RigidBody.applyTorqueImpulse(Vec3 torque) |
TestResult |
PhysicWorld.closestRayTest(Vec3 rayFromWorld,
Vec3 rayToWorld) |
CollisionShape |
PhysicWorld.createBoxCollisionShape(Vec3 boxSize) |
void |
RigidBody.getAngularFactor(Vec3 dst) |
Vec3 |
RigidBody.getAngularVelocity(Vec3 dst) |
Vec3 |
SoftBodyWorldInfo.getGravity(Vec3 dst) |
Vec3 |
RigidBody.getGravity(Vec3 dst) |
void |
RigidBody.getLinearFactor(Vec3 dst) |
Vec3 |
RigidBody.getLinearVelocity(Vec3 dst) |
void |
RigidBody.getTotalForce(Vec3 dst) |
void |
RigidBody.getTotalTorque(Vec3 dst) |
Vec3 |
SoftBodyWorldInfo.getWaterNormal(Vec3 dst) |
Vec3 |
SoftBody.getWindVelocity(Vec3 dst) |
static void |
Constraint.pivotAxisToTransform(Transform dst,
Vec3 pivot,
Vec3 axis) |
void |
PhysicWorld.rayTest(Vec3 rayFromWorld,
Vec3 rayToWorld,
ITestResultCallback callback)
From Bullet:
rayTest performs a raycast on all objects in the PhysicWorld, and calls the resultCallback
This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback. |
void |
RigidBody.setAngularFactor(Vec3 angularFactor)
Angular factor is used to attenuate/reduce body rotation (0 to block rotation).
|
void |
RigidBody.setAngularVelocity(Vec3 angularVelocity) |
void |
SoftBodyWorldInfo.setGravity(Vec3 gravity) |
void |
RigidBody.setGravity(Vec3 gravity)
Override gravity force of
PhysicWorld to this RigidBody. |
void |
RigidBody.setLinearFactor(Vec3 linearFactor)
Linear factor is used to attenuate/reduce body translation (0 to block translation).
|
void |
RigidBody.setLinearVelocity(Vec3 linearVelocity) |
void |
SoftBody.setVelocity(Vec3 velocity)
Set velocity for the entire body
|
void |
SoftBodyWorldInfo.setWaterNormal(Vec3 waterNormal) |
void |
SoftBody.setWindVelocity(Vec3 velocity) |
void |
PhysicWorld.updateBoxCollisionShape(CollisionShape boxShape,
Vec3 boxSize) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getAccumulatedImpulse(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getAngularLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getAngularUpperLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getLinearLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getLinearUpperLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getMaxMotorForce(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getNormalCFM(Vec3 dst) |
Vec3 |
Point2PointConstraint.getPivotInA(Vec3 dst) |
Vec3 |
Point2PointConstraint.getPivotInB(Vec3 dst) |
Vec3 |
ConeTwistConstraint.getPointForAngle(Vec3 dst,
float angleInRadians,
float length) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getStopCFM(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getStopERP(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getTargetVelocity(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getUpperLimit(Vec3 dst) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getAccumulatedImpulse(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getAngularLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getAngularUpperLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getLinearLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.getLinearUpperLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getLowerLimit(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getMaxMotorForce(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getNormalCFM(Vec3 dst) |
Vec3 |
Point2PointConstraint.getPivotInA(Vec3 dst) |
Vec3 |
Point2PointConstraint.getPivotInB(Vec3 dst) |
Vec3 |
ConeTwistConstraint.getPointForAngle(Vec3 dst,
float angleInRadians,
float length) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getStopCFM(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getStopERP(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getTargetVelocity(Vec3 dst) |
Vec3 |
Dof6SpringConstraint.TranslationalLimitMotor.getUpperLimit(Vec3 dst) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setAccumulatedImpulse(Vec3 accumulatedImpulse) |
void |
Dof6SpringConstraint.setAngularLowerLimit(Vec3 angularLower) |
void |
Dof6SpringConstraint.setAngularUpperLimit(Vec3 angularUpper) |
void |
Point2PointConstraint.setFrames(Vec3 pivotA,
Vec3 pivotB) |
void |
Dof6SpringConstraint.setLinearLowerLimit(Vec3 linearLower) |
void |
Dof6SpringConstraint.setLinearUpperLimit(Vec3 linearUpper) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setLowerLimit(Vec3 lowerLimit) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setMaxMotorForce(Vec3 maxMotorForce) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setNormalCFM(Vec3 normalCfm) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setStopCFM(Vec3 stopCfm) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setStopERP(Vec3 stopErp) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setTargetVelocity(Vec3 targetVelocity) |
void |
Dof6SpringConstraint.TranslationalLimitMotor.setUpperLimit(Vec3 upperLimit) |
| Constructor and Description |
|---|
GearConstraint(RigidBody rigidBodyA,
RigidBody rigidBodyB,
Vec3 axisInA,
Vec3 axisInB,
float ratio) |
Point2PointConstraint(RigidBody rigidBodyA,
RigidBody rigidBodyB,
Vec3 pivotInA,
Vec3 pivotInB) |
| Modifier and Type | Method and Description |
|---|---|
static Batch |
Shapes.createBox(Batch dstBatchOrNull,
Box bb,
boolean fill,
Vec3 uvArea,
Lights<?> lights)
Draw a box
|
static Batch |
Shapes.createCircle(Batch dstBatchOrNull,
float radius,
int slices,
boolean fill,
int dir,
Vec3 center,
boolean hasUv,
Lights<?> lights)
Draw a circle wit axis along y
|
static Batch |
Shapes.createCylinder(Batch dstBatchOrNull,
Vec3 position,
float baseRadius,
float topRadius,
float height,
int slices,
boolean fill,
boolean closed,
boolean hasUv,
Lights<?> lights)
Draw a cylinder with axis along Y
=========================================================================
Copyright (c) 2002-2008 LWJGL Project
All rights reserved.
|
static Batch |
Shapes.createEllipse(Batch dstBatchOrNull,
float radiusX,
float radiusY,
int slices,
boolean fill,
Vec3 center,
boolean hasUv,
Lights<?> lights)
Draw an Ellipse along z plane
Num indices: fill ?
|
static Batch |
Shapes.createGridY(Batch dstBatchOrNull,
float sizeX,
float sizeZ,
int numX,
int numZ,
float uRepeat,
float vRepeat,
Vec3 position,
boolean fill)
Num indices: (numX * numZ * 4) + (numX * 2) + (numZ * 2)
Num vertices: (numX + 1) * (numZ + 1) |
static Batch |
Shapes.createLine(Batch dstBatchOrNull,
Vec3 pos1,
Vec3 pos2) |
static Batch |
Shapes.createPoint(Batch dstBatchOrNull,
Vec3 pos) |
static Batch |
Shapes.createQuadY(Batch dstBatchOrNull,
float sizeX,
float sizeZ,
float uRepeat,
float vRepeat,
Vec3 position,
boolean hasUv,
Lights<?> lights)
Draw a Rectangle on the z plane at the (x, y, z) position
Texture is repeted on the rectangle nbTextRepetition times. |
static Batch |
Shapes.createQuadYLine(Batch dstBatchOrNull,
float sizeX,
float sizeZ,
Vec3 position)
Num indices: 5
Num vertices: 4 |
static Batch |
Shapes.createQuadZ(Batch dstBatchOrNull,
float sizeX,
float sizeY,
float uRepeat,
float vRepeat,
Vec3 position,
boolean hasUv,
Lights<?> lights)
Draw a Rectangle on the z plane at the (x, y, z) position
Texture is repeated on the rectangle nbTextRepetition times. |
static Batch |
Shapes.createQuadZLine(Batch dstBatchOrNull,
float sizeX,
float sizeY,
Vec3 position)
Num indices: 5
Num vertices: 4 |
static void |
Shapes.drawSkybox(IGL gl,
float size,
Vec3 position,
TextureID skyboxTexID)
Draw a skybox.
|
static float[] |
Batch.n(Vec3 n) |
static float[] |
Batch.pos(Vec3 vec) |
static void |
Shapes.putBox(Batch batch,
Box bb,
boolean fill,
Vec3 uvArea,
byte[] color,
Lights<?> lights) |
static void |
Shapes.putCircle(Batch batch,
float radius,
int slices,
boolean fill,
int dir,
Vec3 center) |
static void |
Shapes.putCylinder(Batch batch,
Vec3 position,
float baseRadius,
float topRadius,
float height,
int slices,
boolean fill,
boolean closed) |
static void |
Shapes.putLine(Batch batch,
Vec3 pos1,
Vec3 pos2,
byte[] color) |
static void |
Shapes.putSphere(Batch batch,
Vec3 position,
float radius,
int slices,
int stacks,
boolean fill,
boolean half,
boolean halfBot,
byte[] color) |
static void |
Shapes.reserveBox(Batch batch,
boolean fill,
Vec3 uvArea,
Lights<?> lights) |
| Modifier and Type | Field and Description |
|---|---|
Vec3 |
DeferredLight.color
Color of the light
|
Vec3 |
DeferredLight.position
Position
|
Vec3 |
DeferredLight.spotDirection
Spot direction
|
| Modifier and Type | Method and Description |
|---|---|
static boolean |
DeferredLight.projectSphereToScreenSpace(Rectangle dst,
View view,
Vec3 positionMv,
float radius) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
ControlPoint.getTangent()
Control point tangent
|
| Modifier and Type | Method and Description |
|---|---|
void |
CameraSplineFollower.rotate(Vec3 vector) |
void |
ControlPoint.setTangent(Vec3 tangent)
Control point tangent
|
void |
CameraSplineFollower.translate(Vec3 translation) |
| Constructor and Description |
|---|
ControlPoint(Transform transform,
Vec3 tangent) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Cylinder.getBottom(Vec3 dst) |
Vec3 |
Capsule.getBottom(Vec3 dst) |
Vec3 |
Sphere.getCenter() |
Vec3 |
Sphere.getCenter(Vec3 dst) |
Vec3 |
Cylinder.getCenter(Vec3 dst) |
Vec3 |
Capsule.getCenter(Vec3 dst) |
Vec3 |
Box.getCenter(Vec3 center) |
static Vec3 |
Volumes.getCenter(Vec3 dst,
IVolume<?> volume) |
Vec3 |
Box.getMax() |
Vec3 |
Box.getMin() |
Vec3 |
Box.getSize(Vec3 size) |
Vec3 |
Cylinder.getTop(Vec3 dst) |
Vec3 |
Capsule.getTop(Vec3 dst) |
Vec3[] |
Sphere.intersection(Line line)
Line-Sphere Intersection
|
Vec3 |
Sphere.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
OrientedVolume.limitInVolume(Vec3 dst,
Vec3 src) |
Vec3 |
IVolume.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point in this volume.
|
Vec3 |
Cylinder.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
Capsule.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
Box.limitInVolume(Vec3 dst,
Vec3 src) |
| Modifier and Type | Method and Description |
|---|---|
Vec3 |
Cylinder.getBottom(Vec3 dst) |
Vec3 |
Capsule.getBottom(Vec3 dst) |
Vec3 |
Sphere.getCenter(Vec3 dst) |
Vec3 |
Cylinder.getCenter(Vec3 dst) |
Vec3 |
Capsule.getCenter(Vec3 dst) |
Vec3 |
Box.getCenter(Vec3 center) |
static Vec3 |
Volumes.getCenter(Vec3 dst,
IVolume<?> volume) |
Vec3 |
Box.getSize(Vec3 size) |
Vec3 |
Cylinder.getTop(Vec3 dst) |
Vec3 |
Capsule.getTop(Vec3 dst) |
Vec3 |
Sphere.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
OrientedVolume.limitInVolume(Vec3 dst,
Vec3 src) |
Vec3 |
IVolume.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point in this volume.
|
Vec3 |
Cylinder.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
Capsule.limitInVolume(Vec3 dst,
Vec3 src)
Limit a point location in this volume.
|
Vec3 |
Box.limitInVolume(Vec3 dst,
Vec3 src) |
Sphere |
Sphere.set(Vec3 center,
float radius) |
void |
Cylinder.set(Vec3 center,
float radius,
float height) |
void |
Capsule.set(Vec3 center,
float radius,
float height) |
void |
Cylinder.setBottom(Vec3 src) |
void |
Capsule.setBottom(Vec3 src) |
void |
Sphere.setCenter(Vec3 src) |
Box |
Box.setCenterAndSize(Vec3 center,
Vec3 size) |
void |
Box.setMax(Vec3 max) |
void |
Box.setMin(Vec3 min) |
| Constructor and Description |
|---|
Box(Vec3 min,
Vec3 max) |
Capsule(Vec3 bottom,
float radius,
float height) |
Cylinder(Vec3 bottom,
float radius,
float height) |
Sphere(Vec3 center,
float radius) |
Bonzai Engine 1.3.4 11/12/2015 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
Copyright © 2007-2015 Jérôme Jouvie bonzaiengine.com contact@bonzaiengine.com