Modifier and Type | Field and Description |
---|---|
Vector3 |
Camera.direction
the unit length direction vector of the camera
|
Vector3 |
Camera.position
the position of the camera
|
Vector3 |
Camera.up
the unit length up vector of the camera
|
Modifier and Type | Method and Description |
---|---|
void |
Camera.lookAt(Vector3 target)
Recalculates the direction of the camera to look at the point (x, y, z).
|
void |
Camera.project(Vector3 vec)
Projects the
Vector3 given in object/world space to window coordinates. |
void |
Camera.project(Vector3 vec,
float viewportX,
float viewportY,
float viewportWidth,
float viewportHeight)
Projects the
Vector3 given in object/world space to window coordinates. |
void |
Camera.rotate(Vector3 axis,
float angle)
Rotates the direction and up vector of this camera by the given angle around the given axis.
|
void |
Camera.rotateAround(Vector3 point,
Vector3 axis,
float angle)
Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given
point.
|
void |
Camera.translate(Vector3 vec)
Moves the camera by the given vector.
|
void |
Camera.unproject(Vector3 vec)
Function to translate a point given in window (or window) coordinates to world space.
|
void |
Camera.unproject(Vector3 vec,
float viewportX,
float viewportY,
float viewportWidth,
float viewportHeight)
Function to translate a point given in window (or window) coordinates to world space.
|
Constructor and Description |
---|
ModelInstance(Model model,
Vector3 position)
Constructs a new ModelInstance at the specified position.
|
Modifier and Type | Field and Description |
---|---|
protected Vector3 |
Decal.position |
protected static Vector3 |
Decal.X_AXIS |
protected static Vector3 |
Decal.Y_AXIS |
protected static Vector3 |
Decal.Z_AXIS |
Modifier and Type | Method and Description |
---|---|
Vector3 |
Decal.getPosition()
Returns the position of this decal.
|
Modifier and Type | Method and Description |
---|---|
void |
Decal.lookAt(Vector3 position,
Vector3 up)
Sets the rotation of the Decal to face the given point.
|
void |
Decal.setRotation(Vector3 dir,
Vector3 up)
Sets the rotation of this decal based on the (normalized) direction and up vector.
|
Modifier and Type | Field and Description |
---|---|
Vector3 |
DirectionalLight.direction |
Vector3 |
PointLight.position |
protected Vector3 |
DirectionalShadowLight.tmpV
Deprecated.
|
Modifier and Type | Method and Description |
---|---|
AmbientCubemap |
AmbientCubemap.add(Color color,
Vector3 direction) |
AmbientCubemap |
AmbientCubemap.add(Color color,
Vector3 point,
Vector3 target) |
AmbientCubemap |
AmbientCubemap.add(Color color,
Vector3 point,
Vector3 target,
float intensity) |
AmbientCubemap |
AmbientCubemap.add(float r,
float g,
float b,
Vector3 direction) |
void |
DirectionalShadowLight.begin(Vector3 center,
Vector3 forward)
Deprecated.
|
DirectionalLight |
DirectionalLight.set(Color color,
Vector3 direction) |
PointLight |
PointLight.set(Color color,
Vector3 position,
float intensity) |
DirectionalLight |
DirectionalLight.set(float r,
float g,
float b,
Vector3 direction) |
PointLight |
PointLight.set(float r,
float g,
float b,
Vector3 position,
float intensity) |
void |
DirectionalShadowLight.update(Vector3 center,
Vector3 forward)
Deprecated.
|
Modifier and Type | Field and Description |
---|---|
Vector3 |
Node.scale
the scale, relative to the parent, not modified by animations
|
Vector3 |
NodeKeyframe.scale
the scale, given in local space relative to the parent
|
Vector3 |
Node.translation
the translation, relative to the parent, not modified by animations
|
Vector3 |
NodeKeyframe.translation
the translation, given in local space, relative to the parent
|
Modifier and Type | Field and Description |
---|---|
Vector3 |
ModelNode.scale |
Vector3 |
ModelNodeKeyframe.scale
the scale, in local space relative to the parent
|
Vector3 |
ModelNode.translation |
Vector3 |
ModelNodeKeyframe.translation
the translation, in local space relative to the parent
|
Modifier and Type | Method and Description |
---|---|
boolean |
BaseShader.set(int uniform,
Vector3 value) |
Modifier and Type | Field and Description |
---|---|
Vector3 |
MeshPartBuilder.VertexInfo.normal |
Vector3 |
MeshPartBuilder.VertexInfo.position |
Vector3 |
BaseAnimationController.Transform.scale |
Vector3 |
CameraInputController.target
The target to rotate around.
|
Vector3 |
BaseAnimationController.Transform.translation |
Modifier and Type | Method and Description |
---|---|
void |
MeshBuilder.box(Vector3 corner000,
Vector3 corner010,
Vector3 corner100,
Vector3 corner110,
Vector3 corner001,
Vector3 corner011,
Vector3 corner101,
Vector3 corner111) |
void |
MeshPartBuilder.box(Vector3 corner000,
Vector3 corner010,
Vector3 corner100,
Vector3 corner110,
Vector3 corner001,
Vector3 corner011,
Vector3 corner101,
Vector3 corner111)
Add a box.
|
void |
MeshBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal) |
void |
MeshPartBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal)
Add a circle
|
void |
MeshBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo) |
void |
MeshPartBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo)
Add a circle
|
void |
MeshBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal) |
void |
MeshPartBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal)
Add a circle
|
void |
MeshBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo) |
void |
MeshPartBuilder.circle(float radius,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo)
Add a circle
|
void |
MeshBuilder.ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
Vector3 center,
Vector3 normal) |
void |
MeshPartBuilder.ellipse(float width,
float height,
float innerWidth,
float innerHeight,
int divisions,
Vector3 center,
Vector3 normal)
Add an ellipse
|
void |
MeshBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal) |
void |
MeshPartBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal)
Add a circle
|
void |
MeshBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo) |
void |
MeshPartBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
float angleFrom,
float angleTo)
Add a circle
|
void |
MeshBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal) |
void |
MeshPartBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal)
Add a circle
|
void |
MeshBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo) |
void |
MeshPartBuilder.ellipse(float width,
float height,
int divisions,
Vector3 center,
Vector3 normal,
Vector3 tangent,
Vector3 binormal,
float angleFrom,
float angleTo)
Add a circle
|
BaseAnimationController.Transform |
BaseAnimationController.Transform.lerp(Vector3 targetT,
Quaternion targetR,
Vector3 targetS,
float alpha) |
void |
MeshBuilder.line(Vector3 p1,
Color c1,
Vector3 p2,
Color c2) |
void |
MeshPartBuilder.line(Vector3 p1,
Color c1,
Vector3 p2,
Color c2)
Add a line.
|
void |
MeshBuilder.line(Vector3 p1,
Vector3 p2) |
void |
MeshPartBuilder.line(Vector3 p1,
Vector3 p2)
Add a line.
|
void |
MeshBuilder.patch(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal,
int divisionsU,
int divisionsV) |
void |
MeshPartBuilder.patch(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal,
int divisionsU,
int divisionsV)
Add a rectangle.
|
void |
MeshBuilder.rect(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal) |
void |
MeshPartBuilder.rect(Vector3 corner00,
Vector3 corner10,
Vector3 corner11,
Vector3 corner01,
Vector3 normal)
Add a rectangle.
|
BaseAnimationController.Transform |
BaseAnimationController.Transform.set(Vector3 t,
Quaternion r,
Vector3 s) |
MeshPartBuilder.VertexInfo |
MeshPartBuilder.VertexInfo.set(Vector3 pos,
Vector3 nor,
Color col,
Vector2 uv) |
MeshPartBuilder.VertexInfo |
MeshPartBuilder.VertexInfo.setNor(Vector3 nor) |
MeshPartBuilder.VertexInfo |
MeshPartBuilder.VertexInfo.setPos(Vector3 pos) |
void |
MeshBuilder.triangle(Vector3 p1,
Color c1,
Vector3 p2,
Color c2,
Vector3 p3,
Color c3) |
void |
MeshPartBuilder.triangle(Vector3 p1,
Color c1,
Vector3 p2,
Color c2,
Vector3 p3,
Color c3)
Add a triangle.
|
void |
MeshBuilder.triangle(Vector3 p1,
Vector3 p2,
Vector3 p3) |
void |
MeshPartBuilder.triangle(Vector3 p1,
Vector3 p2,
Vector3 p3)
Add a triangle.
|
short |
MeshBuilder.vertex(Vector3 pos,
Vector3 nor,
Color col,
Vector2 uv) |
short |
MeshPartBuilder.vertex(Vector3 pos,
Vector3 nor,
Color col,
Vector2 uv)
Add a vertex, returns the index.
|
Modifier and Type | Method and Description |
---|---|
void |
ShapeRenderer.line(Vector3 v0,
Vector3 v1)
Draws a line.
|
void |
ShaderProgram.setUniformf(int location,
Vector3 values) |
void |
ShaderProgram.setUniformf(java.lang.String name,
Vector3 values)
Sets the uniform with the given name.
|
void |
ImmediateModeRenderer10.vertex(Vector3 point) |
Modifier and Type | Field and Description |
---|---|
protected static Vector3[] |
Frustum.clipSpacePlanePoints |
Vector3 |
Plane.normal |
Vector3[] |
Frustum.planePoints
eight points making up the near and far clipping "rectangles".
|
static Vector3 |
Vector3.tmp
Deprecated.
Static temporary vector. Use with care! Use only when sure other code will not also use this.
|
static Vector3 |
Vector3.tmp2
Deprecated.
Static temporary vector. Use with care! Use only when sure other code will not also use this.
|
static Vector3 |
Vector3.tmp3
Deprecated.
Static temporary vector. Use with care! Use only when sure other code will not also use this.
|
static Vector3 |
Vector3.X |
static Vector3 |
Vector3.Y |
static Vector3 |
Vector3.Z |
static Vector3 |
Vector3.Zero |
Modifier and Type | Method and Description |
---|---|
Vector3 |
Vector3.add(float values)
Adds the given value to all three components of the vector.
|
Vector3 |
Vector3.add(float x,
float y,
float z)
Adds the given vector to this component
|
Vector3 |
Vector3.add(Vector3 vector)
Adds the given vector to this vector
|
Vector3 |
Vector3.clamp(float min,
float max)
Clamps this vector's length to given value
|
Vector3 |
Vector3.cpy() |
Vector3 |
Vector3.crs(float x,
float y,
float z)
Sets this vector to the cross product between it and the other vector.
|
Vector3 |
Vector3.crs(Vector3 vector)
Sets this vector to the cross product between it and the other vector.
|
Vector3 |
Vector3.div(float value)
Deprecated.
Use
scl(float) instead.
Divides all components of this vector by the given value |
Vector3 |
Vector3.div(float vx,
float vy,
float vz)
Deprecated.
Use
scl(float, float, float) instead.
Divides this vector by the given vector |
Vector3 |
Vector3.div(Vector3 other)
Deprecated.
Use
scl(Vector3) instead.
Divides this vector by the given vector |
Vector3 |
Plane.getNormal() |
Vector3 |
Matrix4.getScale(Vector3 scale) |
Vector3 |
Matrix4.getTranslation(Vector3 position) |
Vector3 |
Vector3.lerp(Vector3 target,
float alpha)
Linearly interpolates between this vector and the target vector by alpha which is in the range [0,1].
|
Vector3 |
Vector3.limit(float limit)
Limits this vector's length to given value
|
Vector3 |
Vector3.mul(float value)
Deprecated.
Use
scl(float) instead. |
Vector3 |
Vector3.mul(float vx,
float vy,
float vz)
Deprecated.
Use
scl(float, float, float) instead. |
Vector3 |
Vector3.mul(Matrix4 matrix)
Left-multiplies the vector by the given matrix, assuming the fourth (w) component of the vector is 1.
|
Vector3 |
Vector3.mul(Quaternion quat)
Multiplies the vector by the given
Quaternion . |
Vector3 |
Vector3.mul(Vector3 other)
Deprecated.
Use
scl(Vector3) instead. |
Vector3 |
Vector3.nor()
Normalizes this vector to unit length.
|
Vector3 |
Vector3.prj(Matrix4 matrix)
Multiplies this vector by the given matrix dividing by w, assuming the fourth (w) component of the vector is 1.
|
Vector3 |
Vector3.rot(Matrix4 matrix)
Multiplies this vector by the first three columns of the matrix, essentially only applying rotation and scaling.
|
Vector3 |
Vector3.rotate(float degrees,
float axisX,
float axisY,
float axisZ)
Rotates this vector by the given angle in degrees around the given axis.
|
Vector3 |
Vector3.rotate(Vector3 axis,
float degrees)
Rotates this vector by the given angle in degrees around the given axis.
|
Vector3 |
Vector3.scale(float scalarX,
float scalarY,
float scalarZ)
Deprecated.
Use
scl(float, float, float) instead. |
Vector3 |
Vector3.scl(float value)
Scales this vector by the given value
|
Vector3 |
Vector3.scl(float vx,
float vy,
float vz)
Scales this vector by the given values
|
Vector3 |
Vector3.scl(Vector3 other)
Scales this vector by the given vector3's values
|
Vector3 |
Vector3.set(float[] values)
Sets the components from the array.
|
Vector3 |
Vector3.set(float x,
float y,
float z)
Sets the vector to the given components
|
Vector3 |
Vector3.set(Vector2 vector,
float z)
Sets the components of the given vector and z-component
|
Vector3 |
Vector3.set(Vector3 vector)
Sets the components of the given vector
|
Vector3 |
Vector3.slerp(Vector3 target,
float alpha)
Spherically interpolates between this vector and the target vector by alpha which is in the range [0,1].
|
Vector3 |
Vector3.sub(float value)
Subtracts the given value from all components of this vector
|
Vector3 |
Vector3.sub(float x,
float y,
float z)
Subtracts the other vector from this vector.
|
Vector3 |
Vector3.sub(Vector3 a_vec)
Subtracts the given vector from this vector
|
Vector3 |
Vector3.tmp()
Deprecated.
NEVER EVER SAVE THIS REFERENCE! Do not use this unless you are aware of the side-effects, e.g. other methods might call this
as well.
|
Vector3 |
Vector3.tmp2()
Deprecated.
NEVER EVER SAVE THIS REFERENCE! Do not use this unless you are aware of the side-effects, e.g. other methods might call this
as well.
|
Vector3 |
Quaternion.transform(Vector3 v)
Transforms the given vector using this quaternion
|
Modifier and Type | Method and Description |
---|---|
Vector3 |
Vector3.add(Vector3 vector)
Adds the given vector to this vector
|
Vector3 |
Vector3.crs(Vector3 vector)
Sets this vector to the cross product between it and the other vector.
|
float |
Plane.distance(Vector3 point)
Calculates the shortest signed distance between the plane and the given point.
|
Vector3 |
Vector3.div(Vector3 other)
Deprecated.
Use
scl(Vector3) instead.
Divides this vector by the given vector |
float |
Vector3.dot(Vector3 vector) |
float |
Vector3.dst(Vector3 vector) |
float |
Vector3.dst2(Vector3 point)
Returns the squared distance between this point and the given point
|
boolean |
Vector3.epsilonEquals(Vector3 obj,
float epsilon)
Compares this vector with the other vector, using the supplied epsilon for fuzzy equality testing.
|
float |
Quaternion.getAxisAngle(Vector3 axis)
Get the angle and the axis of rotation
|
Vector3 |
Matrix4.getScale(Vector3 scale) |
Vector3 |
Matrix4.getTranslation(Vector3 position) |
boolean |
Vector3.idt(Vector3 vector) |
static float |
Intersector.intersectLinePlane(float x,
float y,
float z,
float x2,
float y2,
float z2,
Plane plane,
Vector3 intersection)
Intersects a line and a plane.
|
static boolean |
Intersector.intersectRayBounds(Ray ray,
BoundingBox box,
Vector3 intersection)
Intersects a
Ray and a BoundingBox , returning the intersection point in intersection. |
static boolean |
Intersector.intersectRayPlane(Ray ray,
Plane plane,
Vector3 intersection)
|
static boolean |
Intersector.intersectRaySphere(Ray ray,
Vector3 center,
float radius,
Vector3 intersection)
Intersects a
Ray and a sphere, returning the intersection point in intersection. |
static boolean |
Intersector.intersectRayTriangle(Ray ray,
Vector3 t1,
Vector3 t2,
Vector3 t3,
Vector3 intersection)
Intersect a
Ray and a triangle, returning the intersection point in intersection. |
static boolean |
Intersector.intersectRayTriangles(Ray ray,
float[] vertices,
short[] indices,
int vertexSize,
Vector3 intersection)
Intersects the given ray with list of triangles.
|
static boolean |
Intersector.intersectRayTriangles(Ray ray,
float[] triangles,
Vector3 intersection)
Intersects the given ray with list of triangles.
|
static boolean |
Intersector.intersectRayTriangles(Ray ray,
java.util.List<Vector3> triangles,
Vector3 intersection)
Intersects the given ray with list of triangles.
|
static boolean |
Intersector.intersectSegmentPlane(Vector3 start,
Vector3 end,
Plane plane,
Vector3 intersection) |
boolean |
Plane.isFrontFacing(Vector3 direction)
Returns whether the plane is facing the direction vector.
|
static boolean |
Intersector.isPointInTriangle(Vector3 point,
Vector3 t1,
Vector3 t2,
Vector3 t3)
Returns whether the given point is inside the triangle.
|
Vector3 |
Vector3.lerp(Vector3 target,
float alpha)
Linearly interpolates between this vector and the target vector by alpha which is in the range [0,1].
|
Vector3 |
Vector3.mul(Vector3 other)
Deprecated.
Use
scl(Vector3) instead. |
boolean |
Frustum.pointInFrustum(Vector3 point)
Returns whether the point is in the frustum.
|
Matrix4 |
Matrix4.rotate(Vector3 axis,
float degrees)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
|
Vector3 |
Vector3.rotate(Vector3 axis,
float degrees)
Rotates this vector by the given angle in degrees around the given axis.
|
Matrix4 |
Matrix4.rotate(Vector3 v1,
Vector3 v2)
Postmultiplies this matrix by the rotation between two vectors.
|
Matrix3 |
Matrix3.scl(Vector3 scale)
Scale this matrix using the x and y components of the vector but leave the rest of the matrix alone.
|
Matrix4 |
Matrix4.scl(Vector3 scale) |
Vector3 |
Vector3.scl(Vector3 other)
Scales this vector by the given vector3's values
|
Vector3 |
Vector3.set(Vector3 vector)
Sets the components of the given vector
|
Quaternion |
Quaternion.set(Vector3 axis,
float angle)
Sets the quaternion components from the given axis and angle around that axis.
|
Matrix4 |
Matrix4.set(Vector3 position,
Quaternion orientation,
Vector3 scale)
Set this matrix to the specified translation, rotation and scale.
|
void |
Plane.set(Vector3 point,
Vector3 normal)
Sets the plane to the given point and normal.
|
void |
Plane.set(Vector3 point1,
Vector3 point2,
Vector3 point3)
Sets the plane normal and distance to the origin based on the three given points which are considered to be on the plane.
|
Matrix4 |
Matrix4.set(Vector3 xAxis,
Vector3 yAxis,
Vector3 zAxis,
Vector3 pos)
Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as
well as the 4th column representing the translation of any point that is multiplied by this matrix.
|
Quaternion |
Quaternion.setFromAxis(Vector3 axis,
float angle)
Sets the quaternion components from the given axis and angle around that axis.
|
Quaternion |
Quaternion.setFromCross(Vector3 v1,
Vector3 v2)
Set this quaternion to the rotation between two vectors.
|
Matrix4 |
Matrix4.setToLookAt(Vector3 direction,
Vector3 up)
Sets the matrix to a look at matrix with a direction and an up vector.
|
Matrix4 |
Matrix4.setToLookAt(Vector3 position,
Vector3 target,
Vector3 up)
Sets this matrix to a look at matrix with the given position, target and up vector.
|
Matrix4 |
Matrix4.setToRotation(Vector3 axis,
float degrees)
Sets the matrix to a rotation matrix around the given axis.
|
Matrix4 |
Matrix4.setToRotation(Vector3 v1,
Vector3 v2)
Set the matrix to a rotation matrix between two vectors.
|
Matrix4 |
Matrix4.setToScaling(Vector3 vector)
Sets this matrix to a scaling matrix
|
Matrix4 |
Matrix4.setToTranslation(Vector3 vector)
Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the
translation vector.
|
Matrix4 |
Matrix4.setToTranslationAndScaling(Vector3 translation,
Vector3 scaling)
Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the
translation vector in the 4th column and the scaling vector in the diagonal.
|
Matrix4 |
Matrix4.setToWorld(Vector3 position,
Vector3 forward,
Vector3 up) |
Matrix4 |
Matrix4.setTranslation(Vector3 vector)
Sets the 4th column to the translation vector.
|
Vector3 |
Vector3.slerp(Vector3 target,
float alpha)
Spherically interpolates between this vector and the target vector by alpha which is in the range [0,1].
|
boolean |
Frustum.sphereInFrustum(Vector3 center,
float radius)
Returns whether the given sphere is in the frustum.
|
boolean |
Frustum.sphereInFrustumWithoutNearFar(Vector3 center,
float radius)
Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
|
Vector3 |
Vector3.sub(Vector3 a_vec)
Subtracts the given vector from this vector
|
Plane.PlaneSide |
Plane.testPoint(Vector3 point)
Returns on which side the given point lies relative to the plane and its normal.
|
Vector3 |
Quaternion.transform(Vector3 v)
Transforms the given vector using this quaternion
|
Matrix4 |
Matrix4.translate(Vector3 translation)
Postmultiplies this matrix by a translation matrix.
|
Matrix3 |
Matrix3.trn(Vector3 vector)
Adds a translational component to the matrix in the 3rd column.
|
Matrix4 |
Matrix4.trn(Vector3 vector)
Adds a translational component to the matrix in the 4th column.
|
Modifier and Type | Method and Description |
---|---|
static boolean |
Intersector.intersectRayTriangles(Ray ray,
java.util.List<Vector3> triangles,
Vector3 intersection)
Intersects the given ray with list of triangles.
|
Constructor and Description |
---|
Matrix4(Vector3 position,
Quaternion rotation,
Vector3 scale)
Construct a matrix from the given translation, rotation and scale.
|
Plane(Vector3 normal,
float d)
Constructs a new plane based on the normal and distance to the origin.
|
Plane(Vector3 normal,
Vector3 point)
Constructs a new plane based on the normal and a point on the plane.
|
Plane(Vector3 point1,
Vector3 point2,
Vector3 point3)
Constructs a new plane out of the three given points that are considered to be on the plane.
|
Quaternion(Vector3 axis,
float angle)
Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees.
|
Vector3(Vector3 vector)
Creates a vector from the given vector
|
Modifier and Type | Field and Description |
---|---|
Vector3 |
Segment.a
the starting position
|
Vector3 |
Segment.b
the ending position
|
Vector3 |
Sphere.center
the center of the sphere
|
Vector3 |
Ray.direction |
Vector3 |
BoundingBox.max |
Vector3 |
BoundingBox.min |
Vector3 |
Ray.origin |
Modifier and Type | Method and Description |
---|---|
Vector3 |
BoundingBox.getCenter() |
Vector3[] |
BoundingBox.getCorners() |
Vector3 |
BoundingBox.getDimensions() |
Vector3 |
Ray.getEndPoint(float distance)
Deprecated.
Use
Ray.getEndPoint(Vector3, float) instead.
Returns the endpoint given the distance. This is calculated as startpoint + distance * direction. |
Vector3 |
Ray.getEndPoint(Vector3 out,
float distance)
Returns the endpoint given the distance.
|
Vector3 |
BoundingBox.getMax() |
Vector3 |
BoundingBox.getMin() |
Modifier and Type | Method and Description |
---|---|
boolean |
BoundingBox.contains(Vector3 v)
Returns whether the given vector is contained in this bounding box.
|
BoundingBox |
BoundingBox.ext(Vector3 point)
Extends the bounding box to incorporate the given
Vector3 . |
Vector3 |
Ray.getEndPoint(Vector3 out,
float distance)
Returns the endpoint given the distance.
|
BoundingBox |
BoundingBox.set(Vector3[] points)
Sets the bounding box minimum and maximum vector from the given points.
|
BoundingBox |
BoundingBox.set(Vector3 minimum,
Vector3 maximum)
Sets the given minimum and maximum vector.
|
Ray |
Ray.set(Vector3 origin,
Vector3 direction)
Sets the starting position and the direction of this ray.
|
Modifier and Type | Method and Description |
---|---|
BoundingBox |
BoundingBox.set(java.util.List<Vector3> points)
Sets the bounding box minimum and maximum vector from the given points.
|
Constructor and Description |
---|
BoundingBox(Vector3 minimum,
Vector3 maximum)
Constructs the new bounding box using the given minimum and maximum vector.
|
Ray(Vector3 origin,
Vector3 direction)
Constructor, sets the starting position of the ray and the direction.
|
Segment(Vector3 a,
Vector3 b)
Constructs a new Segment from the two points given.
|
Sphere(Vector3 center,
float radius)
Constructs a sphere with the given center and radius
|