| Package | Description |
|---|---|
| com.io7m.jtensors |
| Modifier and Type | Interface and Description |
|---|---|
interface |
QuaternionReadable4DType
'Read' interface to four-dimensional quaternions with double precision
elements.
|
interface |
VectorReadable4DType
'Read' interface to four-dimensional vectors with double precision
elements.
|
| Modifier and Type | Class and Description |
|---|---|
class |
QuaternionI4D
A four-dimensional immutable quaternion type with double precision
elements.
|
class |
QuaternionM4D
A four-dimensional mutable quaternion type with double precision elements.
|
class |
VectorI3D
A three-dimensional immutable vector type with double precision elements.
|
class |
VectorI4D
A four-dimensional immutable vector type with double precision elements.
|
class |
VectorM3D
A three-dimensional mutable vector type with double precision elements.
|
class |
VectorM4D
A four-dimensional mutable vector type with double precision elements.
|
| Modifier and Type | Method and Description |
|---|---|
static VectorI3D |
VectorI3D.absolute(VectorReadable3DType v)
Calculate the absolute value of the vector
v. |
static VectorM3D |
VectorM3D.absolute(VectorReadable3DType v,
VectorM3D out)
Calculate the absolute values of the elements in vector
v,
saving the result to out. |
static VectorI3D |
VectorI3D.add(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the element-wise sum of the vectors
v0 and
v1. |
static VectorM3D |
VectorM3D.add(VectorReadable3DType v0,
VectorReadable3DType v1,
VectorM3D out)
Calculate the element-wise sum of the vectors
v0 and
v1, saving the result to out. |
static VectorM3D |
VectorM3D.addInPlace(VectorM3D v0,
VectorReadable3DType v1)
Calculate the element-wise sum of the vectors
v0 and
v1, saving the result to v0. |
static VectorI3D |
VectorI3D.addScaled(VectorReadable3DType v0,
VectorReadable3DType v1,
double r)
Calculate the element-wise sum of the vectors
v0 and the
element-wise product of v1 and r. |
static VectorM3D |
VectorM3D.addScaled(VectorReadable3DType v0,
VectorReadable3DType v1,
double r,
VectorM3D out)
Calculate the element-wise sum of the vectors
v0 and the
element-wise product of v1 and r, saving the
result to out. |
static VectorM3D |
VectorM3D.addScaledInPlace(VectorM3D v0,
VectorReadable3DType v1,
double r)
Calculate the element-wise sum of the vectors
v0 and the
element-wise product of v1 and r, saving the
result to v0. |
static boolean |
VectorM3D.almostEqual(com.io7m.jequality.AlmostEqualDouble.ContextRelative context,
VectorReadable3DType qa,
VectorReadable3DType qb)
Determine whether or not the vectors
qa and qb
are equal to within the degree of error given in context. |
static boolean |
VectorI3D.almostEqual(com.io7m.jequality.AlmostEqualDouble.ContextRelative context,
VectorReadable3DType qa,
VectorReadable3DType qb)
Determine whether or not the vectors
qa and qb
are equal to within the degree of error given in context. |
static VectorI3D |
VectorI3D.clamp(VectorReadable3DType v,
double minimum,
double maximum)
Clamp the elements of the vector
v to the range
[minimum
.. |
static VectorM3D |
VectorM3D.clamp(VectorReadable3DType v,
double minimum,
double maximum,
VectorM3D out)
Clamp the elements of the vector
v to the range
[minimum .. |
static VectorI3D |
VectorI3D.clampByVector(VectorReadable3DType v,
VectorReadable3DType minimum,
VectorReadable3DType maximum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum and
maximum. |
static VectorM3D |
VectorM3D.clampByVector(VectorReadable3DType v,
VectorReadable3DType minimum,
VectorReadable3DType maximum,
VectorM3D out)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum and
maximum, saving the result to out. |
static VectorM3D |
VectorM3D.clampByVectorInPlace(VectorM3D v,
VectorReadable3DType minimum,
VectorReadable3DType maximum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum and
maximum, saving the result to v. |
static VectorI3D |
VectorI3D.clampMaximum(VectorReadable3DType v,
double maximum)
Clamp the elements of the vector
v to the range
[-Infinity .. |
static VectorM3D |
VectorM3D.clampMaximum(VectorReadable3DType v,
double maximum,
VectorM3D out)
Clamp the elements of the vector
v to the range
[-Infinity .. |
static VectorI3D |
VectorI3D.clampMaximumByVector(VectorReadable3DType v,
VectorReadable3DType maximum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in maximum. |
static VectorM3D |
VectorM3D.clampMaximumByVector(VectorReadable3DType v,
VectorReadable3DType maximum,
VectorM3D out)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in maximum, saving the
result to out. |
static VectorM3D |
VectorM3D.clampMaximumByVectorInPlace(VectorM3D v,
VectorReadable3DType maximum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in maximum, saving the
result to v. |
static VectorI3D |
VectorI3D.clampMinimum(VectorReadable3DType v,
double minimum)
Clamp the elements of the vector
v to the range
[minimum
.. |
static VectorM3D |
VectorM3D.clampMinimum(VectorReadable3DType v,
double minimum,
VectorM3D out)
Clamp the elements of the vector
v to the range
[minimum .. |
static VectorI3D |
VectorI3D.clampMinimumByVector(VectorReadable3DType v,
VectorReadable3DType minimum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum. |
static VectorM3D |
VectorM3D.clampMinimumByVector(VectorReadable3DType v,
VectorReadable3DType minimum,
VectorM3D out)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum, saving the
result to out. |
static VectorM3D |
VectorM3D.clampMinimumByVectorInPlace(VectorM3D v,
VectorReadable3DType minimum)
Clamp the elements of the vector
v to the inclusive range
given by the corresponding elements in minimum, saving the
result to v. |
static VectorWritable3DType |
VectorM3D.copy(VectorReadable3DType input,
VectorWritable3DType output)
Copy all elements of the vector
input to the vector
output. |
void |
VectorWritable3DType.copyFrom3D(VectorReadable3DType in_v)
Set the current vector to the contents of the input vector.
|
void |
VectorM4D.copyFrom3D(VectorReadable3DType in_v) |
void |
VectorM3D.copyFrom3D(VectorReadable3DType in_v) |
void |
QuaternionM4D.copyFrom3D(VectorReadable3DType in_v) |
static VectorI3D |
VectorI3D.crossProduct(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the cross product of the vectors
v0 and
v1. |
static VectorM3D |
VectorM3D.crossProduct(VectorReadable3DType v0,
VectorReadable3DType v1,
VectorM3D out)
Return a vector perpendicular to both
v0 and v1
, saving the result in out. |
static double |
VectorM3D.distance(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the distance between the two vectors
v0 and
v1. |
static double |
VectorI3D.distance(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the distance between the two vectors
v0 and
v1. |
static double |
VectorM3D.dotProduct(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the scalar product of the vectors
v0 and
v1. |
static double |
VectorI3D.dotProduct(VectorReadable3DType v0,
VectorReadable3DType v1)
Calculate the scalar product of the vectors
v0 and
v1. |
static VectorI3D |
VectorI3D.interpolateLinear(VectorReadable3DType v0,
VectorReadable3DType v1,
double alpha)
Linearly interpolate between
v0 and v1 by the
amount alpha. |
static VectorM3D |
VectorM3D.interpolateLinear(VectorReadable3DType v0,
VectorReadable3DType v1,
double alpha,
VectorM3D r)
Linearly interpolate between
v0 and v1 by the
amount alpha, saving the result to r. |
static void |
MatrixM3x3D.lookAtWithContext(MatrixM3x3D.Context context,
VectorReadable3DType origin,
VectorReadable3DType target,
VectorReadable3DType up,
MatrixM3x3D out_matrix,
VectorM3D out_translation)
Calculate a rotation and translation representing a "camera" looking from
the point
origin to the point target. |
static void |
MatrixM4x4D.lookAtWithContext(MatrixM4x4D.Context context,
VectorReadable3DType origin,
VectorReadable3DType target,
VectorReadable3DType up,
MatrixM4x4D out_matrix)
Calculate a matrix representing a "camera" looking from the point
origin to the point target. |
static QuaternionI4D |
QuaternionI4D.lookAtWithContext(QuaternionI4D.Context context,
VectorReadable3DType origin,
VectorReadable3DType target,
VectorReadable3DType up)
Produce a quaternion that represents a rotation that "looks at" the point
at
target assuming the viewer is at origin,
using up as the "up" vector. |
static QuaternionM4D |
QuaternionM4D.lookAtWithContext(QuaternionM4D.Context context,
VectorReadable3DType origin,
VectorReadable3DType target,
VectorReadable3DType up,
QuaternionM4D q)
Produce a quaternion that represents a rotation that "looks at" the point
at
target assuming the viewer is at origin,
using up as the "up" vector, saving the result to
q. |
static double |
VectorM3D.magnitude(VectorReadable3DType v)
Calculate the magnitude of the vector
v. |
static double |
VectorI3D.magnitude(VectorReadable3DType v)
Calculate the magnitude of the vector
v. |
static double |
VectorM3D.magnitudeSquared(VectorReadable3DType v)
Calculate the squared magnitude of the vector
v. |
static double |
VectorI3D.magnitudeSquared(VectorReadable3DType v)
Calculate the squared magnitude of the vector
v. |
static QuaternionI4D |
QuaternionI4D.makeFromAxisAngle(VectorReadable3DType axis,
double angle)
Produce a quaternion that represents a rotation of
angle
degrees around the axis specified by axis. |
static QuaternionM4D |
QuaternionM4D.makeFromAxisAngle(VectorReadable3DType axis,
double angle,
QuaternionM4D out)
Produce a quaternion that represents a rotation of
angle
degrees around the axis specified by axis, saving the result
to out. |
static MatrixM4x4D |
MatrixM4x4D.makeRotation(double angle,
VectorReadable3DType axis)
Generate and return a matrix that represents a rotation of
angle radians around the axis axis. |
static MatrixM3x3D |
MatrixM3x3D.makeRotation(double angle,
VectorReadable3DType axis)
Generate and return a matrix that represents a rotation of
angle radians around the axis axis. |
static MatrixM3x3D |
MatrixM3x3D.makeRotation(double angle,
VectorReadable3DType axis,
MatrixM3x3D out)
Generate a matrix that represents a rotation of
angle
radians around the axis axis and save to out. |
static MatrixM4x4D |
MatrixM4x4D.makeRotation(double angle,
VectorReadable3DType axis,
MatrixM4x4D out)
Generate a matrix that represents a rotation of
angle
radians around the axis axis and save to out. |
static MatrixM4x4D |
MatrixM4x4D.makeTranslation3D(VectorReadable3DType v)
Generate and return a matrix that represents a translation of
(v.x, v.y, v.z) from the origin. |
static MatrixM4x4D |
MatrixM4x4D.makeTranslation3D(VectorReadable3DType v,
MatrixM4x4D out)
Generate a matrix that represents a translation of
(v.x, v.y, v.z) from the origin, and save to
out. |
static VectorM3D |
MatrixM3x3D.multiplyVector3D(MatrixReadable3x3DType m,
VectorReadable3DType v,
VectorM3D out)
Multiply the matrix
m with the vector v,
writing the resulting vector to out. |
static VectorI3D |
VectorI3D.normalize(VectorReadable3DType v)
Normalize the vector
v, preserving its direction but
reducing it to unit length. |
static VectorM3D |
VectorM3D.normalize(VectorReadable3DType v,
VectorM3D out)
Returns a vector with the same orientation as
v but with
magnitude equal to 1.0 in out. |
static com.io7m.jfunctional.Pair<VectorM3D,VectorM3D> |
VectorM3D.orthoNormalize(VectorReadable3DType v0,
VectorReadable3DType v1)
Orthonormalize and return the vectors
v0 and v1
. |
static com.io7m.jfunctional.Pair<VectorI3D,VectorI3D> |
VectorI3D.orthoNormalize(VectorReadable3DType v0,
VectorReadable3DType v1)
Orthonormalize and return the vectors
v0 and v1
. |
static VectorI3D |
VectorI3D.projection(VectorReadable3DType p,
VectorReadable3DType q)
Calculate the projection of the vector
p onto the vector
q. |
static VectorM3D |
VectorM3D.projection(VectorReadable3DType p,
VectorReadable3DType q,
VectorM3D r)
Calculate the projection of the vector
p onto the vector
q, saving the result in r. |
static MatrixM3x3D |
MatrixM3x3D.rotate(double angle,
MatrixReadable3x3DType m,
VectorReadable3DType axis,
MatrixM3x3D out)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into out. |
static MatrixM4x4D |
MatrixM4x4D.rotate(double angle,
MatrixReadable4x4DType m,
VectorReadable3DType axis,
MatrixM4x4D out)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into out. |
static MatrixM3x3D |
MatrixM3x3D.rotateInPlace(double angle,
MatrixM3x3D m,
VectorReadable3DType axis)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into m. |
static MatrixM4x4D |
MatrixM4x4D.rotateInPlace(double angle,
MatrixM4x4D m,
VectorReadable3DType axis)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into m. |
static MatrixM3x3D |
MatrixM3x3D.rotateInPlaceWithContext(MatrixM3x3D.Context context,
double angle,
MatrixM3x3D m,
VectorReadable3DType axis)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into m. |
static MatrixM4x4D |
MatrixM4x4D.rotateInPlaceWithContext(MatrixM4x4D.Context context,
double angle,
MatrixM4x4D m,
VectorReadable3DType axis)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into m. |
static MatrixM3x3D |
MatrixM3x3D.rotateWithContext(MatrixM3x3D.Context context,
double angle,
MatrixReadable3x3DType m,
VectorReadable3DType axis,
MatrixM3x3D out)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into out. |
static MatrixM4x4D |
MatrixM4x4D.rotateWithContext(MatrixM4x4D.Context context,
double angle,
MatrixReadable4x4DType m,
VectorReadable3DType axis,
MatrixM4x4D out)
Rotate the matrix
m by angle radians around the
axis axis, saving the result into out. |
static VectorI3D |
VectorI3D.scale(VectorReadable3DType v,
double r)
Scale the vector
v by the scalar r. |
static VectorM3D |
VectorM3D.scale(VectorReadable3DType v,
double r,
VectorM3D out)
Scale the vector
v by the scalar r, saving the
result to out. |
static VectorI3D |
VectorI3D.subtract(VectorReadable3DType v0,
VectorReadable3DType v1)
Subtract the vector
v1 from the vector v0. |
static VectorM3D |
VectorM3D.subtract(VectorReadable3DType v0,
VectorReadable3DType v1,
VectorM3D out)
Subtract the vector
v1 from the vector v0,
saving the result to out. |
static VectorM3D |
VectorM3D.subtractInPlace(VectorM3D v0,
VectorReadable3DType v1)
Subtract the vector
v1 from the vector v0,
saving the result to v0. |
static MatrixM4x4D |
MatrixM4x4D.translateByVector3D(MatrixReadable4x4DType m,
VectorReadable3DType v,
MatrixM4x4D out)
Translate the matrix
m by the vector v, storing
the resulting matrix in out. |
static MatrixM4x4D |
MatrixM4x4D.translateByVector3DInPlace(MatrixM4x4D m,
VectorReadable3DType v)
Translate the matrix
m by the vector v, storing
the resulting matrix in m. |
| Constructor and Description |
|---|
OrthonormalizedI3D(VectorReadable3DType v0,
VectorReadable3DType v1,
VectorReadable3DType v2)
Orthonormalize and store the vectors
v0, v1,
and v2. |
VectorI3D(VectorReadable3DType in_v)
Construct a vector initialized with the values given in the vector
in_v. |
VectorM3D(VectorReadable3DType in_v)
Construct a vector initialized with the values given in the vector
v. |
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