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Uses of Vector3 in com.badlogic.gdx.graphics |
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Fields in com.badlogic.gdx.graphics declared as Vector3 | |
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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 |
Methods in com.badlogic.gdx.graphics with parameters of type Vector3 | |
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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. |
Uses of Vector3 in com.badlogic.gdx.graphics.g3d |
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Fields in com.badlogic.gdx.graphics.g3d declared as Vector3 | |
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Vector3 |
StillModelNode.origin
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Vector3 |
StillModelNode.transformedPosition
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Methods in com.badlogic.gdx.graphics.g3d that return Vector3 | |
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Vector3 |
StillModelInstance.getSortCenter()
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Vector3 |
StillModelNode.getSortCenter()
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Uses of Vector3 in com.badlogic.gdx.graphics.g3d.decals |
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Fields in com.badlogic.gdx.graphics.g3d.decals declared as Vector3 | |
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protected Vector3 |
Decal.position
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protected static Vector3 |
Decal.X_AXIS
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protected static Vector3 |
Decal.Y_AXIS
|
protected static Vector3 |
Decal.Z_AXIS
|
Methods in com.badlogic.gdx.graphics.g3d.decals that return Vector3 | |
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Vector3 |
Decal.getPosition()
Returns the position of this decal. |
Methods in com.badlogic.gdx.graphics.g3d.decals with parameters of type Vector3 | |
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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. |
Uses of Vector3 in com.badlogic.gdx.graphics.g3d.model.skeleton |
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Fields in com.badlogic.gdx.graphics.g3d.model.skeleton declared as Vector3 | |
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Vector3 |
SkeletonJoint.position
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Vector3 |
SkeletonKeyframe.position
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Vector3 |
SkeletonJoint.scale
|
Vector3 |
SkeletonKeyframe.scale
|
Uses of Vector3 in com.badlogic.gdx.graphics.glutils |
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Methods in com.badlogic.gdx.graphics.glutils with parameters of type Vector3 | |
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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)
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Uses of Vector3 in com.badlogic.gdx.math |
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Fields in com.badlogic.gdx.math declared as Vector3 | |
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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
Static temporary vector. |
static Vector3 |
Vector3.tmp2
Static temporary vector. |
static Vector3 |
Vector3.tmp3
Static temporary vector. |
static Vector3 |
Vector3.X
|
static Vector3 |
Vector3.Y
|
static Vector3 |
Vector3.Z
|
static Vector3 |
Vector3.Zero
|
Methods in com.badlogic.gdx.math that return Vector3 | |
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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.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)
Divides all components of this vector by the given value |
Vector3 |
Vector3.div(float vx,
float vy,
float vz)
|
Vector3 |
Vector3.div(Vector3 other)
|
Vector3 |
Plane.getNormal()
|
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(float value)
Multiplies all components of this vector by the given value |
Vector3 |
Vector3.mul(float vx,
float vy,
float vz)
Multiplies all components of this vector by the given values |
Vector3 |
Vector3.mul(Matrix4 matrix)
Multiplies the vector by the given matrix. |
Vector3 |
Vector3.mul(Vector3 other)
Multiplies all components of this vector by the given vector3's values |
Vector3 |
Vector3.nor()
Normalizes this vector to unit length |
Vector3 |
Vector3.prj(Matrix4 matrix)
Multiplies this vector by the given matrix dividing by w. |
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 angle,
float axisX,
float axisY,
float axisZ)
Rotates this vector by the given angle around the given axis. |
Vector3 |
Vector3.rotate(Vector3 axis,
float angle)
Rotates this vector by the given angle around the given axis. |
Vector3 |
Vector3.scale(float scalarX,
float scalarY,
float scalarZ)
Scales the vector components by the given scalars. |
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(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()
NEVER EVER SAVE THIS REFERENCE! Do not use this unless you are aware of the side-effects, e.g. |
Vector3 |
Vector3.tmp2()
NEVER EVER SAVE THIS REFERENCE! Do not use this unless you are aware of the side-effects, e.g. |
Methods in com.badlogic.gdx.math that return types with arguments of type Vector3 | |
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java.util.List<Vector3> |
CatmullRomSpline.getControlPoints()
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java.util.List<Vector3> |
CatmullRomSpline.getPath(int numPoints)
Returns a path, between every two control points numPoints are generated and the control points themselves are added too. |
java.util.List<Vector3> |
CatmullRomSpline.getTangentNormals(int numPoints,
java.util.List<Vector3> up)
|
java.util.List<Vector3> |
CatmullRomSpline.getTangentNormals(int numPoints,
Vector3 up)
Returns the tangent's normals using the tangent and provided up vector doing a cross product. |
java.util.List<Vector3> |
CatmullRomSpline.getTangentNormals2D(int numPoints)
Returns all tangent's normals in 2D space for the points in a path. |
java.util.List<Vector3> |
CatmullRomSpline.getTangents(int numPoints)
Returns all tangents for the points in a path. |
Methods in com.badlogic.gdx.math with parameters of type Vector3 | |
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void |
CatmullRomSpline.add(Vector3 point)
Adds a new control point |
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)
|
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. |
void |
CatmullRomSpline.getPath(Vector3[] points,
int numPoints)
Returns a path, between every two control points numPoints are generated and the control points themselves are added too. |
java.util.List<Vector3> |
CatmullRomSpline.getTangentNormals(int numPoints,
Vector3 up)
Returns the tangent's normals using the tangent and provided up vector doing a cross product. |
void |
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.intersectRayPlane(Ray ray,
Plane plane,
Vector3 intersection)
Intersects a Ray and a Plane . |
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)
Multiplies all components of this vector by the given vector3's values |
boolean |
Frustum.pointInFrustum(Vector3 point)
Returns whether the point is in the frustum. |
Matrix4 |
Matrix4.rotate(Vector3 axis,
float angle)
Postmultiplies this matrix with a (counter-clockwise) rotation matrix. |
Vector3 |
Vector3.rotate(Vector3 axis,
float angle)
Rotates this vector by the given angle around the given axis. |
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.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. |
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 angle)
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)
|
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. |
void |
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. |
Method parameters in com.badlogic.gdx.math with type arguments of type Vector3 | |
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java.util.List<Vector3> |
CatmullRomSpline.getTangentNormals(int numPoints,
java.util.List<Vector3> up)
|
static boolean |
Intersector.intersectRayTriangles(Ray ray,
java.util.List<Vector3> triangles,
Vector3 intersection)
Intersects the given ray with list of triangles. |
Constructors in com.badlogic.gdx.math with parameters of type Vector3 | |
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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. |
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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 |
Uses of Vector3 in com.badlogic.gdx.math.collision |
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Fields in com.badlogic.gdx.math.collision declared as Vector3 | |
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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
|
Methods in com.badlogic.gdx.math.collision that return Vector3 | |
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Vector3 |
BoundingBox.getCenter()
|
Vector3[] |
BoundingBox.getCorners()
|
Vector3 |
BoundingBox.getDimensions()
|
Vector3 |
Ray.getEndPoint(float distance)
Returns and endpoint given the distance. |
Vector3 |
BoundingBox.getMax()
|
Vector3 |
BoundingBox.getMin()
|
Methods in com.badlogic.gdx.math.collision with parameters of type Vector3 | |
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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 . |
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. |
Method parameters in com.badlogic.gdx.math.collision with type arguments of type Vector3 | |
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BoundingBox |
BoundingBox.set(java.util.List<Vector3> points)
Sets the bounding box minimum and maximum vector from the given points. |
Constructors in com.badlogic.gdx.math.collision with parameters of type Vector3 | |
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BoundingBox(Vector3 minimum,
Vector3 maximum)
Constructs the new bounding box using the given minimum and maximum vector. |
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Ray(Vector3 origin,
Vector3 direction)
Constructor, sets the starting position of the ray and the direction. |
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Segment(Vector3 a,
Vector3 b)
Constructs a new Segment from the two points given. |
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Sphere(Vector3 center,
float radius)
Constructs a sphere with the given center and radius |
|
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