Uses of Class
org.joml.Vector3f
Packages that use Vector3f
Package
Description
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Uses of Vector3f in org.joml
Modifier and TypeMethodDescriptionVector3f.absolute()Vector3f.add(float arg0, float arg1, float arg2) Vector3f.ceil()Vector3f.cross(float arg0, float arg1, float arg2) Vector3f.div(float arg0) Vector3f.div(float arg0, float arg1, float arg2) Vector3f.floor()Matrix4f.frustumCorner(int arg0, Vector3f arg1) Matrix4fc.frustumCorner(int arg0, Vector3f arg1) Matrix4f.frustumRayDir(float arg0, float arg1, Vector3f arg2) Matrix4fc.frustumRayDir(float arg0, float arg1, Vector3f arg2) Quaternionf.getEulerAnglesXYZ(Vector3f arg0) Quaternionfc.getEulerAnglesXYZ(Vector3f arg0) Matrix3f.getEulerAnglesZYX(Vector3f arg0) Matrix3fc.getEulerAnglesZYX(Vector3f arg0) Matrix4f.getEulerAnglesZYX(Vector3f arg0) Matrix4fc.getEulerAnglesZYX(Vector3f arg0) Matrix4x3f.getEulerAnglesZYX(Vector3f arg0) Matrix4x3fc.getEulerAnglesZYX(Vector3f arg0) Matrix4f.getTranslation(Vector3f arg0) Matrix4fc.getTranslation(Vector3f arg0) Matrix4x3f.getTranslation(Vector3f arg0) Matrix4x3fc.getTranslation(Vector3f arg0) Vector3f.half(float arg0, float arg1, float arg2) static Vector3fInterpolationf.interpolateTriangle(float float0, float float1, float float16, float float13, float float10, float float2, float float3, float float15, float float12, float float9, float float4, float float5, float float14, float float11, float float8, float float6, float float7, Vector3f vector3f) static Vector3fInterpolationf.interpolationFactorsTriangle(float float7, float float13, float float5, float float1, float float4, float float2, float float11, float float9, Vector3f vector3f) Vector3f.mul(float arg0) Vector3f.mul(float arg0, float arg1, float arg2) Vector3f.mul(Matrix3x2fc arg0) Vector3f.mul(Matrix3x2fc arg0, Vector3f arg1) Vector3fc.mul(Matrix3x2fc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4dc arg0) Vector3f.mulDirection(Matrix4dc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4fc arg0) Vector3f.mulDirection(Matrix4fc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4x3fc arg0) Vector3f.mulDirection(Matrix4x3fc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4dc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4x3fc arg0, Vector3f arg1) Vector3f.mulPosition(Matrix4fc arg0) Vector3f.mulPosition(Matrix4fc arg0, Vector3f arg1) Vector3f.mulPosition(Matrix4x3fc arg0) Vector3f.mulPosition(Matrix4x3fc arg0, Vector3f arg1) Vector3fc.mulPosition(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulPosition(Matrix4x3fc arg0, Vector3f arg1) Vector3f.mulProject(Matrix4fc arg0) Vector3f.mulProject(Matrix4fc arg0, float arg1, Vector3f arg2) Vector3f.mulProject(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulProject(Matrix4fc arg0, float arg1, Vector3f arg2) Vector3fc.mulProject(Matrix4fc arg0, Vector3f arg1) Vector4f.mulProject(Matrix4fc arg0, Vector3f arg1) Vector4fc.mulProject(Matrix4fc arg0, Vector3f arg1) Vector3f.mulTranspose(Matrix3fc arg0) Vector3f.mulTranspose(Matrix3fc arg0, Vector3f arg1) Vector3fc.mulTranspose(Matrix3fc arg0, Vector3f arg1) Vector3f.mulTransposeDirection(Matrix4fc arg0) Vector3f.mulTransposeDirection(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulTransposeDirection(Matrix4fc arg0, Vector3f arg1) Vector3f.mulTransposePosition(Matrix4fc arg0) Vector3f.mulTransposePosition(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulTransposePosition(Matrix4fc arg0, Vector3f arg1) Vector3f.negate()Vector3f.normalize()Vector3f.normalize(float arg0) Matrix3f.normalizedPositiveX(Vector3f arg0) Matrix3fc.normalizedPositiveX(Vector3f arg0) Matrix4f.normalizedPositiveX(Vector3f arg0) Matrix4fc.normalizedPositiveX(Vector3f arg0) Matrix4x3f.normalizedPositiveX(Vector3f arg0) Matrix4x3fc.normalizedPositiveX(Vector3f arg0) Quaternionf.normalizedPositiveX(Vector3f arg0) Quaternionfc.normalizedPositiveX(Vector3f arg0) Matrix3f.normalizedPositiveY(Vector3f arg0) Matrix3fc.normalizedPositiveY(Vector3f arg0) Matrix4f.normalizedPositiveY(Vector3f arg0) Matrix4fc.normalizedPositiveY(Vector3f arg0) Matrix4x3f.normalizedPositiveY(Vector3f arg0) Matrix4x3fc.normalizedPositiveY(Vector3f arg0) Quaternionf.normalizedPositiveY(Vector3f arg0) Quaternionfc.normalizedPositiveY(Vector3f arg0) Matrix3f.normalizedPositiveZ(Vector3f arg0) Matrix3fc.normalizedPositiveZ(Vector3f arg0) Matrix4f.normalizedPositiveZ(Vector3f arg0) Matrix4fc.normalizedPositiveZ(Vector3f arg0) Matrix4x3f.normalizedPositiveZ(Vector3f arg0) Matrix4x3fc.normalizedPositiveZ(Vector3f arg0) Quaternionf.normalizedPositiveZ(Vector3f arg0) Quaternionfc.normalizedPositiveZ(Vector3f arg0) Matrix4f.originAffine(Vector3f arg0) Matrix4fc.originAffine(Vector3f arg0) Vector3f.orthogonalize(Vector3fc arg0) Vector3f.orthogonalize(Vector3fc arg0, Vector3f arg1) Vector3fc.orthogonalize(Vector3fc arg0, Vector3f arg1) Vector3f.orthogonalizeUnit(Vector3fc arg0) Vector3f.orthogonalizeUnit(Vector3fc arg0, Vector3f arg1) Vector3fc.orthogonalizeUnit(Vector3fc arg0, Vector3f arg1) Matrix4f.perspectiveInvOrigin(Vector3f arg0) Matrix4fc.perspectiveInvOrigin(Vector3f arg0) Matrix4f.perspectiveOrigin(Vector3f arg0) Matrix4fc.perspectiveOrigin(Vector3f arg0) Vector3f.reflect(float arg0, float arg1, float arg2) Vector3f.rotate(Quaternionfc arg0) Vector3f.rotate(Quaternionfc arg0, Vector3f arg1) Vector3fc.rotate(Quaternionfc arg0, Vector3f arg1) Vector3f.rotateAxis(float arg0, float arg1, float arg2, float arg3) Vector3f.rotateAxis(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Vector3fc.rotateAxis(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Vector3f.rotateX(float arg0) Vector3f.rotateY(float arg0) Vector3f.rotateZ(float arg0) Vector3f.round()Vector3f.set(double arg0) Vector3f.set(double arg0, double arg1, double arg2) Vector3f.set(float arg0) Vector3f.set(float[] arg0) Vector3f.set(float arg0, float arg1, float arg2) Vector3f.set(int arg0, ByteBuffer arg1) Vector3f.set(int arg0, FloatBuffer arg1) Vector3f.set(ByteBuffer arg0) Vector3f.set(FloatBuffer arg0) Vector3f.setComponent(int arg0, float arg1) Vector3f.setFromAddress(long arg0) Vector3f.smoothStep(Vector3fc arg0, float arg1, Vector3f arg2) Vector3fc.smoothStep(Vector3fc arg0, float arg1, Vector3f arg2) Vector3f.sub(float arg0, float arg1, float arg2) Matrix4d.transformDirection(double arg0, double arg1, double arg2, Vector3f arg3) Matrix4d.transformDirection(Vector3f arg0) Matrix4d.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4dc.transformDirection(double arg0, double arg1, double arg2, Vector3f arg3) Matrix4dc.transformDirection(Vector3f arg0) Matrix4dc.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4f.transformDirection(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformDirection(Vector3f arg0) Matrix4f.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformDirection(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformDirection(Vector3f arg0) Matrix4fc.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4x3f.transformDirection(Vector3f arg0) Matrix4x3f.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4x3fc.transformDirection(Vector3f arg0) Matrix4x3fc.transformDirection(Vector3fc arg0, Vector3f arg1) Quaterniond.transformInverse(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformInverse(Vector3f arg0) Quaterniond.transformInverse(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformInverse(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformInverse(Vector3f arg0) Quaterniondc.transformInverse(Vector3fc arg0, Vector3f arg1) Quaternionf.transformInverse(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformInverse(Vector3f arg0) Quaternionf.transformInverse(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformInverse(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformInverse(Vector3f arg0) Quaternionfc.transformInverse(Vector3fc arg0, Vector3f arg1) Quaterniond.transformInverseUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformInverseUnit(Vector3f arg0) Quaterniond.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformInverseUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformInverseUnit(Vector3f arg0) Quaterniondc.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaternionf.transformInverseUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformInverseUnit(Vector3f arg0) Quaternionf.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformInverseUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformInverseUnit(Vector3f arg0) Quaternionfc.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Matrix4f.transformPosition(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformPosition(Vector3f arg0) Matrix4f.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformPosition(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformPosition(Vector3f arg0) Matrix4fc.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4x3f.transformPosition(Vector3f arg0) Matrix4x3f.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4x3fc.transformPosition(Vector3f arg0) Matrix4x3fc.transformPosition(Vector3fc arg0, Vector3f arg1) Quaterniond.transformPositiveX(Vector3f arg0) Quaterniondc.transformPositiveX(Vector3f arg0) Quaternionf.transformPositiveX(Vector3f arg0) Quaternionfc.transformPositiveX(Vector3f arg0) Quaterniond.transformPositiveY(Vector3f arg0) Quaterniondc.transformPositiveY(Vector3f arg0) Quaternionf.transformPositiveY(Vector3f arg0) Quaternionfc.transformPositiveY(Vector3f arg0) Quaterniond.transformPositiveZ(Vector3f arg0) Quaterniondc.transformPositiveZ(Vector3f arg0) Quaternionf.transformPositiveZ(Vector3f arg0) Quaternionfc.transformPositiveZ(Vector3f arg0) Matrix4f.transformProject(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Matrix4f.transformProject(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformProject(Vector3f arg0) Matrix4f.transformProject(Vector3fc arg0, Vector3f arg1) Matrix4f.transformProject(Vector4fc arg0, Vector3f arg1) Matrix4fc.transformProject(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Matrix4fc.transformProject(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformProject(Vector3f arg0) Matrix4fc.transformProject(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformProject(Vector4fc arg0, Vector3f arg1) Matrix3f.transformTranspose(float arg0, float arg1, float arg2, Vector3f arg3) Matrix3f.transformTranspose(Vector3f arg0) Matrix3f.transformTranspose(Vector3fc arg0, Vector3f arg1) Matrix3fc.transformTranspose(float arg0, float arg1, float arg2, Vector3f arg3) Matrix3fc.transformTranspose(Vector3f arg0) Matrix3fc.transformTranspose(Vector3fc arg0, Vector3f arg1) Quaterniond.transformUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformUnit(Vector3f arg0) Quaterniond.transformUnit(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformUnit(Vector3f arg0) Quaterniondc.transformUnit(Vector3fc arg0, Vector3f arg1) Quaternionf.transformUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformUnit(Vector3f arg0) Quaternionf.transformUnit(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformUnit(Vector3f arg0) Quaternionfc.transformUnit(Vector3fc arg0, Vector3f arg1) Quaterniond.transformUnitPositiveX(Vector3f arg0) Quaterniondc.transformUnitPositiveX(Vector3f arg0) Quaternionf.transformUnitPositiveX(Vector3f arg0) Quaternionfc.transformUnitPositiveX(Vector3f arg0) Quaterniond.transformUnitPositiveY(Vector3f arg0) Quaterniondc.transformUnitPositiveY(Vector3f arg0) Quaternionf.transformUnitPositiveY(Vector3f arg0) Quaternionfc.transformUnitPositiveY(Vector3f arg0) Quaterniond.transformUnitPositiveZ(Vector3f arg0) Quaterniondc.transformUnitPositiveZ(Vector3f arg0) Quaternionf.transformUnitPositiveZ(Vector3f arg0) Quaternionfc.transformUnitPositiveZ(Vector3f arg0) Matrix4f.unprojectInv(float float1, float float3, float float5, int[] ints, Vector3f vector3f) Matrix4f.unprojectInv(Vector3fc vector3fc, int[] ints, Vector3f vector3f) Matrix4fc.unprojectInv(float var1, float var2, float var3, int[] var4, Vector3f var5) Matrix4fc.unprojectInv(Vector3fc var1, int[] var2, Vector3f var3) Vector3f.zero()Modifier and TypeMethodDescriptionMatrix4f.affineSpan(Vector3f arg0, Vector3f arg1, Vector3f arg2, Vector3f arg3) static voidGeometryUtils.bitangent(Vector3fc vector3fc0, Vector2fc vector2fc0, Vector3fc vector3fc2, Vector2fc vector2fc1, Vector3fc vector3fc1, Vector2fc vector2fc2, Vector3f vector3f) static voidGeometryUtils.computePerpendicularVectors(float float1, float float2, float float0, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.frustumAabb(Vector3f arg0, Vector3f arg1) Matrix4fc.frustumAabb(Vector3f arg0, Vector3f arg1) Matrix4f.frustumCorner(int arg0, Vector3f arg1) Matrix4fc.frustumCorner(int arg0, Vector3f arg1) Matrix4f.frustumRayDir(float arg0, float arg1, Vector3f arg2) Matrix4fc.frustumRayDir(float arg0, float arg1, Vector3f arg2) Quaternionf.getEulerAnglesXYZ(Vector3f arg0) Quaternionfc.getEulerAnglesXYZ(Vector3f arg0) Matrix3f.getEulerAnglesZYX(Vector3f arg0) Matrix3fc.getEulerAnglesZYX(Vector3f arg0) Matrix4f.getEulerAnglesZYX(Vector3f arg0) Matrix4fc.getEulerAnglesZYX(Vector3f arg0) Matrix4x3f.getEulerAnglesZYX(Vector3f arg0) Matrix4x3fc.getEulerAnglesZYX(Vector3f arg0) Matrix4f.getTranslation(Vector3f arg0) Matrix4fc.getTranslation(Vector3f arg0) Matrix4x3f.getTranslation(Vector3f arg0) Matrix4x3fc.getTranslation(Vector3f arg0) static Vector3fInterpolationf.interpolateTriangle(float float0, float float1, float float16, float float13, float float10, float float2, float float3, float float15, float float12, float float9, float float4, float float5, float float14, float float11, float float8, float float6, float float7, Vector3f vector3f) static Vector3fInterpolationf.interpolationFactorsTriangle(float float7, float float13, float float5, float float1, float float4, float float2, float float11, float float9, Vector3f vector3f) Vector3f.mul(Matrix3x2fc arg0, Vector3f arg1) Vector3fc.mul(Matrix3x2fc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4dc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4fc arg0, Vector3f arg1) Vector3f.mulDirection(Matrix4x3fc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4dc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulDirection(Matrix4x3fc arg0, Vector3f arg1) Vector3f.mulPosition(Matrix4fc arg0, Vector3f arg1) Vector3f.mulPosition(Matrix4x3fc arg0, Vector3f arg1) Vector3fc.mulPosition(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulPosition(Matrix4x3fc arg0, Vector3f arg1) floatVector3f.mulPositionW(Matrix4fc arg0, Vector3f arg1) floatVector3fc.mulPositionW(Matrix4fc arg0, Vector3f arg1) Vector3f.mulProject(Matrix4fc arg0, float arg1, Vector3f arg2) Vector3f.mulProject(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulProject(Matrix4fc arg0, float arg1, Vector3f arg2) Vector3fc.mulProject(Matrix4fc arg0, Vector3f arg1) Vector4f.mulProject(Matrix4fc arg0, Vector3f arg1) Vector4fc.mulProject(Matrix4fc arg0, Vector3f arg1) Vector3f.mulTranspose(Matrix3fc arg0, Vector3f arg1) Vector3fc.mulTranspose(Matrix3fc arg0, Vector3f arg1) Vector3f.mulTransposeDirection(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulTransposeDirection(Matrix4fc arg0, Vector3f arg1) Vector3f.mulTransposePosition(Matrix4fc arg0, Vector3f arg1) Vector3fc.mulTransposePosition(Matrix4fc arg0, Vector3f arg1) static voidGeometryUtils.normal(float float7, float float1, float float3, float float6, float float5, float float2, float float8, float float0, float float4, Vector3f vector3f) static voidGeometryUtils.normal(Vector3fc vector3fc2, Vector3fc vector3fc1, Vector3fc vector3fc0, Vector3f vector3f) Matrix3f.normalizedPositiveX(Vector3f arg0) Matrix3fc.normalizedPositiveX(Vector3f arg0) Matrix4f.normalizedPositiveX(Vector3f arg0) Matrix4fc.normalizedPositiveX(Vector3f arg0) Matrix4x3f.normalizedPositiveX(Vector3f arg0) Matrix4x3fc.normalizedPositiveX(Vector3f arg0) Quaternionf.normalizedPositiveX(Vector3f arg0) Quaternionfc.normalizedPositiveX(Vector3f arg0) Matrix3f.normalizedPositiveY(Vector3f arg0) Matrix3fc.normalizedPositiveY(Vector3f arg0) Matrix4f.normalizedPositiveY(Vector3f arg0) Matrix4fc.normalizedPositiveY(Vector3f arg0) Matrix4x3f.normalizedPositiveY(Vector3f arg0) Matrix4x3fc.normalizedPositiveY(Vector3f arg0) Quaternionf.normalizedPositiveY(Vector3f arg0) Quaternionfc.normalizedPositiveY(Vector3f arg0) Matrix3f.normalizedPositiveZ(Vector3f arg0) Matrix3fc.normalizedPositiveZ(Vector3f arg0) Matrix4f.normalizedPositiveZ(Vector3f arg0) Matrix4fc.normalizedPositiveZ(Vector3f arg0) Matrix4x3f.normalizedPositiveZ(Vector3f arg0) Matrix4x3fc.normalizedPositiveZ(Vector3f arg0) Quaternionf.normalizedPositiveZ(Vector3f arg0) Quaternionfc.normalizedPositiveZ(Vector3f arg0) Matrix4f.originAffine(Vector3f arg0) Matrix4fc.originAffine(Vector3f arg0) Vector3f.orthogonalize(Vector3fc arg0, Vector3f arg1) Vector3fc.orthogonalize(Vector3fc arg0, Vector3f arg1) Vector3f.orthogonalizeUnit(Vector3fc arg0, Vector3f arg1) Vector3fc.orthogonalizeUnit(Vector3fc arg0, Vector3f arg1) static voidGeometryUtils.perpendicular(float float4, float float1, float float2, Vector3f vector3f0, Vector3f vector3f1) static voidGeometryUtils.perpendicular(Vector3fc vector3fc, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.perspectiveInvOrigin(Vector3f arg0) Matrix4fc.perspectiveInvOrigin(Vector3f arg0) Matrix4f.perspectiveOrigin(Vector3f arg0) Matrix4fc.perspectiveOrigin(Vector3f arg0) static voidMatrix4f.projViewFromRectangle(Vector3f arg0, Vector3f arg1, Vector3f arg2, Vector3f arg3, float arg4, boolean arg5, Matrix4f arg6, Matrix4f arg7) Vector3f.rotate(Quaternionfc arg0, Vector3f arg1) Vector3fc.rotate(Quaternionfc arg0, Vector3f arg1) Vector3f.rotateAxis(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Vector3fc.rotateAxis(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Vector3f.smoothStep(Vector3fc arg0, float arg1, Vector3f arg2) Vector3fc.smoothStep(Vector3fc arg0, float arg1, Vector3f arg2) static voidGeometryUtils.tangent(Vector3fc vector3fc0, Vector2fc vector2fc0, Vector3fc vector3fc2, Vector2fc vector2fc1, Vector3fc vector3fc1, Vector2fc vector2fc2, Vector3f vector3f) static voidGeometryUtils.tangentBitangent(Vector3fc vector3fc0, Vector2fc vector2fc0, Vector3fc vector3fc2, Vector2fc vector2fc1, Vector3fc vector3fc1, Vector2fc vector2fc2, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4f.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4fc.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4fc.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4x3f.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4x3f.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4x3fc.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4x3fc.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4d.transformDirection(double arg0, double arg1, double arg2, Vector3f arg3) Matrix4d.transformDirection(Vector3f arg0) Matrix4d.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4dc.transformDirection(double arg0, double arg1, double arg2, Vector3f arg3) Matrix4dc.transformDirection(Vector3f arg0) Matrix4dc.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4f.transformDirection(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformDirection(Vector3f arg0) Matrix4f.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformDirection(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformDirection(Vector3f arg0) Matrix4fc.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4x3f.transformDirection(Vector3f arg0) Matrix4x3f.transformDirection(Vector3fc arg0, Vector3f arg1) Matrix4x3fc.transformDirection(Vector3f arg0) Matrix4x3fc.transformDirection(Vector3fc arg0, Vector3f arg1) Quaterniond.transformInverse(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformInverse(Vector3f arg0) Quaterniond.transformInverse(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformInverse(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformInverse(Vector3f arg0) Quaterniondc.transformInverse(Vector3fc arg0, Vector3f arg1) Quaternionf.transformInverse(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformInverse(Vector3f arg0) Quaternionf.transformInverse(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformInverse(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformInverse(Vector3f arg0) Quaternionfc.transformInverse(Vector3fc arg0, Vector3f arg1) Quaterniond.transformInverseUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformInverseUnit(Vector3f arg0) Quaterniond.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformInverseUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformInverseUnit(Vector3f arg0) Quaterniondc.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaternionf.transformInverseUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformInverseUnit(Vector3f arg0) Quaternionf.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformInverseUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformInverseUnit(Vector3f arg0) Quaternionfc.transformInverseUnit(Vector3fc arg0, Vector3f arg1) Matrix4f.transformPosition(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformPosition(Vector3f arg0) Matrix4f.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformPosition(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformPosition(Vector3f arg0) Matrix4fc.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4x3f.transformPosition(Vector3f arg0) Matrix4x3f.transformPosition(Vector3fc arg0, Vector3f arg1) Matrix4x3fc.transformPosition(Vector3f arg0) Matrix4x3fc.transformPosition(Vector3fc arg0, Vector3f arg1) Quaterniond.transformPositiveX(Vector3f arg0) Quaterniondc.transformPositiveX(Vector3f arg0) Quaternionf.transformPositiveX(Vector3f arg0) Quaternionfc.transformPositiveX(Vector3f arg0) Quaterniond.transformPositiveY(Vector3f arg0) Quaterniondc.transformPositiveY(Vector3f arg0) Quaternionf.transformPositiveY(Vector3f arg0) Quaternionfc.transformPositiveY(Vector3f arg0) Quaterniond.transformPositiveZ(Vector3f arg0) Quaterniondc.transformPositiveZ(Vector3f arg0) Quaternionf.transformPositiveZ(Vector3f arg0) Quaternionfc.transformPositiveZ(Vector3f arg0) Matrix4f.transformProject(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Matrix4f.transformProject(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4f.transformProject(Vector3f arg0) Matrix4f.transformProject(Vector3fc arg0, Vector3f arg1) Matrix4f.transformProject(Vector4fc arg0, Vector3f arg1) Matrix4fc.transformProject(float arg0, float arg1, float arg2, float arg3, Vector3f arg4) Matrix4fc.transformProject(float arg0, float arg1, float arg2, Vector3f arg3) Matrix4fc.transformProject(Vector3f arg0) Matrix4fc.transformProject(Vector3fc arg0, Vector3f arg1) Matrix4fc.transformProject(Vector4fc arg0, Vector3f arg1) Matrix3f.transformTranspose(float arg0, float arg1, float arg2, Vector3f arg3) Matrix3f.transformTranspose(Vector3f arg0) Matrix3f.transformTranspose(Vector3fc arg0, Vector3f arg1) Matrix3fc.transformTranspose(float arg0, float arg1, float arg2, Vector3f arg3) Matrix3fc.transformTranspose(Vector3f arg0) Matrix3fc.transformTranspose(Vector3fc arg0, Vector3f arg1) Quaterniond.transformUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniond.transformUnit(Vector3f arg0) Quaterniond.transformUnit(Vector3fc arg0, Vector3f arg1) Quaterniondc.transformUnit(double arg0, double arg1, double arg2, Vector3f arg3) Quaterniondc.transformUnit(Vector3f arg0) Quaterniondc.transformUnit(Vector3fc arg0, Vector3f arg1) Quaternionf.transformUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionf.transformUnit(Vector3f arg0) Quaternionf.transformUnit(Vector3fc arg0, Vector3f arg1) Quaternionfc.transformUnit(float arg0, float arg1, float arg2, Vector3f arg3) Quaternionfc.transformUnit(Vector3f arg0) Quaternionfc.transformUnit(Vector3fc arg0, Vector3f arg1) Quaterniond.transformUnitPositiveX(Vector3f arg0) Quaterniondc.transformUnitPositiveX(Vector3f arg0) Quaternionf.transformUnitPositiveX(Vector3f arg0) Quaternionfc.transformUnitPositiveX(Vector3f arg0) Quaterniond.transformUnitPositiveY(Vector3f arg0) Quaterniondc.transformUnitPositiveY(Vector3f arg0) Quaternionf.transformUnitPositiveY(Vector3f arg0) Quaternionfc.transformUnitPositiveY(Vector3f arg0) Quaterniond.transformUnitPositiveZ(Vector3f arg0) Quaterniondc.transformUnitPositiveZ(Vector3f arg0) Quaternionf.transformUnitPositiveZ(Vector3f arg0) Quaternionfc.transformUnitPositiveZ(Vector3f arg0) Matrix4f.unprojectInv(float float1, float float3, float float5, int[] ints, Vector3f vector3f) Matrix4f.unprojectInv(Vector3fc vector3fc, int[] ints, Vector3f vector3f) Matrix4fc.unprojectInv(float var1, float var2, float var3, int[] var4, Vector3f var5) Matrix4fc.unprojectInv(Vector3fc var1, int[] var2, Vector3f var3) Matrix4f.unprojectInvRay(float float1, float float3, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.unprojectInvRay(Vector2fc vector2fc, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4fc.unprojectInvRay(float var1, float var2, int[] var3, Vector3f var4, Vector3f var5) Matrix4fc.unprojectInvRay(Vector2fc var1, int[] var2, Vector3f var3, Vector3f var4) Matrix4f.unprojectRay(float float30, float float32, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.unprojectRay(Vector2fc vector2fc, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4fc.unprojectRay(float var1, float var2, int[] var3, Vector3f var4, Vector3f var5) Matrix4fc.unprojectRay(Vector2fc var1, int[] var2, Vector3f var3, Vector3f var4) -
Uses of Vector3f in zombie
Modifier and TypeMethodDescriptionbooleanCombatManager.hitIsoGridSquare(IsoGridSquare square, Vector3f vector3f) -
Uses of Vector3f in zombie.characters
Methods in zombie.characters that return Vector3fMethods in zombie.characters with parameters of type Vector3fModifier and TypeMethodDescriptionvoidIsoGameCharacter.enterVehicle(BaseVehicle v, int seat, Vector3f offset) IsoGameCharacter.getTargetGrapplePos(Vector3f vector3f) -
Uses of Vector3f in zombie.characters.animals.pathfind
Methods in zombie.characters.animals.pathfind that return types with arguments of type Vector3f -
Uses of Vector3f in zombie.combat
Methods in zombie.combat that return Vector3fMethods in zombie.combat with parameters of type Vector3fModifier and TypeMethodDescriptionfloatRect3D.rayIntersection(Vector3f vector3f1, Vector3f vector3f0) -
Uses of Vector3f in zombie.core.opengl
Methods in zombie.core.opengl with parameters of type Vector3fModifier and TypeMethodDescriptionvoidVBOLines.addAABB(float float0, float float1, float float2, Vector3f vector3f1, Vector3f vector3f0, float float3, float float4, float float5) voidVBORenderer.addAABB(float arg0, float arg1, float arg2, Vector3f arg3, Vector3f arg4, float arg5, float arg6, float arg7) -
Uses of Vector3f in zombie.core.physics
Fields in zombie.core.physics declared as Vector3fModifier and TypeFieldDescriptionfinal Vector3fPhysicsShape.OneMesh.maxXYZfinal Vector3fPhysicsShape.OneMesh.minXYZfinal Vector3fTransform.originTranslation vector of this Transform.Methods in zombie.core.physics with parameters of type Vector3fModifier and TypeMethodDescriptionvoidvoidstatic Matrix4fBullet.postMultiplyTranslateRotateScale(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1) voidstatic float[]Bullet.transformPhysicsMeshPoints(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1, float[] floats1, boolean boolean0) static Matrix4fBullet.translationRotateScale(Vector3f vector3f1, Vector3f vector3f0, float float0, Matrix4f matrix4f) -
Uses of Vector3f in zombie.core.skinnedmodel
Methods in zombie.core.skinnedmodel that return Vector3fModifier and TypeMethodDescriptionBaseGrappleable.getGrappleOffset(Vector3f arg0) IGrappleable.getGrappleOffset(Vector3f arg0) default Vector3fIGrappleableWrapper.getGrappleOffset(Vector3f arg0) BaseGrappleable.getTargetGrapplePos(Vector3f arg0) IGrappleable.getTargetGrapplePos(Vector3f arg0) default Vector3fIGrappleableWrapper.getTargetGrapplePos(Vector3f arg0) Methods in zombie.core.skinnedmodel with parameters of type Vector3fModifier and TypeMethodDescriptionBaseGrappleable.getGrappleOffset(Vector3f arg0) IGrappleable.getGrappleOffset(Vector3f arg0) default Vector3fIGrappleableWrapper.getGrappleOffset(Vector3f arg0) BaseGrappleable.getTargetGrapplePos(Vector3f arg0) IGrappleable.getTargetGrapplePos(Vector3f arg0) default Vector3fIGrappleableWrapper.getTargetGrapplePos(Vector3f arg0) default voidIGrappleable.setGrappleDeferredOffset(Vector3f arg0) voidBaseGrappleable.setTargetGrapplePos(Vector3f arg0) default voidIGrappleable.setTargetGrapplePos(Vector3f arg0) -
Uses of Vector3f in zombie.core.skinnedmodel.advancedanimation
Methods in zombie.core.skinnedmodel.advancedanimation that return Vector3fMethods in zombie.core.skinnedmodel.advancedanimation with parameters of type Vector3fModifier and TypeMethodDescriptionLiveAnimNode.getGrappleTweenStartPos(Vector3f vector3f) voidLiveAnimNode.setGrappleTweenStartPos(Vector3f vector3f) -
Uses of Vector3f in zombie.core.skinnedmodel.animation
Methods in zombie.core.skinnedmodel.animation that return Vector3fModifier and TypeMethodDescriptionAnimationPlayer.getGrappleOffset(Vector3f vector3f) AnimationPlayer.getTargetGrapplePos(Vector3f vector3f) Methods in zombie.core.skinnedmodel.animation with parameters of type Vector3fModifier and TypeMethodDescriptionAnimationPlayer.getGrappleOffset(Vector3f vector3f) AnimationPlayer.getTargetGrapplePos(Vector3f vector3f) -
Uses of Vector3f in zombie.core.skinnedmodel.model
Fields in zombie.core.skinnedmodel.model declared as Vector3fModifier and TypeFieldDescriptionModelInstance.PlayerData.currentAmbientfinal Vector3fItemModelRenderer.m_anglefinal Vector3fModelMesh.maxXYZfinal Vector3fModelMesh.minXYZfinal Vector3fVehicleModelInstance.painColorMethods in zombie.core.skinnedmodel.model with parameters of type Vector3fModifier and TypeMethodDescriptionvoidItemModelRenderer.DoRenderToWorld(float float0, float float1, float float2, Vector3f vector3f) -
Uses of Vector3f in zombie.core.skinnedmodel.shader
Methods in zombie.core.skinnedmodel.shader with parameters of type Vector3f -
Uses of Vector3f in zombie.gizmo
Methods in zombie.gizmo that return Vector3fMethods in zombie.gizmo with parameters of type Vector3fModifier and TypeMethodDescriptionfloatScene.sceneToUIX(Vector3f vector3f) floatScene.sceneToUIY(Vector3f vector3f) -
Uses of Vector3f in zombie.iso
Fields in zombie.iso declared as Vector3fModifier and TypeFieldDescriptionfinal Vector3fSpriteModel.rotatefinal Vector3fSpriteModel.translateMethods in zombie.iso that return Vector3f -
Uses of Vector3f in zombie.iso.fboRenderChunk
Methods in zombie.iso.fboRenderChunk with parameters of type Vector3fModifier and TypeMethodDescriptionvoidFBORenderShadows.addShadow(float float4, float float6, float float22, Vector3f vector3f1, float float0, float float1, float float2, float float20, float float21, float float19, float float18, boolean boolean0) voidFBORenderItems.setCamera(FBORenderChunk fBORenderChunk, float float0, float float1, float float2, Vector3f vector3f) -
Uses of Vector3f in zombie.iso.objects
Methods in zombie.iso.objects with parameters of type Vector3fModifier and TypeMethodDescriptionstatic voidIsoBulletTracerEffects.directionVector(Vector3f vector3f0, Vector3f vector3f1, Vector3f vector3f2) static voidIsoDeadBody.renderShadow(float x, float y, float z, Vector3f forward, float w, float fm, float bm, ColorInfo lightInfo, float alpha) static voidIsoDeadBody.renderShadow(float float6, float float8, float float20, Vector3f vector3f0, float float2, float float3, float float4, ColorInfo colorInfo, float float1, boolean boolean0) -
Uses of Vector3f in zombie.iso.sprite
Methods in zombie.iso.sprite that return Vector3fModifier and TypeMethodDescriptionIsoSprite.getCurtainOffset()SkyBox.getShaderSunLight()SkyBox.getShaderWind() -
Uses of Vector3f in zombie.network.packets.vehicle
Methods in zombie.network.packets.vehicle with parameters of type Vector3fModifier and TypeMethodDescriptionvoidVehicleImpulsePacket.set(BaseVehicle var1, Vector3f var2, Vector3f var3) -
Uses of Vector3f in zombie.scripting.objects
Fields in zombie.scripting.objects declared as Vector3fModifier and TypeFieldDescriptionfinal Vector3fVehicleScript.Anim.anglefinal Vector3fVehicleScript.PhysicsShape.extentsfinal Vector3fVehicleScript.Anim.offsetfinal Vector3fVehicleScript.Model.offsetfinal Vector3fVehicleScript.PhysicsShape.offsetfinal Vector3fVehicleScript.Position.offsetfinal Vector3fVehicleScript.Wheel.offsetfinal Vector3fPhysicsShapeScript.rotatefinal Vector3fVehicleScript.Model.rotatefinal Vector3fVehicleScript.PhysicsShape.rotatefinal Vector3fVehicleScript.Position.rotatefinal Vector3fPhysicsShapeScript.translateMethods in zombie.scripting.objects that return Vector3fModifier and TypeMethodDescriptionVehicleScript.getCenterOfMassOffset()VehicleScript.getExtents()VehicleScript.PhysicsShape.getExtents()VehicleScript.getModelOffset()ModelAttachment.getOffset()VehicleScript.Model.getOffset()VehicleScript.PhysicsShape.getOffset()VehicleScript.Position.getOffset()VehicleScript.Wheel.getOffset()VehicleScript.getPhysicsChassisShape()ModelAttachment.getRotate()VehicleScript.Model.getRotate()VehicleScript.PhysicsShape.getRotate()VehicleScript.Position.getRotate() -
Uses of Vector3f in zombie.seating
Methods in zombie.seating that return Vector3fModifier and TypeMethodDescriptionSeatingData.getPositionTranslate(String arg0, int arg1, int arg2, int arg3) SeatingManager.getTilePositionTranslate(String arg0, String arg1, int arg2, int arg3, int arg4) SeatingManager.getTranslation(String arg0, int arg1, String arg2, Vector3f arg3) SeatingManager.getTranslation(String arg0, String arg1, int arg2, String arg3, Vector3f arg4) SeatingManager.getTranslation(String arg0, IsoSprite arg1, String arg2, Vector3f arg3) SeatingManager.getTranslation(IsoSprite arg0, String arg1, Vector3f arg2) Methods in zombie.seating with parameters of type Vector3fModifier and TypeMethodDescriptionbooleanSeatingManager.getAdjacentPosition(IsoGameCharacter arg0, IsoObject arg1, String arg2, String arg3, String arg4, String arg5, Vector3f arg6) SeatingManager.getTranslation(String arg0, int arg1, String arg2, Vector3f arg3) SeatingManager.getTranslation(String arg0, String arg1, int arg2, String arg3, Vector3f arg4) SeatingManager.getTranslation(String arg0, IsoSprite arg1, String arg2, Vector3f arg3) SeatingManager.getTranslation(IsoSprite arg0, String arg1, Vector3f arg2) -
Uses of Vector3f in zombie.tileDepth
Fields in zombie.tileDepth declared as Vector3fModifier and TypeFieldDescriptionfinal Vector3fCylinderUtils.IntersectionRecord.locationfinal Vector3fTileGeometryFile.Box.maxfinal Vector3fTileGeometryFile.Box.minfinal Vector3fCylinderUtils.IntersectionRecord.normalfinal Vector3fTileGeometryFile.Box.rotatefinal Vector3fTileGeometryFile.Cylinder.rotatefinal Vector3fTileGeometryFile.Polygon.rotatefinal Vector3fTileGeometryFile.Box.translatefinal Vector3fTileGeometryFile.Cylinder.translatefinal Vector3fTileGeometryFile.Polygon.translateMethods in zombie.tileDepth with parameters of type Vector3fModifier and TypeMethodDescriptionstatic floatTileGeometryUtils.getDepthOnBoxAt(float float0, float float1, Vector3f vector3f1, Vector3f vector3f2, Vector3f vector3f4, Vector3f vector3f3) static floatTileGeometryUtils.getDepthOnCylinderAt(float float0, float float1, Vector3f vector3f1, Vector3f vector3f2, float float2, float float3) static floatTileGeometryUtils.getDepthOnPlaneAt(float float0, float float1, Vector3f vector3f0, Vector3f vector3f1) static floatTileGeometryUtils.getDepthOnPlaneAt(float float0, float float1, Vector3f vector3f0, Vector3f vector3f1, Vector3f vector3f3) static floatTileGeometryUtils.getDepthOnPlaneAt(float float1, float float2, UI3DScene.GridPlane gridPlane, Vector3f vector3f1) static floatTileGeometryUtils.getNormalizedDepthOnBoxAt(float float1, float float2, Vector3f vector3f0, Vector3f vector3f1, Vector3f vector3f2, Vector3f vector3f3) static floatTileGeometryUtils.getNormalizedDepthOnCylinderAt(float float1, float float2, Vector3f vector3f0, Vector3f vector3f1, float float3, float float4) static floatTileGeometryUtils.getNormalizedDepthOnPlaneAt(float float1, float float2, Vector3f vector3f0, Vector3f vector3f1) static floatTileGeometryUtils.getNormalizedDepthOnPlaneAt(float float1, float float2, UI3DScene.GridPlane gridPlane, Vector3f vector3f) floatTileGeometryFile.Polygon.sceneToUIX(Vector3f vector3f) floatTileGeometryFile.Polygon.sceneToUIY(Vector3f vector3f) -
Uses of Vector3f in zombie.vehicles
Subclasses with type arguments of type Vector3f in zombie.vehiclesFields in zombie.vehicles declared as Vector3fModifier and TypeFieldDescriptionfinal Vector3fUI3DScene.Circle.centerfinal Vector3fUI3DScene.Ray.directionfinal Vector3fBaseVehicle.jniLinearVelocityfinal Vector3fUI3DScene.Plane.normalfinal Vector3fVehicleLight.offsetfinal Vector3fUI3DScene.Circle.orientationfinal Vector3fUI3DScene.Ray.originfinal Vector3fUI3DScene.Plane.pointfinal Vector3fBaseVehicle.HitVars.targetImpulseMethods in zombie.vehicles that return Vector3fModifier and TypeMethodDescriptionstatic Vector3fBaseVehicle.allocVector3f()BaseVehicle.chooseBestAttackPosition(IsoGameCharacter target, IsoGameCharacter attacker, Vector3f worldPos) BaseVehicle.getAttachmentLocalPos(String attachmentName, Vector3f v) BaseVehicle.getAttachmentWorldPos(String attachmentName, Vector3f v) BaseVehicle.getForwardVector(Vector3f out) BaseVehicle.getLinearVelocity(Vector3f out) BaseVehicle.getLocalPos(float worldX, float worldY, float worldZ, Vector3f localPos) BaseVehicle.getLocalPos(Vector3f worldPos, Vector3f localPos) BaseVehicle.getPassengerLocalPos(int seat, Vector3f v) BaseVehicle.getPassengerPositionWorldPos(float x, float y, float z, Vector3f out) BaseVehicle.getPassengerPositionWorldPos(VehicleScript.Position posn, Vector3f out) BaseVehicle.getPassengerWorldPos(int seat, Vector3f out) BaseVehicle.getPlayerTrailerLocalPos(String attachmentName, boolean left, Vector3f v) BaseVehicle.getPlayerTrailerWorldPos(String attachmentName, boolean left, Vector3f v) BaseVehicle.getTowedByLocalPos(String attachmentName, Vector3f v) BaseVehicle.getTowedByWorldPos(String attachmentName, Vector3f v) BaseVehicle.getTowingLocalPos(String attachmentName, Vector3f v) BaseVehicle.getTowingWorldPos(String attachmentName, Vector3f v) BaseVehicle.getUpVector(Vector3f out) BaseVehicle.getWorldPos(float localX, float localY, float localZ, Vector3f worldPos) BaseVehicle.getWorldPos(float localX, float localY, float localZ, Vector3f worldPos, VehicleScript _script) BaseVehicle.getWorldPos(Vector3f localPos, Vector3f worldPos) BaseVehicle.getWorldPos(Vector3f localPos, Vector3f worldPos, VehicleScript _script) Methods in zombie.vehicles with parameters of type Vector3fModifier and TypeMethodDescriptionvoidBaseVehicle.addImpulse(Vector3f impulse, Vector3f rel_pos) BaseVehicle.chooseBestAttackPosition(IsoGameCharacter target, IsoGameCharacter attacker, Vector3f worldPos) static floatUI3DScene.closest_distance_line_circle(UI3DScene.Ray ray, UI3DScene.Circle circle, Vector3f vector3f1) voidBaseVehicle.createImpulse(Vector3f var1) static floatUI3DScene.distance_between_point_ray(Vector3f vector3f2, UI3DScene.Ray ray) booleanBaseVehicle.enter(int seat, IsoGameCharacter chr, Vector3f offset) voidBaseVehicle.fixLightbarModelLighting(IsoLightSource ls, Vector3f lightPos) BaseVehicle.getAttachmentLocalPos(String attachmentName, Vector3f v) BaseVehicle.getAttachmentWorldPos(String attachmentName, Vector3f v) BaseVehicle.getForwardVector(Vector3f out) BaseVehicle.getLinearVelocity(Vector3f out) BaseVehicle.getLocalPos(float worldX, float worldY, float worldZ, Vector3f localPos) BaseVehicle.getLocalPos(Vector3f worldPos, Vector3f localPos) BaseVehicle.getPassengerLocalPos(int seat, Vector3f v) BaseVehicle.getPassengerPositionWorldPos(float x, float y, float z, Vector3f out) BaseVehicle.getPassengerPositionWorldPos(VehicleScript.Position posn, Vector3f out) BaseVehicle.getPassengerWorldPos(int seat, Vector3f out) BaseVehicle.getPlayerTrailerLocalPos(String attachmentName, boolean left, Vector3f v) BaseVehicle.getPlayerTrailerWorldPos(String attachmentName, boolean left, Vector3f v) voidVehicleInterpolationData.getPosition(Vector3f vector3f) BaseVehicle.getTowedByLocalPos(String attachmentName, Vector3f v) BaseVehicle.getTowedByWorldPos(String attachmentName, Vector3f v) BaseVehicle.getTowingLocalPos(String attachmentName, Vector3f v) BaseVehicle.getTowingWorldPos(String attachmentName, Vector3f v) BaseVehicle.getUpVector(Vector3f out) voidVehicleInterpolationData.getVelocity(Vector3f vector3f) voidBaseVehicle.getWheelForwardVector(int wheelIndex, Vector3f out) BaseVehicle.getWorldPos(float localX, float localY, float localZ, Vector3f worldPos) BaseVehicle.getWorldPos(float localX, float localY, float localZ, Vector3f worldPos, VehicleScript _script) BaseVehicle.getWorldPos(Vector3f localPos, Vector3f worldPos) BaseVehicle.getWorldPos(Vector3f localPos, Vector3f worldPos, VehicleScript _script) static intUI3DScene.intersect_ray_plane(UI3DScene.Plane Pn, UI3DScene.Ray S, Vector3f out) booleanstatic voidBaseVehicle.releaseVector3f(Vector3f vector3f) floatUI3DScene.sceneToUIX(Vector3f vector3f) floatUI3DScene.sceneToUIY(Vector3f vector3f) booleanBaseVehicle.setPassenger(int seat, IsoGameCharacter chr, Vector3f offset) static booleanCircleLineIntersect.TEST(Vector3f vector3f1, float float3, float float5, float float1, float float0, CarController carController) booleanUI3DScene.uiToGrid(float float0, float float1, UI3DScene.GridPlane gridPlane, Vector3f vector3f) Constructors in zombie.vehicles with parameters of type Vector3f -
Uses of Vector3f in zombie.worldMap
Methods in zombie.worldMap that return Vector3fModifier and TypeMethodDescriptionWorldMapRenderer.sceneToUI(float sceneX, float sceneY, float sceneZ, Matrix4f projection, Matrix4f modelView, Vector3f out) WorldMapRenderer.sceneToUI(float float0, float float1, float float2, Matrix4f matrix4f, Vector3f vector3f) WorldMapRenderer.uiToScene(float uiX, float uiY, Matrix4f projection, Matrix4f modelView, Vector3f out) Methods in zombie.worldMap with parameters of type Vector3fModifier and TypeMethodDescriptionWorldMapRenderer.sceneToUI(float sceneX, float sceneY, float sceneZ, Matrix4f projection, Matrix4f modelView, Vector3f out) WorldMapRenderer.sceneToUI(float float0, float float1, float float2, Matrix4f matrix4f, Vector3f vector3f) WorldMapRenderer.uiToScene(float uiX, float uiY, Matrix4f projection, Matrix4f modelView, Vector3f out)