public class vec3 extends vec
ALPHA, BLANK, BRIGHTNESS, CARTESIAN, CENTER, CHAOS, CIRCULAR, CLOSE, CORNER, CORNERS, COS, DIAGONAL, DIAMETER, DRAW, DYNAMIC, EAST, EQUATION, EULER, FIT, FLUID, G, GOLD_ANGLE, GOLD_NUMBER, GRAVITY, HORIZONTAL, HUE, MAGNETIC, MAX_FLOAT, MAX_INT, MIN_FLOAT, MIN_INT, MIX, NONE, NORTH, NORTH_EAST, NORTH_WEST, NOTHING, NULL, OPEN, ORDER, PERLIN, PHI, PI, PIXEL, POLAR, RADIUS, RAND, ROOT2, SATURATION, SCALE, SIN, SOUTH, SOUTH_EAST, SOUTH_WEST, STAR, STATIC, TAN, TAU, TRIG_0, TRIG_1, TRIG_2, TRIG_3, TRIG_4, TWO_PI, VERSION, VERTICAL, WEST
ABRICOT, ACAJOU, AMARANTE, AMBRE, ARGENT, AUBERGINE, AZUR, BIS, BISTRE, BLACK, BLANC, BLEU, BLOND, BLOOD, BLUE, BOUTEILLE, BRIQUE, BRONZE, BROWN, CAERULEUM, CAFE, CANARD, CANELLE, CAPUCINE, CARMIN, CARMINE, CAROTTE, CELESTE, CERISE, CHAMOIS, CHARTREUSE, CHOCOLAT, CIEL, CITROUILLE, COBALT, COFFEE, COLOMBIN, CORAIL, CYAN, EVEQUE, FRANCE, FUSCHIA, GOLD, GRAY, GRAY_MEDIUM, GREEN, GRENAT, GRIS, GRIS_MOYEN, GUEULES, IMPERIAL, JAUNE, LAPIS_LAZULI, LAVANDE, LILAS, LIME, LIN, LUNE, MAGENTA, MANDARINE, MARRON, MAUVE, MIMOSA, MOON, MOUNTBATTEN, NANKIN, NAPLE, NOIR, NOISETTE, NUIT, OCRE, OCRE_JAUNE, OCRE_ROUGE, OLIVE, OR, ORANGE, OUTREMER, PAYNE, PERLE, PERROQUET, PINK, PISTACHE, POURPRE, PRUNE, PURPLE, RED, ROSE, ROUGE, SANG, SAPIN, SAUGE, SEPIA, SHAKUDOU, SILVER, SINOPLE, SMALT, SOURIS, TAUPE, TILLEUL, TURQUOISE, VERMILLON, VERT, VERT_D_EAU, VERT_DE_GRIS, VESSIE, VIOLET, WHITE, YELLOW, ZINZOLIN
Constructor and Description |
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vec3() |
vec3(float v) |
vec3(float[] source) |
vec3(float x,
float y,
float z) |
vec3(int[] source) |
vec3(ivec v) |
vec3(vec v) |
Modifier and Type | Method and Description |
---|---|
vec3 |
add_x(float x) |
vec3 |
add_y(float y) |
vec3 |
add_z(float z) |
vec3 |
add(float a) |
vec3 |
add(float ax,
float ay,
float az)
add main method
|
vec3 |
add(ivec v) |
vec3 |
add(vec v) |
float |
average()
average of all components
|
vec3 |
blu(float z) |
vec3 |
bri(float z) |
boolean |
compare(vec3 target,
vec3 area)
return true if the vector this and vector target are in the same vector area
|
vec3 |
constrain(float min,
float max)
Constrains a value to not exceed a maximum and minimum value.
|
vec3 |
constrain(vec3 min,
vec3 max)
Constrains a value to not exceed a maximum and minimum value.
|
vec3 |
copy() |
vec3 |
cos_wave(int timeline,
float s)
WAVE COSINUS
|
vec3 |
cos_wave(int timeline,
float sx,
float sy,
float sz) |
vec3 |
cross(float x,
float y,
float z) |
vec3 |
cross(vec3 v) |
vec3 |
cross(vec3 v,
vec3 target)
Cross product of vec3
|
vec3 |
dir()
return normal cartesian angle coord
|
vec3 |
dir(float a_x,
float a_y,
float a_z)
return normal cartesian angle coord
|
vec3 |
dir(vec3 origin)
return normal cartesian angle coord
|
float |
dist(vec target)
* return distance between vector
|
vec3 |
div_x(float x) |
vec3 |
div_y(float y) |
vec3 |
div_z(float z) |
vec3 |
div(float d) |
vec3 |
div(float dx,
float dy,
float dz)
div
|
vec3 |
div(ivec v) |
vec3 |
div(vec v) |
float |
dot(float x,
float y,
float z) |
float |
dot(vec3 v) |
boolean |
equals(float target)
return true if the vector this is equals to float target
|
boolean |
equals(float t_x,
float t_y,
float t_z)
return true if the vector this is equals to float arguments
|
boolean |
equals(vec3 target)
return true if the vector this is equals to vector target
|
vec3 |
gre(float y) |
vec3 |
hue(float x) |
vec3 |
jitter(int range) |
vec3 |
jitter(int range_x,
int range_y,
int range_z)
jitter
|
vec3 |
jitter(vec3 range) |
vec3 |
limit(float max)
limit
|
float |
mag() |
float |
mag(vec3 v_target) |
float |
magSq() |
vec3 |
map(float minIn,
float maxIn,
float minOut,
float maxOut) |
vec3 |
map(vec3 minIn,
vec3 maxIn,
vec3 minOut,
vec3 maxOut) |
vec3 |
mult_x(float x) |
vec3 |
mult_y(float y) |
vec3 |
mult_z(float z) |
vec3 |
mult(float m) |
vec3 |
mult(float mx,
float my,
float mz)
mult
|
vec3 |
mult(ivec v) |
vec3 |
mult(vec v) |
vec3 |
normalize() |
vec3 |
normalize(vec3 target) |
vec3 |
p(float z) |
vec3 |
pow(int pow)
each component of the vec is power push
|
vec3 |
pow(int pow_x,
int pow_y,
int pow_z)
each component of the vec is power push
|
vec3 |
rand(float max)
random
|
vec3 |
rand(float min,
float max)
random
|
vec3 |
rand(vec3 min,
vec3 max)
random
|
vec3 |
red(float x) |
vec3 |
s(float x) |
vec3 |
sat(float y) |
vec3 |
set(float v) |
vec3 |
set(float[] source) |
vec3 |
set(float x,
float y,
float z)
set component main method
|
vec3 |
set(int[] source) |
vec3 |
set(ivec v) |
vec3 |
set(vec v) |
vec3 |
sin_wave(int timeline,
float s)
WAVE SINUS
|
vec3 |
sin_wave(int timeline,
float sx,
float sy,
float sz) |
vec3 |
sub_x(float x) |
vec3 |
sub_y(float y) |
vec3 |
sub_z(float z) |
vec3 |
sub(float s) |
vec3 |
sub(float sx,
float sy,
float sz)
sub main method
|
vec3 |
sub(ivec v) |
vec3 |
sub(vec v) |
float |
sum()
sum of all components
|
vec3 |
t(float y) |
vec3 |
tan(float float_to_make_plane_ref_x,
float float_to_make_plane_ref_y,
float float_to_make_plane_ref_z) |
vec3 |
tan(vec3 vector_to_make_plane_ref) |
java.lang.String |
toString() |
vec3 |
x(float x) |
vec3 |
y(float y) |
vec3 |
z(float z) |
a, ab, abc, abcd, abcde, abcdef, alp, array, b, blu, bri, c, d, e, f, get_size, gre, hsb, hsba, hue, max, min, p, pq, q, red, rgb, rgba, s, sat, st, stpq, t, u, uv, v, w, ww, www, wwww, wwwx, wwwy, wwwz, wwx, wwxw, wwxx, wwxy, wwxz, wwy, wwyw, wwyx, wwyy, wwyz, wwz, wwzw, wwzx, wwzy, wwzz, wx, wxw, wxww, wxwx, wxwy, wxwz, wxx, wxxw, wxxx, wxxy, wxxz, wxy, wxyw, wxyx, wxyy, wxyz, wxz, wxzw, wxzx, wxzy, wxzz, wy, wyw, wyww, wywx, wywy, wywz, wyx, wyxw, wyxx, wyxy, wyxz, wyy, wyyw, wyyx, wyyy, wyyz, wyz, wyzw, wyzx, wyzy, wz, wzw, wzww, wzwx, wzwy, wzwz, wzx, wzxw, wzxx, wzxy, wzxz, wzy, wzyw, wzyx, wzyy, wzyz, wzz, wzzw, wzzx, wzzy, wzzz, x, xw, xww, xwww, xwwx, xwwy, xwwz, xwx, xwxw, xwxx, xwxy, xwxz, xwy, xwyw, xwyx, xwyy, xwyz, xwz, xwzw, xwzx, xwzy, xwzz, xx, xxw, xxww, xxwx, xxwy, xxwz, xxx, xxxw, xxxx, xxxy, xxxz, xxy, xxyw, xxyx, xxyy, xxyz, xxz, xxzw, xxzx, xxzy, xxzz, xy, xyw, xyww, xywx, xywy, xywz, xyx, xyxw, xyxx, xyxy, xyxz, xyy, xyyw, xyyx, xyyy, xyyz, xyz, xyzw, xyzx, xyzy, xyzz, xz, xzw, xzww, xzwx, xzwy, xzwz, xzx, xzxw, xzxx, xzxy, xzxz, xzy, xzyw, xzyx, xzyy, xzyz, xzzw, xzzx, xzzy, xzzz, y, yw, yww, ywww, ywwx, ywwy, ywwz, ywx, ywxw, ywxx, ywxy, ywxz, ywy, ywyw, ywyx, ywyy, ywyz, ywz, ywzw, ywzx, ywzy, ywzz, yx, yxw, yxww, yxwx, yxwy, yxwz, yxx, yxxw, yxxx, yxxy, yxxz, yxy, yxyw, yxyx, yxyy, yxyz, yxz, yxzw, yxzx, yxzy, yxzz, yy, yyw, yyww, yywx, yywy, yywz, yyx, yyxw, yyxx, yyxy, yyxz, yyy, yyyw, yyyx, yyyy, yyyz, yyz, yyzw, yyzx, yyzy, yyzz, yz, yzw, yzww, yzwx, yzwy, yzwz, yzx, yzxw, yzxx, yzxy, yzxz, yzy, yzyw, yzyx, yzyy, yzyz, yzzw, yzzx, yzzy, yzzz, z, zw, zww, zwww, zwwx, zwwy, zwwz, zwx, zwxw, zwxx, zwxy, zwxz, zwy, zwyw, zwyx, zwyy, zwyz, zwz, zwzw, zwzx, zwzy, zwzz, zx, zxw, zxww, zxwx, zxwy, zxwz, zxx, zxxw, zxxx, zxxy, zxxz, zxy, zxyw, zxyx, zxyy, zxyz, zxz, zxzw, zxzx, zxzy, zxzz, zy, zyw, zyww, zywx, zywy, zywz, zyx, zyxw, zyxx, zyxy, zyxz, zyy, zyyw, zyyx, zyyy, zyyz, zyz, zyzw, zyzx, zyzy, zyzz, zz, zzw, zzww, zzwx, zzwy, zzwz, zzx, zzxw, zzxx, zzxy, zzxz, zzy, zzyw, zzyx, zzyy, zzyz, zzz, zzzw, zzzx, zzzy, zzzz
random_next_gaussian, random_next_gaussian, random_next_gaussian, random_next_gaussian
public vec3()
public vec3(float v)
public vec3(float x, float y, float z)
public vec3(vec v)
public vec3(ivec v)
public vec3(float[] source)
public vec3(int[] source)
public vec3 set(float x, float y, float z)
x
- y
- z
- public vec3 set(float v)
public vec3 set(float[] source)
public vec3 set(int[] source)
public vec3 x(float x)
public vec3 add_x(float x)
public vec3 sub_x(float x)
public vec3 mult_x(float x)
public vec3 div_x(float x)
public vec3 y(float y)
public vec3 add_y(float y)
public vec3 sub_y(float y)
public vec3 mult_y(float y)
public vec3 div_y(float y)
public vec3 z(float z)
public vec3 add_z(float z)
public vec3 sub_z(float z)
public vec3 mult_z(float z)
public vec3 div_z(float z)
public vec3 red(float x)
public vec3 gre(float y)
public vec3 blu(float z)
public vec3 hue(float x)
public vec3 sat(float y)
public vec3 bri(float z)
public vec3 s(float x)
public vec3 t(float y)
public vec3 p(float z)
public vec3 mult(float mx, float my, float mz)
mx
- my
- mz
- public vec3 mult(float m)
public vec3 div(float dx, float dy, float dz)
dx
- dy
- dz
- public vec3 div(float d)
public vec3 add(float ax, float ay, float az)
ax
- ay
- az
- public vec3 add(float a)
public vec3 sub(float sx, float sy, float sz)
sx
- sy
- sz
- public vec3 sub(float s)
public float dot(float x, float y, float z)
x
- y
- z
- public float dot(vec3 v)
public vec3 pow(int pow)
pow
- public vec3 pow(int pow_x, int pow_y, int pow_z)
pow_x
- pow_y
- pow_z
- public vec3 cross(vec3 v, vec3 target)
BigBang
v
- target
- public vec3 cross(float x, float y, float z)
x
- y
- z
- public vec3 normalize()
public vec3 map(float minIn, float maxIn, float minOut, float maxOut)
public vec3 limit(float max)
max
- public vec3 constrain(float min, float max)
min
- max
- public vec3 constrain(vec3 min, vec3 max)
min
- max
- public vec3 jitter(int range_x, int range_y, int range_z)
range_x
- range_y
- range_z
- public vec3 jitter(int range)
public vec3 rand(float max)
max
- floatpublic vec3 rand(float min, float max)
min
- floatmax
- floatpublic vec3 cos_wave(int timeline, float s)
timeline
- ints
- float speed for all vec argpublic vec3 cos_wave(int timeline, float sx, float sy, float sz)
timeline
- sx
- float speed for all vec arg xsy
- float speed for all vec arg ysz
- float speed for all vec arg zpublic vec3 sin_wave(int timeline, float s)
timeline
- ints
- float speed for all vec argpublic vec3 sin_wave(int timeline, float sx, float sy, float sz)
timeline
- sx
- float speed for all vec arg xsy
- float speed for all vec arg ysz
- float speed for all vec arg zpublic float sum()
public float average()
public float dist(vec target)
target
- public vec3 dir()
public vec3 dir(float a_x, float a_y, float a_z)
a_x
- a_y
- a_z
- public vec3 tan(float float_to_make_plane_ref_x, float float_to_make_plane_ref_y, float float_to_make_plane_ref_z)
public float magSq()
public float mag(vec3 v_target)
v_target
- public float mag()
public boolean equals(vec3 target)
target
- public boolean equals(float target)
target
- public boolean equals(float t_x, float t_y, float t_z)
t_x
- t_y
- t_z
- public boolean compare(vec3 target, vec3 area)
target
- area
- public vec3 copy()
public java.lang.String toString()
toString
in class java.lang.Object