public class vec4 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 |
---|
vec4() |
vec4(float v) |
vec4(float[] source) |
vec4(float x,
float y,
float z,
float w) |
vec4(int[] source) |
vec4(ivec v) |
vec4(vec v) |
Modifier and Type | Method and Description |
---|---|
vec4 |
add_w(float w) |
vec4 |
add_x(float x) |
vec4 |
add_y(float y) |
vec4 |
add_z(float z) |
vec4 |
add(float a) |
vec4 |
add(float ax,
float ay,
float az,
float aw)
add
|
vec4 |
add(ivec v) |
vec4 |
add(vec v) |
vec4 |
alp(float w) |
float |
average()
average of all components
|
vec4 |
blu(float z) |
vec4 |
bri(float z) |
boolean |
compare(vec4 target,
vec4 area)
return true if the vector this and vector target are in the same vector area
|
vec4 |
constrain(float min,
float max)
Constrains a value to not exceed a maximum and minimum value.
|
vec4 |
constrain(vec4 min,
vec4 max)
Constrains a value to not exceed a maximum and minimum value.
|
vec4 |
copy()
copy
|
vec4 |
cos_wave(int timeline,
float s)
WAVE COSINUS
|
vec4 |
cos_wave(int timeline,
float sx,
float sy,
float sz,
float sw) |
vec4 |
dir()
return normal cartesian angle coord
|
vec4 |
dir(float a_x,
float a_y,
float a_z,
float a_w)
return normal cartesian angle coord
|
vec4 |
dir(vec4 origin)
return normal cartesian angle coord
|
vec4 |
div_w(float w) |
vec4 |
div_x(float x) |
vec4 |
div_y(float y) |
vec4 |
div_z(float z) |
vec4 |
div(float d) |
vec4 |
div(float dx,
float dy,
float dz,
float dw)
div
|
vec4 |
div(ivec v) |
vec4 |
div(vec v) |
float |
dot(float x,
float y,
float z,
float w) |
float |
dot(vec4 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,
float t_w)
return true if the vector this is equals to float arguments
|
boolean |
equals(vec4 target)
equals
|
vec4 |
gre(float y) |
vec4 |
hue(float x) |
vec4 |
jitter(int range)
jitter
|
vec4 |
jitter(int range_x,
int range_y,
int range_z,
int range_w) |
vec4 |
jitter(vec4 range) |
vec4 |
limit(float max)
limit
|
float |
mag()
mag
|
float |
magSq()
magSq
|
vec4 |
map(float min_in,
float max_in,
float min_out,
float max_out)
map
|
vec4 |
map(vec4 min_in,
vec4 max_in,
vec4 min_out,
vec4 max_out) |
vec4 |
mult_w(float w) |
vec4 |
mult_x(float x) |
vec4 |
mult_y(float y) |
vec4 |
mult_z(float z) |
vec4 |
mult(float m) |
vec4 |
mult(float mx,
float my,
float mz,
float mw)
mult
|
vec4 |
mult(ivec v) |
vec4 |
mult(vec v) |
vec4 |
normalize() |
vec4 |
normalize(vec4 target)
normalize
|
vec4 |
p(float z) |
vec4 |
pow(int pow) |
vec4 |
pow(int pow_x,
int pow_y,
int pow_z,
int pow_w) |
vec4 |
q(float w) |
vec4 |
rand(float max)
random
|
vec4 |
rand(float min,
float max)
random
|
vec4 |
rand(vec4 min,
vec4 max)
random
|
vec4 |
red(float x) |
vec4 |
s(float x) |
vec4 |
sat(float y) |
vec4 |
set(float v) |
vec4 |
set(float[] source) |
vec4 |
set(float x,
float y,
float z,
float w)
set vec
|
vec4 |
set(int[] source) |
vec4 |
set(ivec v) |
vec4 |
set(vec v) |
vec4 |
sin_wave(int timeline,
float s)
WAVE SINUS
|
vec4 |
sin_wave(int timeline,
float sx,
float sy,
float sz,
float sw) |
vec4 |
sub_w(float w) |
vec4 |
sub_x(float x) |
vec4 |
sub_y(float y) |
vec4 |
sub_z(float z) |
vec4 |
sub(float a) |
vec4 |
sub(float ax,
float ay,
float az,
float aw)
sub
|
vec4 |
sub(ivec v) |
vec4 |
sub(vec v) |
float |
sum()
addition of all components
|
vec4 |
t(float y) |
java.lang.String |
toString() |
vec4 |
w(float w) |
vec4 |
x(float x) |
vec4 |
y(float y) |
vec4 |
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 vec4()
public vec4(float v)
public vec4(float x, float y, float z, float w)
public vec4(vec v)
public vec4(ivec v)
public vec4(float[] source)
public vec4(int[] source)
public vec4 set(float x, float y, float z, float w)
x
- y
- z
- w
- public vec4 set(float v)
public vec4 set(float[] source)
public vec4 set(int[] source)
public vec4 x(float x)
public vec4 add_x(float x)
public vec4 sub_x(float x)
public vec4 mult_x(float x)
public vec4 div_x(float x)
public vec4 y(float y)
public vec4 add_y(float y)
public vec4 sub_y(float y)
public vec4 mult_y(float y)
public vec4 div_y(float y)
public vec4 z(float z)
public vec4 add_z(float z)
public vec4 sub_z(float z)
public vec4 mult_z(float z)
public vec4 div_z(float z)
public vec4 w(float w)
public vec4 add_w(float w)
public vec4 sub_w(float w)
public vec4 mult_w(float w)
public vec4 div_w(float w)
public vec4 red(float x)
public vec4 gre(float y)
public vec4 blu(float z)
public vec4 hue(float x)
public vec4 sat(float y)
public vec4 bri(float z)
public vec4 alp(float w)
public vec4 s(float x)
public vec4 t(float y)
public vec4 p(float z)
public vec4 q(float w)
public vec4 mult(float mx, float my, float mz, float mw)
mx
- my
- mz
- mw
- public vec4 mult(float m)
public vec4 div(float dx, float dy, float dz, float dw)
dx
- dy
- dz
- dw
- public vec4 div(float d)
public vec4 add(float ax, float ay, float az, float aw)
ax
- ay
- az
- aw
- public vec4 add(float a)
public vec4 sub(float ax, float ay, float az, float aw)
ax
- ay
- az
- aw
- public vec4 sub(float a)
public float dot(vec4 v)
v
- public float dot(float x, float y, float z, float w)
public vec4 pow(int pow)
pow
- public vec4 pow(int pow_x, int pow_y, int pow_z, int pow_w)
public vec4 normalize()
public vec4 map(float min_in, float max_in, float min_out, float max_out)
min_in
- max_in
- min_out
- max_out
- public vec4 limit(float max)
max
- public vec4 constrain(float min, float max)
min
- max
- public vec4 constrain(vec4 min, vec4 max)
min
- max
- public vec4 jitter(int range)
range
- public vec4 jitter(int range_x, int range_y, int range_z, int range_w)
public vec4 rand(float max)
max
- floatpublic vec4 rand(float min, float max)
min
- floatmax
- floatpublic vec4 rand(vec4 min, vec4 max)
mx
- vec2my
- vec2mz
- vec2mw
- vec2public vec4 cos_wave(int timeline, float s)
timeline
- ints
- float speed for all vec argpublic vec4 cos_wave(int timeline, float sx, float sy, float sz, float sw)
timeline
- sx
- float speed for all vec arg xsy
- float speed for all vec arg ysz
- float speed for all vec arg zsw
- float speed for all vec arg wpublic vec4 sin_wave(int timeline, float s)
timeline
- ints
- float speed for all vec argpublic vec4 sin_wave(int timeline, float sx, float sy, float sz, float sw)
timeline
- sx
- float speed for all vec arg xsy
- float speed for all vec arg ysz
- float speed for all vec arg zsw
- float speed for all vec arg wpublic float sum()
public float average()
public vec4 dir()
public vec4 dir(float a_x, float a_y, float a_z, float a_w)
a_x
- floata_y
- floata_z
- floata_w
- floatpublic vec4 dir(vec4 origin)
origin
- vec4public float magSq()
public float mag()
public boolean equals(vec4 target)
target
- public boolean equals(float target)
target
- public boolean equals(float t_x, float t_y, float t_z, float t_w)
t_x
- t_y
- t_z
- t_w
- public boolean compare(vec4 target, vec4 area)
target
- area
- public vec4 copy()
public java.lang.String toString()
toString
in class java.lang.Object