public class vec4 extends vec
ALPHA, BLANK, BRIGHTNESS, CARTESIAN, CENTER, CHAOS, CLOSE, CORNER, CORNERS, COS, DIAMETER, DRAW, DYNAMIC, EQUATION, EULER, FIT, FLUID, G, GOLD_ANGLE, GOLD_NUMBER, GRAVITY, HUE, MAGNETIC, MAX_FLOAT, MAX_INT, MIN_FLOAT, MIN_INT, MIX, NONE, NOTHING, NULL, OPEN, ORDER, PERLIN, PHI, PI, PIXEL, POLAR, RADIUS, RAND, ROOT2, SATURATION, SCALE, SIN, STAR, STATIC, TAN, TAU, TRIG_0, TRIG_1, TRIG_2, TRIG_3, TRIG_4, TWO_PI
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(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
|
vec4 |
blu(float z) |
vec4 |
bri(float z) |
vec4 |
copy()
copy
|
vec4 |
cos_wave(int value,
float s)
WAVE COSINUS
|
vec4 |
cos_wave(int value,
float sx,
float sy,
float sz,
float sw) |
vec4 |
dir()
direction normal
|
vec4 |
dir(float a_x,
float a_y,
float a_z,
float a_w) |
vec4 |
dir(vec4 origin) |
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) |
boolean |
equals(float t_x,
float t_y,
float t_z,
float t_w) |
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(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(vec2 mx,
vec2 my,
vec2 mz,
vec2 mw)
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 value,
float s)
WAVE SINUS
|
vec4 |
sin_wave(int value,
float sx,
float sy,
float sz,
float sw) |
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()
sum
|
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_num, 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, 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, xy, xyw, xyww, xywx, xywy, xywz, xyx, xyxw, xyxx, xyxy, xyxz, xyy, xyyw, xyyx, xyyy, xyyz, xyz, xyzw, xyzx, xyzy, 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, yy, yyw, yyww, yywx, yywy, yywz, yyx, yyxw, yyxx, yyxy, yyxz, yyy, yyyw, yyyx, yyyy, yyyz, yyz, yyzw, yyzx, yyzy, 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, zy, zyw, zyww, zywx, zywy, zywz, zyx, zyxw, zyxx, zyxy, zyxz, zyy, zyyw, zyyx, zyyy, zyyz, zyz, zyzw, zyzx, zyzy, 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, version
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 y(float y)
public vec4 z(float z)
public vec4 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 float sum()
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 average()
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 dir()
public vec4 dir(float a_x, float a_y, float a_z, float a_w)
public float magSq()
public float mag()
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 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(vec2 mx, vec2 my, vec2 mz, vec2 mw)
mx
- vec2my
- vec2mz
- vec2mw
- vec2public vec4 cos_wave(int value, float s)
value
- ints
- float speed for all vec argpublic vec4 cos_wave(int value, float sx, float sy, float sz, float sw)
value
- 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 value, float s)
value
- ints
- float speed for all vec argpublic vec4 sin_wave(int value, float sx, float sy, float sz, float sw)
value
- 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 boolean equals(vec4 target)
target
- public boolean equals(float target)
public boolean equals(float t_x, float t_y, float t_z, float t_w)
public vec4 copy()
public java.lang.String toString()
toString
in class java.lang.Object