Package apple.glkit.c
Class GLKit
- java.lang.Object
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- apple.glkit.c.GLKit
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public final class GLKit extends java.lang.Object
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Method Summary
All Methods Static Methods Concrete Methods Modifier and Type Method Description static floatGLKMathDegreesToRadians(float degrees)static GLKVector3GLKMathProject(GLKVector3 object, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport)static floatGLKMathRadiansToDegrees(float radians)static GLKVector3GLKMathUnproject(GLKVector3 window, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport, org.moe.natj.general.ptr.BoolPtr success)static GLKMatrix3GLKMatrix3Add(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)static GLKVector3GLKMatrix3GetColumn(GLKMatrix3 matrix, int column)static GLKMatrix2GLKMatrix3GetMatrix2(GLKMatrix3 matrix)Returns the upper left 2x2 portion of the 3x3 matrix.static GLKVector3GLKMatrix3GetRow(GLKMatrix3 matrix, int row)static GLKMatrix3GLKMatrix3Identity()static GLKMatrix3GLKMatrix3Invert(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)static GLKMatrix3GLKMatrix3InvertAndTranspose(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)static GLKMatrix3GLKMatrix3Make(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)static GLKMatrix3GLKMatrix3MakeAndTranspose(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)static GLKMatrix3GLKMatrix3MakeRotation(float radians, float x, float y, float z)static GLKMatrix3GLKMatrix3MakeScale(float sx, float sy, float sz)static GLKMatrix3GLKMatrix3MakeWithColumns(GLKVector3 column0, GLKVector3 column1, GLKVector3 column2)static GLKMatrix3GLKMatrix3MakeWithQuaternion(GLKQuaternion quaternion)The quaternion will be normalized before conversion.static GLKMatrix3GLKMatrix3MakeWithRows(GLKVector3 row0, GLKVector3 row1, GLKVector3 row2)static GLKMatrix3GLKMatrix3MakeXRotation(float radians)static GLKMatrix3GLKMatrix3MakeYRotation(float radians)static GLKMatrix3GLKMatrix3MakeZRotation(float radians)static GLKMatrix3GLKMatrix3Multiply(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)static GLKVector3GLKMatrix3MultiplyVector3(GLKMatrix3 matrixLeft, GLKVector3 vectorRight)static voidGLKMatrix3MultiplyVector3Array(GLKMatrix3 matrix, GLKVector3 vectors, long vectorCount)static GLKMatrix3GLKMatrix3Rotate(GLKMatrix3 matrix, float radians, float x, float y, float z)static GLKMatrix3GLKMatrix3RotateWithVector3(GLKMatrix3 matrix, float radians, GLKVector3 axisVector)static GLKMatrix3GLKMatrix3RotateWithVector4(GLKMatrix3 matrix, float radians, GLKVector4 axisVector)The last component of the GLKVector4, axisVector, is ignored.static GLKMatrix3GLKMatrix3RotateX(GLKMatrix3 matrix, float radians)static GLKMatrix3GLKMatrix3RotateY(GLKMatrix3 matrix, float radians)static GLKMatrix3GLKMatrix3RotateZ(GLKMatrix3 matrix, float radians)static GLKMatrix3GLKMatrix3Scale(GLKMatrix3 matrix, float sx, float sy, float sz)static GLKMatrix3GLKMatrix3ScaleWithVector3(GLKMatrix3 matrix, GLKVector3 scaleVector)static GLKMatrix3GLKMatrix3ScaleWithVector4(GLKMatrix3 matrix, GLKVector4 scaleVector)The last component of the GLKVector4, scaleVector, is ignored.static GLKMatrix3GLKMatrix3SetColumn(GLKMatrix3 matrix, int column, GLKVector3 vector)static GLKMatrix3GLKMatrix3SetRow(GLKMatrix3 matrix, int row, GLKVector3 vector)static GLKMatrix3GLKMatrix3Subtract(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)static GLKMatrix3GLKMatrix3Transpose(GLKMatrix3 matrix)static GLKMatrix4GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)static GLKVector4GLKMatrix4GetColumn(GLKMatrix4 matrix, int column)GLKMatrix4GetColumn returns a vector for column 3 whose first three components will be the translation values tx, ty, and tz.static GLKMatrix2GLKMatrix4GetMatrix2(GLKMatrix4 matrix)Returns the upper left 2x2 portion of the 4x4 matrix.static GLKMatrix3GLKMatrix4GetMatrix3(GLKMatrix4 matrix)Returns the upper left 3x3 portion of the 4x4 matrix.static GLKVector4GLKMatrix4GetRow(GLKMatrix4 matrix, int row)GLKMatrix4GetRow returns vectors for rows 0, 1, and 2 whose last component will be the translation value tx, ty, and tz, respectively.static GLKMatrix4GLKMatrix4Identity()static GLKMatrix4GLKMatrix4Invert(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)static GLKMatrix4GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)static GLKMatrix4GLKMatrix4Make(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)m30, m31, and m32 correspond to the translation values tx, ty, tz, respectively.static GLKMatrix4GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)m03, m13, and m23 correspond to the translation values tx, ty, tz, respectively.static GLKMatrix4GLKMatrix4MakeFrustum(float left, float right, float bottom, float top, float nearZ, float farZ)Equivalent to glFrustum.static GLKMatrix4GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)Equivalent to gluLookAt.static GLKMatrix4GLKMatrix4MakeOrtho(float left, float right, float bottom, float top, float nearZ, float farZ)Equivalent to glOrtho.static GLKMatrix4GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ)Equivalent to gluPerspective.static GLKMatrix4GLKMatrix4MakeRotation(float radians, float x, float y, float z)static GLKMatrix4GLKMatrix4MakeScale(float sx, float sy, float sz)static GLKMatrix4GLKMatrix4MakeTranslation(float tx, float ty, float tz)static GLKMatrix4GLKMatrix4MakeWithColumns(GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3)column3's first three components should correspond to the translation values tx, ty, and tz.static GLKMatrix4GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)The quaternion will be normalized before conversion.static GLKMatrix4GLKMatrix4MakeWithRows(GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3)row0, row1, and row2's last component should correspond to the translation values tx, ty, and tz, respectively.static GLKMatrix4GLKMatrix4MakeXRotation(float radians)static GLKMatrix4GLKMatrix4MakeYRotation(float radians)static GLKMatrix4GLKMatrix4MakeZRotation(float radians)static GLKMatrix4GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)static GLKVector3GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)Assumes 1 in the w component and divides the resulting vector by w before returning.static voidGLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)Assumes 1 in the w component and divides the resulting vector by w before returning.static GLKVector3GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)Assumes 0 in the w component.static voidGLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)Assumes 0 in the w component.static voidGLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)Assumes 1 in the w component.static GLKVector3GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)Assumes 1 in the w component.static GLKVector4GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight)static voidGLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 vectors, long vectorCount)static GLKMatrix4GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z)static GLKMatrix4GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector)static GLKMatrix4GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector)The last component of the GLKVector4, axisVector, is ignored.static GLKMatrix4GLKMatrix4RotateX(GLKMatrix4 matrix, float radians)static GLKMatrix4GLKMatrix4RotateY(GLKMatrix4 matrix, float radians)static GLKMatrix4GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians)static GLKMatrix4GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz)static GLKMatrix4GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector)static GLKMatrix4GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector)The last component of the GLKVector4, scaleVector, is ignored.static GLKMatrix4GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector)GLKMatrix4SetColumn expects that the vector for column 3 will contain the translation values tx, ty, and tz as its first three components, respectively.static GLKMatrix4GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector)GLKMatrix4SetRow expects that the vector for row 0, 1, and 2 will have a translation value as its last component.static GLKMatrix4GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)static GLKMatrix4GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz)static GLKMatrix4GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector)static GLKMatrix4GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector)The last component of the GLKVector4, translationVector, is ignored.static GLKMatrix4GLKMatrix4Transpose(GLKMatrix4 matrix)static GLKMatrixStackRefGLKMatrixStackCreate(CFAllocatorRef alloc)CFType GLKMatrixStack creation routine.static GLKMatrix2GLKMatrixStackGetMatrix2(GLKMatrixStackRef stack)Returns the upper left 2x2 portion of the matrix currently residing on top of the stack.static GLKMatrix3GLKMatrixStackGetMatrix3(GLKMatrixStackRef stack)Returns the upper left 3x3 portion of the matrix currently residing on top of the stack.static GLKMatrix3GLKMatrixStackGetMatrix3Inverse(GLKMatrixStackRef stack)Calculate and return the upper left 3x3 inverse matrix from the matrix currently residing on top of stack.static GLKMatrix3GLKMatrixStackGetMatrix3InverseTranspose(GLKMatrixStackRef stack)Calculate and return the upper left 3x3 inverse transpose matrix from the matrix currently residing on top of stack.static GLKMatrix4GLKMatrixStackGetMatrix4(GLKMatrixStackRef stack)Returns the 4x4 matrix currently residing on top of the stack.static GLKMatrix4GLKMatrixStackGetMatrix4Inverse(GLKMatrixStackRef stack)Calculate and return the inverse matrix from the matrix currently residing on top of stack.static GLKMatrix4GLKMatrixStackGetMatrix4InverseTranspose(GLKMatrixStackRef stack)Calculate and return the inverse transpose matrix from the matrix currently residing on top of stack.static longGLKMatrixStackGetTypeID()Returns the type identifier for the GLKMatrixStack opaque type.static voidGLKMatrixStackLoadMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)Replaces the topmost matrix with the matrix provided.static voidGLKMatrixStackMultiplyMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)Multiply the topmost matrix with the matrix provided.static voidGLKMatrixStackMultiplyMatrixStack(GLKMatrixStackRef stackLeft, GLKMatrixStackRef stackRight)Multiply the topmost matrix of the stackLeft with the topmost matrix of stackRight and store in stackLeft.static voidGLKMatrixStackPop(GLKMatrixStackRef stack)Pops the topmost matrix off of the stack, moving the rest of the matrices up one level.static voidGLKMatrixStackPush(GLKMatrixStackRef stack)Pushes all of the matrices down one level and copies the topmost matrix.static voidGLKMatrixStackRotate(GLKMatrixStackRef stack, float radians, float x, float y, float z)Rotate the topmost matrix about the specified axis.static voidGLKMatrixStackRotateWithVector3(GLKMatrixStackRef stack, float radians, GLKVector3 axisVector)static voidGLKMatrixStackRotateWithVector4(GLKMatrixStackRef stack, float radians, GLKVector4 axisVector)static voidGLKMatrixStackRotateX(GLKMatrixStackRef stack, float radians)Rotate the topmost matrix about the x, y, or z axis.static voidGLKMatrixStackRotateY(GLKMatrixStackRef stack, float radians)static voidGLKMatrixStackRotateZ(GLKMatrixStackRef stack, float radians)static voidGLKMatrixStackScale(GLKMatrixStackRef stack, float sx, float sy, float sz)Scale the topmost matrix.static voidGLKMatrixStackScaleWithVector3(GLKMatrixStackRef stack, GLKVector3 scaleVector)static voidGLKMatrixStackScaleWithVector4(GLKMatrixStackRef stack, GLKVector4 scaleVector)static intGLKMatrixStackSize(GLKMatrixStackRef stack)Returns the number of matrices currently on the stack.static voidGLKMatrixStackTranslate(GLKMatrixStackRef stack, float tx, float ty, float tz)Translate the topmost matrix.static voidGLKMatrixStackTranslateWithVector3(GLKMatrixStackRef stack, GLKVector3 translationVector)static voidGLKMatrixStackTranslateWithVector4(GLKMatrixStackRef stack, GLKVector4 translationVector)static GLKQuaternionGLKQuaternionAdd(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)static floatGLKQuaternionAngle(GLKQuaternion quaternion)Calculate and return the angle component of the angle and axis form.static GLKVector3GLKQuaternionAxis(GLKQuaternion quaternion)Calculate and return the axis component of the angle and axis form.static GLKQuaternionGLKQuaternionConjugate(GLKQuaternion quaternion)static GLKQuaternionGLKQuaternionIdentity()static GLKQuaternionGLKQuaternionInvert(GLKQuaternion quaternion)static floatGLKQuaternionLength(GLKQuaternion quaternion)static GLKQuaternionGLKQuaternionMake(float x, float y, float z, float w)x, y, and z represent the imaginary values.static GLKQuaternionGLKQuaternionMakeWithAngleAndAxis(float radians, float x, float y, float z)Assumes the axis is already normalized.static GLKQuaternionGLKQuaternionMakeWithAngleAndVector3Axis(float radians, GLKVector3 axisVector)Assumes the axis is already normalized.static GLKQuaternionGLKQuaternionMakeWithMatrix3(GLKMatrix3 matrix)static GLKQuaternionGLKQuaternionMakeWithMatrix4(GLKMatrix4 matrix)static GLKQuaternionGLKQuaternionMakeWithVector3(GLKVector3 vector, float scalar)vector represents the imaginary values.static GLKQuaternionGLKQuaternionMultiply(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)static GLKQuaternionGLKQuaternionNormalize(GLKQuaternion quaternion)static GLKVector3GLKQuaternionRotateVector3(GLKQuaternion quaternion, GLKVector3 vector)static voidGLKQuaternionRotateVector3Array(GLKQuaternion quaternion, GLKVector3 vectors, long vectorCount)static GLKVector4GLKQuaternionRotateVector4(GLKQuaternion quaternion, GLKVector4 vector)The fourth component of the vector is ignored when calculating the rotation.static voidGLKQuaternionRotateVector4Array(GLKQuaternion quaternion, GLKVector4 vectors, long vectorCount)static GLKQuaternionGLKQuaternionSlerp(GLKQuaternion quaternionStart, GLKQuaternion quaternionEnd, float t)static GLKQuaternionGLKQuaternionSubtract(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)static java.lang.StringGLKTextureLoaderApplyPremultiplication()Dictionary keys for texture loader properties GLKTextureLoaderApplyPremultiplication - A boolean NSNumber.static java.lang.StringGLKTextureLoaderErrorDomain()Error domain for GLKTextureLoaderstatic java.lang.StringGLKTextureLoaderErrorKey()Error keys for obtaining more error informationstatic java.lang.StringGLKTextureLoaderGenerateMipmaps()GLKTextureLoaderGenerateMipmaps - A boolean NSNumber Generates all levels of mipmaps for the current image being loaded as a texture.static java.lang.StringGLKTextureLoaderGLErrorKey()static java.lang.StringGLKTextureLoaderGrayscaleAsAlpha()GLKTextureLoaderGrayscaleAsAlpha - A boolean NSNumber.static java.lang.StringGLKTextureLoaderOriginBottomLeft()GLKTextureLoaderOriginBottomLeft - A boolean NSNumber.static java.lang.StringGLKTextureLoaderSRGB()static GLKVector2GLKVector2Add(GLKVector2 vectorLeft, GLKVector2 vectorRight)static GLKVector2GLKVector2AddScalar(GLKVector2 vector, float value)static booleanGLKVector2AllEqualToScalar(GLKVector2 vector, float value)Returns true if all of the vector's elements are equal to the provided value.static booleanGLKVector2AllEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)Returns true if all of the first vector's elements are equal to all of the second vector's arguments.static booleanGLKVector2AllGreaterThanOrEqualToScalar(GLKVector2 vector, float value)Returns true if all of the vector's elements are greater than or equal to the provided value.static booleanGLKVector2AllGreaterThanOrEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.static booleanGLKVector2AllGreaterThanScalar(GLKVector2 vector, float value)Returns true if all of the vector's elements are greater than the provided value.static booleanGLKVector2AllGreaterThanVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)Returns true if all of the first vector's elements are greater than all of the second vector's arguments.static floatGLKVector2Distance(GLKVector2 vectorStart, GLKVector2 vectorEnd)static GLKVector2GLKVector2Divide(GLKVector2 vectorLeft, GLKVector2 vectorRight)static GLKVector2GLKVector2DivideScalar(GLKVector2 vector, float value)static floatGLKVector2DotProduct(GLKVector2 vectorLeft, GLKVector2 vectorRight)static floatGLKVector2Length(GLKVector2 vector)static GLKVector2GLKVector2Lerp(GLKVector2 vectorStart, GLKVector2 vectorEnd, float t)static GLKVector2GLKVector2Make(float x, float y)static GLKVector2GLKVector2Maximum(GLKVector2 vectorLeft, GLKVector2 vectorRight)Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.static GLKVector2GLKVector2Minimum(GLKVector2 vectorLeft, GLKVector2 vectorRight)Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.static GLKVector2GLKVector2Multiply(GLKVector2 vectorLeft, GLKVector2 vectorRight)static GLKVector2GLKVector2MultiplyScalar(GLKVector2 vector, float value)static GLKVector2GLKVector2Negate(GLKVector2 vector)static GLKVector2GLKVector2Normalize(GLKVector2 vector)static GLKVector2GLKVector2Project(GLKVector2 vectorToProject, GLKVector2 projectionVector)Project the vector, vectorToProject, onto the vector, projectionVector.static GLKVector2GLKVector2Subtract(GLKVector2 vectorLeft, GLKVector2 vectorRight)static GLKVector2GLKVector2SubtractScalar(GLKVector2 vector, float value)static GLKVector3GLKVector3Add(GLKVector3 vectorLeft, GLKVector3 vectorRight)static GLKVector3GLKVector3AddScalar(GLKVector3 vector, float value)static booleanGLKVector3AllEqualToScalar(GLKVector3 vector, float value)Returns true if all of the vector's elements are equal to the provided value.static booleanGLKVector3AllEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)Returns true if all of the first vector's elements are equal to all of the second vector's arguments.static booleanGLKVector3AllGreaterThanOrEqualToScalar(GLKVector3 vector, float value)Returns true if all of the vector's elements are greater than or equal to the provided value.static booleanGLKVector3AllGreaterThanOrEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.static booleanGLKVector3AllGreaterThanScalar(GLKVector3 vector, float value)Returns true if all of the vector's elements are greater than the provided value.static booleanGLKVector3AllGreaterThanVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)Returns true if all of the first vector's elements are greater than all of the second vector's arguments.static GLKVector3GLKVector3CrossProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)static floatGLKVector3Distance(GLKVector3 vectorStart, GLKVector3 vectorEnd)static GLKVector3GLKVector3Divide(GLKVector3 vectorLeft, GLKVector3 vectorRight)static GLKVector3GLKVector3DivideScalar(GLKVector3 vector, float value)static floatGLKVector3DotProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)static floatGLKVector3Length(GLKVector3 vector)static GLKVector3GLKVector3Lerp(GLKVector3 vectorStart, GLKVector3 vectorEnd, float t)static GLKVector3GLKVector3Make(float x, float y, float z)static GLKVector3GLKVector3Maximum(GLKVector3 vectorLeft, GLKVector3 vectorRight)Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.static GLKVector3GLKVector3Minimum(GLKVector3 vectorLeft, GLKVector3 vectorRight)Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.static GLKVector3GLKVector3Multiply(GLKVector3 vectorLeft, GLKVector3 vectorRight)static GLKVector3GLKVector3MultiplyScalar(GLKVector3 vector, float value)static GLKVector3GLKVector3Negate(GLKVector3 vector)static GLKVector3GLKVector3Normalize(GLKVector3 vector)static GLKVector3GLKVector3Project(GLKVector3 vectorToProject, GLKVector3 projectionVector)Project the vector, vectorToProject, onto the vector, projectionVector.static GLKVector3GLKVector3Subtract(GLKVector3 vectorLeft, GLKVector3 vectorRight)static GLKVector3GLKVector3SubtractScalar(GLKVector3 vector, float value)static GLKVector4GLKVector4Add(GLKVector4 vectorLeft, GLKVector4 vectorRight)static GLKVector4GLKVector4AddScalar(GLKVector4 vector, float value)static booleanGLKVector4AllEqualToScalar(GLKVector4 vector, float value)Returns true if all of the vector's elements are equal to the provided value.static booleanGLKVector4AllEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)Returns true if all of the first vector's elements are equal to all of the second vector's arguments.static booleanGLKVector4AllGreaterThanOrEqualToScalar(GLKVector4 vector, float value)Returns true if all of the vector's elements are greater than or equal to the provided value.static booleanGLKVector4AllGreaterThanOrEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.static booleanGLKVector4AllGreaterThanScalar(GLKVector4 vector, float value)Returns true if all of the vector's elements are greater than the provided value.static booleanGLKVector4AllGreaterThanVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)Returns true if all of the first vector's elements are greater than all of the second vector's arguments.static GLKVector4GLKVector4CrossProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)Performs a 3D cross product.static floatGLKVector4Distance(GLKVector4 vectorStart, GLKVector4 vectorEnd)static GLKVector4GLKVector4Divide(GLKVector4 vectorLeft, GLKVector4 vectorRight)static GLKVector4GLKVector4DivideScalar(GLKVector4 vector, float value)static floatGLKVector4DotProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)static floatGLKVector4Length(GLKVector4 vector)static GLKVector4GLKVector4Lerp(GLKVector4 vectorStart, GLKVector4 vectorEnd, float t)static GLKVector4GLKVector4Make(float x, float y, float z, float w)static GLKVector4GLKVector4MakeWithVector3(GLKVector3 vector, float w)static GLKVector4GLKVector4Maximum(GLKVector4 vectorLeft, GLKVector4 vectorRight)Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.static GLKVector4GLKVector4Minimum(GLKVector4 vectorLeft, GLKVector4 vectorRight)Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.static GLKVector4GLKVector4Multiply(GLKVector4 vectorLeft, GLKVector4 vectorRight)static GLKVector4GLKVector4MultiplyScalar(GLKVector4 vector, float value)static GLKVector4GLKVector4Negate(GLKVector4 vector)static GLKVector4GLKVector4Normalize(GLKVector4 vector)static GLKVector4GLKVector4Project(GLKVector4 vectorToProject, GLKVector4 projectionVector)Project the vector, vectorToProject, onto the vector, projectionVector.static GLKVector4GLKVector4Subtract(GLKVector4 vectorLeft, GLKVector4 vectorRight)static GLKVector4GLKVector4SubtractScalar(GLKVector4 vector, float value)static GLKVertexAttributeParametersGLKVertexAttributeParametersFromModelIO(long vertexFormat)[@struct] GLKVertexAttributeParametersFromModelIO Returns parameters to use in a call to glVertexAttribPointer given a MDLVertexFormatstatic java.lang.StringkGLKModelErrorDomain()[@constant] kGLKModelErrorDomainstatic java.lang.StringkGLKModelErrorKey()[@constant] kGLKModelErrorKeystatic java.lang.StringNSStringFromGLKMatrix2(GLKMatrix2 matrix)static java.lang.StringNSStringFromGLKMatrix3(GLKMatrix3 matrix)static java.lang.StringNSStringFromGLKMatrix4(GLKMatrix4 matrix)static java.lang.StringNSStringFromGLKQuaternion(GLKQuaternion quaternion)static java.lang.StringNSStringFromGLKVector2(GLKVector2 vector)static java.lang.StringNSStringFromGLKVector3(GLKVector3 vector)static java.lang.StringNSStringFromGLKVector4(GLKVector4 vector)
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Method Detail
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GLKVector3Make
public static GLKVector3 GLKVector3Make(float x, float y, float z)
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GLKVector3Negate
public static GLKVector3 GLKVector3Negate(GLKVector3 vector)
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GLKVector3Add
public static GLKVector3 GLKVector3Add(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3Subtract
public static GLKVector3 GLKVector3Subtract(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3Multiply
public static GLKVector3 GLKVector3Multiply(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3Divide
public static GLKVector3 GLKVector3Divide(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3AddScalar
public static GLKVector3 GLKVector3AddScalar(GLKVector3 vector, float value)
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GLKVector3SubtractScalar
public static GLKVector3 GLKVector3SubtractScalar(GLKVector3 vector, float value)
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GLKVector3MultiplyScalar
public static GLKVector3 GLKVector3MultiplyScalar(GLKVector3 vector, float value)
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GLKVector3DivideScalar
public static GLKVector3 GLKVector3DivideScalar(GLKVector3 vector, float value)
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GLKVector3Maximum
public static GLKVector3 GLKVector3Maximum(GLKVector3 vectorLeft, GLKVector3 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
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GLKVector3Minimum
public static GLKVector3 GLKVector3Minimum(GLKVector3 vectorLeft, GLKVector3 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
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GLKVector3AllEqualToVector3
public static boolean GLKVector3AllEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
Returns true if all of the first vector's elements are equal to all of the second vector's arguments.
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GLKVector3AllEqualToScalar
public static boolean GLKVector3AllEqualToScalar(GLKVector3 vector, float value)
Returns true if all of the vector's elements are equal to the provided value.
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GLKVector3AllGreaterThanVector3
public static boolean GLKVector3AllGreaterThanVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
Returns true if all of the first vector's elements are greater than all of the second vector's arguments.
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GLKVector3AllGreaterThanScalar
public static boolean GLKVector3AllGreaterThanScalar(GLKVector3 vector, float value)
Returns true if all of the vector's elements are greater than the provided value.
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GLKVector3AllGreaterThanOrEqualToVector3
public static boolean GLKVector3AllGreaterThanOrEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.
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GLKVector3AllGreaterThanOrEqualToScalar
public static boolean GLKVector3AllGreaterThanOrEqualToScalar(GLKVector3 vector, float value)
Returns true if all of the vector's elements are greater than or equal to the provided value.
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GLKVector3Normalize
public static GLKVector3 GLKVector3Normalize(GLKVector3 vector)
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GLKVector3DotProduct
public static float GLKVector3DotProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3Length
public static float GLKVector3Length(GLKVector3 vector)
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GLKVector3Distance
public static float GLKVector3Distance(GLKVector3 vectorStart, GLKVector3 vectorEnd)
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GLKVector3Lerp
public static GLKVector3 GLKVector3Lerp(GLKVector3 vectorStart, GLKVector3 vectorEnd, float t)
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GLKVector3CrossProduct
public static GLKVector3 GLKVector3CrossProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)
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GLKVector3Project
public static GLKVector3 GLKVector3Project(GLKVector3 vectorToProject, GLKVector3 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
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GLKVector4Make
public static GLKVector4 GLKVector4Make(float x, float y, float z, float w)
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GLKVector4MakeWithVector3
public static GLKVector4 GLKVector4MakeWithVector3(GLKVector3 vector, float w)
-
GLKVector4Negate
public static GLKVector4 GLKVector4Negate(GLKVector4 vector)
-
GLKVector4Add
public static GLKVector4 GLKVector4Add(GLKVector4 vectorLeft, GLKVector4 vectorRight)
-
GLKVector4Subtract
public static GLKVector4 GLKVector4Subtract(GLKVector4 vectorLeft, GLKVector4 vectorRight)
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GLKVector4Multiply
public static GLKVector4 GLKVector4Multiply(GLKVector4 vectorLeft, GLKVector4 vectorRight)
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GLKVector4Divide
public static GLKVector4 GLKVector4Divide(GLKVector4 vectorLeft, GLKVector4 vectorRight)
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GLKVector4AddScalar
public static GLKVector4 GLKVector4AddScalar(GLKVector4 vector, float value)
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GLKVector4SubtractScalar
public static GLKVector4 GLKVector4SubtractScalar(GLKVector4 vector, float value)
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GLKVector4MultiplyScalar
public static GLKVector4 GLKVector4MultiplyScalar(GLKVector4 vector, float value)
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GLKVector4DivideScalar
public static GLKVector4 GLKVector4DivideScalar(GLKVector4 vector, float value)
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GLKVector4Maximum
public static GLKVector4 GLKVector4Maximum(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
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GLKVector4Minimum
public static GLKVector4 GLKVector4Minimum(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
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GLKVector4AllEqualToVector4
public static boolean GLKVector4AllEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Returns true if all of the first vector's elements are equal to all of the second vector's arguments.
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GLKVector4AllEqualToScalar
public static boolean GLKVector4AllEqualToScalar(GLKVector4 vector, float value)
Returns true if all of the vector's elements are equal to the provided value.
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GLKVector4AllGreaterThanVector4
public static boolean GLKVector4AllGreaterThanVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Returns true if all of the first vector's elements are greater than all of the second vector's arguments.
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GLKVector4AllGreaterThanScalar
public static boolean GLKVector4AllGreaterThanScalar(GLKVector4 vector, float value)
Returns true if all of the vector's elements are greater than the provided value.
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GLKVector4AllGreaterThanOrEqualToVector4
public static boolean GLKVector4AllGreaterThanOrEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.
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GLKVector4AllGreaterThanOrEqualToScalar
public static boolean GLKVector4AllGreaterThanOrEqualToScalar(GLKVector4 vector, float value)
Returns true if all of the vector's elements are greater than or equal to the provided value.
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GLKVector4Normalize
public static GLKVector4 GLKVector4Normalize(GLKVector4 vector)
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GLKVector4DotProduct
public static float GLKVector4DotProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)
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GLKVector4Length
public static float GLKVector4Length(GLKVector4 vector)
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GLKVector4Distance
public static float GLKVector4Distance(GLKVector4 vectorStart, GLKVector4 vectorEnd)
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GLKVector4Lerp
public static GLKVector4 GLKVector4Lerp(GLKVector4 vectorStart, GLKVector4 vectorEnd, float t)
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GLKVector4CrossProduct
public static GLKVector4 GLKVector4CrossProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)
Performs a 3D cross product. The last component of the resulting cross product will be zeroed out.
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GLKVector4Project
public static GLKVector4 GLKVector4Project(GLKVector4 vectorToProject, GLKVector4 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
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GLKQuaternionMake
public static GLKQuaternion GLKQuaternionMake(float x, float y, float z, float w)
x, y, and z represent the imaginary values.
-
GLKQuaternionMakeWithVector3
public static GLKQuaternion GLKQuaternionMakeWithVector3(GLKVector3 vector, float scalar)
vector represents the imaginary values.
-
GLKQuaternionMakeWithAngleAndAxis
public static GLKQuaternion GLKQuaternionMakeWithAngleAndAxis(float radians, float x, float y, float z)
Assumes the axis is already normalized.
-
GLKQuaternionMakeWithAngleAndVector3Axis
public static GLKQuaternion GLKQuaternionMakeWithAngleAndVector3Axis(float radians, GLKVector3 axisVector)
Assumes the axis is already normalized.
-
GLKQuaternionMakeWithMatrix3
public static GLKQuaternion GLKQuaternionMakeWithMatrix3(GLKMatrix3 matrix)
-
GLKQuaternionMakeWithMatrix4
public static GLKQuaternion GLKQuaternionMakeWithMatrix4(GLKMatrix4 matrix)
-
GLKQuaternionAngle
public static float GLKQuaternionAngle(GLKQuaternion quaternion)
Calculate and return the angle component of the angle and axis form.
-
GLKQuaternionAxis
public static GLKVector3 GLKQuaternionAxis(GLKQuaternion quaternion)
Calculate and return the axis component of the angle and axis form.
-
GLKQuaternionAdd
public static GLKQuaternion GLKQuaternionAdd(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
-
GLKQuaternionSubtract
public static GLKQuaternion GLKQuaternionSubtract(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
-
GLKQuaternionMultiply
public static GLKQuaternion GLKQuaternionMultiply(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
-
GLKQuaternionSlerp
public static GLKQuaternion GLKQuaternionSlerp(GLKQuaternion quaternionStart, GLKQuaternion quaternionEnd, float t)
-
GLKQuaternionLength
public static float GLKQuaternionLength(GLKQuaternion quaternion)
-
GLKQuaternionConjugate
public static GLKQuaternion GLKQuaternionConjugate(GLKQuaternion quaternion)
-
GLKQuaternionInvert
public static GLKQuaternion GLKQuaternionInvert(GLKQuaternion quaternion)
-
GLKQuaternionNormalize
public static GLKQuaternion GLKQuaternionNormalize(GLKQuaternion quaternion)
-
GLKQuaternionRotateVector3
public static GLKVector3 GLKQuaternionRotateVector3(GLKQuaternion quaternion, GLKVector3 vector)
-
GLKQuaternionRotateVector3Array
public static void GLKQuaternionRotateVector3Array(GLKQuaternion quaternion, GLKVector3 vectors, long vectorCount)
-
GLKQuaternionRotateVector4
public static GLKVector4 GLKQuaternionRotateVector4(GLKQuaternion quaternion, GLKVector4 vector)
The fourth component of the vector is ignored when calculating the rotation.
-
GLKQuaternionRotateVector4Array
public static void GLKQuaternionRotateVector4Array(GLKQuaternion quaternion, GLKVector4 vectors, long vectorCount)
-
GLKMatrix3Make
public static GLKMatrix3 GLKMatrix3Make(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
-
GLKMatrix3MakeAndTranspose
public static GLKMatrix3 GLKMatrix3MakeAndTranspose(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
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GLKMatrix3MakeWithRows
public static GLKMatrix3 GLKMatrix3MakeWithRows(GLKVector3 row0, GLKVector3 row1, GLKVector3 row2)
-
GLKMatrix3MakeWithColumns
public static GLKMatrix3 GLKMatrix3MakeWithColumns(GLKVector3 column0, GLKVector3 column1, GLKVector3 column2)
-
GLKMatrix3MakeWithQuaternion
public static GLKMatrix3 GLKMatrix3MakeWithQuaternion(GLKQuaternion quaternion)
The quaternion will be normalized before conversion.
-
GLKMatrix3MakeScale
public static GLKMatrix3 GLKMatrix3MakeScale(float sx, float sy, float sz)
-
GLKMatrix3MakeRotation
public static GLKMatrix3 GLKMatrix3MakeRotation(float radians, float x, float y, float z)
-
GLKMatrix3MakeXRotation
public static GLKMatrix3 GLKMatrix3MakeXRotation(float radians)
-
GLKMatrix3MakeYRotation
public static GLKMatrix3 GLKMatrix3MakeYRotation(float radians)
-
GLKMatrix3MakeZRotation
public static GLKMatrix3 GLKMatrix3MakeZRotation(float radians)
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GLKMatrix3GetMatrix2
public static GLKMatrix2 GLKMatrix3GetMatrix2(GLKMatrix3 matrix)
Returns the upper left 2x2 portion of the 3x3 matrix.
-
GLKMatrix3GetRow
public static GLKVector3 GLKMatrix3GetRow(GLKMatrix3 matrix, int row)
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GLKMatrix3GetColumn
public static GLKVector3 GLKMatrix3GetColumn(GLKMatrix3 matrix, int column)
-
GLKMatrix3SetRow
public static GLKMatrix3 GLKMatrix3SetRow(GLKMatrix3 matrix, int row, GLKVector3 vector)
-
GLKMatrix3SetColumn
public static GLKMatrix3 GLKMatrix3SetColumn(GLKMatrix3 matrix, int column, GLKVector3 vector)
-
GLKMatrix3Transpose
public static GLKMatrix3 GLKMatrix3Transpose(GLKMatrix3 matrix)
-
GLKMatrix3Invert
public static GLKMatrix3 GLKMatrix3Invert(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
-
GLKMatrix3InvertAndTranspose
public static GLKMatrix3 GLKMatrix3InvertAndTranspose(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
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GLKMatrix3Multiply
public static GLKMatrix3 GLKMatrix3Multiply(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
-
GLKMatrix3Add
public static GLKMatrix3 GLKMatrix3Add(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
-
GLKMatrix3Subtract
public static GLKMatrix3 GLKMatrix3Subtract(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
-
GLKMatrix3Scale
public static GLKMatrix3 GLKMatrix3Scale(GLKMatrix3 matrix, float sx, float sy, float sz)
-
GLKMatrix3ScaleWithVector3
public static GLKMatrix3 GLKMatrix3ScaleWithVector3(GLKMatrix3 matrix, GLKVector3 scaleVector)
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GLKMatrix3ScaleWithVector4
public static GLKMatrix3 GLKMatrix3ScaleWithVector4(GLKMatrix3 matrix, GLKVector4 scaleVector)
The last component of the GLKVector4, scaleVector, is ignored.
-
GLKMatrix3Rotate
public static GLKMatrix3 GLKMatrix3Rotate(GLKMatrix3 matrix, float radians, float x, float y, float z)
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GLKMatrix3RotateWithVector3
public static GLKMatrix3 GLKMatrix3RotateWithVector3(GLKMatrix3 matrix, float radians, GLKVector3 axisVector)
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GLKMatrix3RotateWithVector4
public static GLKMatrix3 GLKMatrix3RotateWithVector4(GLKMatrix3 matrix, float radians, GLKVector4 axisVector)
The last component of the GLKVector4, axisVector, is ignored.
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GLKMatrix3RotateX
public static GLKMatrix3 GLKMatrix3RotateX(GLKMatrix3 matrix, float radians)
-
GLKMatrix3RotateY
public static GLKMatrix3 GLKMatrix3RotateY(GLKMatrix3 matrix, float radians)
-
GLKMatrix3RotateZ
public static GLKMatrix3 GLKMatrix3RotateZ(GLKMatrix3 matrix, float radians)
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GLKMatrix3MultiplyVector3
public static GLKVector3 GLKMatrix3MultiplyVector3(GLKMatrix3 matrixLeft, GLKVector3 vectorRight)
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GLKMatrix3MultiplyVector3Array
public static void GLKMatrix3MultiplyVector3Array(GLKMatrix3 matrix, GLKVector3 vectors, long vectorCount)
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GLKMatrix4Make
public static GLKMatrix4 GLKMatrix4Make(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
m30, m31, and m32 correspond to the translation values tx, ty, tz, respectively.
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GLKMatrix4MakeAndTranspose
public static GLKMatrix4 GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33)
m03, m13, and m23 correspond to the translation values tx, ty, tz, respectively.
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GLKMatrix4MakeWithRows
public static GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3)
row0, row1, and row2's last component should correspond to the translation values tx, ty, and tz, respectively.
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GLKMatrix4MakeWithColumns
public static GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3)
column3's first three components should correspond to the translation values tx, ty, and tz.
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GLKMatrix4MakeWithQuaternion
public static GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)
The quaternion will be normalized before conversion.
-
GLKMatrix4MakeTranslation
public static GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz)
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GLKMatrix4MakeScale
public static GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz)
-
GLKMatrix4MakeRotation
public static GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z)
-
GLKMatrix4MakeXRotation
public static GLKMatrix4 GLKMatrix4MakeXRotation(float radians)
-
GLKMatrix4MakeYRotation
public static GLKMatrix4 GLKMatrix4MakeYRotation(float radians)
-
GLKMatrix4MakeZRotation
public static GLKMatrix4 GLKMatrix4MakeZRotation(float radians)
-
GLKMatrix4MakePerspective
public static GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ)
Equivalent to gluPerspective.
-
GLKMatrix4MakeFrustum
public static GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right, float bottom, float top, float nearZ, float farZ)
Equivalent to glFrustum.
-
GLKMatrix4MakeOrtho
public static GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right, float bottom, float top, float nearZ, float farZ)
Equivalent to glOrtho.
-
GLKMatrix4MakeLookAt
public static GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
Equivalent to gluLookAt.
-
GLKMatrix4GetMatrix3
public static GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix)
Returns the upper left 3x3 portion of the 4x4 matrix.
-
GLKMatrix4GetMatrix2
public static GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix)
Returns the upper left 2x2 portion of the 4x4 matrix.
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GLKMatrix4GetRow
public static GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row)
GLKMatrix4GetRow returns vectors for rows 0, 1, and 2 whose last component will be the translation value tx, ty, and tz, respectively. Valid row values range from 0 to 3, inclusive.
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GLKMatrix4GetColumn
public static GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column)
GLKMatrix4GetColumn returns a vector for column 3 whose first three components will be the translation values tx, ty, and tz. Valid column values range from 0 to 3, inclusive.
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GLKMatrix4SetRow
public static GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector)
GLKMatrix4SetRow expects that the vector for row 0, 1, and 2 will have a translation value as its last component. Valid row values range from 0 to 3, inclusive.
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GLKMatrix4SetColumn
public static GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector)
GLKMatrix4SetColumn expects that the vector for column 3 will contain the translation values tx, ty, and tz as its first three components, respectively. Valid column values range from 0 to 3, inclusive.
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GLKMatrix4Transpose
public static GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix)
-
GLKMatrix4Invert
public static GLKMatrix4 GLKMatrix4Invert(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
-
GLKMatrix4InvertAndTranspose
public static GLKMatrix4 GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
-
GLKMatrix4Multiply
public static GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
-
GLKMatrix4Add
public static GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
-
GLKMatrix4Subtract
public static GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
-
GLKMatrix4Translate
public static GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz)
-
GLKMatrix4TranslateWithVector3
public static GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector)
-
GLKMatrix4TranslateWithVector4
public static GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector)
The last component of the GLKVector4, translationVector, is ignored.
-
GLKMatrix4Scale
public static GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz)
-
GLKMatrix4ScaleWithVector3
public static GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector)
-
GLKMatrix4ScaleWithVector4
public static GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector)
The last component of the GLKVector4, scaleVector, is ignored.
-
GLKMatrix4Rotate
public static GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z)
-
GLKMatrix4RotateWithVector3
public static GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector)
-
GLKMatrix4RotateWithVector4
public static GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector)
The last component of the GLKVector4, axisVector, is ignored.
-
GLKMatrix4RotateX
public static GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians)
-
GLKMatrix4RotateY
public static GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians)
-
GLKMatrix4RotateZ
public static GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians)
-
GLKMatrix4MultiplyVector3
public static GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
Assumes 0 in the w component.
-
GLKMatrix4MultiplyVector3WithTranslation
public static GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
Assumes 1 in the w component.
-
GLKMatrix4MultiplyAndProjectVector3
public static GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
Assumes 1 in the w component and divides the resulting vector by w before returning.
-
GLKMatrix4MultiplyVector3Array
public static void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
Assumes 0 in the w component.
-
GLKMatrix4MultiplyVector3ArrayWithTranslation
public static void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
Assumes 1 in the w component.
-
GLKMatrix4MultiplyAndProjectVector3Array
public static void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
Assumes 1 in the w component and divides the resulting vector by w before returning.
-
GLKMatrix4MultiplyVector4
public static GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight)
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GLKMatrix4MultiplyVector4Array
public static void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 vectors, long vectorCount)
-
GLKVector2Make
public static GLKVector2 GLKVector2Make(float x, float y)
-
GLKVector2Negate
public static GLKVector2 GLKVector2Negate(GLKVector2 vector)
-
GLKVector2Add
public static GLKVector2 GLKVector2Add(GLKVector2 vectorLeft, GLKVector2 vectorRight)
-
GLKVector2Subtract
public static GLKVector2 GLKVector2Subtract(GLKVector2 vectorLeft, GLKVector2 vectorRight)
-
GLKVector2Multiply
public static GLKVector2 GLKVector2Multiply(GLKVector2 vectorLeft, GLKVector2 vectorRight)
-
GLKVector2Divide
public static GLKVector2 GLKVector2Divide(GLKVector2 vectorLeft, GLKVector2 vectorRight)
-
GLKVector2AddScalar
public static GLKVector2 GLKVector2AddScalar(GLKVector2 vector, float value)
-
GLKVector2SubtractScalar
public static GLKVector2 GLKVector2SubtractScalar(GLKVector2 vector, float value)
-
GLKVector2MultiplyScalar
public static GLKVector2 GLKVector2MultiplyScalar(GLKVector2 vector, float value)
-
GLKVector2DivideScalar
public static GLKVector2 GLKVector2DivideScalar(GLKVector2 vector, float value)
-
GLKVector2Maximum
public static GLKVector2 GLKVector2Maximum(GLKVector2 vectorLeft, GLKVector2 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
-
GLKVector2Minimum
public static GLKVector2 GLKVector2Minimum(GLKVector2 vectorLeft, GLKVector2 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
-
GLKVector2AllEqualToVector2
public static boolean GLKVector2AllEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
Returns true if all of the first vector's elements are equal to all of the second vector's arguments.
-
GLKVector2AllEqualToScalar
public static boolean GLKVector2AllEqualToScalar(GLKVector2 vector, float value)
Returns true if all of the vector's elements are equal to the provided value.
-
GLKVector2AllGreaterThanVector2
public static boolean GLKVector2AllGreaterThanVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
Returns true if all of the first vector's elements are greater than all of the second vector's arguments.
-
GLKVector2AllGreaterThanScalar
public static boolean GLKVector2AllGreaterThanScalar(GLKVector2 vector, float value)
Returns true if all of the vector's elements are greater than the provided value.
-
GLKVector2AllGreaterThanOrEqualToVector2
public static boolean GLKVector2AllGreaterThanOrEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
Returns true if all of the first vector's elements are greater than or equal to all of the second vector's arguments.
-
GLKVector2AllGreaterThanOrEqualToScalar
public static boolean GLKVector2AllGreaterThanOrEqualToScalar(GLKVector2 vector, float value)
Returns true if all of the vector's elements are greater than or equal to the provided value.
-
GLKVector2Normalize
public static GLKVector2 GLKVector2Normalize(GLKVector2 vector)
-
GLKVector2DotProduct
public static float GLKVector2DotProduct(GLKVector2 vectorLeft, GLKVector2 vectorRight)
-
GLKVector2Length
public static float GLKVector2Length(GLKVector2 vector)
-
GLKVector2Distance
public static float GLKVector2Distance(GLKVector2 vectorStart, GLKVector2 vectorEnd)
-
GLKVector2Lerp
public static GLKVector2 GLKVector2Lerp(GLKVector2 vectorStart, GLKVector2 vectorEnd, float t)
-
GLKVector2Project
public static GLKVector2 GLKVector2Project(GLKVector2 vectorToProject, GLKVector2 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
-
GLKMatrixStackCreate
public static GLKMatrixStackRef GLKMatrixStackCreate(CFAllocatorRef alloc)
CFType GLKMatrixStack creation routine. Pass NULL or kCFAllocatorDefault to use the current default allocator. A newly created stack is initialized with the identity matrix.
-
GLKMatrixStackGetTypeID
public static long GLKMatrixStackGetTypeID()
Returns the type identifier for the GLKMatrixStack opaque type.
-
GLKMatrixStackPush
public static void GLKMatrixStackPush(GLKMatrixStackRef stack)
Pushes all of the matrices down one level and copies the topmost matrix.
-
GLKMatrixStackPop
public static void GLKMatrixStackPop(GLKMatrixStackRef stack)
Pops the topmost matrix off of the stack, moving the rest of the matrices up one level.
-
GLKMatrixStackSize
public static int GLKMatrixStackSize(GLKMatrixStackRef stack)
Returns the number of matrices currently on the stack.
-
GLKMatrixStackLoadMatrix4
public static void GLKMatrixStackLoadMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)
Replaces the topmost matrix with the matrix provided.
-
GLKMatrixStackGetMatrix4
public static GLKMatrix4 GLKMatrixStackGetMatrix4(GLKMatrixStackRef stack)
Returns the 4x4 matrix currently residing on top of the stack.
-
GLKMatrixStackGetMatrix3
public static GLKMatrix3 GLKMatrixStackGetMatrix3(GLKMatrixStackRef stack)
Returns the upper left 3x3 portion of the matrix currently residing on top of the stack.
-
GLKMatrixStackGetMatrix2
public static GLKMatrix2 GLKMatrixStackGetMatrix2(GLKMatrixStackRef stack)
Returns the upper left 2x2 portion of the matrix currently residing on top of the stack.
-
GLKMatrixStackGetMatrix4Inverse
public static GLKMatrix4 GLKMatrixStackGetMatrix4Inverse(GLKMatrixStackRef stack)
Calculate and return the inverse matrix from the matrix currently residing on top of stack.
-
GLKMatrixStackGetMatrix4InverseTranspose
public static GLKMatrix4 GLKMatrixStackGetMatrix4InverseTranspose(GLKMatrixStackRef stack)
Calculate and return the inverse transpose matrix from the matrix currently residing on top of stack.
-
GLKMatrixStackGetMatrix3Inverse
public static GLKMatrix3 GLKMatrixStackGetMatrix3Inverse(GLKMatrixStackRef stack)
Calculate and return the upper left 3x3 inverse matrix from the matrix currently residing on top of stack.
-
GLKMatrixStackGetMatrix3InverseTranspose
public static GLKMatrix3 GLKMatrixStackGetMatrix3InverseTranspose(GLKMatrixStackRef stack)
Calculate and return the upper left 3x3 inverse transpose matrix from the matrix currently residing on top of stack.
-
GLKMatrixStackMultiplyMatrix4
public static void GLKMatrixStackMultiplyMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)
Multiply the topmost matrix with the matrix provided.
-
GLKMatrixStackMultiplyMatrixStack
public static void GLKMatrixStackMultiplyMatrixStack(GLKMatrixStackRef stackLeft, GLKMatrixStackRef stackRight)
Multiply the topmost matrix of the stackLeft with the topmost matrix of stackRight and store in stackLeft.
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GLKMatrixStackTranslate
public static void GLKMatrixStackTranslate(GLKMatrixStackRef stack, float tx, float ty, float tz)
Translate the topmost matrix.
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GLKMatrixStackTranslateWithVector3
public static void GLKMatrixStackTranslateWithVector3(GLKMatrixStackRef stack, GLKVector3 translationVector)
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GLKMatrixStackTranslateWithVector4
public static void GLKMatrixStackTranslateWithVector4(GLKMatrixStackRef stack, GLKVector4 translationVector)
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GLKMatrixStackScale
public static void GLKMatrixStackScale(GLKMatrixStackRef stack, float sx, float sy, float sz)
Scale the topmost matrix.
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GLKMatrixStackScaleWithVector3
public static void GLKMatrixStackScaleWithVector3(GLKMatrixStackRef stack, GLKVector3 scaleVector)
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GLKMatrixStackScaleWithVector4
public static void GLKMatrixStackScaleWithVector4(GLKMatrixStackRef stack, GLKVector4 scaleVector)
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GLKMatrixStackRotate
public static void GLKMatrixStackRotate(GLKMatrixStackRef stack, float radians, float x, float y, float z)
Rotate the topmost matrix about the specified axis.
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GLKMatrixStackRotateWithVector3
public static void GLKMatrixStackRotateWithVector3(GLKMatrixStackRef stack, float radians, GLKVector3 axisVector)
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GLKMatrixStackRotateWithVector4
public static void GLKMatrixStackRotateWithVector4(GLKMatrixStackRef stack, float radians, GLKVector4 axisVector)
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GLKMatrixStackRotateX
public static void GLKMatrixStackRotateX(GLKMatrixStackRef stack, float radians)
Rotate the topmost matrix about the x, y, or z axis.
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GLKMatrixStackRotateY
public static void GLKMatrixStackRotateY(GLKMatrixStackRef stack, float radians)
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GLKMatrixStackRotateZ
public static void GLKMatrixStackRotateZ(GLKMatrixStackRef stack, float radians)
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GLKMathDegreesToRadians
public static float GLKMathDegreesToRadians(float degrees)
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GLKMathRadiansToDegrees
public static float GLKMathRadiansToDegrees(float radians)
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GLKMathProject
public static GLKVector3 GLKMathProject(GLKVector3 object, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport)
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GLKMathUnproject
public static GLKVector3 GLKMathUnproject(GLKVector3 window, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport, org.moe.natj.general.ptr.BoolPtr success)
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NSStringFromGLKMatrix2
public static java.lang.String NSStringFromGLKMatrix2(GLKMatrix2 matrix)
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NSStringFromGLKMatrix3
public static java.lang.String NSStringFromGLKMatrix3(GLKMatrix3 matrix)
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NSStringFromGLKMatrix4
public static java.lang.String NSStringFromGLKMatrix4(GLKMatrix4 matrix)
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NSStringFromGLKVector2
public static java.lang.String NSStringFromGLKVector2(GLKVector2 vector)
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NSStringFromGLKVector3
public static java.lang.String NSStringFromGLKVector3(GLKVector3 vector)
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NSStringFromGLKVector4
public static java.lang.String NSStringFromGLKVector4(GLKVector4 vector)
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NSStringFromGLKQuaternion
public static java.lang.String NSStringFromGLKQuaternion(GLKQuaternion quaternion)
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GLKVertexAttributeParametersFromModelIO
public static GLKVertexAttributeParameters GLKVertexAttributeParametersFromModelIO(long vertexFormat)
[@struct] GLKVertexAttributeParametersFromModelIO Returns parameters to use in a call to glVertexAttribPointer given a MDLVertexFormat
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GLKQuaternionIdentity
public static GLKQuaternion GLKQuaternionIdentity()
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GLKMatrix3Identity
public static GLKMatrix3 GLKMatrix3Identity()
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GLKMatrix4Identity
public static GLKMatrix4 GLKMatrix4Identity()
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kGLKModelErrorDomain
public static java.lang.String kGLKModelErrorDomain()
[@constant] kGLKModelErrorDomain
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kGLKModelErrorKey
public static java.lang.String kGLKModelErrorKey()
[@constant] kGLKModelErrorKey
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GLKTextureLoaderApplyPremultiplication
public static java.lang.String GLKTextureLoaderApplyPremultiplication()
Dictionary keys for texture loader properties GLKTextureLoaderApplyPremultiplication - A boolean NSNumber. Non-alpha channels are premultiplied by corresponding alpha channel values. For compressed formats, this option must be omitted, or false. False by default.
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GLKTextureLoaderGenerateMipmaps
public static java.lang.String GLKTextureLoaderGenerateMipmaps()
GLKTextureLoaderGenerateMipmaps - A boolean NSNumber Generates all levels of mipmaps for the current image being loaded as a texture. Generates mipmap levels for all faces when used with cube maps. Sets GL_TEXTURE_MIN_FILTER parameter to GL_LINEAR_MIPMAP_LINEAR when true. False by default.
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GLKTextureLoaderOriginBottomLeft
public static java.lang.String GLKTextureLoaderOriginBottomLeft()
GLKTextureLoaderOriginBottomLeft - A boolean NSNumber. Transform image data to match OpenGL's bottom left orientation specification. False by default.
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GLKTextureLoaderGrayscaleAsAlpha
public static java.lang.String GLKTextureLoaderGrayscaleAsAlpha()
GLKTextureLoaderGrayscaleAsAlpha - A boolean NSNumber. If true, a single channel grayscale image is loaded as GL_ALPHA. If false, it will be loaded as GL_LUMINANCE. Has no effect on non-grayscale images and on OS X. False by default.
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GLKTextureLoaderSRGB
public static java.lang.String GLKTextureLoaderSRGB()
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GLKTextureLoaderErrorDomain
public static java.lang.String GLKTextureLoaderErrorDomain()
Error domain for GLKTextureLoader
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GLKTextureLoaderErrorKey
public static java.lang.String GLKTextureLoaderErrorKey()
Error keys for obtaining more error information
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GLKTextureLoaderGLErrorKey
public static java.lang.String GLKTextureLoaderGLErrorKey()
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