MutableVec3f

open class MutableVec3f(x: Float, y: Float, z: Float) : Vec3f

Constructors

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fun MutableVec3f(x: Float, y: Float, z: Float)

Functions

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fun add(other: Vec3f): MutableVec3f
fun add(other: Vec2f, result: MutableVec2f): MutableVec2f
fun add(other: Vec3f, result: MutableVec3f): MutableVec3f
fun add(x: Float, y: Float, z: Float): MutableVec3f
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fun angleTo(other: Vec2f): Angle
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fun cross(other: Vec3f): MutableVec3f
fun cross(other: Vec3f, result: MutableVec3f): MutableVec3f
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fun distance(other: Vec2f): Float
fun distance(other: Vec3f): Float
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operator fun divAssign(other: Vec3f)
operator fun divAssign(div: Float)
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fun dot(other: Vec2f): Float
fun dot(other: Vec3f): Float
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open operator override fun equals(other: Any?): Boolean

Checks vector components for equality (using '==' operator). For better numeric stability consider using isFuzzyEqual.

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open operator fun get(i: Int): Float
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open override fun hashCode(): Int
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fun isFuzzyEqual(other: Vec2f, eps: Float = FUZZY_EQ_F): Boolean

Checks vector components for equality using com.lehaine.littlekt.math.isFuzzyEqual, that is all components must have a difference less or equal eps.

fun isFuzzyEqual(other: Vec3f, eps: Float = FUZZY_EQ_F): Boolean

Checks vector components for equality using com.lehaine.littlekt.math.isFuzzyEqual, that is all components must have a difference less or equal eps.

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fun length(): Float
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operator fun minusAssign(other: Vec3f)
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fun mix(other: Vec2f, weight: Float, result: MutableVec2f): MutableVec2f
fun mix(other: Vec3f, weight: Float, result: MutableVec3f): MutableVec3f
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fun mul(matrix: Mat4): MutableVec3f
fun mul(other: Vec3f): MutableVec3f
fun mul(other: Vec2f, result: MutableVec2f): MutableVec2f
fun mul(other: Vec3f, result: MutableVec3f): MutableVec3f
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operator fun plusAssign(other: Vec3f)
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fun rotate(angle: Angle, axis: Vec3f): MutableVec3f
fun rotate(angle: Angle, result: MutableVec2f): MutableVec2f
fun rotate(angle: Angle, axis: Vec3f, result: MutableVec3f): MutableVec3f
fun rotate(angle: Angle, axisX: Float, axisY: Float, axisZ: Float): MutableVec3f
fun rotate(angle: Angle, axisX: Float, axisY: Float, axisZ: Float, result: MutableVec3f): MutableVec3f
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fun scale(factor: Float): MutableVec3f
fun scale(factor: Float, result: MutableVec2f): MutableVec2f
fun scale(factor: Float, result: MutableVec3f): MutableVec3f
fun scale(xFactor: Float, yFactor: Float, zFactor: Float): MutableVec3f
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fun set(other: Vec3f): MutableVec3f
open operator fun set(i: Int, v: Float)
fun set(x: Float, y: Float, z: Float): MutableVec3f
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fun setLength(length: Float, result: MutableVec2f): MutableVec2f
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fun setSqrLength(sqrLength: Float, result: MutableVec2f): MutableVec2f
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fun sqrDistance(other: Vec2f): Float
fun sqrDistance(other: Vec3f): Float
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open override fun sqrLength(): Float
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operator fun times(other: Vec2f): Float
operator fun times(other: Vec3f): Float
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operator fun timesAssign(factor: Float)
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open override fun toString(): String
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fun toVec2(): Vec2f
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fun toVec3(): Vec3f

Properties

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open override var x: Float
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open override var y: Float
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open override var z: Float

Inheritors

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Extensions

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fun Vec3f.distanceToEdge(edgeA: Vec3f, edgeB: Vec3f): Float
fun Vec2f.distanceToEdge(edgeA: Vec2f, edgeB: Vec2f): Float
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fun Vec3f.distanceToLine(lineA: Vec3f, lineB: Vec3f): Float
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fun Vec3f.distanceToRay(origin: Vec3f, direction: Vec3f): Float
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fun Vec3f.nearestPointOnRay(origin: Vec3f, direction: Vec3f, result: MutableVec3f): MutableVec3f
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fun Vec3f.sqrDistanceToEdge(edgeA: Vec3f, edgeB: Vec3f): Float
fun Vec2f.sqrDistanceToEdge(edgeA: Vec2f, edgeB: Vec2f): Float
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fun Vec3f.sqrDistanceToLine(lineA: Vec3f, lineB: Vec3f): Float
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fun Vec3f.sqrDistanceToRay(origin: Vec3f, direction: Vec3f): Float
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