public final class GLKit
extends java.lang.Object
| Modifier and Type | Method and Description |
|---|---|
static float |
GLKMathDegreesToRadians(float degrees) |
static GLKVector3 |
GLKMathProject(GLKVector3 object,
GLKMatrix4 model,
GLKMatrix4 projection,
org.moe.natj.general.ptr.IntPtr viewport) |
static float |
GLKMathRadiansToDegrees(float radians) |
static GLKVector3 |
GLKMathUnproject(GLKVector3 window,
GLKMatrix4 model,
GLKMatrix4 projection,
org.moe.natj.general.ptr.IntPtr viewport,
org.moe.natj.general.ptr.BoolPtr success) |
static GLKMatrix3 |
GLKMatrix3Add(GLKMatrix3 matrixLeft,
GLKMatrix3 matrixRight) |
static GLKVector3 |
GLKMatrix3GetColumn(GLKMatrix3 matrix,
int column) |
static GLKMatrix2 |
GLKMatrix3GetMatrix2(GLKMatrix3 matrix)
Returns the upper left 2x2 portion of the 3x3 matrix.
|
static GLKVector3 |
GLKMatrix3GetRow(GLKMatrix3 matrix,
int row) |
static GLKMatrix3 |
GLKMatrix3Identity() |
static GLKMatrix3 |
GLKMatrix3Invert(GLKMatrix3 matrix,
org.moe.natj.general.ptr.BoolPtr isInvertible) |
static GLKMatrix3 |
GLKMatrix3InvertAndTranspose(GLKMatrix3 matrix,
org.moe.natj.general.ptr.BoolPtr isInvertible) |
static GLKMatrix3 |
GLKMatrix3Make(float m00,
float m01,
float m02,
float m10,
float m11,
float m12,
float m20,
float m21,
float m22) |
static GLKMatrix3 |
GLKMatrix3MakeAndTranspose(float m00,
float m01,
float m02,
float m10,
float m11,
float m12,
float m20,
float m21,
float m22) |
static GLKMatrix3 |
GLKMatrix3MakeRotation(float radians,
float x,
float y,
float z) |
static GLKMatrix3 |
GLKMatrix3MakeScale(float sx,
float sy,
float sz) |
static GLKMatrix3 |
GLKMatrix3MakeWithColumns(GLKVector3 column0,
GLKVector3 column1,
GLKVector3 column2) |
static GLKMatrix3 |
GLKMatrix3MakeWithQuaternion(GLKQuaternion quaternion)
The quaternion will be normalized before conversion.
|
static GLKMatrix3 |
GLKMatrix3MakeWithRows(GLKVector3 row0,
GLKVector3 row1,
GLKVector3 row2) |
static GLKMatrix3 |
GLKMatrix3MakeXRotation(float radians) |
static GLKMatrix3 |
GLKMatrix3MakeYRotation(float radians) |
static GLKMatrix3 |
GLKMatrix3MakeZRotation(float radians) |
static GLKMatrix3 |
GLKMatrix3Multiply(GLKMatrix3 matrixLeft,
GLKMatrix3 matrixRight) |
static GLKVector3 |
GLKMatrix3MultiplyVector3(GLKMatrix3 matrixLeft,
GLKVector3 vectorRight) |
static void |
GLKMatrix3MultiplyVector3Array(GLKMatrix3 matrix,
GLKVector3 vectors,
long vectorCount) |
static GLKMatrix3 |
GLKMatrix3Rotate(GLKMatrix3 matrix,
float radians,
float x,
float y,
float z) |
static GLKMatrix3 |
GLKMatrix3RotateWithVector3(GLKMatrix3 matrix,
float radians,
GLKVector3 axisVector) |
static GLKMatrix3 |
GLKMatrix3RotateWithVector4(GLKMatrix3 matrix,
float radians,
GLKVector4 axisVector)
The last component of the GLKVector4, axisVector, is ignored.
|
static GLKMatrix3 |
GLKMatrix3RotateX(GLKMatrix3 matrix,
float radians) |
static GLKMatrix3 |
GLKMatrix3RotateY(GLKMatrix3 matrix,
float radians) |
static GLKMatrix3 |
GLKMatrix3RotateZ(GLKMatrix3 matrix,
float radians) |
static GLKMatrix3 |
GLKMatrix3Scale(GLKMatrix3 matrix,
float sx,
float sy,
float sz) |
static GLKMatrix3 |
GLKMatrix3ScaleWithVector3(GLKMatrix3 matrix,
GLKVector3 scaleVector) |
static GLKMatrix3 |
GLKMatrix3ScaleWithVector4(GLKMatrix3 matrix,
GLKVector4 scaleVector)
The last component of the GLKVector4, scaleVector, is ignored.
|
static GLKMatrix3 |
GLKMatrix3SetColumn(GLKMatrix3 matrix,
int column,
GLKVector3 vector) |
static GLKMatrix3 |
GLKMatrix3SetRow(GLKMatrix3 matrix,
int row,
GLKVector3 vector) |
static GLKMatrix3 |
GLKMatrix3Subtract(GLKMatrix3 matrixLeft,
GLKMatrix3 matrixRight) |
static GLKMatrix3 |
GLKMatrix3Transpose(GLKMatrix3 matrix) |
static GLKMatrix4 |
GLKMatrix4Add(GLKMatrix4 matrixLeft,
GLKMatrix4 matrixRight) |
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.
|
static GLKMatrix2 |
GLKMatrix4GetMatrix2(GLKMatrix4 matrix)
Returns the upper left 2x2 portion of the 4x4 matrix.
|
static GLKMatrix3 |
GLKMatrix4GetMatrix3(GLKMatrix4 matrix)
Returns the upper left 3x3 portion of the 4x4 matrix.
|
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.
|
static GLKMatrix4 |
GLKMatrix4Identity() |
static GLKMatrix4 |
GLKMatrix4Invert(GLKMatrix4 matrix,
org.moe.natj.general.ptr.BoolPtr isInvertible) |
static GLKMatrix4 |
GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix,
org.moe.natj.general.ptr.BoolPtr isInvertible) |
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.
|
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.
|
static GLKMatrix4 |
GLKMatrix4MakeFrustum(float left,
float right,
float bottom,
float top,
float nearZ,
float farZ)
Equivalent to glFrustum.
|
static GLKMatrix4 |
GLKMatrix4MakeLookAt(float eyeX,
float eyeY,
float eyeZ,
float centerX,
float centerY,
float centerZ,
float upX,
float upY,
float upZ)
Equivalent to gluLookAt.
|
static GLKMatrix4 |
GLKMatrix4MakeOrtho(float left,
float right,
float bottom,
float top,
float nearZ,
float farZ)
Equivalent to glOrtho.
|
static GLKMatrix4 |
GLKMatrix4MakePerspective(float fovyRadians,
float aspect,
float nearZ,
float farZ)
Equivalent to gluPerspective.
|
static GLKMatrix4 |
GLKMatrix4MakeRotation(float radians,
float x,
float y,
float z) |
static GLKMatrix4 |
GLKMatrix4MakeScale(float sx,
float sy,
float sz) |
static GLKMatrix4 |
GLKMatrix4MakeTranslation(float tx,
float ty,
float tz) |
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.
|
static GLKMatrix4 |
GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)
The quaternion will be normalized before conversion.
|
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.
|
static GLKMatrix4 |
GLKMatrix4MakeXRotation(float radians) |
static GLKMatrix4 |
GLKMatrix4MakeYRotation(float radians) |
static GLKMatrix4 |
GLKMatrix4MakeZRotation(float radians) |
static GLKMatrix4 |
GLKMatrix4Multiply(GLKMatrix4 matrixLeft,
GLKMatrix4 matrixRight) |
static GLKVector3 |
GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft,
GLKVector3 vectorRight)
Assumes 1 in the w component and divides the resulting vector by w before returning.
|
static void |
GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix,
GLKVector3 vectors,
long vectorCount)
Assumes 1 in the w component and divides the resulting vector by w before returning.
|
static GLKVector3 |
GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft,
GLKVector3 vectorRight)
Assumes 0 in the w component.
|
static void |
GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix,
GLKVector3 vectors,
long vectorCount)
Assumes 0 in the w component.
|
static void |
GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix,
GLKVector3 vectors,
long vectorCount)
Assumes 1 in the w component.
|
static GLKVector3 |
GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft,
GLKVector3 vectorRight)
Assumes 1 in the w component.
|
static GLKVector4 |
GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft,
GLKVector4 vectorRight) |
static void |
GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix,
GLKVector4 vectors,
long vectorCount) |
static GLKMatrix4 |
GLKMatrix4Rotate(GLKMatrix4 matrix,
float radians,
float x,
float y,
float z) |
static GLKMatrix4 |
GLKMatrix4RotateWithVector3(GLKMatrix4 matrix,
float radians,
GLKVector3 axisVector) |
static GLKMatrix4 |
GLKMatrix4RotateWithVector4(GLKMatrix4 matrix,
float radians,
GLKVector4 axisVector)
The last component of the GLKVector4, axisVector, is ignored.
|
static GLKMatrix4 |
GLKMatrix4RotateX(GLKMatrix4 matrix,
float radians) |
static GLKMatrix4 |
GLKMatrix4RotateY(GLKMatrix4 matrix,
float radians) |
static GLKMatrix4 |
GLKMatrix4RotateZ(GLKMatrix4 matrix,
float radians) |
static GLKMatrix4 |
GLKMatrix4Scale(GLKMatrix4 matrix,
float sx,
float sy,
float sz) |
static GLKMatrix4 |
GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix,
GLKVector3 scaleVector) |
static GLKMatrix4 |
GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix,
GLKVector4 scaleVector)
The last component of the GLKVector4, scaleVector, is ignored.
|
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.
|
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.
|
static GLKMatrix4 |
GLKMatrix4Subtract(GLKMatrix4 matrixLeft,
GLKMatrix4 matrixRight) |
static GLKMatrix4 |
GLKMatrix4Translate(GLKMatrix4 matrix,
float tx,
float ty,
float tz) |
static GLKMatrix4 |
GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix,
GLKVector3 translationVector) |
static GLKMatrix4 |
GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix,
GLKVector4 translationVector)
The last component of the GLKVector4, translationVector, is ignored.
|
static GLKMatrix4 |
GLKMatrix4Transpose(GLKMatrix4 matrix) |
static GLKMatrixStackRef |
GLKMatrixStackCreate(CFAllocatorRef alloc)
CFType GLKMatrixStack creation routine.
|
static GLKMatrix2 |
GLKMatrixStackGetMatrix2(GLKMatrixStackRef stack)
Returns the upper left 2x2 portion of the matrix currently residing on top of the stack.
|
static GLKMatrix3 |
GLKMatrixStackGetMatrix3(GLKMatrixStackRef stack)
Returns the upper left 3x3 portion of the matrix currently residing on top of the stack.
|
static GLKMatrix3 |
GLKMatrixStackGetMatrix3Inverse(GLKMatrixStackRef stack)
Calculate and return the upper left 3x3 inverse matrix from the matrix currently residing on top of stack.
|
static GLKMatrix3 |
GLKMatrixStackGetMatrix3InverseTranspose(GLKMatrixStackRef stack)
Calculate and return the upper left 3x3 inverse transpose matrix from the matrix currently residing on top of stack.
|
static GLKMatrix4 |
GLKMatrixStackGetMatrix4(GLKMatrixStackRef stack)
Returns the 4x4 matrix currently residing on top of the stack.
|
static GLKMatrix4 |
GLKMatrixStackGetMatrix4Inverse(GLKMatrixStackRef stack)
Calculate and return the inverse matrix from the matrix currently residing on top of stack.
|
static GLKMatrix4 |
GLKMatrixStackGetMatrix4InverseTranspose(GLKMatrixStackRef stack)
Calculate and return the inverse transpose matrix from the matrix currently residing on top of stack.
|
static long |
GLKMatrixStackGetTypeID()
Returns the type identifier for the GLKMatrixStack opaque type.
|
static void |
GLKMatrixStackLoadMatrix4(GLKMatrixStackRef stack,
GLKMatrix4 matrix)
Replaces the topmost matrix with the matrix provided.
|
static void |
GLKMatrixStackMultiplyMatrix4(GLKMatrixStackRef stack,
GLKMatrix4 matrix)
Multiply the topmost matrix with the matrix provided.
|
static void |
GLKMatrixStackMultiplyMatrixStack(GLKMatrixStackRef stackLeft,
GLKMatrixStackRef stackRight)
Multiply the topmost matrix of the stackLeft with the topmost matrix of stackRight and store in stackLeft.
|
static void |
GLKMatrixStackPop(GLKMatrixStackRef stack)
Pops the topmost matrix off of the stack, moving the rest of the matrices up one level.
|
static void |
GLKMatrixStackPush(GLKMatrixStackRef stack)
Pushes all of the matrices down one level and copies the topmost matrix.
|
static void |
GLKMatrixStackRotate(GLKMatrixStackRef stack,
float radians,
float x,
float y,
float z)
Rotate the topmost matrix about the specified axis.
|
static void |
GLKMatrixStackRotateWithVector3(GLKMatrixStackRef stack,
float radians,
GLKVector3 axisVector) |
static void |
GLKMatrixStackRotateWithVector4(GLKMatrixStackRef stack,
float radians,
GLKVector4 axisVector) |
static void |
GLKMatrixStackRotateX(GLKMatrixStackRef stack,
float radians)
Rotate the topmost matrix about the x, y, or z axis.
|
static void |
GLKMatrixStackRotateY(GLKMatrixStackRef stack,
float radians) |
static void |
GLKMatrixStackRotateZ(GLKMatrixStackRef stack,
float radians) |
static void |
GLKMatrixStackScale(GLKMatrixStackRef stack,
float sx,
float sy,
float sz)
Scale the topmost matrix.
|
static void |
GLKMatrixStackScaleWithVector3(GLKMatrixStackRef stack,
GLKVector3 scaleVector) |
static void |
GLKMatrixStackScaleWithVector4(GLKMatrixStackRef stack,
GLKVector4 scaleVector) |
static int |
GLKMatrixStackSize(GLKMatrixStackRef stack)
Returns the number of matrices currently on the stack.
|
static void |
GLKMatrixStackTranslate(GLKMatrixStackRef stack,
float tx,
float ty,
float tz)
Translate the topmost matrix.
|
static void |
GLKMatrixStackTranslateWithVector3(GLKMatrixStackRef stack,
GLKVector3 translationVector) |
static void |
GLKMatrixStackTranslateWithVector4(GLKMatrixStackRef stack,
GLKVector4 translationVector) |
static GLKQuaternion |
GLKQuaternionAdd(GLKQuaternion quaternionLeft,
GLKQuaternion quaternionRight) |
static float |
GLKQuaternionAngle(GLKQuaternion quaternion)
Calculate and return the angle component of the angle and axis form.
|
static GLKVector3 |
GLKQuaternionAxis(GLKQuaternion quaternion)
Calculate and return the axis component of the angle and axis form.
|
static GLKQuaternion |
GLKQuaternionConjugate(GLKQuaternion quaternion) |
static GLKQuaternion |
GLKQuaternionIdentity() |
static GLKQuaternion |
GLKQuaternionInvert(GLKQuaternion quaternion) |
static float |
GLKQuaternionLength(GLKQuaternion quaternion) |
static GLKQuaternion |
GLKQuaternionMake(float x,
float y,
float z,
float w)
x, y, and z represent the imaginary values.
|
static GLKQuaternion |
GLKQuaternionMakeWithAngleAndAxis(float radians,
float x,
float y,
float z)
Assumes the axis is already normalized.
|
static GLKQuaternion |
GLKQuaternionMakeWithAngleAndVector3Axis(float radians,
GLKVector3 axisVector)
Assumes the axis is already normalized.
|
static GLKQuaternion |
GLKQuaternionMakeWithMatrix3(GLKMatrix3 matrix) |
static GLKQuaternion |
GLKQuaternionMakeWithMatrix4(GLKMatrix4 matrix) |
static GLKQuaternion |
GLKQuaternionMakeWithVector3(GLKVector3 vector,
float scalar)
vector represents the imaginary values.
|
static GLKQuaternion |
GLKQuaternionMultiply(GLKQuaternion quaternionLeft,
GLKQuaternion quaternionRight) |
static GLKQuaternion |
GLKQuaternionNormalize(GLKQuaternion quaternion) |
static GLKVector3 |
GLKQuaternionRotateVector3(GLKQuaternion quaternion,
GLKVector3 vector) |
static void |
GLKQuaternionRotateVector3Array(GLKQuaternion quaternion,
GLKVector3 vectors,
long vectorCount) |
static GLKVector4 |
GLKQuaternionRotateVector4(GLKQuaternion quaternion,
GLKVector4 vector)
The fourth component of the vector is ignored when calculating the rotation.
|
static void |
GLKQuaternionRotateVector4Array(GLKQuaternion quaternion,
GLKVector4 vectors,
long vectorCount) |
static GLKQuaternion |
GLKQuaternionSlerp(GLKQuaternion quaternionStart,
GLKQuaternion quaternionEnd,
float t) |
static GLKQuaternion |
GLKQuaternionSubtract(GLKQuaternion quaternionLeft,
GLKQuaternion quaternionRight) |
static java.lang.String |
GLKTextureLoaderApplyPremultiplication()
Dictionary keys for texture loader properties
GLKTextureLoaderApplyPremultiplication - A boolean NSNumber.
|
static java.lang.String |
GLKTextureLoaderErrorDomain()
Error domain for GLKTextureLoader
|
static java.lang.String |
GLKTextureLoaderErrorKey()
Error keys for obtaining more error information
|
static java.lang.String |
GLKTextureLoaderGenerateMipmaps()
GLKTextureLoaderGenerateMipmaps - A boolean NSNumber
Generates all levels of mipmaps for the current image being loaded as a texture.
|
static java.lang.String |
GLKTextureLoaderGLErrorKey() |
static java.lang.String |
GLKTextureLoaderGrayscaleAsAlpha()
GLKTextureLoaderGrayscaleAsAlpha - A boolean NSNumber.
|
static java.lang.String |
GLKTextureLoaderOriginBottomLeft()
GLKTextureLoaderOriginBottomLeft - A boolean NSNumber.
|
static java.lang.String |
GLKTextureLoaderSRGB() |
static GLKVector2 |
GLKVector2Add(GLKVector2 vectorLeft,
GLKVector2 vectorRight) |
static GLKVector2 |
GLKVector2AddScalar(GLKVector2 vector,
float value) |
static boolean |
GLKVector2AllEqualToScalar(GLKVector2 vector,
float value)
Returns true if all of the vector's elements are equal to the provided value.
|
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.
|
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.
|
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.
|
static boolean |
GLKVector2AllGreaterThanScalar(GLKVector2 vector,
float value)
Returns true if all of the vector's elements are greater than the provided value.
|
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.
|
static float |
GLKVector2Distance(GLKVector2 vectorStart,
GLKVector2 vectorEnd) |
static GLKVector2 |
GLKVector2Divide(GLKVector2 vectorLeft,
GLKVector2 vectorRight) |
static GLKVector2 |
GLKVector2DivideScalar(GLKVector2 vector,
float value) |
static float |
GLKVector2DotProduct(GLKVector2 vectorLeft,
GLKVector2 vectorRight) |
static float |
GLKVector2Length(GLKVector2 vector) |
static GLKVector2 |
GLKVector2Lerp(GLKVector2 vectorStart,
GLKVector2 vectorEnd,
float t) |
static GLKVector2 |
GLKVector2Make(float x,
float y) |
static GLKVector2 |
GLKVector2Maximum(GLKVector2 vectorLeft,
GLKVector2 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
|
static GLKVector2 |
GLKVector2Minimum(GLKVector2 vectorLeft,
GLKVector2 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
|
static GLKVector2 |
GLKVector2Multiply(GLKVector2 vectorLeft,
GLKVector2 vectorRight) |
static GLKVector2 |
GLKVector2MultiplyScalar(GLKVector2 vector,
float value) |
static GLKVector2 |
GLKVector2Negate(GLKVector2 vector) |
static GLKVector2 |
GLKVector2Normalize(GLKVector2 vector) |
static GLKVector2 |
GLKVector2Project(GLKVector2 vectorToProject,
GLKVector2 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
|
static GLKVector2 |
GLKVector2Subtract(GLKVector2 vectorLeft,
GLKVector2 vectorRight) |
static GLKVector2 |
GLKVector2SubtractScalar(GLKVector2 vector,
float value) |
static GLKVector3 |
GLKVector3Add(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static GLKVector3 |
GLKVector3AddScalar(GLKVector3 vector,
float value) |
static boolean |
GLKVector3AllEqualToScalar(GLKVector3 vector,
float value)
Returns true if all of the vector's elements are equal to the provided value.
|
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.
|
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.
|
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.
|
static boolean |
GLKVector3AllGreaterThanScalar(GLKVector3 vector,
float value)
Returns true if all of the vector's elements are greater than the provided value.
|
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.
|
static GLKVector3 |
GLKVector3CrossProduct(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static float |
GLKVector3Distance(GLKVector3 vectorStart,
GLKVector3 vectorEnd) |
static GLKVector3 |
GLKVector3Divide(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static GLKVector3 |
GLKVector3DivideScalar(GLKVector3 vector,
float value) |
static float |
GLKVector3DotProduct(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static float |
GLKVector3Length(GLKVector3 vector) |
static GLKVector3 |
GLKVector3Lerp(GLKVector3 vectorStart,
GLKVector3 vectorEnd,
float t) |
static GLKVector3 |
GLKVector3Make(float x,
float y,
float z) |
static GLKVector3 |
GLKVector3Maximum(GLKVector3 vectorLeft,
GLKVector3 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
|
static GLKVector3 |
GLKVector3Minimum(GLKVector3 vectorLeft,
GLKVector3 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
|
static GLKVector3 |
GLKVector3Multiply(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static GLKVector3 |
GLKVector3MultiplyScalar(GLKVector3 vector,
float value) |
static GLKVector3 |
GLKVector3Negate(GLKVector3 vector) |
static GLKVector3 |
GLKVector3Normalize(GLKVector3 vector) |
static GLKVector3 |
GLKVector3Project(GLKVector3 vectorToProject,
GLKVector3 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
|
static GLKVector3 |
GLKVector3Subtract(GLKVector3 vectorLeft,
GLKVector3 vectorRight) |
static GLKVector3 |
GLKVector3SubtractScalar(GLKVector3 vector,
float value) |
static GLKVector4 |
GLKVector4Add(GLKVector4 vectorLeft,
GLKVector4 vectorRight) |
static GLKVector4 |
GLKVector4AddScalar(GLKVector4 vector,
float value) |
static boolean |
GLKVector4AllEqualToScalar(GLKVector4 vector,
float value)
Returns true if all of the vector's elements are equal to the provided value.
|
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.
|
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.
|
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.
|
static boolean |
GLKVector4AllGreaterThanScalar(GLKVector4 vector,
float value)
Returns true if all of the vector's elements are greater than the provided value.
|
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.
|
static GLKVector4 |
GLKVector4CrossProduct(GLKVector4 vectorLeft,
GLKVector4 vectorRight)
Performs a 3D cross product.
|
static float |
GLKVector4Distance(GLKVector4 vectorStart,
GLKVector4 vectorEnd) |
static GLKVector4 |
GLKVector4Divide(GLKVector4 vectorLeft,
GLKVector4 vectorRight) |
static GLKVector4 |
GLKVector4DivideScalar(GLKVector4 vector,
float value) |
static float |
GLKVector4DotProduct(GLKVector4 vectorLeft,
GLKVector4 vectorRight) |
static float |
GLKVector4Length(GLKVector4 vector) |
static GLKVector4 |
GLKVector4Lerp(GLKVector4 vectorStart,
GLKVector4 vectorEnd,
float t) |
static GLKVector4 |
GLKVector4Make(float x,
float y,
float z,
float w) |
static GLKVector4 |
GLKVector4MakeWithVector3(GLKVector3 vector,
float w) |
static GLKVector4 |
GLKVector4Maximum(GLKVector4 vectorLeft,
GLKVector4 vectorRight)
Returns a vector whose elements are the larger of the corresponding elements of the vector arguments.
|
static GLKVector4 |
GLKVector4Minimum(GLKVector4 vectorLeft,
GLKVector4 vectorRight)
Returns a vector whose elements are the smaller of the corresponding elements of the vector arguments.
|
static GLKVector4 |
GLKVector4Multiply(GLKVector4 vectorLeft,
GLKVector4 vectorRight) |
static GLKVector4 |
GLKVector4MultiplyScalar(GLKVector4 vector,
float value) |
static GLKVector4 |
GLKVector4Negate(GLKVector4 vector) |
static GLKVector4 |
GLKVector4Normalize(GLKVector4 vector) |
static GLKVector4 |
GLKVector4Project(GLKVector4 vectorToProject,
GLKVector4 projectionVector)
Project the vector, vectorToProject, onto the vector, projectionVector.
|
static GLKVector4 |
GLKVector4Subtract(GLKVector4 vectorLeft,
GLKVector4 vectorRight) |
static GLKVector4 |
GLKVector4SubtractScalar(GLKVector4 vector,
float value) |
static GLKVertexAttributeParameters |
GLKVertexAttributeParametersFromModelIO(long vertexFormat)
[@struct] GLKVertexAttributeParametersFromModelIO
|
static java.lang.String |
kGLKModelErrorDomain()
[@constant] kGLKModelErrorDomain
|
static java.lang.String |
kGLKModelErrorKey()
[@constant] kGLKModelErrorKey
|
static java.lang.String |
NSStringFromGLKMatrix2(GLKMatrix2 matrix) |
static java.lang.String |
NSStringFromGLKMatrix3(GLKMatrix3 matrix) |
static java.lang.String |
NSStringFromGLKMatrix4(GLKMatrix4 matrix) |
static java.lang.String |
NSStringFromGLKQuaternion(GLKQuaternion quaternion) |
static java.lang.String |
NSStringFromGLKVector2(GLKVector2 vector) |
static java.lang.String |
NSStringFromGLKVector3(GLKVector3 vector) |
static java.lang.String |
NSStringFromGLKVector4(GLKVector4 vector) |
public static GLKVector3 GLKVector3Make(float x, float y, float z)
public static GLKVector3 GLKVector3Negate(GLKVector3 vector)
public static GLKVector3 GLKVector3Add(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3Subtract(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3Multiply(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3Divide(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3AddScalar(GLKVector3 vector, float value)
public static GLKVector3 GLKVector3SubtractScalar(GLKVector3 vector, float value)
public static GLKVector3 GLKVector3MultiplyScalar(GLKVector3 vector, float value)
public static GLKVector3 GLKVector3DivideScalar(GLKVector3 vector, float value)
public static GLKVector3 GLKVector3Maximum(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3Minimum(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static boolean GLKVector3AllEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static boolean GLKVector3AllEqualToScalar(GLKVector3 vector, float value)
public static boolean GLKVector3AllGreaterThanVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static boolean GLKVector3AllGreaterThanScalar(GLKVector3 vector, float value)
public static boolean GLKVector3AllGreaterThanOrEqualToVector3(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static boolean GLKVector3AllGreaterThanOrEqualToScalar(GLKVector3 vector, float value)
public static GLKVector3 GLKVector3Normalize(GLKVector3 vector)
public static float GLKVector3DotProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static float GLKVector3Length(GLKVector3 vector)
public static float GLKVector3Distance(GLKVector3 vectorStart, GLKVector3 vectorEnd)
public static GLKVector3 GLKVector3Lerp(GLKVector3 vectorStart, GLKVector3 vectorEnd, float t)
public static GLKVector3 GLKVector3CrossProduct(GLKVector3 vectorLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKVector3Project(GLKVector3 vectorToProject, GLKVector3 projectionVector)
public static GLKVector4 GLKVector4Make(float x, float y, float z, float w)
public static GLKVector4 GLKVector4MakeWithVector3(GLKVector3 vector, float w)
public static GLKVector4 GLKVector4Negate(GLKVector4 vector)
public static GLKVector4 GLKVector4Add(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4Subtract(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4Multiply(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4Divide(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4AddScalar(GLKVector4 vector, float value)
public static GLKVector4 GLKVector4SubtractScalar(GLKVector4 vector, float value)
public static GLKVector4 GLKVector4MultiplyScalar(GLKVector4 vector, float value)
public static GLKVector4 GLKVector4DivideScalar(GLKVector4 vector, float value)
public static GLKVector4 GLKVector4Maximum(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4Minimum(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static boolean GLKVector4AllEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static boolean GLKVector4AllEqualToScalar(GLKVector4 vector, float value)
public static boolean GLKVector4AllGreaterThanVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static boolean GLKVector4AllGreaterThanScalar(GLKVector4 vector, float value)
public static boolean GLKVector4AllGreaterThanOrEqualToVector4(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static boolean GLKVector4AllGreaterThanOrEqualToScalar(GLKVector4 vector, float value)
public static GLKVector4 GLKVector4Normalize(GLKVector4 vector)
public static float GLKVector4DotProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static float GLKVector4Length(GLKVector4 vector)
public static float GLKVector4Distance(GLKVector4 vectorStart, GLKVector4 vectorEnd)
public static GLKVector4 GLKVector4Lerp(GLKVector4 vectorStart, GLKVector4 vectorEnd, float t)
public static GLKVector4 GLKVector4CrossProduct(GLKVector4 vectorLeft, GLKVector4 vectorRight)
public static GLKVector4 GLKVector4Project(GLKVector4 vectorToProject, GLKVector4 projectionVector)
public static GLKQuaternion GLKQuaternionMake(float x, float y, float z, float w)
public static GLKQuaternion GLKQuaternionMakeWithVector3(GLKVector3 vector, float scalar)
public static GLKQuaternion GLKQuaternionMakeWithAngleAndAxis(float radians, float x, float y, float z)
public static GLKQuaternion GLKQuaternionMakeWithAngleAndVector3Axis(float radians, GLKVector3 axisVector)
public static GLKQuaternion GLKQuaternionMakeWithMatrix3(GLKMatrix3 matrix)
public static GLKQuaternion GLKQuaternionMakeWithMatrix4(GLKMatrix4 matrix)
public static float GLKQuaternionAngle(GLKQuaternion quaternion)
public static GLKVector3 GLKQuaternionAxis(GLKQuaternion quaternion)
public static GLKQuaternion GLKQuaternionAdd(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
public static GLKQuaternion GLKQuaternionSubtract(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
public static GLKQuaternion GLKQuaternionMultiply(GLKQuaternion quaternionLeft, GLKQuaternion quaternionRight)
public static GLKQuaternion GLKQuaternionSlerp(GLKQuaternion quaternionStart, GLKQuaternion quaternionEnd, float t)
public static float GLKQuaternionLength(GLKQuaternion quaternion)
public static GLKQuaternion GLKQuaternionConjugate(GLKQuaternion quaternion)
public static GLKQuaternion GLKQuaternionInvert(GLKQuaternion quaternion)
public static GLKQuaternion GLKQuaternionNormalize(GLKQuaternion quaternion)
public static GLKVector3 GLKQuaternionRotateVector3(GLKQuaternion quaternion, GLKVector3 vector)
public static void GLKQuaternionRotateVector3Array(GLKQuaternion quaternion, GLKVector3 vectors, long vectorCount)
public static GLKVector4 GLKQuaternionRotateVector4(GLKQuaternion quaternion, GLKVector4 vector)
public static void GLKQuaternionRotateVector4Array(GLKQuaternion quaternion, GLKVector4 vectors, long vectorCount)
public static GLKMatrix3 GLKMatrix3Make(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
public static GLKMatrix3 GLKMatrix3MakeAndTranspose(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
public static GLKMatrix3 GLKMatrix3MakeWithRows(GLKVector3 row0, GLKVector3 row1, GLKVector3 row2)
public static GLKMatrix3 GLKMatrix3MakeWithColumns(GLKVector3 column0, GLKVector3 column1, GLKVector3 column2)
public static GLKMatrix3 GLKMatrix3MakeWithQuaternion(GLKQuaternion quaternion)
public static GLKMatrix3 GLKMatrix3MakeScale(float sx, float sy, float sz)
public static GLKMatrix3 GLKMatrix3MakeRotation(float radians, float x, float y, float z)
public static GLKMatrix3 GLKMatrix3MakeXRotation(float radians)
public static GLKMatrix3 GLKMatrix3MakeYRotation(float radians)
public static GLKMatrix3 GLKMatrix3MakeZRotation(float radians)
public static GLKMatrix2 GLKMatrix3GetMatrix2(GLKMatrix3 matrix)
public static GLKVector3 GLKMatrix3GetRow(GLKMatrix3 matrix, int row)
public static GLKVector3 GLKMatrix3GetColumn(GLKMatrix3 matrix, int column)
public static GLKMatrix3 GLKMatrix3SetRow(GLKMatrix3 matrix, int row, GLKVector3 vector)
public static GLKMatrix3 GLKMatrix3SetColumn(GLKMatrix3 matrix, int column, GLKVector3 vector)
public static GLKMatrix3 GLKMatrix3Transpose(GLKMatrix3 matrix)
public static GLKMatrix3 GLKMatrix3Invert(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
public static GLKMatrix3 GLKMatrix3InvertAndTranspose(GLKMatrix3 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
public static GLKMatrix3 GLKMatrix3Multiply(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
public static GLKMatrix3 GLKMatrix3Add(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
public static GLKMatrix3 GLKMatrix3Subtract(GLKMatrix3 matrixLeft, GLKMatrix3 matrixRight)
public static GLKMatrix3 GLKMatrix3Scale(GLKMatrix3 matrix, float sx, float sy, float sz)
public static GLKMatrix3 GLKMatrix3ScaleWithVector3(GLKMatrix3 matrix, GLKVector3 scaleVector)
public static GLKMatrix3 GLKMatrix3ScaleWithVector4(GLKMatrix3 matrix, GLKVector4 scaleVector)
public static GLKMatrix3 GLKMatrix3Rotate(GLKMatrix3 matrix, float radians, float x, float y, float z)
public static GLKMatrix3 GLKMatrix3RotateWithVector3(GLKMatrix3 matrix, float radians, GLKVector3 axisVector)
public static GLKMatrix3 GLKMatrix3RotateWithVector4(GLKMatrix3 matrix, float radians, GLKVector4 axisVector)
public static GLKMatrix3 GLKMatrix3RotateX(GLKMatrix3 matrix, float radians)
public static GLKMatrix3 GLKMatrix3RotateY(GLKMatrix3 matrix, float radians)
public static GLKMatrix3 GLKMatrix3RotateZ(GLKMatrix3 matrix, float radians)
public static GLKVector3 GLKMatrix3MultiplyVector3(GLKMatrix3 matrixLeft, GLKVector3 vectorRight)
public static void GLKMatrix3MultiplyVector3Array(GLKMatrix3 matrix, GLKVector3 vectors, long vectorCount)
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)
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)
public static GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3)
public static GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3)
public static GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)
public static GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz)
public static GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz)
public static GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z)
public static GLKMatrix4 GLKMatrix4MakeXRotation(float radians)
public static GLKMatrix4 GLKMatrix4MakeYRotation(float radians)
public static GLKMatrix4 GLKMatrix4MakeZRotation(float radians)
public static GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ)
public static GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right, float bottom, float top, float nearZ, float farZ)
public static GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right, float bottom, float top, float nearZ, float farZ)
public static GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
public static GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix)
public static GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix)
public static GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row)
public static GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column)
public static GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector)
public static GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector)
public static GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix)
public static GLKMatrix4 GLKMatrix4Invert(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
public static GLKMatrix4 GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix, org.moe.natj.general.ptr.BoolPtr isInvertible)
public static GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
public static GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
public static GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
public static GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz)
public static GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector)
public static GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector)
public static GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz)
public static GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector)
public static GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector)
public static GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z)
public static GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector)
public static GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector)
public static GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians)
public static GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians)
public static GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians)
public static GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
public static GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
public static void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
public static void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
public static void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 vectors, long vectorCount)
public static GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight)
public static void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 vectors, long vectorCount)
public static GLKVector2 GLKVector2Make(float x, float y)
public static GLKVector2 GLKVector2Negate(GLKVector2 vector)
public static GLKVector2 GLKVector2Add(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static GLKVector2 GLKVector2Subtract(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static GLKVector2 GLKVector2Multiply(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static GLKVector2 GLKVector2Divide(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static GLKVector2 GLKVector2AddScalar(GLKVector2 vector, float value)
public static GLKVector2 GLKVector2SubtractScalar(GLKVector2 vector, float value)
public static GLKVector2 GLKVector2MultiplyScalar(GLKVector2 vector, float value)
public static GLKVector2 GLKVector2DivideScalar(GLKVector2 vector, float value)
public static GLKVector2 GLKVector2Maximum(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static GLKVector2 GLKVector2Minimum(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static boolean GLKVector2AllEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static boolean GLKVector2AllEqualToScalar(GLKVector2 vector, float value)
public static boolean GLKVector2AllGreaterThanVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static boolean GLKVector2AllGreaterThanScalar(GLKVector2 vector, float value)
public static boolean GLKVector2AllGreaterThanOrEqualToVector2(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static boolean GLKVector2AllGreaterThanOrEqualToScalar(GLKVector2 vector, float value)
public static GLKVector2 GLKVector2Normalize(GLKVector2 vector)
public static float GLKVector2DotProduct(GLKVector2 vectorLeft, GLKVector2 vectorRight)
public static float GLKVector2Length(GLKVector2 vector)
public static float GLKVector2Distance(GLKVector2 vectorStart, GLKVector2 vectorEnd)
public static GLKVector2 GLKVector2Lerp(GLKVector2 vectorStart, GLKVector2 vectorEnd, float t)
public static GLKVector2 GLKVector2Project(GLKVector2 vectorToProject, GLKVector2 projectionVector)
public static GLKMatrixStackRef GLKMatrixStackCreate(CFAllocatorRef alloc)
public static long GLKMatrixStackGetTypeID()
public static void GLKMatrixStackPush(GLKMatrixStackRef stack)
public static void GLKMatrixStackPop(GLKMatrixStackRef stack)
public static int GLKMatrixStackSize(GLKMatrixStackRef stack)
public static void GLKMatrixStackLoadMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)
public static GLKMatrix4 GLKMatrixStackGetMatrix4(GLKMatrixStackRef stack)
public static GLKMatrix3 GLKMatrixStackGetMatrix3(GLKMatrixStackRef stack)
public static GLKMatrix2 GLKMatrixStackGetMatrix2(GLKMatrixStackRef stack)
public static GLKMatrix4 GLKMatrixStackGetMatrix4Inverse(GLKMatrixStackRef stack)
public static GLKMatrix4 GLKMatrixStackGetMatrix4InverseTranspose(GLKMatrixStackRef stack)
public static GLKMatrix3 GLKMatrixStackGetMatrix3Inverse(GLKMatrixStackRef stack)
public static GLKMatrix3 GLKMatrixStackGetMatrix3InverseTranspose(GLKMatrixStackRef stack)
public static void GLKMatrixStackMultiplyMatrix4(GLKMatrixStackRef stack, GLKMatrix4 matrix)
public static void GLKMatrixStackMultiplyMatrixStack(GLKMatrixStackRef stackLeft, GLKMatrixStackRef stackRight)
public static void GLKMatrixStackTranslate(GLKMatrixStackRef stack, float tx, float ty, float tz)
public static void GLKMatrixStackTranslateWithVector3(GLKMatrixStackRef stack, GLKVector3 translationVector)
public static void GLKMatrixStackTranslateWithVector4(GLKMatrixStackRef stack, GLKVector4 translationVector)
public static void GLKMatrixStackScale(GLKMatrixStackRef stack, float sx, float sy, float sz)
public static void GLKMatrixStackScaleWithVector3(GLKMatrixStackRef stack, GLKVector3 scaleVector)
public static void GLKMatrixStackScaleWithVector4(GLKMatrixStackRef stack, GLKVector4 scaleVector)
public static void GLKMatrixStackRotate(GLKMatrixStackRef stack, float radians, float x, float y, float z)
public static void GLKMatrixStackRotateWithVector3(GLKMatrixStackRef stack, float radians, GLKVector3 axisVector)
public static void GLKMatrixStackRotateWithVector4(GLKMatrixStackRef stack, float radians, GLKVector4 axisVector)
public static void GLKMatrixStackRotateX(GLKMatrixStackRef stack, float radians)
public static void GLKMatrixStackRotateY(GLKMatrixStackRef stack, float radians)
public static void GLKMatrixStackRotateZ(GLKMatrixStackRef stack, float radians)
public static float GLKMathDegreesToRadians(float degrees)
public static float GLKMathRadiansToDegrees(float radians)
public static GLKVector3 GLKMathProject(GLKVector3 object, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport)
public static GLKVector3 GLKMathUnproject(GLKVector3 window, GLKMatrix4 model, GLKMatrix4 projection, org.moe.natj.general.ptr.IntPtr viewport, org.moe.natj.general.ptr.BoolPtr success)
public static java.lang.String NSStringFromGLKMatrix2(GLKMatrix2 matrix)
public static java.lang.String NSStringFromGLKMatrix3(GLKMatrix3 matrix)
public static java.lang.String NSStringFromGLKMatrix4(GLKMatrix4 matrix)
public static java.lang.String NSStringFromGLKVector2(GLKVector2 vector)
public static java.lang.String NSStringFromGLKVector3(GLKVector3 vector)
public static java.lang.String NSStringFromGLKVector4(GLKVector4 vector)
public static java.lang.String NSStringFromGLKQuaternion(GLKQuaternion quaternion)
public static GLKVertexAttributeParameters GLKVertexAttributeParametersFromModelIO(long vertexFormat)
Returns parameters to use in a call to glVertexAttribPointer given a MDLVertexFormat
public static GLKQuaternion GLKQuaternionIdentity()
public static GLKMatrix3 GLKMatrix3Identity()
public static GLKMatrix4 GLKMatrix4Identity()
public static java.lang.String kGLKModelErrorDomain()
public static java.lang.String kGLKModelErrorKey()
public static java.lang.String GLKTextureLoaderApplyPremultiplication()
public static java.lang.String GLKTextureLoaderGenerateMipmaps()
public static java.lang.String GLKTextureLoaderOriginBottomLeft()
public static java.lang.String GLKTextureLoaderGrayscaleAsAlpha()
public static java.lang.String GLKTextureLoaderSRGB()
public static java.lang.String GLKTextureLoaderErrorDomain()
public static java.lang.String GLKTextureLoaderErrorKey()
public static java.lang.String GLKTextureLoaderGLErrorKey()