/** * <code>angleBetween</code> returns (in radians) the angle between two vectors. * It is assumed that both this vector and the given vector are unit vectors (iow, normalized). * * @param otherVector a unit vector to find the angle against * @return the angle in radians. */ public float angleBetween(Vector4f otherVector) { float dotProduct = dot(otherVector); float angle = FastMath.acos(dotProduct); return angle; }
public Vector4f project(Vector4f other){ float n = this.dot(other); // A . B float d = other.lengthSquared(); // |B|^2 return new Vector4f(other).multLocal(n/d); }
v.w = (1.0f + p.m22) / p.m23; float dot = clipPlaneV.dot(v);//clipPlaneV.x * v.x + clipPlaneV.y * v.y + clipPlaneV.z * v.z + clipPlaneV.w * v.w; Vector4f c = clipPlaneV.multLocal(2.0f / dot);
/** * <code>angleBetween</code> returns (in radians) the angle between two vectors. * It is assumed that both this vector and the given vector are unit vectors (iow, normalized). * * @param otherVector a unit vector to find the angle against * @return the angle in radians. */ public float angleBetween(Vector4f otherVector) { float dotProduct = dot(otherVector); float angle = FastMath.acos(dotProduct); return angle; }
/** * <code>angleBetween</code> returns (in radians) the angle between two vectors. * It is assumed that both this vector and the given vector are unit vectors (iow, normalized). * * @param otherVector a unit vector to find the angle against * @return the angle in radians. */ public float angleBetween(Vector4f otherVector) { float dotProduct = dot(otherVector); float angle = FastMath.acos(dotProduct); return angle; }
public Vector4f project(Vector4f other){ float n = this.dot(other); // A . B float d = other.lengthSquared(); // |B|^2 return new Vector4f(other).multLocal(n/d); }
public Vector4f project(Vector4f other){ float n = this.dot(other); // A . B float d = other.lengthSquared(); // |B|^2 return new Vector4f(other).normalizeLocal().multLocal(n/d); }
v.w = (1.0f + p.m22) / p.m23; float dot = clipPlaneV.dot(v);//clipPlaneV.x * v.x + clipPlaneV.y * v.y + clipPlaneV.z * v.z + clipPlaneV.w * v.w; Vector4f c = clipPlaneV.mult(2.0f / dot);
v.w = (1.0f + p.m22) / p.m23; float dot = clipPlaneV.dot(v);//clipPlaneV.x * v.x + clipPlaneV.y * v.y + clipPlaneV.z * v.z + clipPlaneV.w * v.w; Vector4f c = clipPlaneV.multLocal(2.0f / dot);