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Point3

class Point3

Point3 is a Vector with 3 positions, respectively, X, Y and Z, that is, a vector in 3d dimension space, exactly the same as Vector3, but instead of being measured in float, they are measured in int. They are used to store positions, directions, etc.


public class Point3

— Constructors (3) —

ConstructorDescription
Point3()Creates a new Point3.
Point3(int a)Creates a new Point3 with the three axes [X, Y, Z] defined with the value of the argument "a".
Point3(int x, int y, int z)Creates a new Point3 with X, Y and Z setted as "x" , "y" and "z" arguments respectively.

— Methods (62) —

NameDescription
int getX()Return the current X value inside of this Point3.
void setX(int value)Sets the current X value inside of this Point3 with a new value.
int getY()Return the current Y value inside of this Point3.
void setY(int value)Sets the current Y value inside of this Point3 with a new value.
int getZ()Return the current Z value inside of this Point3.
void setZ(int value)Sets the current Z value inside of this Point3 with a new value.
Point3 mul(Point3 value)Multiplies the current Point3 values with the input Point3 values and return a new instance with these multiplied values.
Point3 mul(int x, int y, int z)Multiplies the current Point3 values with the input X , Y and Z values and return a new instance with these multiplied values.
Point3 mul(int a)Multiplies the current Point3 values with the input "a" and return a new instance of these multiplied values.
void mulLocal(Vector3 value)Multiply the current values of the Point3 by the values of the input vector and apply to the Point3 itself.
void mulLocal(Point3 value)Multiply the current values of the Point3 by the values of the input Point3 and apply to the Point3 itself.
void mulLocal(float x, float y, float z)Multiply the current values of the Point3 by the input values X , Y and Z and apply to the Point3 itself.
void mulLocal(float a)Multiply the current values of the Point3 by the input "a" and apply to the Point3 itself.
Point3 div(Point3 value)Divides the current Point3 values with the input Point3 values and return a new instance with these divided values.
Point3 div(int x, int y, int z)Divides the current Point3 values with the input X , Y and Z values and return a new instance with these divided values.
Point3 div(int a)Divides the current Point3 values with the input "a" and return a new instance with these divided values.
void divLocal(Vector3 value)Divide current Point3 values with input vector values and apply to Point3 itself.
void divLocal(Point3 value)Divide current Point3 values with input Point3 values and apply to Point3 itself.
void divLocal(float x, float y, float z)Divide the current values of the Point3 with the input values X, Y and Z and apply to the Point3 itself.
void divLocal(float a)Divide the current values of the Point3 with the input "a" and apply it to the Point3 itself.
Point3 sum(Point3 value)Increments the current Point3 values with the input Point3 values and return a new instance with these incremented values.
Point3 sum(int x, int y, [int[ z)Increments the current Point2 values with the input X , Y and Z values and return a new instance with these incremented values.
Point3 sum(int a)Increments the current Point3 values with the input "a" and return a new instance with these incremented values.
void sumLocal(Vector3 value)Increments the current values of the Point3 with the values of the input vector and applies to the Point3 itself.
void sumLocal(Point3 value)Increments the current values of the Point3 with the values of the input Point3 and applies to the vector itself.
void sumLocal(float x, float y, float z)Increments the current values of the Point3 with the input values X , Y and Z and applies it to the Point3 itself.
void sumLocal(float a)Increments the current values of the Point3 with the input "a" and apply it to the Point3 itself.
Point3 sub(Point3 value)Subtracts the current Point3 values with the input Point3 values and return a new instance with these subtracted values.
Point3 sub(int x, int y, int z)Subtracts the current Point3 values with the input X , Y and Z and return a new instance with these subtracted values.
Point3 sub(int a)Subtracts the curtent Point3 values with the input "a" and return a new instance with these subtracted values.
void subLocal(Vector3 value)Subtracts the current Point3 values from the input vector values and applies it to the Point3 itself.
void subLocal(Point3 value)Subtracts the current Point3 values from the input Point3 values and applies it to the Point3 itself.
void subLocal(float x, float y, float z)Subtracts the current values of the Point3 with the input X , Y and Z and applies it to the Point3 itself.
void subLocal(float a)Subtracts the current values from the Point3 with the input "a" and applies it to the Point3 itself.
boolean equals(Point3 value)Compares the first Point3 with the one in the argument, returns true if the values match.
boolean equals(int x, int y, int z)Compares the Point3 with the value of the arguments respectively X, Y and Z, returns true if the values match.
boolean equals(int a)Compares first Point3 with argument value, returns true if values match.
void set(Point3 value)Sets the current value within this Point3 with a new Point3 of the argument.
void set(int x, int y, int z)Sets the current x, y and z value within this Point3 to a new value.
void set(int a)Sets the current value within this Point3 to a new value.
void lerp(Point3 value, int speed)Smoothes that Point3 into another based on a speed.
void lerp(int x, int y, int z, int speed)Smoothes one Point3 into another, respectively x, y and z based on a velocity.
void lerp(int a, int speed)Smoothes that Point3 into another based on a speed.
void lerpInSeconds(Point3 value, int speed)Smoothes one Point3 into another, based on a speed multiplied by "Math.bySecond(1)".
void lerpInSeconds(int x, int y, int z, int speed)Smoothes one Point3 into another, respectively x, y and z based on a velocity multiplied by "Math.bySecond(1)".
void lerpInSeconds(int a, int speed)Smoothes one Point3 into another, based on a speed multiplied by "Math.bySecond(1)".
void blend(Point3 value, int blend)Mix the Point3 with another.
void blend(int x, int y, int z, int blend)Mixes the Point3 with another, respectively, x , y and z, given a 0-1 percentage.
void blend(int a, int blend)Mix the Point3 with another, given a 0-1 percentage.
Point3 normalize()Makes the Point3 have a magnitude of 1, the Point3 keeps the same direction but its length is 1.0, if the Point4 is too small to normalize, it is set to zero.
void normalizeLocal()Makes the Point3 have magnitude 1, the Point3 keeps the same direction, but its length is 1.0, the difference to "normalize" is that this method applies the modification to the Point3 itself, if the Point3 is too small to normalize , is set to zero.
float length()Returns the length of the Point3 with the square root.
float sqrLength()Returns the length of the Point3 without square root.
float distance(Point3 value)Returns the distance between two Point3 with the square root.
[float[ sqrDistance(Point3 value)Returns the distance between two Point3 without the square root.
float dot(Point3 value)Calculates the dot product of this Point3 and the Point3 passed in the argument and returns the value.
float dot(int x, int y, int z)Calculates the dot product of this Point3 and the values passed, x, y, and z in the argument and returns the value
float dot([int[ a)Calculates the dot product of this Point3 and the value passed in the argument and returns the value.
Vector3 cross(Point3 value)Cross Product of two Point3. The cross product of two Point3 results in a third Point3 which is perpendicular to the two input Point3. The result's magnitude is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
Vector3 cross(int x, int y, int z)Cross product of two Point3, respectively x, y and z, the cross product of two Point3 results in a third Point3 that is perpendicular to the two input Point3. The magnitude of the result is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
Point3 copy()Returns the perfect copy of a Point3.
String toString()Returns Point3 values to a String.

— Static Methods (1) —

NameDescription
Point3 zero()Returns a new Point3 with its axes at 0.