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+/*
+ * Copyright 1996-2008 Sun Microsystems, Inc. All Rights Reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ *
+ */
+
+package org.jogamp.vecmath;
+
+
+/**
+ * A single precision floating point 4 by 4 matrix.
+ * Primarily to support 3D rotations.
+ *
+ */
+public class Matrix4f implements java.io.Serializable, Cloneable {
+
+ // Compatible with 1.1
+ static final long serialVersionUID = -8405036035410109353L;
+
+ /**
+ * The first element of the first row.
+ */
+ public float m00;
+
+ /**
+ * The second element of the first row.
+ */
+ public float m01;
+
+ /**
+ * The third element of the first row.
+ */
+ public float m02;
+
+ /**
+ * The fourth element of the first row.
+ */
+ public float m03;
+
+ /**
+ * The first element of the second row.
+ */
+ public float m10;
+
+ /**
+ * The second element of the second row.
+ */
+ public float m11;
+
+ /**
+ * The third element of the second row.
+ */
+ public float m12;
+
+ /**
+ * The fourth element of the second row.
+ */
+ public float m13;
+
+ /**
+ * The first element of the third row.
+ */
+ public float m20;
+
+ /**
+ * The second element of the third row.
+ */
+ public float m21;
+
+ /**
+ * The third element of the third row.
+ */
+ public float m22;
+
+ /**
+ * The fourth element of the third row.
+ */
+ public float m23;
+
+ /**
+ * The first element of the fourth row.
+ */
+ public float m30;
+
+ /**
+ * The second element of the fourth row.
+ */
+ public float m31;
+
+ /**
+ * The third element of the fourth row.
+ */
+ public float m32;
+
+ /**
+ * The fourth element of the fourth row.
+ */
+ public float m33;
+ /*
+ double[] tmp = new double[9];
+ double[] tmp_scale = new double[3];
+ double[] tmp_rot = new double[9];
+ */
+ private static final double EPS = 1.0E-8;
+
+ /**
+ * Constructs and initializes a Matrix4f from the specified 16 values.
+ * @param m00 the [0][0] element
+ * @param m01 the [0][1] element
+ * @param m02 the [0][2] element
+ * @param m03 the [0][3] element
+ * @param m10 the [1][0] element
+ * @param m11 the [1][1] element
+ * @param m12 the [1][2] element
+ * @param m13 the [1][3] element
+ * @param m20 the [2][0] element
+ * @param m21 the [2][1] element
+ * @param m22 the [2][2] element
+ * @param m23 the [2][3] element
+ * @param m30 the [3][0] element
+ * @param m31 the [3][1] element
+ * @param m32 the [3][2] element
+ * @param m33 the [3][3] element
+ */
+ public Matrix4f(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)
+ {
+ this.m00 = m00;
+ this.m01 = m01;
+ this.m02 = m02;
+ this.m03 = m03;
+
+ this.m10 = m10;
+ this.m11 = m11;
+ this.m12 = m12;
+ this.m13 = m13;
+
+ this.m20 = m20;
+ this.m21 = m21;
+ this.m22 = m22;
+ this.m23 = m23;
+
+ this.m30 = m30;
+ this.m31 = m31;
+ this.m32 = m32;
+ this.m33 = m33;
+
+ }
+
+ /**
+ * Constructs and initializes a Matrix4f from the specified 16
+ * element array. this.m00 =v[0], this.m01=v[1], etc.
+ * @param v the array of length 16 containing in order
+ */
+ public Matrix4f(float[] v)
+ {
+ this.m00 = v[ 0];
+ this.m01 = v[ 1];
+ this.m02 = v[ 2];
+ this.m03 = v[ 3];
+
+ this.m10 = v[ 4];
+ this.m11 = v[ 5];
+ this.m12 = v[ 6];
+ this.m13 = v[ 7];
+
+ this.m20 = v[ 8];
+ this.m21 = v[ 9];
+ this.m22 = v[10];
+ this.m23 = v[11];
+
+ this.m30 = v[12];
+ this.m31 = v[13];
+ this.m32 = v[14];
+ this.m33 = v[15];
+
+ }
+
+ /**
+ * Constructs and initializes a Matrix4f from the quaternion,
+ * translation, and scale values; the scale is applied only to the
+ * rotational components of the matrix (upper 3x3) and not to the
+ * translational components.
+ * @param q1 the quaternion value representing the rotational component
+ * @param t1 the translational component of the matrix
+ * @param s the scale value applied to the rotational components
+ */
+ public Matrix4f(Quat4f q1, Vector3f t1, float s)
+ {
+ m00 = (float)(s*(1.0 - 2.0*q1.y*q1.y - 2.0*q1.z*q1.z));
+ m10 = (float)(s*(2.0*(q1.x*q1.y + q1.w*q1.z)));
+ m20 = (float)(s*(2.0*(q1.x*q1.z - q1.w*q1.y)));
+
+ m01 = (float)(s*(2.0*(q1.x*q1.y - q1.w*q1.z)));
+ m11 = (float)(s*(1.0 - 2.0*q1.x*q1.x - 2.0*q1.z*q1.z));
+ m21 = (float)(s*(2.0*(q1.y*q1.z + q1.w*q1.x)));
+
+ m02 = (float)(s*(2.0*(q1.x*q1.z + q1.w*q1.y)));
+ m12 = (float)(s*(2.0*(q1.y*q1.z - q1.w*q1.x)));
+ m22 = (float)(s*(1.0 - 2.0*q1.x*q1.x - 2.0*q1.y*q1.y));
+
+ m03 = t1.x;
+ m13 = t1.y;
+ m23 = t1.z;
+
+ m30 = 0.0f;
+ m31 = 0.0f;
+ m32 = 0.0f;
+ m33 = 1.0f;
+
+ }
+
+ /**
+ * Constructs a new matrix with the same values as the
+ * Matrix4d parameter.
+ * @param m1 the source matrix
+ */
+ public Matrix4f(Matrix4d m1)
+ {
+ this.m00 = (float)m1.m00;
+ this.m01 = (float)m1.m01;
+ this.m02 = (float)m1.m02;
+ this.m03 = (float)m1.m03;
+
+ this.m10 = (float)m1.m10;
+ this.m11 = (float)m1.m11;
+ this.m12 = (float)m1.m12;
+ this.m13 = (float)m1.m13;
+
+ this.m20 = (float)m1.m20;
+ this.m21 = (float)m1.m21;
+ this.m22 = (float)m1.m22;
+ this.m23 = (float)m1.m23;
+
+ this.m30 = (float)m1.m30;
+ this.m31 = (float)m1.m31;
+ this.m32 = (float)m1.m32;
+ this.m33 = (float)m1.m33;
+
+ }
+
+
+ /**
+ * Constructs a new matrix with the same values as the
+ * Matrix4f parameter.
+ * @param m1 the source matrix
+ */
+ public Matrix4f(Matrix4f m1)
+ {
+ this.m00 = m1.m00;
+ this.m01 = m1.m01;
+ this.m02 = m1.m02;
+ this.m03 = m1.m03;
+
+ this.m10 = m1.m10;
+ this.m11 = m1.m11;
+ this.m12 = m1.m12;
+ this.m13 = m1.m13;
+
+ this.m20 = m1.m20;
+ this.m21 = m1.m21;
+ this.m22 = m1.m22;
+ this.m23 = m1.m23;
+
+ this.m30 = m1.m30;
+ this.m31 = m1.m31;
+ this.m32 = m1.m32;
+ this.m33 = m1.m33;
+
+ }
+
+
+ /**
+ * Constructs and initializes a Matrix4f from the rotation matrix,
+ * translation, and scale values; the scale is applied only to the
+ * rotational components of the matrix (upper 3x3) and not to the
+ * translational components of the matrix.
+ * @param m1 the rotation matrix representing the rotational components
+ * @param t1 the translational components of the matrix
+ * @param s the scale value applied to the rotational components
+ */
+ public Matrix4f(Matrix3f m1, Vector3f t1, float s)
+ {
+ this.m00 = m1.m00*s;
+ this.m01 = m1.m01*s;
+ this.m02 = m1.m02*s;
+ this.m03 = t1.x;
+
+ this.m10 = m1.m10*s;
+ this.m11 = m1.m11*s;
+ this.m12 = m1.m12*s;
+ this.m13 = t1.y;
+
+ this.m20 = m1.m20*s;
+ this.m21 = m1.m21*s;
+ this.m22 = m1.m22*s;
+ this.m23 = t1.z;
+
+ this.m30 = 0.0f;
+ this.m31 = 0.0f;
+ this.m32 = 0.0f;
+ this.m33 = 1.0f;
+
+ }
+
+
+ /**
+ * Constructs and initializes a Matrix4f to all zeros.
+ */
+ public Matrix4f()
+ {
+ this.m00 = (float) 0.0;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = (float) 0.0;
+
+ this.m10 = (float) 0.0;
+ this.m11 = (float) 0.0;
+ this.m12 = (float) 0.0;
+ this.m13 = (float) 0.0;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = (float) 0.0;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 0.0;
+
+ }
+
+ /**
+ * Returns a string that contains the values of this Matrix4f.
+ * @return the String representation
+ */
+ @Override
+ public String toString() {
+ return
+ this.m00 + ", " + this.m01 + ", " + this.m02 + ", " + this.m03 + "\n" +
+ this.m10 + ", " + this.m11 + ", " + this.m12 + ", " + this.m13 + "\n" +
+ this.m20 + ", " + this.m21 + ", " + this.m22 + ", " + this.m23 + "\n" +
+ this.m30 + ", " + this.m31 + ", " + this.m32 + ", " + this.m33 + "\n";
+ }
+
+ /**
+ * Sets this Matrix4f to identity.
+ */
+ public final void setIdentity()
+ {
+ this.m00 = (float) 1.0;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = (float) 0.0;
+
+ this.m10 = (float) 0.0;
+ this.m11 = (float) 1.0;
+ this.m12 = (float) 0.0;
+ this.m13 = (float) 0.0;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = (float) 1.0;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the specified element of this matrix4f to the value provided.
+ * @param row the row number to be modified (zero indexed)
+ * @param column the column number to be modified (zero indexed)
+ * @param value the new value
+ */
+ public final void setElement(int row, int column, float value)
+ {
+ switch (row)
+ {
+ case 0:
+ switch(column)
+ {
+ case 0:
+ this.m00 = value;
+ break;
+ case 1:
+ this.m01 = value;
+ break;
+ case 2:
+ this.m02 = value;
+ break;
+ case 3:
+ this.m03 = value;
+ break;
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f0"));
+ }
+ break;
+
+ case 1:
+ switch(column)
+ {
+ case 0:
+ this.m10 = value;
+ break;
+ case 1:
+ this.m11 = value;
+ break;
+ case 2:
+ this.m12 = value;
+ break;
+ case 3:
+ this.m13 = value;
+ break;
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f0"));
+ }
+ break;
+
+ case 2:
+ switch(column)
+ {
+ case 0:
+ this.m20 = value;
+ break;
+ case 1:
+ this.m21 = value;
+ break;
+ case 2:
+ this.m22 = value;
+ break;
+ case 3:
+ this.m23 = value;
+ break;
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f0"));
+ }
+ break;
+
+ case 3:
+ switch(column)
+ {
+ case 0:
+ this.m30 = value;
+ break;
+ case 1:
+ this.m31 = value;
+ break;
+ case 2:
+ this.m32 = value;
+ break;
+ case 3:
+ this.m33 = value;
+ break;
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f0"));
+ }
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f0"));
+ }
+ }
+
+ /**
+ * Retrieves the value at the specified row and column of this matrix.
+ * @param row the row number to be retrieved (zero indexed)
+ * @param column the column number to be retrieved (zero indexed)
+ * @return the value at the indexed element
+ */
+ public final float getElement(int row, int column)
+ {
+ switch (row)
+ {
+ case 0:
+ switch(column)
+ {
+ case 0:
+ return(this.m00);
+ case 1:
+ return(this.m01);
+ case 2:
+ return(this.m02);
+ case 3:
+ return(this.m03);
+ default:
+ break;
+ }
+ break;
+ case 1:
+ switch(column)
+ {
+ case 0:
+ return(this.m10);
+ case 1:
+ return(this.m11);
+ case 2:
+ return(this.m12);
+ case 3:
+ return(this.m13);
+ default:
+ break;
+ }
+ break;
+
+ case 2:
+ switch(column)
+ {
+ case 0:
+ return(this.m20);
+ case 1:
+ return(this.m21);
+ case 2:
+ return(this.m22);
+ case 3:
+ return(this.m23);
+ default:
+ break;
+ }
+ break;
+
+ case 3:
+ switch(column)
+ {
+ case 0:
+ return(this.m30);
+ case 1:
+ return(this.m31);
+ case 2:
+ return(this.m32);
+ case 3:
+ return(this.m33);
+ default:
+ break;
+ }
+ break;
+
+ default:
+ break;
+ }
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f1"));
+ }
+
+ /**
+ * Copies the matrix values in the specified row into the vector parameter.
+ * @param row the matrix row
+ * @param v the vector into which the matrix row values will be copied
+ */
+ public final void getRow(int row, Vector4f v) {
+ if( row == 0 ) {
+ v.x = m00;
+ v.y = m01;
+ v.z = m02;
+ v.w = m03;
+ } else if(row == 1) {
+ v.x = m10;
+ v.y = m11;
+ v.z = m12;
+ v.w = m13;
+ } else if(row == 2) {
+ v.x = m20;
+ v.y = m21;
+ v.z = m22;
+ v.w = m23;
+ } else if(row == 3) {
+ v.x = m30;
+ v.y = m31;
+ v.z = m32;
+ v.w = m33;
+ } else {
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f2"));
+ }
+
+ }
+
+ /**
+ * Copies the matrix values in the specified row into the array parameter.
+ * @param row the matrix row
+ * @param v the array into which the matrix row values will be copied
+ */
+ public final void getRow(int row, float v[]) {
+ if( row == 0 ) {
+ v[0] = m00;
+ v[1] = m01;
+ v[2] = m02;
+ v[3] = m03;
+ } else if(row == 1) {
+ v[0] = m10;
+ v[1] = m11;
+ v[2] = m12;
+ v[3] = m13;
+ } else if(row == 2) {
+ v[0] = m20;
+ v[1] = m21;
+ v[2] = m22;
+ v[3] = m23;
+ } else if(row == 3) {
+ v[0] = m30;
+ v[1] = m31;
+ v[2] = m32;
+ v[3] = m33;
+ } else {
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f2"));
+ }
+
+ }
+
+ /**
+ * Copies the matrix values in the specified column into the vector
+ * parameter.
+ * @param column the matrix column
+ * @param v the vector into which the matrix row values will be copied
+ */
+ public final void getColumn(int column, Vector4f v) {
+ if( column == 0 ) {
+ v.x = m00;
+ v.y = m10;
+ v.z = m20;
+ v.w = m30;
+ } else if(column == 1) {
+ v.x = m01;
+ v.y = m11;
+ v.z = m21;
+ v.w = m31;
+ } else if(column == 2) {
+ v.x = m02;
+ v.y = m12;
+ v.z = m22;
+ v.w = m32;
+ } else if(column == 3) {
+ v.x = m03;
+ v.y = m13;
+ v.z = m23;
+ v.w = m33;
+ } else {
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f4"));
+ }
+
+ }
+
+ /**
+ * Copies the matrix values in the specified column into the array
+ * parameter.
+ * @param column the matrix column
+ * @param v the array into which the matrix row values will be copied
+ */
+ public final void getColumn(int column, float v[]) {
+ if( column == 0 ) {
+ v[0] = m00;
+ v[1] = m10;
+ v[2] = m20;
+ v[3] = m30;
+ } else if(column == 1) {
+ v[0] = m01;
+ v[1] = m11;
+ v[2] = m21;
+ v[3] = m31;
+ } else if(column == 2) {
+ v[0] = m02;
+ v[1] = m12;
+ v[2] = m22;
+ v[3] = m32;
+ } else if(column == 3) {
+ v[0] = m03;
+ v[1] = m13;
+ v[2] = m23;
+ v[3] = m33;
+ } else {
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f4"));
+ }
+
+ }
+
+
+ /**
+ * Sets the scale component of the current matrix by factoring
+ * out the current scale (by doing an SVD) from the rotational
+ * component and multiplying by the new scale.
+ * @param scale the new scale amount
+ */
+ public final void setScale(float scale){
+
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m00 = (float)(tmp_rot[0]*scale);
+ m01 = (float)(tmp_rot[1]*scale);
+ m02 = (float)(tmp_rot[2]*scale);
+
+ m10 = (float)(tmp_rot[3]*scale);
+ m11 = (float)(tmp_rot[4]*scale);
+ m12 = (float)(tmp_rot[5]*scale);
+
+ m20 = (float)(tmp_rot[6]*scale);
+ m21 = (float)(tmp_rot[7]*scale);
+ m22 = (float)(tmp_rot[8]*scale);
+
+ }
+
+ /**
+ * Performs an SVD normalization of this matrix in order to acquire
+ * the normalized rotational component; the values are placed into
+ * the Matrix3d parameter.
+ * @param m1 matrix into which the rotational component is placed
+ */
+ public final void get(Matrix3d m1){
+
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m1.m00 = tmp_rot[0];
+ m1.m01 = tmp_rot[1];
+ m1.m02 = tmp_rot[2];
+
+ m1.m10 = tmp_rot[3];
+ m1.m11 = tmp_rot[4];
+ m1.m12 = tmp_rot[5];
+
+ m1.m20 = tmp_rot[6];
+ m1.m21 = tmp_rot[7];
+ m1.m22 = tmp_rot[8];
+
+ }
+
+ /**
+ * Performs an SVD normalization of this matrix in order to acquire
+ * the normalized rotational component; the values are placed into
+ * the Matrix3f parameter.
+ * @param m1 matrix into which the rotational component is placed
+ */
+ public final void get(Matrix3f m1)
+ {
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m1.m00 = (float)tmp_rot[0];
+ m1.m01 = (float)tmp_rot[1];
+ m1.m02 = (float)tmp_rot[2];
+
+ m1.m10 = (float)tmp_rot[3];
+ m1.m11 = (float)tmp_rot[4];
+ m1.m12 = (float)tmp_rot[5];
+
+ m1.m20 = (float)tmp_rot[6];
+ m1.m21 = (float)tmp_rot[7];
+ m1.m22 = (float)tmp_rot[8];
+
+ }
+
+
+ /**
+ * Performs an SVD normalization of this matrix to calculate
+ * the rotation as a 3x3 matrix, the translation, and the scale.
+ * None of the matrix values are modified.
+ * @param m1 the normalized matrix representing the rotation
+ * @param t1 the translation component
+ * @return the scale component of this transform
+ */
+ public final float get(Matrix3f m1, Vector3f t1)
+ {
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m1.m00 = (float)tmp_rot[0];
+ m1.m01 = (float)tmp_rot[1];
+ m1.m02 = (float)tmp_rot[2];
+
+ m1.m10 = (float)tmp_rot[3];
+ m1.m11 = (float)tmp_rot[4];
+ m1.m12 = (float)tmp_rot[5];
+
+ m1.m20 = (float)tmp_rot[6];
+ m1.m21 = (float)tmp_rot[7];
+ m1.m22 = (float)tmp_rot[8];
+
+ t1.x = m03;
+ t1.y = m13;
+ t1.z = m23;
+
+ return( (float)Matrix3d.max3( tmp_scale ));
+
+ }
+
+
+ /**
+ * Performs an SVD normalization of this matrix in order to acquire
+ * the normalized rotational component; the values are placed into
+ * the Quat4f parameter.
+ * @param q1 quaternion into which the rotation component is placed
+ */
+ public final void get(Quat4f q1){
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ double ww;
+
+ ww = 0.25*(1.0 + tmp_rot[0] + tmp_rot[4] + tmp_rot[8]);
+ if(!((ww<0?-ww:ww) < 1.0e-30)) {
+ q1.w = (float)Math.sqrt(ww);
+ ww = 0.25/q1.w;
+ q1.x = (float)((tmp_rot[7] - tmp_rot[5])*ww);
+ q1.y = (float)((tmp_rot[2] - tmp_rot[6])*ww);
+ q1.z = (float)((tmp_rot[3] - tmp_rot[1])*ww);
+ return;
+ }
+
+ q1.w = 0.0f;
+ ww = -0.5*(tmp_rot[4] + tmp_rot[8]);
+ if(!((ww<0?-ww:ww) < 1.0e-30)) {
+ q1.x = (float)Math.sqrt(ww);
+ ww = 0.5/q1.x;
+ q1.y = (float)(tmp_rot[3]*ww);
+ q1.z = (float)(tmp_rot[6]*ww);
+ return;
+ }
+
+ q1.x = 0.0f;
+ ww = 0.5*(1.0 - tmp_rot[8]);
+ if(!((ww<0?-ww:ww) < 1.0e-30)) {
+ q1.y = (float)(Math.sqrt(ww));
+ q1.z = (float)(tmp_rot[7]/(2.0*q1.y));
+ return;
+ }
+
+ q1.y = 0.0f;
+ q1.z = 1.0f;
+
+ }
+
+
+ /**
+ * Retrieves the translational components of this matrix.
+ * @param trans the vector that will receive the translational component
+ */
+ public final void get(Vector3f trans)
+ {
+ trans.x = m03;
+ trans.y = m13;
+ trans.z = m23;
+ }
+
+ /**
+ * Gets the upper 3x3 values of this matrix and places them into
+ * the matrix m1.
+ * @param m1 the matrix that will hold the values
+ */
+ public final void getRotationScale(Matrix3f m1)
+ {
+ m1.m00 = m00; m1.m01 = m01; m1.m02 = m02;
+ m1.m10 = m10; m1.m11 = m11; m1.m12 = m12;
+ m1.m20 = m20; m1.m21 = m21; m1.m22 = m22;
+ }
+
+ /**
+ * Performs an SVD normalization of this matrix to calculate
+ * and return the uniform scale factor. If the matrix has non-uniform
+ * scale factors, the largest of the x, y, and z scale factors will
+ * be returned. This matrix is not modified.
+ * @return the scale factor of this matrix
+ */
+ public final float getScale()
+ {
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ return( (float)Matrix3d.max3( tmp_scale ));
+
+ }
+
+
+ /**
+ * Replaces the upper 3x3 matrix values of this matrix with the
+ * values in the matrix m1.
+ * @param m1 the matrix that will be the new upper 3x3
+ */
+ public final void setRotationScale(Matrix3f m1)
+ {
+ m00 = m1.m00; m01 = m1.m01; m02 = m1.m02;
+ m10 = m1.m10; m11 = m1.m11; m12 = m1.m12;
+ m20 = m1.m20; m21 = m1.m21; m22 = m1.m22;
+ }
+
+
+ /**
+ * Sets the specified row of this matrix4f to the four values provided.
+ * @param row the row number to be modified (zero indexed)
+ * @param x the first column element
+ * @param y the second column element
+ * @param z the third column element
+ * @param w the fourth column element
+ */
+ public final void setRow(int row, float x, float y, float z, float w)
+ {
+ switch (row) {
+ case 0:
+ this.m00 = x;
+ this.m01 = y;
+ this.m02 = z;
+ this.m03 = w;
+ break;
+
+ case 1:
+ this.m10 = x;
+ this.m11 = y;
+ this.m12 = z;
+ this.m13 = w;
+ break;
+
+ case 2:
+ this.m20 = x;
+ this.m21 = y;
+ this.m22 = z;
+ this.m23 = w;
+ break;
+
+ case 3:
+ this.m30 = x;
+ this.m31 = y;
+ this.m32 = z;
+ this.m33 = w;
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f6"));
+ }
+ }
+
+ /**
+ * Sets the specified row of this matrix4f to the Vector provided.
+ * @param row the row number to be modified (zero indexed)
+ * @param v the replacement row
+ */
+ public final void setRow(int row, Vector4f v)
+ {
+ switch (row) {
+ case 0:
+ this.m00 = v.x;
+ this.m01 = v.y;
+ this.m02 = v.z;
+ this.m03 = v.w;
+ break;
+
+ case 1:
+ this.m10 = v.x;
+ this.m11 = v.y;
+ this.m12 = v.z;
+ this.m13 = v.w;
+ break;
+
+ case 2:
+ this.m20 = v.x;
+ this.m21 = v.y;
+ this.m22 = v.z;
+ this.m23 = v.w;
+ break;
+
+ case 3:
+ this.m30 = v.x;
+ this.m31 = v.y;
+ this.m32 = v.z;
+ this.m33 = v.w;
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f6"));
+ }
+ }
+
+ /**
+ * Sets the specified row of this matrix4f to the four values provided
+ * in the passed array.
+ * @param row the row number to be modified (zero indexed)
+ * @param v the replacement row
+ */
+ public final void setRow(int row, float v[])
+ {
+ switch (row) {
+ case 0:
+ this.m00 = v[0];
+ this.m01 = v[1];
+ this.m02 = v[2];
+ this.m03 = v[3];
+ break;
+
+ case 1:
+ this.m10 = v[0];
+ this.m11 = v[1];
+ this.m12 = v[2];
+ this.m13 = v[3];
+ break;
+
+ case 2:
+ this.m20 = v[0];
+ this.m21 = v[1];
+ this.m22 = v[2];
+ this.m23 = v[3];
+ break;
+
+ case 3:
+ this.m30 = v[0];
+ this.m31 = v[1];
+ this.m32 = v[2];
+ this.m33 = v[3];
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f6"));
+ }
+ }
+
+ /**
+ * Sets the specified column of this matrix4f to the four values provided.
+ * @param column the column number to be modified (zero indexed)
+ * @param x the first row element
+ * @param y the second row element
+ * @param z the third row element
+ * @param w the fourth row element
+ */
+ public final void setColumn(int column, float x, float y, float z, float w)
+ {
+ switch (column) {
+ case 0:
+ this.m00 = x;
+ this.m10 = y;
+ this.m20 = z;
+ this.m30 = w;
+ break;
+
+ case 1:
+ this.m01 = x;
+ this.m11 = y;
+ this.m21 = z;
+ this.m31 = w;
+ break;
+
+ case 2:
+ this.m02 = x;
+ this.m12 = y;
+ this.m22 = z;
+ this.m32 = w;
+ break;
+
+ case 3:
+ this.m03 = x;
+ this.m13 = y;
+ this.m23 = z;
+ this.m33 = w;
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f9"));
+ }
+ }
+
+ /**
+ * Sets the specified column of this matrix4f to the vector provided.
+ * @param column the column number to be modified (zero indexed)
+ * @param v the replacement column
+ */
+ public final void setColumn(int column, Vector4f v)
+ {
+ switch (column) {
+ case 0:
+ this.m00 = v.x;
+ this.m10 = v.y;
+ this.m20 = v.z;
+ this.m30 = v.w;
+ break;
+
+ case 1:
+ this.m01 = v.x;
+ this.m11 = v.y;
+ this.m21 = v.z;
+ this.m31 = v.w;
+ break;
+
+ case 2:
+ this.m02 = v.x;
+ this.m12 = v.y;
+ this.m22 = v.z;
+ this.m32 = v.w;
+ break;
+
+ case 3:
+ this.m03 = v.x;
+ this.m13 = v.y;
+ this.m23 = v.z;
+ this.m33 = v.w;
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f9"));
+ }
+ }
+
+ /**
+ * Sets the specified column of this matrix4f to the four values provided.
+ * @param column the column number to be modified (zero indexed)
+ * @param v the replacement column
+ */
+ public final void setColumn(int column, float v[])
+ {
+ switch (column) {
+ case 0:
+ this.m00 = v[0];
+ this.m10 = v[1];
+ this.m20 = v[2];
+ this.m30 = v[3];
+ break;
+
+ case 1:
+ this.m01 = v[0];
+ this.m11 = v[1];
+ this.m21 = v[2];
+ this.m31 = v[3];
+ break;
+
+ case 2:
+ this.m02 = v[0];
+ this.m12 = v[1];
+ this.m22 = v[2];
+ this.m32 = v[3];
+ break;
+
+ case 3:
+ this.m03 = v[0];
+ this.m13 = v[1];
+ this.m23 = v[2];
+ this.m33 = v[3];
+ break;
+
+ default:
+ throw new ArrayIndexOutOfBoundsException(VecMathI18N.getString("Matrix4f9"));
+ }
+ }
+
+ /**
+ * Adds a scalar to each component of this matrix.
+ * @param scalar the scalar adder
+ */
+ public final void add(float scalar)
+ {
+ m00 += scalar;
+ m01 += scalar;
+ m02 += scalar;
+ m03 += scalar;
+ m10 += scalar;
+ m11 += scalar;
+ m12 += scalar;
+ m13 += scalar;
+ m20 += scalar;
+ m21 += scalar;
+ m22 += scalar;
+ m23 += scalar;
+ m30 += scalar;
+ m31 += scalar;
+ m32 += scalar;
+ m33 += scalar;
+ }
+
+ /**
+ * Adds a scalar to each component of the matrix m1 and places
+ * the result into this. Matrix m1 is not modified.
+ * @param scalar the scalar adder
+ * @param m1 the original matrix values
+ */
+ public final void add(float scalar, Matrix4f m1)
+ {
+ this.m00 = m1.m00 + scalar;
+ this.m01 = m1.m01 + scalar;
+ this.m02 = m1.m02 + scalar;
+ this.m03 = m1.m03 + scalar;
+ this.m10 = m1.m10 + scalar;
+ this.m11 = m1.m11 + scalar;
+ this.m12 = m1.m12 + scalar;
+ this.m13 = m1.m13 + scalar;
+ this.m20 = m1.m20 + scalar;
+ this.m21 = m1.m21 + scalar;
+ this.m22 = m1.m22 + scalar;
+ this.m23 = m1.m23 + scalar;
+ this.m30 = m1.m30 + scalar;
+ this.m31 = m1.m31 + scalar;
+ this.m32 = m1.m32 + scalar;
+ this.m33 = m1.m33 + scalar;
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix sum of matrices m1 and m2.
+ * @param m1 the first matrix
+ * @param m2 the second matrix
+ */
+ public final void add(Matrix4f m1, Matrix4f m2)
+ {
+ this.m00 = m1.m00 + m2.m00;
+ this.m01 = m1.m01 + m2.m01;
+ this.m02 = m1.m02 + m2.m02;
+ this.m03 = m1.m03 + m2.m03;
+
+ this.m10 = m1.m10 + m2.m10;
+ this.m11 = m1.m11 + m2.m11;
+ this.m12 = m1.m12 + m2.m12;
+ this.m13 = m1.m13 + m2.m13;
+
+ this.m20 = m1.m20 + m2.m20;
+ this.m21 = m1.m21 + m2.m21;
+ this.m22 = m1.m22 + m2.m22;
+ this.m23 = m1.m23 + m2.m23;
+
+ this.m30 = m1.m30 + m2.m30;
+ this.m31 = m1.m31 + m2.m31;
+ this.m32 = m1.m32 + m2.m32;
+ this.m33 = m1.m33 + m2.m33;
+ }
+
+
+ /**
+ * Sets the value of this matrix to the sum of itself and matrix m1.
+ * @param m1 the other matrix
+ */
+ public final void add(Matrix4f m1)
+ {
+ this.m00 += m1.m00;
+ this.m01 += m1.m01;
+ this.m02 += m1.m02;
+ this.m03 += m1.m03;
+
+ this.m10 += m1.m10;
+ this.m11 += m1.m11;
+ this.m12 += m1.m12;
+ this.m13 += m1.m13;
+
+ this.m20 += m1.m20;
+ this.m21 += m1.m21;
+ this.m22 += m1.m22;
+ this.m23 += m1.m23;
+
+ this.m30 += m1.m30;
+ this.m31 += m1.m31;
+ this.m32 += m1.m32;
+ this.m33 += m1.m33;
+ }
+
+ /**
+ * Performs an element-by-element subtraction of matrix m2 from
+ * matrix m1 and places the result into matrix this (this =
+ * m2 - m1).
+ * @param m1 the first matrix
+ * @param m2 the second matrix
+ */
+ public final void sub(Matrix4f m1, Matrix4f m2)
+ {
+ this.m00 = m1.m00 - m2.m00;
+ this.m01 = m1.m01 - m2.m01;
+ this.m02 = m1.m02 - m2.m02;
+ this.m03 = m1.m03 - m2.m03;
+
+ this.m10 = m1.m10 - m2.m10;
+ this.m11 = m1.m11 - m2.m11;
+ this.m12 = m1.m12 - m2.m12;
+ this.m13 = m1.m13 - m2.m13;
+
+ this.m20 = m1.m20 - m2.m20;
+ this.m21 = m1.m21 - m2.m21;
+ this.m22 = m1.m22 - m2.m22;
+ this.m23 = m1.m23 - m2.m23;
+
+ this.m30 = m1.m30 - m2.m30;
+ this.m31 = m1.m31 - m2.m31;
+ this.m32 = m1.m32 - m2.m32;
+ this.m33 = m1.m33 - m2.m33;
+ }
+
+ /**
+ * Sets this matrix to the matrix difference of itself and
+ * matrix m1 (this = this - m1).
+ * @param m1 the other matrix
+ */
+ public final void sub(Matrix4f m1)
+ {
+ this.m00 -= m1.m00;
+ this.m01 -= m1.m01;
+ this.m02 -= m1.m02;
+ this.m03 -= m1.m03;
+
+ this.m10 -= m1.m10;
+ this.m11 -= m1.m11;
+ this.m12 -= m1.m12;
+ this.m13 -= m1.m13;
+
+ this.m20 -= m1.m20;
+ this.m21 -= m1.m21;
+ this.m22 -= m1.m22;
+ this.m23 -= m1.m23;
+
+ this.m30 -= m1.m30;
+ this.m31 -= m1.m31;
+ this.m32 -= m1.m32;
+ this.m33 -= m1.m33;
+ }
+
+ /**
+ * Sets the value of this matrix to its transpose in place.
+ */
+ public final void transpose()
+ {
+ float temp;
+
+ temp = this.m10;
+ this.m10 = this.m01;
+ this.m01 = temp;
+
+ temp = this.m20;
+ this.m20 = this.m02;
+ this.m02 = temp;
+
+ temp = this.m30;
+ this.m30 = this.m03;
+ this.m03 = temp;
+
+ temp = this.m21;
+ this.m21 = this.m12;
+ this.m12 = temp;
+
+ temp = this.m31;
+ this.m31 = this.m13;
+ this.m13 = temp;
+
+ temp = this.m32;
+ this.m32 = this.m23;
+ this.m23 = temp;
+ }
+
+ /**
+ * Sets the value of this matrix to the transpose of the argument matrix.
+ * @param m1 the matrix to be transposed
+ */
+ public final void transpose(Matrix4f m1)
+ {
+ if (this != m1) {
+ this.m00 = m1.m00;
+ this.m01 = m1.m10;
+ this.m02 = m1.m20;
+ this.m03 = m1.m30;
+
+ this.m10 = m1.m01;
+ this.m11 = m1.m11;
+ this.m12 = m1.m21;
+ this.m13 = m1.m31;
+
+ this.m20 = m1.m02;
+ this.m21 = m1.m12;
+ this.m22 = m1.m22;
+ this.m23 = m1.m32;
+
+ this.m30 = m1.m03;
+ this.m31 = m1.m13;
+ this.m32 = m1.m23;
+ this.m33 = m1.m33;
+ } else
+ this.transpose();
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix conversion of the
+ * single precision quaternion argument.
+ * @param q1 the quaternion to be converted
+ */
+ public final void set(Quat4f q1)
+ {
+ this.m00 = (1.0f - 2.0f*q1.y*q1.y - 2.0f*q1.z*q1.z);
+ this.m10 = (2.0f*(q1.x*q1.y + q1.w*q1.z));
+ this.m20 = (2.0f*(q1.x*q1.z - q1.w*q1.y));
+
+ this.m01 = (2.0f*(q1.x*q1.y - q1.w*q1.z));
+ this.m11 = (1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.z*q1.z);
+ this.m21 = (2.0f*(q1.y*q1.z + q1.w*q1.x));
+
+ this.m02 = (2.0f*(q1.x*q1.z + q1.w*q1.y));
+ this.m12 = (2.0f*(q1.y*q1.z - q1.w*q1.x));
+ this.m22 = (1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.y*q1.y);
+
+ this.m03 = (float) 0.0;
+ this.m13 = (float) 0.0;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix conversion of the
+ * (single precision) axis and angle argument.
+ * @param a1 the axis and angle to be converted
+ */
+ public final void set(AxisAngle4f a1)
+ {
+ float mag = (float)Math.sqrt( a1.x*a1.x + a1.y*a1.y + a1.z*a1.z);
+ if( mag < EPS ) {
+ m00 = 1.0f;
+ m01 = 0.0f;
+ m02 = 0.0f;
+
+ m10 = 0.0f;
+ m11 = 1.0f;
+ m12 = 0.0f;
+
+ m20 = 0.0f;
+ m21 = 0.0f;
+ m22 = 1.0f;
+ } else {
+ mag = 1.0f/mag;
+ float ax = a1.x*mag;
+ float ay = a1.y*mag;
+ float az = a1.z*mag;
+
+ float sinTheta = (float)Math.sin((double)a1.angle);
+ float cosTheta = (float)Math.cos((double)a1.angle);
+ float t = 1.0f - cosTheta;
+
+ float xz = ax * az;
+ float xy = ax * ay;
+ float yz = ay * az;
+
+ m00 = t * ax * ax + cosTheta;
+ m01 = t * xy - sinTheta * az;
+ m02 = t * xz + sinTheta * ay;
+
+ m10 = t * xy + sinTheta * az;
+ m11 = t * ay * ay + cosTheta;
+ m12 = t * yz - sinTheta * ax;
+
+ m20 = t * xz - sinTheta * ay;
+ m21 = t * yz + sinTheta * ax;
+ m22 = t * az * az + cosTheta;
+ }
+ m03 = 0.0f;
+ m13 = 0.0f;
+ m23 = 0.0f;
+
+ m30 = 0.0f;
+ m31 = 0.0f;
+ m32 = 0.0f;
+ m33 = 1.0f;
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix conversion of the
+ * double precision quaternion argument.
+ * @param q1 the quaternion to be converted
+ */
+ public final void set(Quat4d q1)
+ {
+ this.m00 = (float) (1.0 - 2.0*q1.y*q1.y - 2.0*q1.z*q1.z);
+ this.m10 = (float) (2.0*(q1.x*q1.y + q1.w*q1.z));
+ this.m20 = (float) (2.0*(q1.x*q1.z - q1.w*q1.y));
+
+ this.m01 = (float) (2.0*(q1.x*q1.y - q1.w*q1.z));
+ this.m11 = (float) (1.0 - 2.0*q1.x*q1.x - 2.0*q1.z*q1.z);
+ this.m21 = (float) (2.0*(q1.y*q1.z + q1.w*q1.x));
+
+ this.m02 = (float) (2.0*(q1.x*q1.z + q1.w*q1.y));
+ this.m12 = (float) (2.0*(q1.y*q1.z - q1.w*q1.x));
+ this.m22 = (float) (1.0 - 2.0*q1.x*q1.x - 2.0*q1.y*q1.y);
+
+ this.m03 = (float) 0.0;
+ this.m13 = (float) 0.0;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix conversion of the
+ * double precision axis and angle argument.
+ * @param a1 the axis and angle to be converted
+ */
+ public final void set(AxisAngle4d a1)
+ {
+ double mag = Math.sqrt( a1.x*a1.x + a1.y*a1.y + a1.z*a1.z);
+
+ if( mag < EPS ) {
+ m00 = 1.0f;
+ m01 = 0.0f;
+ m02 = 0.0f;
+
+ m10 = 0.0f;
+ m11 = 1.0f;
+ m12 = 0.0f;
+
+ m20 = 0.0f;
+ m21 = 0.0f;
+ m22 = 1.0f;
+ } else {
+ mag = 1.0/mag;
+ double ax = a1.x*mag;
+ double ay = a1.y*mag;
+ double az = a1.z*mag;
+
+ float sinTheta = (float) Math.sin(a1.angle);
+ float cosTheta = (float) Math.cos(a1.angle);
+ float t = 1.0f - cosTheta;
+
+ float xz = (float) (ax * az);
+ float xy = (float) (ax * ay);
+ float yz = (float) (ay * az);
+
+ this.m00 = t * (float)(ax * ax) + cosTheta;
+ this.m01 = t * xy - sinTheta * (float)az;
+ this.m02 = t * xz + sinTheta * (float)ay;
+
+ this.m10 = t * xy + sinTheta * (float)az;
+ this.m11 = t * (float)(ay * ay) + cosTheta;
+ this.m12 = t * yz - sinTheta * (float)ax;
+
+ this.m20 = t * xz - sinTheta * (float)ay;
+ this.m21 = t * yz + sinTheta * (float)ax;
+ this.m22 = t * (float)(az * az) + cosTheta;
+ }
+ this.m03 = 0.0f;
+ this.m13 = 0.0f;
+ this.m23 = 0.0f;
+
+ this.m30 = 0.0f;
+ this.m31 = 0.0f;
+ this.m32 = 0.0f;
+ this.m33 = 1.0f;
+ }
+
+ /**
+ * Sets the value of this matrix from the rotation expressed
+ * by the quaternion q1, the translation t1, and the scale s.
+ * @param q1 the rotation expressed as a quaternion
+ * @param t1 the translation
+ * @param s the scale value
+ */
+ public final void set(Quat4d q1, Vector3d t1, double s)
+ {
+ this.m00 = (float) (s*(1.0 - 2.0*q1.y*q1.y -2.0*q1.z*q1.z));
+ this.m10 = (float) (s*(2.0*(q1.x*q1.y + q1.w*q1.z)));
+ this.m20 = (float) (s*(2.0*(q1.x*q1.z - q1.w*q1.y)));
+
+ this.m01 = (float) (s*(2.0*(q1.x*q1.y - q1.w*q1.z)));
+ this.m11 = (float) (s*(1.0 - 2.0*q1.x*q1.x -2.0*q1.z*q1.z));
+ this.m21 = (float) (s*(2.0*(q1.y*q1.z + q1.w*q1.x)));
+
+ this.m02 = (float) (s*(2.0*(q1.x*q1.z + q1.w*q1.y)));
+ this.m12 = (float) (s*(2.0*(q1.y*q1.z - q1.w*q1.x)));
+ this.m22 = (float) (s*(1.0 - 2.0*q1.x*q1.x -2.0*q1.y*q1.y));
+
+ this.m03 = (float) t1.x;
+ this.m13 = (float) t1.y;
+ this.m23 = (float) t1.z;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix from the rotation expressed
+ * by the quaternion q1, the translation t1, and the scale s.
+ * @param q1 the rotation expressed as a quaternion
+ * @param t1 the translation
+ * @param s the scale value
+ */
+ public final void set(Quat4f q1, Vector3f t1, float s)
+ {
+ this.m00 = (s*(1.0f - 2.0f*q1.y*q1.y -2.0f*q1.z*q1.z));
+ this.m10 = (s*(2.0f*(q1.x*q1.y + q1.w*q1.z)));
+ this.m20 = (s*(2.0f*(q1.x*q1.z - q1.w*q1.y)));
+
+ this.m01 = (s*(2.0f*(q1.x*q1.y - q1.w*q1.z)));
+ this.m11 = (s*(1.0f - 2.0f*q1.x*q1.x -2.0f*q1.z*q1.z));
+ this.m21 = (s*(2.0f*(q1.y*q1.z + q1.w*q1.x)));
+
+ this.m02 = (s*(2.0f*(q1.x*q1.z + q1.w*q1.y)));
+ this.m12 = (s*(2.0f*(q1.y*q1.z - q1.w*q1.x)));
+ this.m22 = (s*(1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.y*q1.y));
+
+ this.m03 = t1.x;
+ this.m13 = t1.y;
+ this.m23 = t1.z;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix to the float value of the
+ * passed matrix4d m1.
+ * @param m1 the matrix4d to be converted to float
+ */
+ public final void set(Matrix4d m1)
+ {
+ this.m00 = (float) m1.m00;
+ this.m01 = (float) m1.m01;
+ this.m02 = (float) m1.m02;
+ this.m03 = (float) m1.m03;
+
+ this.m10 = (float) m1.m10;
+ this.m11 = (float) m1.m11;
+ this.m12 = (float) m1.m12;
+ this.m13 = (float) m1.m13;
+
+ this.m20 = (float) m1.m20;
+ this.m21 = (float) m1.m21;
+ this.m22 = (float) m1.m22;
+ this.m23 = (float) m1.m23;
+
+ this.m30 = (float) m1.m30;
+ this.m31 = (float) m1.m31;
+ this.m32 = (float) m1.m32;
+ this.m33 = (float) m1.m33;
+ }
+
+ /**
+ * Sets the value of this matrix to a copy of the
+ * passed matrix m1.
+ * @param m1 the matrix to be copied
+ */
+ public final void set(Matrix4f m1)
+ {
+ this.m00 = m1.m00;
+ this.m01 = m1.m01;
+ this.m02 = m1.m02;
+ this.m03 = m1.m03;
+
+ this.m10 = m1.m10;
+ this.m11 = m1.m11;
+ this.m12 = m1.m12;
+ this.m13 = m1.m13;
+
+ this.m20 = m1.m20;
+ this.m21 = m1.m21;
+ this.m22 = m1.m22;
+ this.m23 = m1.m23;
+
+ this.m30 = m1.m30;
+ this.m31 = m1.m31;
+ this.m32 = m1.m32;
+ this.m33 = m1.m33;
+ }
+
+ /**
+ * Sets the value of this matrix to the matrix inverse
+ * of the passed (user declared) matrix m1.
+ * @param m1 the matrix to be inverted
+ */
+ public final void invert(Matrix4f m1)
+ {
+
+ invertGeneral( m1);
+ }
+
+ /**
+ * Inverts this matrix in place.
+ */
+ public final void invert()
+ {
+ invertGeneral( this );
+ }
+
+ /**
+ * General invert routine. Inverts m1 and places the result in "this".
+ * Note that this routine handles both the "this" version and the
+ * non-"this" version.
+ *
+ * Also note that since this routine is slow anyway, we won't worry
+ * about allocating a little bit of garbage.
+ */
+ final void invertGeneral(Matrix4f m1) {
+ double temp[] = new double[16];
+ double result[] = new double[16];
+ int row_perm[] = new int[4];
+ int i, r, c;
+
+ // Use LU decomposition and backsubstitution code specifically
+ // for floating-point 4x4 matrices.
+
+ // Copy source matrix to t1tmp
+ temp[0] = m1.m00;
+ temp[1] = m1.m01;
+ temp[2] = m1.m02;
+ temp[3] = m1.m03;
+
+ temp[4] = m1.m10;
+ temp[5] = m1.m11;
+ temp[6] = m1.m12;
+ temp[7] = m1.m13;
+
+ temp[8] = m1.m20;
+ temp[9] = m1.m21;
+ temp[10] = m1.m22;
+ temp[11] = m1.m23;
+
+ temp[12] = m1.m30;
+ temp[13] = m1.m31;
+ temp[14] = m1.m32;
+ temp[15] = m1.m33;
+
+ // Calculate LU decomposition: Is the matrix singular?
+ if (!luDecomposition(temp, row_perm)) {
+ // Matrix has no inverse
+ throw new SingularMatrixException(VecMathI18N.getString("Matrix4f12"));
+ }
+
+ // Perform back substitution on the identity matrix
+ for(i=0;i<16;i++) result[i] = 0.0;
+ result[0] = 1.0; result[5] = 1.0; result[10] = 1.0; result[15] = 1.0;
+ luBacksubstitution(temp, row_perm, result);
+
+ this.m00 = (float)result[0];
+ this.m01 = (float)result[1];
+ this.m02 = (float)result[2];
+ this.m03 = (float)result[3];
+
+ this.m10 = (float)result[4];
+ this.m11 = (float)result[5];
+ this.m12 = (float)result[6];
+ this.m13 = (float)result[7];
+
+ this.m20 = (float)result[8];
+ this.m21 = (float)result[9];
+ this.m22 = (float)result[10];
+ this.m23 = (float)result[11];
+
+ this.m30 = (float)result[12];
+ this.m31 = (float)result[13];
+ this.m32 = (float)result[14];
+ this.m33 = (float)result[15];
+
+ }
+
+ /**
+ * Given a 4x4 array "matrix0", this function replaces it with the
+ * LU decomposition of a row-wise permutation of itself. The input
+ * parameters are "matrix0" and "dimen". The array "matrix0" is also
+ * an output parameter. The vector "row_perm[4]" is an output
+ * parameter that contains the row permutations resulting from partial
+ * pivoting. The output parameter "even_row_xchg" is 1 when the
+ * number of row exchanges is even, or -1 otherwise. Assumes data
+ * type is always double.
+ *
+ * This function is similar to luDecomposition, except that it
+ * is tuned specifically for 4x4 matrices.
+ *
+ * @return true if the matrix is nonsingular, or false otherwise.
+ */
+ //
+ // Reference: Press, Flannery, Teukolsky, Vetterling,
+ // _Numerical_Recipes_in_C_, Cambridge University Press,
+ // 1988, pp 40-45.
+ //
+ static boolean luDecomposition(double[] matrix0,
+ int[] row_perm) {
+
+ double row_scale[] = new double[4];
+
+ // Determine implicit scaling information by looping over rows
+ {
+ int i, j;
+ int ptr, rs;
+ double big, temp;
+
+ ptr = 0;
+ rs = 0;
+
+ // For each row ...
+ i = 4;
+ while (i-- != 0) {
+ big = 0.0;
+
+ // For each column, find the largest element in the row
+ j = 4;
+ while (j-- != 0) {
+ temp = matrix0[ptr++];
+ temp = Math.abs(temp);
+ if (temp > big) {
+ big = temp;
+ }
+ }
+
+ // Is the matrix singular?
+ if (big == 0.0) {
+ return false;
+ }
+ row_scale[rs++] = 1.0 / big;
+ }
+ }
+
+ {
+ int j;
+ int mtx;
+
+ mtx = 0;
+
+ // For all columns, execute Crout's method
+ for (j = 0; j < 4; j++) {
+ int i, imax, k;
+ int target, p1, p2;
+ double sum, big, temp;
+
+ // Determine elements of upper diagonal matrix U
+ for (i = 0; i < j; i++) {
+ target = mtx + (4*i) + j;
+ sum = matrix0[target];
+ k = i;
+ p1 = mtx + (4*i);
+ p2 = mtx + j;
+ while (k-- != 0) {
+ sum -= matrix0[p1] * matrix0[p2];
+ p1++;
+ p2 += 4;
+ }
+ matrix0[target] = sum;
+ }
+
+ // Search for largest pivot element and calculate
+ // intermediate elements of lower diagonal matrix L.
+ big = 0.0;
+ imax = -1;
+ for (i = j; i < 4; i++) {
+ target = mtx + (4*i) + j;
+ sum = matrix0[target];
+ k = j;
+ p1 = mtx + (4*i);
+ p2 = mtx + j;
+ while (k-- != 0) {
+ sum -= matrix0[p1] * matrix0[p2];
+ p1++;
+ p2 += 4;
+ }
+ matrix0[target] = sum;
+
+ // Is this the best pivot so far?
+ if ((temp = row_scale[i] * Math.abs(sum)) >= big) {
+ big = temp;
+ imax = i;
+ }
+ }
+
+ if (imax < 0) {
+ throw new RuntimeException(VecMathI18N.getString("Matrix4f13"));
+ }
+
+ // Is a row exchange necessary?
+ if (j != imax) {
+ // Yes: exchange rows
+ k = 4;
+ p1 = mtx + (4*imax);
+ p2 = mtx + (4*j);
+ while (k-- != 0) {
+ temp = matrix0[p1];
+ matrix0[p1++] = matrix0[p2];
+ matrix0[p2++] = temp;
+ }
+
+ // Record change in scale factor
+ row_scale[imax] = row_scale[j];
+ }
+
+ // Record row permutation
+ row_perm[j] = imax;
+
+ // Is the matrix singular
+ if (matrix0[(mtx + (4*j) + j)] == 0.0) {
+ return false;
+ }
+
+ // Divide elements of lower diagonal matrix L by pivot
+ if (j != (4-1)) {
+ temp = 1.0 / (matrix0[(mtx + (4*j) + j)]);
+ target = mtx + (4*(j+1)) + j;
+ i = 3 - j;
+ while (i-- != 0) {
+ matrix0[target] *= temp;
+ target += 4;
+ }
+ }
+ }
+ }
+
+ return true;
+ }
+
+ /**
+ * Solves a set of linear equations. The input parameters "matrix1",
+ * and "row_perm" come from luDecompostionD4x4 and do not change
+ * here. The parameter "matrix2" is a set of column vectors assembled
+ * into a 4x4 matrix of floating-point values. The procedure takes each
+ * column of "matrix2" in turn and treats it as the right-hand side of the
+ * matrix equation Ax = LUx = b. The solution vector replaces the
+ * original column of the matrix.
+ *
+ * If "matrix2" is the identity matrix, the procedure replaces its contents
+ * with the inverse of the matrix from which "matrix1" was originally
+ * derived.
+ */
+ //
+ // Reference: Press, Flannery, Teukolsky, Vetterling,
+ // _Numerical_Recipes_in_C_, Cambridge University Press,
+ // 1988, pp 44-45.
+ //
+ static void luBacksubstitution(double[] matrix1,
+ int[] row_perm,
+ double[] matrix2) {
+
+ int i, ii, ip, j, k;
+ int rp;
+ int cv, rv;
+
+ // rp = row_perm;
+ rp = 0;
+
+ // For each column vector of matrix2 ...
+ for (k = 0; k < 4; k++) {
+ // cv = &(matrix2[0][k]);
+ cv = k;
+ ii = -1;
+
+ // Forward substitution
+ for (i = 0; i < 4; i++) {
+ double sum;
+
+ ip = row_perm[rp+i];
+ sum = matrix2[cv+4*ip];
+ matrix2[cv+4*ip] = matrix2[cv+4*i];
+ if (ii >= 0) {
+ // rv = &(matrix1[i][0]);
+ rv = i*4;
+ for (j = ii; j <= i-1; j++) {
+ sum -= matrix1[rv+j] * matrix2[cv+4*j];
+ }
+ }
+ else if (sum != 0.0) {
+ ii = i;
+ }
+ matrix2[cv+4*i] = sum;
+ }
+
+ // Backsubstitution
+ // rv = &(matrix1[3][0]);
+ rv = 3*4;
+ matrix2[cv+4*3] /= matrix1[rv+3];
+
+ rv -= 4;
+ matrix2[cv+4*2] = (matrix2[cv+4*2] -
+ matrix1[rv+3] * matrix2[cv+4*3]) / matrix1[rv+2];
+
+ rv -= 4;
+ matrix2[cv+4*1] = (matrix2[cv+4*1] -
+ matrix1[rv+2] * matrix2[cv+4*2] -
+ matrix1[rv+3] * matrix2[cv+4*3]) / matrix1[rv+1];
+
+ rv -= 4;
+ matrix2[cv+4*0] = (matrix2[cv+4*0] -
+ matrix1[rv+1] * matrix2[cv+4*1] -
+ matrix1[rv+2] * matrix2[cv+4*2] -
+ matrix1[rv+3] * matrix2[cv+4*3]) / matrix1[rv+0];
+ }
+ }
+
+ /**
+ * Computes the determinate of this matrix.
+ * @return the determinate of the matrix
+ */
+ public final float determinant()
+ {
+ float det;
+
+ // cofactor exapainsion along first row
+
+ det = m00*(m11*m22*m33+ m12*m23*m31 + m13*m21*m32
+ - m13*m22*m31 -m11*m23*m32 - m12*m21*m33);
+ det -= m01*(m10*m22*m33+ m12*m23*m30 + m13*m20*m32
+ - m13*m22*m30 -m10*m23*m32 - m12*m20*m33);
+ det += m02*(m10*m21*m33+ m11*m23*m30 + m13*m20*m31
+ - m13*m21*m30 -m10*m23*m31 - m11*m20*m33);
+ det -= m03*(m10*m21*m32+ m11*m22*m30 + m12*m20*m31
+ - m12*m21*m30 -m10*m22*m31 - m11*m20*m32);
+
+ return( det );
+ }
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix values in the single precision Matrix3f argument; the other
+ * elements of this matrix are initialized as if this were an identity
+ * matrix (i.e., affine matrix with no translational component).
+ * @param m1 the single-precision 3x3 matrix
+ */
+ public final void set(Matrix3f m1)
+ {
+ m00 = m1.m00; m01 = m1.m01; m02 = m1.m02; m03 = 0.0f;
+ m10 = m1.m10; m11 = m1.m11; m12 = m1.m12; m13 = 0.0f;
+ m20 = m1.m20; m21 = m1.m21; m22 = m1.m22; m23 = 0.0f;
+ m30 = 0.0f; m31 = 0.0f ; m32 = 0.0f ; m33 = 1.0f;
+ }
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix values in the double precision Matrix3d argument; the other
+ * elements of this matrix are initialized as if this were an identity
+ * matrix (i.e., affine matrix with no translational component).
+ * @param m1 the double-precision 3x3 matrix
+ */
+ public final void set(Matrix3d m1)
+ {
+ m00 = (float)m1.m00; m01 = (float)m1.m01; m02 = (float)m1.m02; m03 = 0.0f;
+ m10 = (float)m1.m10; m11 = (float)m1.m11; m12 = (float)m1.m12; m13 = 0.0f;
+ m20 = (float)m1.m20; m21 = (float)m1.m21; m22 = (float)m1.m22; m23 = 0.0f;
+ m30 = 0.0f; m31 = 0.0f ; m32 = 0.0f ; m33 = 1.0f;
+ }
+
+ /**
+ * Sets the value of this matrix to a scale matrix with the
+ * the passed scale amount.
+ * @param scale the scale factor for the matrix
+ */
+ public final void set(float scale)
+ {
+ this.m00 = scale;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = (float) 0.0;
+
+ this.m10 = (float) 0.0;
+ this.m11 = scale;
+ this.m12 = (float) 0.0;
+ this.m13 = (float) 0.0;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = scale;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the values in this Matrix4f equal to the row-major
+ * array parameter (ie, the first four elements of the
+ * array will be copied into the first row of this matrix, etc.).
+ * @param m the single precision array of length 16
+ */
+ public final void set(float[] m)
+ {
+ m00 = m[0];
+ m01 = m[1];
+ m02 = m[2];
+ m03 = m[3];
+ m10 = m[4];
+ m11 = m[5];
+ m12 = m[6];
+ m13 = m[7];
+ m20 = m[8];
+ m21 = m[9];
+ m22 = m[10];
+ m23 = m[11];
+ m30 = m[12];
+ m31 = m[13];
+ m32 = m[14];
+ m33 = m[15];
+ }
+
+ /**
+ * Sets the value of this matrix to a translate matrix with
+ * the passed translation value.
+ * @param v1 the translation amount
+ */
+ public final void set(Vector3f v1)
+ {
+ this.m00 = (float) 1.0;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = v1.x;
+
+ this.m10 = (float) 0.0;
+ this.m11 = (float) 1.0;
+ this.m12 = (float) 0.0;
+ this.m13 = v1.y;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = (float) 1.0;
+ this.m23 = v1.z;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this transform to a scale and translation matrix;
+ * the scale is not applied to the translation and all of the matrix
+ * values are modified.
+ * @param scale the scale factor for the matrix
+ * @param t1 the translation amount
+ */
+ public final void set(float scale, Vector3f t1)
+ {
+ this.m00 = scale;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = t1.x;
+
+ this.m10 = (float) 0.0;
+ this.m11 = scale;
+ this.m12 = (float) 0.0;
+ this.m13 = t1.y;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = scale;
+ this.m23 = t1.z;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this transform to a scale and translation matrix;
+ * the translation is scaled by the scale factor and all of the matrix
+ * values are modified.
+ * @param t1 the translation amount
+ * @param scale the scale factor for the matrix
+ */
+ public final void set(Vector3f t1, float scale)
+ {
+ this.m00 = scale;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = scale*t1.x;
+
+ this.m10 = (float) 0.0;
+ this.m11 = scale;
+ this.m12 = (float) 0.0;
+ this.m13 = scale*t1.y;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = scale;
+ this.m23 = scale*t1.z;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix from the rotation expressed by
+ * the rotation matrix m1, the translation t1, and the scale factor.
+ * The translation is not modified by the scale.
+ * @param m1 the rotation component
+ * @param t1 the translation component
+ * @param scale the scale component
+ */
+ public final void set(Matrix3f m1, Vector3f t1, float scale)
+ {
+ this.m00 = m1.m00*scale;
+ this.m01 = m1.m01*scale;
+ this.m02 = m1.m02*scale;
+ this.m03 = t1.x;
+
+ this.m10 = m1.m10*scale;
+ this.m11 = m1.m11*scale;
+ this.m12 = m1.m12*scale;
+ this.m13 = t1.y;
+
+ this.m20 = m1.m20*scale;
+ this.m21 = m1.m21*scale;
+ this.m22 = m1.m22*scale;
+ this.m23 = t1.z;
+
+ this.m30 = 0.0f;
+ this.m31 = 0.0f;
+ this.m32 = 0.0f;
+ this.m33 = 1.0f;
+ }
+
+ /**
+ * Sets the value of this matrix from the rotation expressed by
+ * the rotation matrix m1, the translation t1, and the scale factor.
+ * The translation is not modified by the scale.
+ * @param m1 the rotation component
+ * @param t1 the translation component
+ * @param scale the scale factor
+ */
+ public final void set(Matrix3d m1, Vector3d t1, double scale)
+ {
+ this.m00 = (float)(m1.m00*scale);
+ this.m01 = (float)(m1.m01*scale);
+ this.m02 = (float)(m1.m02*scale);
+ this.m03 = (float)t1.x;
+
+ this.m10 = (float)(m1.m10*scale);
+ this.m11 = (float)(m1.m11*scale);
+ this.m12 = (float)(m1.m12*scale);
+ this.m13 = (float)t1.y;
+
+ this.m20 = (float)(m1.m20*scale);
+ this.m21 = (float)(m1.m21*scale);
+ this.m22 = (float)(m1.m22*scale);
+ this.m23 = (float)t1.z;
+
+ this.m30 = 0.0f;
+ this.m31 = 0.0f;
+ this.m32 = 0.0f;
+ this.m33 = 1.0f;
+ }
+
+ /**
+ * Modifies the translational components of this matrix to the values
+ * of the Vector3f argument; the other values of this matrix are not
+ * modified.
+ * @param trans the translational component
+ */
+ public final void setTranslation(Vector3f trans)
+ {
+ m03 = trans.x;
+ m13 = trans.y;
+ m23 = trans.z;
+ }
+
+
+ /**
+ * Sets the value of this matrix to a counter clockwise rotation
+ * about the x axis.
+ * @param angle the angle to rotate about the X axis in radians
+ */
+ public final void rotX(float angle)
+ {
+ float sinAngle, cosAngle;
+
+ sinAngle = (float) Math.sin((double) angle);
+ cosAngle = (float) Math.cos((double) angle);
+
+ this.m00 = (float) 1.0;
+ this.m01 = (float) 0.0;
+ this.m02 = (float) 0.0;
+ this.m03 = (float) 0.0;
+
+ this.m10 = (float) 0.0;
+ this.m11 = cosAngle;
+ this.m12 = -sinAngle;
+ this.m13 = (float) 0.0;
+
+ this.m20 = (float) 0.0;
+ this.m21 = sinAngle;
+ this.m22 = cosAngle;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix to a counter clockwise rotation
+ * about the y axis.
+ * @param angle the angle to rotate about the Y axis in radians
+ */
+ public final void rotY(float angle)
+ {
+ float sinAngle, cosAngle;
+
+ sinAngle = (float) Math.sin((double) angle);
+ cosAngle = (float) Math.cos((double) angle);
+
+ this.m00 = cosAngle;
+ this.m01 = (float) 0.0;
+ this.m02 = sinAngle;
+ this.m03 = (float) 0.0;
+
+ this.m10 = (float) 0.0;
+ this.m11 = (float) 1.0;
+ this.m12 = (float) 0.0;
+ this.m13 = (float) 0.0;
+
+ this.m20 = -sinAngle;
+ this.m21 = (float) 0.0;
+ this.m22 = cosAngle;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Sets the value of this matrix to a counter clockwise rotation
+ * about the z axis.
+ * @param angle the angle to rotate about the Z axis in radians
+ */
+ public final void rotZ(float angle)
+ {
+ float sinAngle, cosAngle;
+
+ sinAngle = (float) Math.sin((double) angle);
+ cosAngle = (float) Math.cos((double) angle);
+
+ this.m00 = cosAngle;
+ this.m01 = -sinAngle;
+ this.m02 = (float) 0.0;
+ this.m03 = (float) 0.0;
+
+ this.m10 = sinAngle;
+ this.m11 = cosAngle;
+ this.m12 = (float) 0.0;
+ this.m13 = (float) 0.0;
+
+ this.m20 = (float) 0.0;
+ this.m21 = (float) 0.0;
+ this.m22 = (float) 1.0;
+ this.m23 = (float) 0.0;
+
+ this.m30 = (float) 0.0;
+ this.m31 = (float) 0.0;
+ this.m32 = (float) 0.0;
+ this.m33 = (float) 1.0;
+ }
+
+ /**
+ * Multiplies each element of this matrix by a scalar.
+ * @param scalar the scalar multiplier.
+ */
+ public final void mul(float scalar)
+ {
+ m00 *= scalar;
+ m01 *= scalar;
+ m02 *= scalar;
+ m03 *= scalar;
+ m10 *= scalar;
+ m11 *= scalar;
+ m12 *= scalar;
+ m13 *= scalar;
+ m20 *= scalar;
+ m21 *= scalar;
+ m22 *= scalar;
+ m23 *= scalar;
+ m30 *= scalar;
+ m31 *= scalar;
+ m32 *= scalar;
+ m33 *= scalar;
+ }
+
+ /**
+ * Multiplies each element of matrix m1 by a scalar and places
+ * the result into this. Matrix m1 is not modified.
+ * @param scalar the scalar multiplier.
+ * @param m1 the original matrix.
+ */
+ public final void mul(float scalar, Matrix4f m1)
+ {
+ this.m00 = m1.m00 * scalar;
+ this.m01 = m1.m01 * scalar;
+ this.m02 = m1.m02 * scalar;
+ this.m03 = m1.m03 * scalar;
+ this.m10 = m1.m10 * scalar;
+ this.m11 = m1.m11 * scalar;
+ this.m12 = m1.m12 * scalar;
+ this.m13 = m1.m13 * scalar;
+ this.m20 = m1.m20 * scalar;
+ this.m21 = m1.m21 * scalar;
+ this.m22 = m1.m22 * scalar;
+ this.m23 = m1.m23 * scalar;
+ this.m30 = m1.m30 * scalar;
+ this.m31 = m1.m31 * scalar;
+ this.m32 = m1.m32 * scalar;
+ this.m33 = m1.m33 * scalar;
+ }
+
+ /**
+ * Sets the value of this matrix to the result of multiplying itself
+ * with matrix m1.
+ * @param m1 the other matrix
+ */
+ public final void mul(Matrix4f m1)
+ {
+ float m00, m01, m02, m03,
+ m10, m11, m12, m13,
+ m20, m21, m22, m23,
+ m30, m31, m32, m33; // vars for temp result matrix
+
+ m00 = this.m00*m1.m00 + this.m01*m1.m10 +
+ this.m02*m1.m20 + this.m03*m1.m30;
+ m01 = this.m00*m1.m01 + this.m01*m1.m11 +
+ this.m02*m1.m21 + this.m03*m1.m31;
+ m02 = this.m00*m1.m02 + this.m01*m1.m12 +
+ this.m02*m1.m22 + this.m03*m1.m32;
+ m03 = this.m00*m1.m03 + this.m01*m1.m13 +
+ this.m02*m1.m23 + this.m03*m1.m33;
+
+ m10 = this.m10*m1.m00 + this.m11*m1.m10 +
+ this.m12*m1.m20 + this.m13*m1.m30;
+ m11 = this.m10*m1.m01 + this.m11*m1.m11 +
+ this.m12*m1.m21 + this.m13*m1.m31;
+ m12 = this.m10*m1.m02 + this.m11*m1.m12 +
+ this.m12*m1.m22 + this.m13*m1.m32;
+ m13 = this.m10*m1.m03 + this.m11*m1.m13 +
+ this.m12*m1.m23 + this.m13*m1.m33;
+
+ m20 = this.m20*m1.m00 + this.m21*m1.m10 +
+ this.m22*m1.m20 + this.m23*m1.m30;
+ m21 = this.m20*m1.m01 + this.m21*m1.m11 +
+ this.m22*m1.m21 + this.m23*m1.m31;
+ m22 = this.m20*m1.m02 + this.m21*m1.m12 +
+ this.m22*m1.m22 + this.m23*m1.m32;
+ m23 = this.m20*m1.m03 + this.m21*m1.m13 +
+ this.m22*m1.m23 + this.m23*m1.m33;
+
+ m30 = this.m30*m1.m00 + this.m31*m1.m10 +
+ this.m32*m1.m20 + this.m33*m1.m30;
+ m31 = this.m30*m1.m01 + this.m31*m1.m11 +
+ this.m32*m1.m21 + this.m33*m1.m31;
+ m32 = this.m30*m1.m02 + this.m31*m1.m12 +
+ this.m32*m1.m22 + this.m33*m1.m32;
+ m33 = this.m30*m1.m03 + this.m31*m1.m13 +
+ this.m32*m1.m23 + this.m33*m1.m33;
+
+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
+ }
+
+ /**
+ * Sets the value of this matrix to the result of multiplying
+ * the two argument matrices together.
+ * @param m1 the first matrix
+ * @param m2 the second matrix
+ */
+ public final void mul(Matrix4f m1, Matrix4f m2)
+ {
+ if (this != m1 && this != m2) {
+
+ this.m00 = m1.m00*m2.m00 + m1.m01*m2.m10 +
+ m1.m02*m2.m20 + m1.m03*m2.m30;
+ this.m01 = m1.m00*m2.m01 + m1.m01*m2.m11 +
+ m1.m02*m2.m21 + m1.m03*m2.m31;
+ this.m02 = m1.m00*m2.m02 + m1.m01*m2.m12 +
+ m1.m02*m2.m22 + m1.m03*m2.m32;
+ this.m03 = m1.m00*m2.m03 + m1.m01*m2.m13 +
+ m1.m02*m2.m23 + m1.m03*m2.m33;
+
+ this.m10 = m1.m10*m2.m00 + m1.m11*m2.m10 +
+ m1.m12*m2.m20 + m1.m13*m2.m30;
+ this.m11 = m1.m10*m2.m01 + m1.m11*m2.m11 +
+ m1.m12*m2.m21 + m1.m13*m2.m31;
+ this.m12 = m1.m10*m2.m02 + m1.m11*m2.m12 +
+ m1.m12*m2.m22 + m1.m13*m2.m32;
+ this.m13 = m1.m10*m2.m03 + m1.m11*m2.m13 +
+ m1.m12*m2.m23 + m1.m13*m2.m33;
+
+ this.m20 = m1.m20*m2.m00 + m1.m21*m2.m10 +
+ m1.m22*m2.m20 + m1.m23*m2.m30;
+ this.m21 = m1.m20*m2.m01 + m1.m21*m2.m11 +
+ m1.m22*m2.m21 + m1.m23*m2.m31;
+ this.m22 = m1.m20*m2.m02 + m1.m21*m2.m12 +
+ m1.m22*m2.m22 + m1.m23*m2.m32;
+ this.m23 = m1.m20*m2.m03 + m1.m21*m2.m13 +
+ m1.m22*m2.m23 + m1.m23*m2.m33;
+
+ this.m30 = m1.m30*m2.m00 + m1.m31*m2.m10 +
+ m1.m32*m2.m20 + m1.m33*m2.m30;
+ this.m31 = m1.m30*m2.m01 + m1.m31*m2.m11 +
+ m1.m32*m2.m21 + m1.m33*m2.m31;
+ this.m32 = m1.m30*m2.m02 + m1.m31*m2.m12 +
+ m1.m32*m2.m22 + m1.m33*m2.m32;
+ this.m33 = m1.m30*m2.m03 + m1.m31*m2.m13 +
+ m1.m32*m2.m23 + m1.m33*m2.m33;
+ } else {
+ float m00, m01, m02, m03,
+ m10, m11, m12, m13,
+ m20, m21, m22, m23,
+ m30, m31, m32, m33; // vars for temp result matrix
+ m00 = m1.m00*m2.m00 + m1.m01*m2.m10 + m1.m02*m2.m20 + m1.m03*m2.m30;
+ m01 = m1.m00*m2.m01 + m1.m01*m2.m11 + m1.m02*m2.m21 + m1.m03*m2.m31;
+ m02 = m1.m00*m2.m02 + m1.m01*m2.m12 + m1.m02*m2.m22 + m1.m03*m2.m32;
+ m03 = m1.m00*m2.m03 + m1.m01*m2.m13 + m1.m02*m2.m23 + m1.m03*m2.m33;
+
+ m10 = m1.m10*m2.m00 + m1.m11*m2.m10 + m1.m12*m2.m20 + m1.m13*m2.m30;
+ m11 = m1.m10*m2.m01 + m1.m11*m2.m11 + m1.m12*m2.m21 + m1.m13*m2.m31;
+ m12 = m1.m10*m2.m02 + m1.m11*m2.m12 + m1.m12*m2.m22 + m1.m13*m2.m32;
+ m13 = m1.m10*m2.m03 + m1.m11*m2.m13 + m1.m12*m2.m23 + m1.m13*m2.m33;
+
+ m20 = m1.m20*m2.m00 + m1.m21*m2.m10 + m1.m22*m2.m20 + m1.m23*m2.m30;
+ m21 = m1.m20*m2.m01 + m1.m21*m2.m11 + m1.m22*m2.m21 + m1.m23*m2.m31;
+ m22 = m1.m20*m2.m02 + m1.m21*m2.m12 + m1.m22*m2.m22 + m1.m23*m2.m32;
+ m23 = m1.m20*m2.m03 + m1.m21*m2.m13 + m1.m22*m2.m23 + m1.m23*m2.m33;
+
+ m30 = m1.m30*m2.m00 + m1.m31*m2.m10 + m1.m32*m2.m20 + m1.m33*m2.m30;
+ m31 = m1.m30*m2.m01 + m1.m31*m2.m11 + m1.m32*m2.m21 + m1.m33*m2.m31;
+ m32 = m1.m30*m2.m02 + m1.m31*m2.m12 + m1.m32*m2.m22 + m1.m33*m2.m32;
+ m33 = m1.m30*m2.m03 + m1.m31*m2.m13 + m1.m32*m2.m23 + m1.m33*m2.m33;
+
+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
+ }
+ }
+
+ /**
+ * Multiplies the transpose of matrix m1 times the transpose of matrix
+ * m2, and places the result into this.
+ * @param m1 the matrix on the left hand side of the multiplication
+ * @param m2 the matrix on the right hand side of the multiplication
+ */
+ public final void mulTransposeBoth(Matrix4f m1, Matrix4f m2)
+ {
+ if (this != m1 && this != m2) {
+ this.m00 = m1.m00*m2.m00 + m1.m10*m2.m01 + m1.m20*m2.m02 + m1.m30*m2.m03;
+ this.m01 = m1.m00*m2.m10 + m1.m10*m2.m11 + m1.m20*m2.m12 + m1.m30*m2.m13;
+ this.m02 = m1.m00*m2.m20 + m1.m10*m2.m21 + m1.m20*m2.m22 + m1.m30*m2.m23;
+ this.m03 = m1.m00*m2.m30 + m1.m10*m2.m31 + m1.m20*m2.m32 + m1.m30*m2.m33;
+
+ this.m10 = m1.m01*m2.m00 + m1.m11*m2.m01 + m1.m21*m2.m02 + m1.m31*m2.m03;
+ this.m11 = m1.m01*m2.m10 + m1.m11*m2.m11 + m1.m21*m2.m12 + m1.m31*m2.m13;
+ this.m12 = m1.m01*m2.m20 + m1.m11*m2.m21 + m1.m21*m2.m22 + m1.m31*m2.m23;
+ this.m13 = m1.m01*m2.m30 + m1.m11*m2.m31 + m1.m21*m2.m32 + m1.m31*m2.m33;
+
+ this.m20 = m1.m02*m2.m00 + m1.m12*m2.m01 + m1.m22*m2.m02 + m1.m32*m2.m03;
+ this.m21 = m1.m02*m2.m10 + m1.m12*m2.m11 + m1.m22*m2.m12 + m1.m32*m2.m13;
+ this.m22 = m1.m02*m2.m20 + m1.m12*m2.m21 + m1.m22*m2.m22 + m1.m32*m2.m23;
+ this.m23 = m1.m02*m2.m30 + m1.m12*m2.m31 + m1.m22*m2.m32 + m1.m32*m2.m33;
+
+ this.m30 = m1.m03*m2.m00 + m1.m13*m2.m01 + m1.m23*m2.m02 + m1.m33*m2.m03;
+ this.m31 = m1.m03*m2.m10 + m1.m13*m2.m11 + m1.m23*m2.m12 + m1.m33*m2.m13;
+ this.m32 = m1.m03*m2.m20 + m1.m13*m2.m21 + m1.m23*m2.m22 + m1.m33*m2.m23;
+ this.m33 = m1.m03*m2.m30 + m1.m13*m2.m31 + m1.m23*m2.m32 + m1.m33*m2.m33;
+ } else {
+ float m00, m01, m02, m03,
+ m10, m11, m12, m13,
+ m20, m21, m22, m23, // vars for temp result matrix
+ m30, m31, m32, m33;
+
+ m00 = m1.m00*m2.m00 + m1.m10*m2.m01 + m1.m20*m2.m02 + m1.m30*m2.m03;
+ m01 = m1.m00*m2.m10 + m1.m10*m2.m11 + m1.m20*m2.m12 + m1.m30*m2.m13;
+ m02 = m1.m00*m2.m20 + m1.m10*m2.m21 + m1.m20*m2.m22 + m1.m30*m2.m23;
+ m03 = m1.m00*m2.m30 + m1.m10*m2.m31 + m1.m20*m2.m32 + m1.m30*m2.m33;
+
+ m10 = m1.m01*m2.m00 + m1.m11*m2.m01 + m1.m21*m2.m02 + m1.m31*m2.m03;
+ m11 = m1.m01*m2.m10 + m1.m11*m2.m11 + m1.m21*m2.m12 + m1.m31*m2.m13;
+ m12 = m1.m01*m2.m20 + m1.m11*m2.m21 + m1.m21*m2.m22 + m1.m31*m2.m23;
+ m13 = m1.m01*m2.m30 + m1.m11*m2.m31 + m1.m21*m2.m32 + m1.m31*m2.m33;
+
+ m20 = m1.m02*m2.m00 + m1.m12*m2.m01 + m1.m22*m2.m02 + m1.m32*m2.m03;
+ m21 = m1.m02*m2.m10 + m1.m12*m2.m11 + m1.m22*m2.m12 + m1.m32*m2.m13;
+ m22 = m1.m02*m2.m20 + m1.m12*m2.m21 + m1.m22*m2.m22 + m1.m32*m2.m23;
+ m23 = m1.m02*m2.m30 + m1.m12*m2.m31 + m1.m22*m2.m32 + m1.m32*m2.m33;
+
+ m30 = m1.m03*m2.m00 + m1.m13*m2.m01 + m1.m23*m2.m02 + m1.m33*m2.m03;
+ m31 = m1.m03*m2.m10 + m1.m13*m2.m11 + m1.m23*m2.m12 + m1.m33*m2.m13;
+ m32 = m1.m03*m2.m20 + m1.m13*m2.m21 + m1.m23*m2.m22 + m1.m33*m2.m23;
+ m33 = m1.m03*m2.m30 + m1.m13*m2.m31 + m1.m23*m2.m32 + m1.m33*m2.m33;
+
+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
+ }
+
+ }
+
+ /**
+ * Multiplies matrix m1 times the transpose of matrix m2, and
+ * places the result into this.
+ * @param m1 the matrix on the left hand side of the multiplication
+ * @param m2 the matrix on the right hand side of the multiplication
+ */
+ public final void mulTransposeRight(Matrix4f m1, Matrix4f m2)
+ {
+ if (this != m1 && this != m2) {
+ this.m00 = m1.m00*m2.m00 + m1.m01*m2.m01 + m1.m02*m2.m02 + m1.m03*m2.m03;
+ this.m01 = m1.m00*m2.m10 + m1.m01*m2.m11 + m1.m02*m2.m12 + m1.m03*m2.m13;
+ this.m02 = m1.m00*m2.m20 + m1.m01*m2.m21 + m1.m02*m2.m22 + m1.m03*m2.m23;
+ this.m03 = m1.m00*m2.m30 + m1.m01*m2.m31 + m1.m02*m2.m32 + m1.m03*m2.m33;
+
+ this.m10 = m1.m10*m2.m00 + m1.m11*m2.m01 + m1.m12*m2.m02 + m1.m13*m2.m03;
+ this.m11 = m1.m10*m2.m10 + m1.m11*m2.m11 + m1.m12*m2.m12 + m1.m13*m2.m13;
+ this.m12 = m1.m10*m2.m20 + m1.m11*m2.m21 + m1.m12*m2.m22 + m1.m13*m2.m23;
+ this.m13 = m1.m10*m2.m30 + m1.m11*m2.m31 + m1.m12*m2.m32 + m1.m13*m2.m33;
+
+ this.m20 = m1.m20*m2.m00 + m1.m21*m2.m01 + m1.m22*m2.m02 + m1.m23*m2.m03;
+ this.m21 = m1.m20*m2.m10 + m1.m21*m2.m11 + m1.m22*m2.m12 + m1.m23*m2.m13;
+ this.m22 = m1.m20*m2.m20 + m1.m21*m2.m21 + m1.m22*m2.m22 + m1.m23*m2.m23;
+ this.m23 = m1.m20*m2.m30 + m1.m21*m2.m31 + m1.m22*m2.m32 + m1.m23*m2.m33;
+
+ this.m30 = m1.m30*m2.m00 + m1.m31*m2.m01 + m1.m32*m2.m02 + m1.m33*m2.m03;
+ this.m31 = m1.m30*m2.m10 + m1.m31*m2.m11 + m1.m32*m2.m12 + m1.m33*m2.m13;
+ this.m32 = m1.m30*m2.m20 + m1.m31*m2.m21 + m1.m32*m2.m22 + m1.m33*m2.m23;
+ this.m33 = m1.m30*m2.m30 + m1.m31*m2.m31 + m1.m32*m2.m32 + m1.m33*m2.m33;
+ } else {
+ float m00, m01, m02, m03,
+ m10, m11, m12, m13,
+ m20, m21, m22, m23, // vars for temp result matrix
+ m30, m31, m32, m33;
+
+ m00 = m1.m00*m2.m00 + m1.m01*m2.m01 + m1.m02*m2.m02 + m1.m03*m2.m03;
+ m01 = m1.m00*m2.m10 + m1.m01*m2.m11 + m1.m02*m2.m12 + m1.m03*m2.m13;
+ m02 = m1.m00*m2.m20 + m1.m01*m2.m21 + m1.m02*m2.m22 + m1.m03*m2.m23;
+ m03 = m1.m00*m2.m30 + m1.m01*m2.m31 + m1.m02*m2.m32 + m1.m03*m2.m33;
+
+ m10 = m1.m10*m2.m00 + m1.m11*m2.m01 + m1.m12*m2.m02 + m1.m13*m2.m03;
+ m11 = m1.m10*m2.m10 + m1.m11*m2.m11 + m1.m12*m2.m12 + m1.m13*m2.m13;
+ m12 = m1.m10*m2.m20 + m1.m11*m2.m21 + m1.m12*m2.m22 + m1.m13*m2.m23;
+ m13 = m1.m10*m2.m30 + m1.m11*m2.m31 + m1.m12*m2.m32 + m1.m13*m2.m33;
+
+ m20 = m1.m20*m2.m00 + m1.m21*m2.m01 + m1.m22*m2.m02 + m1.m23*m2.m03;
+ m21 = m1.m20*m2.m10 + m1.m21*m2.m11 + m1.m22*m2.m12 + m1.m23*m2.m13;
+ m22 = m1.m20*m2.m20 + m1.m21*m2.m21 + m1.m22*m2.m22 + m1.m23*m2.m23;
+ m23 = m1.m20*m2.m30 + m1.m21*m2.m31 + m1.m22*m2.m32 + m1.m23*m2.m33;
+
+ m30 = m1.m30*m2.m00 + m1.m31*m2.m01 + m1.m32*m2.m02 + m1.m33*m2.m03;
+ m31 = m1.m30*m2.m10 + m1.m31*m2.m11 + m1.m32*m2.m12 + m1.m33*m2.m13;
+ m32 = m1.m30*m2.m20 + m1.m31*m2.m21 + m1.m32*m2.m22 + m1.m33*m2.m23;
+ m33 = m1.m30*m2.m30 + m1.m31*m2.m31 + m1.m32*m2.m32 + m1.m33*m2.m33;
+
+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
+ }
+
+ }
+
+
+ /**
+ * Multiplies the transpose of matrix m1 times matrix m2, and
+ * places the result into this.
+ * @param m1 the matrix on the left hand side of the multiplication
+ * @param m2 the matrix on the right hand side of the multiplication
+ */
+ public final void mulTransposeLeft(Matrix4f m1, Matrix4f m2)
+ {
+ if (this != m1 && this != m2) {
+ this.m00 = m1.m00*m2.m00 + m1.m10*m2.m10 + m1.m20*m2.m20 + m1.m30*m2.m30;
+ this.m01 = m1.m00*m2.m01 + m1.m10*m2.m11 + m1.m20*m2.m21 + m1.m30*m2.m31;
+ this.m02 = m1.m00*m2.m02 + m1.m10*m2.m12 + m1.m20*m2.m22 + m1.m30*m2.m32;
+ this.m03 = m1.m00*m2.m03 + m1.m10*m2.m13 + m1.m20*m2.m23 + m1.m30*m2.m33;
+
+ this.m10 = m1.m01*m2.m00 + m1.m11*m2.m10 + m1.m21*m2.m20 + m1.m31*m2.m30;
+ this.m11 = m1.m01*m2.m01 + m1.m11*m2.m11 + m1.m21*m2.m21 + m1.m31*m2.m31;
+ this.m12 = m1.m01*m2.m02 + m1.m11*m2.m12 + m1.m21*m2.m22 + m1.m31*m2.m32;
+ this.m13 = m1.m01*m2.m03 + m1.m11*m2.m13 + m1.m21*m2.m23 + m1.m31*m2.m33;
+
+ this.m20 = m1.m02*m2.m00 + m1.m12*m2.m10 + m1.m22*m2.m20 + m1.m32*m2.m30;
+ this.m21 = m1.m02*m2.m01 + m1.m12*m2.m11 + m1.m22*m2.m21 + m1.m32*m2.m31;
+ this.m22 = m1.m02*m2.m02 + m1.m12*m2.m12 + m1.m22*m2.m22 + m1.m32*m2.m32;
+ this.m23 = m1.m02*m2.m03 + m1.m12*m2.m13 + m1.m22*m2.m23 + m1.m32*m2.m33;
+
+ this.m30 = m1.m03*m2.m00 + m1.m13*m2.m10 + m1.m23*m2.m20 + m1.m33*m2.m30;
+ this.m31 = m1.m03*m2.m01 + m1.m13*m2.m11 + m1.m23*m2.m21 + m1.m33*m2.m31;
+ this.m32 = m1.m03*m2.m02 + m1.m13*m2.m12 + m1.m23*m2.m22 + m1.m33*m2.m32;
+ this.m33 = m1.m03*m2.m03 + m1.m13*m2.m13 + m1.m23*m2.m23 + m1.m33*m2.m33;
+ } else {
+ float m00, m01, m02, m03,
+ m10, m11, m12, m13,
+ m20, m21, m22, m23, // vars for temp result matrix
+ m30, m31, m32, m33;
+
+
+
+ m00 = m1.m00*m2.m00 + m1.m10*m2.m10 + m1.m20*m2.m20 + m1.m30*m2.m30;
+ m01 = m1.m00*m2.m01 + m1.m10*m2.m11 + m1.m20*m2.m21 + m1.m30*m2.m31;
+ m02 = m1.m00*m2.m02 + m1.m10*m2.m12 + m1.m20*m2.m22 + m1.m30*m2.m32;
+ m03 = m1.m00*m2.m03 + m1.m10*m2.m13 + m1.m20*m2.m23 + m1.m30*m2.m33;
+
+ m10 = m1.m01*m2.m00 + m1.m11*m2.m10 + m1.m21*m2.m20 + m1.m31*m2.m30;
+ m11 = m1.m01*m2.m01 + m1.m11*m2.m11 + m1.m21*m2.m21 + m1.m31*m2.m31;
+ m12 = m1.m01*m2.m02 + m1.m11*m2.m12 + m1.m21*m2.m22 + m1.m31*m2.m32;
+ m13 = m1.m01*m2.m03 + m1.m11*m2.m13 + m1.m21*m2.m23 + m1.m31*m2.m33;
+
+ m20 = m1.m02*m2.m00 + m1.m12*m2.m10 + m1.m22*m2.m20 + m1.m32*m2.m30;
+ m21 = m1.m02*m2.m01 + m1.m12*m2.m11 + m1.m22*m2.m21 + m1.m32*m2.m31;
+ m22 = m1.m02*m2.m02 + m1.m12*m2.m12 + m1.m22*m2.m22 + m1.m32*m2.m32;
+ m23 = m1.m02*m2.m03 + m1.m12*m2.m13 + m1.m22*m2.m23 + m1.m32*m2.m33;
+
+ m30 = m1.m03*m2.m00 + m1.m13*m2.m10 + m1.m23*m2.m20 + m1.m33*m2.m30;
+ m31 = m1.m03*m2.m01 + m1.m13*m2.m11 + m1.m23*m2.m21 + m1.m33*m2.m31;
+ m32 = m1.m03*m2.m02 + m1.m13*m2.m12 + m1.m23*m2.m22 + m1.m33*m2.m32;
+ m33 = m1.m03*m2.m03 + m1.m13*m2.m13 + m1.m23*m2.m23 + m1.m33*m2.m33;
+
+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
+ }
+
+ }
+
+
+ /**
+ * Returns true if all of the data members of Matrix4f m1 are
+ * equal to the corresponding data members in this Matrix4f.
+ * @param m1 the matrix with which the comparison is made.
+ * @return true or false
+ */
+ public boolean equals(Matrix4f m1)
+ {
+ try {
+ return(this.m00 == m1.m00 && this.m01 == m1.m01 && this.m02 == m1.m02
+ && this.m03 == m1.m03 && this.m10 == m1.m10 && this.m11 == m1.m11
+ && this.m12 == m1.m12 && this.m13 == m1.m13 && this.m20 == m1.m20
+ && this.m21 == m1.m21 && this.m22 == m1.m22 && this.m23 == m1.m23
+ && this.m30 == m1.m30 && this.m31 == m1.m31 && this.m32 == m1.m32
+ && this.m33 == m1.m33);
+ }
+ catch (NullPointerException e2) { return false; }
+
+ }
+
+ /**
+ * Returns true if the Object t1 is of type Matrix4f and all of the
+ * data members of t1 are equal to the corresponding data members in
+ * this Matrix4f.
+ * @param t1 the matrix with which the comparison is made.
+ * @return true or false
+ */
+ @Override
+ public boolean equals(Object t1)
+ {
+ try {
+ Matrix4f m2 = (Matrix4f) t1;
+ return(this.m00 == m2.m00 && this.m01 == m2.m01 && this.m02 == m2.m02
+ && this.m03 == m2.m03 && this.m10 == m2.m10 && this.m11 == m2.m11
+ && this.m12 == m2.m12 && this.m13 == m2.m13 && this.m20 == m2.m20
+ && this.m21 == m2.m21 && this.m22 == m2.m22 && this.m23 == m2.m23
+ && this.m30 == m2.m30 && this.m31 == m2.m31 && this.m32 == m2.m32
+ && this.m33 == m2.m33);
+ }
+ catch (ClassCastException e1) { return false; }
+ catch (NullPointerException e2) { return false; }
+ }
+
+ /**
+ * Returns true if the L-infinite distance between this matrix
+ * and matrix m1 is less than or equal to the epsilon parameter,
+ * otherwise returns false. The L-infinite
+ * distance is equal to
+ * MAX[i=0,1,2,3 ; j=0,1,2,3 ; abs(this.m(i,j) - m1.m(i,j)]
+ * @param m1 the matrix to be compared to this matrix
+ * @param epsilon the threshold value
+ */
+ public boolean epsilonEquals(Matrix4f m1, float epsilon)
+ {
+
+ boolean status = true;
+
+ if( Math.abs( this.m00 - m1.m00) > epsilon) status = false;
+ if( Math.abs( this.m01 - m1.m01) > epsilon) status = false;
+ if( Math.abs( this.m02 - m1.m02) > epsilon) status = false;
+ if( Math.abs( this.m03 - m1.m03) > epsilon) status = false;
+
+ if( Math.abs( this.m10 - m1.m10) > epsilon) status = false;
+ if( Math.abs( this.m11 - m1.m11) > epsilon) status = false;
+ if( Math.abs( this.m12 - m1.m12) > epsilon) status = false;
+ if( Math.abs( this.m13 - m1.m13) > epsilon) status = false;
+
+ if( Math.abs( this.m20 - m1.m20) > epsilon) status = false;
+ if( Math.abs( this.m21 - m1.m21) > epsilon) status = false;
+ if( Math.abs( this.m22 - m1.m22) > epsilon) status = false;
+ if( Math.abs( this.m23 - m1.m23) > epsilon) status = false;
+
+ if( Math.abs( this.m30 - m1.m30) > epsilon) status = false;
+ if( Math.abs( this.m31 - m1.m31) > epsilon) status = false;
+ if( Math.abs( this.m32 - m1.m32) > epsilon) status = false;
+ if( Math.abs( this.m33 - m1.m33) > epsilon) status = false;
+
+ return( status );
+
+ }
+
+
+ /**
+ * Returns a hash code value based on the data values in this
+ * object. Two different Matrix4f objects with identical data values
+ * (i.e., Matrix4f.equals returns true) will return the same hash
+ * code value. Two objects with different data members may return the
+ * same hash value, although this is not likely.
+ * @return the integer hash code value
+ */
+ @Override
+ public int hashCode() {
+ long bits = 1L;
+ bits = VecMathUtil.hashFloatBits(bits, m00);
+ bits = VecMathUtil.hashFloatBits(bits, m01);
+ bits = VecMathUtil.hashFloatBits(bits, m02);
+ bits = VecMathUtil.hashFloatBits(bits, m03);
+ bits = VecMathUtil.hashFloatBits(bits, m10);
+ bits = VecMathUtil.hashFloatBits(bits, m11);
+ bits = VecMathUtil.hashFloatBits(bits, m12);
+ bits = VecMathUtil.hashFloatBits(bits, m13);
+ bits = VecMathUtil.hashFloatBits(bits, m20);
+ bits = VecMathUtil.hashFloatBits(bits, m21);
+ bits = VecMathUtil.hashFloatBits(bits, m22);
+ bits = VecMathUtil.hashFloatBits(bits, m23);
+ bits = VecMathUtil.hashFloatBits(bits, m30);
+ bits = VecMathUtil.hashFloatBits(bits, m31);
+ bits = VecMathUtil.hashFloatBits(bits, m32);
+ bits = VecMathUtil.hashFloatBits(bits, m33);
+ return VecMathUtil.hashFinish(bits);
+ }
+
+
+ /**
+ * Transform the vector vec using this Matrix4f and place the
+ * result into vecOut.
+ * @param vec the single precision vector to be transformed
+ * @param vecOut the vector into which the transformed values are placed
+ */
+ public final void transform(Tuple4f vec, Tuple4f vecOut)
+ {
+ float x,y,z;
+ x = m00*vec.x + m01*vec.y
+ + m02*vec.z + m03*vec.w;
+ y = m10*vec.x + m11*vec.y
+ + m12*vec.z + m13*vec.w;
+ z = m20*vec.x + m21*vec.y
+ + m22*vec.z + m23*vec.w;
+ vecOut.w = m30*vec.x + m31*vec.y
+ + m32*vec.z + m33*vec.w;
+ vecOut.x = x;
+ vecOut.y = y;
+ vecOut.z = z;
+ }
+
+
+ /**
+ * Transform the vector vec using this Transform and place the
+ * result back into vec.
+ * @param vec the single precision vector to be transformed
+ */
+ public final void transform(Tuple4f vec)
+ {
+ float x,y,z;
+
+ x = m00*vec.x + m01*vec.y
+ + m02*vec.z + m03*vec.w;
+ y = m10*vec.x + m11*vec.y
+ + m12*vec.z + m13*vec.w;
+ z = m20*vec.x + m21*vec.y
+ + m22*vec.z + m23*vec.w;
+ vec.w = m30*vec.x + m31*vec.y
+ + m32*vec.z + m33*vec.w;
+ vec.x = x;
+ vec.y = y;
+ vec.z = z;
+ }
+
+ /**
+ * Transforms the point parameter with this Matrix4f and
+ * places the result into pointOut. The fourth element of the
+ * point input paramter is assumed to be one.
+ * @param point the input point to be transformed.
+ * @param pointOut the transformed point
+ */
+ public final void transform(Point3f point, Point3f pointOut)
+ {
+ float x,y;
+ x = m00*point.x + m01*point.y + m02*point.z + m03;
+ y = m10*point.x + m11*point.y + m12*point.z + m13;
+ pointOut.z = m20*point.x + m21*point.y + m22*point.z + m23;
+ pointOut.x = x;
+ pointOut.y = y;
+ }
+
+
+ /**
+ * Transforms the point parameter with this Matrix4f and
+ * places the result back into point. The fourth element of the
+ * point input paramter is assumed to be one.
+ * @param point the input point to be transformed.
+ */
+ public final void transform(Point3f point)
+ {
+ float x, y;
+ x = m00*point.x + m01*point.y + m02*point.z + m03;
+ y = m10*point.x + m11*point.y + m12*point.z + m13;
+ point.z = m20*point.x + m21*point.y + m22*point.z + m23;
+ point.x = x;
+ point.y = y;
+ }
+
+
+ /**
+ * Transforms the normal parameter by this Matrix4f and places the value
+ * into normalOut. The fourth element of the normal is assumed to be zero.
+ * @param normal the input normal to be transformed.
+ * @param normalOut the transformed normal
+ */
+ public final void transform(Vector3f normal, Vector3f normalOut)
+ {
+ float x,y;
+ x = m00*normal.x + m01*normal.y + m02*normal.z;
+ y = m10*normal.x + m11*normal.y + m12*normal.z;
+ normalOut.z = m20*normal.x + m21*normal.y + m22*normal.z;
+ normalOut.x = x;
+ normalOut.y = y;
+ }
+
+
+ /**
+ * Transforms the normal parameter by this transform and places the value
+ * back into normal. The fourth element of the normal is assumed to be zero.
+ * @param normal the input normal to be transformed.
+ */
+ public final void transform(Vector3f normal)
+ {
+ float x, y;
+
+ x = m00*normal.x + m01*normal.y + m02*normal.z;
+ y = m10*normal.x + m11*normal.y + m12*normal.z;
+ normal.z = m20*normal.x + m21*normal.y + m22*normal.z;
+ normal.x = x;
+ normal.y = y;
+ }
+
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix values in the double precision Matrix3d argument; the other
+ * elements of this matrix are unchanged; a singular value
+ * decomposition is performed on this object's upper 3x3 matrix to
+ * factor out the scale, then this object's upper 3x3 matrix components
+ * are replaced by the passed rotation components,
+ * and then the scale is reapplied to the rotational components.
+ * @param m1 double precision 3x3 matrix
+ */
+ public final void setRotation( Matrix3d m1)
+ {
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m00 = (float)(m1.m00*tmp_scale[0]);
+ m01 = (float)(m1.m01*tmp_scale[1]);
+ m02 = (float)(m1.m02*tmp_scale[2]);
+
+ m10 = (float)(m1.m10*tmp_scale[0]);
+ m11 = (float)(m1.m11*tmp_scale[1]);
+ m12 = (float)(m1.m12*tmp_scale[2]);
+
+ m20 = (float)(m1.m20*tmp_scale[0]);
+ m21 = (float)(m1.m21*tmp_scale[1]);
+ m22 = (float)(m1.m22*tmp_scale[2]);
+
+ }
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix values in the single precision Matrix3f argument; the other
+ * elements of this matrix are unchanged; a singular value
+ * decomposition is performed on this object's upper 3x3 matrix to
+ * factor out the scale, then this object's upper 3x3 matrix components
+ * are replaced by the passed rotation components,
+ * and then the scale is reapplied to the rotational components.
+ * @param m1 single precision 3x3 matrix
+ */
+ public final void setRotation( Matrix3f m1){
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m00 = (float)(m1.m00*tmp_scale[0]);
+ m01 = (float)(m1.m01*tmp_scale[1]);
+ m02 = (float)(m1.m02*tmp_scale[2]);
+
+ m10 = (float)(m1.m10*tmp_scale[0]);
+ m11 = (float)(m1.m11*tmp_scale[1]);
+ m12 = (float)(m1.m12*tmp_scale[2]);
+
+ m20 = (float)(m1.m20*tmp_scale[0]);
+ m21 = (float)(m1.m21*tmp_scale[1]);
+ m22 = (float)(m1.m22*tmp_scale[2]);
+ }
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix equivalent values of the quaternion argument; the other
+ * elements of this matrix are unchanged; a singular value
+ * decomposition is performed on this object's upper 3x3 matrix to
+ * factor out the scale, then this object's upper 3x3 matrix components
+ * are replaced by the matrix equivalent of the quaternion,
+ * and then the scale is reapplied to the rotational components.
+ * @param q1 the quaternion that specifies the rotation
+ */
+ public final void setRotation(Quat4f q1){
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m00 = (float)((1.0f - 2.0f*q1.y*q1.y - 2.0f*q1.z*q1.z)*tmp_scale[0]);
+ m10 = (float)((2.0f*(q1.x*q1.y + q1.w*q1.z))*tmp_scale[0]);
+ m20 = (float)((2.0f*(q1.x*q1.z - q1.w*q1.y))*tmp_scale[0]);
+
+ m01 = (float)((2.0f*(q1.x*q1.y - q1.w*q1.z))*tmp_scale[1]);
+ m11 = (float)((1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.z*q1.z)*tmp_scale[1]);
+ m21 = (float)((2.0f*(q1.y*q1.z + q1.w*q1.x))*tmp_scale[1]);
+
+ m02 = (float)((2.0f*(q1.x*q1.z + q1.w*q1.y))*tmp_scale[2]);
+ m12 = (float)((2.0f*(q1.y*q1.z - q1.w*q1.x))*tmp_scale[2]);
+ m22 = (float)((1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.y*q1.y)*tmp_scale[2]);
+
+ }
+
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix equivalent values of the quaternion argument; the other
+ * elements of this matrix are unchanged; a singular value
+ * decomposition is performed on this object's upper 3x3 matrix to
+ * factor out the scale, then this object's upper 3x3 matrix components
+ * are replaced by the matrix equivalent of the quaternion,
+ * and then the scale is reapplied to the rotational components.
+ * @param q1 the quaternion that specifies the rotation
+ */
+ public final void setRotation(Quat4d q1){
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ m00 = (float)((1.0f - 2.0f*q1.y*q1.y - 2.0f*q1.z*q1.z)*tmp_scale[0]);
+ m10 = (float)((2.0f*(q1.x*q1.y + q1.w*q1.z))*tmp_scale[0]);
+ m20 = (float)((2.0f*(q1.x*q1.z - q1.w*q1.y))*tmp_scale[0]);
+
+ m01 = (float)((2.0f*(q1.x*q1.y - q1.w*q1.z))*tmp_scale[1]);
+ m11 = (float)((1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.z*q1.z)*tmp_scale[1]);
+ m21 = (float)((2.0f*(q1.y*q1.z + q1.w*q1.x))*tmp_scale[1]);
+
+ m02 = (float)((2.0f*(q1.x*q1.z + q1.w*q1.y))*tmp_scale[2]);
+ m12 = (float)((2.0f*(q1.y*q1.z - q1.w*q1.x))*tmp_scale[2]);
+ m22 = (float)((1.0f - 2.0f*q1.x*q1.x - 2.0f*q1.y*q1.y)*tmp_scale[2]);
+ }
+
+ /**
+ * Sets the rotational component (upper 3x3) of this matrix to the
+ * matrix equivalent values of the axis-angle argument; the other
+ * elements of this matrix are unchanged; a singular value
+ * decomposition is performed on this object's upper 3x3 matrix to
+ * factor out the scale, then this object's upper 3x3 matrix components
+ * are replaced by the matrix equivalent of the axis-angle,
+ * and then the scale is reapplied to the rotational components.
+ * @param a1 the axis-angle to be converted (x, y, z, angle)
+ */
+ public final void setRotation(AxisAngle4f a1){
+ double[] tmp_rot = new double[9]; // scratch matrix
+ double[] tmp_scale = new double[3]; // scratch matrix
+
+ getScaleRotate( tmp_scale, tmp_rot );
+
+ double mag = Math.sqrt( a1.x*a1.x + a1.y*a1.y + a1.z*a1.z);
+ if( mag < EPS ) {
+ m00 = 1.0f;
+ m01 = 0.0f;
+ m02 = 0.0f;
+
+ m10 = 0.0f;
+ m11 = 1.0f;
+ m12 = 0.0f;
+
+ m20 = 0.0f;
+ m21 = 0.0f;
+ m22 = 1.0f;
+ } else {
+ mag = 1.0/mag;
+ double ax = a1.x*mag;
+ double ay = a1.y*mag;
+ double az = a1.z*mag;
+
+ double sinTheta = Math.sin(a1.angle);
+ double cosTheta = Math.cos(a1.angle);
+ double t = 1.0 - cosTheta;
+
+ double xz = a1.x * a1.z;
+ double xy = a1.x * a1.y;
+ double yz = a1.y * a1.z;
+
+ m00 = (float)((t * ax * ax + cosTheta)*tmp_scale[0]);
+ m01 = (float)((t * xy - sinTheta * az)*tmp_scale[1]);
+ m02 = (float)((t * xz + sinTheta * ay)*tmp_scale[2]);
+
+ m10 = (float)((t * xy + sinTheta * az)*tmp_scale[0]);
+ m11 = (float)((t * ay * ay + cosTheta)*tmp_scale[1]);
+ m12 = (float)((t * yz - sinTheta * ax)*tmp_scale[2]);
+
+ m20 = (float)((t * xz - sinTheta * ay)*tmp_scale[0]);
+ m21 = (float)((t * yz + sinTheta * ax)*tmp_scale[1]);
+ m22 = (float)((t * az * az + cosTheta)*tmp_scale[2]);
+ }
+
+
+ }
+
+ /**
+ * Sets this matrix to all zeros.
+ */
+ public final void setZero()
+ {
+ m00 = 0.0f;
+ m01 = 0.0f;
+ m02 = 0.0f;
+ m03 = 0.0f;
+ m10 = 0.0f;
+ m11 = 0.0f;
+ m12 = 0.0f;
+ m13 = 0.0f;
+ m20 = 0.0f;
+ m21 = 0.0f;
+ m22 = 0.0f;
+ m23 = 0.0f;
+ m30 = 0.0f;
+ m31 = 0.0f;
+ m32 = 0.0f;
+ m33 = 0.0f;
+ }
+
+ /**
+ * Negates the value of this matrix: this = -this.
+ */
+ public final void negate()
+ {
+ m00 = -m00;
+ m01 = -m01;
+ m02 = -m02;
+ m03 = -m03;
+ m10 = -m10;
+ m11 = -m11;
+ m12 = -m12;
+ m13 = -m13;
+ m20 = -m20;
+ m21 = -m21;
+ m22 = -m22;
+ m23 = -m23;
+ m30 = -m30;
+ m31 = -m31;
+ m32 = -m32;
+ m33 = -m33;
+ }
+
+ /**
+ * Sets the value of this matrix equal to the negation of
+ * of the Matrix4f parameter.
+ * @param m1 the source matrix
+ */
+ public final void negate(Matrix4f m1)
+ {
+ this.m00 = -m1.m00;
+ this.m01 = -m1.m01;
+ this.m02 = -m1.m02;
+ this.m03 = -m1.m03;
+ this.m10 = -m1.m10;
+ this.m11 = -m1.m11;
+ this.m12 = -m1.m12;
+ this.m13 = -m1.m13;
+ this.m20 = -m1.m20;
+ this.m21 = -m1.m21;
+ this.m22 = -m1.m22;
+ this.m23 = -m1.m23;
+ this.m30 = -m1.m30;
+ this.m31 = -m1.m31;
+ this.m32 = -m1.m32;
+ this.m33 = -m1.m33;
+ }
+ private final void getScaleRotate(double scales[], double rots[]) {
+
+ double[] tmp = new double[9]; // scratch matrix
+ tmp[0] = m00;
+ tmp[1] = m01;
+ tmp[2] = m02;
+
+ tmp[3] = m10;
+ tmp[4] = m11;
+ tmp[5] = m12;
+
+ tmp[6] = m20;
+ tmp[7] = m21;
+ tmp[8] = m22;
+
+ Matrix3d.compute_svd( tmp, scales, rots);
+
+ return;
+ }
+
+ /**
+ * Creates a new object of the same class as this object.
+ *
+ * @return a clone of this instance.
+ * @exception OutOfMemoryError if there is not enough memory.
+ * @see java.lang.Cloneable
+ * @since vecmath 1.3
+ */
+ @Override
+ public Object clone() {
+ Matrix4f m1 = null;
+ try {
+ m1 = (Matrix4f)super.clone();
+ } catch (CloneNotSupportedException e) {
+ // this shouldn't happen, since we are Cloneable
+ throw new InternalError();
+ }
+
+ return m1;
+ }
+
+ /**
+ * Get the first matrix element in the first row.
+ *
+ * @return Returns the m00.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM00() {
+ return m00;
+ }
+
+ /**
+ * Set the first matrix element in the first row.
+ *
+ * @param m00 The m00 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM00(float m00) {
+ this.m00 = m00;
+ }
+
+ /**
+ * Get the second matrix element in the first row.
+ *
+ * @return Returns the m01.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM01() {
+ return m01;
+ }
+
+ /**
+ * Set the second matrix element in the first row.
+ *
+ * @param m01 The m01 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM01(float m01) {
+ this.m01 = m01;
+ }
+
+ /**
+ * Get the third matrix element in the first row.
+ *
+ * @return Returns the m02.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM02() {
+ return m02;
+ }
+
+ /**
+ * Set the third matrix element in the first row.
+ *
+ * @param m02 The m02 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM02(float m02) {
+ this.m02 = m02;
+ }
+
+ /**
+ * Get first matrix element in the second row.
+ *
+ * @return Returns the m10.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM10() {
+ return m10;
+ }
+
+ /**
+ * Set first matrix element in the second row.
+ *
+ * @param m10 The m10 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM10(float m10) {
+ this.m10 = m10;
+ }
+
+ /**
+ * Get second matrix element in the second row.
+ *
+ * @return Returns the m11.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM11() {
+ return m11;
+ }
+
+ /**
+ * Set the second matrix element in the second row.
+ *
+ * @param m11 The m11 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM11(float m11) {
+ this.m11 = m11;
+ }
+
+ /**
+ * Get the third matrix element in the second row.
+ *
+ * @return Returns the m12.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM12() {
+ return m12;
+ }
+
+ /**
+ * Set the third matrix element in the second row.
+ *
+ * @param m12 The m12 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM12(float m12) {
+ this.m12 = m12;
+ }
+
+ /**
+ * Get the first matrix element in the third row.
+ *
+ * @return Returns the m20.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM20() {
+ return m20;
+ }
+
+ /**
+ * Set the first matrix element in the third row.
+ *
+ * @param m20 The m20 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM20(float m20) {
+ this.m20 = m20;
+ }
+
+ /**
+ * Get the second matrix element in the third row.
+ *
+ * @return Returns the m21.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM21() {
+ return m21;
+ }
+
+ /**
+ * Set the second matrix element in the third row.
+ *
+ * @param m21 The m21 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM21(float m21) {
+ this.m21 = m21;
+ }
+
+ /**
+ * Get the third matrix element in the third row.
+ *
+ * @return Returns the m22.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM22() {
+ return m22;
+ }
+
+ /**
+ * Set the third matrix element in the third row.
+ *
+ * @param m22 The m22 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM22(float m22) {
+ this.m22 = m22;
+ }
+
+ /**
+ * Get the fourth element of the first row.
+ *
+ * @return Returns the m03.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM03() {
+ return m03;
+ }
+
+ /**
+ * Set the fourth element of the first row.
+ *
+ * @param m03 The m03 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM03(float m03) {
+ this.m03 = m03;
+ }
+
+ /**
+ * Get the fourth element of the second row.
+ *
+ * @return Returns the m13.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM13() {
+ return m13;
+ }
+
+ /**
+ * Set the fourth element of the second row.
+ *
+ * @param m13 The m13 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM13(float m13) {
+ this.m13 = m13;
+ }
+
+ /**
+ * Get the fourth element of the third row.
+ *
+ * @return Returns the m23.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM23() {
+ return m23;
+ }
+
+ /**
+ * Set the fourth element of the third row.
+ *
+ * @param m23 The m23 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM23(float m23) {
+ this.m23 = m23;
+ }
+
+ /**
+ * Get the first element of the fourth row.
+ *
+ * @return Returns the m30.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM30() {
+ return m30;
+ }
+
+ /**
+ * Set the first element of the fourth row.
+ *
+ * @param m30 The m30 to set.
+ *
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM30(float m30) {
+ this.m30 = m30;
+ }
+
+ /**
+ * Get the second element of the fourth row.
+ *
+ * @return Returns the m31.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM31() {
+ return m31;
+ }
+
+ /**
+ * Set the second element of the fourth row.
+ *
+ * @param m31 The m31 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM31(float m31) {
+ this.m31 = m31;
+ }
+
+ /**
+ * Get the third element of the fourth row.
+ *
+ * @return Returns the m32.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM32() {
+ return m32;
+ }
+
+ /**
+ * Set the third element of the fourth row.
+ *
+ * @param m32 The m32 to set.
+ *
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM32(float m32) {
+ this.m32 = m32;
+ }
+
+ /**
+ * Get the fourth element of the fourth row.
+ *
+ * @return Returns the m33.
+ *
+ * @since vecmath 1.5
+ */
+ public final float getM33() {
+ return m33;
+ }
+
+ /**
+ * Set the fourth element of the fourth row.
+ *
+ * @param m33 The m33 to set.
+ *
+ * @since vecmath 1.5
+ */
+ public final void setM33(float m33) {
+ this.m33 = m33;
+ }
+}