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authorKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
committerKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
commit41cd6c47b23975098cd155517790e018670785e7 (patch)
tree247333528ad674d427ba96b1e05810f7961d609e /src/gleem/linalg
parent935d2596c13371bb745d921dbcb9f05b0c11a010 (diff)
Copied JOGL_2_SANDBOX r350 on to trunk; JOGL_2_SANDBOX branch is now closed
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@352 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/gleem/linalg')
-rw-r--r--src/gleem/linalg/DimensionMismatchException.java53
-rw-r--r--src/gleem/linalg/IntersectionPoint.java63
-rw-r--r--src/gleem/linalg/Line.java152
-rw-r--r--src/gleem/linalg/Mat2f.java169
-rw-r--r--src/gleem/linalg/Mat3f.java194
-rw-r--r--src/gleem/linalg/Mat4f.java265
-rw-r--r--src/gleem/linalg/Matf.java168
-rw-r--r--src/gleem/linalg/MathUtil.java90
-rw-r--r--src/gleem/linalg/NonSquareMatrixException.java53
-rw-r--r--src/gleem/linalg/Plane.java121
-rw-r--r--src/gleem/linalg/PlaneUV.java203
-rw-r--r--src/gleem/linalg/Rotf.java309
-rw-r--r--src/gleem/linalg/SingularMatrixException.java53
-rw-r--r--src/gleem/linalg/Vec2f.java186
-rw-r--r--src/gleem/linalg/Vec3d.java175
-rw-r--r--src/gleem/linalg/Vec3f.java232
-rw-r--r--src/gleem/linalg/Vec4f.java216
-rw-r--r--src/gleem/linalg/Vecf.java96
-rw-r--r--src/gleem/linalg/Veci.java96
-rw-r--r--src/gleem/linalg/package.html13
20 files changed, 2907 insertions, 0 deletions
diff --git a/src/gleem/linalg/DimensionMismatchException.java b/src/gleem/linalg/DimensionMismatchException.java
new file mode 100644
index 0000000..612d49d
--- /dev/null
+++ b/src/gleem/linalg/DimensionMismatchException.java
@@ -0,0 +1,53 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Thrown to indicate a mismatch of dimensionality of a matrix or
+ vector. */
+
+public class DimensionMismatchException extends RuntimeException {
+ public DimensionMismatchException() {
+ super();
+ }
+
+ public DimensionMismatchException(String msg) {
+ super(msg);
+ }
+}
diff --git a/src/gleem/linalg/IntersectionPoint.java b/src/gleem/linalg/IntersectionPoint.java
new file mode 100644
index 0000000..486be06
--- /dev/null
+++ b/src/gleem/linalg/IntersectionPoint.java
@@ -0,0 +1,63 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Wraps a 3D point and parametric time value. */
+
+public class IntersectionPoint {
+ private Vec3f intPt = new Vec3f();
+ private float t;
+
+ public Vec3f getIntersectionPoint() {
+ return intPt;
+ }
+
+ public void setIntersectionPoint(Vec3f newPt) {
+ intPt.set(newPt);
+ }
+
+ public float getT() {
+ return t;
+ }
+
+ public void setT(float t) {
+ this.t = t;
+ }
+}
diff --git a/src/gleem/linalg/Line.java b/src/gleem/linalg/Line.java
new file mode 100644
index 0000000..cbf8efd
--- /dev/null
+++ b/src/gleem/linalg/Line.java
@@ -0,0 +1,152 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Represents a line in 3D space. */
+
+public class Line {
+ private Vec3f point;
+ /** Normalized */
+ private Vec3f direction;
+ /** For computing projections along line */
+ private Vec3f alongVec;
+
+ /** Default constructor initializes line to point (0, 0, 0) and
+ direction (1, 0, 0) */
+ public Line() {
+ point = new Vec3f(0, 0, 0);
+ direction = new Vec3f(1, 0, 0);
+ alongVec = new Vec3f();
+ recalc();
+ }
+
+ /** Line goes in direction <b>direction</b> through the point
+ <b>point</b>. <b>direction</b> does not need to be normalized but must
+ not be the zero vector. */
+ public Line(Vec3f direction, Vec3f point) {
+ direction = new Vec3f(direction);
+ direction.normalize();
+ point = new Vec3f(point);
+ alongVec = new Vec3f();
+ recalc();
+ }
+
+ /** Setter does some work to maintain internal caches.
+ <b>direction</b> does not need to be normalized but must not be
+ the zero vector. */
+ public void setDirection(Vec3f direction) {
+ this.direction.set(direction);
+ this.direction.normalize();
+ recalc();
+ }
+
+ /** Direction is normalized internally, so <b>direction</b> is not
+ necessarily equal to <code>plane.setDirection(direction);
+ plane.getDirection();</code> */
+ public Vec3f getDirection() {
+ return direction;
+ }
+
+ /** Setter does some work to maintain internal caches. */
+ public void setPoint(Vec3f point) {
+ this.point.set(point);
+ recalc();
+ }
+
+ public Vec3f getPoint() {
+ return point;
+ }
+
+ /** Project a point onto the line */
+ public void projectPoint(Vec3f pt,
+ Vec3f projPt) {
+ float dotp = direction.dot(pt);
+ projPt.set(direction);
+ projPt.scale(dotp);
+ projPt.add(alongVec);
+ }
+
+ /** Find closest point on this line to the given ray, specified by
+ start point and direction. If ray is parallel to this line,
+ returns false and closestPoint is not modified. */
+ public boolean closestPointToRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ Vec3f closestPoint) {
+ // Line 1 is this one. Line 2 is the incoming one.
+ Mat2f A = new Mat2f();
+ A.set(0, 0, -direction.lengthSquared());
+ A.set(1, 1, -rayDirection.lengthSquared());
+ A.set(0, 1, direction.dot(rayDirection));
+ A.set(1, 0, A.get(0, 1));
+ if (Math.abs(A.determinant()) == 0.0f) {
+ return false;
+ }
+ if (!A.invert()) {
+ return false;
+ }
+ Vec2f b = new Vec2f();
+ b.setX(point.dot(direction) - rayStart.dot(direction));
+ b.setY(rayStart.dot(rayDirection) - point.dot(rayDirection));
+ Vec2f x = new Vec2f();
+ A.xformVec(b, x);
+ if (x.y() < 0) {
+ // Means that ray start is closest point to this line
+ closestPoint.set(rayStart);
+ } else {
+ closestPoint.set(direction);
+ closestPoint.scale(x.x());
+ closestPoint.add(point);
+ }
+ return true;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private void recalc() {
+ float denom = direction.lengthSquared();
+ if (denom == 0.0f) {
+ throw new RuntimeException("Line.recalc: ERROR: direction was the zero vector " +
+ "(not allowed)");
+ }
+ alongVec.set(point.minus(direction.times(point.dot(direction))));
+ }
+}
diff --git a/src/gleem/linalg/Mat2f.java b/src/gleem/linalg/Mat2f.java
new file mode 100644
index 0000000..6852dbc
--- /dev/null
+++ b/src/gleem/linalg/Mat2f.java
@@ -0,0 +1,169 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** 2x2 matrix class useful for simple linear algebra. Representation
+ is (as Mat4f) in row major order and assumes multiplication by
+ column vectors on the right. */
+
+public class Mat2f {
+ private float[] data;
+
+ /** Creates new matrix initialized to the zero matrix */
+ public Mat2f() {
+ data = new float[4];
+ }
+
+ /** Initialize to the identity matrix. */
+ public void makeIdent() {
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ if (i == j) {
+ set(i, j, 1.0f);
+ } else {
+ set(i, j, 0.0f);
+ }
+ }
+ }
+ }
+
+ /** Gets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public float get(int i, int j) {
+ return data[2 * i + j];
+ }
+
+ /** Sets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public void set(int i, int j, float val) {
+ data[2 * i + j] = val;
+ }
+
+ /** Set column i (i=[0..1]) to vector v. */
+ public void setCol(int i, Vec2f v) {
+ set(0, i, v.x());
+ set(1, i, v.y());
+ }
+
+ /** Set row i (i=[0..1]) to vector v. */
+ public void setRow(int i, Vec2f v) {
+ set(i, 0, v.x());
+ set(i, 1, v.y());
+ }
+
+ /** Transpose this matrix in place. */
+ public void transpose() {
+ float t = get(0, 1);
+ set(0, 1, get(1, 0));
+ set(1, 0, t);
+ }
+
+ /** Return the determinant. */
+ public float determinant() {
+ return (get(0, 0) * get(1, 1) - get(1, 0) * get(0, 1));
+ }
+
+ /** Full matrix inversion in place. If matrix is singular, returns
+ false and matrix contents are untouched. If you know the matrix
+ is orthonormal, you can call transpose() instead. */
+ public boolean invert() {
+ float det = determinant();
+ if (det == 0.0f)
+ return false;
+
+ // Create transpose of cofactor matrix in place
+ float t = get(0, 0);
+ set(0, 0, get(1, 1));
+ set(1, 1, t);
+ set(0, 1, -get(0, 1));
+ set(1, 0, -get(1, 0));
+
+ // Now divide by determinant
+ for (int i = 0; i < 4; i++) {
+ data[i] /= det;
+ }
+ return true;
+ }
+
+ /** Multiply a 2D vector by this matrix. NOTE: src and dest must be
+ different vectors. */
+ public void xformVec(Vec2f src, Vec2f dest) {
+ dest.set(get(0, 0) * src.x() +
+ get(0, 1) * src.y(),
+
+ get(1, 0) * src.x() +
+ get(1, 1) * src.y());
+ }
+
+ /** Returns this * b; creates new matrix */
+ public Mat2f mul(Mat2f b) {
+ Mat2f tmp = new Mat2f();
+ tmp.mul(this, b);
+ return tmp;
+ }
+
+ /** this = a * b */
+ public void mul(Mat2f a, Mat2f b) {
+ for (int rc = 0; rc < 2; rc++)
+ for (int cc = 0; cc < 2; cc++) {
+ float tmp = 0.0f;
+ for (int i = 0; i < 2; i++)
+ tmp += a.get(rc, i) * b.get(i, cc);
+ set(rc, cc, tmp);
+ }
+ }
+
+ public Matf toMatf() {
+ Matf out = new Matf(2, 2);
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ out.set(i, j, get(i, j));
+ }
+ }
+ return out;
+ }
+
+ public String toString() {
+ String endl = System.getProperty("line.separator");
+ return "(" +
+ get(0, 0) + ", " + get(0, 1) + endl +
+ get(1, 0) + ", " + get(1, 1) + ")";
+ }
+}
diff --git a/src/gleem/linalg/Mat3f.java b/src/gleem/linalg/Mat3f.java
new file mode 100644
index 0000000..024df82
--- /dev/null
+++ b/src/gleem/linalg/Mat3f.java
@@ -0,0 +1,194 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** 3x3 matrix class useful for simple linear algebra. Representation
+ is (as Mat4f) in row major order and assumes multiplication by
+ column vectors on the right. */
+
+public class Mat3f {
+ private float[] data;
+
+ /** Creates new matrix initialized to the zero matrix */
+ public Mat3f() {
+ data = new float[9];
+ }
+
+ /** Initialize to the identity matrix. */
+ public void makeIdent() {
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ if (i == j) {
+ set(i, j, 1.0f);
+ } else {
+ set(i, j, 0.0f);
+ }
+ }
+ }
+ }
+
+ /** Gets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public float get(int i, int j) {
+ return data[3 * i + j];
+ }
+
+ /** Sets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public void set(int i, int j, float val) {
+ data[3 * i + j] = val;
+ }
+
+ /** Set column i (i=[0..2]) to vector v. */
+ public void setCol(int i, Vec3f v) {
+ set(0, i, v.x());
+ set(1, i, v.y());
+ set(2, i, v.z());
+ }
+
+ /** Set row i (i=[0..2]) to vector v. */
+ public void setRow(int i, Vec3f v) {
+ set(i, 0, v.x());
+ set(i, 1, v.y());
+ set(i, 2, v.z());
+ }
+
+ /** Transpose this matrix in place. */
+ public void transpose() {
+ float t;
+ t = get(0, 1);
+ set(0, 1, get(1, 0));
+ set(1, 0, t);
+
+ t = get(0, 2);
+ set(0, 2, get(2, 0));
+ set(2, 0, t);
+
+ t = get(1, 2);
+ set(1, 2, get(2, 1));
+ set(2, 1, t);
+ }
+
+ /** Return the determinant. Computed across the zeroth row. */
+ public float determinant() {
+ return (get(0, 0) * (get(1, 1) * get(2, 2) - get(2, 1) * get(1, 2)) +
+ get(0, 1) * (get(2, 0) * get(1, 2) - get(1, 0) * get(2, 2)) +
+ get(0, 2) * (get(1, 0) * get(2, 1) - get(2, 0) * get(1, 1)));
+ }
+
+ /** Full matrix inversion in place. If matrix is singular, returns
+ false and matrix contents are untouched. If you know the matrix
+ is orthonormal, you can call transpose() instead. */
+ public boolean invert() {
+ float det = determinant();
+ if (det == 0.0f)
+ return false;
+
+ // Form cofactor matrix
+ Mat3f cf = new Mat3f();
+ cf.set(0, 0, get(1, 1) * get(2, 2) - get(2, 1) * get(1, 2));
+ cf.set(0, 1, get(2, 0) * get(1, 2) - get(1, 0) * get(2, 2));
+ cf.set(0, 2, get(1, 0) * get(2, 1) - get(2, 0) * get(1, 1));
+ cf.set(1, 0, get(2, 1) * get(0, 2) - get(0, 1) * get(2, 2));
+ cf.set(1, 1, get(0, 0) * get(2, 2) - get(2, 0) * get(0, 2));
+ cf.set(1, 2, get(2, 0) * get(0, 1) - get(0, 0) * get(2, 1));
+ cf.set(2, 0, get(0, 1) * get(1, 2) - get(1, 1) * get(0, 2));
+ cf.set(2, 1, get(1, 0) * get(0, 2) - get(0, 0) * get(1, 2));
+ cf.set(2, 2, get(0, 0) * get(1, 1) - get(1, 0) * get(0, 1));
+
+ // Now copy back transposed
+ for (int i = 0; i < 3; i++)
+ for (int j = 0; j < 3; j++)
+ set(i, j, cf.get(j, i) / det);
+ return true;
+ }
+
+ /** Multiply a 3D vector by this matrix. NOTE: src and dest must be
+ different vectors. */
+ public void xformVec(Vec3f src, Vec3f dest) {
+ dest.set(get(0, 0) * src.x() +
+ get(0, 1) * src.y() +
+ get(0, 2) * src.z(),
+
+ get(1, 0) * src.x() +
+ get(1, 1) * src.y() +
+ get(1, 2) * src.z(),
+
+ get(2, 0) * src.x() +
+ get(2, 1) * src.y() +
+ get(2, 2) * src.z());
+ }
+
+ /** Returns this * b; creates new matrix */
+ public Mat3f mul(Mat3f b) {
+ Mat3f tmp = new Mat3f();
+ tmp.mul(this, b);
+ return tmp;
+ }
+
+ /** this = a * b */
+ public void mul(Mat3f a, Mat3f b) {
+ for (int rc = 0; rc < 3; rc++)
+ for (int cc = 0; cc < 3; cc++) {
+ float tmp = 0.0f;
+ for (int i = 0; i < 3; i++)
+ tmp += a.get(rc, i) * b.get(i, cc);
+ set(rc, cc, tmp);
+ }
+ }
+
+ public Matf toMatf() {
+ Matf out = new Matf(3, 3);
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ out.set(i, j, get(i, j));
+ }
+ }
+ return out;
+ }
+
+ public String toString() {
+ String endl = System.getProperty("line.separator");
+ return "(" +
+ get(0, 0) + ", " + get(0, 1) + ", " + get(0, 2) + endl +
+ get(1, 0) + ", " + get(1, 1) + ", " + get(1, 2) + endl +
+ get(2, 0) + ", " + get(2, 1) + ", " + get(2, 2) + ")";
+ }
+}
diff --git a/src/gleem/linalg/Mat4f.java b/src/gleem/linalg/Mat4f.java
new file mode 100644
index 0000000..ed16cc6
--- /dev/null
+++ b/src/gleem/linalg/Mat4f.java
@@ -0,0 +1,265 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** A (very incomplete) 4x4 matrix class. Representation assumes
+ multiplication by column vectors on the right. */
+
+public class Mat4f {
+ private float[] data;
+
+ /** Creates new matrix initialized to the zero matrix */
+ public Mat4f() {
+ data = new float[16];
+ }
+
+ /** Creates new matrix initialized to argument's contents */
+ public Mat4f(Mat4f arg) {
+ this();
+ set(arg);
+ }
+
+ /** Sets this matrix to the identity matrix */
+ public void makeIdent() {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ if (i == j) {
+ set(i, j, 1.0f);
+ } else {
+ set(i, j, 0.0f);
+ }
+ }
+ }
+ }
+
+ /** Sets this matrix to be equivalent to the given one */
+ public void set(Mat4f arg) {
+ float[] mine = data;
+ float[] yours = arg.data;
+ for (int i = 0; i < mine.length; i++) {
+ mine[i] = yours[i];
+ }
+ }
+
+ /** Gets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public float get(int i, int j) {
+ return data[4 * i + j];
+ }
+
+ /** Sets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public void set(int i, int j, float val) {
+ data[4 * i + j] = val;
+ }
+
+ /** Sets the translation component of this matrix (i.e., the three
+ top elements of the third column) without touching any of the
+ other parts of the matrix */
+ public void setTranslation(Vec3f trans) {
+ set(0, 3, trans.x());
+ set(1, 3, trans.y());
+ set(2, 3, trans.z());
+ }
+
+ /** Sets the rotation component of this matrix (i.e., the upper left
+ 3x3) without touching any of the other parts of the matrix */
+ public void setRotation(Rotf rot) {
+ rot.toMatrix(this);
+ }
+
+ /** Sets the upper-left 3x3 of this matrix assuming that the given
+ x, y, and z vectors form an orthonormal basis */
+ public void setRotation(Vec3f x, Vec3f y, Vec3f z) {
+ set(0, 0, x.x());
+ set(1, 0, x.y());
+ set(2, 0, x.z());
+
+ set(0, 1, y.x());
+ set(1, 1, y.y());
+ set(2, 1, y.z());
+
+ set(0, 2, z.x());
+ set(1, 2, z.y());
+ set(2, 2, z.z());
+ }
+
+ /** Gets the upper left 3x3 of this matrix as a rotation. Currently
+ does not work if there are scales. Ignores translation
+ component. */
+ public void getRotation(Rotf rot) {
+ rot.fromMatrix(this);
+ }
+
+ /** Sets the elements (0, 0), (1, 1), and (2, 2) with the
+ appropriate elements of the given three-dimensional scale
+ vector. Does not perform a full multiplication of the upper-left
+ 3x3; use this with an identity matrix in conjunction with
+ <code>mul</code> for that. */
+ public void setScale(Vec3f scale) {
+ set(0, 0, scale.x());
+ set(1, 1, scale.y());
+ set(2, 2, scale.z());
+ }
+
+ /** Inverts this matrix assuming that it represents a rigid
+ transform (i.e., some combination of rotations and
+ translations). Assumes column vectors. Algorithm: transposes
+ upper left 3x3; negates translation in rightmost column and
+ transforms by inverted rotation. */
+ public void invertRigid() {
+ float t;
+ // Transpose upper left 3x3
+ t = get(0, 1);
+ set(0, 1, get(1, 0));
+ set(1, 0, t);
+ t = get(0, 2);
+ set(0, 2, get(2, 0));
+ set(2, 0, t);
+ t = get(1, 2);
+ set(1, 2, get(2, 1));
+ set(2, 1, t);
+ // Transform negative translation by this
+ Vec3f negTrans = new Vec3f(-get(0, 3), -get(1, 3), -get(2, 3));
+ Vec3f trans = new Vec3f();
+ xformDir(negTrans, trans);
+ set(0, 3, trans.x());
+ set(1, 3, trans.y());
+ set(2, 3, trans.z());
+ }
+
+ /** Returns this * b; creates new matrix */
+ public Mat4f mul(Mat4f b) {
+ Mat4f tmp = new Mat4f();
+ tmp.mul(this, b);
+ return tmp;
+ }
+
+ /** this = a * b */
+ public void mul(Mat4f a, Mat4f b) {
+ for (int rc = 0; rc < 4; rc++)
+ for (int cc = 0; cc < 4; cc++) {
+ float tmp = 0.0f;
+ for (int i = 0; i < 4; i++)
+ tmp += a.get(rc, i) * b.get(i, cc);
+ set(rc, cc, tmp);
+ }
+ }
+
+ /** Transpose this matrix in place. */
+ public void transpose() {
+ float t;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < i; j++) {
+ t = get(i, j);
+ set(i, j, get(j, i));
+ set(j, i, t);
+ }
+ }
+ }
+
+ /** Multiply a 4D vector by this matrix. NOTE: src and dest must be
+ different vectors. */
+ public void xformVec(Vec4f src, Vec4f dest) {
+ for (int rc = 0; rc < 4; rc++) {
+ float tmp = 0.0f;
+ for (int cc = 0; cc < 4; cc++) {
+ tmp += get(rc, cc) * src.get(cc);
+ }
+ dest.set(rc, tmp);
+ }
+ }
+
+ /** Transforms a 3D vector as though it had a homogeneous coordinate
+ and assuming that this matrix represents only rigid
+ transformations; i.e., is not a full transformation. NOTE: src
+ and dest must be different vectors. */
+ public void xformPt(Vec3f src, Vec3f dest) {
+ for (int rc = 0; rc < 3; rc++) {
+ float tmp = 0.0f;
+ for (int cc = 0; cc < 3; cc++) {
+ tmp += get(rc, cc) * src.get(cc);
+ }
+ tmp += get(rc, 3);
+ dest.set(rc, tmp);
+ }
+ }
+
+ /** Transforms src using only the upper left 3x3. NOTE: src and dest
+ must be different vectors. */
+ public void xformDir(Vec3f src, Vec3f dest) {
+ for (int rc = 0; rc < 3; rc++) {
+ float tmp = 0.0f;
+ for (int cc = 0; cc < 3; cc++) {
+ tmp += get(rc, cc) * src.get(cc);
+ }
+ dest.set(rc, tmp);
+ }
+ }
+
+ /** Copies data in column-major (OpenGL format) order into passed
+ float array, which must have length 16 or greater. */
+ public void getColumnMajorData(float[] out) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ out[4 * j + i] = get(i, j);
+ }
+ }
+ }
+
+ public Matf toMatf() {
+ Matf out = new Matf(4, 4);
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ out.set(i, j, get(i, j));
+ }
+ }
+ return out;
+ }
+
+ public String toString() {
+ String endl = System.getProperty("line.separator");
+ return "(" +
+ get(0, 0) + ", " + get(0, 1) + ", " + get(0, 2) + ", " + get(0, 3) + endl +
+ get(1, 0) + ", " + get(1, 1) + ", " + get(1, 2) + ", " + get(1, 3) + endl +
+ get(2, 0) + ", " + get(2, 1) + ", " + get(2, 2) + ", " + get(2, 3) + endl +
+ get(3, 0) + ", " + get(3, 1) + ", " + get(3, 2) + ", " + get(3, 3) + ")";
+ }
+}
diff --git a/src/gleem/linalg/Matf.java b/src/gleem/linalg/Matf.java
new file mode 100644
index 0000000..ae4ef92
--- /dev/null
+++ b/src/gleem/linalg/Matf.java
@@ -0,0 +1,168 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Arbitrary-size single-precision matrix class. Currently very
+ simple and only supports a few needed operations. */
+
+public class Matf {
+ private float[] data;
+ private int nCol; // number of columns
+ private int nRow; // number of columns
+
+ public Matf(int nRow, int nCol) {
+ data = new float[nRow * nCol];
+ this.nCol = nCol;
+ this.nRow = nRow;
+ }
+
+ public Matf(Matf arg) {
+ nRow = arg.nRow;
+ nCol = arg.nCol;
+ data = new float[nRow * nCol];
+ System.arraycopy(arg.data, 0, data, 0, data.length);
+ }
+
+ public int nRow() {
+ return nRow;
+ }
+
+ public int nCol() {
+ return nCol;
+ }
+
+ /** Gets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public float get(int i, int j) {
+ return data[nCol * i + j];
+ }
+
+ /** Sets the (i,j)th element of this matrix, where i is the row
+ index and j is the column index */
+ public void set(int i, int j, float val) {
+ data[nCol * i + j] = val;
+ }
+
+ /** Returns transpose of this matrix; creates new matrix */
+ public Matf transpose() {
+ Matf tmp = new Matf(nCol, nRow);
+ for (int i = 0; i < nRow; i++) {
+ for (int j = 0; j < nCol; j++) {
+ tmp.set(j, i, get(i, j));
+ }
+ }
+ return tmp;
+ }
+
+ /** Returns this * b; creates new matrix */
+ public Matf mul(Matf b) throws DimensionMismatchException {
+ if (nCol() != b.nRow())
+ throw new DimensionMismatchException();
+ Matf tmp = new Matf(nRow(), b.nCol());
+ for (int i = 0; i < nRow(); i++) {
+ for (int j = 0; j < b.nCol(); j++) {
+ float val = 0;
+ for (int t = 0; t < nCol(); t++) {
+ val += get(i, t) * b.get(t, j);
+ }
+ tmp.set(i, j, val);
+ }
+ }
+ return tmp;
+ }
+
+ /** Returns this * v, assuming v is a column vector. */
+ public Vecf mul(Vecf v) throws DimensionMismatchException {
+ if (nCol() != v.length()) {
+ throw new DimensionMismatchException();
+ }
+ Vecf out = new Vecf(nRow());
+ for (int i = 0; i < nRow(); i++) {
+ float tmp = 0;
+ for (int j = 0; j < nCol(); j++) {
+ tmp += get(i, j) * v.get(j);
+ }
+ out.set(i, tmp);
+ }
+ return out;
+ }
+
+ /** If this is a 2x2 matrix, returns it as a Mat2f. */
+ public Mat2f toMat2f() throws DimensionMismatchException {
+ if (nRow() != 2 || nCol() != 2) {
+ throw new DimensionMismatchException();
+ }
+ Mat2f tmp = new Mat2f();
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ tmp.set(i, j, get(i, j));
+ }
+ }
+ return tmp;
+ }
+
+ /** If this is a 3x3 matrix, returns it as a Mat3f. */
+ public Mat3f toMat3f() throws DimensionMismatchException {
+ if (nRow() != 3 || nCol() != 3) {
+ throw new DimensionMismatchException();
+ }
+ Mat3f tmp = new Mat3f();
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ tmp.set(i, j, get(i, j));
+ }
+ }
+ return tmp;
+ }
+
+ /** If this is a 4x4 matrix, returns it as a Mat4f. */
+ public Mat4f toMat4f() throws DimensionMismatchException {
+ if (nRow() != 4 || nCol() != 4) {
+ throw new DimensionMismatchException();
+ }
+ Mat4f tmp = new Mat4f();
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ tmp.set(i, j, get(i, j));
+ }
+ }
+ return tmp;
+ }
+}
diff --git a/src/gleem/linalg/MathUtil.java b/src/gleem/linalg/MathUtil.java
new file mode 100644
index 0000000..7415953
--- /dev/null
+++ b/src/gleem/linalg/MathUtil.java
@@ -0,0 +1,90 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Utility math routines. */
+
+public class MathUtil {
+ /** Makes an arbitrary vector perpendicular to <B>src</B> and
+ inserts it into <B>dest</B>. Returns false if the source vector
+ was equal to (0, 0, 0). */
+ public static boolean makePerpendicular(Vec3f src,
+ Vec3f dest) {
+ if ((src.x() == 0.0f) && (src.y() == 0.0f) && (src.z() == 0.0f)) {
+ return false;
+ }
+
+ if (src.x() != 0.0f) {
+ if (src.y() != 0.0f) {
+ dest.set(-src.y(), src.x(), 0.0f);
+ } else {
+ dest.set(-src.z(), 0.0f, src.x());
+ }
+ } else {
+ dest.set(1.0f, 0.0f, 0.0f);
+ }
+ return true;
+ }
+
+ /** Returns 1 if the sign of the given argument is positive; -1 if
+ negative; 0 if 0. */
+ public static int sgn(float f) {
+ if (f > 0) {
+ return 1;
+ } else if (f < 0) {
+ return -1;
+ }
+ return 0;
+ }
+
+ /** Clamps argument between min and max values. */
+ public static float clamp(float val, float min, float max) {
+ if (val < min) return min;
+ if (val > max) return max;
+ return val;
+ }
+
+ /** Clamps argument between min and max values. */
+ public static int clamp(int val, int min, int max) {
+ if (val < min) return min;
+ if (val > max) return max;
+ return val;
+ }
+}
diff --git a/src/gleem/linalg/NonSquareMatrixException.java b/src/gleem/linalg/NonSquareMatrixException.java
new file mode 100644
index 0000000..efc0c6a
--- /dev/null
+++ b/src/gleem/linalg/NonSquareMatrixException.java
@@ -0,0 +1,53 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Thrown to indicate a non-square matrix during an operation
+ requiring one. */
+
+public class NonSquareMatrixException extends RuntimeException {
+ public NonSquareMatrixException() {
+ super();
+ }
+
+ public NonSquareMatrixException(String msg) {
+ super(msg);
+ }
+}
diff --git a/src/gleem/linalg/Plane.java b/src/gleem/linalg/Plane.java
new file mode 100644
index 0000000..d387806
--- /dev/null
+++ b/src/gleem/linalg/Plane.java
@@ -0,0 +1,121 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Represents a plane in 3D space. */
+
+public class Plane {
+ /** Normalized */
+ private Vec3f normal;
+ private Vec3f point;
+ /** Constant for faster projection and intersection */
+ float c;
+
+ /** Default constructor initializes normal to (0, 1, 0) and point to
+ (0, 0, 0) */
+ public Plane() {
+ normal = new Vec3f(0, 1, 0);
+ point = new Vec3f(0, 0, 0);
+ recalc();
+ }
+
+ /** Sets all parameters of plane. Plane has normal <b>normal</b> and
+ goes through the point <b>point</b>. Normal does not need to be
+ unit length but must not be the zero vector. */
+ public Plane(Vec3f normal, Vec3f point) {
+ this.normal = new Vec3f(normal);
+ this.normal.normalize();
+ this.point = new Vec3f(point);
+ recalc();
+ }
+
+ /** Setter does some work to maintain internal caches. Normal does
+ not need to be unit length but must not be the zero vector. */
+ public void setNormal(Vec3f normal) {
+ this.normal.set(normal);
+ this.normal.normalize();
+ recalc();
+ }
+
+ /** Normal is normalized internally, so <b>normal</b> is not
+ necessarily equal to <code>plane.setNormal(normal);
+ plane.getNormal();</code> */
+ public Vec3f getNormal() {
+ return normal;
+ }
+
+ /** Setter does some work to maintain internal caches */
+ public void setPoint(Vec3f point) {
+ this.point.set(point);
+ recalc();
+ }
+
+ public Vec3f getPoint() {
+ return point;
+ }
+
+ /** Project a point onto the plane */
+ public void projectPoint(Vec3f pt,
+ Vec3f projPt) {
+ float scale = normal.dot(pt) - c;
+ projPt.set(pt.minus(normal.times(normal.dot(point) - c)));
+ }
+
+ /** Intersect a ray with the plane. Returns true if intersection occurred, false
+ otherwise. This is a two-sided ray cast. */
+ public boolean intersectRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ IntersectionPoint intPt) {
+ float denom = normal.dot(rayDirection);
+ if (denom == 0)
+ return false;
+ intPt.setT((c - normal.dot(rayStart)) / denom);
+ intPt.setIntersectionPoint(rayStart.plus(rayDirection.times(intPt.getT())));
+ return true;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private void recalc() {
+ c = normal.dot(point);
+ }
+}
diff --git a/src/gleem/linalg/PlaneUV.java b/src/gleem/linalg/PlaneUV.java
new file mode 100644
index 0000000..ff1baad
--- /dev/null
+++ b/src/gleem/linalg/PlaneUV.java
@@ -0,0 +1,203 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** This differs from the Plane class in that it maintains an origin
+ and orthonormal U, V axes in the plane so that it can project a 3D
+ point to a 2D one. U cross V = normal. U and V coordinates are
+ computed with respect to the origin. */
+
+public class PlaneUV {
+ private Vec3f origin = new Vec3f();
+ /** Normalized */
+ private Vec3f normal = new Vec3f();
+ private Vec3f uAxis = new Vec3f();
+ private Vec3f vAxis = new Vec3f();
+
+ /** Default constructor initializes normal to (0, 1, 0), origin to
+ (0, 0, 0), U axis to (1, 0, 0) and V axis to (0, 0, -1). */
+ public PlaneUV() {
+ setEverything(new Vec3f(0, 1, 0),
+ new Vec3f(0, 0, 0),
+ new Vec3f(1, 0, 0),
+ new Vec3f(0, 0, -1));
+ }
+
+ /** Takes normal vector and a point which the plane goes through
+ (which becomes the plane's "origin"). Normal does NOT have to be
+ normalized, but may not be zero vector. U and V axes are
+ initialized to arbitrary values. */
+ public PlaneUV(Vec3f normal, Vec3f origin) {
+ setOrigin(origin);
+ setNormal(normal);
+ }
+
+ /** Takes normal vector, point which plane goes through, and the "u"
+ axis in the plane. Computes the "v" axis by taking the cross
+ product of the normal and the u axis. Axis must be perpendicular
+ to normal. Normal and uAxis do NOT have to be normalized, but
+ neither may be the zero vector. */
+ public PlaneUV(Vec3f normal,
+ Vec3f origin,
+ Vec3f uAxis) {
+ setOrigin(origin);
+ setNormalAndU(normal, uAxis);
+ }
+
+ /** Takes normal vector, point which plane goes through, and both
+ the u and v axes. u axis cross v axis = normal. Normal, uAxis, and
+ vAxis do NOT have to be normalized, but none may be the zero
+ vector. */
+ public PlaneUV(Vec3f normal,
+ Vec3f origin,
+ Vec3f uAxis,
+ Vec3f vAxis) {
+ setEverything(normal, origin, uAxis, vAxis);
+ }
+
+ /** Set the origin, through which this plane goes and with respect
+ to which U and V coordinates are computed */
+ public void setOrigin(Vec3f origin) {
+ this.origin.set(origin);
+ }
+
+ public Vec3f getOrigin() {
+ return new Vec3f(origin);
+ }
+
+ /** Normal, U and V axes must be orthogonal and satisfy U cross V =
+ normal, do not need to be unit length but must not be the zero
+ vector. */
+ public void setNormalAndUV(Vec3f normal,
+ Vec3f uAxis,
+ Vec3f vAxis) {
+ setEverything(normal, origin, uAxis, vAxis);
+ }
+
+ /** This version sets the normal vector and generates new U and V
+ axes. */
+ public void setNormal(Vec3f normal) {
+ Vec3f uAxis = new Vec3f();
+ MathUtil.makePerpendicular(normal, uAxis);
+ Vec3f vAxis = normal.cross(uAxis);
+ setEverything(normal, origin, uAxis, vAxis);
+ }
+
+ /** This version computes the V axis from (normal cross U). */
+ public void setNormalAndU(Vec3f normal,
+ Vec3f uAxis) {
+ Vec3f vAxis = normal.cross(uAxis);
+ setEverything(normal, origin, uAxis, vAxis);
+ }
+
+ /** Normal, U and V axes are normalized internally, so, for example,
+ <b>normal</b> is not necessarily equal to
+ <code>plane.setNormal(normal); plane.getNormal();</code> */
+ public Vec3f getNormal() {
+ return normal;
+ }
+
+ public Vec3f getUAxis() {
+ return uAxis;
+ }
+
+ public Vec3f getVAxis() {
+ return vAxis;
+ }
+
+ /** Project a point onto the plane */
+ public void projectPoint(Vec3f point,
+ Vec3f projPt,
+ Vec2f uvCoords) {
+ // Using projPt as a temporary
+ projPt.sub(point, origin);
+ float dotp = normal.dot(projPt);
+ // Component perpendicular to plane
+ Vec3f tmpDir = new Vec3f();
+ tmpDir.set(normal);
+ tmpDir.scale(dotp);
+ projPt.sub(projPt, tmpDir);
+ // Take dot products with basis vectors
+ uvCoords.set(projPt.dot(uAxis),
+ projPt.dot(vAxis));
+ // Add on center to intersection point
+ projPt.add(origin);
+ }
+
+ /** Intersect a ray with this plane, outputting not only the 3D
+ intersection point but also the U, V coordinates of the
+ intersection. Returns true if intersection occurred, false
+ otherwise. This is a two-sided ray cast. */
+ public boolean intersectRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ IntersectionPoint intPt,
+ Vec2f uvCoords) {
+ float denom = rayDirection.dot(normal);
+ if (denom == 0.0f)
+ return false;
+ Vec3f tmpDir = new Vec3f();
+ tmpDir.sub(origin, rayStart);
+ float t = tmpDir.dot(normal) / denom;
+ // Find intersection point
+ Vec3f tmpPt = new Vec3f();
+ tmpPt.set(rayDirection);
+ tmpPt.scale(t);
+ tmpPt.add(rayStart);
+ intPt.setIntersectionPoint(tmpPt);
+ intPt.setT(t);
+ // Find UV coords
+ tmpDir.sub(intPt.getIntersectionPoint(), origin);
+ uvCoords.set(tmpDir.dot(uAxis), tmpDir.dot(vAxis));
+ return true;
+ }
+
+ private void setEverything(Vec3f normal,
+ Vec3f origin,
+ Vec3f uAxis,
+ Vec3f vAxis) {
+ this.normal.set(normal);
+ this.origin.set(origin);
+ this.uAxis.set(uAxis);
+ this.vAxis.set(vAxis);
+ this.normal.normalize();
+ this.uAxis.normalize();
+ this.vAxis.normalize();
+ }
+}
diff --git a/src/gleem/linalg/Rotf.java b/src/gleem/linalg/Rotf.java
new file mode 100644
index 0000000..4e39c21
--- /dev/null
+++ b/src/gleem/linalg/Rotf.java
@@ -0,0 +1,309 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Represents a rotation with single-precision components */
+
+public class Rotf {
+ private static float EPSILON = 1.0e-7f;
+
+ // Representation is a quaternion. Element 0 is the scalar part (=
+ // cos(theta/2)), elements 1..3 the imaginary/"vector" part (=
+ // sin(theta/2) * axis).
+ private float q0;
+ private float q1;
+ private float q2;
+ private float q3;
+
+ /** Default constructor initializes to the identity quaternion */
+ public Rotf() {
+ init();
+ }
+
+ public Rotf(Rotf arg) {
+ set(arg);
+ }
+
+ /** Axis does not need to be normalized but must not be the zero
+ vector. Angle is in radians. */
+ public Rotf(Vec3f axis, float angle) {
+ set(axis, angle);
+ }
+
+ /** Creates a rotation which will rotate vector "from" into vector
+ "to". */
+ public Rotf(Vec3f from, Vec3f to) {
+ set(from, to);
+ }
+
+ /** Re-initialize this quaternion to be the identity quaternion "e"
+ (i.e., no rotation) */
+ public void init() {
+ q0 = 1;
+ q1 = q2 = q3 = 0;
+ }
+
+ /** Test for "approximate equality" -- performs componentwise test
+ to see whether difference between all components is less than
+ epsilon. */
+ public boolean withinEpsilon(Rotf arg, float epsilon) {
+ return ((Math.abs(q0 - arg.q0) < epsilon) &&
+ (Math.abs(q1 - arg.q1) < epsilon) &&
+ (Math.abs(q2 - arg.q2) < epsilon) &&
+ (Math.abs(q3 - arg.q3) < epsilon));
+ }
+
+ /** Axis does not need to be normalized but must not be the zero
+ vector. Angle is in radians. */
+ public void set(Vec3f axis, float angle) {
+ float halfTheta = angle / 2.0f;
+ q0 = (float) Math.cos(halfTheta);
+ float sinHalfTheta = (float) Math.sin(halfTheta);
+ Vec3f realAxis = new Vec3f(axis);
+ realAxis.normalize();
+ q1 = realAxis.x() * sinHalfTheta;
+ q2 = realAxis.y() * sinHalfTheta;
+ q3 = realAxis.z() * sinHalfTheta;
+ }
+
+ public void set(Rotf arg) {
+ q0 = arg.q0;
+ q1 = arg.q1;
+ q2 = arg.q2;
+ q3 = arg.q3;
+ }
+
+ /** Sets this rotation to that which will rotate vector "from" into
+ vector "to". from and to do not have to be the same length. */
+ public void set(Vec3f from, Vec3f to) {
+ Vec3f axis = from.cross(to);
+ if (axis.lengthSquared() < EPSILON) {
+ init();
+ return;
+ }
+ float dotp = from.dot(to);
+ float denom = from.length() * to.length();
+ if (denom < EPSILON) {
+ init();
+ return;
+ }
+ dotp /= denom;
+ set(axis, (float) Math.acos(dotp));
+ }
+
+ /** Returns angle (in radians) and mutates the given vector to be
+ the axis. */
+ public float get(Vec3f axis) {
+ // FIXME: Is this numerically stable? Is there a better way to
+ // extract the angle from a quaternion?
+ // NOTE: remove (float) to illustrate compiler bug
+ float retval = (float) (2.0f * Math.acos(q0));
+ axis.set(q1, q2, q3);
+ float len = axis.length();
+ if (len == 0.0f) {
+ axis.set(0, 0, 1);
+ } else {
+ axis.scale(1.0f / len);
+ }
+ return retval;
+ }
+
+ /** Returns inverse of this rotation; creates new rotation */
+ public Rotf inverse() {
+ Rotf tmp = new Rotf(this);
+ tmp.invert();
+ return tmp;
+ }
+
+ /** Mutate this quaternion to be its inverse. This is equivalent to
+ the conjugate of the quaternion. */
+ public void invert() {
+ q1 = -q1;
+ q2 = -q2;
+ q3 = -q3;
+ }
+
+ /** Length of this quaternion in four-space */
+ public float length() {
+ return (float) Math.sqrt(lengthSquared());
+ }
+
+ /** This dotted with this */
+ public float lengthSquared() {
+ return (q0 * q0 +
+ q1 * q1 +
+ q2 * q2 +
+ q3 * q3);
+ }
+
+ /** Make this quaternion a unit quaternion again. If you are
+ composing dozens of quaternions you probably should call this
+ periodically to ensure that you have a valid rotation. */
+ public void normalize() {
+ float len = length();
+ q0 /= len;
+ q1 /= len;
+ q2 /= len;
+ q3 /= len;
+ }
+
+ /** Returns this * b, in that order; creates new rotation */
+ public Rotf times(Rotf b) {
+ Rotf tmp = new Rotf();
+ tmp.mul(this, b);
+ return tmp;
+ }
+
+ /** Compose two rotations: this = A * B in that order. NOTE that
+ because we assume a column vector representation that this
+ implies that a vector rotated by the cumulative rotation will be
+ rotated first by B, then A. NOTE: "this" must be different than
+ both a and b. */
+ public void mul(Rotf a, Rotf b) {
+ q0 = (a.q0 * b.q0 - a.q1 * b.q1 -
+ a.q2 * b.q2 - a.q3 * b.q3);
+ q1 = (a.q0 * b.q1 + a.q1 * b.q0 +
+ a.q2 * b.q3 - a.q3 * b.q2);
+ q2 = (a.q0 * b.q2 + a.q2 * b.q0 -
+ a.q1 * b.q3 + a.q3 * b.q1);
+ q3 = (a.q0 * b.q3 + a.q3 * b.q0 +
+ a.q1 * b.q2 - a.q2 * b.q1);
+ }
+
+ /** Turns this rotation into a 3x3 rotation matrix. NOTE: only
+ mutates the upper-left 3x3 of the passed Mat4f. Implementation
+ from B. K. P. Horn's <u>Robot Vision</u> textbook. */
+ public void toMatrix(Mat4f mat) {
+ float q00 = q0 * q0;
+ float q11 = q1 * q1;
+ float q22 = q2 * q2;
+ float q33 = q3 * q3;
+ // Diagonal elements
+ mat.set(0, 0, q00 + q11 - q22 - q33);
+ mat.set(1, 1, q00 - q11 + q22 - q33);
+ mat.set(2, 2, q00 - q11 - q22 + q33);
+ // 0,1 and 1,0 elements
+ float q03 = q0 * q3;
+ float q12 = q1 * q2;
+ mat.set(0, 1, 2.0f * (q12 - q03));
+ mat.set(1, 0, 2.0f * (q03 + q12));
+ // 0,2 and 2,0 elements
+ float q02 = q0 * q2;
+ float q13 = q1 * q3;
+ mat.set(0, 2, 2.0f * (q02 + q13));
+ mat.set(2, 0, 2.0f * (q13 - q02));
+ // 1,2 and 2,1 elements
+ float q01 = q0 * q1;
+ float q23 = q2 * q3;
+ mat.set(1, 2, 2.0f * (q23 - q01));
+ mat.set(2, 1, 2.0f * (q01 + q23));
+ }
+
+ /** Turns the upper left 3x3 of the passed matrix into a rotation.
+ Implementation from Watt and Watt, <u>Advanced Animation and
+ Rendering Techniques</u>.
+ @see gleem.linalg.Mat4f#getRotation */
+ public void fromMatrix(Mat4f mat) {
+ // FIXME: Should reimplement to follow Horn's advice of using
+ // eigenvector decomposition to handle roundoff error in given
+ // matrix.
+
+ float tr, s;
+ int i, j, k;
+
+ tr = mat.get(0, 0) + mat.get(1, 1) + mat.get(2, 2);
+ if (tr > 0.0) {
+ s = (float) Math.sqrt(tr + 1.0f);
+ q0 = s * 0.5f;
+ s = 0.5f / s;
+ q1 = (mat.get(2, 1) - mat.get(1, 2)) * s;
+ q2 = (mat.get(0, 2) - mat.get(2, 0)) * s;
+ q3 = (mat.get(1, 0) - mat.get(0, 1)) * s;
+ } else {
+ i = 0;
+ if (mat.get(1, 1) > mat.get(0, 0))
+ i = 1;
+ if (mat.get(2, 2) > mat.get(i, i))
+ i = 2;
+ j = (i+1)%3;
+ k = (j+1)%3;
+ s = (float) Math.sqrt( (mat.get(i, i) - (mat.get(j, j) + mat.get(k, k))) + 1.0f);
+ setQ(i+1, s * 0.5f);
+ s = 0.5f / s;
+ q0 = (mat.get(k, j) - mat.get(j, k)) * s;
+ setQ(j+1, (mat.get(j, i) + mat.get(i, j)) * s);
+ setQ(k+1, (mat.get(k, i) + mat.get(i, k)) * s);
+ }
+ }
+
+ /** Rotate a vector by this quaternion. Implementation is from
+ Horn's <u>Robot Vision</u>. NOTE: src and dest must be different
+ vectors. */
+ public void rotateVector(Vec3f src, Vec3f dest) {
+ Vec3f qVec = new Vec3f(q1, q2, q3);
+ Vec3f qCrossX = qVec.cross(src);
+ Vec3f qCrossXCrossQ = qCrossX.cross(qVec);
+ qCrossX.scale(2.0f * q0);
+ qCrossXCrossQ.scale(-2.0f);
+ dest.add(src, qCrossX);
+ dest.add(dest, qCrossXCrossQ);
+ }
+
+ /** Rotate a vector by this quaternion, returning newly-allocated result. */
+ public Vec3f rotateVector(Vec3f src) {
+ Vec3f tmp = new Vec3f();
+ rotateVector(src, tmp);
+ return tmp;
+ }
+
+ public String toString() {
+ return "(" + q0 + ", " + q1 + ", " + q2 + ", " + q3 + ")";
+ }
+
+ private void setQ(int i, float val) {
+ switch (i) {
+ case 0: q0 = val; break;
+ case 1: q1 = val; break;
+ case 2: q2 = val; break;
+ case 3: q3 = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+}
diff --git a/src/gleem/linalg/SingularMatrixException.java b/src/gleem/linalg/SingularMatrixException.java
new file mode 100644
index 0000000..fa6ef32
--- /dev/null
+++ b/src/gleem/linalg/SingularMatrixException.java
@@ -0,0 +1,53 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Thrown to indicate a singular matrix during an inversion or
+ related operation. */
+
+public class SingularMatrixException extends RuntimeException {
+ public SingularMatrixException() {
+ super();
+ }
+
+ public SingularMatrixException(String msg) {
+ super(msg);
+ }
+}
diff --git a/src/gleem/linalg/Vec2f.java b/src/gleem/linalg/Vec2f.java
new file mode 100644
index 0000000..4c02b61
--- /dev/null
+++ b/src/gleem/linalg/Vec2f.java
@@ -0,0 +1,186 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** 2-element single-precision vector */
+
+public class Vec2f {
+ private float x;
+ private float y;
+
+ public Vec2f() {}
+
+ public Vec2f(Vec2f arg) {
+ this(arg.x, arg.y);
+ }
+
+ public Vec2f(float x, float y) {
+ set(x, y);
+ }
+
+ public Vec2f copy() {
+ return new Vec2f(this);
+ }
+
+ public void set(Vec2f arg) {
+ set(arg.x, arg.y);
+ }
+
+ public void set(float x, float y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /** Sets the ith component, 0 <= i < 2 */
+ public void set(int i, float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** Gets the ith component, 0 <= i < 2 */
+ public float get(int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+
+ public void setX(float x) { this.x = x; }
+ public void setY(float y) { this.y = y; }
+
+ public float dot(Vec2f arg) {
+ return x * arg.x + y * arg.y;
+ }
+
+ public float length() {
+ return (float) Math.sqrt(lengthSquared());
+ }
+
+ public float lengthSquared() {
+ return this.dot(this);
+ }
+
+ public void normalize() {
+ float len = length();
+ if (len == 0.0f) return;
+ scale(1.0f / len);
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec2f times(float val) {
+ Vec2f tmp = new Vec2f(this);
+ tmp.scale(val);
+ return tmp;
+ }
+
+ /** this = this * val */
+ public void scale(float val) {
+ x *= val;
+ y *= val;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec2f plus(Vec2f arg) {
+ Vec2f tmp = new Vec2f();
+ tmp.add(this, arg);
+ return tmp;
+ }
+
+ /** this = this + b */
+ public void add(Vec2f b) {
+ add(this, b);
+ }
+
+ /** this = a + b */
+ public void add(Vec2f a, Vec2f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ }
+
+ /** Returns this + s * arg; creates new vector */
+ public Vec2f addScaled(float s, Vec2f arg) {
+ Vec2f tmp = new Vec2f();
+ tmp.addScaled(this, s, arg);
+ return tmp;
+ }
+
+ /** this = a + s * b */
+ public void addScaled(Vec2f a, float s, Vec2f b) {
+ x = a.x + s * b.x;
+ y = a.y + s * b.y;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec2f minus(Vec2f arg) {
+ Vec2f tmp = new Vec2f();
+ tmp.sub(this, arg);
+ return tmp;
+ }
+
+ /** this = this - b */
+ public void sub(Vec2f b) {
+ sub(this, b);
+ }
+
+ /** this = a - b */
+ public void sub(Vec2f a, Vec2f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ }
+
+ public Vecf toVecf() {
+ Vecf out = new Vecf(2);
+ for (int i = 0; i < 2; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public String toString() {
+ return "(" + x + ", " + y + ")";
+ }
+}
diff --git a/src/gleem/linalg/Vec3d.java b/src/gleem/linalg/Vec3d.java
new file mode 100644
index 0000000..7a7a907
--- /dev/null
+++ b/src/gleem/linalg/Vec3d.java
@@ -0,0 +1,175 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ * See the file GLEEM-LICENSE.txt in the doc/ directory for licensing terms.
+ */
+
+package gleem.linalg;
+
+/** 3-element double-precision vector */
+
+public class Vec3d {
+ private double x;
+ private double y;
+ private double z;
+
+ public Vec3d() {}
+
+ public Vec3d(Vec3d arg) {
+ set(arg);
+ }
+
+ public Vec3d(double x, double y, double z) {
+ set(x, y, z);
+ }
+
+ public Vec3d copy() {
+ return new Vec3d(this);
+ }
+
+ /** Convert to single-precision */
+ public Vec3f toFloat() {
+ return new Vec3f((float) x, (float) y, (float) z);
+ }
+
+ public void set(Vec3d arg) {
+ set(arg.x, arg.y, arg.z);
+ }
+
+ public void set(double x, double y, double z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ /** Sets the ith component, 0 <= i < 3 */
+ public void set(int i, double val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ case 2: z = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** Gets the ith component, 0 <= i < 3 */
+ public double get(int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ case 2: return z;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public double x() { return x; }
+ public double y() { return y; }
+ public double z() { return z; }
+
+ public void setX(double x) { this.x = x; }
+ public void setY(double y) { this.y = y; }
+ public void setZ(double z) { this.z = z; }
+
+ public double dot(Vec3d arg) {
+ return x * arg.x + y * arg.y + z * arg.z;
+ }
+
+ public double length() {
+ return Math.sqrt(lengthSquared());
+ }
+
+ public double lengthSquared() {
+ return this.dot(this);
+ }
+
+ public void normalize() {
+ double len = length();
+ if (len == 0.0) return;
+ scale(1.0f / len);
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec3d times(double val) {
+ Vec3d tmp = new Vec3d(this);
+ tmp.scale(val);
+ return tmp;
+ }
+
+ /** this = this * val */
+ public void scale(double val) {
+ x *= val;
+ y *= val;
+ z *= val;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec3d plus(Vec3d arg) {
+ Vec3d tmp = new Vec3d();
+ tmp.add(this, arg);
+ return tmp;
+ }
+
+ /** this = this + b */
+ public void add(Vec3d b) {
+ add(this, b);
+ }
+
+ /** this = a + b */
+ public void add(Vec3d a, Vec3d b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ z = a.z + b.z;
+ }
+
+ /** Returns this + s * arg; creates new vector */
+ public Vec3d addScaled(double s, Vec3d arg) {
+ Vec3d tmp = new Vec3d();
+ tmp.addScaled(this, s, arg);
+ return tmp;
+ }
+
+ /** this = a + s * b */
+ public void addScaled(Vec3d a, double s, Vec3d b) {
+ x = a.x + s * b.x;
+ y = a.y + s * b.y;
+ z = a.z + s * b.z;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec3d minus(Vec3d arg) {
+ Vec3d tmp = new Vec3d();
+ tmp.sub(this, arg);
+ return tmp;
+ }
+
+ /** this = this - b */
+ public void sub(Vec3d b) {
+ sub(this, b);
+ }
+
+ /** this = a - b */
+ public void sub(Vec3d a, Vec3d b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ z = a.z - b.z;
+ }
+
+ /** Returns this cross arg; creates new vector */
+ public Vec3d cross(Vec3d arg) {
+ Vec3d tmp = new Vec3d();
+ tmp.cross(this, arg);
+ return tmp;
+ }
+
+ /** this = a cross b. NOTE: "this" must be a different vector than
+ both a and b. */
+ public void cross(Vec3d a, Vec3d b) {
+ x = a.y * b.z - a.z * b.y;
+ y = a.z * b.x - a.x * b.z;
+ z = a.x * b.y - a.y * b.x;
+ }
+
+ public String toString() {
+ return "(" + x + ", " + y + ", " + z + ")";
+ }
+}
diff --git a/src/gleem/linalg/Vec3f.java b/src/gleem/linalg/Vec3f.java
new file mode 100644
index 0000000..5468f3e
--- /dev/null
+++ b/src/gleem/linalg/Vec3f.java
@@ -0,0 +1,232 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** 3-element single-precision vector */
+
+public class Vec3f {
+ public static final Vec3f X_AXIS = new Vec3f( 1, 0, 0);
+ public static final Vec3f Y_AXIS = new Vec3f( 0, 1, 0);
+ public static final Vec3f Z_AXIS = new Vec3f( 0, 0, 1);
+ public static final Vec3f NEG_X_AXIS = new Vec3f(-1, 0, 0);
+ public static final Vec3f NEG_Y_AXIS = new Vec3f( 0, -1, 0);
+ public static final Vec3f NEG_Z_AXIS = new Vec3f( 0, 0, -1);
+
+ private float x;
+ private float y;
+ private float z;
+
+ public Vec3f() {}
+
+ public Vec3f(Vec3f arg) {
+ set(arg);
+ }
+
+ public Vec3f(float x, float y, float z) {
+ set(x, y, z);
+ }
+
+ public Vec3f copy() {
+ return new Vec3f(this);
+ }
+
+ /** Convert to double-precision */
+ public Vec3d toDouble() {
+ return new Vec3d(x, y, z);
+ }
+
+ public void set(Vec3f arg) {
+ set(arg.x, arg.y, arg.z);
+ }
+
+ public void set(float x, float y, float z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ /** Sets the ith component, 0 <= i < 3 */
+ public void set(int i, float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ case 2: z = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** Gets the ith component, 0 <= i < 3 */
+ public float get(int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ case 2: return z;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+ public float z() { return z; }
+
+ public void setX(float x) { this.x = x; }
+ public void setY(float y) { this.y = y; }
+ public void setZ(float z) { this.z = z; }
+
+ public float dot(Vec3f arg) {
+ return x * arg.x + y * arg.y + z * arg.z;
+ }
+
+ public float length() {
+ return (float) Math.sqrt(lengthSquared());
+ }
+
+ public float lengthSquared() {
+ return this.dot(this);
+ }
+
+ public void normalize() {
+ float len = length();
+ if (len == 0.0f) return;
+ scale(1.0f / len);
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec3f times(float val) {
+ Vec3f tmp = new Vec3f(this);
+ tmp.scale(val);
+ return tmp;
+ }
+
+ /** this = this * val */
+ public void scale(float val) {
+ x *= val;
+ y *= val;
+ z *= val;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec3f plus(Vec3f arg) {
+ Vec3f tmp = new Vec3f();
+ tmp.add(this, arg);
+ return tmp;
+ }
+
+ /** this = this + b */
+ public void add(Vec3f b) {
+ add(this, b);
+ }
+
+ /** this = a + b */
+ public void add(Vec3f a, Vec3f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ z = a.z + b.z;
+ }
+
+ /** Returns this + s * arg; creates new vector */
+ public Vec3f addScaled(float s, Vec3f arg) {
+ Vec3f tmp = new Vec3f();
+ tmp.addScaled(this, s, arg);
+ return tmp;
+ }
+
+ /** this = a + s * b */
+ public void addScaled(Vec3f a, float s, Vec3f b) {
+ x = a.x + s * b.x;
+ y = a.y + s * b.y;
+ z = a.z + s * b.z;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec3f minus(Vec3f arg) {
+ Vec3f tmp = new Vec3f();
+ tmp.sub(this, arg);
+ return tmp;
+ }
+
+ /** this = this - b */
+ public void sub(Vec3f b) {
+ sub(this, b);
+ }
+
+ /** this = a - b */
+ public void sub(Vec3f a, Vec3f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ z = a.z - b.z;
+ }
+
+ /** Returns this cross arg; creates new vector */
+ public Vec3f cross(Vec3f arg) {
+ Vec3f tmp = new Vec3f();
+ tmp.cross(this, arg);
+ return tmp;
+ }
+
+ /** this = a cross b. NOTE: "this" must be a different vector than
+ both a and b. */
+ public void cross(Vec3f a, Vec3f b) {
+ x = a.y * b.z - a.z * b.y;
+ y = a.z * b.x - a.x * b.z;
+ z = a.x * b.y - a.y * b.x;
+ }
+
+ /** Sets each component of this vector to the product of the
+ component with the corresponding component of the argument
+ vector. */
+ public void componentMul(Vec3f arg) {
+ x *= arg.x;
+ y *= arg.y;
+ z *= arg.z;
+ }
+
+ public Vecf toVecf() {
+ Vecf out = new Vecf(3);
+ for (int i = 0; i < 3; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public String toString() {
+ return "(" + x + ", " + y + ", " + z + ")";
+ }
+}
diff --git a/src/gleem/linalg/Vec4f.java b/src/gleem/linalg/Vec4f.java
new file mode 100644
index 0000000..bfb53ab
--- /dev/null
+++ b/src/gleem/linalg/Vec4f.java
@@ -0,0 +1,216 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** 4-element single-precision vector */
+
+public class Vec4f {
+ private float x;
+ private float y;
+ private float z;
+ private float w;
+
+ public Vec4f() {}
+
+ public Vec4f(Vec4f arg) {
+ set(arg);
+ }
+
+ public Vec4f(float x, float y, float z, float w) {
+ set(x, y, z, w);
+ }
+
+ public Vec4f copy() {
+ return new Vec4f(this);
+ }
+
+ public void set(Vec4f arg) {
+ set(arg.x, arg.y, arg.z, arg.w);
+ }
+
+ public void set(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ /** Sets the ith component, 0 <= i < 4 */
+ public void set(int i, float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ case 2: z = val; break;
+ case 3: w = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** Gets the ith component, 0 <= i < 4 */
+ public float get(int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ case 2: return z;
+ case 3: return w;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+ public float z() { return z; }
+ public float w() { return w; }
+
+ public void setX(float x) { this.x = x; }
+ public void setY(float y) { this.y = y; }
+ public void setZ(float z) { this.z = z; }
+ public void setW(float w) { this.w = w; }
+
+ public float dot(Vec4f arg) {
+ return x * arg.x + y * arg.y + z * arg.z + w * arg.w;
+ }
+
+ public float length() {
+ return (float) Math.sqrt(lengthSquared());
+ }
+
+ public float lengthSquared() {
+ return this.dot(this);
+ }
+
+ public void normalize() {
+ float len = length();
+ if (len == 0.0f) return;
+ scale(1.0f / len);
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec4f times(float val) {
+ Vec4f tmp = new Vec4f(this);
+ tmp.scale(val);
+ return tmp;
+ }
+
+ /** this = this * val */
+ public void scale(float val) {
+ x *= val;
+ y *= val;
+ z *= val;
+ w *= val;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec4f plus(Vec4f arg) {
+ Vec4f tmp = new Vec4f();
+ tmp.add(this, arg);
+ return tmp;
+ }
+
+ /** this = this + b */
+ public void add(Vec4f b) {
+ add(this, b);
+ }
+
+ /** this = a + b */
+ public void add(Vec4f a, Vec4f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ z = a.z + b.z;
+ w = a.w + b.w;
+ }
+
+ /** Returns this + s * arg; creates new vector */
+ public Vec4f addScaled(float s, Vec4f arg) {
+ Vec4f tmp = new Vec4f();
+ tmp.addScaled(this, s, arg);
+ return tmp;
+ }
+
+ /** this = a + s * b */
+ public void addScaled(Vec4f a, float s, Vec4f b) {
+ x = a.x + s * b.x;
+ y = a.y + s * b.y;
+ z = a.z + s * b.z;
+ w = a.w + s * b.w;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec4f minus(Vec4f arg) {
+ Vec4f tmp = new Vec4f();
+ tmp.sub(this, arg);
+ return tmp;
+ }
+
+ /** this = this - b */
+ public void sub(Vec4f b) {
+ sub(this, b);
+ }
+
+ /** this = a - b */
+ public void sub(Vec4f a, Vec4f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ z = a.z - b.z;
+ w = a.w - b.w;
+ }
+
+ /** Sets each component of this vector to the product of the
+ component with the corresponding component of the argument
+ vector. */
+ public void componentMul(Vec4f arg) {
+ x *= arg.x;
+ y *= arg.y;
+ z *= arg.z;
+ w *= arg.w;
+ }
+
+ public Vecf toVecf() {
+ Vecf out = new Vecf(4);
+ for (int i = 0; i < 4; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public String toString() {
+ return "(" + x + ", " + y + ", " + z + ")";
+ }
+}
diff --git a/src/gleem/linalg/Vecf.java b/src/gleem/linalg/Vecf.java
new file mode 100644
index 0000000..1249695
--- /dev/null
+++ b/src/gleem/linalg/Vecf.java
@@ -0,0 +1,96 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Arbitrary-length single-precision vector class. Currently very
+ simple and only supports a few needed operations. */
+
+public class Vecf {
+ private float[] data;
+
+ public Vecf(int n) {
+ data = new float[n];
+ }
+
+ public Vecf(Vecf arg) {
+ data = new float[arg.data.length];
+ System.arraycopy(arg.data, 0, data, 0, data.length);
+ }
+
+ public int length() {
+ return data.length;
+ }
+
+ public float get(int i) {
+ return data[i];
+ }
+
+ public void set(int i, float val) {
+ data[i] = val;
+ }
+
+ public Vec2f toVec2f() throws DimensionMismatchException {
+ if (length() != 2)
+ throw new DimensionMismatchException();
+ Vec2f out = new Vec2f();
+ for (int i = 0; i < 2; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public Vec3f toVec3f() throws DimensionMismatchException {
+ if (length() != 3)
+ throw new DimensionMismatchException();
+ Vec3f out = new Vec3f();
+ for (int i = 0; i < 3; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public Veci toInt() {
+ Veci out = new Veci(length());
+ for (int i = 0; i < length(); i++) {
+ out.set(i, (int) get(i));
+ }
+ return out;
+ }
+}
diff --git a/src/gleem/linalg/Veci.java b/src/gleem/linalg/Veci.java
new file mode 100644
index 0000000..d7705e7
--- /dev/null
+++ b/src/gleem/linalg/Veci.java
@@ -0,0 +1,96 @@
+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Arbitrary-length integer vector class. Currently very simple and
+ only supports a few needed operations. */
+
+public class Veci {
+ private int[] data;
+
+ public Veci(int n) {
+ data = new int[n];
+ }
+
+ public Veci(Veci arg) {
+ data = new int[arg.data.length];
+ System.arraycopy(arg.data, 0, data, 0, data.length);
+ }
+
+ public int length() {
+ return data.length;
+ }
+
+ public int get(int i) {
+ return data[i];
+ }
+
+ public void set(int i, int val) {
+ data[i] = val;
+ }
+
+ public Vec2f toVec2f() throws DimensionMismatchException {
+ if (length() != 2)
+ throw new DimensionMismatchException();
+ Vec2f out = new Vec2f();
+ for (int i = 0; i < 2; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public Vec3f toVec3f() throws DimensionMismatchException {
+ if (length() != 3)
+ throw new DimensionMismatchException();
+ Vec3f out = new Vec3f();
+ for (int i = 0; i < 3; i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+
+ public Vecf toVecf() {
+ Vecf out = new Vecf(length());
+ for (int i = 0; i < length(); i++) {
+ out.set(i, get(i));
+ }
+ return out;
+ }
+}
diff --git a/src/gleem/linalg/package.html b/src/gleem/linalg/package.html
new file mode 100644
index 0000000..bc1e60f
--- /dev/null
+++ b/src/gleem/linalg/package.html
@@ -0,0 +1,13 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
+<html>
+<body>
+
+Linear algebra and classes implementing basic 3D operations.
+
+<P>
+
+See the <a href = "http://www.media.mit.edu/~kbrussel/gleem/"> gleem
+home page </a> for more information.
+
+</body>
+</html>