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-/*
- * 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) + ")";
- }
-}