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