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package ru.olamedia.math;
import static org.openmali.FastMath.*;
// 4x4 float matrix, column-major notation
public class Matrix4f {
protected float[] m;
public Matrix4f() {
m = new float[16];
}
public Matrix4f(float[] m) {
this.m = m;
}
public Matrix4f(javax.vecmath.Matrix4f m2) {
m = new float[16];
m[0] = m2.m00;
m[1] = m2.m10;
m[2] = m2.m20;
m[3] = m2.m30;
m[4] = m2.m01;
m[5] = m2.m11;
m[6] = m2.m21;
m[7] = m2.m31;
m[8] = m2.m02;
m[9] = m2.m12;
m[10] = m2.m22;
m[11] = m2.m32;
m[12] = m2.m03;
m[13] = m2.m13;
m[14] = m2.m23;
m[15] = m2.m33;
}
public float[] toFloatArray() {
return m;
}
public void set(int i, float v) {
m[i] = v;
}
public float get(int i) {
return m[i];
}
public void loadIdentity() {
setIdentity();
}
public void setIdentity() {
m[0] = m[5] = m[10] = m[15] = 1.0f;
m[1] = m[2] = m[3] = m[4] = 0.0f;
m[6] = m[7] = m[8] = m[9] = 0.0f;
m[11] = m[12] = m[13] = m[14] = 0.0f;
}
public static Matrix4f translateMatrix(float x, float y, float z) {
Matrix4f m = new Matrix4f();
m.setIdentity();
// Translate slots.
m.set(12, x);
m.set(13, y);
m.set(14, z);
return m;
}
public static Matrix4f scaleMatrix(float sx, float sy, float sz) {
Matrix4f m = new Matrix4f();
m.setIdentity();
// Scale slots.
m.set(0, sx);
m.set(5, sy);
m.set(10, sz);
return m;
}
public static Matrix4f rotateXMatrix(float degrees) {
float radians = toRad(degrees);
float c = cos(radians);
float s = sin(radians);
Matrix4f m = new Matrix4f();
m.setIdentity();
// Rotate X formula.
m.set(5, c);
m.set(6, -s);
m.set(9, s);
m.set(10, c);
return m;
}
public static Matrix4f rotateYMatrix(float degrees) {
float radians = toRad(degrees);
float c = cos(radians);
float s = sin(radians);
Matrix4f m = new Matrix4f();
m.setIdentity();
// Rotate Y formula.
m.set(0, c);
m.set(2, s);
m.set(8, -s);
m.set(10, c);
return m;
}
public static Matrix4f rotateZMatrix(float degrees) {
float radians = toRad(degrees);
float c = cos(radians);
float s = sin(radians);
Matrix4f m = new Matrix4f();
m.setIdentity();
// Rotate Z formula.
m.set(0, c);
m.set(1, s);
m.set(4, -s);
m.set(5, c);
return m;
}
public Vector3f getUpVector() {
return new Vector3f(m[1], m[5], m[9]);
}
public Vector3f getLookVector() { // POSITIVE_Z
return new Vector3f(m[2], m[6], m[10]);
}
public Vector3f getRightVector() {
return new Vector3f(m[0], m[4], m[8]);
}
public Matrix4f multiply(Matrix4f m) {
return Matrix4fUtil.multiply(this, m);
}
public void apply(Matrix4f m) {
this.m = multiply(m).toFloatArray();
}
public float[] getAngles() {
// TODO check majority
float ax, ay, az;
float cy;
ay = -asin(m[2]); /* Calculate Y-axis angle */
cy = cos(ay);
ay = toDeg(ay);
float trX, trY;
if (Math.abs(cy) > 0.005) /* Gimball lock? */
{
trX = m[10] / cy; /* No, so get X-axis angle */
trY = -m[6] / cy;
ax = toDeg(atan2(trY, trX));
trX = m[0] / cy; /* Get Z-axis angle */
trY = -m[1] / cy;
az = toDeg(atan2(trY, trX));
} else /* Gimball lock has occurred */
{
ax = 0; /* Set X-axis angle to zero */
trX = m[5]; /* And calculate Z-axis angle */
trY = m[4];
az = toDeg(atan2(trY, trX));
}
ax = clamp(ax, 0, 360); /* Clamp all angles to range */
ay = clamp(ay, 0, 360);
az = clamp(az, 0, 360);
return new float[] { ax, ay, ax };
}
private float clamp(float a, float min, float max) {
a = a % max;
return a;
}
public float c(int column, int row) {
// COLUMN-BASED
return m[column * 4 + row];
}
public void set(float[] m) {
this.m = m;
}
}
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