picrate 0.0.2-java

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Files changed (179) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +47 -0
  3. data/.mvn/extensions.xml +9 -0
  4. data/.mvn/wrapper/maven-wrapper.properties +1 -0
  5. data/.travis.yml +10 -0
  6. data/CHANGELOG.md +4 -0
  7. data/LICENSE.md +165 -0
  8. data/README.md +51 -0
  9. data/Rakefile +59 -0
  10. data/bin/picrate +8 -0
  11. data/docs/.gitignore +6 -0
  12. data/docs/_config.yml +30 -0
  13. data/docs/_includes/footer.html +38 -0
  14. data/docs/_includes/head.html +16 -0
  15. data/docs/_includes/header.html +27 -0
  16. data/docs/_includes/icon-github.html +1 -0
  17. data/docs/_includes/icon-github.svg +1 -0
  18. data/docs/_includes/icon-twitter.html +1 -0
  19. data/docs/_includes/icon-twitter.svg +1 -0
  20. data/docs/_includes/navigation.html +24 -0
  21. data/docs/_layouts/default.html +20 -0
  22. data/docs/_layouts/page.html +14 -0
  23. data/docs/_layouts/post.html +15 -0
  24. data/docs/_posts/2018-05-06-getting_started.md +8 -0
  25. data/docs/_posts/2018-05-06-install_jruby.md +35 -0
  26. data/docs/_sass/_base.scss +206 -0
  27. data/docs/_sass/_layout.scss +242 -0
  28. data/docs/_sass/_syntax-highlighting.scss +71 -0
  29. data/docs/about.md +10 -0
  30. data/docs/css/main.scss +38 -0
  31. data/docs/favicon.ico +0 -0
  32. data/docs/feed.xml +30 -0
  33. data/docs/index.html +38 -0
  34. data/lib/picrate.rb +10 -0
  35. data/lib/picrate/app.rb +187 -0
  36. data/lib/picrate/creators/sketch_class.rb +57 -0
  37. data/lib/picrate/creators/sketch_factory.rb +12 -0
  38. data/lib/picrate/creators/sketch_writer.rb +21 -0
  39. data/lib/picrate/helper_methods.rb +214 -0
  40. data/lib/picrate/helpers/numeric.rb +9 -0
  41. data/lib/picrate/library.rb +69 -0
  42. data/lib/picrate/library_loader.rb +53 -0
  43. data/lib/picrate/native_folder.rb +35 -0
  44. data/lib/picrate/native_loader.rb +27 -0
  45. data/lib/picrate/runner.rb +81 -0
  46. data/lib/picrate/version.rb +4 -0
  47. data/library/boids/boids.rb +209 -0
  48. data/library/chooser/chooser.rb +19 -0
  49. data/library/control_panel/control_panel.rb +182 -0
  50. data/library/library_proxy/README.md +99 -0
  51. data/library/library_proxy/library_proxy.rb +14 -0
  52. data/library/slider/slider.rb +42 -0
  53. data/library/vector_utils/vector_utils.rb +69 -0
  54. data/library/video_event/video_event.rb +3 -0
  55. data/license.txt +508 -0
  56. data/picrate.gemspec +35 -0
  57. data/pom.rb +122 -0
  58. data/pom.xml +214 -0
  59. data/src/main/java/japplemenubar/JAppleMenuBar.java +88 -0
  60. data/src/main/java/japplemenubar/libjAppleMenuBar.jnilib +0 -0
  61. data/src/main/java/monkstone/ColorUtil.java +115 -0
  62. data/src/main/java/monkstone/MathToolModule.java +236 -0
  63. data/src/main/java/monkstone/PicrateLibrary.java +47 -0
  64. data/src/main/java/monkstone/core/LibraryProxy.java +127 -0
  65. data/src/main/java/monkstone/fastmath/Deglut.java +122 -0
  66. data/src/main/java/monkstone/fastmath/package-info.java +6 -0
  67. data/src/main/java/monkstone/filechooser/Chooser.java +48 -0
  68. data/src/main/java/monkstone/noise/SimplexNoise.java +465 -0
  69. data/src/main/java/monkstone/slider/CustomHorizontalSlider.java +168 -0
  70. data/src/main/java/monkstone/slider/CustomVerticalSlider.java +182 -0
  71. data/src/main/java/monkstone/slider/SimpleHorizontalSlider.java +149 -0
  72. data/src/main/java/monkstone/slider/SimpleSlider.java +196 -0
  73. data/src/main/java/monkstone/slider/SimpleVerticalSlider.java +163 -0
  74. data/src/main/java/monkstone/slider/Slider.java +67 -0
  75. data/src/main/java/monkstone/slider/SliderBar.java +277 -0
  76. data/src/main/java/monkstone/slider/SliderGroup.java +78 -0
  77. data/src/main/java/monkstone/slider/WheelHandler.java +35 -0
  78. data/src/main/java/monkstone/vecmath/AppRender.java +87 -0
  79. data/src/main/java/monkstone/vecmath/JRender.java +56 -0
  80. data/src/main/java/monkstone/vecmath/ShapeRender.java +87 -0
  81. data/src/main/java/monkstone/vecmath/package-info.java +20 -0
  82. data/src/main/java/monkstone/vecmath/vec2/Vec2.java +757 -0
  83. data/src/main/java/monkstone/vecmath/vec2/package-info.java +6 -0
  84. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +727 -0
  85. data/src/main/java/monkstone/vecmath/vec3/package-info.java +6 -0
  86. data/src/main/java/monkstone/videoevent/VideoInterface.java +42 -0
  87. data/src/main/java/monkstone/videoevent/package-info.java +20 -0
  88. data/src/main/java/processing/awt/PGraphicsJava2D.java +3098 -0
  89. data/src/main/java/processing/awt/PShapeJava2D.java +401 -0
  90. data/src/main/java/processing/awt/PSurfaceAWT.java +1660 -0
  91. data/src/main/java/processing/core/PApplet.java +17647 -0
  92. data/src/main/java/processing/core/PConstants.java +1033 -0
  93. data/src/main/java/processing/core/PFont.java +1250 -0
  94. data/src/main/java/processing/core/PGraphics.java +9614 -0
  95. data/src/main/java/processing/core/PImage.java +3608 -0
  96. data/src/main/java/processing/core/PMatrix.java +347 -0
  97. data/src/main/java/processing/core/PMatrix2D.java +694 -0
  98. data/src/main/java/processing/core/PMatrix3D.java +1153 -0
  99. data/src/main/java/processing/core/PShape.java +4332 -0
  100. data/src/main/java/processing/core/PShapeOBJ.java +544 -0
  101. data/src/main/java/processing/core/PShapeSVG.java +1987 -0
  102. data/src/main/java/processing/core/PStyle.java +208 -0
  103. data/src/main/java/processing/core/PSurface.java +242 -0
  104. data/src/main/java/processing/core/PSurfaceNone.java +479 -0
  105. data/src/main/java/processing/core/PVector.java +1140 -0
  106. data/src/main/java/processing/data/FloatDict.java +829 -0
  107. data/src/main/java/processing/data/FloatList.java +912 -0
  108. data/src/main/java/processing/data/IntDict.java +796 -0
  109. data/src/main/java/processing/data/IntList.java +913 -0
  110. data/src/main/java/processing/data/JSONArray.java +1260 -0
  111. data/src/main/java/processing/data/JSONObject.java +2282 -0
  112. data/src/main/java/processing/data/JSONTokener.java +435 -0
  113. data/src/main/java/processing/data/Sort.java +46 -0
  114. data/src/main/java/processing/data/StringDict.java +601 -0
  115. data/src/main/java/processing/data/StringList.java +775 -0
  116. data/src/main/java/processing/data/Table.java +4923 -0
  117. data/src/main/java/processing/data/TableRow.java +198 -0
  118. data/src/main/java/processing/data/XML.java +1149 -0
  119. data/src/main/java/processing/event/Event.java +108 -0
  120. data/src/main/java/processing/event/KeyEvent.java +70 -0
  121. data/src/main/java/processing/event/MouseEvent.java +149 -0
  122. data/src/main/java/processing/event/TouchEvent.java +57 -0
  123. data/src/main/java/processing/javafx/PGraphicsFX2D.java +354 -0
  124. data/src/main/java/processing/opengl/FontTexture.java +379 -0
  125. data/src/main/java/processing/opengl/FrameBuffer.java +503 -0
  126. data/src/main/java/processing/opengl/LinePath.java +623 -0
  127. data/src/main/java/processing/opengl/LineStroker.java +685 -0
  128. data/src/main/java/processing/opengl/PGL.java +3366 -0
  129. data/src/main/java/processing/opengl/PGraphics2D.java +615 -0
  130. data/src/main/java/processing/opengl/PGraphics3D.java +281 -0
  131. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +13634 -0
  132. data/src/main/java/processing/opengl/PJOGL.java +1966 -0
  133. data/src/main/java/processing/opengl/PShader.java +1478 -0
  134. data/src/main/java/processing/opengl/PShapeOpenGL.java +5234 -0
  135. data/src/main/java/processing/opengl/PSurfaceJOGL.java +1315 -0
  136. data/src/main/java/processing/opengl/Texture.java +1670 -0
  137. data/src/main/java/processing/opengl/VertexBuffer.java +88 -0
  138. data/src/main/java/processing/opengl/cursors/arrow.png +0 -0
  139. data/src/main/java/processing/opengl/cursors/cross.png +0 -0
  140. data/src/main/java/processing/opengl/cursors/hand.png +0 -0
  141. data/src/main/java/processing/opengl/cursors/license.txt +27 -0
  142. data/src/main/java/processing/opengl/cursors/move.png +0 -0
  143. data/src/main/java/processing/opengl/cursors/text.png +0 -0
  144. data/src/main/java/processing/opengl/cursors/wait.png +0 -0
  145. data/src/main/java/processing/opengl/shaders/ColorFrag.glsl +32 -0
  146. data/src/main/java/processing/opengl/shaders/ColorVert.glsl +34 -0
  147. data/src/main/java/processing/opengl/shaders/LightFrag.glsl +33 -0
  148. data/src/main/java/processing/opengl/shaders/LightVert-vc4.glsl +154 -0
  149. data/src/main/java/processing/opengl/shaders/LightVert.glsl +151 -0
  150. data/src/main/java/processing/opengl/shaders/LineFrag.glsl +32 -0
  151. data/src/main/java/processing/opengl/shaders/LineVert.glsl +100 -0
  152. data/src/main/java/processing/opengl/shaders/MaskFrag.glsl +40 -0
  153. data/src/main/java/processing/opengl/shaders/PointFrag.glsl +32 -0
  154. data/src/main/java/processing/opengl/shaders/PointVert.glsl +56 -0
  155. data/src/main/java/processing/opengl/shaders/TexFrag.glsl +37 -0
  156. data/src/main/java/processing/opengl/shaders/TexLightFrag.glsl +37 -0
  157. data/src/main/java/processing/opengl/shaders/TexLightVert-vc4.glsl +160 -0
  158. data/src/main/java/processing/opengl/shaders/TexLightVert.glsl +157 -0
  159. data/src/main/java/processing/opengl/shaders/TexVert.glsl +38 -0
  160. data/src/main/resources/icon/icon-1024.png +0 -0
  161. data/src/main/resources/icon/icon-128.png +0 -0
  162. data/src/main/resources/icon/icon-16.png +0 -0
  163. data/src/main/resources/icon/icon-256.png +0 -0
  164. data/src/main/resources/icon/icon-32.png +0 -0
  165. data/src/main/resources/icon/icon-48.png +0 -0
  166. data/src/main/resources/icon/icon-512.png +0 -0
  167. data/src/main/resources/icon/icon-64.png +0 -0
  168. data/src/main/resources/license.txt +508 -0
  169. data/test/create_test.rb +68 -0
  170. data/test/deglut_spec_test.rb +24 -0
  171. data/test/helper_methods_test.rb +58 -0
  172. data/test/math_tool_test.rb +75 -0
  173. data/test/respond_to_test.rb +215 -0
  174. data/test/sketches/key_event.rb +37 -0
  175. data/test/sketches/library/my_library/my_library.rb +32 -0
  176. data/test/test_helper.rb +3 -0
  177. data/test/vecmath_spec_test.rb +522 -0
  178. data/vendors/Rakefile +127 -0
  179. metadata +289 -0
@@ -0,0 +1,1153 @@
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+ /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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+
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+ /*
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+ Part of the Processing project - http://processing.org
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+
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+ Copyright (c) 2005-12 Ben Fry and Casey Reas
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+
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+ This library is free software; you can redistribute it and/or
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+ modify it under the terms of the GNU Lesser General Public
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+ License version 2.1 as published by the Free Software Foundation.
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+
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+ This library is distributed in the hope that it will be useful,
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+ but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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+ Lesser General Public License for more details.
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+
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+ You should have received a copy of the GNU Lesser General
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+ Public License along with this library; if not, write to the
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+ Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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+ Boston, MA 02111-1307 USA
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+ */
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+
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+ package processing.core;
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+
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+
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+ /**
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+ * 4x4 matrix implementation.
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+ * Matrices are used to describe a transformation; see {@link PMatrix} for a
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+ * general description. This matrix looks like the following when multiplying
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+ * a vector (x, y, z, w) in {@code mult()}.
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+ * <pre>
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+ * [m00 m01 m02 m03][x] [m00*x + m01*y + m02*z + m03*w] [x']
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+ * [m10 m11 m12 m13][y] = [m10*x + m11*y + m12*z + m13*w] = [y']
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+ * [m20 m21 m22 m23][z] [m20*x + m21*y + m22*z + m23*w] [z']
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+ * [m30 m31 m32 m33][w] [m30*x + m31*y + m32*z + m33*w] [w']</pre>
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+ * (x', y', z', w') is returned. The values in the matrix determine the
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+ * transformation. They are modified by the various transformation functions.
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+ *
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+ * To transform 3D coordinates, w is set to 1, amd w' is made to be 1 by
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+ * setting the bottom row of the matrix to <code>[0 0 0 1]</code>. The
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+ * resulting point is then (x', y', z').
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+ */
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+ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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+
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+ /**
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+ *
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+ */
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+ public float m00,
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+
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+ /**
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+ *
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+ */
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+ m01,
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+
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+ /**
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+ *
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+ */
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+ m02,
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+
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+ /**
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+ *
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+ */
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+ m03;
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+
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+ /**
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+ *
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+ */
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+ public float m10,
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+
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+ /**
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+ *
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+ */
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+ m11,
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+
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+ /**
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+ *
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+ */
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+ m12,
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+
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+ /**
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+ *
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+ */
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+ m13;
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+
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+ /**
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+ *
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+ */
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+ public float m20,
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+
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+ /**
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+ *
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+ */
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+ m21,
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+
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+ /**
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+ *
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+ */
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+ m22, m23;
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+
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+ /**
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+ *
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+ */
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+ public float m30,
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+
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+ /**
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+ *
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+ */
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+ m31,
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+
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+ /**
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+ *
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+ */
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+ m32,
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+
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+ /**
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+ *
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+ */
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+ m33;
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+
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+
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+ // locally allocated version to avoid creating new memory
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+
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+ /**
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+ *
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+ */
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+ protected PMatrix3D inverseCopy;
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+
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+ /**
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+ *
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+ */
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+ public PMatrix3D() {
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+ reset();
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+ }
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+
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+ /**
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+ *
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+ * @param m00
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+ * @param m01
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+ * @param m02
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+ * @param m10
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+ * @param m11
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+ * @param m12
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+ */
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+ public PMatrix3D(float m00, float m01, float m02,
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+ float m10, float m11, float m12) {
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+ set(m00, m01, m02, 0,
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+ m10, m11, m12, 0,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1);
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+ }
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+
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+ /**
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+ *
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+ * @param m00
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+ * @param m01
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+ * @param m02
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+ * @param m03
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+ * @param m10
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+ * @param m11
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+ * @param m12
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+ * @param m13
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+ * @param m20
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+ * @param m21
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+ * @param m22
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+ * @param m23
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+ * @param m30
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+ * @param m31
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+ * @param m32
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+ * @param m33
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+ */
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+ public PMatrix3D(float m00, float m01, float m02, float m03,
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+ float m10, float m11, float m12, float m13,
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+ float m20, float m21, float m22, float m23,
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+ float m30, float m31, float m32, float m33) {
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+ set(m00, m01, m02, m03,
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+ m10, m11, m12, m13,
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+ m20, m21, m22, m23,
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+ m30, m31, m32, m33);
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+ }
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+
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+ /**
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+ *
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+ * @param matrix
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+ */
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+ public PMatrix3D(PMatrix matrix) {
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+ set(matrix);
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+ }
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+
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+
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+ public void reset() {
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+ set(1, 0, 0, 0,
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+ 0, 1, 0, 0,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1);
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+ }
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+
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+
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+ /**
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+ * Returns a copy of this PMatrix.
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+ * @return
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+ */
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+ public PMatrix3D get() {
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+ PMatrix3D outgoing = new PMatrix3D();
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+ outgoing.set(this);
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+ return outgoing;
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+ }
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+
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+
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+ /**
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+ * Copies the matrix contents into a 16 entry float array.
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+ * If target is null (or not the correct size), a new array will be created.
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+ * @param target
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+ * @return
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+ */
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+ public float[] get(float[] target) {
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+ if ((target == null) || (target.length != 16)) {
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+ target = new float[16];
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+ }
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+ target[0] = m00;
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+ target[1] = m01;
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+ target[2] = m02;
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+ target[3] = m03;
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+
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+ target[4] = m10;
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+ target[5] = m11;
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+ target[6] = m12;
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+ target[7] = m13;
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+
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+ target[8] = m20;
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+ target[9] = m21;
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+ target[10] = m22;
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+ target[11] = m23;
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+
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+ target[12] = m30;
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+ target[13] = m31;
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+ target[14] = m32;
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+ target[15] = m33;
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+
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+ return target;
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+ }
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+
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+
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+ public void set(PMatrix matrix) {
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+ if (matrix instanceof PMatrix3D) {
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+ PMatrix3D src = (PMatrix3D) matrix;
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+ set(src.m00, src.m01, src.m02, src.m03,
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+ src.m10, src.m11, src.m12, src.m13,
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+ src.m20, src.m21, src.m22, src.m23,
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+ src.m30, src.m31, src.m32, src.m33);
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+ } else {
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+ PMatrix2D src = (PMatrix2D) matrix;
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+ set(src.m00, src.m01, 0, src.m02,
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+ src.m10, src.m11, 0, src.m12,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1);
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+ }
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+ }
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+
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+
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+ public void set(float[] source) {
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+ if (source.length == 6) {
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+ set(source[0], source[1], source[2],
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+ source[3], source[4], source[5]);
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+
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+ } else if (source.length == 16) {
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+ m00 = source[0];
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+ m01 = source[1];
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+ m02 = source[2];
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+ m03 = source[3];
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+
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+ m10 = source[4];
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+ m11 = source[5];
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+ m12 = source[6];
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+ m13 = source[7];
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+
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+ m20 = source[8];
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+ m21 = source[9];
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+ m22 = source[10];
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+ m23 = source[11];
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+
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+ m30 = source[12];
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+ m31 = source[13];
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+ m32 = source[14];
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+ m33 = source[15];
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+ }
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+ }
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+
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+
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+ public void set(float m00, float m01, float m02,
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+ float m10, float m11, float m12) {
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+ set(m00, m01, 0, m02,
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+ m10, m11, 0, m12,
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+ 0, 0, 1, 0,
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+ 0, 0, 0, 1);
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+ }
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+
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+
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+ public void set(float m00, float m01, float m02, float m03,
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+ float m10, float m11, float m12, float m13,
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+ float m20, float m21, float m22, float m23,
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+ float m30, float m31, float m32, float m33) {
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+ this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
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+ this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
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+ this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
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+ this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
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+ }
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+
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+ /**
309
+ *
310
+ * @param tx
311
+ * @param ty
312
+ */
313
+ public void translate(float tx, float ty) {
314
+ translate(tx, ty, 0);
315
+ }
316
+
317
+ // public void invTranslate(float tx, float ty) {
318
+ // invTranslate(tx, ty, 0);
319
+ // }
320
+
321
+ /**
322
+ *
323
+ * @param tx
324
+ * @param ty
325
+ * @param tz
326
+ */
327
+ public void translate(float tx, float ty, float tz) {
328
+ m03 += tx*m00 + ty*m01 + tz*m02;
329
+ m13 += tx*m10 + ty*m11 + tz*m12;
330
+ m23 += tx*m20 + ty*m21 + tz*m22;
331
+ m33 += tx*m30 + ty*m31 + tz*m32;
332
+ }
333
+
334
+ /**
335
+ *
336
+ * @param angle
337
+ */
338
+ public void rotate(float angle) {
339
+ rotateZ(angle);
340
+ }
341
+
342
+ /**
343
+ *
344
+ * @param angle
345
+ */
346
+ public void rotateX(float angle) {
347
+ float c = cos(angle);
348
+ float s = sin(angle);
349
+ apply(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
350
+ }
351
+
352
+ /**
353
+ *
354
+ * @param angle
355
+ */
356
+ public void rotateY(float angle) {
357
+ float c = cos(angle);
358
+ float s = sin(angle);
359
+ apply(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
360
+ }
361
+
362
+ /**
363
+ *
364
+ * @param angle
365
+ */
366
+ public void rotateZ(float angle) {
367
+ float c = cos(angle);
368
+ float s = sin(angle);
369
+ apply(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
370
+ }
371
+
372
+ /**
373
+ *
374
+ * @param angle
375
+ * @param v0
376
+ * @param v1
377
+ * @param v2
378
+ */
379
+ public void rotate(float angle, float v0, float v1, float v2) {
380
+ float norm2 = v0 * v0 + v1 * v1 + v2 * v2;
381
+ if (norm2 < PConstants.EPSILON) {
382
+ // The vector is zero, cannot apply rotation.
383
+ return;
384
+ }
385
+
386
+ if (Math.abs(norm2 - 1) > PConstants.EPSILON) {
387
+ // The rotation vector is not normalized.
388
+ float norm = PApplet.sqrt(norm2);
389
+ v0 /= norm;
390
+ v1 /= norm;
391
+ v2 /= norm;
392
+ }
393
+
394
+ float c = cos(angle);
395
+ float s = sin(angle);
396
+ float t = 1.0f - c;
397
+
398
+ apply((t*v0*v0) + c, (t*v0*v1) - (s*v2), (t*v0*v2) + (s*v1), 0,
399
+ (t*v0*v1) + (s*v2), (t*v1*v1) + c, (t*v1*v2) - (s*v0), 0,
400
+ (t*v0*v2) - (s*v1), (t*v1*v2) + (s*v0), (t*v2*v2) + c, 0,
401
+ 0, 0, 0, 1);
402
+ }
403
+
404
+ /**
405
+ *
406
+ * @param s
407
+ */
408
+ public void scale(float s) {
409
+ //apply(s, 0, 0, 0, 0, s, 0, 0, 0, 0, s, 0, 0, 0, 0, 1);
410
+ scale(s, s, s);
411
+ }
412
+
413
+ /**
414
+ *
415
+ * @param sx
416
+ * @param sy
417
+ */
418
+ public void scale(float sx, float sy) {
419
+ //apply(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
420
+ scale(sx, sy, 1);
421
+ }
422
+
423
+ /**
424
+ *
425
+ * @param x
426
+ * @param y
427
+ * @param z
428
+ */
429
+ public void scale(float x, float y, float z) {
430
+ //apply(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
431
+ m00 *= x; m01 *= y; m02 *= z;
432
+ m10 *= x; m11 *= y; m12 *= z;
433
+ m20 *= x; m21 *= y; m22 *= z;
434
+ m30 *= x; m31 *= y; m32 *= z;
435
+ }
436
+
437
+ /**
438
+ *
439
+ * @param angle
440
+ */
441
+ public void shearX(float angle) {
442
+ float t = (float) Math.tan(angle);
443
+ apply(1, t, 0, 0,
444
+ 0, 1, 0, 0,
445
+ 0, 0, 1, 0,
446
+ 0, 0, 0, 1);
447
+ }
448
+
449
+ /**
450
+ *
451
+ * @param angle
452
+ */
453
+ public void shearY(float angle) {
454
+ float t = (float) Math.tan(angle);
455
+ apply(1, 0, 0, 0,
456
+ t, 1, 0, 0,
457
+ 0, 0, 1, 0,
458
+ 0, 0, 0, 1);
459
+ }
460
+
461
+
462
+ public void apply(PMatrix source) {
463
+ if (source instanceof PMatrix2D) {
464
+ apply((PMatrix2D) source);
465
+ } else if (source instanceof PMatrix3D) {
466
+ apply((PMatrix3D) source);
467
+ }
468
+ }
469
+
470
+
471
+ public void apply(PMatrix2D source) {
472
+ apply(source.m00, source.m01, 0, source.m02,
473
+ source.m10, source.m11, 0, source.m12,
474
+ 0, 0, 1, 0,
475
+ 0, 0, 0, 1);
476
+ }
477
+
478
+
479
+ public void apply(PMatrix3D source) {
480
+ apply(source.m00, source.m01, source.m02, source.m03,
481
+ source.m10, source.m11, source.m12, source.m13,
482
+ source.m20, source.m21, source.m22, source.m23,
483
+ source.m30, source.m31, source.m32, source.m33);
484
+ }
485
+
486
+
487
+ public void apply(float n00, float n01, float n02,
488
+ float n10, float n11, float n12) {
489
+ apply(n00, n01, 0, n02,
490
+ n10, n11, 0, n12,
491
+ 0, 0, 1, 0,
492
+ 0, 0, 0, 1);
493
+ }
494
+
495
+
496
+ public void apply(float n00, float n01, float n02, float n03,
497
+ float n10, float n11, float n12, float n13,
498
+ float n20, float n21, float n22, float n23,
499
+ float n30, float n31, float n32, float n33) {
500
+
501
+ float r00 = m00*n00 + m01*n10 + m02*n20 + m03*n30;
502
+ float r01 = m00*n01 + m01*n11 + m02*n21 + m03*n31;
503
+ float r02 = m00*n02 + m01*n12 + m02*n22 + m03*n32;
504
+ float r03 = m00*n03 + m01*n13 + m02*n23 + m03*n33;
505
+
506
+ float r10 = m10*n00 + m11*n10 + m12*n20 + m13*n30;
507
+ float r11 = m10*n01 + m11*n11 + m12*n21 + m13*n31;
508
+ float r12 = m10*n02 + m11*n12 + m12*n22 + m13*n32;
509
+ float r13 = m10*n03 + m11*n13 + m12*n23 + m13*n33;
510
+
511
+ float r20 = m20*n00 + m21*n10 + m22*n20 + m23*n30;
512
+ float r21 = m20*n01 + m21*n11 + m22*n21 + m23*n31;
513
+ float r22 = m20*n02 + m21*n12 + m22*n22 + m23*n32;
514
+ float r23 = m20*n03 + m21*n13 + m22*n23 + m23*n33;
515
+
516
+ float r30 = m30*n00 + m31*n10 + m32*n20 + m33*n30;
517
+ float r31 = m30*n01 + m31*n11 + m32*n21 + m33*n31;
518
+ float r32 = m30*n02 + m31*n12 + m32*n22 + m33*n32;
519
+ float r33 = m30*n03 + m31*n13 + m32*n23 + m33*n33;
520
+
521
+ m00 = r00; m01 = r01; m02 = r02; m03 = r03;
522
+ m10 = r10; m11 = r11; m12 = r12; m13 = r13;
523
+ m20 = r20; m21 = r21; m22 = r22; m23 = r23;
524
+ m30 = r30; m31 = r31; m32 = r32; m33 = r33;
525
+ }
526
+
527
+
528
+ /**
529
+ * Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
530
+ * @param left
531
+ */
532
+ public void preApply(PMatrix2D left) {
533
+ preApply(left.m00, left.m01, 0, left.m02,
534
+ left.m10, left.m11, 0, left.m12,
535
+ 0, 0, 1, 0,
536
+ 0, 0, 0, 1);
537
+ }
538
+
539
+
540
+ /**
541
+ * Apply another matrix to the left of this one.
542
+ * @param source
543
+ */
544
+ public void preApply(PMatrix source) {
545
+ if (source instanceof PMatrix2D) {
546
+ preApply((PMatrix2D) source);
547
+ } else if (source instanceof PMatrix3D) {
548
+ preApply((PMatrix3D) source);
549
+ }
550
+ }
551
+
552
+
553
+ /**
554
+ * Apply another matrix to the left of this one.
555
+ * @param left
556
+ */
557
+ public void preApply(PMatrix3D left) {
558
+ preApply(left.m00, left.m01, left.m02, left.m03,
559
+ left.m10, left.m11, left.m12, left.m13,
560
+ left.m20, left.m21, left.m22, left.m23,
561
+ left.m30, left.m31, left.m32, left.m33);
562
+ }
563
+
564
+
565
+ /**
566
+ * Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
567
+ * @param n00
568
+ * @param n01
569
+ * @param n10
570
+ * @param n02
571
+ * @param n11
572
+ * @param n12
573
+ */
574
+ public void preApply(float n00, float n01, float n02,
575
+ float n10, float n11, float n12) {
576
+ preApply(n00, n01, 0, n02,
577
+ n10, n11, 0, n12,
578
+ 0, 0, 1, 0,
579
+ 0, 0, 0, 1);
580
+ }
581
+
582
+
583
+ /**
584
+ * Apply another matrix to the left of this one.
585
+ * @param n00
586
+ * @param n01
587
+ * @param n03
588
+ * @param n02
589
+ * @param n32
590
+ * @param n10
591
+ * @param n12
592
+ * @param n23
593
+ * @param n20
594
+ * @param n11
595
+ * @param n21
596
+ * @param n13
597
+ * @param n31
598
+ * @param n22
599
+ * @param n30
600
+ * @param n33
601
+ */
602
+ public void preApply(float n00, float n01, float n02, float n03,
603
+ float n10, float n11, float n12, float n13,
604
+ float n20, float n21, float n22, float n23,
605
+ float n30, float n31, float n32, float n33) {
606
+
607
+ float r00 = n00*m00 + n01*m10 + n02*m20 + n03*m30;
608
+ float r01 = n00*m01 + n01*m11 + n02*m21 + n03*m31;
609
+ float r02 = n00*m02 + n01*m12 + n02*m22 + n03*m32;
610
+ float r03 = n00*m03 + n01*m13 + n02*m23 + n03*m33;
611
+
612
+ float r10 = n10*m00 + n11*m10 + n12*m20 + n13*m30;
613
+ float r11 = n10*m01 + n11*m11 + n12*m21 + n13*m31;
614
+ float r12 = n10*m02 + n11*m12 + n12*m22 + n13*m32;
615
+ float r13 = n10*m03 + n11*m13 + n12*m23 + n13*m33;
616
+
617
+ float r20 = n20*m00 + n21*m10 + n22*m20 + n23*m30;
618
+ float r21 = n20*m01 + n21*m11 + n22*m21 + n23*m31;
619
+ float r22 = n20*m02 + n21*m12 + n22*m22 + n23*m32;
620
+ float r23 = n20*m03 + n21*m13 + n22*m23 + n23*m33;
621
+
622
+ float r30 = n30*m00 + n31*m10 + n32*m20 + n33*m30;
623
+ float r31 = n30*m01 + n31*m11 + n32*m21 + n33*m31;
624
+ float r32 = n30*m02 + n31*m12 + n32*m22 + n33*m32;
625
+ float r33 = n30*m03 + n31*m13 + n32*m23 + n33*m33;
626
+
627
+ m00 = r00; m01 = r01; m02 = r02; m03 = r03;
628
+ m10 = r10; m11 = r11; m12 = r12; m13 = r13;
629
+ m20 = r20; m21 = r21; m22 = r22; m23 = r23;
630
+ m30 = r30; m31 = r31; m32 = r32; m33 = r33;
631
+ }
632
+
633
+
634
+ //////////////////////////////////////////////////////////////
635
+
636
+
637
+ /**
638
+ * Multiply source by this matrix, and return the result.
639
+ * The result will be stored in target if target is non-null, and target
640
+ * will then be the matrix returned. This improves performance if you reuse
641
+ * target, so it's recommended if you call this many times in draw().
642
+ * @param source
643
+ * @param target
644
+ * @return
645
+ */
646
+ public PVector mult(PVector source, PVector target) {
647
+ if (target == null) {
648
+ target = new PVector();
649
+ }
650
+ target.set(m00*source.x + m01*source.y + m02*source.z + m03,
651
+ m10*source.x + m11*source.y + m12*source.z + m13,
652
+ m20*source.x + m21*source.y + m22*source.z + m23);
653
+ // float tw = m30*source.x + m31*source.y + m32*source.z + m33;
654
+ // if (tw != 0 && tw != 1) {
655
+ // target.div(tw);
656
+ // }
657
+ return target;
658
+ }
659
+
660
+
661
+ /*
662
+ public PVector cmult(PVector source, PVector target) {
663
+ if (target == null) {
664
+ target = new PVector();
665
+ }
666
+ target.x = m00*source.x + m10*source.y + m20*source.z + m30;
667
+ target.y = m01*source.x + m11*source.y + m21*source.z + m31;
668
+ target.z = m02*source.x + m12*source.y + m22*source.z + m32;
669
+ float tw = m03*source.x + m13*source.y + m23*source.z + m33;
670
+ if (tw != 0 && tw != 1) {
671
+ target.div(tw);
672
+ }
673
+ return target;
674
+ }
675
+ */
676
+
677
+
678
+ /**
679
+ * Multiply a three or four element vector against this matrix. If out is
680
+ * null or not length 3 or 4, a new float array (length 3) will be returned.
681
+ * Supplying and recycling a target array improves performance, so it's
682
+ * recommended if you call this many times in draw.
683
+ * @param source
684
+ * @param target
685
+ * @return
686
+ */
687
+ public float[] mult(float[] source, float[] target) {
688
+ if (target == null || target.length < 3) {
689
+ target = new float[3];
690
+ }
691
+ if (source == target) {
692
+ throw new RuntimeException("The source and target vectors used in " +
693
+ "PMatrix3D.mult() cannot be identical.");
694
+ }
695
+ if (target.length == 3) {
696
+ target[0] = m00*source[0] + m01*source[1] + m02*source[2] + m03;
697
+ target[1] = m10*source[0] + m11*source[1] + m12*source[2] + m13;
698
+ target[2] = m20*source[0] + m21*source[1] + m22*source[2] + m23;
699
+ //float w = m30*source[0] + m31*source[1] + m32*source[2] + m33;
700
+ //if (w != 0 && w != 1) {
701
+ // target[0] /= w; target[1] /= w; target[2] /= w;
702
+ //}
703
+ } else if (target.length > 3) {
704
+ target[0] = m00*source[0] + m01*source[1] + m02*source[2] + m03*source[3];
705
+ target[1] = m10*source[0] + m11*source[1] + m12*source[2] + m13*source[3];
706
+ target[2] = m20*source[0] + m21*source[1] + m22*source[2] + m23*source[3];
707
+ target[3] = m30*source[0] + m31*source[1] + m32*source[2] + m33*source[3];
708
+ }
709
+ return target;
710
+ }
711
+
712
+
713
+ /**
714
+ * Returns the x-coordinate of the result of multiplying the point (x, y)
715
+ * by this matrix.
716
+ * @param x
717
+ * @param y
718
+ * @return
719
+ */
720
+ public float multX(float x, float y) {
721
+ return m00*x + m01*y + m03;
722
+ }
723
+
724
+
725
+ /**
726
+ * Returns the y-coordinate of the result of multiplying the point (x, y)
727
+ * by this matrix.
728
+ * @param x
729
+ * @param y
730
+ * @return
731
+ */
732
+ public float multY(float x, float y) {
733
+ return m10*x + m11*y + m13;
734
+ }
735
+
736
+
737
+ /**
738
+ * Returns the x-coordinate of the result of multiplying the point (x, y, z)
739
+ * by this matrix.
740
+ * @param x
741
+ * @param y
742
+ * @param z
743
+ * @return
744
+ */
745
+ public float multX(float x, float y, float z) {
746
+ return m00*x + m01*y + m02*z + m03;
747
+ }
748
+
749
+
750
+ /**
751
+ * Returns the y-coordinate of the result of multiplying the point (x, y, z)
752
+ * by this matrix.
753
+ * @param x
754
+ * @param y
755
+ * @param z
756
+ * @return
757
+ */
758
+ public float multY(float x, float y, float z) {
759
+ return m10*x + m11*y + m12*z + m13;
760
+ }
761
+
762
+
763
+ /**
764
+ * Returns the z-coordinate of the result of multiplying the point (x, y, z)
765
+ * by this matrix.
766
+ * @param x
767
+ * @param y
768
+ * @param z
769
+ * @return
770
+ */
771
+ public float multZ(float x, float y, float z) {
772
+ return m20*x + m21*y + m22*z + m23;
773
+ }
774
+
775
+
776
+ /**
777
+ * Returns the fourth element of the result of multiplying the vector
778
+ * (x, y, z) by this matrix. (Acts as if w = 1 was supplied.)
779
+ * @param x
780
+ * @param y
781
+ * @param z
782
+ * @return
783
+ */
784
+ public float multW(float x, float y, float z) {
785
+ return m30*x + m31*y + m32*z + m33;
786
+ }
787
+
788
+
789
+ /**
790
+ * Returns the x-coordinate of the result of multiplying the vector
791
+ * (x, y, z, w) by this matrix.
792
+ * @param x
793
+ * @param y
794
+ * @param z
795
+ * @param w
796
+ * @return
797
+ */
798
+ public float multX(float x, float y, float z, float w) {
799
+ return m00*x + m01*y + m02*z + m03*w;
800
+ }
801
+
802
+
803
+ /**
804
+ * Returns the y-coordinate of the result of multiplying the vector
805
+ * (x, y, z, w) by this matrix.
806
+ * @param x
807
+ * @param w
808
+ * @param y
809
+ * @param z
810
+ * @return
811
+ */
812
+ public float multY(float x, float y, float z, float w) {
813
+ return m10*x + m11*y + m12*z + m13*w;
814
+ }
815
+
816
+
817
+ /**
818
+ * Returns the z-coordinate of the result of multiplying the vector
819
+ * (x, y, z, w) by this matrix.
820
+ * @param x
821
+ * @param y
822
+ * @param z
823
+ * @param w
824
+ * @return
825
+ */
826
+ public float multZ(float x, float y, float z, float w) {
827
+ return m20*x + m21*y + m22*z + m23*w;
828
+ }
829
+
830
+
831
+ /**
832
+ * Returns the w-coordinate of the result of multiplying the vector
833
+ * (x, y, z, w) by this matrix.
834
+ * @param x
835
+ * @param y
836
+ * @param z
837
+ * @param w
838
+ * @return
839
+ */
840
+ public float multW(float x, float y, float z, float w) {
841
+ return m30*x + m31*y + m32*z + m33*w;
842
+ }
843
+
844
+
845
+ /**
846
+ * Transpose this matrix; rows become columns and columns rows.
847
+ */
848
+ public void transpose() {
849
+ float temp;
850
+ temp = m01; m01 = m10; m10 = temp;
851
+ temp = m02; m02 = m20; m20 = temp;
852
+ temp = m03; m03 = m30; m30 = temp;
853
+ temp = m12; m12 = m21; m21 = temp;
854
+ temp = m13; m13 = m31; m31 = temp;
855
+ temp = m23; m23 = m32; m32 = temp;
856
+ }
857
+
858
+
859
+ /**
860
+ * Invert this matrix. Will not necessarily succeed, because some matrices
861
+ * map more than one point to the same image point, and so are irreversible.
862
+ * @return true if successful
863
+ */
864
+ public boolean invert() {
865
+ float determinant = determinant();
866
+ if (determinant == 0) {
867
+ return false;
868
+ }
869
+
870
+ // first row
871
+ float t00 = determinant3x3(m11, m12, m13, m21, m22, m23, m31, m32, m33);
872
+ float t01 = -determinant3x3(m10, m12, m13, m20, m22, m23, m30, m32, m33);
873
+ float t02 = determinant3x3(m10, m11, m13, m20, m21, m23, m30, m31, m33);
874
+ float t03 = -determinant3x3(m10, m11, m12, m20, m21, m22, m30, m31, m32);
875
+
876
+ // second row
877
+ float t10 = -determinant3x3(m01, m02, m03, m21, m22, m23, m31, m32, m33);
878
+ float t11 = determinant3x3(m00, m02, m03, m20, m22, m23, m30, m32, m33);
879
+ float t12 = -determinant3x3(m00, m01, m03, m20, m21, m23, m30, m31, m33);
880
+ float t13 = determinant3x3(m00, m01, m02, m20, m21, m22, m30, m31, m32);
881
+
882
+ // third row
883
+ float t20 = determinant3x3(m01, m02, m03, m11, m12, m13, m31, m32, m33);
884
+ float t21 = -determinant3x3(m00, m02, m03, m10, m12, m13, m30, m32, m33);
885
+ float t22 = determinant3x3(m00, m01, m03, m10, m11, m13, m30, m31, m33);
886
+ float t23 = -determinant3x3(m00, m01, m02, m10, m11, m12, m30, m31, m32);
887
+
888
+ // fourth row
889
+ float t30 = -determinant3x3(m01, m02, m03, m11, m12, m13, m21, m22, m23);
890
+ float t31 = determinant3x3(m00, m02, m03, m10, m12, m13, m20, m22, m23);
891
+ float t32 = -determinant3x3(m00, m01, m03, m10, m11, m13, m20, m21, m23);
892
+ float t33 = determinant3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
893
+
894
+ // transpose and divide by the determinant
895
+ m00 = t00 / determinant;
896
+ m01 = t10 / determinant;
897
+ m02 = t20 / determinant;
898
+ m03 = t30 / determinant;
899
+
900
+ m10 = t01 / determinant;
901
+ m11 = t11 / determinant;
902
+ m12 = t21 / determinant;
903
+ m13 = t31 / determinant;
904
+
905
+ m20 = t02 / determinant;
906
+ m21 = t12 / determinant;
907
+ m22 = t22 / determinant;
908
+ m23 = t32 / determinant;
909
+
910
+ m30 = t03 / determinant;
911
+ m31 = t13 / determinant;
912
+ m32 = t23 / determinant;
913
+ m33 = t33 / determinant;
914
+
915
+ return true;
916
+ }
917
+
918
+
919
+ /**
920
+ * Calculate the determinant of a 3x3 matrix.
921
+ * @return result
922
+ */
923
+ private float determinant3x3(float t00, float t01, float t02,
924
+ float t10, float t11, float t12,
925
+ float t20, float t21, float t22) {
926
+ return (t00 * (t11 * t22 - t12 * t21) +
927
+ t01 * (t12 * t20 - t10 * t22) +
928
+ t02 * (t10 * t21 - t11 * t20));
929
+ }
930
+
931
+
932
+ /**
933
+ * @return the determinant of the matrix
934
+ */
935
+ public float determinant() {
936
+ float f =
937
+ m00
938
+ * ((m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32)
939
+ - m13 * m22 * m31
940
+ - m11 * m23 * m32
941
+ - m12 * m21 * m33);
942
+ f -= m01
943
+ * ((m10 * m22 * m33 + m12 * m23 * m30 + m13 * m20 * m32)
944
+ - m13 * m22 * m30
945
+ - m10 * m23 * m32
946
+ - m12 * m20 * m33);
947
+ f += m02
948
+ * ((m10 * m21 * m33 + m11 * m23 * m30 + m13 * m20 * m31)
949
+ - m13 * m21 * m30
950
+ - m10 * m23 * m31
951
+ - m11 * m20 * m33);
952
+ f -= m03
953
+ * ((m10 * m21 * m32 + m11 * m22 * m30 + m12 * m20 * m31)
954
+ - m12 * m21 * m30
955
+ - m10 * m22 * m31
956
+ - m11 * m20 * m32);
957
+ return f;
958
+ }
959
+
960
+
961
+ //////////////////////////////////////////////////////////////
962
+
963
+ // REVERSE VERSIONS OF MATRIX OPERATIONS
964
+
965
+ // These functions should not be used, as they will be removed in the future.
966
+
967
+ /**
968
+ *
969
+ * @param tx
970
+ * @param ty
971
+ * @param tz
972
+ */
973
+
974
+
975
+ protected void invTranslate(float tx, float ty, float tz) {
976
+ preApply(1, 0, 0, -tx,
977
+ 0, 1, 0, -ty,
978
+ 0, 0, 1, -tz,
979
+ 0, 0, 0, 1);
980
+ }
981
+
982
+ /**
983
+ *
984
+ * @param angle
985
+ */
986
+ protected void invRotateX(float angle) {
987
+ float c = cos(-angle);
988
+ float s = sin(-angle);
989
+ preApply(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
990
+ }
991
+
992
+ /**
993
+ *
994
+ * @param angle
995
+ */
996
+ protected void invRotateY(float angle) {
997
+ float c = cos(-angle);
998
+ float s = sin(-angle);
999
+ preApply(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
1000
+ }
1001
+
1002
+ /**
1003
+ *
1004
+ * @param angle
1005
+ */
1006
+ protected void invRotateZ(float angle) {
1007
+ float c = cos(-angle);
1008
+ float s = sin(-angle);
1009
+ preApply(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
1010
+ }
1011
+
1012
+ /**
1013
+ *
1014
+ * @param angle
1015
+ * @param v0
1016
+ * @param v1
1017
+ * @param v2
1018
+ */
1019
+ protected void invRotate(float angle, float v0, float v1, float v2) {
1020
+ //TODO should make sure this vector is normalized
1021
+
1022
+ float c = cos(-angle);
1023
+ float s = sin(-angle);
1024
+ float t = 1.0f - c;
1025
+
1026
+ preApply((t*v0*v0) + c, (t*v0*v1) - (s*v2), (t*v0*v2) + (s*v1), 0,
1027
+ (t*v0*v1) + (s*v2), (t*v1*v1) + c, (t*v1*v2) - (s*v0), 0,
1028
+ (t*v0*v2) - (s*v1), (t*v1*v2) + (s*v0), (t*v2*v2) + c, 0,
1029
+ 0, 0, 0, 1);
1030
+ }
1031
+
1032
+ /**
1033
+ *
1034
+ * @param x
1035
+ * @param y
1036
+ * @param z
1037
+ */
1038
+ protected void invScale(float x, float y, float z) {
1039
+ preApply(1/x, 0, 0, 0, 0, 1/y, 0, 0, 0, 0, 1/z, 0, 0, 0, 0, 1);
1040
+ }
1041
+
1042
+ /**
1043
+ *
1044
+ * @param n00
1045
+ * @param n01
1046
+ * @param n02
1047
+ * @param n03
1048
+ * @param n10
1049
+ * @param n11
1050
+ * @param n12
1051
+ * @param n13
1052
+ * @param n20
1053
+ * @param n21
1054
+ * @param n22
1055
+ * @param n23
1056
+ * @param n30
1057
+ * @param n31
1058
+ * @param n32
1059
+ * @param n33
1060
+ * @return
1061
+ */
1062
+ protected boolean invApply(float n00, float n01, float n02, float n03,
1063
+ float n10, float n11, float n12, float n13,
1064
+ float n20, float n21, float n22, float n23,
1065
+ float n30, float n31, float n32, float n33) {
1066
+ if (inverseCopy == null) {
1067
+ inverseCopy = new PMatrix3D();
1068
+ }
1069
+ inverseCopy.set(n00, n01, n02, n03,
1070
+ n10, n11, n12, n13,
1071
+ n20, n21, n22, n23,
1072
+ n30, n31, n32, n33);
1073
+ if (!inverseCopy.invert()) {
1074
+ return false;
1075
+ }
1076
+ preApply(inverseCopy);
1077
+ return true;
1078
+ }
1079
+
1080
+
1081
+ //////////////////////////////////////////////////////////////
1082
+
1083
+ /**
1084
+ *
1085
+ */
1086
+
1087
+
1088
+ public void print() {
1089
+ /*
1090
+ System.out.println(m00 + " " + m01 + " " + m02 + " " + m03 + "\n" +
1091
+ m10 + " " + m11 + " " + m12 + " " + m13 + "\n" +
1092
+ m20 + " " + m21 + " " + m22 + " " + m23 + "\n" +
1093
+ m30 + " " + m31 + " " + m32 + " " + m33 + "\n");
1094
+ */
1095
+ int big = (int) Math.abs(max(max(max(max(abs(m00), abs(m01)),
1096
+ max(abs(m02), abs(m03))),
1097
+ max(max(abs(m10), abs(m11)),
1098
+ max(abs(m12), abs(m13)))),
1099
+ max(max(max(abs(m20), abs(m21)),
1100
+ max(abs(m22), abs(m23))),
1101
+ max(max(abs(m30), abs(m31)),
1102
+ max(abs(m32), abs(m33))))));
1103
+
1104
+ int digits = 1;
1105
+ if (Float.isNaN(big) || Float.isInfinite(big)) { // avoid infinite loop
1106
+ digits = 5;
1107
+ } else {
1108
+ while ((big /= 10) != 0) digits++; // cheap log()
1109
+ }
1110
+
1111
+ System.out.println(PApplet.nfs(m00, digits, 4) + " " +
1112
+ PApplet.nfs(m01, digits, 4) + " " +
1113
+ PApplet.nfs(m02, digits, 4) + " " +
1114
+ PApplet.nfs(m03, digits, 4));
1115
+
1116
+ System.out.println(PApplet.nfs(m10, digits, 4) + " " +
1117
+ PApplet.nfs(m11, digits, 4) + " " +
1118
+ PApplet.nfs(m12, digits, 4) + " " +
1119
+ PApplet.nfs(m13, digits, 4));
1120
+
1121
+ System.out.println(PApplet.nfs(m20, digits, 4) + " " +
1122
+ PApplet.nfs(m21, digits, 4) + " " +
1123
+ PApplet.nfs(m22, digits, 4) + " " +
1124
+ PApplet.nfs(m23, digits, 4));
1125
+
1126
+ System.out.println(PApplet.nfs(m30, digits, 4) + " " +
1127
+ PApplet.nfs(m31, digits, 4) + " " +
1128
+ PApplet.nfs(m32, digits, 4) + " " +
1129
+ PApplet.nfs(m33, digits, 4));
1130
+
1131
+ System.out.println();
1132
+ }
1133
+
1134
+
1135
+ //////////////////////////////////////////////////////////////
1136
+
1137
+
1138
+ static private final float max(float a, float b) {
1139
+ return (a > b) ? a : b;
1140
+ }
1141
+
1142
+ static private final float abs(float a) {
1143
+ return (a < 0) ? -a : a;
1144
+ }
1145
+
1146
+ static private final float sin(float angle) {
1147
+ return (float) Math.sin(angle);
1148
+ }
1149
+
1150
+ static private final float cos(float angle) {
1151
+ return (float) Math.cos(angle);
1152
+ }
1153
+ }