picrate 0.3.0-java → 0.4.0-java
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- checksums.yaml +4 -4
- data/.mvn/extensions.xml +1 -1
- data/CHANGELOG.md +1 -2
- data/README.md +1 -1
- data/Rakefile +2 -2
- data/lib/picrate.rb +1 -0
- data/lib/picrate/app.rb +4 -4
- data/lib/picrate/helper_methods.rb +0 -4
- data/lib/picrate/version.rb +1 -1
- data/library/color_group/color_group.rb +27 -0
- data/picrate.gemspec +1 -1
- data/pom.rb +5 -5
- data/pom.xml +5 -5
- data/src/main/java/monkstone/ColorUtil.java +57 -32
- data/src/main/java/processing/awt/PShapeJava2D.java +33 -9
- data/src/main/java/processing/awt/PSurfaceAWT.java +169 -76
- data/src/main/java/processing/core/PApplet.java +15921 -13981
- data/src/main/java/processing/core/PConstants.java +981 -475
- data/src/main/java/processing/core/PFont.java +202 -50
- data/src/main/java/processing/core/PGraphics.java +8470 -7323
- data/src/main/java/processing/core/PImage.java +212 -42
- data/src/main/java/processing/core/PMatrix.java +160 -21
- data/src/main/java/processing/core/PMatrix2D.java +178 -18
- data/src/main/java/processing/core/PMatrix3D.java +324 -48
- data/src/main/java/processing/core/PShape.java +42 -20
- data/src/main/java/processing/core/PShapeOBJ.java +91 -16
- data/src/main/java/processing/core/PShapeSVG.java +253 -53
- data/src/main/java/processing/core/PStyle.java +179 -34
- data/src/main/java/processing/core/PSurface.java +94 -13
- data/src/main/java/processing/core/PSurfaceNone.java +140 -35
- data/src/main/java/processing/core/PVector.java +87 -10
- data/src/main/java/processing/data/JSONObject.java +2 -2
- data/src/main/java/processing/event/Event.java +69 -86
- data/src/main/java/processing/event/MouseEvent.java +102 -102
- data/src/main/java/processing/opengl/PJOGL.java +3 -0
- data/test/color_group_test.rb +33 -0
- data/vendors/Rakefile +1 -1
- metadata +7 -4
@@ -42,22 +42,106 @@ package processing.core;
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*/
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public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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*
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public float m00,
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*
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m01,
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m02,
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/**
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m03;
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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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m11,
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*
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m12,
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*
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m13;
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public float m20,
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m21,
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/**
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m22, m23;
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*
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public float m30,
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m31,
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m32,
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m33;
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// locally allocated version to avoid creating new memory
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protected PMatrix3D inverseCopy;
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protected PMatrix3D inverseCopy;
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public PMatrix3D() {
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reset();
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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, 0, 1);
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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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m30, m31, m32, m33);
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}
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* @param matrix
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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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* Returns a copy of this PMatrix.
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* @return
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public PMatrix3D get() {
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PMatrix3D outgoing = new PMatrix3D();
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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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public float[] get(float[] target) {
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if ((target == null) || (target.length != 16)) {
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this.m30 = m30; this.m31 = m31; this.m32 = m32; this.m33 = m33;
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}
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public void translate(float tx, float ty) {
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translate(tx, ty, 0);
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}
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// invTranslate(tx, ty, 0);
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// }
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* @param tz
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public void translate(float tx, float ty, float tz) {
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m03 += tx*m00 + ty*m01 + tz*m02;
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m13 += tx*m10 + ty*m11 + tz*m12;
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m23 += tx*m20 + ty*m21 + tz*m22;
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m33 += tx*m30 + ty*m31 + tz*m32;
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}
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public void rotate(float angle) {
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rotateZ(angle);
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}
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public void rotateX(float angle) {
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float c = cos(angle);
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float s = sin(angle);
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apply(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
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}
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public void rotateY(float angle) {
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float c = cos(angle);
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float s = sin(angle);
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apply(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
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}
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public void rotateZ(float angle) {
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float c = cos(angle);
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float s = sin(angle);
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apply(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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}
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/**
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* @param angle
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* @param v0
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* @param v2
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public void rotate(float angle, float v0, float v1, float v2) {
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float norm2 = v0 * v0 + v1 * v1 + v2 * v2;
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if (norm2 < PConstants.EPSILON) {
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// The vector is zero, cannot apply rotation.
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0, 0, 0, 1);
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}
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/**
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public void scale(float s) {
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//apply(s, 0, 0, 0, 0, s, 0, 0, 0, 0, s, 0, 0, 0, 0, 1);
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scale(s, s, s);
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}
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/**
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* @param sy
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*/
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public void scale(float sx, float sy) {
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//apply(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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scale(sx, sy, 1);
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}
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/**
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* @param z
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*/
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public void scale(float x, float y, float z) {
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//apply(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
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m00 *= x; m01 *= y; m02 *= z;
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m10 *= x; m11 *= y; m12 *= z;
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m30 *= x; m31 *= y; m32 *= z;
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}
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/**
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*/
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public void shearX(float angle) {
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float t = (float) Math.tan(angle);
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apply(1, t, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1);
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}
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/**
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* @param angle
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*/
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public void shearY(float angle) {
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float t = (float) Math.tan(angle);
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apply(1, 0, 0, 0,
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t, 1, 0, 0,
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/**
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* Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
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* @param left
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public void preApply(PMatrix2D left) {
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preApply(left.m00, left.m01, 0, left.m02,
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/**
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* Apply another matrix to the left of this one.
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* @param source
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*/
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public void preApply(PMatrix source) {
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if (source instanceof PMatrix2D) {
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/**
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* Apply another matrix to the left of this one.
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* @param left
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*/
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public void preApply(PMatrix3D left) {
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preApply(left.m00, left.m01, left.m02, left.m03,
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/**
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* Apply the 3D equivalent of the 2D matrix supplied to the left of this one.
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* @param n00
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* @param n01
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* @param n10
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* @param n02
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* @param n12
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*/
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public void preApply(float n00, float n01, float n02,
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float n10, float n11, float n12) {
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/**
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* Apply another matrix to the left of this one.
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* @param n00
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* @param n01
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* @param n03
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* @param n02
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* @param n32
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* @param n10
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* @param n12
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* @param n23
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* @param n20
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* @param n21
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* @param n13
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* @param n31
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* @param n30
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* @param n33
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*/
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public void preApply(float n00, float n01, float n02, float n03,
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float n10, float n11, float n12, float n13,
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@@ -461,6 +639,9 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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461
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* The result will be stored in target if target is non-null, and target
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462
640
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* will then be the matrix returned. This improves performance if you reuse
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463
641
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* target, so it's recommended if you call this many times in draw().
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642
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+
* @param source
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643
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+
* @param target
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644
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+
* @return
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464
645
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*/
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public PVector mult(PVector source, PVector target) {
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if (target == null) {
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@@ -499,6 +680,9 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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* null or not length 3 or 4, a new float array (length 3) will be returned.
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500
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* Supplying and recycling a target array improves performance, so it's
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501
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* recommended if you call this many times in draw.
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683
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+
* @param source
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684
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+
* @param target
|
685
|
+
* @return
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502
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*/
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public float[] mult(float[] source, float[] target) {
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if (target == null || target.length < 3) {
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@@ -529,6 +713,9 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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529
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/**
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530
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* Returns the x-coordinate of the result of multiplying the point (x, y)
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531
715
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* by this matrix.
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716
|
+
* @param x
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717
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+
* @param y
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718
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+
* @return
|
532
719
|
*/
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533
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|
public float multX(float x, float y) {
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534
721
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return m00*x + m01*y + m03;
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@@ -538,6 +725,9 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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538
725
|
/**
|
539
726
|
* Returns the y-coordinate of the result of multiplying the point (x, y)
|
540
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* by this matrix.
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728
|
+
* @param x
|
729
|
+
* @param y
|
730
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+
* @return
|
541
731
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*/
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542
732
|
public float multY(float x, float y) {
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543
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return m10*x + m11*y + m13;
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@@ -547,6 +737,10 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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547
737
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/**
|
548
738
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* Returns the x-coordinate of the result of multiplying the point (x, y, z)
|
549
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* by this matrix.
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740
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+
* @param x
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741
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+
* @param y
|
742
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+
* @param z
|
743
|
+
* @return
|
550
744
|
*/
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551
745
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public float multX(float x, float y, float z) {
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552
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return m00*x + m01*y + m02*z + m03;
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@@ -556,6 +750,10 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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556
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/**
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557
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* Returns the y-coordinate of the result of multiplying the point (x, y, z)
|
558
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|
* by this matrix.
|
753
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+
* @param x
|
754
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+
* @param y
|
755
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+
* @param z
|
756
|
+
* @return
|
559
757
|
*/
|
560
758
|
public float multY(float x, float y, float z) {
|
561
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|
return m10*x + m11*y + m12*z + m13;
|
@@ -565,6 +763,10 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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565
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/**
|
566
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|
* Returns the z-coordinate of the result of multiplying the point (x, y, z)
|
567
765
|
* by this matrix.
|
766
|
+
* @param x
|
767
|
+
* @param y
|
768
|
+
* @param z
|
769
|
+
* @return
|
568
770
|
*/
|
569
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|
public float multZ(float x, float y, float z) {
|
570
772
|
return m20*x + m21*y + m22*z + m23;
|
@@ -574,6 +776,10 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
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|
574
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|
/**
|
575
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|
* Returns the fourth element of the result of multiplying the vector
|
576
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|
* (x, y, z) by this matrix. (Acts as if w = 1 was supplied.)
|
779
|
+
* @param x
|
780
|
+
* @param y
|
781
|
+
* @param z
|
782
|
+
* @return
|
577
783
|
*/
|
578
784
|
public float multW(float x, float y, float z) {
|
579
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|
return m30*x + m31*y + m32*z + m33;
|
@@ -583,6 +789,11 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
583
789
|
/**
|
584
790
|
* Returns the x-coordinate of the result of multiplying the vector
|
585
791
|
* (x, y, z, w) by this matrix.
|
792
|
+
* @param x
|
793
|
+
* @param y
|
794
|
+
* @param z
|
795
|
+
* @param w
|
796
|
+
* @return
|
586
797
|
*/
|
587
798
|
public float multX(float x, float y, float z, float w) {
|
588
799
|
return m00*x + m01*y + m02*z + m03*w;
|
@@ -592,6 +803,11 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
592
803
|
/**
|
593
804
|
* Returns the y-coordinate of the result of multiplying the vector
|
594
805
|
* (x, y, z, w) by this matrix.
|
806
|
+
* @param x
|
807
|
+
* @param w
|
808
|
+
* @param y
|
809
|
+
* @param z
|
810
|
+
* @return
|
595
811
|
*/
|
596
812
|
public float multY(float x, float y, float z, float w) {
|
597
813
|
return m10*x + m11*y + m12*z + m13*w;
|
@@ -601,6 +817,11 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
601
817
|
/**
|
602
818
|
* Returns the z-coordinate of the result of multiplying the vector
|
603
819
|
* (x, y, z, w) by this matrix.
|
820
|
+
* @param x
|
821
|
+
* @param y
|
822
|
+
* @param z
|
823
|
+
* @param w
|
824
|
+
* @return
|
604
825
|
*/
|
605
826
|
public float multZ(float x, float y, float z, float w) {
|
606
827
|
return m20*x + m21*y + m22*z + m23*w;
|
@@ -610,6 +831,11 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
610
831
|
/**
|
611
832
|
* Returns the w-coordinate of the result of multiplying the vector
|
612
833
|
* (x, y, z, w) by this matrix.
|
834
|
+
* @param x
|
835
|
+
* @param y
|
836
|
+
* @param z
|
837
|
+
* @param w
|
838
|
+
* @return
|
613
839
|
*/
|
614
840
|
public float multW(float x, float y, float z, float w) {
|
615
841
|
return m30*x + m31*y + m32*z + m33*w;
|
@@ -738,6 +964,13 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
738
964
|
|
739
965
|
// These functions should not be used, as they will be removed in the future.
|
740
966
|
|
967
|
+
/**
|
968
|
+
*
|
969
|
+
* @param tx
|
970
|
+
* @param ty
|
971
|
+
* @param tz
|
972
|
+
*/
|
973
|
+
|
741
974
|
|
742
975
|
protected void invTranslate(float tx, float ty, float tz) {
|
743
976
|
preApply(1, 0, 0, -tx,
|
@@ -746,29 +979,44 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
746
979
|
0, 0, 0, 1);
|
747
980
|
}
|
748
981
|
|
749
|
-
|
750
|
-
|
982
|
+
/**
|
983
|
+
*
|
984
|
+
* @param angle
|
985
|
+
*/
|
986
|
+
protected void invRotateX(float angle) {
|
751
987
|
float c = cos(-angle);
|
752
988
|
float s = sin(-angle);
|
753
989
|
preApply(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
|
754
990
|
}
|
755
991
|
|
756
|
-
|
757
|
-
|
992
|
+
/**
|
993
|
+
*
|
994
|
+
* @param angle
|
995
|
+
*/
|
996
|
+
protected void invRotateY(float angle) {
|
758
997
|
float c = cos(-angle);
|
759
998
|
float s = sin(-angle);
|
760
999
|
preApply(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
|
761
1000
|
}
|
762
1001
|
|
763
|
-
|
764
|
-
|
1002
|
+
/**
|
1003
|
+
*
|
1004
|
+
* @param angle
|
1005
|
+
*/
|
1006
|
+
protected void invRotateZ(float angle) {
|
765
1007
|
float c = cos(-angle);
|
766
1008
|
float s = sin(-angle);
|
767
1009
|
preApply(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
768
1010
|
}
|
769
1011
|
|
770
|
-
|
771
|
-
|
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) {
|
772
1020
|
//TODO should make sure this vector is normalized
|
773
1021
|
|
774
1022
|
float c = cos(-angle);
|
@@ -781,13 +1029,37 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
781
1029
|
0, 0, 0, 1);
|
782
1030
|
}
|
783
1031
|
|
784
|
-
|
785
|
-
|
1032
|
+
/**
|
1033
|
+
*
|
1034
|
+
* @param x
|
1035
|
+
* @param y
|
1036
|
+
* @param z
|
1037
|
+
*/
|
1038
|
+
protected void invScale(float x, float y, float z) {
|
786
1039
|
preApply(1/x, 0, 0, 0, 0, 1/y, 0, 0, 0, 0, 1/z, 0, 0, 0, 0, 1);
|
787
1040
|
}
|
788
1041
|
|
789
|
-
|
790
|
-
|
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,
|
791
1063
|
float n10, float n11, float n12, float n13,
|
792
1064
|
float n20, float n21, float n22, float n23,
|
793
1065
|
float n30, float n31, float n32, float n33) {
|
@@ -808,6 +1080,10 @@ public final class PMatrix3D implements PMatrix /*, PConstants*/ {
|
|
808
1080
|
|
809
1081
|
//////////////////////////////////////////////////////////////
|
810
1082
|
|
1083
|
+
/**
|
1084
|
+
*
|
1085
|
+
*/
|
1086
|
+
|
811
1087
|
|
812
1088
|
public void print() {
|
813
1089
|
/*
|