propane 3.1.0.pre-java → 3.2.0-java

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Files changed (104) hide show
  1. checksums.yaml +4 -4
  2. data/.mvn/wrapper/maven-wrapper.properties +1 -0
  3. data/CHANGELOG.md +1 -5
  4. data/README.md +23 -12
  5. data/Rakefile +23 -12
  6. data/lib/propane/helpers/version_error.rb +6 -0
  7. data/lib/propane/runner.rb +12 -0
  8. data/lib/propane/version.rb +1 -1
  9. data/library/slider/slider.rb +1 -1
  10. data/mvnw +234 -0
  11. data/mvnw.cmd +145 -0
  12. data/pom.xml +28 -27
  13. data/propane.gemspec +2 -2
  14. data/src/main/java/japplemenubar/JAppleMenuBar.java +41 -47
  15. data/src/main/java/monkstone/ColorUtil.java +1 -1
  16. data/src/main/java/monkstone/MathToolModule.java +12 -11
  17. data/src/main/java/monkstone/PropaneLibrary.java +9 -10
  18. data/src/main/java/monkstone/core/LibraryProxy.java +124 -113
  19. data/src/main/java/monkstone/fastmath/Deglut.java +86 -89
  20. data/src/main/java/monkstone/filechooser/Chooser.java +7 -13
  21. data/src/main/java/monkstone/noise/SimplexNoise.java +0 -1
  22. data/src/main/java/monkstone/slider/CustomHorizontalSlider.java +4 -4
  23. data/src/main/java/monkstone/slider/CustomVerticalSlider.java +1 -1
  24. data/src/main/java/monkstone/slider/SimpleHorizontalSlider.java +9 -9
  25. data/src/main/java/monkstone/slider/SimpleSlider.java +0 -9
  26. data/src/main/java/monkstone/slider/SimpleVerticalSlider.java +11 -13
  27. data/src/main/java/monkstone/slider/Slider.java +1 -1
  28. data/src/main/java/monkstone/slider/SliderBar.java +1 -1
  29. data/src/main/java/monkstone/slider/SliderGroup.java +1 -1
  30. data/src/main/java/monkstone/slider/WheelHandler.java +8 -9
  31. data/src/main/java/monkstone/vecmath/AppRender.java +2 -2
  32. data/src/main/java/monkstone/vecmath/ShapeRender.java +2 -2
  33. data/src/main/java/monkstone/vecmath/package-info.java +2 -2
  34. data/src/main/java/monkstone/vecmath/vec2/Vec2.java +2 -2
  35. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +1 -1
  36. data/src/main/java/monkstone/videoevent/VideoInterface.java +11 -5
  37. data/src/main/java/monkstone/videoevent/package-info.java +2 -2
  38. data/src/main/java/processing/awt/PGraphicsJava2D.java +1742 -2243
  39. data/src/main/java/processing/awt/PShapeJava2D.java +268 -270
  40. data/src/main/java/processing/awt/PSurfaceAWT.java +821 -920
  41. data/src/main/java/processing/core/DesktopHandler.java +94 -0
  42. data/src/main/java/processing/core/PApplet.java +14170 -14082
  43. data/src/main/java/processing/core/PConstants.java +447 -473
  44. data/src/main/java/processing/core/PFont.java +867 -873
  45. data/src/main/java/processing/core/PGraphics.java +7193 -7428
  46. data/src/main/java/processing/core/PImage.java +3051 -3117
  47. data/src/main/java/processing/core/PMatrix.java +159 -172
  48. data/src/main/java/processing/core/PMatrix2D.java +403 -444
  49. data/src/main/java/processing/core/PMatrix3D.java +735 -749
  50. data/src/main/java/processing/core/PShape.java +2651 -2793
  51. data/src/main/java/processing/core/PShapeOBJ.java +415 -422
  52. data/src/main/java/processing/core/PShapeSVG.java +1466 -1475
  53. data/src/main/java/processing/core/PStyle.java +37 -40
  54. data/src/main/java/processing/core/PSurface.java +98 -103
  55. data/src/main/java/processing/core/PSurfaceNone.java +208 -236
  56. data/src/main/java/processing/core/PVector.java +961 -990
  57. data/src/main/java/processing/data/DoubleDict.java +709 -753
  58. data/src/main/java/processing/data/DoubleList.java +695 -748
  59. data/src/main/java/processing/data/FloatDict.java +702 -746
  60. data/src/main/java/processing/data/FloatList.java +697 -751
  61. data/src/main/java/processing/data/IntDict.java +673 -718
  62. data/src/main/java/processing/data/IntList.java +633 -699
  63. data/src/main/java/processing/data/JSONArray.java +873 -931
  64. data/src/main/java/processing/data/JSONObject.java +1165 -1262
  65. data/src/main/java/processing/data/JSONTokener.java +341 -351
  66. data/src/main/java/processing/data/LongDict.java +662 -707
  67. data/src/main/java/processing/data/LongList.java +634 -700
  68. data/src/main/java/processing/data/Sort.java +41 -37
  69. data/src/main/java/processing/data/StringDict.java +486 -522
  70. data/src/main/java/processing/data/StringList.java +580 -624
  71. data/src/main/java/processing/data/Table.java +3508 -3686
  72. data/src/main/java/processing/data/TableRow.java +183 -182
  73. data/src/main/java/processing/data/XML.java +883 -957
  74. data/src/main/java/processing/event/Event.java +66 -87
  75. data/src/main/java/processing/event/KeyEvent.java +41 -48
  76. data/src/main/java/processing/event/MouseEvent.java +93 -103
  77. data/src/main/java/processing/event/TouchEvent.java +6 -10
  78. data/src/main/java/processing/javafx/PGraphicsFX2D.java +5 -69
  79. data/src/main/java/processing/javafx/PSurfaceFX.java +2 -7
  80. data/src/main/java/processing/opengl/FontTexture.java +270 -290
  81. data/src/main/java/processing/opengl/FrameBuffer.java +363 -375
  82. data/src/main/java/processing/opengl/LinePath.java +500 -543
  83. data/src/main/java/processing/opengl/LineStroker.java +582 -593
  84. data/src/main/java/processing/opengl/PGL.java +2881 -2904
  85. data/src/main/java/processing/opengl/PGraphics2D.java +315 -408
  86. data/src/main/java/processing/opengl/PGraphics3D.java +72 -107
  87. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +12043 -12230
  88. data/src/main/java/processing/opengl/PJOGL.java +1681 -1745
  89. data/src/main/java/processing/opengl/PShader.java +1257 -1260
  90. data/src/main/java/processing/opengl/PShapeOpenGL.java +4599 -4662
  91. data/src/main/java/processing/opengl/PSurfaceJOGL.java +1030 -1047
  92. data/src/main/java/processing/opengl/Texture.java +1397 -1462
  93. data/src/main/java/processing/opengl/VertexBuffer.java +55 -57
  94. data/src/main/resources/icon/icon-1024.png +0 -0
  95. data/src/main/resources/icon/icon-128.png +0 -0
  96. data/src/main/resources/icon/icon-16.png +0 -0
  97. data/src/main/resources/icon/icon-256.png +0 -0
  98. data/src/main/resources/icon/icon-32.png +0 -0
  99. data/src/main/resources/icon/icon-48.png +0 -0
  100. data/src/main/resources/icon/icon-512.png +0 -0
  101. data/src/main/resources/icon/icon-64.png +0 -0
  102. data/vendors/Rakefile +1 -1
  103. metadata +12 -8
  104. data/src/main/java/processing/core/ThinkDifferent.java +0 -70
@@ -1,5 +1,3 @@
1
- /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
2
-
3
1
  /*
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2
  Part of the Processing project - http://processing.org
5
3
 
@@ -19,190 +17,179 @@
19
17
  Public License along with this library; if not, write to the
20
18
  Free Software Foundation, Inc., 59 Temple Place, Suite 330,
21
19
  Boston, MA 02111-1307 USA
22
- */
23
-
20
+ */
24
21
  package processing.core;
25
22
 
26
-
27
23
  /**
28
24
  * A matrix is used to define graphical transformations. PMatrix is the common
29
25
  * interface for both the 2D and 3D matrix classes in Processing. A matrix is a
30
26
  * grid of numbers, which can be multiplied by a vector to give another vector.
31
- * Multiplying a point by a particular matrix might translate it, rotate it,
32
- * or carry out a combination of transformations.
27
+ * Multiplying a point by a particular matrix might translate it, rotate it, or
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+ * carry out a combination of transformations.
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29
  *
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30
  * Multiplying matrices by each other combines their effects; use the
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31
  * {@code apply} and {@code preApply} methods for this.
36
32
  */
37
33
  public interface PMatrix {
38
-
39
- /**
40
- * Make this an identity matrix. Multiplying by it will have no effect.
41
- */
42
- public void reset();
43
-
44
- /**
45
- * Returns a copy of this PMatrix.
46
- */
47
- public PMatrix get();
48
-
49
- /**
50
- * Copies the matrix contents into a float array.
51
- * If target is null (or not the correct size), a new array will be created.
52
- */
53
- public float[] get(float[] target);
54
-
55
-
56
- /**
57
- * Make this matrix become a copy of src.
58
- */
59
- public void set(PMatrix src);
60
-
61
- /**
62
- * Set the contents of this matrix to the contents of source. Fills the
63
- * matrix left-to-right, starting in the top row.
64
- */
65
- public void set(float[] source);
66
-
67
- /**
68
- * Set the matrix content to this 2D matrix or its 3D equivalent.
69
- */
70
- public void set(float m00, float m01, float m02,
71
- float m10, float m11, float m12);
72
-
73
- /**
74
- * Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
75
- */
76
- public void set(float m00, float m01, float m02, float m03,
77
- float m10, float m11, float m12, float m13,
78
- float m20, float m21, float m22, float m23,
79
- float m30, float m31, float m32, float m33);
80
-
81
-
82
- public void translate(float tx, float ty);
83
-
84
- public void translate(float tx, float ty, float tz);
85
-
86
- public void rotate(float angle);
87
-
88
- public void rotateX(float angle);
89
-
90
- public void rotateY(float angle);
91
-
92
- public void rotateZ(float angle);
93
-
94
- public void rotate(float angle, float v0, float v1, float v2);
95
-
96
- public void scale(float s);
97
-
98
- public void scale(float sx, float sy);
99
-
100
- public void scale(float x, float y, float z);
101
-
102
- public void shearX(float angle);
103
-
104
- public void shearY(float angle);
105
-
106
- /**
107
- * Multiply this matrix by another.
108
- */
109
- public void apply(PMatrix source);
110
-
111
- /**
112
- * Multiply this matrix by another.
113
- */
114
- public void apply(PMatrix2D source);
115
-
116
- /**
117
- * Multiply this matrix by another.
118
- */
119
- public void apply(PMatrix3D source);
120
-
121
- /**
122
- * Multiply this matrix by another.
123
- */
124
- public void apply(float n00, float n01, float n02,
125
- float n10, float n11, float n12);
126
-
127
- /**
128
- * Multiply this matrix by another.
129
- */
130
- public void apply(float n00, float n01, float n02, float n03,
131
- float n10, float n11, float n12, float n13,
132
- float n20, float n21, float n22, float n23,
133
- float n30, float n31, float n32, float n33);
134
-
135
- /**
136
- * Apply another matrix to the left of this one.
137
- */
138
- public void preApply(PMatrix left);
139
-
140
- /**
141
- * Apply another matrix to the left of this one.
142
- */
143
- public void preApply(PMatrix2D left);
144
-
145
- /**
146
- * Apply another matrix to the left of this one. 3D only.
147
- */
148
- public void preApply(PMatrix3D left);
149
-
150
- /**
151
- * Apply another matrix to the left of this one.
152
- */
153
- public void preApply(float n00, float n01, float n02,
154
- float n10, float n11, float n12);
155
-
156
- /**
157
- * Apply another matrix to the left of this one. 3D only.
158
- */
159
- public void preApply(float n00, float n01, float n02, float n03,
160
- float n10, float n11, float n12, float n13,
161
- float n20, float n21, float n22, float n23,
162
- float n30, float n31, float n32, float n33);
163
-
164
-
165
- /**
166
- * Multiply source by this matrix, and return the result.
167
- * The result will be stored in target if target is non-null, and target
168
- * will then be the matrix returned. This improves performance if you reuse
169
- * target, so it's recommended if you call this many times in draw().
170
- */
171
- public PVector mult(PVector source, PVector target);
172
-
173
-
174
- /**
175
- * Multiply a multi-element vector against this matrix.
176
- * Supplying and recycling a target array improves performance, so it's
177
- * recommended if you call this many times in draw().
178
- */
179
- public float[] mult(float[] source, float[] target);
180
-
181
-
34
+
35
+ /**
36
+ * Make this an identity matrix. Multiplying by it will have no effect.
37
+ */
38
+ public void reset();
39
+
40
+ /**
41
+ * Returns a copy of this PMatrix.
42
+ */
43
+ public PMatrix get();
44
+
45
+ /**
46
+ * Copies the matrix contents into a float array. If target is null (or not
47
+ * the correct size), a new array will be created.
48
+ */
49
+ public float[] get(float[] target);
50
+
51
+ /**
52
+ * Make this matrix become a copy of src.
53
+ */
54
+ public void set(PMatrix src);
55
+
56
+ /**
57
+ * Set the contents of this matrix to the contents of source. Fills the
58
+ * matrix left-to-right, starting in the top row.
59
+ */
60
+ public void set(float[] source);
61
+
62
+ /**
63
+ * Set the matrix content to this 2D matrix or its 3D equivalent.
64
+ */
65
+ public void set(float m00, float m01, float m02,
66
+ float m10, float m11, float m12);
67
+
68
+ /**
69
+ * Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
70
+ */
71
+ public void set(float m00, float m01, float m02, float m03,
72
+ float m10, float m11, float m12, float m13,
73
+ float m20, float m21, float m22, float m23,
74
+ float m30, float m31, float m32, float m33);
75
+
76
+ public void translate(float tx, float ty);
77
+
78
+ public void translate(float tx, float ty, float tz);
79
+
80
+ public void rotate(float angle);
81
+
82
+ public void rotateX(float angle);
83
+
84
+ public void rotateY(float angle);
85
+
86
+ public void rotateZ(float angle);
87
+
88
+ public void rotate(float angle, float v0, float v1, float v2);
89
+
90
+ public void scale(float s);
91
+
92
+ public void scale(float sx, float sy);
93
+
94
+ public void scale(float x, float y, float z);
95
+
96
+ public void shearX(float angle);
97
+
98
+ public void shearY(float angle);
99
+
100
+ /**
101
+ * Multiply this matrix by another.
102
+ */
103
+ public void apply(PMatrix source);
104
+
105
+ /**
106
+ * Multiply this matrix by another.
107
+ */
108
+ public void apply(PMatrix2D source);
109
+
110
+ /**
111
+ * Multiply this matrix by another.
112
+ */
113
+ public void apply(PMatrix3D source);
114
+
115
+ /**
116
+ * Multiply this matrix by another.
117
+ */
118
+ public void apply(float n00, float n01, float n02,
119
+ float n10, float n11, float n12);
120
+
121
+ /**
122
+ * Multiply this matrix by another.
123
+ */
124
+ public void apply(float n00, float n01, float n02, float n03,
125
+ float n10, float n11, float n12, float n13,
126
+ float n20, float n21, float n22, float n23,
127
+ float n30, float n31, float n32, float n33);
128
+
129
+ /**
130
+ * Apply another matrix to the left of this one.
131
+ */
132
+ public void preApply(PMatrix left);
133
+
134
+ /**
135
+ * Apply another matrix to the left of this one.
136
+ */
137
+ public void preApply(PMatrix2D left);
138
+
139
+ /**
140
+ * Apply another matrix to the left of this one. 3D only.
141
+ */
142
+ public void preApply(PMatrix3D left);
143
+
144
+ /**
145
+ * Apply another matrix to the left of this one.
146
+ */
147
+ public void preApply(float n00, float n01, float n02,
148
+ float n10, float n11, float n12);
149
+
150
+ /**
151
+ * Apply another matrix to the left of this one. 3D only.
152
+ */
153
+ public void preApply(float n00, float n01, float n02, float n03,
154
+ float n10, float n11, float n12, float n13,
155
+ float n20, float n21, float n22, float n23,
156
+ float n30, float n31, float n32, float n33);
157
+
158
+ /**
159
+ * Multiply source by this matrix, and return the result. The result will be
160
+ * stored in target if target is non-null, and target will then be the
161
+ * matrix returned. This improves performance if you reuse target, so it's
162
+ * recommended if you call this many times in draw().
163
+ */
164
+ public PVector mult(PVector source, PVector target);
165
+
166
+ /**
167
+ * Multiply a multi-element vector against this matrix. Supplying and
168
+ * recycling a target array improves performance, so it's recommended if you
169
+ * call this many times in draw().
170
+ */
171
+ public float[] mult(float[] source, float[] target);
172
+
182
173
  // public float multX(float x, float y);
183
174
  // public float multY(float x, float y);
184
-
185
175
  // public float multX(float x, float y, float z);
186
176
  // public float multY(float x, float y, float z);
187
177
  // public float multZ(float x, float y, float z);
188
-
189
-
190
- /**
191
- * Transpose this matrix; rows become columns and columns rows.
192
- */
193
- public void transpose();
194
-
195
-
196
- /**
197
- * Invert this matrix. Will not necessarily succeed, because some matrices
198
- * map more than one point to the same image point, and so are irreversible.
199
- * @return true if successful
200
- */
201
- public boolean invert();
202
-
203
-
204
- /**
205
- * @return the determinant of the matrix
206
- */
207
- public float determinant();
178
+ /**
179
+ * Transpose this matrix; rows become columns and columns rows.
180
+ */
181
+ public void transpose();
182
+
183
+ /**
184
+ * Invert this matrix. Will not necessarily succeed, because some matrices
185
+ * map more than one point to the same image point, and so are irreversible.
186
+ *
187
+ * @return true if successful
188
+ */
189
+ public boolean invert();
190
+
191
+ /**
192
+ * @return the determinant of the matrix
193
+ */
194
+ public float determinant();
208
195
  }
@@ -1,5 +1,3 @@
1
- /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
2
-
3
1
  /*
4
2
  Part of the Processing project - http://processing.org
5
3
 
@@ -19,516 +17,477 @@
19
17
  Public License along with this library; if not, write to the
20
18
  Free Software Foundation, Inc., 59 Temple Place, Suite 330,
21
19
  Boston, MA 02111-1307 USA
22
- */
23
-
20
+ */
24
21
  package processing.core;
25
22
 
26
-
27
23
  /**
28
- * 3x2 affine matrix implementation.
29
- * Matrices are used to describe a transformation; see {@link PMatrix} for a
30
- * general description. This matrix looks like the following when multiplying
31
- * a vector (x, y) in {@code mult()}.
24
+ * 3x2 affine matrix implementation. Matrices are used to describe a
25
+ * transformation; see {@link PMatrix} for a general description. This matrix
26
+ * looks like the following when multiplying a vector (x, y) in {@code mult()}.
32
27
  * <pre>
33
28
  * [m00 m01 m02][x] [m00*x + m01*y + m02*1] [x']
34
29
  * [m10 m11 m12][y] = [m10*x + m11*y + m12*1] = [y']
35
- * [ 0 0 1 ][1] [ 0*x + 0*y + 1*1 ] [ 1]</pre>
36
- * (x', y') is returned. The values in the matrix determine the transformation.
37
- * They are modified by the various transformation functions.
30
+ * [ 0 0 1 ][1] [ 0*x + 0*y + 1*1 ] [ 1]</pre> (x', y') is returned. The values
31
+ * in the matrix determine the transformation. They are modified by the various
32
+ * transformation functions.
38
33
  */
39
34
  public class PMatrix2D implements PMatrix {
40
35
 
41
- public float m00, m01, m02;
42
- public float m10, m11, m12;
43
-
44
-
45
- /**
46
- * Create a new matrix, set to the identity matrix.
47
- */
48
- public PMatrix2D() {
49
- reset();
50
- }
51
-
52
-
53
- public PMatrix2D(float m00, float m01, float m02,
54
- float m10, float m11, float m12) {
55
- set(m00, m01, m02,
56
- m10, m11, m12);
57
- }
58
-
59
-
60
- public PMatrix2D(PMatrix matrix) {
61
- set(matrix);
62
- }
63
-
64
-
65
- public void reset() {
66
- set(1, 0, 0,
67
- 0, 1, 0);
68
- }
69
-
70
-
71
- /**
72
- * Returns a copy of this PMatrix.
73
- */
74
- public PMatrix2D get() {
75
- PMatrix2D outgoing = new PMatrix2D();
76
- outgoing.set(this);
77
- return outgoing;
78
- }
36
+ public float m00, m01, m02;
37
+ public float m10, m11, m12;
79
38
 
80
-
81
- /**
82
- * Copies the matrix contents into a 6 entry float array.
83
- * If target is null (or not the correct size), a new array will be created.
84
- * Returned in the order {@code {m00, m01, m02, m10, m11, m12}}.
85
- */
86
- public float[] get(float[] target) {
87
- if ((target == null) || (target.length != 6)) {
88
- target = new float[6];
39
+ /**
40
+ * Create a new matrix, set to the identity matrix.
41
+ */
42
+ public PMatrix2D() {
43
+ reset();
89
44
  }
90
- target[0] = m00;
91
- target[1] = m01;
92
- target[2] = m02;
93
-
94
- target[3] = m10;
95
- target[4] = m11;
96
- target[5] = m12;
97
-
98
- return target;
99
- }
100
-
101
45
 
102
- /**
103
- * If matrix is a PMatrix2D, sets this matrix to be a copy of it.
104
- * @throws IllegalArgumentException If <tt>matrix</tt> is not 2D.
105
- */
106
- public void set(PMatrix matrix) {
107
- if (matrix instanceof PMatrix2D) {
108
- PMatrix2D src = (PMatrix2D) matrix;
109
- set(src.m00, src.m01, src.m02,
110
- src.m10, src.m11, src.m12);
111
- } else {
112
- throw new IllegalArgumentException("PMatrix2D.set() only accepts PMatrix2D objects.");
46
+ public PMatrix2D(float m00, float m01, float m02,
47
+ float m10, float m11, float m12) {
48
+ set(m00, m01, m02,
49
+ m10, m11, m12);
113
50
  }
114
- }
115
-
116
-
117
- /**
118
- * Unavailable in 2D. Does nothing.
119
- */
120
- public void set(PMatrix3D src) {
121
- }
122
-
123
-
124
- public void set(float[] source) {
125
- m00 = source[0];
126
- m01 = source[1];
127
- m02 = source[2];
128
-
129
- m10 = source[3];
130
- m11 = source[4];
131
- m12 = source[5];
132
- }
133
-
134
-
135
- /**
136
- * Sets the matrix content.
137
- */
138
- public void set(float m00, float m01, float m02,
139
- float m10, float m11, float m12) {
140
- this.m00 = m00; this.m01 = m01; this.m02 = m02;
141
- this.m10 = m10; this.m11 = m11; this.m12 = m12;
142
- }
143
-
144
-
145
- /**
146
- * Unavailable in 2D. Does nothing.
147
- */
148
- public void set(float m00, float m01, float m02, float m03,
149
- float m10, float m11, float m12, float m13,
150
- float m20, float m21, float m22, float m23,
151
- float m30, float m31, float m32, float m33) {
152
-
153
- }
154
-
155
-
156
- public void translate(float tx, float ty) {
157
- m02 = tx*m00 + ty*m01 + m02;
158
- m12 = tx*m10 + ty*m11 + m12;
159
- }
160
-
161
-
162
- /**
163
- * Unavailable in 2D.
164
- * @throws IllegalArgumentException
165
- */
166
- public void translate(float x, float y, float z) {
167
- throw new IllegalArgumentException("Cannot use translate(x, y, z) on a PMatrix2D.");
168
- }
169
-
170
-
171
- // Implementation roughly based on AffineTransform.
172
- public void rotate(float angle) {
173
- float s = sin(angle);
174
- float c = cos(angle);
175
-
176
- float temp1 = m00;
177
- float temp2 = m01;
178
- m00 = c * temp1 + s * temp2;
179
- m01 = -s * temp1 + c * temp2;
180
- temp1 = m10;
181
- temp2 = m11;
182
- m10 = c * temp1 + s * temp2;
183
- m11 = -s * temp1 + c * temp2;
184
- }
185
-
186
-
187
- /**
188
- * Unavailable in 2D.
189
- * @throws IllegalArgumentException
190
- */
191
- public void rotateX(float angle) {
192
- throw new IllegalArgumentException("Cannot use rotateX() on a PMatrix2D.");
193
- }
194
-
195
-
196
- /**
197
- * Unavailable in 2D.
198
- * @throws IllegalArgumentException
199
- */
200
- public void rotateY(float angle) {
201
- throw new IllegalArgumentException("Cannot use rotateY() on a PMatrix2D.");
202
- }
203
-
204
-
205
- public void rotateZ(float angle) {
206
- rotate(angle);
207
- }
208
-
209
-
210
- /**
211
- * Unavailable in 2D.
212
- * @throws IllegalArgumentException
213
- */
214
- public void rotate(float angle, float v0, float v1, float v2) {
215
- throw new IllegalArgumentException("Cannot use this version of rotate() on a PMatrix2D.");
216
- }
217
-
218
-
219
- public void scale(float s) {
220
- scale(s, s);
221
- }
222
-
223
-
224
- public void scale(float sx, float sy) {
225
- m00 *= sx; m01 *= sy;
226
- m10 *= sx; m11 *= sy;
227
- }
228
-
229
-
230
- /**
231
- * Unavailable in 2D.
232
- * @throws IllegalArgumentException
233
- */
234
- public void scale(float x, float y, float z) {
235
- throw new IllegalArgumentException("Cannot use this version of scale() on a PMatrix2D.");
236
- }
237
-
238
-
239
- public void shearX(float angle) {
240
- apply(1, 0, 1, tan(angle), 0, 0);
241
- }
242
51
 
52
+ public PMatrix2D(PMatrix matrix) {
53
+ set(matrix);
54
+ }
243
55
 
244
- public void shearY(float angle) {
245
- apply(1, 0, 1, 0, tan(angle), 0);
246
- }
56
+ public void reset() {
57
+ set(1, 0, 0,
58
+ 0, 1, 0);
59
+ }
247
60
 
61
+ /**
62
+ * Returns a copy of this PMatrix.
63
+ */
64
+ public PMatrix2D get() {
65
+ PMatrix2D outgoing = new PMatrix2D();
66
+ outgoing.set(this);
67
+ return outgoing;
68
+ }
248
69
 
249
- public void apply(PMatrix source) {
250
- if (source instanceof PMatrix2D) {
251
- apply((PMatrix2D) source);
252
- } else if (source instanceof PMatrix3D) {
253
- apply((PMatrix3D) source);
70
+ /**
71
+ * Copies the matrix contents into a 6 entry float array. If target is null
72
+ * (or not the correct size), a new array will be created. Returned in the
73
+ * order {@code {m00, m01, m02, m10, m11, m12}}.
74
+ */
75
+ public float[] get(float[] target) {
76
+ if ((target == null) || (target.length != 6)) {
77
+ target = new float[6];
78
+ }
79
+ target[0] = m00;
80
+ target[1] = m01;
81
+ target[2] = m02;
82
+
83
+ target[3] = m10;
84
+ target[4] = m11;
85
+ target[5] = m12;
86
+
87
+ return target;
254
88
  }
255
- }
256
-
257
-
258
- public void apply(PMatrix2D source) {
259
- apply(source.m00, source.m01, source.m02,
260
- source.m10, source.m11, source.m12);
261
- }
262
-
263
-
264
- /**
265
- * Unavailable in 2D.
266
- * @throws IllegalArgumentException
267
- */
268
- public void apply(PMatrix3D source) {
269
- throw new IllegalArgumentException("Cannot use apply(PMatrix3D) on a PMatrix2D.");
270
- }
271
89
 
90
+ /**
91
+ * If matrix is a PMatrix2D, sets this matrix to be a copy of it.
92
+ *
93
+ * @throws IllegalArgumentException If <tt>matrix</tt> is not 2D.
94
+ */
95
+ public void set(PMatrix matrix) {
96
+ if (matrix instanceof PMatrix2D) {
97
+ PMatrix2D src = (PMatrix2D) matrix;
98
+ set(src.m00, src.m01, src.m02,
99
+ src.m10, src.m11, src.m12);
100
+ } else {
101
+ throw new IllegalArgumentException("PMatrix2D.set() only accepts PMatrix2D objects.");
102
+ }
103
+ }
272
104
 
273
- public void apply(float n00, float n01, float n02,
274
- float n10, float n11, float n12) {
275
- float t0 = m00;
276
- float t1 = m01;
277
- m00 = n00 * t0 + n10 * t1;
278
- m01 = n01 * t0 + n11 * t1;
279
- m02 += n02 * t0 + n12 * t1;
105
+ /**
106
+ * Unavailable in 2D. Does nothing.
107
+ */
108
+ public void set(PMatrix3D src) {
109
+ }
280
110
 
281
- t0 = m10;
282
- t1 = m11;
283
- m10 = n00 * t0 + n10 * t1;
284
- m11 = n01 * t0 + n11 * t1;
285
- m12 += n02 * t0 + n12 * t1;
286
- }
111
+ public void set(float[] source) {
112
+ m00 = source[0];
113
+ m01 = source[1];
114
+ m02 = source[2];
287
115
 
116
+ m10 = source[3];
117
+ m11 = source[4];
118
+ m12 = source[5];
119
+ }
288
120
 
289
- /**
290
- * Unavailable in 2D.
291
- * @throws IllegalArgumentException
292
- */
293
- public void apply(float n00, float n01, float n02, float n03,
294
- float n10, float n11, float n12, float n13,
295
- float n20, float n21, float n22, float n23,
296
- float n30, float n31, float n32, float n33) {
297
- throw new IllegalArgumentException("Cannot use this version of apply() on a PMatrix2D.");
298
- }
121
+ /**
122
+ * Sets the matrix content.
123
+ */
124
+ public void set(float m00, float m01, float m02,
125
+ float m10, float m11, float m12) {
126
+ this.m00 = m00;
127
+ this.m01 = m01;
128
+ this.m02 = m02;
129
+ this.m10 = m10;
130
+ this.m11 = m11;
131
+ this.m12 = m12;
132
+ }
299
133
 
134
+ /**
135
+ * Unavailable in 2D. Does nothing.
136
+ */
137
+ public void set(float m00, float m01, float m02, float m03,
138
+ float m10, float m11, float m12, float m13,
139
+ float m20, float m21, float m22, float m23,
140
+ float m30, float m31, float m32, float m33) {
300
141
 
301
- /**
302
- * Apply another matrix to the left of this one.
303
- */
304
- public void preApply(PMatrix source) {
305
- if (source instanceof PMatrix2D) {
306
- preApply((PMatrix2D) source);
307
- } else if (source instanceof PMatrix3D) {
308
- preApply((PMatrix3D) source);
309
142
  }
310
- }
311
143
 
144
+ public void translate(float tx, float ty) {
145
+ m02 = tx * m00 + ty * m01 + m02;
146
+ m12 = tx * m10 + ty * m11 + m12;
147
+ }
312
148
 
313
- public void preApply(PMatrix2D left) {
314
- preApply(left.m00, left.m01, left.m02,
315
- left.m10, left.m11, left.m12);
316
- }
149
+ /**
150
+ * Unavailable in 2D.
151
+ *
152
+ * @throws IllegalArgumentException
153
+ */
154
+ public void translate(float x, float y, float z) {
155
+ throw new IllegalArgumentException("Cannot use translate(x, y, z) on a PMatrix2D.");
156
+ }
317
157
 
158
+ // Implementation roughly based on AffineTransform.
159
+ public void rotate(float angle) {
160
+ float s = sin(angle);
161
+ float c = cos(angle);
162
+
163
+ float temp1 = m00;
164
+ float temp2 = m01;
165
+ m00 = c * temp1 + s * temp2;
166
+ m01 = -s * temp1 + c * temp2;
167
+ temp1 = m10;
168
+ temp2 = m11;
169
+ m10 = c * temp1 + s * temp2;
170
+ m11 = -s * temp1 + c * temp2;
171
+ }
318
172
 
319
- /**
320
- * Unavailable in 2D.
321
- * @throws IllegalArgumentException
322
- */
323
- public void preApply(PMatrix3D left) {
324
- throw new IllegalArgumentException("Cannot use preApply(PMatrix3D) on a PMatrix2D.");
325
- }
173
+ /**
174
+ * Unavailable in 2D.
175
+ *
176
+ * @throws IllegalArgumentException
177
+ */
178
+ public void rotateX(float angle) {
179
+ throw new IllegalArgumentException("Cannot use rotateX() on a PMatrix2D.");
180
+ }
326
181
 
182
+ /**
183
+ * Unavailable in 2D.
184
+ *
185
+ * @throws IllegalArgumentException
186
+ */
187
+ public void rotateY(float angle) {
188
+ throw new IllegalArgumentException("Cannot use rotateY() on a PMatrix2D.");
189
+ }
327
190
 
328
- public void preApply(float n00, float n01, float n02,
329
- float n10, float n11, float n12) {
330
- float t0 = m02;
331
- float t1 = m12;
332
- n02 += t0 * n00 + t1 * n01;
333
- n12 += t0 * n10 + t1 * n11;
191
+ public void rotateZ(float angle) {
192
+ rotate(angle);
193
+ }
334
194
 
335
- m02 = n02;
336
- m12 = n12;
195
+ /**
196
+ * Unavailable in 2D.
197
+ *
198
+ * @throws IllegalArgumentException
199
+ */
200
+ public void rotate(float angle, float v0, float v1, float v2) {
201
+ throw new IllegalArgumentException("Cannot use this version of rotate() on a PMatrix2D.");
202
+ }
337
203
 
338
- t0 = m00;
339
- t1 = m10;
340
- m00 = t0 * n00 + t1 * n01;
341
- m10 = t0 * n10 + t1 * n11;
204
+ public void scale(float s) {
205
+ scale(s, s);
206
+ }
342
207
 
343
- t0 = m01;
344
- t1 = m11;
345
- m01 = t0 * n00 + t1 * n01;
346
- m11 = t0 * n10 + t1 * n11;
347
- }
208
+ public void scale(float sx, float sy) {
209
+ m00 *= sx;
210
+ m01 *= sy;
211
+ m10 *= sx;
212
+ m11 *= sy;
213
+ }
348
214
 
215
+ /**
216
+ * Unavailable in 2D.
217
+ *
218
+ * @throws IllegalArgumentException
219
+ */
220
+ public void scale(float x, float y, float z) {
221
+ throw new IllegalArgumentException("Cannot use this version of scale() on a PMatrix2D.");
222
+ }
349
223
 
350
- /**
351
- * Unavailable in 2D.
352
- * @throws IllegalArgumentException
353
- */
354
- public void preApply(float n00, float n01, float n02, float n03,
355
- float n10, float n11, float n12, float n13,
356
- float n20, float n21, float n22, float n23,
357
- float n30, float n31, float n32, float n33) {
358
- throw new IllegalArgumentException("Cannot use this version of preApply() on a PMatrix2D.");
359
- }
224
+ public void shearX(float angle) {
225
+ apply(1, 0, 1, tan(angle), 0, 0);
226
+ }
360
227
 
228
+ public void shearY(float angle) {
229
+ apply(1, 0, 1, 0, tan(angle), 0);
230
+ }
361
231
 
362
- //////////////////////////////////////////////////////////////
232
+ public void apply(PMatrix source) {
233
+ if (source instanceof PMatrix2D) {
234
+ apply((PMatrix2D) source);
235
+ } else if (source instanceof PMatrix3D) {
236
+ apply((PMatrix3D) source);
237
+ }
238
+ }
363
239
 
364
-
365
- /**
366
- * {@inheritDoc}
367
- * Ignores any z component.
368
- */
369
- public PVector mult(PVector source, PVector target) {
370
- if (target == null) {
371
- target = new PVector();
240
+ public void apply(PMatrix2D source) {
241
+ apply(source.m00, source.m01, source.m02,
242
+ source.m10, source.m11, source.m12);
372
243
  }
373
- target.x = m00*source.x + m01*source.y + m02;
374
- target.y = m10*source.x + m11*source.y + m12;
375
- return target;
376
- }
377
244
 
245
+ /**
246
+ * Unavailable in 2D.
247
+ *
248
+ * @throws IllegalArgumentException
249
+ */
250
+ public void apply(PMatrix3D source) {
251
+ throw new IllegalArgumentException("Cannot use apply(PMatrix3D) on a PMatrix2D.");
252
+ }
378
253
 
379
- /**
380
- * Multiply a two element vector against this matrix.
381
- * If out is null or not length four, a new float array will be returned.
382
- * The values for vec and out can be the same (though that's less efficient).
383
- */
384
- public float[] mult(float vec[], float out[]) {
385
- if (out == null || out.length != 2) {
386
- out = new float[2];
254
+ public void apply(float n00, float n01, float n02,
255
+ float n10, float n11, float n12) {
256
+ float t0 = m00;
257
+ float t1 = m01;
258
+ m00 = n00 * t0 + n10 * t1;
259
+ m01 = n01 * t0 + n11 * t1;
260
+ m02 += n02 * t0 + n12 * t1;
261
+
262
+ t0 = m10;
263
+ t1 = m11;
264
+ m10 = n00 * t0 + n10 * t1;
265
+ m11 = n01 * t0 + n11 * t1;
266
+ m12 += n02 * t0 + n12 * t1;
387
267
  }
388
268
 
389
- if (vec == out) {
390
- float tx = m00*vec[0] + m01*vec[1] + m02;
391
- float ty = m10*vec[0] + m11*vec[1] + m12;
269
+ /**
270
+ * Unavailable in 2D.
271
+ *
272
+ * @throws IllegalArgumentException
273
+ */
274
+ public void apply(float n00, float n01, float n02, float n03,
275
+ float n10, float n11, float n12, float n13,
276
+ float n20, float n21, float n22, float n23,
277
+ float n30, float n31, float n32, float n33) {
278
+ throw new IllegalArgumentException("Cannot use this version of apply() on a PMatrix2D.");
279
+ }
392
280
 
393
- out[0] = tx;
394
- out[1] = ty;
281
+ /**
282
+ * Apply another matrix to the left of this one.
283
+ */
284
+ public void preApply(PMatrix source) {
285
+ if (source instanceof PMatrix2D) {
286
+ preApply((PMatrix2D) source);
287
+ } else if (source instanceof PMatrix3D) {
288
+ preApply((PMatrix3D) source);
289
+ }
290
+ }
395
291
 
396
- } else {
397
- out[0] = m00*vec[0] + m01*vec[1] + m02;
398
- out[1] = m10*vec[0] + m11*vec[1] + m12;
292
+ public void preApply(PMatrix2D left) {
293
+ preApply(left.m00, left.m01, left.m02,
294
+ left.m10, left.m11, left.m12);
399
295
  }
400
296
 
401
- return out;
402
- }
297
+ /**
298
+ * Unavailable in 2D.
299
+ *
300
+ * @throws IllegalArgumentException
301
+ */
302
+ public void preApply(PMatrix3D left) {
303
+ throw new IllegalArgumentException("Cannot use preApply(PMatrix3D) on a PMatrix2D.");
304
+ }
403
305
 
306
+ public void preApply(float n00, float n01, float n02,
307
+ float n10, float n11, float n12) {
308
+ float t0 = m02;
309
+ float t1 = m12;
310
+ n02 += t0 * n00 + t1 * n01;
311
+ n12 += t0 * n10 + t1 * n11;
312
+
313
+ m02 = n02;
314
+ m12 = n12;
315
+
316
+ t0 = m00;
317
+ t1 = m10;
318
+ m00 = t0 * n00 + t1 * n01;
319
+ m10 = t0 * n10 + t1 * n11;
320
+
321
+ t0 = m01;
322
+ t1 = m11;
323
+ m01 = t0 * n00 + t1 * n01;
324
+ m11 = t0 * n10 + t1 * n11;
325
+ }
404
326
 
405
- /**
406
- * Returns the x-coordinate of the result of multiplying the point (x, y)
407
- * by this matrix.
408
- */
409
- public float multX(float x, float y) {
410
- return m00*x + m01*y + m02;
411
- }
327
+ /**
328
+ * Unavailable in 2D.
329
+ *
330
+ * @throws IllegalArgumentException
331
+ */
332
+ public void preApply(float n00, float n01, float n02, float n03,
333
+ float n10, float n11, float n12, float n13,
334
+ float n20, float n21, float n22, float n23,
335
+ float n30, float n31, float n32, float n33) {
336
+ throw new IllegalArgumentException("Cannot use this version of preApply() on a PMatrix2D.");
337
+ }
412
338
 
339
+ //////////////////////////////////////////////////////////////
340
+ /**
341
+ * {@inheritDoc} Ignores any z component.
342
+ */
343
+ public PVector mult(PVector source, PVector target) {
344
+ if (target == null) {
345
+ target = new PVector();
346
+ }
347
+ target.x = m00 * source.x + m01 * source.y + m02;
348
+ target.y = m10 * source.x + m11 * source.y + m12;
349
+ return target;
350
+ }
413
351
 
414
- /**
415
- * Returns the y-coordinate of the result of multiplying the point (x, y)
416
- * by this matrix.
417
- */
418
- public float multY(float x, float y) {
419
- return m10*x + m11*y + m12;
420
- }
352
+ /**
353
+ * Multiply a two element vector against this matrix. If out is null or not
354
+ * length four, a new float array will be returned. The values for vec and
355
+ * out can be the same (though that's less efficient).
356
+ */
357
+ public float[] mult(float vec[], float out[]) {
358
+ if (out == null || out.length != 2) {
359
+ out = new float[2];
360
+ }
361
+
362
+ if (vec == out) {
363
+ float tx = m00 * vec[0] + m01 * vec[1] + m02;
364
+ float ty = m10 * vec[0] + m11 * vec[1] + m12;
365
+
366
+ out[0] = tx;
367
+ out[1] = ty;
368
+
369
+ } else {
370
+ out[0] = m00 * vec[0] + m01 * vec[1] + m02;
371
+ out[1] = m10 * vec[0] + m11 * vec[1] + m12;
372
+ }
373
+
374
+ return out;
375
+ }
421
376
 
377
+ /**
378
+ * Returns the x-coordinate of the result of multiplying the point (x, y) by
379
+ * this matrix.
380
+ */
381
+ public float multX(float x, float y) {
382
+ return m00 * x + m01 * y + m02;
383
+ }
422
384
 
385
+ /**
386
+ * Returns the y-coordinate of the result of multiplying the point (x, y) by
387
+ * this matrix.
388
+ */
389
+ public float multY(float x, float y) {
390
+ return m10 * x + m11 * y + m12;
391
+ }
423
392
 
424
- /**
425
- * Unavailable in 2D. Does nothing.
426
- */
427
- public void transpose() {
428
- }
393
+ /**
394
+ * Unavailable in 2D. Does nothing.
395
+ */
396
+ public void transpose() {
397
+ }
429
398
 
430
399
 
431
- /*
400
+ /*
432
401
  * Implementation stolen from OpenJDK.
433
- */
434
- public boolean invert() {
435
- float determinant = determinant();
436
- if (Math.abs(determinant) <= Float.MIN_VALUE) {
437
- return false;
402
+ */
403
+ public boolean invert() {
404
+ float determinant = determinant();
405
+ if (Math.abs(determinant) <= Float.MIN_VALUE) {
406
+ return false;
407
+ }
408
+
409
+ float t00 = m00;
410
+ float t01 = m01;
411
+ float t02 = m02;
412
+ float t10 = m10;
413
+ float t11 = m11;
414
+ float t12 = m12;
415
+
416
+ m00 = t11 / determinant;
417
+ m10 = -t10 / determinant;
418
+ m01 = -t01 / determinant;
419
+ m11 = t00 / determinant;
420
+ m02 = (t01 * t12 - t11 * t02) / determinant;
421
+ m12 = (t10 * t02 - t00 * t12) / determinant;
422
+
423
+ return true;
438
424
  }
439
425
 
440
- float t00 = m00;
441
- float t01 = m01;
442
- float t02 = m02;
443
- float t10 = m10;
444
- float t11 = m11;
445
- float t12 = m12;
446
-
447
- m00 = t11 / determinant;
448
- m10 = -t10 / determinant;
449
- m01 = -t01 / determinant;
450
- m11 = t00 / determinant;
451
- m02 = (t01 * t12 - t11 * t02) / determinant;
452
- m12 = (t10 * t02 - t00 * t12) / determinant;
453
-
454
- return true;
455
- }
456
-
457
-
458
- /**
459
- * @return the determinant of the matrix
460
- */
461
- public float determinant() {
462
- return m00 * m11 - m01 * m10;
463
- }
464
-
465
-
466
- //////////////////////////////////////////////////////////////
467
-
468
-
469
- public void print() {
470
- int big = (int) abs(max(PApplet.max(abs(m00), abs(m01), abs(m02)),
471
- PApplet.max(abs(m10), abs(m11), abs(m12))));
472
-
473
- int digits = 1;
474
- if (Float.isNaN(big) || Float.isInfinite(big)) { // avoid infinite loop
475
- digits = 5;
476
- } else {
477
- while ((big /= 10) != 0) digits++; // cheap log()
426
+ /**
427
+ * @return the determinant of the matrix
428
+ */
429
+ public float determinant() {
430
+ return m00 * m11 - m01 * m10;
478
431
  }
479
432
 
480
- System.out.println(PApplet.nfs(m00, digits, 4) + " " +
481
- PApplet.nfs(m01, digits, 4) + " " +
482
- PApplet.nfs(m02, digits, 4));
483
-
484
- System.out.println(PApplet.nfs(m10, digits, 4) + " " +
485
- PApplet.nfs(m11, digits, 4) + " " +
486
- PApplet.nfs(m12, digits, 4));
487
-
488
- System.out.println();
489
- }
490
-
491
-
492
- //////////////////////////////////////////////////////////////
493
-
494
- // TODO these need to be added as regular API, but the naming and
495
- // implementation needs to be improved first. (e.g. actually keeping track
496
- // of whether the matrix is in fact identity internally.)
497
-
498
-
499
- protected boolean isIdentity() {
500
- return ((m00 == 1) && (m01 == 0) && (m02 == 0) &&
501
- (m10 == 0) && (m11 == 1) && (m12 == 0));
502
- }
503
-
504
-
505
- // TODO make this more efficient, or move into PMatrix2D
506
- protected boolean isWarped() {
507
- return ((m00 != 1) || (m01 != 0) &&
508
- (m10 != 0) || (m11 != 1));
509
- }
510
-
433
+ //////////////////////////////////////////////////////////////
434
+ public void print() {
435
+ int big = (int) abs(max(PApplet.max(abs(m00), abs(m01), abs(m02)),
436
+ PApplet.max(abs(m10), abs(m11), abs(m12))));
437
+
438
+ int digits = 1;
439
+ if (Float.isNaN(big) || Float.isInfinite(big)) { // avoid infinite loop
440
+ digits = 5;
441
+ } else {
442
+ while ((big /= 10) != 0) {
443
+ digits++; // cheap log()
444
+ }
445
+ }
446
+
447
+ System.out.println(PApplet.nfs(m00, digits, 4) + " "
448
+ + PApplet.nfs(m01, digits, 4) + " "
449
+ + PApplet.nfs(m02, digits, 4));
450
+
451
+ System.out.println(PApplet.nfs(m10, digits, 4) + " "
452
+ + PApplet.nfs(m11, digits, 4) + " "
453
+ + PApplet.nfs(m12, digits, 4));
454
+
455
+ System.out.println();
456
+ }
511
457
 
512
- //////////////////////////////////////////////////////////////
458
+ //////////////////////////////////////////////////////////////
459
+ // TODO these need to be added as regular API, but the naming and
460
+ // implementation needs to be improved first. (e.g. actually keeping track
461
+ // of whether the matrix is in fact identity internally.)
462
+ protected boolean isIdentity() {
463
+ return ((m00 == 1) && (m01 == 0) && (m02 == 0)
464
+ && (m10 == 0) && (m11 == 1) && (m12 == 0));
465
+ }
513
466
 
467
+ // TODO make this more efficient, or move into PMatrix2D
468
+ protected boolean isWarped() {
469
+ return ((m00 != 1) || (m01 != 0)
470
+ && (m10 != 0) || (m11 != 1));
471
+ }
514
472
 
515
- static private final float max(float a, float b) {
516
- return (a > b) ? a : b;
517
- }
473
+ //////////////////////////////////////////////////////////////
474
+ static private final float max(float a, float b) {
475
+ return (a > b) ? a : b;
476
+ }
518
477
 
519
- static private final float abs(float a) {
520
- return (a < 0) ? -a : a;
521
- }
478
+ static private final float abs(float a) {
479
+ return (a < 0) ? -a : a;
480
+ }
522
481
 
523
- static private final float sin(float angle) {
524
- return (float)Math.sin(angle);
525
- }
482
+ static private final float sin(float angle) {
483
+ return (float) Math.sin(angle);
484
+ }
526
485
 
527
- static private final float cos(float angle) {
528
- return (float)Math.cos(angle);
529
- }
486
+ static private final float cos(float angle) {
487
+ return (float) Math.cos(angle);
488
+ }
530
489
 
531
- static private final float tan(float angle) {
532
- return (float)Math.tan(angle);
533
- }
490
+ static private final float tan(float angle) {
491
+ return (float) Math.tan(angle);
492
+ }
534
493
  }