propane 3.4.2-java → 3.5.0-java

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Files changed (131) hide show
  1. checksums.yaml +4 -4
  2. data/.mvn/wrapper/MavenWrapperDownloader.java +1 -1
  3. data/.travis.yml +1 -1
  4. data/CHANGELOG.md +5 -1
  5. data/Gemfile +2 -0
  6. data/README.md +15 -3
  7. data/Rakefile +9 -10
  8. data/bin/propane +3 -1
  9. data/lib/propane.rb +2 -1
  10. data/lib/propane/app.rb +2 -1
  11. data/lib/propane/creators/sketch_class.rb +7 -1
  12. data/lib/propane/creators/sketch_factory.rb +4 -2
  13. data/lib/propane/creators/sketch_writer.rb +1 -0
  14. data/lib/propane/helper_methods.rb +22 -22
  15. data/lib/propane/helpers/numeric.rb +2 -0
  16. data/lib/propane/helpers/version_error.rb +1 -0
  17. data/lib/propane/library.rb +5 -1
  18. data/lib/propane/library_loader.rb +2 -0
  19. data/lib/propane/native_folder.rb +10 -9
  20. data/lib/propane/native_loader.rb +3 -0
  21. data/lib/propane/runner.rb +11 -5
  22. data/lib/propane/version.rb +2 -1
  23. data/library/boids/boids.rb +21 -11
  24. data/library/color_group/color_group.rb +2 -0
  25. data/library/control_panel/control_panel.rb +8 -5
  26. data/library/dxf/dxf.rb +2 -0
  27. data/library/file_chooser/chooser.rb +10 -9
  28. data/library/file_chooser/file_chooser.rb +10 -9
  29. data/library/library_proxy/library_proxy.rb +2 -0
  30. data/library/net/net.rb +2 -0
  31. data/library/simplex_noise/simplex_noise.rb +2 -0
  32. data/library/slider/slider.rb +23 -22
  33. data/library/vector_utils/vector_utils.rb +4 -0
  34. data/library/video_event/video_event.rb +2 -0
  35. data/pom.rb +46 -45
  36. data/pom.xml +4 -4
  37. data/propane.gemspec +8 -7
  38. data/src/main/java/monkstone/ColorUtil.java +1 -3
  39. data/src/main/java/monkstone/MathToolModule.java +1 -1
  40. data/src/main/java/monkstone/PropaneLibrary.java +2 -2
  41. data/src/main/java/monkstone/fastmath/Deglut.java +1 -1
  42. data/src/main/java/monkstone/filechooser/Chooser.java +1 -1
  43. data/src/main/java/monkstone/noise/SimplexNoise.java +2 -2
  44. data/src/main/java/monkstone/slider/CustomHorizontalSlider.java +1 -1
  45. data/src/main/java/monkstone/slider/CustomVerticalSlider.java +1 -1
  46. data/src/main/java/monkstone/slider/SimpleHorizontalSlider.java +1 -1
  47. data/src/main/java/monkstone/slider/SimpleVerticalSlider.java +1 -1
  48. data/src/main/java/monkstone/slider/SliderBar.java +1 -1
  49. data/src/main/java/monkstone/slider/SliderGroup.java +1 -1
  50. data/src/main/java/monkstone/slider/WheelHandler.java +1 -1
  51. data/src/main/java/monkstone/vecmath/package-info.java +1 -1
  52. data/src/main/java/monkstone/vecmath/vec2/Vec2.java +1 -1
  53. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +1 -2
  54. data/src/main/java/monkstone/videoevent/CaptureEvent.java +1 -1
  55. data/src/main/java/monkstone/videoevent/MovieEvent.java +1 -1
  56. data/src/main/java/monkstone/videoevent/package-info.java +1 -1
  57. data/src/main/java/processing/awt/PGraphicsJava2D.java +788 -283
  58. data/src/main/java/processing/awt/PImageAWT.java +260 -0
  59. data/src/main/java/processing/awt/PShapeJava2D.java +56 -53
  60. data/src/main/java/processing/awt/PSurfaceAWT.java +309 -211
  61. data/src/main/java/processing/awt/ShimAWT.java +580 -0
  62. data/src/main/java/processing/core/PApplet.java +2877 -2098
  63. data/src/main/java/processing/core/PConstants.java +477 -447
  64. data/src/main/java/processing/core/PFont.java +930 -884
  65. data/src/main/java/processing/core/PGraphics.java +337 -309
  66. data/src/main/java/processing/core/PImage.java +1689 -1689
  67. data/src/main/java/processing/core/PMatrix.java +172 -159
  68. data/src/main/java/processing/core/PMatrix2D.java +456 -410
  69. data/src/main/java/processing/core/PMatrix3D.java +755 -735
  70. data/src/main/java/processing/core/PShape.java +2910 -2656
  71. data/src/main/java/processing/core/PShapeOBJ.java +97 -94
  72. data/src/main/java/processing/core/PShapeSVG.java +1656 -1462
  73. data/src/main/java/processing/core/PStyle.java +40 -37
  74. data/src/main/java/processing/core/PSurface.java +134 -97
  75. data/src/main/java/processing/core/PSurfaceNone.java +292 -218
  76. data/src/main/java/processing/core/PVector.java +991 -966
  77. data/src/main/java/processing/core/ThinkDifferent.java +12 -8
  78. data/src/main/java/processing/data/DoubleDict.java +756 -710
  79. data/src/main/java/processing/data/DoubleList.java +749 -696
  80. data/src/main/java/processing/data/FloatDict.java +748 -702
  81. data/src/main/java/processing/data/FloatList.java +751 -697
  82. data/src/main/java/processing/data/IntDict.java +720 -673
  83. data/src/main/java/processing/data/IntList.java +699 -633
  84. data/src/main/java/processing/data/JSONArray.java +931 -873
  85. data/src/main/java/processing/data/JSONObject.java +1262 -1165
  86. data/src/main/java/processing/data/JSONTokener.java +351 -341
  87. data/src/main/java/processing/data/LongDict.java +710 -663
  88. data/src/main/java/processing/data/LongList.java +701 -635
  89. data/src/main/java/processing/data/Sort.java +37 -41
  90. data/src/main/java/processing/data/StringDict.java +525 -486
  91. data/src/main/java/processing/data/StringList.java +626 -580
  92. data/src/main/java/processing/data/Table.java +3693 -3513
  93. data/src/main/java/processing/data/TableRow.java +182 -183
  94. data/src/main/java/processing/data/XML.java +954 -880
  95. data/src/main/java/processing/event/Event.java +87 -67
  96. data/src/main/java/processing/event/KeyEvent.java +48 -41
  97. data/src/main/java/processing/event/MouseEvent.java +87 -113
  98. data/src/main/java/processing/event/TouchEvent.java +10 -6
  99. data/src/main/java/processing/javafx/PSurfaceFX.java +26 -0
  100. data/src/main/java/processing/net/Client.java +20 -20
  101. data/src/main/java/processing/net/Server.java +9 -9
  102. data/src/main/java/processing/opengl/FontTexture.java +286 -266
  103. data/src/main/java/processing/opengl/FrameBuffer.java +390 -376
  104. data/src/main/java/processing/opengl/LinePath.java +130 -91
  105. data/src/main/java/processing/opengl/LineStroker.java +593 -582
  106. data/src/main/java/processing/opengl/PGL.java +645 -579
  107. data/src/main/java/processing/opengl/PGraphics2D.java +408 -315
  108. data/src/main/java/processing/opengl/PGraphics3D.java +107 -72
  109. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +12287 -12030
  110. data/src/main/java/processing/opengl/PJOGL.java +1743 -1672
  111. data/src/main/java/processing/opengl/PShader.java +345 -416
  112. data/src/main/java/processing/opengl/PShapeOpenGL.java +4601 -4543
  113. data/src/main/java/processing/opengl/PSurfaceJOGL.java +1113 -1029
  114. data/src/main/java/processing/opengl/Texture.java +1489 -1401
  115. data/src/main/java/processing/opengl/VertexBuffer.java +57 -55
  116. data/test/create_test.rb +21 -20
  117. data/test/deglut_spec_test.rb +4 -2
  118. data/test/helper_methods_test.rb +49 -20
  119. data/test/math_tool_test.rb +39 -32
  120. data/test/native_folder.rb +47 -0
  121. data/test/respond_to_test.rb +3 -2
  122. data/test/sketches/key_event.rb +2 -2
  123. data/test/sketches/library/my_library/my_library.rb +3 -0
  124. data/test/test_helper.rb +2 -0
  125. data/test/vecmath_spec_test.rb +35 -22
  126. data/vendors/Rakefile +28 -22
  127. metadata +13 -13
  128. data/src/main/java/processing/opengl/shaders/LightVert-brcm.glsl +0 -154
  129. data/src/main/java/processing/opengl/shaders/LightVert-vc4.glsl +0 -154
  130. data/src/main/java/processing/opengl/shaders/TexLightVert-brcm.glsl +0 -160
  131. data/src/main/java/processing/opengl/shaders/TexLightVert-vc4.glsl +0 -160
@@ -1,3 +1,5 @@
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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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@@ -17,179 +19,190 @@
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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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+
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  package processing.core;
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25
 
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+
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  /**
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  * A matrix is used to define graphical transformations. PMatrix is the common
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  * interface for both the 2D and 3D matrix classes in Processing. A matrix is a
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  * grid of numbers, which can be multiplied by a vector to give another vector.
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- * 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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+ * Multiplying a point by a particular matrix might translate it, rotate it,
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+ * or carry out a combination of transformations.
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  *
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  * Multiplying matrices by each other combines their effects; use the
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  * {@code apply} and {@code preApply} methods for this.
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  */
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  public interface PMatrix {
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-
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- /**
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- * Make this an identity matrix. Multiplying by it will have no effect.
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- */
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- public void reset();
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-
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- /**
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- * Returns a copy of this PMatrix.
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- */
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- public PMatrix get();
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-
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- /**
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- * Copies the matrix contents into a float array. If target is null (or not
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- * the correct size), a new array will be created.
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- */
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- public float[] get(float[] target);
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-
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- /**
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- * Make this matrix become a copy of src.
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- */
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- public void set(PMatrix src);
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-
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- /**
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- * Set the contents of this matrix to the contents of source. Fills the
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- * matrix left-to-right, starting in the top row.
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- */
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- public void set(float[] source);
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-
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- /**
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- * Set the matrix content to this 2D matrix or its 3D equivalent.
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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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-
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- /**
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- * Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
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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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-
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- public void translate(float tx, float ty);
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-
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- public void translate(float tx, float ty, float tz);
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-
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- public void rotate(float angle);
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-
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- public void rotateX(float angle);
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-
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- public void rotateY(float angle);
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-
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- public void rotateZ(float angle);
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-
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- public void rotate(float angle, float v0, float v1, float v2);
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-
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- public void scale(float s);
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-
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- public void scale(float sx, float sy);
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-
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- public void scale(float x, float y, float z);
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-
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- public void shearX(float angle);
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-
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- public void shearY(float angle);
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-
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- /**
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- * Multiply this matrix by another.
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- */
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- public void apply(PMatrix source);
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-
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- /**
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- * Multiply this matrix by another.
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- */
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- public void apply(PMatrix2D source);
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-
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- /**
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- * Multiply this matrix by another.
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- */
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- public void apply(PMatrix3D source);
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-
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- /**
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- * Multiply this matrix by another.
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- */
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- public void apply(float n00, float n01, float n02,
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- float n10, float n11, float n12);
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-
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- /**
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- * Multiply this matrix by another.
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- */
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- public void apply(float n00, float n01, float n02, float n03,
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- float n10, float n11, float n12, float n13,
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- float n20, float n21, float n22, float n23,
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- float n30, float n31, float n32, float n33);
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-
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- /**
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- * Apply another matrix to the left of this one.
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- */
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- public void preApply(PMatrix left);
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-
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- /**
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- * Apply another matrix to the left of this one.
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- */
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- public void preApply(PMatrix2D left);
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-
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- /**
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- * Apply another matrix to the left of this one. 3D only.
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- */
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- public void preApply(PMatrix3D left);
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-
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- /**
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- * Apply another matrix to the left of this one.
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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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- /**
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- * Apply another matrix to the left of this one. 3D only.
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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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- float n20, float n21, float n22, float n23,
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- float n30, float n31, float n32, float n33);
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-
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- /**
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- * Multiply source by this matrix, and return the result. The result will be
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- * stored in target if target is non-null, and target will then be the
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- * matrix returned. This improves performance if you reuse target, so it's
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- * recommended if you call this many times in draw().
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- */
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- public PVector mult(PVector source, PVector target);
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-
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- /**
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- * Multiply a multi-element vector against this matrix. Supplying and
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- * recycling a target array improves performance, so it's recommended if you
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- * call this many times in draw().
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- */
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- public float[] mult(float[] source, float[] target);
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-
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+
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+ /**
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+ * Make this an identity matrix. Multiplying by it will have no effect.
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+ */
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+ public void reset();
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+
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+ /**
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+ * Returns a copy of this PMatrix.
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+ */
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+ public PMatrix get();
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+
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+ /**
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+ * Copies the matrix contents into a 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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+ */
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+ public float[] get(float[] target);
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+
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+
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+ /**
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+ * Make this matrix become a copy of src.
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+ */
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+ public void set(PMatrix src);
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+
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+ /**
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+ * Set the contents of this matrix to the contents of source. Fills the
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+ * matrix left-to-right, starting in the top row.
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+ */
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+ public void set(float[] source);
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+
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+ /**
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+ * Set the matrix content to this 2D matrix or its 3D equivalent.
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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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+
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+ /**
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+ * Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
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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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+
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+
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+ public void translate(float tx, float ty);
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+
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+ public void translate(float tx, float ty, float tz);
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+
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+ public void rotate(float angle);
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+
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+ public void rotateX(float angle);
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+
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+ public void rotateY(float angle);
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+
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+ public void rotateZ(float angle);
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+
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+ public void rotate(float angle, float v0, float v1, float v2);
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+
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+ public void scale(float s);
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+
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+ public void scale(float sx, float sy);
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+
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+ public void scale(float x, float y, float z);
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+
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+ public void shearX(float angle);
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+
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+ public void shearY(float angle);
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+
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+ /**
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+ * Multiply this matrix by another.
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+ */
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+ public void apply(PMatrix source);
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+
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+ /**
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+ * Multiply this matrix by another.
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+ */
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+ public void apply(PMatrix2D source);
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+
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+ /**
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+ * Multiply this matrix by another.
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+ */
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+ public void apply(PMatrix3D source);
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+
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+ /**
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+ * Multiply this matrix by another.
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+ */
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+ public void apply(float n00, float n01, float n02,
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+ float n10, float n11, float n12);
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+
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+ /**
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+ * Multiply this matrix by another.
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+ */
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+ public void apply(float n00, float n01, float n02, float n03,
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+ float n10, float n11, float n12, float n13,
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+ float n20, float n21, float n22, float n23,
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+ float n30, float n31, float n32, float n33);
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+
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+ /**
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+ * Apply another matrix to the left of this one.
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+ */
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+ public void preApply(PMatrix left);
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+
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+ /**
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+ * Apply another matrix to the left of this one.
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+ */
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+ public void preApply(PMatrix2D left);
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+
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+ /**
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+ * Apply another matrix to the left of this one. 3D only.
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+ */
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+ public void preApply(PMatrix3D left);
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+
150
+ /**
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+ * Apply another matrix to the left of this one.
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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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+ /**
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+ * Apply another matrix to the left of this one. 3D only.
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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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+ float n20, float n21, float n22, float n23,
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+ float n30, float n31, float n32, float n33);
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+
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+
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+ /**
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+ * Multiply source by this matrix, and return the result.
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+ * The result will be stored in target if target is non-null, and target
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+ * will then be the matrix returned. This improves performance if you reuse
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+ * target, so it's recommended if you call this many times in draw().
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+ */
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+ public PVector mult(PVector source, PVector target);
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+
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+
174
+ /**
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+ * Multiply a multi-element vector against this matrix.
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+ * Supplying and recycling a target array improves performance, so it's
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+ * recommended if you call this many times in draw().
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+ */
179
+ public float[] mult(float[] source, float[] target);
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+
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+
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  // public float multX(float x, float y);
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  // public float multY(float x, float y);
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+
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  // public float multX(float x, float y, float z);
176
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  // public float multY(float x, float y, float z);
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  // public float multZ(float x, float y, float z);
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- /**
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();
188
+
189
+
190
+ /**
191
+ * Transpose this matrix; rows become columns and columns rows.
192
+ */
193
+ public void transpose();
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+
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
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+ */
207
+ public float determinant();
195
208
  }
@@ -1,3 +1,5 @@
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+ /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
2
+
1
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  /*
2
4
  Part of the Processing project - http://processing.org
3
5
 
@@ -17,483 +19,527 @@
17
19
  Public License along with this library; if not, write to the
18
20
  Free Software Foundation, Inc., 59 Temple Place, Suite 330,
19
21
  Boston, MA 02111-1307 USA
20
- */
22
+ */
23
+
21
24
  package processing.core;
22
25
 
26
+
23
27
  /**
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()}.
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()}.
27
32
  * <pre>
28
33
  * [m00 m01 m02][x] [m00*x + m01*y + m02*1] [x']
29
34
  * [m10 m11 m12][y] = [m10*x + m11*y + m12*1] = [y']
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.
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.
33
38
  */
34
39
  public class PMatrix2D implements PMatrix {
35
40
 
36
- public float m00, m01, m02;
37
- public float m10, m11, m12;
41
+ public float m00, m01, m02;
42
+ public float m10, m11, m12;
38
43
 
39
- /**
40
- * Create a new matrix, set to the identity matrix.
41
- */
42
- public PMatrix2D() {
43
- reset();
44
- }
45
44
 
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);
50
- }
45
+ /**
46
+ * Create a new matrix, set to the identity matrix.
47
+ */
48
+ public PMatrix2D() {
49
+ reset();
50
+ }
51
51
 
52
- public PMatrix2D(PMatrix matrix) {
53
- set(matrix);
54
- }
55
52
 
56
- public void reset() {
57
- set(1, 0, 0,
58
- 0, 1, 0);
59
- }
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
+ }
60
58
 
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
- }
69
59
 
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;
88
- }
60
+ public PMatrix2D(PMatrix matrix) {
61
+ set(matrix);
62
+ }
89
63
 
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
- }
104
64
 
105
- /**
106
- * Unavailable in 2D. Does nothing.
107
- */
108
- public void set(PMatrix3D src) {
109
- }
65
+ public void reset() {
66
+ set(1, 0, 0,
67
+ 0, 1, 0);
68
+ }
110
69
 
111
- public void set(float[] source) {
112
- m00 = source[0];
113
- m01 = source[1];
114
- m02 = source[2];
115
70
 
116
- m10 = source[3];
117
- m11 = source[4];
118
- m12 = source[5];
119
- }
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
+ }
79
+
120
80
 
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;
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];
132
89
  }
90
+ target[0] = m00;
91
+ target[1] = m01;
92
+ target[2] = m02;
133
93
 
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) {
94
+ target[3] = m10;
95
+ target[4] = m11;
96
+ target[5] = m12;
141
97
 
142
- }
98
+ return target;
99
+ }
143
100
 
144
- public void translate(float tx, float ty) {
145
- m02 = tx * m00 + ty * m01 + m02;
146
- m12 = tx * m10 + ty * m11 + m12;
147
- }
148
101
 
149
- /**
150
- * Unavailable in 2D.
151
- *
152
- * @throws IllegalArgumentException
153
- */
154
- @Override
155
- public void translate(float x, float y, float z) {
156
- throw new IllegalArgumentException("Cannot use translate(x, y, z) on a PMatrix2D.");
102
+ /**
103
+ * If matrix is a PMatrix2D, sets this matrix to be a copy of it.
104
+ * @throws IllegalArgumentException If <code>matrix</code> 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.");
157
113
  }
114
+ }
158
115
 
159
- // Implementation roughly based on AffineTransform.
160
- @Override
161
- public void rotate(float angle) {
162
- float s = sin(angle);
163
- float c = cos(angle);
164
-
165
- float temp1 = m00;
166
- float temp2 = m01;
167
- m00 = c * temp1 + s * temp2;
168
- m01 = -s * temp1 + c * temp2;
169
- temp1 = m10;
170
- temp2 = m11;
171
- m10 = c * temp1 + s * temp2;
172
- m11 = -s * temp1 + c * temp2;
173
- }
174
116
 
175
- /**
176
- * Unavailable in 2D.
177
- *
178
- * @throws IllegalArgumentException
179
- */
180
- @Override
181
- public void rotateX(float angle) {
182
- throw new IllegalArgumentException("Cannot use rotateX() on a PMatrix2D.");
183
- }
117
+ /**
118
+ * Unavailable in 2D. Does nothing.
119
+ */
120
+ public void set(PMatrix3D src) {
121
+ }
184
122
 
185
- /**
186
- * Unavailable in 2D.
187
- *
188
- * @throws IllegalArgumentException
189
- */
190
- public void rotateY(float angle) {
191
- throw new IllegalArgumentException("Cannot use rotateY() on a PMatrix2D.");
192
- }
193
123
 
194
- public void rotateZ(float angle) {
195
- rotate(angle);
196
- }
124
+ public void set(float[] source) {
125
+ m00 = source[0];
126
+ m01 = source[1];
127
+ m02 = source[2];
197
128
 
198
- /**
199
- * Unavailable in 2D.
200
- *
201
- * @throws IllegalArgumentException
202
- */
203
- @Override
204
- public void rotate(float angle, float v0, float v1, float v2) {
205
- throw new IllegalArgumentException("Cannot use this version of rotate() on a PMatrix2D.");
206
- }
129
+ m10 = source[3];
130
+ m11 = source[4];
131
+ m12 = source[5];
132
+ }
207
133
 
208
- @Override
209
- public void scale(float s) {
210
- scale(s, s);
211
- }
212
134
 
213
- @Override
214
- public void scale(float sx, float sy) {
215
- m00 *= sx;
216
- m01 *= sy;
217
- m10 *= sx;
218
- m11 *= sy;
219
- }
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) {
220
152
 
221
- /**
222
- * Unavailable in 2D.
223
- *
224
- * @throws IllegalArgumentException
225
- */
226
- public void scale(float x, float y, float z) {
227
- throw new IllegalArgumentException("Cannot use this version of scale() on a PMatrix2D.");
228
- }
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
+ }
229
169
 
230
- public void shearX(float angle) {
231
- apply(1, 0, 1, tan(angle), 0, 0);
232
- }
233
170
 
234
- public void shearY(float angle) {
235
- apply(1, 0, 1, 0, tan(angle), 0);
236
- }
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
+ }
237
185
 
238
- public void apply(PMatrix source) {
239
- if (source instanceof PMatrix2D) {
240
- apply((PMatrix2D) source);
241
- } else if (source instanceof PMatrix3D) {
242
- apply((PMatrix3D) source);
243
- }
244
- }
245
186
 
246
- public void apply(PMatrix2D source) {
247
- apply(source.m00, source.m01, source.m02,
248
- source.m10, source.m11, source.m12);
249
- }
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
+ * @param angle
199
+ * @throws IllegalArgumentException
200
+ */
201
+ @Override
202
+ public void rotateY(float angle) {
203
+ throw new IllegalArgumentException("Cannot use rotateY() on a PMatrix2D.");
204
+ }
205
+
206
+
207
+ @Override
208
+ public void rotateZ(float angle) {
209
+ rotate(angle);
210
+ }
250
211
 
251
- /**
252
- * Unavailable in 2D.
253
- *
254
- * @throws IllegalArgumentException
255
- */
256
- public void apply(PMatrix3D source) {
257
- throw new IllegalArgumentException("Cannot use apply(PMatrix3D) on a PMatrix2D.");
258
- }
259
212
 
260
- public void apply(float n00, float n01, float n02,
261
- float n10, float n11, float n12) {
262
- float t0 = m00;
263
- float t1 = m01;
264
- m00 = n00 * t0 + n10 * t1;
265
- m01 = n01 * t0 + n11 * t1;
266
- m02 += n02 * t0 + n12 * t1;
267
-
268
- t0 = m10;
269
- t1 = m11;
270
- m10 = n00 * t0 + n10 * t1;
271
- m11 = n01 * t0 + n11 * t1;
272
- m12 += n02 * t0 + n12 * t1;
273
- }
213
+ /**
214
+ * Unavailable in 2D.
215
+ * @throws IllegalArgumentException
216
+ */
217
+ @Override
218
+ public void rotate(float angle, float v0, float v1, float v2) {
219
+ throw new IllegalArgumentException("Cannot use this version of rotate() on a PMatrix2D.");
220
+ }
221
+
222
+
223
+ @Override
224
+ public void scale(float s) {
225
+ scale(s, s);
226
+ }
274
227
 
275
- /**
276
- * Unavailable in 2D.
277
- *
278
- * @throws IllegalArgumentException
279
- */
280
- public void apply(float n00, float n01, float n02, float n03,
281
- float n10, float n11, float n12, float n13,
282
- float n20, float n21, float n22, float n23,
283
- float n30, float n31, float n32, float n33) {
284
- throw new IllegalArgumentException("Cannot use this version of apply() on a PMatrix2D.");
285
- }
286
228
 
287
- /**
288
- * Apply another matrix to the left of this one.
289
- */
290
- public void preApply(PMatrix source) {
291
- if (source instanceof PMatrix2D) {
292
- preApply((PMatrix2D) source);
293
- } else if (source instanceof PMatrix3D) {
294
- preApply((PMatrix3D) source);
295
- }
296
- }
229
+ @Override
230
+ public void scale(float sx, float sy) {
231
+ m00 *= sx; m01 *= sy;
232
+ m10 *= sx; m11 *= sy;
233
+ }
234
+
235
+
236
+ /**
237
+ * Unavailable in 2D.
238
+ * @throws IllegalArgumentException
239
+ */
240
+ @Override
241
+ public void scale(float x, float y, float z) {
242
+ throw new IllegalArgumentException("Cannot use this version of scale() on a PMatrix2D.");
243
+ }
244
+
245
+
246
+ @Override
247
+ public void shearX(float angle) {
248
+ apply(1, 0, 1, tan(angle), 0, 0);
249
+ }
250
+
251
+
252
+ @Override
253
+ public void shearY(float angle) {
254
+ apply(1, 0, 1, 0, tan(angle), 0);
255
+ }
256
+
257
+
258
+ @Override
259
+ public void apply(PMatrix source) {
260
+ if (source instanceof PMatrix2D) {
261
+ apply((PMatrix2D) source);
262
+ } else if (source instanceof PMatrix3D) {
263
+ apply((PMatrix3D) source);
264
+ }
265
+ }
266
+
267
+
268
+ public void apply(PMatrix2D source) {
269
+ apply(source.m00, source.m01, source.m02,
270
+ source.m10, source.m11, source.m12);
271
+ }
272
+
273
+
274
+ /**
275
+ * Unavailable in 2D.
276
+ * @throws IllegalArgumentException
277
+ */
278
+ public void apply(PMatrix3D source) {
279
+ throw new IllegalArgumentException("Cannot use apply(PMatrix3D) on a PMatrix2D.");
280
+ }
281
+
282
+
283
+ public void apply(float n00, float n01, float n02,
284
+ float n10, float n11, float n12) {
285
+ float t0 = m00;
286
+ float t1 = m01;
287
+ m00 = n00 * t0 + n10 * t1;
288
+ m01 = n01 * t0 + n11 * t1;
289
+ m02 += n02 * t0 + n12 * t1;
290
+
291
+ t0 = m10;
292
+ t1 = m11;
293
+ m10 = n00 * t0 + n10 * t1;
294
+ m11 = n01 * t0 + n11 * t1;
295
+ m12 += n02 * t0 + n12 * t1;
296
+ }
297
+
298
+
299
+ /**
300
+ * Unavailable in 2D.
301
+ * @throws IllegalArgumentException
302
+ */
303
+ public void apply(float n00, float n01, float n02, float n03,
304
+ float n10, float n11, float n12, float n13,
305
+ float n20, float n21, float n22, float n23,
306
+ float n30, float n31, float n32, float n33) {
307
+ throw new IllegalArgumentException("Cannot use this version of apply() on a PMatrix2D.");
308
+ }
297
309
 
298
- public void preApply(PMatrix2D left) {
299
- preApply(left.m00, left.m01, left.m02,
300
- left.m10, left.m11, left.m12);
301
- }
302
310
 
303
- /**
304
- * Unavailable in 2D.
305
- *
306
- * @throws IllegalArgumentException
307
- */
308
- public void preApply(PMatrix3D left) {
309
- throw new IllegalArgumentException("Cannot use preApply(PMatrix3D) on a PMatrix2D.");
311
+ /**
312
+ * Apply another matrix to the left of this one.
313
+ */
314
+ public void preApply(PMatrix source) {
315
+ if (source instanceof PMatrix2D) {
316
+ preApply((PMatrix2D) source);
317
+ } else if (source instanceof PMatrix3D) {
318
+ preApply((PMatrix3D) source);
310
319
  }
320
+ }
311
321
 
312
- public void preApply(float n00, float n01, float n02,
313
- float n10, float n11, float n12) {
314
- float t0 = m02;
315
- float t1 = m12;
316
- n02 += t0 * n00 + t1 * n01;
317
- n12 += t0 * n10 + t1 * n11;
318
-
319
- m02 = n02;
320
- m12 = n12;
321
-
322
- t0 = m00;
323
- t1 = m10;
324
- m00 = t0 * n00 + t1 * n01;
325
- m10 = t0 * n10 + t1 * n11;
326
-
327
- t0 = m01;
328
- t1 = m11;
329
- m01 = t0 * n00 + t1 * n01;
330
- m11 = t0 * n10 + t1 * n11;
331
- }
332
322
 
333
- /**
334
- * Unavailable in 2D.
335
- *
336
- * @throws IllegalArgumentException
337
- */
338
- public void preApply(float n00, float n01, float n02, float n03,
339
- float n10, float n11, float n12, float n13,
340
- float n20, float n21, float n22, float n23,
341
- float n30, float n31, float n32, float n33) {
342
- throw new IllegalArgumentException("Cannot use this version of preApply() on a PMatrix2D.");
343
- }
323
+ public void preApply(PMatrix2D left) {
324
+ preApply(left.m00, left.m01, left.m02,
325
+ left.m10, left.m11, left.m12);
326
+ }
344
327
 
345
- //////////////////////////////////////////////////////////////
346
- /**
347
- * {@inheritDoc} Ignores any z component.
348
- */
349
- public PVector mult(PVector source, PVector target) {
350
- if (target == null) {
351
- target = new PVector();
352
- }
353
- target.x = m00 * source.x + m01 * source.y + m02;
354
- target.y = m10 * source.x + m11 * source.y + m12;
355
- return target;
356
- }
357
328
 
358
- /**
359
- * Multiply a two element vector against this matrix. If out is null or not
360
- * length four, a new float array will be returned. The values for vec and
361
- * out can be the same (though that's less efficient).
362
- */
363
- public float[] mult(float vec[], float out[]) {
364
- if (out == null || out.length != 2) {
365
- out = new float[2];
366
- }
367
-
368
- if (vec == out) {
369
- float tx = m00 * vec[0] + m01 * vec[1] + m02;
370
- float ty = m10 * vec[0] + m11 * vec[1] + m12;
371
-
372
- out[0] = tx;
373
- out[1] = ty;
374
-
375
- } else {
376
- out[0] = m00 * vec[0] + m01 * vec[1] + m02;
377
- out[1] = m10 * vec[0] + m11 * vec[1] + m12;
378
- }
379
-
380
- return out;
381
- }
329
+ /**
330
+ * Unavailable in 2D.
331
+ * @throws IllegalArgumentException
332
+ */
333
+ public void preApply(PMatrix3D left) {
334
+ throw new IllegalArgumentException("Cannot use preApply(PMatrix3D) on a PMatrix2D.");
335
+ }
336
+
337
+
338
+ public void preApply(float n00, float n01, float n02,
339
+ float n10, float n11, float n12) {
340
+ float t0 = m02;
341
+ float t1 = m12;
342
+ n02 += t0 * n00 + t1 * n01;
343
+ n12 += t0 * n10 + t1 * n11;
344
+
345
+ m02 = n02;
346
+ m12 = n12;
347
+
348
+ t0 = m00;
349
+ t1 = m10;
350
+ m00 = t0 * n00 + t1 * n01;
351
+ m10 = t0 * n10 + t1 * n11;
352
+
353
+ t0 = m01;
354
+ t1 = m11;
355
+ m01 = t0 * n00 + t1 * n01;
356
+ m11 = t0 * n10 + t1 * n11;
357
+ }
382
358
 
383
- /**
384
- * Returns the x-coordinate of the result of multiplying the point (x, y) by
385
- * this matrix.
386
- */
387
- public float multX(float x, float y) {
388
- return m00 * x + m01 * y + m02;
359
+
360
+ /**
361
+ * Unavailable in 2D.
362
+ * @throws IllegalArgumentException
363
+ */
364
+ public void preApply(float n00, float n01, float n02, float n03,
365
+ float n10, float n11, float n12, float n13,
366
+ float n20, float n21, float n22, float n23,
367
+ float n30, float n31, float n32, float n33) {
368
+ throw new IllegalArgumentException("Cannot use this version of preApply() on a PMatrix2D.");
369
+ }
370
+
371
+
372
+ //////////////////////////////////////////////////////////////
373
+
374
+
375
+ /**
376
+ * {@inheritDoc}
377
+ * Ignores any z component.
378
+ */
379
+ public PVector mult(PVector source, PVector target) {
380
+ if (target == null) {
381
+ target = new PVector();
389
382
  }
383
+ target.x = m00*source.x + m01*source.y + m02;
384
+ target.y = m10*source.x + m11*source.y + m12;
385
+ return target;
386
+ }
387
+
390
388
 
391
- /**
392
- * Returns the y-coordinate of the result of multiplying the point (x, y) by
393
- * this matrix.
394
- */
395
- public float multY(float x, float y) {
396
- return m10 * x + m11 * y + m12;
389
+ /**
390
+ * Multiply a two element vector against this matrix.
391
+ * If out is null or not length four, a new float array will be returned.
392
+ * The values for vec and out can be the same (though that's less efficient).
393
+ */
394
+ public float[] mult(float[] vec, float[] out) {
395
+ if (out == null || out.length != 2) {
396
+ out = new float[2];
397
397
  }
398
398
 
399
- /**
400
- * Unavailable in 2D. Does nothing.
401
- */
402
- public void transpose() {
399
+ if (vec == out) {
400
+ float tx = m00*vec[0] + m01*vec[1] + m02;
401
+ float ty = m10*vec[0] + m11*vec[1] + m12;
402
+
403
+ out[0] = tx;
404
+ out[1] = ty;
405
+
406
+ } else {
407
+ out[0] = m00*vec[0] + m01*vec[1] + m02;
408
+ out[1] = m10*vec[0] + m11*vec[1] + m12;
403
409
  }
404
410
 
411
+ return out;
412
+ }
413
+
414
+
415
+ /**
416
+ * Returns the x-coordinate of the result of multiplying the point (x, y)
417
+ * by this matrix.
418
+ */
419
+ public float multX(float x, float y) {
420
+ return m00*x + m01*y + m02;
421
+ }
422
+
423
+
424
+ /**
425
+ * Returns the y-coordinate of the result of multiplying the point (x, y)
426
+ * by this matrix.
427
+ */
428
+ public float multY(float x, float y) {
429
+ return m10*x + m11*y + m12;
430
+ }
405
431
 
406
- /*
432
+
433
+
434
+ /**
435
+ * Unavailable in 2D. Does nothing.
436
+ */
437
+ public void transpose() {
438
+ }
439
+
440
+
441
+ /*
407
442
  * Implementation stolen from OpenJDK.
408
- */
409
- public boolean invert() {
410
- float determinant = determinant();
411
- if (Math.abs(determinant) <= Float.MIN_VALUE) {
412
- return false;
413
- }
414
-
415
- float t00 = m00;
416
- float t01 = m01;
417
- float t02 = m02;
418
- float t10 = m10;
419
- float t11 = m11;
420
- float t12 = m12;
421
-
422
- m00 = t11 / determinant;
423
- m10 = -t10 / determinant;
424
- m01 = -t01 / determinant;
425
- m11 = t00 / determinant;
426
- m02 = (t01 * t12 - t11 * t02) / determinant;
427
- m12 = (t10 * t02 - t00 * t12) / determinant;
428
-
429
- return true;
443
+ */
444
+ public boolean invert() {
445
+ float determinant = determinant();
446
+ if (Math.abs(determinant) <= Float.MIN_VALUE) {
447
+ return false;
430
448
  }
431
449
 
432
- /**
433
- * @return the determinant of the matrix
434
- */
435
- public float determinant() {
436
- return m00 * m11 - m01 * m10;
437
- }
450
+ float t00 = m00;
451
+ float t01 = m01;
452
+ float t02 = m02;
453
+ float t10 = m10;
454
+ float t11 = m11;
455
+ float t12 = m12;
438
456
 
439
- //////////////////////////////////////////////////////////////
440
- public void print() {
441
- int big = (int) abs(max(PApplet.max(abs(m00), abs(m01), abs(m02)),
442
- PApplet.max(abs(m10), abs(m11), abs(m12))));
443
-
444
- int digits = 1;
445
- if (Float.isNaN(big) || Float.isInfinite(big)) { // avoid infinite loop
446
- digits = 5;
447
- } else {
448
- while ((big /= 10) != 0) {
449
- digits++; // cheap log()
450
- }
451
- }
452
-
453
- System.out.println(PApplet.nfs(m00, digits, 4) + " "
454
- + PApplet.nfs(m01, digits, 4) + " "
455
- + PApplet.nfs(m02, digits, 4));
456
-
457
- System.out.println(PApplet.nfs(m10, digits, 4) + " "
458
- + PApplet.nfs(m11, digits, 4) + " "
459
- + PApplet.nfs(m12, digits, 4));
460
-
461
- System.out.println();
462
- }
457
+ m00 = t11 / determinant;
458
+ m10 = -t10 / determinant;
459
+ m01 = -t01 / determinant;
460
+ m11 = t00 / determinant;
461
+ m02 = (t01 * t12 - t11 * t02) / determinant;
462
+ m12 = (t10 * t02 - t00 * t12) / determinant;
463
463
 
464
- //////////////////////////////////////////////////////////////
465
- // TODO these need to be added as regular API, but the naming and
466
- // implementation needs to be improved first. (e.g. actually keeping track
467
- // of whether the matrix is in fact identity internally.)
468
- protected boolean isIdentity() {
469
- return ((m00 == 1) && (m01 == 0) && (m02 == 0)
470
- && (m10 == 0) && (m11 == 1) && (m12 == 0));
471
- }
464
+ return true;
465
+ }
472
466
 
473
- // TODO make this more efficient, or move into PMatrix2D
474
- protected boolean isWarped() {
475
- return ((m00 != 1) || (m01 != 0)
476
- && (m10 != 0) || (m11 != 1));
477
- }
478
467
 
479
- //////////////////////////////////////////////////////////////
480
- static private final float max(float a, float b) {
481
- return (a > b) ? a : b;
482
- }
468
+ /**
469
+ * @return the determinant of the matrix
470
+ */
471
+ @Override
472
+ public float determinant() {
473
+ return m00 * m11 - m01 * m10;
474
+ }
483
475
 
484
- static private final float abs(float a) {
485
- return (a < 0) ? -a : a;
486
- }
487
476
 
488
- static private final float sin(float angle) {
489
- return (float) Math.sin(angle);
490
- }
477
+ //////////////////////////////////////////////////////////////
491
478
 
492
- static private final float cos(float angle) {
493
- return (float) Math.cos(angle);
494
- }
495
479
 
496
- static private final float tan(float angle) {
497
- return (float) Math.tan(angle);
480
+ public void print() {
481
+ int big = (int) abs(max(PApplet.max(abs(m00), abs(m01), abs(m02)),
482
+ PApplet.max(abs(m10), abs(m11), abs(m12))));
483
+
484
+ int digits = 1;
485
+ if (Float.isNaN(big) || Float.isInfinite(big)) { // avoid infinite loop
486
+ digits = 5;
487
+ } else {
488
+ while ((big /= 10) != 0) digits++; // cheap log()
498
489
  }
490
+
491
+ System.out.println(PApplet.nfs(m00, digits, 4) + " " +
492
+ PApplet.nfs(m01, digits, 4) + " " +
493
+ PApplet.nfs(m02, digits, 4));
494
+
495
+ System.out.println(PApplet.nfs(m10, digits, 4) + " " +
496
+ PApplet.nfs(m11, digits, 4) + " " +
497
+ PApplet.nfs(m12, digits, 4));
498
+
499
+ System.out.println();
500
+ }
501
+
502
+
503
+ //////////////////////////////////////////////////////////////
504
+
505
+ // TODO these need to be added as regular API, but the naming and
506
+ // implementation needs to be improved first. (e.g. actually keeping track
507
+ // of whether the matrix is in fact identity internally.)
508
+
509
+
510
+ protected boolean isIdentity() {
511
+ return ((m00 == 1) && (m01 == 0) && (m02 == 0) &&
512
+ (m10 == 0) && (m11 == 1) && (m12 == 0));
513
+ }
514
+
515
+
516
+ // TODO make this more efficient, or move into PMatrix2D
517
+ protected boolean isWarped() {
518
+ return ((m00 != 1) || (m01 != 0) &&
519
+ (m10 != 0) || (m11 != 1));
520
+ }
521
+
522
+
523
+ //////////////////////////////////////////////////////////////
524
+
525
+
526
+ static private final float max(float a, float b) {
527
+ return (a > b) ? a : b;
528
+ }
529
+
530
+ static private final float abs(float a) {
531
+ return (a < 0) ? -a : a;
532
+ }
533
+
534
+ static private final float sin(float angle) {
535
+ return (float)Math.sin(angle);
536
+ }
537
+
538
+ static private final float cos(float angle) {
539
+ return (float)Math.cos(angle);
540
+ }
541
+
542
+ static private final float tan(float angle) {
543
+ return (float)Math.tan(angle);
544
+ }
499
545
  }