propane 3.4.2-java → 3.5.0-java

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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 @@
1
+ /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
2
+
1
3
  /*
2
4
  Part of the Processing project - http://processing.org
3
5
 
@@ -17,179 +19,190 @@
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
28
  * A matrix is used to define graphical transformations. PMatrix is the common
25
29
  * interface for both the 2D and 3D matrix classes in Processing. A matrix is a
26
30
  * grid of numbers, which can be multiplied by a vector to give another vector.
27
- * Multiplying a point by a particular matrix might translate it, rotate it, or
28
- * carry out a combination of transformations.
31
+ * Multiplying a point by a particular matrix might translate it, rotate it,
32
+ * or carry out a combination of transformations.
29
33
  *
30
34
  * Multiplying matrices by each other combines their effects; use the
31
35
  * {@code apply} and {@code preApply} methods for this.
32
36
  */
33
37
  public interface PMatrix {
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
-
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
+
173
182
  // public float multX(float x, float y);
174
183
  // public float multY(float x, float y);
184
+
175
185
  // public float multX(float x, float y, float z);
176
186
  // public float multY(float x, float y, float z);
177
187
  // public float multZ(float x, float y, float z);
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();
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();
195
208
  }
@@ -1,3 +1,5 @@
1
+ /* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
2
+
1
3
  /*
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
  }