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processing/core/src/processing/core/PMatrix2D.java at master · darkcoderrises/processing · GitHub
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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2005-08 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package
processing
.
core
;
/**
* 3x2 affine matrix implementation.
*/
public
class
PMatrix2D
implements
PMatrix
{
public
float
m00
,
m01
,
m02
;
public
float
m10
,
m11
,
m12
;
public
PMatrix2D
() {
reset
();
}
public
PMatrix2D
(
float
m00
,
float
m01
,
float
m02
,
float
m10
,
float
m11
,
float
m12
) {
set
(
m00
,
m01
,
m02
,
m10
,
m11
,
m12
);
}
public
PMatrix2D
(
PMatrix
matrix
) {
set
(
matrix
);
}
public
void
reset
() {
set
(
1
,
0
,
0
,
0
,
1
,
0
);
}
/**
* Returns a copy of this PMatrix.
*/
public
PMatrix2D
get
() {
PMatrix2D
outgoing
=
new
PMatrix2D
();
outgoing
.
set
(
this
);
return
outgoing
;
}
/**
* Copies the matrix contents into a 6 entry float array.
* If target is null (or not the correct size), a new array will be created.
*/
public
float
[]
get
(
float
[]
target
) {
if
((
target
==
null
) || (
target
.
length
!=
6
)) {
target
=
new
float
[
6
];
}
target
[
0
] =
m00
;
target
[
1
] =
m01
;
target
[
2
] =
m02
;
target
[
3
] =
m10
;
target
[
4
] =
m11
;
target
[
5
] =
m12
;
return
target
;
}
public
void
set
(
PMatrix
matrix
) {
if
(
matrix
instanceof
PMatrix2D
) {
PMatrix2D
src
= (
PMatrix2D
)
matrix
;
set
(
src
.
m00
,
src
.
m01
,
src
.
m02
,
src
.
m10
,
src
.
m11
,
src
.
m12
);
}
else
{
throw
new
IllegalArgumentException
(
"PMatrix2D.set() only accepts PMatrix2D objects."
);
}
}
public
void
set
(
PMatrix3D
src
) {
}
public
void
set
(
float
[]
source
) {
m00
=
source
[
0
];
m01
=
source
[
1
];
m02
=
source
[
2
];
m10
=
source
[
3
];
m11
=
source
[
4
];
m12
=
source
[
5
];
}
public
void
set
(
float
m00
,
float
m01
,
float
m02
,
float
m10
,
float
m11
,
float
m12
) {
this
.
m00
=
m00
;
this
.
m01
=
m01
;
this
.
m02
=
m02
;
this
.
m10
=
m10
;
this
.
m11
=
m11
;
this
.
m12
=
m12
;
}
public
void
set
(
float
m00
,
float
m01
,
float
m02
,
float
m03
,
float
m10
,
float
m11
,
float
m12
,
float
m13
,
float
m20
,
float
m21
,
float
m22
,
float
m23
,
float
m30
,
float
m31
,
float
m32
,
float
m33
) {
}
public
void
translate
(
float
tx
,
float
ty
) {
m02
=
tx
*
m00
+
ty
*
m01
+
m02
;
m12
=
tx
*
m10
+
ty
*
m11
+
m12
;
}
public
void
translate
(
float
x
,
float
y
,
float
z
) {
throw
new
IllegalArgumentException
(
"Cannot use translate(x, y, z) on a PMatrix2D."
);
}
// Implementation roughly based on AffineTransform.
public
void
rotate
(
float
angle
) {
float
s
=
sin
(
angle
);
float
c
=
cos
(
angle
);
float
temp1
=
m00
;
float
temp2
=
m01
;
m00
=
c
*
temp1
+
s
*
temp2
;
m01
= -
s
*
temp1
+
c
*
temp2
;
temp1
=
m10
;
temp2
=
m11
;
m10
=
c
*
temp1
+
s
*
temp2
;
m11
= -
s
*
temp1
+
c
*
temp2
;
}
public
void
rotateX
(
float
angle
) {
throw
new
IllegalArgumentException
(
"Cannot use rotateX() on a PMatrix2D."
);
}
public
void
rotateY
(
float
angle
) {
throw
new
IllegalArgumentException
(
"Cannot use rotateY() on a PMatrix2D."
);
}
public
void
rotateZ
(
float
angle
) {
rotate
(
angle
);
}
public
void
rotate
(
float
angle
,
float
v0
,
float
v1
,
float
v2
) {
throw
new
IllegalArgumentException
(
"Cannot use this version of rotate() on a PMatrix2D."
);
}
public
void
scale
(
float
s
) {
scale
(
s
,
s
);
}
public
void
scale
(
float
sx
,
float
sy
) {
m00
*=
sx
;
m01
*=
sy
;
m10
*=
sx
;
m11
*=
sy
;
}
public
void
scale
(
float
x
,
float
y
,
float
z
) {
throw
new
IllegalArgumentException
(
"Cannot use this version of scale() on a PMatrix2D."
);
}
public
void
shearX
(
float
angle
) {
apply
(
1
,
0
,
1
,
tan
(
angle
),
0
,
0
);
}
public
void
shearY
(
float
angle
) {
apply
(
1
,
0
,
1
,
0
,
tan
(
angle
),
0
);
}
public
void
apply
(
PMatrix
source
) {
if
(
source
instanceof
PMatrix2D
) {
apply
((
PMatrix2D
)
source
);
}
else
if
(
source
instanceof
PMatrix3D
) {
apply
((
PMatrix3D
)
source
);
}
}
public
void
apply
(
PMatrix2D
source
) {
apply
(
source
.
m00
,
source
.
m01
,
source
.
m02
,
source
.
m10
,
source
.
m11
,
source
.
m12
);
}
public
void
apply
(
PMatrix3D
source
) {
throw
new
IllegalArgumentException
(
"Cannot use apply(PMatrix3D) on a PMatrix2D."
);
}
public
void
apply
(
float
n00
,
float
n01
,
float
n02
,
float
n10
,
float
n11
,
float
n12
) {
float
t0
=
m00
;
float
t1
=
m01
;
m00
=
n00
*
t0
+
n10
*
t1
;
m01
=
n01
*
t0
+
n11
*
t1
;
m02
+=
n02
*
t0
+
n12
*
t1
;
t0
=
m10
;
t1
=
m11
;
m10
=
n00
*
t0
+
n10
*
t1
;
m11
=
n01
*
t0
+
n11
*
t1
;
m12
+=
n02
*
t0
+
n12
*
t1
;
}
public
void
apply
(
float
n00
,
float
n01
,
float
n02
,
float
n03
,
float
n10
,
float
n11
,
float
n12
,
float
n13
,
float
n20
,
float
n21
,
float
n22
,
float
n23
,
float
n30
,
float
n31
,
float
n32
,
float
n33
) {
throw
new
IllegalArgumentException
(
"Cannot use this version of apply() on a PMatrix2D."
);
}
/**
* Apply another matrix to the left of this one.
*/
public
void
preApply
(
PMatrix
source
) {
if
(
source
instanceof
PMatrix2D
) {
preApply
((
PMatrix2D
)
source
);
}
else
if
(
source
instanceof
PMatrix3D
) {
preApply
((
PMatrix3D
)
source
);
}
}
public
void
preApply
(
PMatrix2D
left
) {
preApply
(
left
.
m00
,
left
.
m01
,
left
.
m02
,
left
.
m10
,
left
.
m11
,
left
.
m12
);
}
public
void
preApply
(
PMatrix3D
left
) {
throw
new
IllegalArgumentException
(
"Cannot use preApply(PMatrix3D) on a PMatrix2D."
);
}
public
void
preApply
(
float
n00
,
float
n01
,
float
n02
,
float
n10
,
float
n11
,
float
n12
) {
float
t0
=
m02
;
float
t1
=
m12
;
n02
+=
t0
*
n00
+
t1
*
n01
;
n12
+=
t0
*
n10
+
t1
*
n11
;
m02
=
n02
;
m12
=
n12
;
t0
=
m00
;
t1
=
m10
;
m00
=
t0
*
n00
+
t1
*
n01
;
m10
=
t0
*
n10
+
t1
*
n11
;
t0
=
m01
;
t1
=
m11
;
m01
=
t0
*
n00
+
t1
*
n01
;
m11
=
t0
*
n10
+
t1
*
n11
;
}
public
void
preApply
(
float
n00
,
float
n01
,
float
n02
,
float
n03
,
float
n10
,
float
n11
,
float
n12
,
float
n13
,
float
n20
,
float
n21
,
float
n22
,
float
n23
,
float
n30
,
float
n31
,
float
n32
,
float
n33
) {
throw
new
IllegalArgumentException
(
"Cannot use this version of preApply() on a PMatrix2D."
);
}
//////////////////////////////////////////////////////////////
/**
* Multiply the x and y coordinates of a PVector against this matrix.
*/
public
PVector
mult
(
PVector
source
,
PVector
target
) {
if
(
target
==
null
) {
target
=
new
PVector
();
}
target
.
x
=
m00
*
source
.
x
+
m01
*
source
.
y
+
m02
;
target
.
y
=
m10
*
source
.
x
+
m11
*
source
.
y
+
m12
;
return
target
;
}
/**
* Multiply a two element vector against this matrix.
* If out is null or not length four, a new float array will be returned.
* The values for vec and out can be the same (though that's less efficient).
*/
public
float
[]
mult
(
float
vec
[],
float
out
[]) {
if
(
out
==
null
||
out
.
length
!=
2
) {
out
=
new
float
[
2
];
}
if
(
vec
==
out
) {
float
tx
=
m00
*
vec
[
0
] +
m01
*
vec
[
1
] +
m02
;
float
ty
=
m10
*
vec
[
0
] +
m11
*
vec
[
1
] +
m12
;
out
[
0
] =
tx
;
out
[
1
] =
ty
;
}
else
{
out
[
0
] =
m00
*
vec
[
0
] +
m01
*
vec
[
1
] +
m02
;
out
[
1
] =
m10
*
vec
[
0
] +
m11
*
vec
[
1
] +
m12
;
}
return
out
;
}
public
float
multX
(
float
x
,
float
y
) {
return
m00
*
x
+
m01
*
y
+
m02
;
}
public
float
multY
(
float
x
,
float
y
) {
return
m10
*
x
+
m11
*
y
+
m12
;
}
/**
* Transpose this matrix.
*/
public
void
transpose
() {
}
/**
* Invert this matrix. Implementation stolen from OpenJDK.
* @return true if successful
*/
public
boolean
invert
() {
float
determinant
=
determinant
();
if
(
Math
.
abs
(
determinant
) <=
Float
.
MIN_VALUE
) {
return
false
;
}
float
t00
=
m00
;
float
t01
=
m01
;
float
t02
=
m02
;
float
t10
=
m10
;
float
t11
=
m11
;
float
t12
=
m12
;
m00
=
t11
/
determinant
;
m10
= -
t10
/
determinant
;
m01
= -
t01
/
determinant
;
m11
=
t00
/
determinant
;
m02
= (
t01
*
t12
-
t11
*
t02
) /
determinant
;
m12
= (
t10
*
t02
-
t00
*
t12
) /
determinant
;
return
true
;
}
/**
* @return the determinant of the matrix
*/
public
float
determinant
() {
return
m00
*
m11
-
m01
*
m10
;
}
//////////////////////////////////////////////////////////////
public
void
print
() {
int
big
= (
int
)
abs
(
max
(
PApplet
.
max
(
abs
(
m00
),
abs
(
m01
),
abs
(
m02
)),
PApplet
.
max
(
abs
(
m10
),
abs
(
m11
),
abs
(
m12
))));
int
digits
=
1
;
if
(
Float
.
isNaN
(
big
) ||
Float
.
isInfinite
(
big
)) {
// avoid infinite loop
digits
=
5
;
}
else
{
while
((
big
/=
10
) !=
0
)
digits
++;
// cheap log()
}
System
.
out
.
println
(
PApplet
.
nfs
(
m00
,
digits
,
4
) +
" "
+
PApplet
.
nfs
(
m01
,
digits
,
4
) +
" "
+
PApplet
.
nfs
(
m02
,
digits
,
4
));
System
.
out
.
println
(
PApplet
.
nfs
(
m10
,
digits
,
4
) +
" "
+
PApplet
.
nfs
(
m11
,
digits
,
4
) +
" "
+
PApplet
.
nfs
(
m12
,
digits
,
4
));
System
.
out
.
println
();
}
//////////////////////////////////////////////////////////////
// TODO these need to be added as regular API, but the naming and
// implementation needs to be improved first. (e.g. actually keeping track
// of whether the matrix is in fact identity internally.)
protected
boolean
isIdentity
() {
return
((
m00
==
1
) && (
m01
==
0
) && (
m02
==
0
) &&
(
m10
==
0
) && (
m11
==
1
) && (
m12
==
0
));
}
// TODO make this more efficient, or move into PMatrix2D
protected
boolean
isWarped
() {
return
((
m00
!=
1
) || (
m01
!=
0
) &&
(
m10
!=
0
) || (
m11
!=
1
));
}
//////////////////////////////////////////////////////////////
static
private
final
float
max
(
float
a
,
float
b
) {
return
(
a
>
b
) ?
a
:
b
;
}
static
private
final
float
abs
(
float
a
) {
return
(
a
<
0
) ? -
a
:
a
;
}
static
private
final
float
sin
(
float
angle
) {
return
(
float
)
Math
.
sin
(
angle
);
}
static
private
final
float
cos
(
float
angle
) {
return
(
float
)
Math
.
cos
(
angle
);
}
static
private
final
float
tan
(
float
angle
) {
return
(
float
)
Math
.
tan
(
angle
);
}
}
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