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Java example source code file (Matrix3D.java)

This example Java source code file (Matrix3D.java) is included in the alvinalexander.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Java by Example" TM.

Learn more about this Java project at its project page.

Java - Java tags/keywords

matrix3d, nxo, nxx, nxy, nxz, nyo, nyx, nyy, nyz, nzo, nzx, nzy, nzz, string

The Matrix3D.java Java example source code

/*
 * Copyright (c) 1995, 2011, Oracle and/or its affiliates. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 *   - Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 *
 *   - Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 *   - Neither the name of Oracle nor the names of its
 *     contributors may be used to endorse or promote products derived
 *     from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

/*
 * This source code is provided to illustrate the usage of a given feature
 * or technique and has been deliberately simplified. Additional steps
 * required for a production-quality application, such as security checks,
 * input validation and proper error handling, might not be present in
 * this sample code.
 */



/** A fairly conventional 3D matrix object that can transform sets of
3D points and perform a variety of manipulations on the transform */
class Matrix3D {

    float xx, xy, xz, xo;
    float yx, yy, yz, yo;
    float zx, zy, zz, zo;
    static final double pi = 3.14159265;

    /** Create a new unit matrix */
    Matrix3D() {
        xx = 1.0f;
        yy = 1.0f;
        zz = 1.0f;
    }

    /** Scale by f in all dimensions */
    void scale(float f) {
        xx *= f;
        xy *= f;
        xz *= f;
        xo *= f;
        yx *= f;
        yy *= f;
        yz *= f;
        yo *= f;
        zx *= f;
        zy *= f;
        zz *= f;
        zo *= f;
    }

    /** Scale along each axis independently */
    void scale(float xf, float yf, float zf) {
        xx *= xf;
        xy *= xf;
        xz *= xf;
        xo *= xf;
        yx *= yf;
        yy *= yf;
        yz *= yf;
        yo *= yf;
        zx *= zf;
        zy *= zf;
        zz *= zf;
        zo *= zf;
    }

    /** Translate the origin */
    void translate(float x, float y, float z) {
        xo += x;
        yo += y;
        zo += z;
    }

    /** rotate theta degrees about the y axis */
    void yrot(double theta) {
        theta *= (pi / 180);
        double ct = Math.cos(theta);
        double st = Math.sin(theta);

        float Nxx = (float) (xx * ct + zx * st);
        float Nxy = (float) (xy * ct + zy * st);
        float Nxz = (float) (xz * ct + zz * st);
        float Nxo = (float) (xo * ct + zo * st);

        float Nzx = (float) (zx * ct - xx * st);
        float Nzy = (float) (zy * ct - xy * st);
        float Nzz = (float) (zz * ct - xz * st);
        float Nzo = (float) (zo * ct - xo * st);

        xo = Nxo;
        xx = Nxx;
        xy = Nxy;
        xz = Nxz;
        zo = Nzo;
        zx = Nzx;
        zy = Nzy;
        zz = Nzz;
    }

    /** rotate theta degrees about the x axis */
    void xrot(double theta) {
        theta *= (pi / 180);
        double ct = Math.cos(theta);
        double st = Math.sin(theta);

        float Nyx = (float) (yx * ct + zx * st);
        float Nyy = (float) (yy * ct + zy * st);
        float Nyz = (float) (yz * ct + zz * st);
        float Nyo = (float) (yo * ct + zo * st);

        float Nzx = (float) (zx * ct - yx * st);
        float Nzy = (float) (zy * ct - yy * st);
        float Nzz = (float) (zz * ct - yz * st);
        float Nzo = (float) (zo * ct - yo * st);

        yo = Nyo;
        yx = Nyx;
        yy = Nyy;
        yz = Nyz;
        zo = Nzo;
        zx = Nzx;
        zy = Nzy;
        zz = Nzz;
    }

    /** rotate theta degrees about the z axis */
    void zrot(double theta) {
        theta *= (pi / 180);
        double ct = Math.cos(theta);
        double st = Math.sin(theta);

        float Nyx = (float) (yx * ct + xx * st);
        float Nyy = (float) (yy * ct + xy * st);
        float Nyz = (float) (yz * ct + xz * st);
        float Nyo = (float) (yo * ct + xo * st);

        float Nxx = (float) (xx * ct - yx * st);
        float Nxy = (float) (xy * ct - yy * st);
        float Nxz = (float) (xz * ct - yz * st);
        float Nxo = (float) (xo * ct - yo * st);

        yo = Nyo;
        yx = Nyx;
        yy = Nyy;
        yz = Nyz;
        xo = Nxo;
        xx = Nxx;
        xy = Nxy;
        xz = Nxz;
    }

    /** Multiply this matrix by a second: M = M*R */
    void mult(Matrix3D rhs) {
        float lxx = xx * rhs.xx + yx * rhs.xy + zx * rhs.xz;
        float lxy = xy * rhs.xx + yy * rhs.xy + zy * rhs.xz;
        float lxz = xz * rhs.xx + yz * rhs.xy + zz * rhs.xz;
        float lxo = xo * rhs.xx + yo * rhs.xy + zo * rhs.xz + rhs.xo;

        float lyx = xx * rhs.yx + yx * rhs.yy + zx * rhs.yz;
        float lyy = xy * rhs.yx + yy * rhs.yy + zy * rhs.yz;
        float lyz = xz * rhs.yx + yz * rhs.yy + zz * rhs.yz;
        float lyo = xo * rhs.yx + yo * rhs.yy + zo * rhs.yz + rhs.yo;

        float lzx = xx * rhs.zx + yx * rhs.zy + zx * rhs.zz;
        float lzy = xy * rhs.zx + yy * rhs.zy + zy * rhs.zz;
        float lzz = xz * rhs.zx + yz * rhs.zy + zz * rhs.zz;
        float lzo = xo * rhs.zx + yo * rhs.zy + zo * rhs.zz + rhs.zo;

        xx = lxx;
        xy = lxy;
        xz = lxz;
        xo = lxo;

        yx = lyx;
        yy = lyy;
        yz = lyz;
        yo = lyo;

        zx = lzx;
        zy = lzy;
        zz = lzz;
        zo = lzo;
    }

    /** Reinitialize to the unit matrix */
    void unit() {
        xo = 0;
        xx = 1;
        xy = 0;
        xz = 0;
        yo = 0;
        yx = 0;
        yy = 1;
        yz = 0;
        zo = 0;
        zx = 0;
        zy = 0;
        zz = 1;
    }

    /** Transform nvert points from v into tv.  v contains the input
    coordinates in floating point.  Three successive entries in
    the array constitute a point.  tv ends up holding the transformed
    points as integers; three successive entries per point */
    void transform(float v[], int tv[], int nvert) {
        float lxx = xx, lxy = xy, lxz = xz, lxo = xo;
        float lyx = yx, lyy = yy, lyz = yz, lyo = yo;
        float lzx = zx, lzy = zy, lzz = zz, lzo = zo;
        for (int i = nvert * 3; (i -= 3) >= 0;) {
            float x = v[i];
            float y = v[i + 1];
            float z = v[i + 2];
            tv[i] = (int) (x * lxx + y * lxy + z * lxz + lxo);
            tv[i + 1] = (int) (x * lyx + y * lyy + z * lyz + lyo);
            tv[i + 2] = (int) (x * lzx + y * lzy + z * lzz + lzo);
        }
    }

    @Override
    public String toString() {
        return ("[" + xo + "," + xx + "," + xy + "," + xz + ";"
                + yo + "," + yx + "," + yy + "," + yz + ";"
                + zo + "," + zx + "," + zy + "," + zz + "]");
    }
}

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