// [ a b c d ] [ x ]
// [ e f g h ] [ y ]
// [ i j k l ] [ z ]
- // [ 0 0 0 1 ] [ 1 ]
+ // [ m n o p ] [ 1 ]
//
- public final float a, b, c, d, e, f, g, h, i, j, k, l;
+ public final float a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p;
public Matrix() { this(1); }
public Matrix(float scale) {
a = f = k = scale;
l = h = d = e = b = i = c = j = g = 0;
+ m = n = o = 0;
+ p = 1;
}
public Matrix(float scalex, float scaley, float scalez) {
a = scalex;
f = scaley;
k = scalez;
l = h = d = e = b = i = c = j = g = 0;
+ m = n = o = 0;
+ p = 1;
}
public Matrix(Vec translate) {
d = translate.x; h = translate.y; l = translate.z;
a = f = k = 1;
b = c = e = g = i = j = 0;
+ m = n = o = 0;
+ p = 1;
}
- public Matrix(float a, float b, float c, float d, float e, float f, float g, float h, float i, float j, float k, float l) {
+ public Matrix(float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n, float o, float p) {
this.a = a; this.b = b; this.c = c; this.d = d; this.e = e; this.f = f; this.g = g; this.h = h; this.i = i;
- this.j = j; this.k = k; this.l = l;
+ this.j = j; this.k = k; this.l = l; this.m = m; this.n = n; this.o = o; this.p = p;
+ }
+ public Matrix plus(Matrix x) {
+ return new Matrix(a+x.a, b+x.b, c+x.c, d+x.d, e+x.e, f+x.f, g+x.g, h+x.h, i+x.i, j+x.j, k+x.k, l+x.l, m+x.m, n+x.n, o+x.o, p+x.p);
+ }
+ public Matrix minus(Matrix x) {
+ return new Matrix(a-x.a, b-x.b, c-x.c, d-x.d, e-x.e, f-x.f, g-x.g, h-x.h, i-x.i, j-x.j, k-x.k, l-x.l, m-x.m, n-x.n, o-x.o, p-x.p);
}
public Matrix times(float x) {
- return new Matrix(a*x, b*x, c*x, d*x, e*x, f*x, g*x, h*x, i*x, j*x, k*x, l*x);
+ return new Matrix(a*x, b*x, c*x, d*x, e*x, f*x, g*x, h*x, i*x, j*x, k*x, l*x, m*x, n*x, o*x, p*x);
+ }
+
+ /** computes (v^T)(this)(v) */
+ public float preAndPostMultiply(Point point) {
+ float ret =
+ ((a*point.x + b*point.y + c*point.z + d) * point.x) +
+ ((e*point.x + f*point.y + g*point.z + h) * point.y) +
+ ((i*point.x + j*point.y + k*point.z + l) * point.z) +
+ ((m*point.x + n*point.y + o*point.z + p) * 1);
+ return ret;
}
+
public Matrix(Vec axis, float angle) {
double q = Math.cos(angle);
double s = Math.sin(angle);
j = (float)(tmp1 + tmp2);
g = (float)(tmp1 - tmp2);
d = h = l = 0;
+ m = n = o = 0;
+ p = 1;
}
public Point times(Point p) {
+ // discards bottom row
return new Point(a*p.x + b*p.y + c*p.z + d,
e*p.x + f*p.y + g*p.z + h,
i*p.x + j*p.y + k*p.z + l);
}
+ public Vec times(Vec p) {
+ // discards bottom row
+ return new Vec(a*p.x + b*p.y + c*p.z + d,
+ e*p.x + f*p.y + g*p.z + h,
+ i*p.x + j*p.y + k*p.z + l);
+ }
public Point apply(Point p) { return p; }
public Vec apply(Vec v) { return v; }
public Matrix invert() { return this; }