Matrix3D.java revision 4378
5359N/A * Copyright (c) 1995, 2011, Oracle and/or its affiliates. All rights reserved. 0N/A * Redistribution and use in source and binary forms, with or without 0N/A * modification, are permitted provided that the following conditions 0N/A * - Redistributions of source code must retain the above copyright 0N/A * notice, this list of conditions and the following disclaimer. 0N/A * - Redistributions in binary form must reproduce the above copyright 0N/A * notice, this list of conditions and the following disclaimer in the 0N/A * documentation and/or other materials provided with the distribution. 0N/A * - Neither the name of Oracle nor the names of its 0N/A * contributors may be used to endorse or promote products derived 0N/A * from this software without specific prior written permission. 2362N/A * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS 2362N/A * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, 2362N/A * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 0N/A * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 0N/A * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 0N/A * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 0N/A * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 5359N/A * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 5359N/A * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 0N/A * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 0N/A * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 0N/A * This source code is provided to illustrate the usage of a given feature 0N/A * or technique and has been deliberately simplified. Additional steps 0N/A * required for a production-quality application, such as security checks, 0N/A * input validation and proper error handling, might not be present in 0N/A/** A fairly conventional 3D matrix object that can transform sets of 0N/A3D points and perform a variety of manipulations on the transform */ 5359N/A /** Create a new unit matrix */ 0N/A /** Scale by f in all dimensions */ 0N/A /** Scale along each axis independently */ 0N/A /** Translate the origin */ 0N/A /** rotate theta degrees about the y axis */ 0N/A /** rotate theta degrees about the x axis */ 0N/A /** rotate theta degrees about the z axis */ 0N/A /** Multiply this matrix by a second: M = M*R */ 0N/A /** Reinitialize to the unit matrix */ 0N/A /** Transform nvert points from v into tv. v contains the input 0N/A coordinates in floating point. Three successive entries in 0N/A the array constitute a point. tv ends up holding the transformed 0N/A points as integers; three successive entries per point */ 0N/A for (
int i =
nvert *
3; (i -=
3) >=
0;) {
0N/A return (
"[" +
xo +
"," +
xx +
"," +
xy +
"," +
xz +
";"