jdk/src/share/demo/applets/MoleculeViewer/Matrix3D.java
changeset 2 90ce3da70b43
child 5506 202f599c92aa
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/jdk/src/share/demo/applets/MoleculeViewer/Matrix3D.java	Sat Dec 01 00:00:00 2007 +0000
@@ -0,0 +1,229 @@
+/*
+ * Copyright 1995-2006 Sun Microsystems, Inc.  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 Sun Microsystems 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.
+ */
+
+/*
+ */
+
+/** 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);
+        }
+    }
+    public String toString() {
+        return ("[" + xo + "," + xx + "," + xy + "," + xz + ";"
+                + yo + "," + yx + "," + yy + "," + yz + ";"
+                + zo + "," + zx + "," + zy + "," + zz + "]");
+    }
+}