--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/jdk/src/share/demo/applets/WireFrame/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 + "]");
+ }
+}