lwjgl2-arm64/src/java/org/lwjgl/vector/Matrix4f.java

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/*
* Copyright (c) 2002 Light Weight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
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*
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* * 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 'Light Weight Java Game Library' 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.
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*/
package org.lwjgl.vector;
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import java.nio.FloatBuffer;
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/**
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* Holds a 4x4 float matrix.
*
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* @author foo
*/
public class Matrix4f {
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/**
* Set this matrix to be the identity matrix.
* @return this
*/
public Matrix4f setIdentity() {
m00 = 1.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = 0.0f;
m10 = 0.0f;
m11 = 1.0f;
m12 = 0.0f;
m13 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 1.0f;
m23 = 0.0f;
m30 = 0.0f;
m31 = 0.0f;
m32 = 0.0f;
m33 = 1.0f;
return this;
}
/**
* Set this matrix to 0.
* @return this
*/
public Matrix4f setZero() {
m00 = 0.0f;
m01 = 0.0f;
m02 = 0.0f;
m03 = 0.0f;
m10 = 0.0f;
m11 = 0.0f;
m12 = 0.0f;
m13 = 0.0f;
m20 = 0.0f;
m21 = 0.0f;
m22 = 0.0f;
m23 = 0.0f;
m30 = 0.0f;
m31 = 0.0f;
m32 = 0.0f;
m33 = 0.0f;
return this;
}
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public float m00 = 1.0f, m01, m02, m03, m10, m11 = 1.0f, m12, m13, m20, m21, m22 = 1.0f, m23, m30, m31, m32, m33 = 1.0f;
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/**
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* Construct a Matrix4f
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*/
public Matrix4f() {
super();
}
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/**
* Load from another matrix4f
* @param src The source matrix
* @return this
*/
public Matrix4f load(Matrix4f src) {
m00 = src.m00;
m01 = src.m01;
m02 = src.m02;
m03 = src.m03;
m10 = src.m10;
m11 = src.m11;
m12 = src.m12;
m13 = src.m13;
m20 = src.m20;
m21 = src.m21;
m22 = src.m22;
m23 = src.m23;
m30 = src.m30;
m31 = src.m31;
m32 = src.m32;
m33 = src.m33;
return this;
}
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/**
* Load from a float buffer. The buffer stores the matrix in column major
* (OpenGL) order.
*
* @param buf A float buffer to read from
* @return this
*/
public Matrix4f load(FloatBuffer buf) {
m00 = buf.get();
m10 = buf.get();
m20 = buf.get();
m30 = buf.get();
m01 = buf.get();
m11 = buf.get();
m21 = buf.get();
m31 = buf.get();
m02 = buf.get();
m12 = buf.get();
m22 = buf.get();
m32 = buf.get();
m03 = buf.get();
m13 = buf.get();
m23 = buf.get();
m33 = buf.get();
return this;
}
/**
* Store this matrix in a float buffer. The matrix is stored in column
* major (openGL) order.
* @param buf The buffer to store this matrix in
*/
public void store(FloatBuffer buf) {
buf.put(m00);
buf.put(m10);
buf.put(m20);
buf.put(m30);
buf.put(m01);
buf.put(m11);
buf.put(m21);
buf.put(m31);
buf.put(m02);
buf.put(m12);
buf.put(m22);
buf.put(m32);
buf.put(m03);
buf.put(m13);
buf.put(m23);
buf.put(m33);
}
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/**
* Add two matrices together and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f add(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 + right.m00;
dest.m01 = left.m01 + right.m01;
dest.m02 = left.m02 + right.m02;
dest.m03 = left.m03 + right.m03;
dest.m10 = left.m10 + right.m10;
dest.m11 = left.m11 + right.m11;
dest.m12 = left.m12 + right.m12;
dest.m13 = left.m13 + right.m13;
dest.m20 = left.m20 + right.m20;
dest.m21 = left.m21 + right.m21;
dest.m22 = left.m22 + right.m22;
dest.m23 = left.m23 + right.m23;
dest.m30 = left.m30 + right.m30;
dest.m31 = left.m31 + right.m31;
dest.m32 = left.m32 + right.m32;
dest.m33 = left.m33 + right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Subtract the right matrix from the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f sub(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 - right.m00;
dest.m01 = left.m01 - right.m01;
dest.m02 = left.m02 - right.m02;
dest.m03 = left.m03 - right.m03;
dest.m10 = left.m10 - right.m10;
dest.m11 = left.m11 - right.m11;
dest.m12 = left.m12 - right.m12;
dest.m13 = left.m13 - right.m13;
dest.m20 = left.m20 - right.m20;
dest.m21 = left.m21 - right.m21;
dest.m22 = left.m22 - right.m22;
dest.m23 = left.m23 - right.m23;
dest.m30 = left.m30 - right.m30;
dest.m31 = left.m31 - right.m31;
dest.m32 = left.m32 - right.m32;
dest.m33 = left.m33 - right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
* Multiply the right matrix by the left and place the result in a third matrix.
* @param left The left source matrix
* @param right The right source matrix
* @param dest The destination matrix, or null if a new one is to be created
* @return the destination matrix
*/
public static Matrix4f mul(Matrix4f left, Matrix4f right, Matrix4f dest) {
Matrix4f temp = null;
if (dest == null)
dest = new Matrix4f();
else if (dest == left || dest == right) {
temp = dest;
dest = new Matrix4f();
}
dest.m00 = left.m00 * right.m00 + left.m10 * right.m01 + left.m20 * right.m02 + left.m30 * right.m03;
dest.m01 = left.m01 * right.m00 + left.m11 * right.m01 + left.m21 * right.m02 + left.m31 * right.m03;
dest.m02 = left.m02 * right.m00 + left.m12 * right.m01 + left.m22 * right.m02 + left.m32 * right.m03;
dest.m03 = left.m03 * right.m00 + left.m13 * right.m01 + left.m23 * right.m02 + left.m33 * right.m03;
dest.m10 = left.m00 * right.m10 + left.m10 * right.m11 + left.m20 * right.m12 + left.m30 * right.m13;
dest.m11 = left.m01 * right.m10 + left.m11 * right.m11 + left.m21 * right.m12 + left.m31 * right.m13;
dest.m12 = left.m02 * right.m10 + left.m12 * right.m11 + left.m22 * right.m12 + left.m32 * right.m13;
dest.m13 = left.m03 * right.m10 + left.m13 * right.m11 + left.m23 * right.m12 + left.m33 * right.m13;
dest.m20 = left.m00 * right.m20 + left.m10 * right.m21 + left.m20 * right.m22 + left.m30 * right.m23;
dest.m21 = left.m01 * right.m20 + left.m11 * right.m21 + left.m21 * right.m22 + left.m31 * right.m23;
dest.m22 = left.m02 * right.m20 + left.m12 * right.m21 + left.m22 * right.m22 + left.m32 * right.m23;
dest.m23 = left.m03 * right.m20 + left.m13 * right.m21 + left.m23 * right.m22 + left.m33 * right.m23;
dest.m30 = left.m00 * right.m30 + left.m10 * right.m31 + left.m20 * right.m32 + left.m30 * right.m33;
dest.m31 = left.m01 * right.m30 + left.m11 * right.m31 + left.m21 * right.m32 + left.m31 * right.m33;
dest.m32 = left.m02 * right.m30 + left.m12 * right.m31 + left.m22 * right.m32 + left.m32 * right.m33;
dest.m33 = left.m03 * right.m30 + left.m13 * right.m31 + left.m23 * right.m32 + left.m33 * right.m33;
if (temp != null) {
temp.load(dest);
return temp;
} else
return dest;
}
/**
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* Transform a Vector by a matrix and return the result in a destination
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* vector.
* @param left The left matrix
* @param right The right vector
* @param dest The destination vector, or null if a new one is to be created
* @return the destination vector
*/
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public static Vector4f transform(Matrix4f left, Vector4f right, Vector4f dest) {
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Vector4f temp = null;
if (dest == null)
dest = new Vector4f();
else if (dest == right) {
temp = dest;
dest = new Vector4f();
}
dest.x = left.m00 * right.x + left.m10 * right.y + left.m20 * right.z + left.m30 * right.w;
dest.y = left.m01 * right.x + left.m11 * right.y + left.m21 * right.z + left.m31 * right.w;
dest.z = left.m02 * right.x + left.m12 * right.y + left.m22 * right.z + left.m32 * right.w;
dest.w = left.m03 * right.x + left.m13 * right.y + left.m23 * right.z + left.m33 * right.w;
if (temp != null) {
temp.set(dest);
return temp;
} else
return dest;
}
/**
* Transpose this matrix
* @return this
*/
public Matrix4f transpose() {
float f = m10;
m10 = m01;
m01 = f;
f = m20;
m20 = m02;
m02 = f;
f = m30;
m30 = m03;
m03 = f;
f = m21;
m21 = m12;
m12 = f;
f = m31;
m31 = m13;
m13 = f;
f = m32;
m32 = m23;
m23 = f;
return this;
}
/**
* Transpose this matrix and place the result in another matrix
* @param dest The destination matrix or null if a new matrix is to be created
* @return the transposed matrix
*/
public Matrix4f transpose(Matrix4f dest) {
if (this != dest) {
m00 = dest.m00;
m01 = dest.m10;
m02 = dest.m20;
m03 = dest.m30;
m10 = dest.m01;
m11 = dest.m11;
m12 = dest.m21;
m13 = dest.m31;
m20 = dest.m02;
m21 = dest.m12;
m22 = dest.m22;
m23 = dest.m32;
m30 = dest.m03;
m31 = dest.m13;
m32 = dest.m23;
m33 = dest.m33;
} else
transpose();
return dest;
}
/**
* Invert this matrix
* @return this
*/
public Matrix4f invert() {
return this;
}
/**
* Negate this matrix
* @return this
*/
public Matrix4f negate() {
m00 = -m00;
m01 = -m01;
m02 = -m02;
m03 = -m03;
m10 = -m10;
m11 = -m11;
m12 = -m12;
m13 = -m13;
m20 = -m20;
m21 = -m21;
m22 = -m22;
m23 = -m23;
m30 = -m30;
m31 = -m31;
m32 = -m32;
m33 = -m33;
return this;
}
/**
* Negate this matrix and place the result in a destination matrix.
* @param dest The destination matrix, or null if a new matrix is to be created
* @return the negated matrix
*/
public Matrix4f negate(Matrix4f dest) {
if (dest == null)
dest = new Matrix4f();
dest.m00 = -m00;
dest.m01 = -m01;
dest.m02 = -m02;
dest.m03 = -m03;
dest.m10 = -m10;
dest.m11 = -m11;
dest.m12 = -m12;
dest.m13 = -m13;
dest.m20 = -m20;
dest.m21 = -m21;
dest.m22 = -m22;
dest.m23 = -m23;
dest.m30 = -m30;
dest.m31 = -m31;
dest.m32 = -m32;
dest.m33 = -m33;
return dest;
}
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}