/* * 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: * * * 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. */ package org.lwjgl.vector; /** * Holds a 4x4 float matrix. * * @author foo */ public class Matrix4f { /** * 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; } 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; /** * Construct a Matrix4f */ public Matrix4f() { super(); } /** * 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; } /** * 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; } /** * Multiply a Vector by a matrix and return the result in a destination * 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 */ public static Vector4f mul(Matrix4f left, Vector4f right, Vector4f dest) { 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; } }