/* Copyright (C) 2011 Garrett Fleenor This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License (COPYING.txt) for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA This is a port of libnoise ( http://libnoise.sourceforge.net/index.html ). Original implementation by Jason Bevins */ package com.bioxx.libnoise.module.modifier; import com.bioxx.libnoise.MathHelper; import com.bioxx.libnoise.Utils; import com.bioxx.libnoise.exception.NoModuleException; import com.bioxx.libnoise.module.Module; public class RotatePoint extends Module { /// Default @a x rotation angle for the noise::module::RotatePoint noise /// module. public static final double DEFAULT_ROTATE_X = 0.0; /// Default @a y rotation angle for the noise::module::RotatePoint noise /// module. public static final double DEFAULT_ROTATE_Y = 0.0; /// Default @a z rotation angle for the noise::module::RotatePoint noise /// module. public static final double DEFAULT_ROTATE_Z = 0.0; double xAngle = DEFAULT_ROTATE_X; double yAngle = DEFAULT_ROTATE_Y; double zAngle = DEFAULT_ROTATE_Z; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double x1Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double x2Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double x3Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double y1Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double y2Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double y3Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double z1Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double z2Matrix; /// An entry within the 3x3 rotation matrix used for rotating the /// input value. double z3Matrix; public RotatePoint() { super(1); setAngles(DEFAULT_ROTATE_X, DEFAULT_ROTATE_Y, DEFAULT_ROTATE_Z); } public void setAngles(double x, double y, double z) { double xCos, yCos, zCos, xSin, ySin, zSin; xCos = MathHelper.cos(x * Utils.DEG_TO_RAD); yCos = MathHelper.cos(y * Utils.DEG_TO_RAD); zCos = MathHelper.cos(z * Utils.DEG_TO_RAD); xSin = MathHelper.sin(x * Utils.DEG_TO_RAD); ySin = MathHelper.sin(y * Utils.DEG_TO_RAD); zSin = MathHelper.sin(z * Utils.DEG_TO_RAD); x1Matrix = ySin * xSin * zSin + yCos * zCos; y1Matrix = xCos * zSin; z1Matrix = ySin * zCos - yCos * xSin * zSin; x2Matrix = ySin * xSin * zCos - yCos * zSin; y2Matrix = xCos * zCos; z2Matrix = -yCos * xSin * zCos - ySin * zSin; x3Matrix = -ySin * xCos; y3Matrix = xSin; z3Matrix = yCos * xCos; this.xAngle = x; this.yAngle = y; this.zAngle = z; } public double getxAngle() { return xAngle; } public void setxAngle(double xAngle) { setAngles(xAngle, yAngle, zAngle); } public double getyAngle() { return yAngle; } public void setyAngle(double yAngle) { setAngles(xAngle, yAngle, zAngle); } public double getzAngle() { return zAngle; } public void setzAngle(double zAngle) { setAngles(xAngle, yAngle, zAngle); } @Override public int GetSourceModuleCount() { return 1; } @Override public double GetValue(double x, double y, double z) { if (SourceModule[0] == null) throw new NoModuleException(); double nx = (x1Matrix * x) + (y1Matrix * y) + (z1Matrix * z); double ny = (x2Matrix * x) + (y2Matrix * y) + (z2Matrix * z); double nz = (x3Matrix * x) + (y3Matrix * y) + (z3Matrix * z); return SourceModule[0].GetValue(nx, ny, nz); } }