package net.minecraftplus._api.util.vector; import java.nio.FloatBuffer; /** * Holds a 4x4 float matrix. */ public class Mat4f { public float m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33; /** * Construct a new matrix, initialized to the identity. */ public Mat4f() { super(); setIdentity(this); } public Mat4f(final Mat4f src) { super(); copy(src, this); } /** * Returns a string representation of this matrix */ public String toString() { StringBuilder buf = new StringBuilder(); buf.append(m00).append(' ').append(m10).append(' ').append(m20).append(' ').append(m30).append('\n'); buf.append(m01).append(' ').append(m11).append(' ').append(m21).append(' ').append(m31).append('\n'); buf.append(m02).append(' ').append(m12).append(' ').append(m22).append(' ').append(m32).append('\n'); buf.append(m03).append(' ').append(m13).append(' ').append(m23).append(' ').append(m33).append('\n'); return buf.toString(); } /** * Set the given matrix to be the identity matrix. * @param m The matrix to set to the identity * @return m */ public static Mat4f setIdentity(Mat4f m) { m.m00 = 1.0f; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f; m.m10 = 0.0f; m.m11 = 1.0f; m.m12 = 0.0f; m.m13 = 0.0f; m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = 1.0f; m.m23 = 0.0f; m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = 0.0f; m.m33 = 1.0f; return m; } /** * Set the given matrix to 0. * @param m The matrix to set to 0 * @return m */ public static Mat4f setZero(Mat4f m) { m.m00 = 0.0f; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f; m.m10 = 0.0f; m.m11 = 0.0f; m.m12 = 0.0f; m.m13 = 0.0f; m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = 0.0f; m.m23 = 0.0f; m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = 0.0f; m.m33 = 0.0f; return m; } /** * Copy the source matrix to the destination matrix * @param src The source matrix * @param dest The destination matrix, or null of a new one is to be created * @return The copied matrix */ public static Mat4f copy(Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); dest.m00 = src.m00; dest.m01 = src.m01; dest.m02 = src.m02; dest.m03 = src.m03; dest.m10 = src.m10; dest.m11 = src.m11; dest.m12 = src.m12; dest.m13 = src.m13; dest.m20 = src.m20; dest.m21 = src.m21; dest.m22 = src.m22; dest.m23 = src.m23; dest.m30 = src.m30; dest.m31 = src.m31; dest.m32 = src.m32; dest.m33 = src.m33; return dest; } /** * 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 FloatBuffer toFloatBuffer() { FloatBuffer buffer = BufferUtil.createFloatBuffer(new float[16]); buffer.put(m00); buffer.put(m01); buffer.put(m02); buffer.put(m03); buffer.put(m10); buffer.put(m11); buffer.put(m12); buffer.put(m13); buffer.put(m20); buffer.put(m21); buffer.put(m22); buffer.put(m23); buffer.put(m30); buffer.put(m31); buffer.put(m32); buffer.put(m33); buffer.flip(); return buffer; } /** * 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 Mat4f add(Mat4f left, Mat4f right, Mat4f dest) { if (dest == null) dest = new Mat4f(); 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; 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 Mat4f sub(Mat4f left, Mat4f right, Mat4f dest) { if (dest == null) dest = new Mat4f(); 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; 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 Mat4f mul(Mat4f left, Mat4f right, Mat4f dest) { if (dest == null) dest = new Mat4f(); float m00 = left.m00 * right.m00 + left.m10 * right.m01 + left.m20 * right.m02 + left.m30 * right.m03; float m01 = left.m01 * right.m00 + left.m11 * right.m01 + left.m21 * right.m02 + left.m31 * right.m03; float m02 = left.m02 * right.m00 + left.m12 * right.m01 + left.m22 * right.m02 + left.m32 * right.m03; float m03 = left.m03 * right.m00 + left.m13 * right.m01 + left.m23 * right.m02 + left.m33 * right.m03; float m10 = left.m00 * right.m10 + left.m10 * right.m11 + left.m20 * right.m12 + left.m30 * right.m13; float m11 = left.m01 * right.m10 + left.m11 * right.m11 + left.m21 * right.m12 + left.m31 * right.m13; float m12 = left.m02 * right.m10 + left.m12 * right.m11 + left.m22 * right.m12 + left.m32 * right.m13; float m13 = left.m03 * right.m10 + left.m13 * right.m11 + left.m23 * right.m12 + left.m33 * right.m13; float m20 = left.m00 * right.m20 + left.m10 * right.m21 + left.m20 * right.m22 + left.m30 * right.m23; float m21 = left.m01 * right.m20 + left.m11 * right.m21 + left.m21 * right.m22 + left.m31 * right.m23; float m22 = left.m02 * right.m20 + left.m12 * right.m21 + left.m22 * right.m22 + left.m32 * right.m23; float m23 = left.m03 * right.m20 + left.m13 * right.m21 + left.m23 * right.m22 + left.m33 * right.m23; float m30 = left.m00 * right.m30 + left.m10 * right.m31 + left.m20 * right.m32 + left.m30 * right.m33; float m31 = left.m01 * right.m30 + left.m11 * right.m31 + left.m21 * right.m32 + left.m31 * right.m33; float m32 = left.m02 * right.m30 + left.m12 * right.m31 + left.m22 * right.m32 + left.m32 * right.m33; float m33 = left.m03 * right.m30 + left.m13 * right.m31 + left.m23 * right.m32 + left.m33 * right.m33; 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; } /** * Scales the source matrix and put the result in the destination matrix * @param vec The vector to scale by * @param src The source matrix * @param dest The destination matrix, or null if a new matrix is to be created * @return The scaled matrix */ public static Mat4f scale(Vec3f vec, Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); dest.m00 = src.m00 * vec.x; dest.m01 = src.m01 * vec.x; dest.m02 = src.m02 * vec.x; dest.m03 = src.m03 * vec.x; dest.m10 = src.m10 * vec.y; dest.m11 = src.m11 * vec.y; dest.m12 = src.m12 * vec.y; dest.m13 = src.m13 * vec.y; dest.m20 = src.m20 * vec.z; dest.m21 = src.m21 * vec.z; dest.m22 = src.m22 * vec.z; dest.m23 = src.m23 * vec.z; return dest; } /** * Rotates the source matrix around the given axis the specified angle and * put the result in the destination matrix. * @param angle the angle, in radians. * @param axis The vector representing the rotation axis. Must be normalized. * @param src The matrix to rotate * @param dest The matrix to put the result, or null if a new matrix is to be created * @return The rotated matrix */ public static Mat4f rotate(float angle, Vec3f axis, Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); float c = (float) Math.cos(angle); float s = (float) Math.sin(angle); float oneminusc = 1.0f - c; float xy = axis.x*axis.y; float yz = axis.y*axis.z; float xz = axis.x*axis.z; float xs = axis.x*s; float ys = axis.y*s; float zs = axis.z*s; float f00 = axis.x*axis.x*oneminusc+c; float f01 = xy*oneminusc+zs; float f02 = xz*oneminusc-ys; // n[3] not used float f10 = xy*oneminusc-zs; float f11 = axis.y*axis.y*oneminusc+c; float f12 = yz*oneminusc+xs; // n[7] not used float f20 = xz*oneminusc+ys; float f21 = yz*oneminusc-xs; float f22 = axis.z*axis.z*oneminusc+c; float t00 = src.m00 * f00 + src.m10 * f01 + src.m20 * f02; float t01 = src.m01 * f00 + src.m11 * f01 + src.m21 * f02; float t02 = src.m02 * f00 + src.m12 * f01 + src.m22 * f02; float t03 = src.m03 * f00 + src.m13 * f01 + src.m23 * f02; float t10 = src.m00 * f10 + src.m10 * f11 + src.m20 * f12; float t11 = src.m01 * f10 + src.m11 * f11 + src.m21 * f12; float t12 = src.m02 * f10 + src.m12 * f11 + src.m22 * f12; float t13 = src.m03 * f10 + src.m13 * f11 + src.m23 * f12; dest.m20 = src.m00 * f20 + src.m10 * f21 + src.m20 * f22; dest.m21 = src.m01 * f20 + src.m11 * f21 + src.m21 * f22; dest.m22 = src.m02 * f20 + src.m12 * f21 + src.m22 * f22; dest.m23 = src.m03 * f20 + src.m13 * f21 + src.m23 * f22; dest.m00 = t00; dest.m01 = t01; dest.m02 = t02; dest.m03 = t03; dest.m10 = t10; dest.m11 = t11; dest.m12 = t12; dest.m13 = t13; return dest; } /** * Translate the source matrix and stash the result in the destination matrix * @param vec The vector to translate by * @param src The source matrix * @param dest The destination matrix or null if a new matrix is to be created * @return The translated matrix */ public static Mat4f translate(Vec3f vec, Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); dest.m30 += src.m00 * vec.x + src.m10 * vec.y + src.m20 * vec.z; dest.m31 += src.m01 * vec.x + src.m11 * vec.y + src.m21 * vec.z; dest.m32 += src.m02 * vec.x + src.m12 * vec.y + src.m22 * vec.z; dest.m33 += src.m03 * vec.x + src.m13 * vec.y + src.m23 * vec.z; return dest; } /** * Translate the source matrix and stash the result in the destination matrix * @param vec The vector to translate by * @param src The source matrix * @param dest The destination matrix or null if a new matrix is to be created * @return The translated matrix */ public static Mat4f translate(Vec2f vec, Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); dest.m30 += src.m00 * vec.x + src.m10 * vec.y; dest.m31 += src.m01 * vec.x + src.m11 * vec.y; dest.m32 += src.m02 * vec.x + src.m12 * vec.y; dest.m33 += src.m03 * vec.x + src.m13 * vec.y; return dest; } /** * @return the determinant of the matrix */ public float determinant() { float f = m00 * ((m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32) - m13 * m22 * m31 - m11 * m23 * m32 - m12 * m21 * m33); f -= m01 * ((m10 * m22 * m33 + m12 * m23 * m30 + m13 * m20 * m32) - m13 * m22 * m30 - m10 * m23 * m32 - m12 * m20 * m33); f += m02 * ((m10 * m21 * m33 + m11 * m23 * m30 + m13 * m20 * m31) - m13 * m21 * m30 - m10 * m23 * m31 - m11 * m20 * m33); f -= m03 * ((m10 * m21 * m32 + m11 * m22 * m30 + m12 * m20 * m31) - m12 * m21 * m30 - m10 * m22 * m31 - m11 * m20 * m32); return f; } /** * Calculate the determinant of a 3x3 matrix * @return result */ private static float determinant3x3(float t00, float t01, float t02, float t10, float t11, float t12, float t20, float t21, float t22) { return t00 * (t11 * t22 - t12 * t21) + t01 * (t12 * t20 - t10 * t22) + t02 * (t10 * t21 - t11 * t20); } /** * Invert the source matrix and put the result in the destination * @param src The source matrix * @param dest The destination matrix, or null if a new matrix is to be created * @return The inverted matrix if successful, null otherwise */ public static Mat4f invert(Mat4f src, Mat4f dest) { float determinant = src.determinant(); if (determinant != 0) { /* * m00 m01 m02 m03 * m10 m11 m12 m13 * m20 m21 m22 m23 * m30 m31 m32 m33 */ if (dest == null) dest = new Mat4f(); float determinant_inv = 1f/determinant; // first row float t00 = determinant3x3(src.m11, src.m12, src.m13, src.m21, src.m22, src.m23, src.m31, src.m32, src.m33); float t01 = -determinant3x3(src.m10, src.m12, src.m13, src.m20, src.m22, src.m23, src.m30, src.m32, src.m33); float t02 = determinant3x3(src.m10, src.m11, src.m13, src.m20, src.m21, src.m23, src.m30, src.m31, src.m33); float t03 = -determinant3x3(src.m10, src.m11, src.m12, src.m20, src.m21, src.m22, src.m30, src.m31, src.m32); // second row float t10 = -determinant3x3(src.m01, src.m02, src.m03, src.m21, src.m22, src.m23, src.m31, src.m32, src.m33); float t11 = determinant3x3(src.m00, src.m02, src.m03, src.m20, src.m22, src.m23, src.m30, src.m32, src.m33); float t12 = -determinant3x3(src.m00, src.m01, src.m03, src.m20, src.m21, src.m23, src.m30, src.m31, src.m33); float t13 = determinant3x3(src.m00, src.m01, src.m02, src.m20, src.m21, src.m22, src.m30, src.m31, src.m32); // third row float t20 = determinant3x3(src.m01, src.m02, src.m03, src.m11, src.m12, src.m13, src.m31, src.m32, src.m33); float t21 = -determinant3x3(src.m00, src.m02, src.m03, src.m10, src.m12, src.m13, src.m30, src.m32, src.m33); float t22 = determinant3x3(src.m00, src.m01, src.m03, src.m10, src.m11, src.m13, src.m30, src.m31, src.m33); float t23 = -determinant3x3(src.m00, src.m01, src.m02, src.m10, src.m11, src.m12, src.m30, src.m31, src.m32); // fourth row float t30 = -determinant3x3(src.m01, src.m02, src.m03, src.m11, src.m12, src.m13, src.m21, src.m22, src.m23); float t31 = determinant3x3(src.m00, src.m02, src.m03, src.m10, src.m12, src.m13, src.m20, src.m22, src.m23); float t32 = -determinant3x3(src.m00, src.m01, src.m03, src.m10, src.m11, src.m13, src.m20, src.m21, src.m23); float t33 = determinant3x3(src.m00, src.m01, src.m02, src.m10, src.m11, src.m12, src.m20, src.m21, src.m22); // transpose and divide by the determinant dest.m00 = t00*determinant_inv; dest.m11 = t11*determinant_inv; dest.m22 = t22*determinant_inv; dest.m33 = t33*determinant_inv; dest.m01 = t10*determinant_inv; dest.m10 = t01*determinant_inv; dest.m20 = t02*determinant_inv; dest.m02 = t20*determinant_inv; dest.m12 = t21*determinant_inv; dest.m21 = t12*determinant_inv; dest.m03 = t30*determinant_inv; dest.m30 = t03*determinant_inv; dest.m13 = t31*determinant_inv; dest.m31 = t13*determinant_inv; dest.m32 = t23*determinant_inv; dest.m23 = t32*determinant_inv; return dest; } else return null; } /** * Negate this matrix and place the result in a destination matrix. * @param src The source matrix * @param dest The destination matrix, or null if a new matrix is to be created * @return The negated matrix */ public static Mat4f negate(Mat4f src, Mat4f dest) { if (dest == null) dest = new Mat4f(); dest.m00 = -src.m00; dest.m01 = -src.m01; dest.m02 = -src.m02; dest.m03 = -src.m03; dest.m10 = -src.m10; dest.m11 = -src.m11; dest.m12 = -src.m12; dest.m13 = -src.m13; dest.m20 = -src.m20; dest.m21 = -src.m21; dest.m22 = -src.m22; dest.m23 = -src.m23; dest.m30 = -src.m30; dest.m31 = -src.m31; dest.m32 = -src.m32; dest.m33 = -src.m33; return dest; } }