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processing/core/src/processing/core/PMatrix.java at master · processing/processing · GitHub
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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2005-08 Ben Fry and Casey Reas
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 2.1 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 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
*/
package
processing
.
core
;
/**
* A matrix is used to define graphical transformations. PMatrix is the common
* interface for both the 2D and 3D matrix classes in Processing. A matrix is a
* grid of numbers, which can be multiplied by a vector to give another vector.
* Multiplying a point by a particular matrix might translate it, rotate it,
* or carry out a combination of transformations.
*
* Multiplying matrices by each other combines their effects; use the
* {@code apply} and {@code preApply} methods for this.
*/
public
interface
PMatrix
{
/**
* Make this an identity matrix. Multiplying by it will have no effect.
*/
public
void
reset
();
/**
* Returns a copy of this PMatrix.
*/
public
PMatrix
get
();
/**
* Copies the matrix contents into a float array.
* If target is null (or not the correct size), a new array will be created.
*/
public
float
[]
get
(
float
[]
target
);
/**
* Make this matrix become a copy of src.
*/
public
void
set
(
PMatrix
src
);
/**
* Set the contents of this matrix to the contents of source. Fills the
* matrix left-to-right, starting in the top row.
*/
public
void
set
(
float
[]
source
);
/**
* Set the matrix content to this 2D matrix or its 3D equivalent.
*/
public
void
set
(
float
m00
,
float
m01
,
float
m02
,
float
m10
,
float
m11
,
float
m12
);
/**
* Set the matrix content to the 3D matrix supplied, if this matrix is 3D.
*/
public
void
set
(
float
m00
,
float
m01
,
float
m02
,
float
m03
,
float
m10
,
float
m11
,
float
m12
,
float
m13
,
float
m20
,
float
m21
,
float
m22
,
float
m23
,
float
m30
,
float
m31
,
float
m32
,
float
m33
);
public
void
translate
(
float
tx
,
float
ty
);
public
void
translate
(
float
tx
,
float
ty
,
float
tz
);
public
void
rotate
(
float
angle
);
public
void
rotateX
(
float
angle
);
public
void
rotateY
(
float
angle
);
public
void
rotateZ
(
float
angle
);
public
void
rotate
(
float
angle
,
float
v0
,
float
v1
,
float
v2
);
public
void
scale
(
float
s
);
public
void
scale
(
float
sx
,
float
sy
);
public
void
scale
(
float
x
,
float
y
,
float
z
);
public
void
shearX
(
float
angle
);
public
void
shearY
(
float
angle
);
/**
* Multiply this matrix by another.
*/
public
void
apply
(
PMatrix
source
);
/**
* Multiply this matrix by another.
*/
public
void
apply
(
PMatrix2D
source
);
/**
* Multiply this matrix by another.
*/
public
void
apply
(
PMatrix3D
source
);
/**
* Multiply this matrix by another.
*/
public
void
apply
(
float
n00
,
float
n01
,
float
n02
,
float
n10
,
float
n11
,
float
n12
);
/**
* Multiply this matrix by another.
*/
public
void
apply
(
float
n00
,
float
n01
,
float
n02
,
float
n03
,
float
n10
,
float
n11
,
float
n12
,
float
n13
,
float
n20
,
float
n21
,
float
n22
,
float
n23
,
float
n30
,
float
n31
,
float
n32
,
float
n33
);
/**
* Apply another matrix to the left of this one.
*/
public
void
preApply
(
PMatrix
left
);
/**
* Apply another matrix to the left of this one.
*/
public
void
preApply
(
PMatrix2D
left
);
/**
* Apply another matrix to the left of this one. 3D only.
*/
public
void
preApply
(
PMatrix3D
left
);
/**
* Apply another matrix to the left of this one.
*/
public
void
preApply
(
float
n00
,
float
n01
,
float
n02
,
float
n10
,
float
n11
,
float
n12
);
/**
* Apply another matrix to the left of this one. 3D only.
*/
public
void
preApply
(
float
n00
,
float
n01
,
float
n02
,
float
n03
,
float
n10
,
float
n11
,
float
n12
,
float
n13
,
float
n20
,
float
n21
,
float
n22
,
float
n23
,
float
n30
,
float
n31
,
float
n32
,
float
n33
);
/**
* Multiply source by this matrix, and return the result.
* The result will be stored in target if target is non-null, and target
* will then be the matrix returned. This improves performance if you reuse
* target, so it's recommended if you call this many times in draw().
*/
public
PVector
mult
(
PVector
source
,
PVector
target
);
/**
* Multiply a multi-element vector against this matrix.
* Supplying and recycling a target array improves performance, so it's
* recommended if you call this many times in draw().
*/
public
float
[]
mult
(
float
[]
source
,
float
[]
target
);
// public float multX(float x, float y);
// public float multY(float x, float y);
// public float multX(float x, float y, float z);
// public float multY(float x, float y, float z);
// public float multZ(float x, float y, float z);
/**
* Transpose this matrix; rows become columns and columns rows.
*/
public
void
transpose
();
/**
* Invert this matrix. Will not necessarily succeed, because some matrices
* map more than one point to the same image point, and so are irreversible.
* @return true if successful
*/
public
boolean
invert
();
/**
* @return the determinant of the matrix
*/
public
float
determinant
();
}
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