float Nxx = (float) (xx * ct + zx * st);
float Nxy = (float) (xy * ct + zy * st);
float Nxz = (float) (xz * ct + zz * st);
float Nxo = (float) (xo * ct + zo * st);
float Nzx = (float) (zx * ct - xx * st);
float Nzy = (float) (zy * ct - xy * st);
float Nzz = (float) (zz * ct - xz * st);
float Nzo = (float) (zo * ct - xo * st);
xo = Nxo;
xx = Nxx;
xy = Nxy;
xz = Nxz;
zo = Nzo;
zx = Nzx;
zy = Nzy;
zz = Nzz;
}
/* rotate theta degrees about the x axis */
void xrot(double theta)
{
theta *= (pi / 180);
double ct = Math.cos(theta);
double st = Math.sin(theta);
float Nyx = (float) (yx * ct + zx * st);
float Nyy = (float) (yy * ct + zy * st);
float Nyz = (float) (yz * ct + zz * st);
float Nyo = (float) (yo * ct + zo * st);
float Nzx = (float) (zx * ct - yx * st);
float Nzy = (float) (zy * ct - yy * st);
float Nzz = (float) (zz * ct - yz * st);
float Nzo = (float) (zo * ct - yo * st);
yo = Nyo;
yx = Nyx;
yy = Nyy;
yz = Nyz;
zo = Nzo;
zx = Nzx;
zy = Nzy;
zz = Nzz;
}
/* rotate theta degrees about the z axis */
void zrot(double theta)
{
theta *= (pi / 180);
double ct = Math.cos(theta);
double st = Math.sin(theta);
float Nyx = (float) (yx * ct + xx * st);
float Nyy = (float) (yy * ct + xy * st);
float Nyz = (float) (yz * ct + xz * st);
float Nyo = (float) (yo * ct + xo * st);
float Nxx = (float) (xx * ct - yx * st);
float Nxy = (float) (xy * ct - yy * st);
float Nxz = (float) (xz * ct - yz * st);
float Nxo = (float) (xo * ct - yo * st);
yo = Nyo;
yx = Nyx;
yy = Nyy;
yz = Nyz;
xo = Nxo;
xx = Nxx;
xy = Nxy;
xz = Nxz;
}
/* Multiply this matrix by a second: M = M*R */
void mult(Matrix3D rhs)
{
float lxx = xx * rhs.xx
+ yx * rhs.xy + zx * rhs.xz;
float lxy = xy * rhs.xx
+ yy * rhs.xy + zy * rhs.xz;
float lxz = xz * rhs.xx
+ yz * rhs.xy + zz * rhs.xz;
float lxo = xo * rhs.xx
+ yo * rhs.xy + zo * rhs.xz + rhs.xo;
float lyx = xx * rhs.yx +
yx * rhs.yy + zx * rhs.yz;
float lyy = xy * rhs.yx
+ yy * rhs.yy + zy * rhs.yz;
float lyz = xz * rhs.yx
+ yz * rhs.yy + zz * rhs.yz;
float lyo = xo * rhs.yx
+ yo * rhs.yy + zo * rhs.yz + rhs.yo;
float lzx = xx * rhs.zx +
yx * rhs.zy + zx * rhs.zz;
float lzy = xy * rhs.zx
+ yy * rhs.zy + zy * rhs.zz;
float lzz = xz * rhs.zx
+ yz * rhs.zy + zz * rhs.zz;
float lzo = xo * rhs.zx
+ yo * rhs.zy + zo * rhs.zz + rhs.zo;
xx = lxx;
xy = lxy;
xz = lxz;
xo = lxo;
yx = lyx;
yy = lyy;
yz = lyz;
yo = lyo;
zx = lzx;
zy = lzy;
zz = lzz;
zo = lzo;
}
/* Add this matrix to a second: M = M+R */
void add(Matrix3D rhs)
{
float lxx = xx + rhs.xx;
float lxy = xy + rhs.xy;
float lxz = xz + rhs.xz;
float lxo = xo * rhs.xo;
float lyx = yx + rhs.yx;
float lyy = yy + rhs.yy;
float lyz = yz + rhs.yz;
float lyo = yo + rhs.yo;
float lzx = zx + rhs.zx;
float lzy = zy + rhs.zy;
float lzz = zz + rhs.zz;
float lzo = zo + rhs.zo;
xx = lxx;
xy = lxy;
xz = lxz;
xo = lxo;
yx = lyx;
yy = lyy;
yz = lyz;
yo = lyo;
zx = lzx;
zy = lzy;
zz = lzz;
zo = lzo;
}
/* Reinitialize to the unit matrix */
void unit()
{
xo = 0;
xx = 1;
xy = 0;
xz = 0;
yo = 0;
yx = 0;
yy = 1;
yz = 0;
zo = 0;
zx = 0;
zy = 0;
zz = 1;
}
/* Transform nvert points from v into tv. v contains the
input
coordinates in floating point. Three successive entries
in
the array constitute a point. tv ends up holding the transformed
points as integers; three successive entries per point */
void transform(float v[], int tv[], int nvert)
{
float lxx = xx, lxy = xy, lxz = xz, lxo = xo;
float lyx = yx, lyy = yy, lyz = yz, lyo = yo;
float lzx = zx, lzy = zy, lzz = zz, lzo = zo;
for (int i = nvert * 3; (i -= 3) >= 0;)
{
float x = v[i];
float y = v[i + 1];
float z = v[i + 2];
tv[i ] = (int) (x * lxx + y * lxy +
z * lxz + lxo);
tv[i + 1] = (int) (x * lyx + y * lyy + z * lyz + lyo);
tv[i + 2] = (int) (x * lzx + y * lzy + z * lzz + lzo);
}
}
public String toString()
{
return ("[" + xo + "," + xx + "," + xy + "," + xz + ";"
+ yo + "," + yx + "," + yy + "," + yz + ";"
+ zo + "," + zx + "," + zy + "," + zz + "]");
}
}