com.bulletphysics.linearmath.Transform Maven / Gradle / Ivy
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package com.bulletphysics.linearmath;
import com.bulletphysics.collision.shapes.UniformScalingShape;
import cz.advel.stack.Stack;
import cz.advel.stack.StaticAlloc;
import javax.vecmath.Matrix3f;
import javax.vecmath.Matrix4f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;
/**
* Transform represents translation and rotation (rigid transform). Scaling and
* shearing is not supported.
*
* You can use local shape scaling or {@link UniformScalingShape} for static rescaling
* of collision objects.
*
* @author jezek2
*/
public class Transform {
//protected BulletStack stack;
/** Rotation matrix of this Transform. */
public final Matrix3f basis = new Matrix3f();
/** Translation vector of this Transform. */
public final Vector3f origin = new Vector3f();
public Transform() {
}
public Transform(Matrix3f mat) {
basis.set(mat);
}
public Transform(Matrix4f mat) {
set(mat);
}
public Transform(Transform tr) {
set(tr);
}
public void set(Transform tr) {
basis.set(tr.basis);
origin.set(tr.origin);
}
public void set(Matrix3f mat) {
basis.set(mat);
origin.set(0f, 0f, 0f);
}
public void set(Matrix4f mat) {
mat.getRotationScale(basis);
origin.set(mat.m03, mat.m13, mat.m23);
}
public void transform(Vector3f v) {
basis.transform(v);
v.add(origin);
}
public void setIdentity() {
basis.setIdentity();
origin.set(0f, 0f, 0f);
}
public void inverse() {
basis.transpose();
origin.scale(-1f);
basis.transform(origin);
}
public void inverse(Transform tr) {
set(tr);
inverse();
}
public void mul(Transform tr) {
Vector3f vec = Stack.alloc(tr.origin);
transform(vec);
basis.mul(tr.basis);
origin.set(vec);
}
@StaticAlloc
public void mul(Transform tr1, Transform tr2) {
Vector3f vec = Stack.alloc(tr2.origin);
tr1.transform(vec);
basis.mul(tr1.basis, tr2.basis);
origin.set(vec);
}
public void invXform(Vector3f inVec, Vector3f out) {
out.sub(inVec, origin);
Matrix3f mat = Stack.alloc(basis);
mat.transpose();
mat.transform(out);
}
public Quat4f getRotation(Quat4f out) {
MatrixUtil.getRotation(basis, out);
return out;
}
public void setRotation(Quat4f q) {
MatrixUtil.setRotation(basis, q);
}
public void setFromOpenGLMatrix(float[] m) {
MatrixUtil.setFromOpenGLSubMatrix(basis, m);
origin.set(m[12], m[13], m[14]);
}
public void getOpenGLMatrix(float[] m) {
MatrixUtil.getOpenGLSubMatrix(basis, m);
m[12] = origin.x;
m[13] = origin.y;
m[14] = origin.z;
m[15] = 1f;
}
public Matrix4f getMatrix(Matrix4f out) {
out.set(basis);
out.m03 = origin.x;
out.m13 = origin.y;
out.m23 = origin.z;
return out;
}
@Override
public boolean equals(Object obj) {
if (obj == null || !(obj instanceof Transform)) return false;
Transform tr = (Transform)obj;
return basis.equals(tr.basis) && origin.equals(tr.origin);
}
@Override
public int hashCode() {
int hash = 3;
hash = 41 * hash + basis.hashCode();
hash = 41 * hash + origin.hashCode();
return hash;
}
}