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package org.djutils.draw;

import java.util.Arrays;
import java.util.Iterator;

import org.djutils.draw.bounds.Bounds3d;
import org.djutils.draw.point.Point3d;

/**
 * Transform3d contains a MUTABLE transformation object that can transform points (x,y,z) based on e.g, rotation and
 * translation. It uses an affine transform matrix that can be built up from different components (translation, rotation,
 * scaling, reflection, shearing).
 * 

* Copyright (c) 2020-2024 Delft University of Technology, PO Box 5, 2600 AA, Delft, the Netherlands. All rights reserved.
* BSD-style license. See DJUTILS License. *

* @author Alexander Verbraeck * @author Peter Knoppers */ public class Transform3d implements Cloneable { /** The 4x4 transformation matrix, initialized as the Identity matrix. */ private double[] mat = new double[] {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; /** * Multiply a 4x4 matrix (stored as a 16-value array by row) with a 4-value vector. * @param m double[]; the matrix * @param v double[]; the vector * @return double[4]; the result of m x v */ protected static double[] mulMatVec(final double[] m, final double[] v) { double[] result = new double[4]; for (int i = 0; i < 4; i++) { result[i] = m[4 * i] * v[0] + m[4 * i + 1] * v[1] + m[4 * i + 2] * v[2] + m[4 * i + 3] * v[3]; } return result; } /** * Multiply a 4x4 matrix (stored as a 16-value array by row) with a 3-value vector and a 1 for the 4th value. * @param m double[]; the matrix * @param v double[]; the vector * @return double[3]; the result of m x (v1, v2, v3, 1), with the last value left out */ protected static double[] mulMatVec3(final double[] m, final double[] v) { double[] result = new double[3]; for (int i = 0; i < 3; i++) { result[i] = m[4 * i] * v[0] + m[4 * i + 1] * v[1] + m[4 * i + 2] * v[2] + m[4 * i + 3]; } return result; } /** * Multiply a 4x4 matrix (stored as a 16-value array by row) with another 4x4-matrix. * @param m1 double[]; the first matrix * @param m2 double[]; the second matrix * @return double[16]; the result of m1 x m2 */ protected static double[] mulMatMat(final double[] m1, final double[] m2) { double[] result = new double[16]; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { result[4 * i + j] = m1[4 * i] * m2[j] + m1[4 * i + 1] * m2[j + 4] + +m1[4 * i + 2] * m2[j + 8] + m1[4 * i + 3] * m2[j + 12]; } } return result; } /** * Get a safe copy of the affine transformation matrix. * @return double[]; a safe copy of the affine transformation matrix */ public double[] getMat() { return this.mat.clone(); } /** * Transform coordinates by a vector (tx, ty, tz). Note that to carry out multiple operations, the steps have to be built in * the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param tx double; the translation value for the x-coordinates * @param ty double; the translation value for the y-coordinates * @param tz double; the translation value for the z-coordinates * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d translate(final double tx, final double ty, final double tz) { if (tx == 0.0 && ty == 0.0 && tz == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, tx, 0, 1, 0, ty, 0, 0, 1, tz, 0, 0, 0, 1}); return this; } /** * Translate coordinates by a the x, y, and z values contained in a Point. Note that to carry out multiple operations, the * steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param point Point3d; the point containing the x, y, and z translation values * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d translate(final Point3d point) { if (point.x == 0.0 && point.y == 0.0 && point.z == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, point.x, 0, 1, 0, point.y, 0, 0, 1, point.z, 0, 0, 0, 1}); return this; } /** * Scale all coordinates with a factor for x, y, and z. A scale factor of 1 leaves the coordinate unchanged. Note that to * carry out multiple operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from * RIGHT to LEFT. * @param sx double; the scale factor for the x-coordinates * @param sy double; the scale factor for the y-coordinates * @param sz double; the scale factor for the z-coordinates * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d scale(final double sx, final double sy, final double sz) { if (sx == 1.0 && sy == 1.0 && sz == 1.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, sz, 0, 0, 0, 0, 1}); return this; } /** * The Euler rotation around the x-axis with an angle in radians. Note that to carry out multiple operations, the steps have * to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param angle double; the angle to rotate the coordinates with with around the x-axis * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d rotX(final double angle) { if (angle == 0.0) { return this; } double c = Math.cos(angle); double s = Math.sin(angle); this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1}); return this; } /** * The Euler rotation around the y-axis with an angle in radians. Note that to carry out multiple operations, the steps have * to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param angle double; the angle to rotate the coordinates with with around the y-axis * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d rotY(final double angle) { if (angle == 0.0) { return this; } double c = Math.cos(angle); double s = Math.sin(angle); this.mat = mulMatMat(this.mat, new double[] {c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1}); return this; } /** * The Euler rotation around the z-axis with an angle in radians. Note that to carry out multiple operations, the steps have * to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param angle double; the angle to rotate the coordinates with with around the z-axis * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d rotZ(final double angle) { if (angle == 0.0) { return this; } double c = Math.cos(angle); double s = Math.sin(angle); this.mat = mulMatMat(this.mat, new double[] {c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}); return this; } /** * The xy-shear leaves the xy-coordinate plane for z=0 untouched. Coordinates on z=1 are translated by a vector (sx, sy, 0). * Coordinates for points with other z-values are translated by a vector (z.sx, z.sy, 0), where z is the z-coordinate of the * point. Note that to carry out multiple operations, the steps have to be built in the OPPOSITE order since matrix * multiplication operates from RIGHT to LEFT. * @param sx double; the shear factor in the x-direction for z=1 * @param sy double; the shear factor in the y-direction for z=1 * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d shearXY(final double sx, final double sy) { if (sx == 0.0 && sy == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, sx, 0, 0, 1, sy, 0, 0, 0, 1, 0, 0, 0, 0, 1}); return this; } /** * The yz-shear leaves the yz-coordinate plain for x=0 untouched. Coordinates on x=1 are translated by a vector (0, sy, sz). * Coordinates for points with other x-values are translated by a vector (0, x.sy, x.sz), where x is the x-coordinate of the * point. Note that to carry out multiple operations, the steps have to be built in the OPPOSITE order since matrix * multiplication operates from RIGHT to LEFT. * @param sy double; the shear factor in the y-direction for x=1 * @param sz double; the shear factor in the z-direction for x=1 * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d shearYZ(final double sy, final double sz) { if (sy == 0.0 && sz == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, 0, sy, 1, 0, 0, sz, 0, 1, 0, 0, 0, 0, 1}); return this; } /** * The xz-shear leaves the xz-coordinate plain for y=0 untouched. Coordinates on y=1 are translated by a vector (sx, 0, sz). * Coordinates for points with other y-values are translated by a vector (y.sx, 0, y.sz), where y is the y-coordinate of the * point. Note that to carry out multiple operations, the steps have to be built in the OPPOSITE order since matrix * multiplication operates from RIGHT to LEFT. * @param sx double; the shear factor in the y-direction for y=1 * @param sz double; the shear factor in the z-direction for y=1 * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d shearXZ(final double sx, final double sz) { if (sx == 0.0 && sz == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, sx, 0, 0, 0, 1, 0, 0, 0, sz, 1, 0, 0, 0, 0, 1}); return this; } /** * The reflection of the x-coordinate, by mirroring it in the yz-plane (the plane with x=0). Note that to carry out multiple * operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d reflectX() { this.mat = mulMatMat(this.mat, new double[] {-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}); return this; } /** * The reflection of the y-coordinate, by mirroring it in the xz-plane (the plane with y=0). Note that to carry out multiple * operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d reflectY() { this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}); return this; } /** * The reflection of the z-coordinate, by mirroring it in the xy-plane (the plane with z=0). Note that to carry out multiple * operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @return Transform3d; the new transformation matrix after applying this transform */ public Transform3d reflectZ() { this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1}); return this; } /** * Apply the stored transform on the xyz-vector and return the transformed vector. For speed reasons, no checks on correct * size of the vector is done. * @param xyz double[]; double[3] the provided vector * @return double[3]; the transformed vector */ public double[] transform(final double[] xyz) { return mulMatVec3(this.mat, xyz); } /** * Apply the stored transform on the provided point and return a point with the transformed coordinate. * @param point Point3d; the point to be transformed * @return Point3d; a point with the transformed coordinates */ public Point3d transform(final Point3d point) { return new Point3d(mulMatVec3(this.mat, new double[] {point.x, point.y, point.z})); } /** * Apply the stored transform on the points generated by the provided pointIterator. * @param pointIterator Iterator<Point3d>; generates the points to be transformed * @return Iterator<Point3d>; an iterator that will generator all transformed points */ public Iterator transform(final Iterator pointIterator) { return new Iterator() { @Override public boolean hasNext() { return pointIterator.hasNext(); } @Override public Point3d next() { return transform(pointIterator.next()); } }; } /** * Apply the stored transform on the provided Bounds3d and return a new Bounds3d with the bounds of the transformed * coordinates. All 8 corner points have to be transformed, since we do not know which of the 8 points will result in the * lowest and highest x, y, and z coordinates. * @param boundingBox Bounds3d; the bounds to be transformed * @return Bounds3d; the new bounds based on the transformed coordinates */ public Bounds3d transform(final Bounds3d boundingBox) { return new Bounds3d(transform(boundingBox.getPoints())); } @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + Arrays.hashCode(this.mat); return result; } @Override @SuppressWarnings("checkstyle:needbraces") public boolean equals(final Object obj) { if (this == obj) return true; if (obj == null) return false; if (getClass() != obj.getClass()) return false; Transform3d other = (Transform3d) obj; if (!Arrays.equals(this.mat, other.mat)) return false; return true; } @Override public String toString() { return "Transform3d [mat=" + Arrays.toString(this.mat) + "]"; } }




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