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DJUTILS - Delft Java Utilities Drawing and animation primitives
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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) + "]";
}
}