import Vertex3D;public class Matrix3D {    private float m[];    public Matrix3D()      // null constructor allows for extension    {        m = new float[16];        loadIdentity();    }    public Matrix3D(ZRaster r)    {        m = new float[16];        float w = r.width / 2;        float h = r.height / 2;        float d = ZRaster.MAXZ / 2;        m[ 0] = w;  m[ 1] = 0;  m[ 2] = 0;  m[ 3] = w;        m[ 4] = 0;  m[ 5] = h;  m[ 6] = 0;  m[ 7] = h;        m[ 8] = 0;  m[ 9] = 0;  m[10] = d;  m[11] = d;        m[12] = 0;  m[13] = 0;  m[14] = 0;  m[15] = 1;    }    public Matrix3D(Matrix3D copy)    // makes a copy of the matrix    {        m = new float[16];        System.arraycopy(copy, 0, m, 0, 16);    }    /*        ... Methods for setting and getting matrix elements ...    */    public void set(int j, int i, float val)    {        m[4*j+i] = val;    }    public float get(int j, int i)    {        return m[4*j+i];    }    protected void set(int i, float val)    {        m[i] = val;    }        protected float get(int i)    {        return m[i];    }
    public final void copy(Matrix3D src)    {        System.arraycopy(src, 0, m, 0, 16);    }
    private void transformNormal(Vertex3D in, Vertex3D out)
    {
        //find A's determinant
        float det = ((get(0,0)*(get(1,1)*get(2,2)-get(1,2)*get(2,1))) -
                     (get(0,1)*(get(1,0)*get(2,2)-get(1,2)*get(2,0))) +
                     (get(0,2)*(get(1,0)*get(2,1)-get(1,1)*get(2,0))));
        
        //compute the matrix inverse A^-1 transposed: (A^-1)'
        float it[][] = new float[3][3];
        //row 1
        it[0][0] = (get(1,1)*get(2,2)-get(1,2)*get(2,0))/det;
        it[0][1] = (get(0,1)*get(2,2)-get(0,2)*get(2,1))/det;
        it[0][2] = (get(0,1)*get(1,2)-get(0,2)*get(1,1))/det;
        //row 2
        it[1][0] = (get(1,0)*get(2,2)-get(1,2)*get(2,0))/det;
        it[1][1] = (get(0,0)*get(2,2)-get(0,2)*get(2,0))/det;
        it[1][2] = (get(0,0)*get(1,2)-get(0,2)*get(1,0))/det;
        //row 3
        it[2][0] = (get(1,0)*get(2,1)-get(1,1)*get(2,0))/det;
        it[2][1] = (get(0,0)*get(2,1)-get(0,1)*get(2,0))/det;
        it[2][2] = (get(0,0)*get(1,1)-get(0,1)*get(1,0))/det;
        
        //set out = c * in
        out.setNormal((it[0][0]*in.nx + it[0][1]*in.ny + it[0][2]*in.nz),
                      (it[1][0]*in.nx + it[1][1]*in.ny + it[1][2]*in.nz),
                      (it[2][0]*in.nx + it[2][1]*in.ny + it[2][2]*in.nz));
    }
    
    public void transform(Vertex3D in[], Vertex3D out[], int vertices)    {        for (int i = 0; i < vertices; i++)
        {            out[i].x = m[0]*in[i].x + m[1]*in[i].y + m[2]*in[i].z + m[3]*in[i].w;            out[i].y = m[4]*in[i].x + m[5]*in[i].y + m[6]*in[i].z + m[7]*in[i].w;            out[i].z = m[8]*in[i].x + m[9]*in[i].y + m[10]*in[i].z + m[11]*in[i].w;            out[i].w = m[12]*in[i].x + m[13]*in[i].y + m[14]*in[i].z + m[15]*in[i].w;
            if (in[i].hasNormal)
                transformNormal(in[i],out[i]);  // transform normals here        }    }    public Vertex3D transform(Vertex3D v)    {        float x, y, z, w;        x = m[0]*v.x + m[1]*v.y + m[2]*v.z + m[3]*v.w;        y = m[4]*v.x + m[5]*v.y + m[6]*v.z + m[7]*v.w;        z = m[8]*v.x + m[9]*v.y + m[10]*v.z + m[11]*v.w;        w = m[12]*v.x + m[13]*v.y + m[14]*v.z + m[15]*v.w;        w = 1 / w;        Vertex3D result = new Vertex3D(x*w, y*w, z*w);         if (v.hasNormal)        {            Vertex3D out = new Vertex3D();
            transformNormal(v,out);         // transform normals here
            v.setNormal(out.nx,out.ny,out.nz);        }                return result;    }    public final void compose(Matrix3D s)    {        float t0, t1, t2, t3;        for (int i = 0; i < 16; i += 4) {            t0 = m[i  ];            t1 = m[i+1];            t2 = m[i+2];            t3 = m[i+3];            m[i  ] = t0*s.get(0) + t1*s.get(4) + t2*s.get( 8) + t3*s.get(12);            m[i+1] = t0*s.get(1) + t1*s.get(5) + t2*s.get( 9) + t3*s.get(13);            m[i+2] = t0*s.get(2) + t1*s.get(6) + t2*s.get(10) + t3*s.get(14);            m[i+3] = t0*s.get(3) + t1*s.get(7) + t2*s.get(11) + t3*s.get(15);        }    }    public void loadIdentity()    {        for (int i = 0; i < 16; i++)            if ((i >> 2) == (i & 3))                m[i] = 1;            else                m[i] = 0;    }    public void translate(float tx, float ty, float tz)    {        m[ 3] += m[ 0]*tx + m[ 1]*ty + m[ 2]*tz;        m[ 7] += m[ 4]*tx + m[ 5]*ty + m[ 6]*tz;        m[11] += m[ 8]*tx + m[ 9]*ty + m[10]*tz;        m[15] += m[12]*tx + m[13]*ty + m[14]*tz;    }    public void scale(float sx, float sy, float sz)    {        m[ 0] *= sx; m[ 1] *= sy; m[ 2] *= sz;        m[ 4] *= sx; m[ 5] *= sy; m[ 6] *= sz;        m[ 8] *= sx; m[ 9] *= sy; m[10] *= sz;        m[12] *= sx; m[13] *= sy; m[14] *= sz;    }    public void rotate(float ax, float ay, float az, float angle)    {        float t0, t1, t2;        if (angle == 0) return;          // return with m unmodified        t0 = ax*ax + ay*ay + az*az;        if (t0 == 0) return;        float cosx = (float) Math.cos(angle);        float sinx = (float) Math.sin(angle);        t0 = 1f / ((float) Math.sqrt(t0));        ax *= t0;        ay *= t0;        az *= t0;        t0 = 1f - cosx;        float r11 = ax*ax*t0 + cosx;        float r22 = ay*ay*t0 + cosx;        float r33 = az*az*t0 + cosx;        t1 = ax*ay*t0;        t2 = az*sinx;        float r12 = t1 - t2;        float r21 = t1 + t2;        t1 = ax*az*t0;        t2 = ay*sinx;        float r13 = t1 + t2;        float r31 = t1 - t2;        t1 = ay*az*t0;        t2 = ax*sinx;        float r23 = t1 - t2;        float r32 = t1 + t2;        for (int i = 0; i < 16; i += 4) {            t0 = m[i];            t1 = m[i+1];            t2 = m[i+2];            m[i  ] = t0*r11 + t1*r21 + t2*r31;            m[i+1] = t0*r12 + t1*r22 + t2*r32;            m[i+2] = t0*r13 + t1*r23 + t2*r33;        }    }    public void lookAt(float eyex, float eyey, float eyez,                       float atx,  float aty,  float atz,                       float upx,  float upy,  float upz)    {        float t0, t1, t2;        /*            .... a unit vector along the line of sight ....        */        atx -= eyex;        aty -= eyey;        atz -= eyez;        t0 = atx*atx + aty*aty + atz*atz;        if (t0 == 0) return;                // at and eye at same point        t0 = (float) (1 / Math.sqrt(t0));        atx *= t0;        aty *= t0;        atz *= t0;        /*            .... a unit vector to the right ....        */        float rightx, righty, rightz;        rightx = aty*upz - atz*upy;        righty = atz*upx - atx*upz;        rightz = atx*upy - aty*upx;        t0 = rightx*rightx + righty*righty + rightz*rightz;        if (t0 == 0) return;                // up is the same as at        t0 = (float) (1 / Math.sqrt(t0));        rightx *= t0;        righty *= t0;        rightz *= t0;        /*            .... a unit up vector ....        */        upx = righty*atz - rightz*aty;        upy = rightz*atx - rightx*atz;        upz = rightx*aty - righty*atx;        /*            .... find camera translation ....        */        float tx, ty, tz;        tx = rightx*eyex + righty*eyey + rightz*eyez;        ty = upx*eyex + upy*eyey + upz*eyez;        tz = atx*eyex + aty*eyey + atz*eyez;        /*            .... do transform ....        */        for (int i = 0; i < 16; i += 4) {            t0 = m[i];            t1 = m[i+1];            t2 = m[i+2];            m[i  ] = t0*rightx + t1*upx - t2*atx;            m[i+1] = t0*righty + t1*upy - t2*aty;            m[i+2] = t0*rightz + t1*upz - t2*atz;            m[i+3] -= t0*tx + t1*ty - t2*tz;        }    }    public void perspective(float left, float right,                            float bottom, float top,                            float near, float far)    {        float t0, t1, t2, t3;        t0 = 1f / (right - left);        t1 = 1f / (bottom - top);        t2 = 1f / (far - near);        float m13 = -t0*(right + left);
        float m23 = -t1*(bottom + top);        float m33 = t2*(far + near);        near *= 2;        float m11 = t0*near;        float m22 = t1*near;        float m34 = -t2*far*near;        for (int i = 0; i < 16; i += 4) {            t0 = m[i];            t1 = m[i+1];            t2 = m[i+2];            m[i  ] = t0*m11;            m[i+1] = t1*m22;            m[i+2] = t0*m13 + t1*m23 + t2*m33 + m[i+3];            m[i+3] = t2*m34;        }    }        public void orthographic(float left, float right,                             float bottom, float top,                             float near, float far)    {        float t0, t1, t2, t3;        t0 = 1f / (right - left);        t1 = 1f / (bottom - top);        t2 = 1f / (far - near);        float m11 = 2*t0;        float m22 = 2*t1;        float m33 = 2*t2;        float m14 = -t0*(right + left);        float m24 = -t1*(bottom + top);        float m34 = -t2*(far + near);        for (int i = 0; i < 16; i += 4) {            t0 = m[i];            t1 = m[i+1];            t2 = m[i+2];            m[i  ] = t0*m11;            m[i+1] = t1*m22;            m[i+2] = t2*m33;            m[i+3] = t0*m14 + t1*m24 + t2*m34 + m[i+3];        }    }    public String toString()    {        return ("[ ["+m[ 0]+", "+m[ 1]+", "+m[ 2]+", "+m[ 3]+" ], ["+                      m[ 4]+", "+m[ 5]+", "+m[ 6]+", "+m[ 7]+" ], ["+                      m[ 8]+", "+m[ 9]+", "+m[10]+", "+m[11]+" ], ["+                      m[12]+", "+m[13]+", "+m[14]+", "+m[15]+" ] ]");    }}