Here you can find the source of transformPoint3D(float matrix4x4[], float point3D[], float result3D[])
Parameter | Description |
---|---|
matrix4x4 | The matrix |
point3D | The input point |
result3D | The result point |
static void transformPoint3D(float matrix4x4[], float point3D[], float result3D[])
//package com.java2s; /*/* w w w .j a v a2s . c om*/ * www.javagl.de - JglTF * * Copyright 2015-2016 Marco Hutter - http://www.javagl.de * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ import java.util.Arrays; public class Main { /** * Transform the given 3D point with the given 4x4 matrix (thus, * treating the non-present fourth component of the point as * being 1.0), and write the result into the given result array. * * @param matrix4x4 The matrix * @param point3D The input point * @param result3D The result point */ static void transformPoint3D(float matrix4x4[], float point3D[], float result3D[]) { Arrays.fill(result3D, 0.0f); for (int r = 0; r < 3; r++) { for (int c = 0; c < 3; c++) { int index = c * 4 + r; float m = matrix4x4[index]; result3D[r] += m * point3D[c]; } int index = 3 * 4 + r; float m = matrix4x4[index]; result3D[r] += m; } } }