2 * PROJECT: NyARToolkit
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3 * --------------------------------------------------------------------------------
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4 * This work is based on the original ARToolKit developed by
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7 * HITLab, University of Washington, Seattle
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8 * http://www.hitl.washington.edu/artoolkit/
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10 * The NyARToolkit is Java version ARToolkit class library.
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11 * Copyright (C)2008 R.Iizuka
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13 * This program is free software; you can redistribute it and/or
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14 * modify it under the terms of the GNU General Public License
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15 * as published by the Free Software Foundation; either version 2
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16 * of the License, or (at your option) any later version.
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18 * This program is distributed in the hope that it will be useful,
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19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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21 * GNU General Public License for more details.
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23 * You should have received a copy of the GNU General Public License
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24 * along with this framework; if not, write to the Free Software
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25 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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27 * For further information please contact.
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28 * http://nyatla.jp/nyatoolkit/
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29 * <airmail(at)ebony.plala.or.jp>
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32 package jp.nyatla.nyartoolkit.sandbox.x2;
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34 import jp.nyatla.nyartoolkit.NyARException;
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35 import jp.nyatla.nyartoolkit.core.transmat.NyARTransMatResult;
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36 import jp.nyatla.nyartoolkit.core.types.*;
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37 import jp.nyatla.nyartoolkit.core.types.matrix.NyARFixedFloat24Matrix33;
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38 import jp.nyatla.nyartoolkit.core.param.*;
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39 import jp.nyatla.nyartoolkit.core.types.NyARFixedFloat16Point2d;
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40 import jp.nyatla.nyartoolkit.core.types.NyARFixedFloat16Point3d;
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45 * NyARRotMatrix_NyARToolKitのFixedFloat版です。
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48 public class NyARFixedFloatRotMatrix extends NyARFixedFloat24Matrix33
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50 private static int DIV0CANCEL=1;
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56 public NyARFixedFloatRotMatrix(NyARPerspectiveProjectionMatrix i_matrix) throws NyARException
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58 this.__initRot_vec1 = new NyARFixedFloatRotVector(i_matrix);
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59 this.__initRot_vec2 = new NyARFixedFloatRotVector(i_matrix);
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63 final private NyARFixedFloatRotVector __initRot_vec1;
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64 final private NyARFixedFloatRotVector __initRot_vec2;
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65 final private NyARFixedFloat16Point3d _angle=new NyARFixedFloat16Point3d();
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67 public final void initRotByPrevResult(NyARTransMatResult i_prev_result)
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69 this.m00 =(long)(i_prev_result.m00*0x1000000);
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70 this.m01 =(long)(i_prev_result.m01*0x1000000);
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71 this.m02 =(long)(i_prev_result.m02*0x1000000);
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73 this.m10 =(long)(i_prev_result.m10*0x1000000);
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74 this.m11 =(long)(i_prev_result.m11*0x1000000);
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75 this.m12 =(long)(i_prev_result.m12*0x1000000);
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77 this.m20 =(long)(i_prev_result.m20*0x1000000);
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78 this.m21 =(long)(i_prev_result.m21*0x1000000);
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79 this.m22 =(long)(i_prev_result.m22*0x1000000);
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83 public final void initRotBySquare(final NyARLinear[] i_linear, final NyARFixedFloat16Point2d[] i_sqvertex) throws NyARException
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85 final NyARFixedFloatRotVector vec1 = this.__initRot_vec1;
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86 final NyARFixedFloatRotVector vec2 = this.__initRot_vec2;
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88 // 向かい合った辺から、2本のベクトルを計算
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91 vec1.exteriorProductFromLinear(i_linear[0], i_linear[2]);
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92 vec1.checkVectorByVertex(i_sqvertex[0], i_sqvertex[1]);
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95 vec2.exteriorProductFromLinear(i_linear[1], i_linear[3]);
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96 vec2.checkVectorByVertex(i_sqvertex[3], i_sqvertex[0]);
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99 NyARFixedFloatRotVector.checkRotation(vec1, vec2);
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102 this.m00 = vec1.v1<<8;
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103 this.m10 = vec1.v2<<8;
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104 this.m20 = vec1.v3<<8;
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105 this.m01 = vec2.v1<<8;
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106 this.m11 = vec2.v2<<8;
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107 this.m21 = vec2.v3<<8;
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112 final long w02 = (vec1.v2 * vec2.v3 - vec1.v3 * vec2.v2)>>16;//S16
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113 final long w12 = (vec1.v3 * vec2.v1 - vec1.v1 * vec2.v3)>>16;//S16
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114 final long w22 = (vec1.v1 * vec2.v2 - vec1.v2 * vec2.v1)>>16;//S16
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115 final long w = NyMath.sqrtFixdFloat((w02 * w02 + w12 * w12 + w22 * w22)>>16,16);//S16
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116 this.m02 = (w02<<24) / w;
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117 this.m12 = (w12<<24) / w;
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118 this.m22 = (w22<<24) / w;
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119 //Matrixからangleをロード
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120 this.updateAngleFromMatrix();
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124 public NyARFixedFloat16Point3d refAngle()
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126 return this._angle;
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129 * int arGetAngle( double rot[3][3], double *wa, double *wb, double *wc ) Optimize:2008.04.20:STEP[481→433] 3x3変換行列から、回転角を復元して返します。
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134 private final void updateAngleFromMatrix()
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137 long sina, cosa, sinb, cosb, sinc, cosc;
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139 if (this.m22 > NyMath.FIXEDFLOAT24_1) {// <Optimize/>if( rot[2][2] > 1.0 ) {
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140 this.m22 = NyMath.FIXEDFLOAT24_1;// <Optimize/>rot[2][2] = 1.0;
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141 } else if (this.m22 < -NyMath.FIXEDFLOAT24_1) {// <Optimize/>}else if( rot[2][2] < -1.0 ) {
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142 this.m22 = -NyMath.FIXEDFLOAT24_1;// <Optimize/>rot[2][2] = -1.0;
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144 cosb = this.m22;// <Optimize/>cosb = rot[2][2];
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145 b=NyMath.acosFixedFloat16((int)cosb);
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146 sinb = (long)NyMath.sinFixedFloat24(b);
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147 final long rot02 = this.m02;
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148 final long rot12 = this.m12;
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150 cosa = (rot02<<24) / sinb;// <Optimize/>cosa = rot[0][2] / sinb;
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151 sina = (rot12<<24) / sinb;// <Optimize/>sina = rot[1][2] / sinb;
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152 if (cosa > NyMath.FIXEDFLOAT24_1) {
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153 /* printf("cos(alph) = %f\n", cosa); */
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154 cosa = NyMath.FIXEDFLOAT24_1;
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157 if (cosa < -NyMath.FIXEDFLOAT24_1) {
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158 /* printf("cos(alph) = %f\n", cosa); */
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159 cosa = -NyMath.FIXEDFLOAT24_1;
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162 if (sina > NyMath.FIXEDFLOAT24_1) {
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163 /* printf("sin(alph) = %f\n", sina); */
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164 sina = NyMath.FIXEDFLOAT24_1;
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167 if (sina < -NyMath.FIXEDFLOAT24_1) {
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168 /* printf("sin(alph) = %f\n", sina); */
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169 sina = -NyMath.FIXEDFLOAT24_1;
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172 a = NyMath.acosFixedFloat16((int)cosa);
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177 // sinc = (rot[2][1]*rot[0][2]-rot[2][0]*rot[1][2])/(rot[0][2]*rot[0][2]+rot[1][2]*rot[1][2]);
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178 // cosc = -(rot[0][2]*rot[2][0]+rot[1][2]*rot[2][1])/(rot[0][2]*rot[0][2]+rot[1][2]*rot[1][2]);
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179 final long tmp = DIV0CANCEL+((rot02 * rot02 + rot12 * rot12)>>24);
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180 sinc = (this.m21 * rot02 - this.m20 * rot12) / tmp;
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181 cosc = -(rot02 * this.m20 + rot12 * this.m21) / tmp;
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184 if (cosc > NyMath.FIXEDFLOAT24_1){
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185 /* printf("cos(r) = %f\n", cosc); */
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186 cosc = NyMath.FIXEDFLOAT24_1;
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189 if (cosc < -NyMath.FIXEDFLOAT24_1) {
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190 /* printf("cos(r) = %f\n", cosc); */
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191 cosc = -NyMath.FIXEDFLOAT24_1;
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194 if (sinc > NyMath.FIXEDFLOAT24_1) {
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195 /* printf("sin(r) = %f\n", sinc); */
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196 sinc = NyMath.FIXEDFLOAT24_1;
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199 if (sinc < -NyMath.FIXEDFLOAT24_1) {
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200 /* printf("sin(r) = %f\n", sinc); */
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201 sinc = -NyMath.FIXEDFLOAT24_1;
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204 c = (int)NyMath.acosFixedFloat16((int)cosc);
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210 cosa = cosb = NyMath.FIXEDFLOAT24_1;
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212 cosc = this.m00;// cosc = rot[0];// <Optimize/>cosc = rot[0][0];
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213 sinc = this.m01;// sinc = rot[1];// <Optimize/>sinc = rot[1][0];
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214 if (cosc > NyMath.FIXEDFLOAT24_1) {
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215 /* printf("cos(r) = %f\n", cosc); */
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216 cosc = NyMath.FIXEDFLOAT24_1;
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219 if (cosc < -NyMath.FIXEDFLOAT24_1) {
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220 /* printf("cos(r) = %f\n", cosc); */
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221 cosc = -NyMath.FIXEDFLOAT24_1;
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224 if (sinc > NyMath.FIXEDFLOAT24_1) {
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225 /* printf("sin(r) = %f\n", sinc); */
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226 sinc = NyMath.FIXEDFLOAT24_1;
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229 if (sinc < -NyMath.FIXEDFLOAT24_1) {
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230 /* printf("sin(r) = %f\n", sinc); */
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231 sinc = -NyMath.FIXEDFLOAT24_1;
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234 c = NyMath.acosFixedFloat16((int)cosc);
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239 this._angle.x = (long)a;// wa.value=a;//*wa = a;
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240 this._angle.y = (long)b;// wb.value=b;//*wb = b;
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241 this._angle.z = (long)c;// wc.value=c;//*wc = c;
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244 public final void setAngle(int i_x, int i_y, int i_z)
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247 * |cos(a) -sin(a) 0| |cos(b) 0 sin(b)| |cos(a-c) sin(a-c) 0| rot = |sin(a) cos(a) 0| |0 1 0 | |-sin(a-c) cos(a-c) 0| |0 0 1| |-sin(b) 0 cos(b)| |0 0 1|
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250 long Sa, Sb, Ca, Cb, Sac, Cac, CaCb, SaCb;
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251 Sa = NyMath.sinFixedFloat24(i_x);
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252 Ca = NyMath.cosFixedFloat24(i_x);
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253 Sb = NyMath.sinFixedFloat24(i_y);
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254 Cb = NyMath.cosFixedFloat24(i_y);
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255 Sac = NyMath.sinFixedFloat24(i_x - i_z);
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256 Cac = NyMath.cosFixedFloat24(i_x - i_z);
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257 CaCb =(Ca * Cb)>>24;
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258 SaCb =(Sa * Cb)>>24;
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260 this.m00 =(CaCb * Cac + Sa * Sac)>>24;
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261 this.m01 =(CaCb * Sac - Sa * Cac)>>24;
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262 this.m02 =(Ca * Sb)>>24;
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263 this.m10 =(SaCb * Cac - Ca * Sac)>>24;
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264 this.m11 =(SaCb * Sac + Ca * Cac)>>24;
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265 this.m12 =(Sa * Sb)>>24;
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266 this.m20 =(-Sb * Cac)>>24;
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267 this.m21 =(-Sb * Sac)>>24;
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272 this._angle.z=i_z;
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276 * i_in_pointを変換行列で座標変換する。
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278 * @param i_in_point
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279 * @param i_out_point
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281 public final void getPoint3d(final NyARFixedFloat16Point3d i_in_point, final NyARFixedFloat16Point3d i_out_point)
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283 i_out_point.x = (this.m00 * i_in_point.x + this.m01 * i_in_point.y + this.m02 * i_in_point.z)>>24;
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284 i_out_point.y = (this.m10 * i_in_point.x + this.m11 * i_in_point.y + this.m12 * i_in_point.z)>>24;
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285 i_out_point.z = (this.m20 * i_in_point.x + this.m21 * i_in_point.y + this.m22 * i_in_point.z)>>24;
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292 * @param i_in_point
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293 * @param i_out_point
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294 * @param i_number_of_vertex
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296 public final void getPoint3dBatch(final NyARFixedFloat16Point3d[] i_in_point, NyARFixedFloat16Point3d[] i_out_point, int i_number_of_vertex)
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298 for (int i = i_number_of_vertex - 1; i >= 0; i--) {
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299 final NyARFixedFloat16Point3d out_ptr = i_out_point[i];
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300 final NyARFixedFloat16Point3d in_ptr = i_in_point[i];
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301 out_ptr.x =(this.m00 * in_ptr.x + this.m01 * in_ptr.y + this.m02 * in_ptr.z)>>24;
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302 out_ptr.y =(this.m10 * in_ptr.x + this.m11 * in_ptr.y + this.m12 * in_ptr.z)>>24;
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303 out_ptr.z =(this.m20 * in_ptr.x + this.m21 * in_ptr.y + this.m22 * in_ptr.z)>>24;
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