This assignment is going to focus on two things:

- three dimensional transformation
matrices, which can be stored in Java as 4×4 arrays:
double matrix[][] = new double[4][4];

- parametric surfaces.

Once again, see if you can come up with a cool and interesting and creative picture or animation using instances of shapes (ie: show the same shapes translated, rotated, and scaled in different ways), except that this time your shapes will be 3D parametric surface meshes.

Of course you can also feel free to use event handling methods to allow the user to interact with your objects in interesting, exciting or aesthetically pleasing ways.

**3D Transformation Matrices:**

As we discussed in class, you'll need to implement the following primitive operations:

For example, your method to build a translation matrix might look like this:

identity:

1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 translationMatrix(a,b,c):

1 0 0 a 0 1 0 b 0 0 1 c 0 0 0 1 xRotationMatrix(θ):

1 0 0 0 0 cos(θ) -sin(θ) 0 0 sin(θ) cos(θ) 0 0 0 0 1 yRotationMatrix(θ):

cos(θ) 0 sin(θ) 0 0 1 0 0 -sin(θ) 0 cos(θ) 0 0 0 0 1 zRotationMatrix(θ):

cos(θ) -sin(θ) 0 0 sin(θ) cos(θ) 0 0 0 0 1 0 0 0 0 1 scaleMatrix(a,b,c):

a 0 0 0 0 b 0 0 0 0 c 0 0 0 0 1

public class Matrix3D { ... public static void translationMatrix(double matrix[][], double a, double b, double c) { identity(matrix); matrix[0][3] = a; matrix[1][3] = b; matrix[2][3] = c; } }You'll also want to implement a method to do matrix multiplication. Remember that you do this by doing a dot (inner) product between each of the rows of the first matrix and each of the columns of the second matrix. To do this, it's convenient to implement a method that copies the contents of one matrix into another. Then to multiply two matrices A and B:

copy(A,temp); // FIRST COPY TO A TEMPORARY 4×4 MATRIX for (int i = 0 ; i < 4 ; i++) for (int j = 0 ; j < 4 ; j++) A[i][j] = temp[i][0]*B[0][j] + temp[i][1]*B[1][j] + temp[i][2]*B[2][j] + temp[i][3]*B[3][j];For convenience, you'll probably want to make methods

translate(matrix, a, b, c); rotateX(matrix, theta); rotateY(matrix, theta); rotateZ(matrix, theta); scale(matrix, a, b, c);which first create the translation, rotation or scale matrix, respectively, and then do a matrix multiply. For example:

static double tempMatrix[][] = new double[3][3]; ... public static void translate(double matrix[][], double a, double b, double c) { translationMatrix(tempMatrix,a,b,c); // CREATES A TRANSLATION MATRIX multiply(matrix, tempMatrix); // MODIFIES THE FIRST ARGUMENT IN PLACE }Finally, you'll want to implement a method that applies a matrix transformation to a point. Here's how I might implement that:

public static void transform(double src[], double dst[], double matrix[][]) { dst[0] = matrix[0][0] * src[0] + matrix[0][1] * src[1] + matrix[0][2] * src[2] + matrix[0][3]; dst[1] = matrix[1][0] * src[0] + matrix[1][1] * src[1] + matrix[1][2] * src[2] + matrix[1][3]; dst[2] = matrix[2][0] * src[0] + matrix[2][1] * src[1] + matrix[2][2] * src[2] + matrix[2][3]; }

**Parametric Surfaces:**

The other part of things is the implementation of
parametric surfaces.
As we discussed in class,
you'll want to create a base class `ParametricSurface`

which
knows about methods
`double x(double u, double v)`

,
`double y(double u, double v)`

and
`double z(double u, double v)`

,
and which implements a
`public void draw(double epsilon)`

method.

The algorithm for the `draw`

method
is as follows (in pseudo-code):

for (v = 0 ; v < 1 ; v += ε) for (u = 0 ; u < 1 ; u += ε) drawQuad(x(u,v),y(u,v),z(u,v), x(u+ε,v),y(u+ε,v),z(u+ε,v), x(u+ε,v+ε),y(u+ε,v+ε),z(u+ε,v+ε), x(u,v+ε),y(u,v+ε),z(u,v+ε));

Each instance of `ParametricSurface`

should contain a `Matrix3D matrix`

to
transform points before displaying them.

For this assignment
you can implement `drawQuad`

just by drawing four vectors on the screen.
To do this, `drawQuad`

should first transform each of the four
points

,
**a**

,
**b**

and
**c**

by the object's **d**`matrix`

to get

,
**a'**

,
**b'**

and
**c'**

.
Then apply a ViewPort transformation
to each point to get screen locations
**d'**`(A`

,
_{x},A_{y})`(B`

,
_{x},B_{y})`(C`

and
_{x},C_{y})`(D`

.
Finally, just call the _{x},D_{y})`java.awt.drawLine`

method four times:

g.drawLine(Ax,Ay, Bx,By); g.drawLine(Bx,By, Cx,Cy); g.drawLine(Cx,Cy, Dx,Dy); g.drawLine(Dx,Dy, Ax,Ay);

You should at least be able to show
that you can display the
`ParametricSphere`

example
we covered in class:

public class ParametricSphere extends ParametricSurface { public ParametricSphere(double cx, double cy, double cz, double r) {// you need to copy these four parameters to internal instance variables}// This is half in code and half in math. You'll need to convert it all to code.public double x(double u, double v) {θ = 2πu; φ = πv-π/2; returnr cos(θ)cos(φ) + cx;} public double y(double u, double v) {φv-π/2; returnr sin(φ) + cy; } public double z(double u, double v) {θ = 2πu; φ = πv-π/2; return-r sin(θ)cos(φ) + cz;} }

You also might want to implement the parametric Torus (doughnut shape) that we briefly covered in class:

public class ParametricTorus extends ParametricSurface { public ParametricTorus(double R, double r) {// you need to copy these parameters to internal instance variables}// This is half in code and half in math. You'll need to convert it all to code.public double x(double u, double v) {θ = 2πu; φ = 2πv; returncos(θ)(R + r cos(φ)); } public double y(double u, double v) {φ = 2πv; returnr sin(φ); } public double z(double u, double v) {θ = 2πu; φ = 2πv; return-sin(θ)(R + r cos(φ)); } }

You can also try to make shapes that
have other `x()`

, `y()`

and `z()`

methods, if you feel inspired.
By applying linear transformations
with your shape's `matrix`

, such as non-uniform scale transformations,
you can do such things as convert spheres into ellipsoids,
which are great for making shapes like
fingers and arms and legs, and
other stuff like that.
You might want to try it. :-)

**Perspective:**

One final note. I mentioned that for your ViewPort transform you can just throw out the z coordinate. If you're feeling ambitious you can also try implementing perspective, so that objects which are further away appear smaller. You can do this as follows:

After you've already done your `matrix`

transform, but before you've done your ViewPort
transform, you will have some point *(x,y,z)*.
You can simulate a camera which is some distance
*f* away from your object by
doing the transformation:

Thisx' = f x / (f - z)

y' = f y / (f - z)

Finally, you can apply your ViewPort transform to
*x'* and *y'*
to find the pixel location at which to draw your point.