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authorSven Gothel <[email protected]>2023-09-23 03:11:57 +0200
committerSven Gothel <[email protected]>2023-09-23 03:11:57 +0200
commit6c97c5fa201d221a37773db54994d27e34ba86c3 (patch)
tree04ead385f859fcf0d3f1d2117dd1dc20b87e7abe /src/graphui/classes/com/jogamp/graph/ui
parent0d89f1ebae1a790151551ad9b027105d91972877 (diff)
Bug 1452: GraphUI Shape: Rename setMvTransform(..) -> setTransformMv(..), aligning w/ PMVMatrix4f naming ..
Original name was simply setTransform(..), so now let's keep using the suffix denominating the matrix while keep the main subject/verb upfront. Was an off reading ..
Diffstat (limited to 'src/graphui/classes/com/jogamp/graph/ui')
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/AnimGroup.java12
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/Group.java6
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/Scene.java8
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/Shape.java56
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/layout/BoxLayout.java2
-rw-r--r--src/graphui/classes/com/jogamp/graph/ui/layout/GridLayout.java2
6 files changed, 43 insertions, 43 deletions
diff --git a/src/graphui/classes/com/jogamp/graph/ui/AnimGroup.java b/src/graphui/classes/com/jogamp/graph/ui/AnimGroup.java
index d6cbacd18..99021b35f 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/AnimGroup.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/AnimGroup.java
@@ -306,7 +306,7 @@ public class AnimGroup extends Group {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * only, without a shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
+ * only, without a shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
* </p>
* @param pixPerMM monitor pixel per millimeter for accurate animation
* @param glp used {@link GLProfile}
@@ -331,7 +331,7 @@ public class AnimGroup extends Group {
refShape.validate(glp);
pmv.pushMv();
{
- refShape.setMvTransform(pmv);
+ refShape.setTransformMv(pmv);
as = new Set(pixPerMM, refShape.getPixelPerShapeUnit(pmv, viewport, new float[2]), refShape,
accel, velocity, ang_accel, ang_velo,
new ArrayList<ShapeData>(), new AABBox(), lerp);
@@ -347,7 +347,7 @@ public class AnimGroup extends Group {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * only, without a shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
+ * only, without a shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
* </p>
* @param pixPerMM monitor pixel per millimeter for accurate animation
* @param glp used {@link GLProfile}
@@ -381,7 +381,7 @@ public class AnimGroup extends Group {
refShape.validate(glp);
pmv.pushMv();
{
- refShape.setMvTransform(pmv);
+ refShape.setTransformMv(pmv);
as = new Set(pixPerMM, refShape.getPixelPerShapeUnit(pmv, viewport, new float[2]), refShape,
accel, velocity, ang_accel, ang_velo, allShapes, sourceBounds, lerp);
}
@@ -426,7 +426,7 @@ public class AnimGroup extends Group {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * only, without a shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
+ * only, without a shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
* </p>
* @param pixPerMM monitor pixel per millimeter for accurate animation
* @param glp used {@link GLProfile}
@@ -475,7 +475,7 @@ public class AnimGroup extends Group {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * only, without a shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
+ * only, without a shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)}.
* </p>
* @param pixPerMM monitor pixel per millimeter for accurate animation
* @param glp used {@link GLProfile}
diff --git a/src/graphui/classes/com/jogamp/graph/ui/Group.java b/src/graphui/classes/com/jogamp/graph/ui/Group.java
index 3814eaa82..17820702b 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/Group.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/Group.java
@@ -218,7 +218,7 @@ public class Group extends Shape implements Container {
final Shape shape = (Shape) shapesS[i];
if( shape.isEnabled() ) {
pmv.pushMv();
- shape.setMvTransform(pmv);
+ shape.setTransformMv(pmv);
if( !doFrustumCulling || !pmv.getFrustum().isAABBoxOutside( shape.getBounds() ) ) {
if( null == rgba ) {
@@ -285,7 +285,7 @@ public class Group extends Shape implements Container {
s.validate(glp);
}
pmv.pushMv();
- s.setMvTransform(pmv);
+ s.setTransformMv(pmv);
s.getBounds().transform(pmv.getMv(), tsbox);
pmv.popMv();
box.resize(tsbox);
@@ -333,7 +333,7 @@ public class Group extends Shape implements Container {
@Override
public AABBox getBounds(final PMVMatrix4f pmv, final Shape shape) {
pmv.reset();
- setMvTransform(pmv);
+ setTransformMv(pmv);
final AABBox res = new AABBox();
if( null == shape ) {
return res;
diff --git a/src/graphui/classes/com/jogamp/graph/ui/Scene.java b/src/graphui/classes/com/jogamp/graph/ui/Scene.java
index 9e9925481..388b7c1e1 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/Scene.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/Scene.java
@@ -457,7 +457,7 @@ public final class Scene implements Container, GLEventListener {
// System.err.println("Id "+i+": "+uiShape);
if( shape.isEnabled() ) {
pmv.pushMv();
- shape.setMvTransform(pmv);
+ shape.setTransformMv(pmv);
if( !doFrustumCulling || !pmv.getFrustum().isAABBoxOutside( shape.getBounds() ) ) {
if( glSelect ) {
@@ -538,7 +538,7 @@ public final class Scene implements Container, GLEventListener {
* Method performs on current thread and returns after probing every {@link Shape}.
* </p>
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link Shape#setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller and runnable.
+ * {@link Shape#setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller and runnable.
* @param glWinX window X coordinate, bottom-left origin
* @param glWinY window Y coordinate, bottom-left origin
* @param objPos storage for found object position in model-space of found {@link Shape}
@@ -606,7 +606,7 @@ public final class Scene implements Container, GLEventListener {
if( null != s ) {
final PMVMatrix4f pmv = renderer.getMatrix();
pmv.pushMv();
- s.setMvTransform(pmv);
+ s.setTransformMv(pmv);
final boolean ok = null != shape[0].winToShapeCoord(getMatrix(), getViewport(), glWinX, glWinY, objPos);
pmv.popMv();
if( ok ) {
@@ -662,7 +662,7 @@ public final class Scene implements Container, GLEventListener {
* @param glWinX in GL window coordinates, origin bottom-left
* @param glWinY in GL window coordinates, origin bottom-left
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link Shape#setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller and runnable.
+ * {@link Shape#setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller and runnable.
* @param objPos resulting object position
* @param runnable action
*/
diff --git a/src/graphui/classes/com/jogamp/graph/ui/Shape.java b/src/graphui/classes/com/jogamp/graph/ui/Shape.java
index cdec75019..70ceb9f95 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/Shape.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/Shape.java
@@ -501,7 +501,7 @@ public abstract class Shape {
/**
* Renders the shape.
* <p>
- * {@link #setMvTransform(PMVMatrix4f)} is expected to be completed beforehand.
+ * {@link #setTransformMv(PMVMatrix4f)} is expected to be completed beforehand.
* </p>
* @param gl the current GL object
* @param renderer {@link RegionRenderer} which might be used for Graph Curve Rendering, also source of {@link RegionRenderer#getMatrix()} and {@link RegionRenderer#getViewport()}.
@@ -598,7 +598,7 @@ public abstract class Shape {
* @see #moveTo(float, float, float)
* @see #setScale(float, float, float)
*/
- public void setMvTransform(final PMVMatrix4f pmv) {
+ public void setTransformMv(final PMVMatrix4f pmv) {
final boolean hasScale = !scale.isEqual(Vec3f.ONE);
final boolean hasRotate = !rotation.isIdentity();
final boolean hasRotPivot = null != rotPivot;
@@ -638,33 +638,33 @@ public abstract class Shape {
/**
* {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f}
- * and apply this shape's {@link #setMvTransform(PMVMatrix4f) transformation}.
+ * and apply this shape's {@link #setTransformMv(PMVMatrix4f) transformation}.
* </p>
* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}.
* @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)}
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @return the given {@link PMVMatrix4f} for chaining
* @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)
- * @see #setMvTransform(PMVMatrix4f)
+ * @see #setTransformMv(PMVMatrix4f)
* @see #setPMVMatrix(Scene, PMVMatrix4f)
*/
public PMVMatrix4f setPMVMatrix(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final PMVMatrix4f pmv) {
pmvMatrixSetup.set(pmv, viewport);
- setMvTransform(pmv);
+ setTransformMv(pmv);
return pmv;
}
/**
* {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f}
- * and apply this shape's {@link #setMvTransform(PMVMatrix4f) transformation}.
+ * and apply this shape's {@link #setTransformMv(PMVMatrix4f) transformation}.
* </p>
* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport.
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @return the given {@link PMVMatrix4f} for chaining
* @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti)
- * @see #setMvTransform(PMVMatrix4f)
+ * @see #setTransformMv(PMVMatrix4f)
* @see #setPMVMatrix(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix4f)
*/
public PMVMatrix4f setPMVMatrix(final Scene scene, final PMVMatrix4f pmv) {
@@ -676,7 +676,7 @@ public abstract class Shape {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
* </p>
* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}.
* @param viewport the int[4] viewport
@@ -707,7 +707,7 @@ public abstract class Shape {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
* </p>
* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}.
* @param viewport the int[4] viewport
@@ -738,12 +738,12 @@ public abstract class Shape {
* Retrieve surface (view) size in pixels of this shape.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}.
* @param viewport used viewport for {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)}
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param surfaceSize int[2] target surface size
* @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null}
* @see #getSurfaceSize(PMVMatrix4f, Recti, int[])
@@ -757,11 +757,11 @@ public abstract class Shape {
* Retrieve surface (view) size in pixels of this shape.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport.
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param surfaceSize int[2] target surface size
* @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null}
* @see #getSurfaceSize(PMVMatrix4f, Recti, int[])
@@ -792,7 +792,7 @@ public abstract class Shape {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
* </p>
* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}.
* @param viewport the int[4] viewport
@@ -816,11 +816,11 @@ public abstract class Shape {
* Retrieve pixel per scaled shape-coordinate unit, i.e. [px]/[obj].
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport.
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param pixPerShape float[2] pixel per scaled shape-coordinate unit result storage
* @return given float[2] {@code pixPerShape} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null}
* @see #getPixelPerShapeUnit(int[], float[])
@@ -842,7 +842,7 @@ public abstract class Shape {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
* </p>
* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}.
* @param viewport the viewport
@@ -868,13 +868,13 @@ public abstract class Shape {
* Map given object coordinate relative to this shape to window coordinates.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}.
* @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)}
* @param objPos object position relative to this shape's center
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param glWinPos int[2] target window position of objPos relative to this shape
* @return given int[2] {@code glWinPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null}
* @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[])
@@ -888,12 +888,12 @@ public abstract class Shape {
* Map given object coordinate relative to this shape to window coordinates.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport.
* @param objPos object position relative to this shape's center
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param glWinPos int[2] target window position of objPos relative to this shape
* @return given int[2] {@code glWinPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null}
* @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[])
@@ -908,7 +908,7 @@ public abstract class Shape {
* <p>
* The given {@link PMVMatrix4f} has to be setup properly for this object,
* i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}.
* </p>
* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}.
* @param viewport the Rect4i viewport
@@ -937,14 +937,14 @@ public abstract class Shape {
* Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}.
* @param viewport used viewport for {@link PMVMatrix4f#mapWinToObj(float, float, float, Recti, Vec3f)}
* @param glWinX in GL window coordinates, origin bottom-left
* @param glWinY in GL window coordinates, origin bottom-left
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param objPos target object position of glWinX/glWinY relative to this shape
* @return given {@code objPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)}
* and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)}
@@ -960,13 +960,13 @@ public abstract class Shape {
* Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate.
* <p>
* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape
- * including this shape's {@link #setMvTransform(PMVMatrix4f)}.
+ * including this shape's {@link #setTransformMv(PMVMatrix4f)}.
* </p>
* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport.
* @param glWinX in GL window coordinates, origin bottom-left
* @param glWinY in GL window coordinates, origin bottom-left
* @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup},
- * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller.
+ * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller.
* @param objPos target object position of glWinX/glWinY relative to this shape
* @return given {@code objPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)}
* and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)}
diff --git a/src/graphui/classes/com/jogamp/graph/ui/layout/BoxLayout.java b/src/graphui/classes/com/jogamp/graph/ui/layout/BoxLayout.java
index 16e3441a3..3bfa2b27f 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/layout/BoxLayout.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/layout/BoxLayout.java
@@ -185,7 +185,7 @@ public class BoxLayout implements Group.Layout {
// measure size
pmv.pushMv();
- s.setMvTransform(pmv);
+ s.setTransformMv(pmv);
s.getBounds().transform(pmv.getMv(), sbox);
pmv.popMv();
diff --git a/src/graphui/classes/com/jogamp/graph/ui/layout/GridLayout.java b/src/graphui/classes/com/jogamp/graph/ui/layout/GridLayout.java
index aa5a24637..9a90160d5 100644
--- a/src/graphui/classes/com/jogamp/graph/ui/layout/GridLayout.java
+++ b/src/graphui/classes/com/jogamp/graph/ui/layout/GridLayout.java
@@ -208,7 +208,7 @@ public class GridLayout implements Group.Layout {
final Shape s = shapes.get(i);
// measure size
pmv.pushMv();
- s.setMvTransform(pmv);
+ s.setTransformMv(pmv);
final AABBox sbox = s.getBounds().transform(pmv.getMv(), new AABBox());
sboxes[i] = sbox;
pmv.popMv();