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authorSven Gothel <[email protected]>2014-03-05 03:23:44 +0100
committerSven Gothel <[email protected]>2014-03-05 03:23:44 +0100
commit79156e080ef919857f1624543e37b62794fb5a64 (patch)
tree8c7b3eeea7bb85b5af05356c7adce1f69606be3a /src/jogl/classes/com/jogamp/opengl/math
parentfe3daea00da48c90a4e0c90cf37514a3ab7093d6 (diff)
Bug 801: VectorUtil: Pass result vector, allowing caller to manage memory (performance, reduce temp objects)
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java9
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java160
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java35
3 files changed, 96 insertions, 108 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index 52a59c599..3c3510b7f 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -56,7 +56,8 @@ public class Quaternion {
*/
public Quaternion(float[] vector1, float[] vector2) {
final float theta = FloatUtil.acos(VectorUtil.dot(vector1, vector2));
- final float[] cross = VectorUtil.cross(vector1, vector2);
+ final float[] cross = new float[3];
+ VectorUtil.cross(cross, vector1, vector2);
fromAxis(cross, theta);
}
@@ -79,7 +80,7 @@ public class Quaternion {
public void fromAxis(float[] vector, float angle) {
final float halfangle = angle * 0.5f;
final float sin = FloatUtil.sin(halfangle);
- final float[] nv = VectorUtil.normalize(vector);
+ final float[] nv = VectorUtil.normalize(vector, vector);
x = (nv[0] * sin);
y = (nv[1] * sin);
z = (nv[2] * sin);
@@ -220,7 +221,7 @@ public class Quaternion {
* Normalize a quaternion required if to be used as a rotational quaternion
*/
public void normalize() {
- final float norme = (float) FloatUtil.sqrt(w * w + x * x + y * y + z * z);
+ final float norme = FloatUtil.sqrt(w * w + x * x + y * y + z * z);
if (norme == 0.0f) {
setIdentity();
} else {
@@ -355,7 +356,7 @@ public class Quaternion {
public void setFromMatrix(float[] m) {
final float T = m[0] + m[4] + m[8] + 1;
if (T > 0) {
- final float S = 0.5f / (float) FloatUtil.sqrt(T);
+ final float S = 0.5f / FloatUtil.sqrt(T);
w = 0.25f / S;
x = (m[5] - m[7]) * S;
y = (m[6] - m[2]) * S;
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index 053876b56..734b7459b 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -52,41 +52,26 @@ public class VectorUtil {
{
return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
}
- /** Normalize a vector
+
+ /**
+ * Normalize a vector
* @param vector input vector
* @return normalized vector
*/
- public static float[] normalize(float[] vector)
+ public static float[] normalize(final float[] result, float[] vector)
{
- final float[] newVector = new float[3];
-
final float d = FloatUtil.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
if(d> 0.0f)
{
- newVector[0] = vector[0]/d;
- newVector[1] = vector[1]/d;
- newVector[2] = vector[2]/d;
+ result[0] = vector[0]/d;
+ result[1] = vector[1]/d;
+ result[2] = vector[2]/d;
}
- return newVector;
- }
-
- /** Scales a vector by param creating a new float[] for the result!
- * @param vector input vector
- * @param scale constant to scale by
- * @return new scaled vector
- * @deprecated Use {@link #scale(float[], float[], float)}
- */
- public static float[] scale(float[] vector, float scale)
- {
- final float[] newVector = new float[3];
-
- newVector[0] = vector[0] * scale;
- newVector[1] = vector[1] * scale;
- newVector[2] = vector[2] * scale;
- return newVector;
+ return result;
}
- /** Scales a vector by param using given result float[]
+ /**
+ * Scales a vector by param using given result float[]
* @param result vector for the result
* @param vector input vector
* @param scale single scale constant for all vector components
@@ -113,67 +98,61 @@ public class VectorUtil {
return result;
}
- /** Adds to vectors
+ /**
+ * Adds to vectors
* @param v1 vector 1
* @param v2 vector 2
* @return v1 + v2
*/
- public static float[] vectorAdd(float[] v1, float[] v2)
+ public static float[] vectorAdd(float[] result, float[] v1, float[] v2)
{
- final float[] newVector = new float[3];
-
- newVector[0] = v1[0] + v2[0];
- newVector[1] = v1[1] + v2[1];
- newVector[2] = v1[2] + v2[2];
- return newVector;
+ result[0] = v1[0] + v2[0];
+ result[1] = v1[1] + v2[1];
+ result[2] = v1[2] + v2[2];
+ return result;
}
- /** cross product vec1 x vec2
+ /**
+ * cross product vec1 x vec2
* @param vec1 vector 1
* @param vec2 vecttor 2
* @return the resulting vector
*/
- public static float[] cross(float[] vec1, float[] vec2)
+ public static float[] cross(final float[] result, float[] vec1, float[] vec2)
{
- final float[] out = new float[3];
+ result[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
+ result[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
+ result[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
- out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
- out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
- out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
-
- return out;
+ return result;
}
/** Column Matrix Vector multiplication
* @param colMatrix column matrix (4x4)
* @param vec vector(x,y,z)
- * @return result new float[3]
+ * @return result
*/
- public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec)
+ public static float[] colMatrixVectorMult(final float[] result, float[] colMatrix, float[] vec)
{
- final float[] out = new float[3];
-
- out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
- out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
- out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14];
+ result[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
+ result[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
+ result[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14];
- return out;
+ return result;
}
/** Matrix Vector multiplication
* @param rawMatrix column matrix (4x4)
* @param vec vector(x,y,z)
- * @return result new float[3]
+ * @return result
*/
- public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec)
+ public static float[] rowMatrixVectorMult(final float[] result, float[] rawMatrix, float[] vec)
{
- final float[] out = new float[3];
-
- out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
- out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
- out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11];
+ result[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
+ result[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
+ result[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11];
- return out;
+ return result;
}
/** Calculate the midpoint of two values
@@ -186,19 +165,19 @@ public class VectorUtil {
return (p1+p2)/2.0f;
}
- /** Calculate the midpoint of two points
+ /**
+ * Calculate the midpoint of two points
* @param p1 first point
* @param p2 second point
* @return midpoint
*/
- public static float[] mid(float[] p1, float[] p2)
+ public static float[] mid(final float[] result, float[] p1, float[] p2)
{
- final float[] midPoint = new float[3];
- midPoint[0] = (p1[0] + p2[0])*0.5f;
- midPoint[1] = (p1[1] + p2[1])*0.5f;
- midPoint[2] = (p1[2] + p2[2])*0.5f;
+ result[0] = (p1[0] + p2[0])*0.5f;
+ result[1] = (p1[1] + p2[1])*0.5f;
+ result[2] = (p1[2] + p2[2])*0.5f;
- return midPoint;
+ return result;
}
/** Compute the norm of a vector
@@ -357,7 +336,8 @@ public class VectorUtil {
return (u >= 0) && (v >= 0) && (u + v < 1);
}
- /** Check if one of three vertices are in triangle using
+ /**
+ * Check if one of three vertices are in triangle using
* barycentric coordinates computation.
* @param a first triangle vertex
* @param b second triangle vertex
@@ -365,26 +345,29 @@ public class VectorUtil {
* @param p1 the vertex in question
* @param p2 the vertex in question
* @param p3 the vertex in question
+ * @param tmpAC
+ * @param tmpAB
+ * @param tmpAP
* @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise.
*/
public static boolean vertexInTriangle3(float[] a, float[] b, float[] c,
float[] p1, float[] p2, float[] p3,
- float[] ac, float[] ab, float[] ap){
+ float[] tmpAC, float[] tmpAB, float[] tmpAP){
// Compute vectors
- computeVector(ac, a, c); //v0
- computeVector(ab, a, b); //v1
+ computeVector(tmpAC, a, c); //v0
+ computeVector(tmpAB, a, b); //v1
// Compute dot products
- final float dotAC_AC = dot(ac, ac);
- final float dotAC_AB = dot(ac, ab);
- final float dotAB_AB = dot(ab, ab);
+ final float dotAC_AC = dot(tmpAC, tmpAC);
+ final float dotAC_AB = dot(tmpAC, tmpAB);
+ final float dotAB_AB = dot(tmpAB, tmpAB);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
- computeVector(ap, a, p1); //v2
- final float dotAC_AP1 = dot(ac, ap);
- final float dotAB_AP1 = dot(ab, ap);
+ computeVector(tmpAP, a, p1); //v2
+ final float dotAC_AP1 = dot(tmpAC, tmpAP);
+ final float dotAB_AP1 = dot(tmpAB, tmpAP);
final float u1 = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v1 = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -395,9 +378,9 @@ public class VectorUtil {
}
{
- computeVector(ap, a, p2); //v2
- final float dotAC_AP2 = dot(ac, ap);
- final float dotAB_AP2 = dot(ab, ap);
+ computeVector(tmpAP, a, p2); //v2
+ final float dotAC_AP2 = dot(tmpAC, tmpAP);
+ final float dotAB_AP2 = dot(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom;
final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom;
@@ -408,9 +391,9 @@ public class VectorUtil {
}
{
- computeVector(ap, a, p3); //v2
- final float dotAC_AP3 = dot(ac, ap);
- final float dotAB_AP3 = dot(ab, ap);
+ computeVector(tmpAP, a, p3); //v2
+ final float dotAC_AP3 = dot(tmpAC, tmpAP);
+ final float dotAB_AP3 = dot(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom;
final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom;
@@ -473,10 +456,9 @@ public class VectorUtil {
* @param b vertex 2 of first segment
* @param c vertex 1 of second segment
* @param d vertex 2 of second segment
- * @return the intersection coordinates if the segments intersect, otherwise
- * returns null
+ * @return the intersection coordinates if the segments intersect, otherwise returns null
*/
- public static float[] seg2SegIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ public static float[] seg2SegIntersection(final float[] result, Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
if (determinant == 0)
@@ -492,7 +474,10 @@ public class VectorUtil {
if(gamma <= 0 || gamma >= 1) return null;
if(gamma1 <= 0 || gamma1 >= 1) return null;
- return new float[]{xi,yi,0};
+ result[0] = xi;
+ result[1] = yi;
+ result[2] = 0;
+ return result;
}
/** Compute intersection between two segments
@@ -535,7 +520,7 @@ public class VectorUtil {
* @return the intersection coordinates if the lines intersect, otherwise
* returns null
*/
- public static float[] line2lineIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ public static float[] line2lineIntersection(final float[] result, Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
if (determinant == 0)
@@ -546,7 +531,10 @@ public class VectorUtil {
final float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant;
final float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant;
- return new float[]{xi,yi,0};
+ result[0] = xi;
+ result[1] = yi;
+ result[2] = 0;
+ return result;
}
/** Check if a segment intersects with a triangle
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
index 5fbc28c60..81928888c 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
@@ -37,9 +37,9 @@ import com.jogamp.opengl.math.VectorUtil;
*
*/
public class AABBox implements Cloneable {
- private float[] low = new float[3];
- private float[] high = new float[3];
- private float[] center = new float[3];
+ private final float[] low = new float[3];
+ private final float[] high = new float[3];
+ private final float[] center = new float[3];
/** Create a Axis Aligned bounding box (AABBox)
* where the low and and high MAX float Values.
@@ -275,26 +275,25 @@ public class AABBox implements Cloneable {
return center;
}
- /** Scale the AABBox by a constant
+ /**
+ * Scale the AABBox by a constant
* @param size a constant float value
+ * @param tmpV3 caller provided temporary 3-component vector
*/
- public final void scale(float size) {
- float[] diffH = new float[3];
- diffH[0] = high[0] - center[0];
- diffH[1] = high[1] - center[1];
- diffH[2] = high[2] - center[2];
-
- diffH = VectorUtil.scale(diffH, size);
+ public final void scale(float size, float[] tmpV3) {
+ tmpV3[0] = high[0] - center[0];
+ tmpV3[1] = high[1] - center[1];
+ tmpV3[2] = high[2] - center[2];
- float[] diffL = new float[3];
- diffL[0] = low[0] - center[0];
- diffL[1] = low[1] - center[1];
- diffL[2] = low[2] - center[2];
+ VectorUtil.scale(tmpV3, tmpV3, size); // in-place scale
+ VectorUtil.vectorAdd(high, center, tmpV3);
- diffL = VectorUtil.scale(diffL, size);
+ tmpV3[0] = low[0] - center[0];
+ tmpV3[1] = low[1] - center[1];
+ tmpV3[2] = low[2] - center[2];
- high = VectorUtil.vectorAdd(center, diffH);
- low = VectorUtil.vectorAdd(center, diffL);
+ VectorUtil.scale(tmpV3, tmpV3, size); // in-place scale
+ VectorUtil.vectorAdd(low, center, tmpV3);
}
public final float getMinX() {