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authorSven Gothel <[email protected]>2012-11-11 05:01:56 +0100
committerSven Gothel <[email protected]>2012-11-11 05:01:56 +0100
commit5fafc1ac360333645b807dcd8dff0c0a655ea439 (patch)
treec3c0af31dc6cc9a10e381151e5461bb2e033488a /src/jogl/classes/com/jogamp/opengl/math
parent0edb45f11cd034c4937e6941b7a3e5d9f7edbd2f (diff)
Reorganize math code into: com.jogamp.opengl.math and com.jogamp.opengl.math.geom packages
Note: WIP - We may relocate / reorg math package. Public relocations: com.jogamp.opengl.util -> com.jogamp.opengl.math - FixedPoint - FloatUtil com.jogamp.graph.math -> com.jogamp.opengl.math - Quaternion - VectorUtil com.jogamp.graph.geom -> com.jogamp.opengl.math.geom - AABBox VectorUtil: Introducing Vert2fImmutable and Vert3fImmutable interfaces, allowing graph Vertex instances to be used 'graph' agnostic and to document 2d/3d use-cases.
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FixedPoint.java61
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java522
-rwxr-xr-xsrc/jogl/classes/com/jogamp/opengl/math/Quaternion.java382
-rwxr-xr-xsrc/jogl/classes/com/jogamp/opengl/math/VectorUtil.java427
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java39
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java32
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java343
7 files changed, 1806 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FixedPoint.java b/src/jogl/classes/com/jogamp/opengl/math/FixedPoint.java
new file mode 100644
index 000000000..e0acfec28
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/FixedPoint.java
@@ -0,0 +1,61 @@
+/*
+ * Copyright (c) 2009 Sun Microsystems, Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * - Redistribution of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * - Redistribution in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * This software is provided "AS IS," without a warranty of any kind. ALL
+ * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
+ * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
+ * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
+ * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
+ * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
+ * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
+ * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
+ * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
+ * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ */
+
+package com.jogamp.opengl.math;
+
+public class FixedPoint {
+ public static final int toFixed(int value) {
+ if (value < -32768) value = -32768;
+ if (value > 32767) value = 32767;
+ return value * 65536;
+ }
+
+ public static final int toFixed(float value) {
+ if (value < -32768) value = -32768;
+ if (value > 32767) value = 32767;
+ return (int)(value * 65536.0f);
+ }
+
+ public static final float toFloat(int value) {
+ return (float)value/65536.0f;
+ }
+
+ public static final int mult(int x1, int x2) {
+ return (int) ( ((long)x1*(long)x2)/65536 );
+ }
+
+ public static final int div(int x1, int x2) {
+ return (int) ( (((long)x1)<<16)/x2 );
+ }
+}
+
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
new file mode 100644
index 000000000..9a51c32b3
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
@@ -0,0 +1,522 @@
+/**
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math;
+
+import java.nio.FloatBuffer;
+
+import com.jogamp.common.os.Platform;
+
+/**
+ * Basic Float math utility functions.
+ * <p>
+ * Implementation assumes linear matrix layout in column-major order
+ * matching OpenGL's implementation.
+ * </p>
+ * <p>
+ * Derived from ProjectFloat.java - Created 11-jan-2004
+ * </p>
+ *
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ * @author Sven Gothel
+ */
+public class FloatUtil {
+ private static final float[] IDENTITY_MATRIX =
+ new float[] {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+
+ private static final float[] ZERO_MATRIX =
+ new float[] {
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f };
+
+ /**
+ * Make matrix an identity matrix
+ */
+ public static final void makeIdentityf(float[] m, int offset) {
+ for (int i = 0; i < 16; i++) {
+ m[i+offset] = IDENTITY_MATRIX[i];
+ }
+ }
+
+ /**
+ * Make matrix an identity matrix
+ */
+ public static final void makeIdentityf(FloatBuffer m) {
+ final int oldPos = m.position();
+ m.put(IDENTITY_MATRIX);
+ m.position(oldPos);
+ }
+
+ /**
+ * Make matrix an zero matrix
+ */
+ public static final void makeZero(float[] m, int offset) {
+ for (int i = 0; i < 16; i++) {
+ m[i+offset] = 0;
+ }
+ }
+
+ /**
+ * Make matrix an zero matrix
+ */
+ public static final void makeZero(FloatBuffer m) {
+ final int oldPos = m.position();
+ m.put(ZERO_MATRIX);
+ m.position(oldPos);
+ }
+
+ /**
+ * @param a 4x4 matrix in column-major order
+ * @param b 4x4 matrix in column-major order
+ * @param d result a*b in column-major order
+ */
+ public static final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, float[] d, int d_off) {
+ for (int i = 0; i < 4; i++) {
+ // one row in column-major order
+ final float ai0=a[a_off+i+0*4], ai1=a[a_off+i+1*4], ai2=a[a_off+i+2*4], ai3=a[a_off+i+3*4]; // row-i of a
+ d[d_off+i+0*4] = ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ;
+ d[d_off+i+1*4] = ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ;
+ d[d_off+i+2*4] = ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ;
+ d[d_off+i+3*4] = ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ;
+ }
+ }
+
+ /**
+ * @param a 4x4 matrix in column-major order
+ * @param b 4x4 matrix in column-major order
+ * @param d result a*b in column-major order
+ */
+ public static final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, FloatBuffer d) {
+ final int dP = d.position();
+ for (int i = 0; i < 4; i++) {
+ // one row in column-major order
+ final float ai0=a[a_off+i+0*4], ai1=a[a_off+i+1*4], ai2=a[a_off+i+2*4], ai3=a[a_off+i+3*4]; // row-i of a
+ d.put(dP+i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] );
+ d.put(dP+i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] );
+ d.put(dP+i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] );
+ d.put(dP+i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] );
+ }
+ }
+
+ /**
+ * @param a 4x4 matrix in column-major order
+ * @param b 4x4 matrix in column-major order
+ * @param d result a*b in column-major order
+ */
+ public static final void multMatrixf(final FloatBuffer a, final float[] b, int b_off, FloatBuffer d) {
+ final int aP = a.position();
+ final int dP = d.position();
+ for (int i = 0; i < 4; i++) {
+ // one row in column-major order
+ final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a
+ d.put(dP+i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] );
+ d.put(dP+i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] );
+ d.put(dP+i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] );
+ d.put(dP+i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] );
+ }
+ }
+
+ /**
+ * @param a 4x4 matrix in column-major order
+ * @param b 4x4 matrix in column-major order
+ * @param d result a*b in column-major order
+ */
+ public static final void multMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer d) {
+ final int aP = a.position();
+ final int bP = b.position();
+ final int dP = d.position();
+ for (int i = 0; i < 4; i++) {
+ // one row in column-major order
+ final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a
+ d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) );
+ d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) );
+ d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) );
+ d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) );
+ }
+ }
+
+ /**
+ * @param a 4x4 matrix in column-major order
+ * @param b 4x4 matrix in column-major order
+ * @param d result a*b in column-major order
+ */
+ public static final void multMatrixf(final FloatBuffer a, final FloatBuffer b, float[] d, int d_off) {
+ final int aP = a.position();
+ final int bP = b.position();
+ for (int i = 0; i < 4; i++) {
+ // one row in column-major order
+ final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a
+ d[d_off+i+0*4] = ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ;
+ d[d_off+i+1*4] = ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ;
+ d[d_off+i+2*4] = ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ;
+ d[d_off+i+3*4] = ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) ;
+ }
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v makes len(v)==1
+ */
+ public static final void normalize(float[] v) {
+ float r = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+
+ if ( r == 0.0 || r == 1.0) {
+ return;
+ }
+
+ r = 1.0f / r;
+
+ v[0] *= r;
+ v[1] *= r;
+ v[2] *= r;
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v makes len(v)==1
+ */
+ public static final void normalize(FloatBuffer v) {
+ final int vPos = v.position();
+
+ float r = (float) Math.sqrt(v.get(0+vPos) * v.get(0+vPos) +
+ v.get(1+vPos) * v.get(1+vPos) +
+ v.get(2+vPos) * v.get(2+vPos));
+
+ if ( r == 0.0 || r == 1.0) {
+ return;
+ }
+
+ r = 1.0f / r;
+
+ v.put(0+vPos, v.get(0+vPos) * r);
+ v.put(1+vPos, v.get(1+vPos) * r);
+ v.put(2+vPos, v.get(2+vPos) * r);
+ }
+
+
+ /**
+ * Calculate cross-product of 2 vector
+ *
+ * @param v1 3-component vector
+ * @param v2 3-component vector
+ * @param result v1 X v2
+ */
+ public static final void cross(float[] v1, float[] v2, float[] result) {
+ result[0] = v1[1] * v2[2] - v1[2] * v2[1];
+ result[1] = v1[2] * v2[0] - v1[0] * v2[2];
+ result[2] = v1[0] * v2[1] - v1[1] * v2[0];
+ }
+
+ /**
+ * Calculate cross-product of 2 vector
+ *
+ * @param v1 3-component vector
+ * @param v2 3-component vector
+ * @param result v1 X v2
+ */
+ public static final void cross(FloatBuffer v1, FloatBuffer v2, FloatBuffer result) {
+ final int v1Pos = v1.position();
+ final int v2Pos = v2.position();
+ final int rPos = result.position();
+
+ result.put(0+rPos, v1.get(1+v1Pos) * v2.get(2+v2Pos) - v1.get(2+v1Pos) * v2.get(1+v2Pos));
+ result.put(1+rPos, v1.get(2+v1Pos) * v2.get(0+v2Pos) - v1.get(0+v1Pos) * v2.get(2+v2Pos));
+ result.put(2+rPos, v1.get(0+v1Pos) * v2.get(1+v2Pos) - v1.get(1+v1Pos) * v2.get(0+v2Pos));
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param m_in_off
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(float[] m_in, int m_in_off, float[] v_in, int v_in_off, float[] v_out, int v_out_off) {
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i + v_out_off] =
+ v_in[0+v_in_off] * m_in[0*4+i+m_in_off] +
+ v_in[1+v_in_off] * m_in[1*4+i+m_in_off] +
+ v_in[2+v_in_off] * m_in[2*4+i+m_in_off] +
+ v_in[3+v_in_off] * m_in[3*4+i+m_in_off];
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param m_in_off
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(float[] m_in, float[] v_in, float[] v_out) {
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i] =
+ v_in[0] * m_in[0*4+i] +
+ v_in[1] * m_in[1*4+i] +
+ v_in[2] * m_in[2*4+i] +
+ v_in[3] * m_in[3*4+i];
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(FloatBuffer m_in, float[] v_in, int v_in_off, float[] v_out, int v_out_off) {
+ final int matrixPos = m_in.position();
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i+v_out_off] =
+ v_in[0+v_in_off] * m_in.get(0*4+i+matrixPos) +
+ v_in[1+v_in_off] * m_in.get(1*4+i+matrixPos) +
+ v_in[2+v_in_off] * m_in.get(2*4+i+matrixPos) +
+ v_in[3+v_in_off] * m_in.get(3*4+i+matrixPos);
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(FloatBuffer m_in, float[] v_in, float[] v_out) {
+ final int matrixPos = m_in.position();
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i] =
+ v_in[0] * m_in.get(0*4+i+matrixPos) +
+ v_in[1] * m_in.get(1*4+i+matrixPos) +
+ v_in[2] * m_in.get(2*4+i+matrixPos) +
+ v_in[3] * m_in.get(3*4+i+matrixPos);
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(FloatBuffer m_in, FloatBuffer v_in, FloatBuffer v_out) {
+ final int inPos = v_in.position();
+ final int outPos = v_out.position();
+ final int matrixPos = m_in.position();
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out.put(i + outPos,
+ v_in.get(0+inPos) * m_in.get(0*4+i+matrixPos) +
+ v_in.get(1+inPos) * m_in.get(1*4+i+matrixPos) +
+ v_in.get(2+inPos) * m_in.get(2*4+i+matrixPos) +
+ v_in.get(3+inPos) * m_in.get(3*4+i+matrixPos));
+ }
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a mxn matrix (rows x columns)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @param row row number to print
+ * @return matrix row string representation
+ */
+ public static StringBuilder matrixRowToString(StringBuilder sb, String f, FloatBuffer a, int aOffset, int rows, int columns, boolean rowMajorOrder, int row) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ final int a0 = aOffset + a.position();
+ if(rowMajorOrder) {
+ for(int c=0; c<columns; c++) {
+ sb.append( String.format( f+" ", a.get( a0 + row*columns + c ) ) );
+ }
+ } else {
+ for(int r=0; r<columns; r++) {
+ sb.append( String.format( f+" ", a.get( a0 + row + r*rows ) ) );
+ }
+ }
+ return sb;
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a mxn matrix (rows x columns)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @param row row number to print
+ * @return matrix row string representation
+ */
+ public static StringBuilder matrixRowToString(StringBuilder sb, String f, float[] a, int aOffset, int rows, int columns, boolean rowMajorOrder, int row) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ if(rowMajorOrder) {
+ for(int c=0; c<columns; c++) {
+ sb.append( String.format( f+" ", a[ aOffset + row*columns + c ] ) );
+ }
+ } else {
+ for(int r=0; r<columns; r++) {
+ sb.append( String.format( f+" ", a[ aOffset + row + r*rows ] ) );
+ }
+ }
+ return sb;
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param rowPrefix optional prefix for each row
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a mxn matrix (rows x columns)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @return matrix string representation
+ */
+ public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, FloatBuffer a, int aOffset, int rows, int columns, boolean rowMajorOrder) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ for(int i=0; i<rows; i++) {
+ sb.append(prefix).append("[ ");
+ matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
+ sb.append("]").append(Platform.getNewline());
+ }
+ return sb;
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param rowPrefix optional prefix for each row
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a mxn matrix (rows x columns)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @return matrix string representation
+ */
+ public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, float[] a, int aOffset, int rows, int columns, boolean rowMajorOrder) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ for(int i=0; i<rows; i++) {
+ sb.append(prefix).append("[ ");
+ matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
+ sb.append("]").append(Platform.getNewline());
+ }
+ return sb;
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param rowPrefix optional prefix for each row
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a 4x4 matrix in column major order (OpenGL)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param b 4x4 matrix in column major order (OpenGL)
+ * @param bOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @return side by side representation
+ */
+ public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, FloatBuffer a, int aOffset, FloatBuffer b, int bOffset, int rows, int columns, boolean rowMajorOrder) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ for(int i=0; i<rows; i++) {
+ sb.append(prefix).append("[ ");
+ matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
+ sb.append("=?= ");
+ matrixRowToString(sb, f, b, bOffset, rows, columns, rowMajorOrder, i);
+ sb.append("]").append(Platform.getNewline());
+ }
+ return sb;
+ }
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param rowPrefix optional prefix for each row
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @param a 4x4 matrix in column major order (OpenGL)
+ * @param aOffset offset to <code>a</code>'s current position
+ * @param b 4x4 matrix in column major order (OpenGL)
+ * @param bOffset offset to <code>a</code>'s current position
+ * @param rows
+ * @param columns
+ * @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
+ * @return side by side representation
+ */
+ public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, float[] a, int aOffset, float[] b, int bOffset, int rows, int columns, boolean rowMajorOrder) {
+ if(null == sb) {
+ sb = new StringBuilder();
+ }
+ final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ for(int i=0; i<rows; i++) {
+ sb.append(prefix).append("[ ");
+ matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
+ sb.append("=?= ");
+ matrixRowToString(sb, f, b, bOffset, rows, columns, rowMajorOrder, i);
+ sb.append("]").append(Platform.getNewline());
+ }
+ return sb;
+ }
+
+ public static final float E = 2.7182818284590452354f;
+
+ public static final float PI = 3.14159265358979323846f;
+
+ public static float abs(float a) { return (float) java.lang.Math.abs(a); }
+
+ public static float pow(float a, float b) { return (float) java.lang.Math.pow(a, b); }
+
+ public static float sin(float a) { return (float) java.lang.Math.sin(a); }
+
+ public static float cos(float a) { return (float) java.lang.Math.cos(a); }
+
+ public static float acos(float a) { return (float) java.lang.Math.acos(a); }
+
+ public static float sqrt(float a) { return (float) java.lang.Math.sqrt(a); }
+
+} \ No newline at end of file
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
new file mode 100755
index 000000000..7a753d18d
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -0,0 +1,382 @@
+/**
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math;
+
+
+
+public class Quaternion {
+ protected float x,y,z,w;
+
+ public Quaternion(){
+
+ }
+
+ public Quaternion(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ /** Constructor to create a rotation based quaternion from two vectors
+ * @param vector1
+ * @param vector2
+ */
+ public Quaternion(float[] vector1, float[] vector2)
+ {
+ float theta = (float)FloatUtil.acos(dot(vector1, vector2));
+ float[] cross = cross(vector1,vector2);
+ cross = normalizeVec(cross);
+
+ this.x = (float)FloatUtil.sin(theta/2)*cross[0];
+ this.y = (float)FloatUtil.sin(theta/2)*cross[1];
+ this.z = (float)FloatUtil.sin(theta/2)*cross[2];
+ this.w = (float)FloatUtil.cos(theta/2);
+ this.normalize();
+ }
+
+ /** Transform the rotational quaternion to axis based rotation angles
+ * @return new float[4] with ,theta,Rx,Ry,Rz
+ */
+ public float[] toAxis()
+ {
+ float[] vec = new float[4];
+ float scale = (float)FloatUtil.sqrt(x * x + y * y + z * z);
+ vec[0] =(float) FloatUtil.acos(w) * 2.0f;
+ vec[1] = x / scale;
+ vec[2] = y / scale;
+ vec[3] = z / scale;
+ return vec;
+ }
+
+ /** Normalize a vector
+ * @param vector input vector
+ * @return normalized vector
+ */
+ private float[] normalizeVec(float[] vector)
+ {
+ float[] newVector = new float[3];
+
+ 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;
+ }
+ return newVector;
+ }
+ /** compute the dot product of two points
+ * @param vec1 vector 1
+ * @param vec2 vector 2
+ * @return the dot product as float
+ */
+ private float dot(float[] vec1, float[] vec2)
+ {
+ return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
+ }
+ /** cross product vec1 x vec2
+ * @param vec1 vector 1
+ * @param vec2 vecttor 2
+ * @return the resulting vector
+ */
+ private float[] cross(float[] vec1, float[] vec2)
+ {
+ float[] out = new float[3];
+
+ 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;
+ }
+ public float getW() {
+ return w;
+ }
+ public void setW(float w) {
+ this.w = w;
+ }
+ public float getX() {
+ return x;
+ }
+ public void setX(float x) {
+ this.x = x;
+ }
+ public float getY() {
+ return y;
+ }
+ public void setY(float y) {
+ this.y = y;
+ }
+ public float getZ() {
+ return z;
+ }
+ public void setZ(float z) {
+ this.z = z;
+ }
+
+ /** Add a quaternion
+ * @param q quaternion
+ */
+ public void add(Quaternion q)
+ {
+ x+=q.x;
+ y+=q.y;
+ z+=q.z;
+ }
+
+ /** Subtract a quaternion
+ * @param q quaternion
+ */
+ public void subtract(Quaternion q)
+ {
+ x-=q.x;
+ y-=q.y;
+ z-=q.z;
+ }
+
+ /** Divide a quaternion by a constant
+ * @param n a float to divide by
+ */
+ public void divide(float n)
+ {
+ x/=n;
+ y/=n;
+ z/=n;
+ }
+
+ /** Multiply this quaternion by
+ * the param quaternion
+ * @param q a quaternion to multiply with
+ */
+ public void mult(Quaternion q)
+ {
+ float w1 = w*q.w - x*q.x - y*q.y - z*q.z;
+
+ float x1 = w*q.x + x*q.w + y*q.z - z*q.y;
+ float y1 = w*q.y - x*q.z + y*q.w + x*q.x;
+ float z1 = w*q.z + x*q.y - y*q.x + y*q.w;
+
+ w = w1;
+ x = x1;
+ y = y1;
+ z = z1;
+ }
+
+ /** Multiply a quaternion by a constant
+ * @param n a float constant
+ */
+ public void mult(float n)
+ {
+ x*=n;
+ y*=n;
+ z*=n;
+ }
+
+ /** Normalize a quaternion required if
+ * to be used as a rotational quaternion
+ */
+ public void normalize()
+ {
+ float norme = (float)FloatUtil.sqrt(w*w + x*x + y*y + z*z);
+ if (norme == 0.0f)
+ {
+ w = 1.0f;
+ x = y = z = 0.0f;
+ }
+ else
+ {
+ float recip = 1.0f/norme;
+
+ w *= recip;
+ x *= recip;
+ y *= recip;
+ z *= recip;
+ }
+ }
+
+ /** Invert the quaternion If rotational,
+ * will produce a the inverse rotation
+ */
+ public void inverse()
+ {
+ float norm = w*w + x*x + y*y + z*z;
+
+ float recip = 1.0f/norm;
+
+ w *= recip;
+ x = -1*x*recip;
+ y = -1*y*recip;
+ z = -1*z*recip;
+ }
+
+ /** Transform this quaternion to a
+ * 4x4 column matrix representing the rotation
+ * @return new float[16] column matrix 4x4
+ */
+ public float[] toMatrix()
+ {
+ float[] matrix = new float[16];
+ matrix[0] = 1.0f - 2*y*y - 2*z*z;
+ matrix[1] = 2*x*y + 2*w*z;
+ matrix[2] = 2*x*z - 2*w*y;
+ matrix[3] = 0;
+
+ matrix[4] = 2*x*y - 2*w*z;
+ matrix[5] = 1.0f - 2*x*x - 2*z*z;
+ matrix[6] = 2*y*z + 2*w*x;
+ matrix[7] = 0;
+
+ matrix[8] = 2*x*z + 2*w*y;
+ matrix[9] = 2*y*z - 2*w*x;
+ matrix[10] = 1.0f - 2*x*x - 2*y*y;
+ matrix[11] = 0;
+
+ matrix[12] = 0;
+ matrix[13] = 0;
+ matrix[14] = 0;
+ matrix[15] = 1;
+ return matrix;
+ }
+
+ /** Set this quaternion from a Sphereical interpolation
+ * of two param quaternion, used mostly for rotational animation
+ * @param a initial quaternion
+ * @param b target quaternion
+ * @param t float between 0 and 1 representing interp.
+ */
+ public void slerp(Quaternion a,Quaternion b, float t)
+ {
+ float omega, cosom, sinom, sclp, sclq;
+ cosom = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
+ if ((1.0f+cosom) > FloatUtil.E) {
+ if ((1.0f-cosom) > FloatUtil.E) {
+ omega = (float)FloatUtil.acos(cosom);
+ sinom = (float)FloatUtil.sin(omega);
+ sclp = (float)FloatUtil.sin((1.0f-t)*omega) / sinom;
+ sclq = (float)FloatUtil.sin(t*omega) / sinom;
+ }
+ else {
+ sclp = 1.0f - t;
+ sclq = t;
+ }
+ x = sclp*a.x + sclq*b.x;
+ y = sclp*a.y + sclq*b.y;
+ z = sclp*a.z + sclq*b.z;
+ w = sclp*a.w + sclq*b.w;
+ }
+ else {
+ x =-a.y;
+ y = a.x;
+ z =-a.w;
+ w = a.z;
+ sclp = FloatUtil.sin((1.0f-t) * FloatUtil.PI * 0.5f);
+ sclq = FloatUtil.sin(t * FloatUtil.PI * 0.5f);
+ x = sclp*a.x + sclq*b.x;
+ y = sclp*a.y + sclq*b.y;
+ z = sclp*a.z + sclq*b.z;
+ }
+ }
+
+ /** Check if this quaternion is empty, ie (0,0,0,1)
+ * @return true if empty, false otherwise
+ */
+ public boolean isEmpty()
+ {
+ if (w==1 && x==0 && y==0 && z==0)
+ return true;
+ return false;
+ }
+
+ /** Check if this quaternion represents an identity
+ * matrix, for rotation.
+ * @return true if it is an identity rep., false otherwise
+ */
+ public boolean isIdentity()
+ {
+ if (w==0 && x==0 && y==0 && z==0)
+ return true;
+ return false;
+ }
+
+ /** compute the quaternion from a 3x3 column matrix
+ * @param m 3x3 column matrix
+ */
+ public void setFromMatrix(float[] m) {
+ float T= m[0] + m[4] + m[8] + 1;
+ if (T>0){
+ float S = 0.5f / (float)FloatUtil.sqrt(T);
+ w = 0.25f / S;
+ x = ( m[5] - m[7]) * S;
+ y = ( m[6] - m[2]) * S;
+ z = ( m[1] - m[3] ) * S;
+ }
+ else{
+ if ((m[0] > m[4])&(m[0] > m[8])) {
+ float S = FloatUtil.sqrt( 1.0f + m[0] - m[4] - m[8] ) * 2f; // S=4*qx
+ w = (m[7] - m[5]) / S;
+ x = 0.25f * S;
+ y = (m[3] + m[1]) / S;
+ z = (m[6] + m[2]) / S;
+ }
+ else if (m[4] > m[8]) {
+ float S = FloatUtil.sqrt( 1.0f + m[4] - m[0] - m[8] ) * 2f; // S=4*qy
+ w = (m[6] - m[2]) / S;
+ x = (m[3] + m[1]) / S;
+ y = 0.25f * S;
+ z = (m[7] + m[5]) / S;
+ }
+ else {
+ float S = FloatUtil.sqrt( 1.0f + m[8] - m[0] - m[4] ) * 2f; // S=4*qz
+ w = (m[3] - m[1]) / S;
+ x = (m[6] + m[2]) / S;
+ y = (m[7] + m[5]) / S;
+ z = 0.25f * S;
+ }
+ }
+ }
+
+ /** Check if the the 3x3 matrix (param) is in fact
+ * an affine rotational matrix
+ * @param m 3x3 column matrix
+ * @return true if representing a rotational matrix, false otherwise
+ */
+ public boolean isRotationMatrix(float[] m) {
+ double epsilon = 0.01; // margin to allow for rounding errors
+ if (FloatUtil.abs(m[0]*m[3] + m[3]*m[4] + m[6]*m[7]) > epsilon) return false;
+ if (FloatUtil.abs(m[0]*m[2] + m[3]*m[5] + m[6]*m[8]) > epsilon) return false;
+ if (FloatUtil.abs(m[1]*m[2] + m[4]*m[5] + m[7]*m[8]) > epsilon) return false;
+ if (FloatUtil.abs(m[0]*m[0] + m[3]*m[3] + m[6]*m[6] - 1) > epsilon) return false;
+ if (FloatUtil.abs(m[1]*m[1] + m[4]*m[4] + m[7]*m[7] - 1) > epsilon) return false;
+ if (FloatUtil.abs(m[2]*m[2] + m[5]*m[5] + m[8]*m[8] - 1) > epsilon) return false;
+ return (FloatUtil.abs(determinant(m)-1) < epsilon);
+ }
+ private float determinant(float[] m) {
+ return m[0]*m[4]*m[8] + m[3]*m[7]*m[2] + m[6]*m[1]*m[5] - m[0]*m[7]*m[5] - m[3]*m[1]*m[8] - m[6]*m[4]*m[2];
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
new file mode 100755
index 000000000..5a75d016a
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -0,0 +1,427 @@
+/**
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math;
+
+import java.util.ArrayList;
+
+public class VectorUtil {
+
+ public enum Winding {
+ CW(-1), CCW(1);
+
+ public final int dir;
+
+ Winding(int dir) {
+ this.dir = dir;
+ }
+ }
+
+ public static final int COLLINEAR = 0;
+
+ /** compute the dot product of two points
+ * @param vec1 vector 1
+ * @param vec2 vector 2
+ * @return the dot product as float
+ */
+ public static float dot(float[] vec1, float[] vec2)
+ {
+ return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
+ }
+ /** Normalize a vector
+ * @param vector input vector
+ * @return normalized vector
+ */
+ public static float[] normalize(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;
+ }
+ return newVector;
+ }
+
+ /** Scales a vector by param
+ * @param vector input vector
+ * @param scale constant to scale by
+ * @return scaled vector
+ */
+ 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;
+ }
+
+ /** Adds to vectors
+ * @param v1 vector 1
+ * @param v2 vector 2
+ * @return v1 + v2
+ */
+ public static float[] vectorAdd(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;
+ }
+
+ /** 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)
+ {
+ final float[] out = new float[3];
+
+ 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;
+ }
+
+ /** Column Matrix Vector multiplication
+ * @param colMatrix column matrix (4x4)
+ * @param vec vector(x,y,z)
+ * @return result new float[3]
+ */
+ public static float[] colMatrixVectorMult(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];
+
+ return out;
+ }
+
+ /** Matrix Vector multiplication
+ * @param rawMatrix column matrix (4x4)
+ * @param vec vector(x,y,z)
+ * @return result new float[3]
+ */
+ public static float[] rowMatrixVectorMult(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];
+
+ return out;
+ }
+
+ /** Calculate the midpoint of two values
+ * @param p1 first value
+ * @param p2 second vale
+ * @return midpoint
+ */
+ public static float mid(float p1, float p2)
+ {
+ return (p1+p2)/2.0f;
+ }
+
+ /** Calculate the midpoint of two points
+ * @param p1 first point
+ * @param p2 second point
+ * @return midpoint
+ */
+ public static float[] mid(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;
+
+ return midPoint;
+ }
+
+ /** Compute the norm of a vector
+ * @param vec vector
+ * @return vorm
+ */
+ public static float norm(float[] vec)
+ {
+ return FloatUtil.sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]);
+ }
+
+ /** Compute distance between 2 points
+ * @param p0 a ref point on the line
+ * @param vec vector representing the direction of the line
+ * @param point the point to compute the relative distance of
+ * @return distance float
+ */
+ public static float computeLength(float[] p0, float[] point)
+ {
+ final float w0 = point[0]-p0[0];
+ final float w1 = point[1]-p0[1];
+ final float w2 = point[2]-p0[2];
+
+ return FloatUtil.sqrt(w0*w0 + w1*w1 + w2*w2);
+ }
+
+ /**Check equality of 2 vec3 vectors
+ * @param v1 vertex 1
+ * @param v2 vertex 2
+ * @return
+ */
+ public static boolean checkEquality(float[] v1, float[] v2)
+ {
+ return Float.compare(v1[0], v2[0]) == 0 &&
+ Float.compare(v1[1], v2[1]) == 0 &&
+ Float.compare(v1[2], v2[2]) == 0 ;
+ }
+
+ /**Check equality of 2 vec2 vectors
+ * @param v1 vertex 1
+ * @param v2 vertex 2
+ * @return
+ */
+ public static boolean checkEqualityVec2(float[] v1, float[] v2)
+ {
+ return Float.compare(v1[0], v2[0]) == 0 &&
+ Float.compare(v1[1], v2[1]) == 0 ;
+ }
+
+ /** Compute the determinant of 3 vectors
+ * @param a vector 1
+ * @param b vector 2
+ * @param c vector 3
+ * @return the determinant value
+ */
+ public static float computeDeterminant(float[] a, float[] b, float[] c)
+ {
+ return a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0];
+ }
+
+ /** Check if three vertices are colliniear
+ * @param v1 vertex 1
+ * @param v2 vertex 2
+ * @param v3 vertex 3
+ * @return true if collinear, false otherwise
+ */
+ public static boolean checkCollinear(float[] v1, float[] v2, float[] v3)
+ {
+ return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR);
+ }
+
+ /** Compute Vector
+ * @param v1 vertex 1
+ * @param v2 vertex2 2
+ * @return Vector V1V2
+ */
+ public static float[] computeVector(float[] v1, float[] v2)
+ {
+ final float[] vector = new float[3];
+ vector[0] = v2[0] - v1[0];
+ vector[1] = v2[1] - v1[1];
+ vector[2] = v2[2] - v1[2];
+ return vector;
+ }
+
+ /** Check if vertices in triangle circumcircle
+ * @param a triangle vertex 1
+ * @param b triangle vertex 2
+ * @param c triangle vertex 3
+ * @param d vertex in question
+ * @return true if the vertex d is inside the circle defined by the
+ * vertices a, b, c. from paper by Guibas and Stolfi (1985).
+ */
+ public static boolean inCircle(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d){
+ return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) -
+ (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) +
+ (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) -
+ (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0;
+ }
+
+ /** Computes oriented area of a triangle
+ * @param a first vertex
+ * @param b second vertex
+ * @param c third vertex
+ * @return compute twice the area of the oriented triangle (a,b,c), the area
+ * is positive if the triangle is oriented counterclockwise.
+ */
+ public static float triArea(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c) {
+ return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX());
+ }
+
+ /** Check if a vertex is in triangle using
+ * barycentric coordinates computation.
+ * @param a first triangle vertex
+ * @param b second triangle vertex
+ * @param c third triangle vertex
+ * @param p the vertex in question
+ * @return true if p is in triangle (a, b, c), false otherwise.
+ */
+ public static boolean vertexInTriangle(float[] a, float[] b, float[] c, float[] p){
+ // Compute vectors
+ float[] ac = computeVector(a, c); //v0
+ float[] ab = computeVector(a, b); //v1
+ float[] ap = computeVector(a, p); //v2
+
+ // Compute dot products
+ float dot00 = dot(ac, ac);
+ float dot01 = dot(ac, ab);
+ float dot02 = dot(ac, ap);
+ float dot11 = dot(ab, ab);
+ float dot12 = dot(ab, ap);
+
+ // Compute barycentric coordinates
+ float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
+ float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
+ float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
+
+ // Check if point is in triangle
+ return (u >= 0) && (v >= 0) && (u + v < 1);
+ }
+
+ /** Check if points are in ccw order
+ * @param a first vertex
+ * @param b second vertex
+ * @param c third vertex
+ * @return true if the points a,b,c are in a ccw order
+ */
+ public static boolean ccw(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c){
+ return triArea(a,b,c) > 0;
+ }
+
+ /** Compute the winding of given points
+ * @param a first vertex
+ * @param b second vertex
+ * @param c third vertex
+ * @return Winding
+ */
+ public static Winding getWinding(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c) {
+ return triArea(a,b,c) > 0 ? Winding.CCW : Winding.CW ;
+ }
+
+ /** Computes the area of a list of vertices to check if ccw
+ * @param vertices
+ * @return positive area if ccw else negative area value
+ */
+ public static float area(ArrayList<? extends Vert2fImmutable> vertices) {
+ int n = vertices.size();
+ float area = 0.0f;
+ for (int p = n - 1, q = 0; q < n; p = q++)
+ {
+ float[] pCoord = vertices.get(p).getCoord();
+ float[] qCoord = vertices.get(q).getCoord();
+ area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1];
+ }
+ return area;
+ }
+
+ /** Compute the general winding of the vertices
+ * @param vertices array of Vertices
+ * @return CCW or CW {@link Winding}
+ */
+ public static Winding getWinding(ArrayList<? extends Vert2fImmutable> vertices) {
+ return area(vertices) >= 0 ? Winding.CCW : Winding.CW ;
+ }
+
+
+ /** Compute intersection between two segments
+ * @param a vertex 1 of first segment
+ * @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
+ */
+ public static float[] seg2SegIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
+
+ if (determinant == 0)
+ return null;
+
+ float alpha = (a.getX()*b.getY()-a.getY()*b.getX());
+ float beta = (c.getX()*d.getY()-c.getY()*d.getY());
+ float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant;
+ float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant;
+
+ float gamma = (xi - a.getX())/(b.getX() - a.getX());
+ float gamma1 = (xi - c.getX())/(d.getX() - c.getX());
+ if(gamma <= 0 || gamma >= 1) return null;
+ if(gamma1 <= 0 || gamma1 >= 1) return null;
+
+ return new float[]{xi,yi,0};
+ }
+
+ /** Compute intersection between two lines
+ * @param a vertex 1 of first line
+ * @param b vertex 2 of first line
+ * @param c vertex 1 of second line
+ * @param d vertex 2 of second line
+ * @return the intersection coordinates if the lines intersect, otherwise
+ * returns null
+ */
+ public static float[] line2lineIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
+
+ if (determinant == 0)
+ return null;
+
+ float alpha = (a.getX()*b.getY()-a.getY()*b.getX());
+ float beta = (c.getX()*d.getY()-c.getY()*d.getY());
+ float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant;
+ float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant;
+
+ return new float[]{xi,yi,0};
+ }
+
+ /** Check if a segment intersects with a triangle
+ * @param a vertex 1 of the triangle
+ * @param b vertex 2 of the triangle
+ * @param c vertex 3 of the triangle
+ * @param d vertex 1 of first segment
+ * @param e vertex 2 of first segment
+ * @return true if the segment intersects at least one segment of the triangle, false otherwise
+ */
+ public static boolean tri2SegIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d, Vert2fImmutable e){
+ if(seg2SegIntersection(a, b, d, e) != null)
+ return true;
+ if(seg2SegIntersection(b, c, d, e) != null)
+ return true;
+ if(seg2SegIntersection(a, c, d, e) != null)
+ return true;
+
+ return false;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java b/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java
new file mode 100644
index 000000000..13349884c
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java
@@ -0,0 +1,39 @@
+/**
+ * Copyright 2012 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math;
+
+public interface Vert2fImmutable {
+ float getX();
+
+ float getY();
+
+ int getCoordCount();
+
+ float[] getCoord();
+
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java b/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java
new file mode 100644
index 000000000..76bd02fbc
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java
@@ -0,0 +1,32 @@
+/**
+ * Copyright 2012 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math;
+
+public interface Vert3fImmutable extends Vert2fImmutable {
+ float getZ();
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
new file mode 100644
index 000000000..4cd5b31e2
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
@@ -0,0 +1,343 @@
+/**
+ * Copyright 2010 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+package com.jogamp.opengl.math.geom;
+
+import com.jogamp.opengl.math.VectorUtil;
+
+
+/**
+ * Axis Aligned Bounding Box. Defined by two 3D coordinates (low and high)
+ * The low being the the lower left corner of the box, and the high being the upper
+ * right corner of the box.
+ *
+ */
+public class AABBox implements Cloneable {
+ private float[] low = new float[3];
+ private float[] high = new float[3];
+ private float[] center = new float[3];
+
+ /** Create a Axis Aligned bounding box (AABBox)
+ * where the low and and high MAX float Values.
+ */
+ public AABBox() {
+ reset();
+ }
+
+ /** Create an AABBox specifying the coordinates
+ * of the low and high
+ * @param lx min x-coordinate
+ * @param ly min y-coordnate
+ * @param lz min z-coordinate
+ * @param hx max x-coordinate
+ * @param hy max y-coordinate
+ * @param hz max z-coordinate
+ */
+ public AABBox(float lx, float ly, float lz,
+ float hx, float hy, float hz)
+ {
+ reset();
+ resize(lx, ly, lz);
+ resize(hx, hy, hz);
+
+ computeCenter();
+ }
+
+ /** Create a AABBox defining the low and high
+ * @param low min xyz-coordinates
+ * @param high max xyz-coordinates
+ */
+ public AABBox(float[] low, float[] high) {
+ reset();
+ resize(low[0],low[1],low[2]);
+ resize(high[0],high[1],high[2]);
+
+ computeCenter();
+ }
+
+ /** resets this box to the inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit. */
+ public final void reset() {
+ setLow(Float.MAX_VALUE,Float.MAX_VALUE,Float.MAX_VALUE);
+ setHigh(-1*Float.MAX_VALUE,-1*Float.MAX_VALUE,-1*Float.MAX_VALUE);
+ center[0] = 0f;
+ center[1] = 0f;
+ center[2] = 0f;
+ }
+
+ /** Get the max xyz-coordinates
+ * @return a float array containing the max xyz coordinates
+ */
+ public final float[] getHigh() {
+ return high;
+ }
+
+ private final void setHigh(float hx, float hy, float hz) {
+ this.high[0] = hx;
+ this.high[1] = hy;
+ this.high[2] = hz;
+ }
+
+ /** Get the min xyz-coordinates
+ * @return a float array containing the min xyz coordinates
+ */
+ public final float[] getLow() {
+ return low;
+ }
+
+ private final void setLow(float lx, float ly, float lz) {
+ this.low[0] = lx;
+ this.low[1] = ly;
+ this.low[2] = lz;
+ }
+
+ /** Resize the AABBox to encapsulate another AABox
+ * @param newBox AABBox to be encapsulated in
+ */
+ public final void resize(AABBox newBox) {
+ float[] newLow = newBox.getLow();
+ float[] newHigh = newBox.getHigh();
+
+ /** test low */
+ if (newLow[0] < low[0])
+ low[0] = newLow[0];
+ if (newLow[1] < low[1])
+ low[1] = newLow[1];
+ if (newLow[2] < low[2])
+ low[2] = newLow[2];
+
+ /** test high */
+ if (newHigh[0] > high[0])
+ high[0] = newHigh[0];
+ if (newHigh[1] > high[1])
+ high[1] = newHigh[1];
+ if (newHigh[2] > high[2])
+ high[2] = newHigh[2];
+
+ computeCenter();
+ }
+
+ private final void computeCenter() {
+ center[0] = (high[0] + low[0])/2;
+ center[1] = (high[1] + low[1])/2;
+ center[2] = (high[2] + low[2])/2;
+ }
+
+ /** Resize the AABBox to encapsulate the passed
+ * xyz-coordinates.
+ * @param x x-axis coordinate value
+ * @param y y-axis coordinate value
+ * @param z z-axis coordinate value
+ */
+ public final void resize(float x, float y, float z) {
+ /** test low */
+ if (x < low[0])
+ low[0] = x;
+ if (y < low[1])
+ low[1] = y;
+ if (z < low[2])
+ low[2] = z;
+
+ /** test high */
+ if (x > high[0])
+ high[0] = x;
+ if (y > high[1])
+ high[1] = y;
+ if (z > high[2])
+ high[2] = z;
+
+ computeCenter();
+ }
+
+ /** Resize the AABBox to encapsulate the passed
+ * xyz-coordinates.
+ * @param xyz xyz-axis coordinate values
+ * @param offset of the array
+ */
+ public final void resize(float[] xyz, int offset) {
+ resize(xyz[0+offset], xyz[1+offset], xyz[2+offset]);
+ }
+
+ /** Check if the x & y coordinates are bounded/contained
+ * by this AABBox
+ * @param x x-axis coordinate value
+ * @param y y-axis coordinate value
+ * @return true if x belong to (low.x, high.x) and
+ * y belong to (low.y, high.y)
+ */
+ public final boolean contains(float x, float y) {
+ if(x<low[0] || x>high[0]){
+ return false;
+ }
+ if(y<low[1]|| y>high[1]){
+ return false;
+ }
+ return true;
+ }
+
+ /** Check if the xyz coordinates are bounded/contained
+ * by this AABBox.
+ * @param x x-axis coordinate value
+ * @param y y-axis coordinate value
+ * @param z z-axis coordinate value
+ * @return true if x belong to (low.x, high.x) and
+ * y belong to (low.y, high.y) and z belong to (low.z, high.z)
+ */
+ public final boolean contains(float x, float y, float z) {
+ if(x<low[0] || x>high[0]){
+ return false;
+ }
+ if(y<low[1]|| y>high[1]){
+ return false;
+ }
+ if(z<low[2] || z>high[2]){
+ return false;
+ }
+ return true;
+ }
+
+ /** Check if there is a common region between this AABBox and the passed
+ * 2D region irrespective of z range
+ * @param x lower left x-coord
+ * @param y lower left y-coord
+ * @param w width
+ * @param h hight
+ * @return true if this AABBox might have a common region with this 2D region
+ */
+ public final boolean intersects(float x, float y, float w, float h) {
+ if (w <= 0 || h <= 0) {
+ return false;
+ }
+
+ final float _w = getWidth();
+ final float _h = getHeight();
+ if (_w <= 0 || _h <= 0) {
+ return false;
+ }
+
+ final float x0 = getMinX();
+ final float y0 = getMinY();
+ return (x + w > x0 &&
+ y + h > y0 &&
+ x < x0 + _w &&
+ y < y0 + _h);
+ }
+
+
+ /** Get the size of the Box where the size is represented by the
+ * length of the vector between low and high.
+ * @return a float representing the size of the AABBox
+ */
+ public final float getSize() {
+ return VectorUtil.computeLength(low, high);
+ }
+
+ /**Get the Center of the AABBox
+ * @return the xyz-coordinates of the center of the AABBox
+ */
+ public final float[] getCenter() {
+ return center;
+ }
+
+ /** Scale the AABBox by a constant
+ * @param size a constant float value
+ */
+ 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);
+
+ float[] diffL = new float[3];
+ diffL[0] = low[0] - center[0];
+ diffL[1] = low[1] - center[1];
+ diffL[2] = low[2] - center[2];
+
+ diffL = VectorUtil.scale(diffL, size);
+
+ high = VectorUtil.vectorAdd(center, diffH);
+ low = VectorUtil.vectorAdd(center, diffL);
+ }
+
+ public final float getMinX() {
+ return low[0];
+ }
+
+ public final float getMinY() {
+ return low[1];
+ }
+
+ public final float getMinZ() {
+ return low[2];
+ }
+
+ public final float getMaxX() {
+ return high[0];
+ }
+
+ public final float getMaxY() {
+ return high[1];
+ }
+
+ public final float getMaxZ() {
+ return high[2];
+ }
+
+ public final float getWidth(){
+ return high[0] - low[0];
+ }
+
+ public final float getHeight() {
+ return high[1] - low[1];
+ }
+
+ public final float getDepth() {
+ return high[2] - low[2];
+ }
+
+ public final AABBox clone() {
+ return new AABBox(this.low, this.high);
+ }
+
+ public final boolean equals(Object obj) {
+ if( obj == this ) {
+ return true;
+ }
+ if( null == obj || !(obj instanceof AABBox) ) {
+ return false;
+ }
+ final AABBox other = (AABBox) obj;
+ return VectorUtil.checkEquality(low, other.low) &&
+ VectorUtil.checkEquality(high, other.high) ;
+ }
+
+ public final String toString() {
+ return "[ "+low[0]+"/"+low[1]+"/"+low[1]+" .. "+high[0]+"/"+high[0]+"/"+high[0]+", ctr "+
+ center[0]+"/"+center[1]+"/"+center[1]+" ]";
+ }
+}