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authorSven Gothel <[email protected]>2014-03-16 01:43:27 +0100
committerSven Gothel <[email protected]>2014-03-16 01:43:27 +0100
commit8352cb7c5d8cc971c87f13fe9f61e346c4d2c541 (patch)
tree046717b896460c5ddec6260ae58a09be0ea46c70 /src/jogl/classes/com/jogamp/opengl/util
parentf0bb162ab18cb39e6b8e07649aa826fbe84c6950 (diff)
Add generic support for picking via raycast intersection and AABBox (or similar)
- New simple type Ray, denominating a .. ray - Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..) however, result is a Ray. - Added AABBox.intersectsRay(Ray) ..
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java86
1 files changed, 67 insertions, 19 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index 6db726b01..44288256a 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -49,6 +49,9 @@ import com.jogamp.common.os.Platform;
import com.jogamp.common.util.FloatStack;
import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.math.Quaternion;
+import com.jogamp.opengl.math.Ray;
+import com.jogamp.opengl.math.VectorUtil;
+import com.jogamp.opengl.math.geom.AABBox;
import com.jogamp.opengl.math.geom.Frustum;
/**
@@ -453,7 +456,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glGetFloatv(int matrixGetName, FloatBuffer params) {
+ public final void glGetFloatv(final int matrixGetName, final FloatBuffer params) {
int pos = params.position();
if(matrixGetName==GL_MATRIX_MODE) {
params.put(matrixMode);
@@ -466,7 +469,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glGetFloatv(int matrixGetName, float[] params, int params_offset) {
+ public final void glGetFloatv(final int matrixGetName, float[] params, final int params_offset) {
if(matrixGetName==GL_MATRIX_MODE) {
params[params_offset]=matrixMode;
} else {
@@ -477,7 +480,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glGetIntegerv(int pname, IntBuffer params) {
+ public final void glGetIntegerv(final int pname, final IntBuffer params) {
int pos = params.position();
if(pname==GL_MATRIX_MODE) {
params.put(matrixMode);
@@ -488,7 +491,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glGetIntegerv(int pname, int[] params, int params_offset) {
+ public final void glGetIntegerv(final int pname, final int[] params, final int params_offset) {
if(pname==GL_MATRIX_MODE) {
params[params_offset]=matrixMode;
} else {
@@ -516,7 +519,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glLoadMatrixf(java.nio.FloatBuffer m) {
+ public final void glLoadMatrixf(final java.nio.FloatBuffer m) {
int spos = m.position();
if(matrixMode==GL_MODELVIEW) {
matrixMv.put(m);
@@ -624,7 +627,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glMultMatrixf(float[] m, int m_offset) {
+ public final void glMultMatrixf(final float[] m, final int m_offset) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrixf(matrixMv, m, m_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
@@ -759,9 +762,9 @@ public class PMVMatrix implements GLMatrixFunc {
* {@link #glMultMatrixf(FloatBuffer) Multiply} and {@link #glTranslatef(float, float, float) translate} the {@link #glGetMatrixMode() current matrix}
* with the eye, object and orientation.
*/
- public final void gluLookAt(float eyex, float eyey, float eyez,
- float centerx, float centery, float centerz,
- float upx, float upy, float upz) {
+ public final void gluLookAt(final float eyex, final float eyey, final float eyez,
+ final float centerx, final float centery, final float centerz,
+ final float upx, final float upy, final float upz) {
projectFloat.gluLookAt(this, eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz);
}
@@ -777,9 +780,9 @@ public class PMVMatrix implements GLMatrixFunc {
* @param win_pos_offset
* @return
*/
- public final boolean gluProject(float objx, float objy, float objz,
- int[] viewport, int viewport_offset,
- float[] win_pos, int win_pos_offset ) {
+ public final boolean gluProject(final float objx, final float objy, final float objz,
+ final int[] viewport, final int viewport_offset,
+ final float[] win_pos, final int win_pos_offset ) {
if(usesBackingArray) {
return projectFloat.gluProject(objx, objy, objz,
matrixMv.array(), matrixMv.position(),
@@ -805,11 +808,11 @@ public class PMVMatrix implements GLMatrixFunc {
* @param viewport_offset
* @param obj_pos
* @param obj_pos_offset
- * @return
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
- public final boolean gluUnProject(float winx, float winy, float winz,
- int[] viewport, int viewport_offset,
- float[] obj_pos, int obj_pos_offset) {
+ public final boolean gluUnProject(final float winx, final float winy, final float winz,
+ final int[] viewport, final int viewport_offset,
+ final float[] obj_pos, final int obj_pos_offset) {
if(usesBackingArray) {
return projectFloat.gluUnProject(winx, winy, winz,
matrixMv.array(), matrixMv.position(),
@@ -825,12 +828,57 @@ public class PMVMatrix implements GLMatrixFunc {
}
}
- public final void gluPickMatrix(float x, float y,
- float deltaX, float deltaY,
- int[] viewport, int viewport_offset) {
+ public final void gluPickMatrix(final float x, final float y,
+ final float deltaX, final float deltaY,
+ final int[] viewport, final int viewport_offset) {
projectFloat.gluPickMatrix(this, x, y, deltaX, deltaY, viewport, viewport_offset);
}
+ /**
+ * Map two window coordinates w/ shared X/Y and distinctive Z
+ * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i>
+ * using a {@link AABBox#intersectsRay(Ray, float[]) bounding box}.
+ * <p>
+ * Notes for picking <i>winz0</i> and <i>winz1</i>:
+ * </p>
+ * <p>
+ * <a href="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html">Love Your Z-Buffer</a>
+ * <pre>
+ * delta = z * z / ( zNear * (1&lt;&lt;N) - z )
+ *
+ * Where:
+ * N = number of bits of Z precision
+ * zNear = distance from eye to near clip plane
+ * z = distance from the eye to the object
+ * delta = the smallest resolvable Z separation at this range.
+ * </pre>
+ * Another equation to determine winZ for 'orthoDist' > 0
+ * <pre>
+ * winZ = (1f/zNear-1f/orthoDist)/(1f/zNear-1f/zFar);
+ * </pre>
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz0
+ * @param winz1
+ * @param viewport
+ * @param viewport_offset
+ * @param ray storage for the resulting {@link Ray}
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
+ */
+ public final boolean gluUnProjectRay(final float winx, final float winy, final float winz0, final float winz1,
+ final int[] viewport, final int viewport_offset,
+ final Ray ray) {
+ if( gluUnProject(winx, winy, winz0, viewport, viewport_offset, ray.orig, 0) &&
+ gluUnProject(winx, winy, winz1, viewport, viewport_offset, ray.dir, 0) ) {
+ VectorUtil.normalizeVec3( VectorUtil.subVec3(ray.dir, ray.dir, ray.orig) );
+ return true;
+ } else {
+ return false;
+ }
+ }
+
public StringBuilder toString(StringBuilder sb, String f) {
if(null == sb) {
sb = new StringBuilder();