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authorSven Gothel <[email protected]>2014-03-14 07:50:20 +0100
committerSven Gothel <[email protected]>2014-03-14 07:50:20 +0100
commitb3fb80b4e03818f1f7dfdddd1ffcb01e6a0a8acc (patch)
tree4c1de742b4e9d4a7a2f1981ba6a2fd358622099d /src/jogl/classes/com
parent3a3bbd87955321d790ba0f63402c573047304b1a (diff)
Math and PMVMatrix: Cleanup and Refine
- Added final qualifier where possible - Refined API doc - FloatUtil: - Add machine EPSILON - fixed value and runtime computed (real machEps) - incl. isZero(..), isEqual(..) - Add makeRotationAxis(..) - Moved from PMVMatrix for reusage - Add makeRotationEuler(..) - New, not recommended due to Gimbal-Lock - Add copyMatrix[Column|Row](..) - Add more PI variations and trigo-func float mappings - Removed cross and normalize, use VectorUtil! VectorUtil: - Add copyVec* - Add equals and isZero w/ and w/o EPSILON - Add distance[Square] - Add length[Square] PMVMatrix: - Removed 'destroy' method in favor of making most fields 'final'. AffineTransform: - Added AABBox transform - Public multiply
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java346
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java253
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java24
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java125
4 files changed, 491 insertions, 257 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
index d2976357d..6177a6b2d 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
@@ -37,23 +37,23 @@ 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, translation matrix example:
+ * matching OpenGL's implementation, illustration:
* <pre>
- Row-Major Order:
- 1 0 0 x
- 0 1 0 y
- 0 0 1 z
- 0 0 0 1
- * </pre>
- * <pre>
- Column-Major Order:
- 1 0 0 0
- 0 1 0 0
- 0 0 1 0
- x y z 1
+ Row-Major Column-Major (OpenGL):
+
+ | 0 1 2 3 | | 0 4 8 12 |
+ | | | |
+ | 4 5 6 7 | | 1 5 9 13 |
+ M = | | M = | |
+ | 8 9 10 11 | | 2 6 10 14 |
+ | | | |
+ | 12 13 14 15 | | 3 7 11 15 |
* </pre>
* </p>
* <p>
+ * See <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix-FAQ</a>
+ * </p>
+ * <p>
* Derived from ProjectFloat.java - Created 11-jan-2004
* </p>
*
@@ -113,6 +113,92 @@ public class FloatUtil {
}
/**
+ * Make a rotation matrix from the given axis and angle in radians.
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
+ */
+ public static final void makeRotationAxis(final float angrad, float x, float y, float z, final float[] mat, final int mat_offset, final float[] tmpVec3f) {
+ final float c = cos(angrad);
+ final float ic= 1.0f - c;
+ final float s = sin(angrad);
+
+ tmpVec3f[0]=x; tmpVec3f[1]=y; tmpVec3f[2]=z;
+ VectorUtil.normalize(tmpVec3f);
+ x = tmpVec3f[0]; y = tmpVec3f[1]; z = tmpVec3f[2];
+
+ // Rotation matrix (Row Order):
+ // xx(1-c)+c xy(1-c)+zs xz(1-c)-ys 0
+ // xy(1-c)-zs yy(1-c)+c yz(1-c)+xs 0
+ // xz(1-c)+ys yz(1-c)-xs zz(1-c)+c 0
+ // 0 0 0 1
+ final float xy = x*y;
+ final float xz = x*z;
+ final float xs = x*s;
+ final float ys = y*s;
+ final float yz = y*z;
+ final float zs = z*s;
+ mat[0+0*4+mat_offset] = x*x*ic+c;
+ mat[1+0*4+mat_offset] = xy*ic+zs;
+ mat[2+0*4+mat_offset] = xz*ic-ys;
+
+ mat[0+1*4+mat_offset] = xy*ic-zs;
+ mat[1+1*4+mat_offset] = y*y*ic+c;
+ mat[2+1*4+mat_offset] = yz*ic+xs;
+
+ mat[0+2*4+mat_offset] = xz*ic+ys;
+ mat[1+2*4+mat_offset] = yz*ic-xs;
+ mat[2+2*4+mat_offset] = z*z*ic+c;
+ }
+
+ /**
+ * Make a concatenated rotation matrix in column-major order from the given Euler rotation angles in radians.
+ * <p>
+ * The rotations are applied in the given order:
+ * <ul>
+ * <li>y - heading</li>
+ * <li>z - attitude</li>
+ * <li>x - bank</li>
+ * </ul>
+ * </p>
+ * @param bankX the Euler pitch angle in radians. (rotation about the X axis)
+ * @param headingY the Euler yaw angle in radians. (rotation about the Y axis)
+ * @param attitudeZ the Euler roll angle in radians. (rotation about the Z axis)
+ * <p>
+ * Implementation does not use Quaternion and hence is exposed to
+ * <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q34">Gimbal-Lock</a>
+ * </p>
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q36">Matrix-FAQ Q36</a>
+ * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToMatrix/index.htm">euclideanspace.com-eulerToMatrix</a>
+ */
+ public static final void makeRotationEuler(final float bankX, final float headingY, final float attitudeZ, final float[] mat, final int mat_offset) {
+ // Assuming the angles are in radians.
+ final float ch = cos(headingY);
+ final float sh = sin(headingY);
+ final float ca = cos(attitudeZ);
+ final float sa = sin(attitudeZ);
+ final float cb = cos(bankX);
+ final float sb = sin(bankX);
+
+ mat[0+0*4+mat_offset] = ch*ca;
+ mat[0+1*4+mat_offset] = sh*sb - ch*sa*cb;
+ mat[0+2*4+mat_offset] = ch*sa*sb + sh*cb;
+ mat[1+0*4+mat_offset] = sa;
+ mat[1+1*4+mat_offset] = ca*cb;
+ mat[1+2*4+mat_offset] = -ca*sb;
+ mat[2+0*4+mat_offset] = -sh*ca;
+ mat[2+1*4+mat_offset] = sh*sa*cb + ch*sb;
+ mat[2+2*4+mat_offset] = -sh*sa*sb + ch*cb;
+
+ mat[3+0*4+mat_offset] = 0;
+ mat[3+1*4+mat_offset] = 0;
+ mat[3+2*4+mat_offset] = 0;
+
+ mat[0+3*4+mat_offset] = 0;
+ mat[1+3*4+mat_offset] = 0;
+ mat[2+3*4+mat_offset] = 0;
+ mat[3+3*4+mat_offset] = 1;
+ }
+
+ /**
* @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
@@ -252,79 +338,6 @@ public class FloatUtil {
}
/**
- * 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
@@ -412,6 +425,46 @@ public class FloatUtil {
}
/**
+ * Copy the named column of the given column-major matrix to v_out.
+ * <p>
+ * v_out may be 3 or 4 components long, hence the 4th row may not be stored.
+ * </p>
+ * @param m_in input column-major matrix
+ * @param m_in_off offset to input matrix
+ * @param column named column to copy
+ * @param v_out the column-vector storage, at least 3 components long
+ * @param v_out_off offset to storage
+ */
+ public static final void copyMatrixColumn(final float[] m_in, final int m_in_off, final int column, final float[] v_out, final int v_out_off) {
+ v_out[0+v_out_off]=m_in[0+column*4+m_in_off];
+ v_out[1+v_out_off]=m_in[1+column*4+m_in_off];
+ v_out[2+v_out_off]=m_in[2+column*4+m_in_off];
+ if( v_out.length > 3+v_out_off ) {
+ v_out[3+v_out_off]=m_in[3+column*4+m_in_off];
+ }
+ }
+
+ /**
+ * Copy the named row of the given column-major matrix to v_out.
+ * <p>
+ * v_out may be 3 or 4 components long, hence the 4th column may not be stored.
+ * </p>
+ * @param m_in input column-major matrix
+ * @param m_in_off offset to input matrix
+ * @param row named row to copy
+ * @param v_out the row-vector storage, at least 3 components long
+ * @param v_out_off offset to storage
+ */
+ public static final void copyMatrixRow(final float[] m_in, final int m_in_off, final int row, final float[] v_out, final int v_out_off) {
+ v_out[0+v_out_off]=m_in[row+0*4+m_in_off];
+ v_out[1+v_out_off]=m_in[row+1*4+m_in_off];
+ v_out[2+v_out_off]=m_in[row+2*4+m_in_off];
+ if( v_out.length > 3+v_out_off ) {
+ v_out[3+v_out_off]=m_in[row+3*4+m_in_off];
+ }
+ }
+
+ /**
* @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)
@@ -570,20 +623,129 @@ public class FloatUtil {
return sb;
}
+ @SuppressWarnings("unused")
+ private static void calculateMachineEpsilonFloat() {
+ final long t0;
+ if( DEBUG_EPSILON ) {
+ t0 = Platform.currentTimeMillis();
+ }
+ float machEps = 1.0f;
+ int i=0;
+ do {
+ machEps /= 2.0f;
+ i++;
+ } while (1.0f + (machEps / 2.0f) != 1.0f);
+ machEpsilon = machEps;
+ if( DEBUG_EPSILON ) {
+ final long t1 = Platform.currentTimeMillis();
+ System.err.println("MachineEpsilon: "+machEpsilon+", in "+i+" iterations within "+(t1-t0)+" ms");
+ }
+ }
+ private static volatile boolean machEpsilonAvail = false;
+ private static float machEpsilon = 0f;
+ private static final boolean DEBUG_EPSILON = false;
+
+ /**
+ * Return computed machine Epsilon value.
+ * <p>
+ * The machine Epsilon value is computed once.
+ * </p>
+ * <p>
+ * On a reference machine the result was {@link #EPSILON} in 23 iterations.
+ * </p>
+ * @see #EPSILON
+ */
+ public static float getMachineEpsilon() {
+ if( !machEpsilonAvail ) {
+ synchronized(FloatUtil.class) {
+ if( !machEpsilonAvail ) {
+ machEpsilonAvail = true;
+ calculateMachineEpsilonFloat();
+ }
+ }
+ }
+ return machEpsilon;
+ }
+
public static final float E = 2.7182818284590452354f;
+ /** The value PI, i.e. 180 degrees in radians. */
public static final float PI = 3.14159265358979323846f;
- public static float abs(float a) { return java.lang.Math.abs(a); }
+ /** The value 2PI, i.e. 360 degrees in radians. */
+ public static final float TWO_PI = 2f * PI;
+
+ /** The value PI/2, i.e. 90 degrees in radians. */
+ public static final float HALF_PI = PI / 2f;
+
+ /** The value PI/4, i.e. 45 degrees in radians. */
+ public static final float QUARTER_PI = PI / 4f;
+
+ /** The value PI^2. */
+ public final static float SQUARED_PI = PI * PI;
+
+ /**
+ * Epsilon for floating point {@value}, as once computed via {@link #getMachineEpsilon()} on an AMD-64 CPU.
+ * <p>
+ * Definition of machine epsilon guarantees that:
+ * <pre>
+ * 1.0f + EPSILON != 1.0f
+ * </pre>
+ * In other words: <i>machEps</i> is the maximum relative error of the chosen rounding procedure.
+ * </p>
+ * <p>
+ * A number can be considered zero if it is in the range (or in the set):
+ * <pre>
+ * <b>MaybeZeroSet</b> e ]-<i>machEps</i> .. <i>machEps</i>[ <i>(exclusive)</i>
+ * </pre>
+ * While comparing floating point values, <i>machEps</i> allows to clip the relative error:
+ * <pre>
+ * boolean isZero = afloat < EPSILON;
+ * boolean isNotZero = afloat >= EPSILON;
+ *
+ * boolean isEqual = abs(bfloat - afloat) < EPSILON;
+ * boolean isNotEqual = abs(bfloat - afloat) >= EPSILON;
+ * </pre>
+ * </p>
+ * @see #equals(float, float, float)
+ * @see #isZero(float, float)
+ */
+ public static final float EPSILON = 1.1920929E-7f; // Float.MIN_VALUE == 1.4e-45f ; double EPSILON 2.220446049250313E-16d
+
+ /**
+ * Return true if both values are equal, i.e. their absolute delta < <code>epsilon</code>.
+ * @see #EPSILON
+ */
+ public static boolean equals(final float a, final float b, final float epsilon) {
+ return Math.abs(a - b) < epsilon;
+ }
+
+ /**
+ * Return true if value is zero, i.e. it's absolute value < <code>epsilon</code>.
+ * @see #EPSILON
+ */
+ public static boolean isZero(final float a, final float epsilon) {
+ return Math.abs(a) < epsilon;
+ }
+
+ public static float abs(final float a) { return java.lang.Math.abs(a); }
+
+ public static float pow(final float a, final float b) { return (float) java.lang.Math.pow(a, b); }
+
+ public static float sin(final float a) { return (float) java.lang.Math.sin(a); }
+
+ public static float asin(final float a) { return (float) java.lang.Math.asin(a); }
+
+ public static float cos(final float a) { return (float) java.lang.Math.cos(a); }
- public static float pow(float a, float b) { return (float) java.lang.Math.pow(a, b); }
+ public static float acos(final float a) { return (float) java.lang.Math.acos(a); }
- public static float sin(float a) { return (float) java.lang.Math.sin(a); }
+ public static float tan(final float a) { return (float) java.lang.Math.tan(a); }
- public static float cos(float a) { return (float) java.lang.Math.cos(a); }
+ public static float atan(final float a) { return (float) java.lang.Math.atan(a); }
- public static float acos(float a) { return (float) java.lang.Math.acos(a); }
+ public static float atan2(final float y, final float x) { return (float) java.lang.Math.atan2(y, x); }
- public static float sqrt(float a) { return (float) java.lang.Math.sqrt(a); }
+ public static float sqrt(final 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/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index 734b7459b..ff16fba79 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -31,6 +31,9 @@ import java.util.ArrayList;
public class VectorUtil {
+ /** Zero vector */
+ public static final float[] ZERO = new float[] { 0f, 0f, 0f };
+
public enum Winding {
CW(-1), CCW(1);
@@ -43,41 +46,171 @@ public class VectorUtil {
public static final int COLLINEAR = 0;
+ /**
+ * Copies a vector of length 3
+ * @param dst output vector
+ * @param dstOffset offset of dst in array
+ * @param src input vector
+ * @param srcOffset offset of src in array
+ * @return copied output vector for chaining
+ */
+ public static float[] copyVec3(final float[] dst, int dstOffset, final float[] src, int srcOffset)
+ {
+ System.arraycopy(src, srcOffset, dst, dstOffset, 3);
+ return dst;
+ }
+
+ /**
+ * Copies a vector of length 4
+ * @param dst output vector
+ * @param dstOffset offset of dst in array
+ * @param src input vector
+ * @param srcOffset offset of src in array
+ * @return copied output vector for chaining
+ */
+ public static float[] copyVec4(final float[] dst, int dstOffset, final float[] src, int srcOffset)
+ {
+ System.arraycopy(src, srcOffset, dst, dstOffset, 4);
+ return dst;
+ }
+
+ /**
+ * Return true if both vectors are equal, no {@link FloatUtil#EPSILON} is taken into consideration.
+ */
+ public static boolean equals(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) {
+ return vec1[0+vec1Offset] == vec2[0+vec2Offset] &&
+ vec1[1+vec1Offset] == vec2[1+vec2Offset] &&
+ vec1[2+vec1Offset] == vec2[2+vec2Offset];
+ }
+
+ /**
+ * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>.
+ * @see FloatUtil#EPSILON
+ */
+ public static boolean equals(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) {
+ return Math.abs(vec1[0+vec1Offset] - vec2[0+vec2Offset]) < epsilon &&
+ Math.abs(vec1[1+vec1Offset] - vec2[1+vec2Offset]) < epsilon &&
+ Math.abs(vec1[2+vec1Offset] - vec2[2+vec2Offset]) < epsilon ;
+ }
+
+ /**
+ * Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
+ */
+ public static boolean isZero(final float[] vec, final int vecOffset) {
+ return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset] && 0f == vec[2+vecOffset];
+ }
+
+ /**
+ * Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>.
+ * @see FloatUtil#EPSILON
+ */
+ public static boolean isZero(final float[] vec, final int vecOffset, final float epsilon) {
+ return isZero(vec[0+vecOffset], vec[1+vecOffset], vec[2+vecOffset], epsilon);
+ }
+
+ /**
+ * Return true if all three vector components are zero, i.e. it's their absolute value < <code>epsilon</code>.
+ * @see FloatUtil#EPSILON
+ */
+ public static boolean isZero(final float x, final float y, final float z, final float epsilon) {
+ return Math.abs(x) < epsilon &&
+ Math.abs(y) < epsilon &&
+ Math.abs(z) < epsilon ;
+ }
+
+ /**
+ * Return the squared distance between the given two points described vector v1 and v2.
+ * <p>
+ * When comparing the relative distance between two points it is usually sufficient to compare the squared
+ * distances, thus avoiding an expensive square root operation.
+ * </p>
+ */
+ public static float distanceSquared(final float[] v1, final float[] v2) {
+ final float dx = v1[0] - v2[0];
+ final float dy = v1[1] - v2[1];
+ final float dz = v1[2] - v2[2];
+ return dx * dx + dy * dy + dz * dz;
+ }
+
+ /**
+ * Return the distance between the given two points described vector v1 and v2.
+ */
+ public static float distance(final float[] v1, final float[] v2) {
+ return FloatUtil.sqrt(distanceSquared(v1, v2));
+ }
+
/** 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)
+ public static float dot(final float[] vec1, final float[] vec2)
{
return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
}
/**
+ * Compute the squared length of a vector, a.k.a the squared <i>norm</i>
+ */
+ public static float lengthSquared(final float[] vec) {
+ return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2];
+ }
+ /**
+ * Compute the length of a vector, a.k.a the <i>norm</i>
+ */
+ public static float length(final float[] vec) {
+ return FloatUtil.sqrt(lengthSquared(vec));
+ }
+
+ /**
* Normalize a vector
+ * @param result output vector
* @param vector input vector
- * @return normalized vector
+ * @return normalized output vector
*/
- public static float[] normalize(final float[] result, float[] vector)
- {
- final float d = FloatUtil.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
- if(d> 0.0f)
- {
- result[0] = vector[0]/d;
- result[1] = vector[1]/d;
- result[2] = vector[2]/d;
+ public static float[] normalize(final float[] result, final float[] vector) {
+ final float lengthSq = lengthSquared(vector);
+ if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
+ result[0] = 0f;
+ result[1] = 0f;
+ result[2] = 0f;
+ } else {
+ final float invSqr = 1f / FloatUtil.sqrt(lengthSq);
+ result[0] = vector[0] * invSqr;
+ result[1] = vector[1] * invSqr;
+ result[2] = vector[2] * invSqr;
}
return result;
}
/**
+ * Normalize a vector in place
+ * @param result output vector
+ * @param vector input vector
+ * @return normalized output vector
+ */
+ public static float[] normalize(final float[] vector) {
+ final float lengthSq = lengthSquared(vector);
+ if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
+ vector[0] = 0f;
+ vector[1] = 0f;
+ vector[2] = 0f;
+ } else {
+ final float invSqr = 1f / FloatUtil.sqrt(lengthSq);
+ vector[0] *= invSqr;
+ vector[1] *= invSqr;
+ vector[2] *= invSqr;
+ }
+ return vector;
+ }
+
+ /**
* 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
*/
- public static float[] scale(float[] result, float[] vector, float scale)
- {
+ public static float[] scale(final float[] result, final float[] vector, final float scale) {
result[0] = vector[0] * scale;
result[1] = vector[1] * scale;
result[2] = vector[2] * scale;
@@ -90,7 +223,7 @@ public class VectorUtil {
* @param scale 3 component scale constant for each vector component
* @return given result vector
*/
- public static float[] scale(float[] result, float[] vector, float[] scale)
+ public static float[] scale(final float[] result, final float[] vector, final float[] scale)
{
result[0] = vector[0] * scale[0];
result[1] = vector[1] * scale[1];
@@ -99,13 +232,12 @@ public class VectorUtil {
}
/**
- * Adds to vectors
+ * Adds two vectors
* @param v1 vector 1
* @param v2 vector 2
* @return v1 + v2
*/
- public static float[] vectorAdd(float[] result, float[] v1, float[] v2)
- {
+ public static float[] vectorAdd(final float[] result, final float[] v1, final float[] v2) {
result[0] = v1[0] + v2[0];
result[1] = v1[1] + v2[1];
result[2] = v1[2] + v2[2];
@@ -113,17 +245,29 @@ public class VectorUtil {
}
/**
+ * Subtracts two vectors
+ * @param v1 vector 1
+ * @param v2 vector 2
+ * @return v1 - v2
+ */
+ public static float[] vectorSub(final float[] result, final float[] v1, final float[] v2) {
+ 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
- * @param vec1 vector 1
- * @param vec2 vecttor 2
+ * @param v1 vector 1
+ * @param v2 vector 2
* @return the resulting vector
*/
- public static float[] cross(final float[] result, float[] vec1, float[] vec2)
+ public static float[] cross(final float[] result, final float[] v1, final float[] v2)
{
- 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];
-
+ 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];
return result;
}
@@ -132,7 +276,7 @@ public class VectorUtil {
* @param vec vector(x,y,z)
* @return result
*/
- public static float[] colMatrixVectorMult(final float[] result, float[] colMatrix, float[] vec)
+ public static float[] colMatrixVectorMult(final float[] result, final float[] colMatrix, final float[] vec)
{
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];
@@ -146,7 +290,7 @@ public class VectorUtil {
* @param vec vector(x,y,z)
* @return result
*/
- public static float[] rowMatrixVectorMult(final float[] result, float[] rawMatrix, float[] vec)
+ public static float[] rowMatrixVectorMult(final float[] result, final float[] rawMatrix, final float[] vec)
{
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];
@@ -160,7 +304,7 @@ public class VectorUtil {
* @param p2 second vale
* @return midpoint
*/
- public static float mid(float p1, float p2)
+ public static float mid(final float p1, final float p2)
{
return (p1+p2)/2.0f;
}
@@ -171,7 +315,7 @@ public class VectorUtil {
* @param p2 second point
* @return midpoint
*/
- public static float[] mid(final float[] result, float[] p1, float[] p2)
+ public static float[] mid(final float[] result, final float[] p1, final float[] p2)
{
result[0] = (p1[0] + p2[0])*0.5f;
result[1] = (p1[1] + p2[1])*0.5f;
@@ -180,22 +324,13 @@ public class VectorUtil {
return result;
}
- /** 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)
+ public static float computeLength(final float[] p0, final float[] point)
{
final float w0 = point[0]-p0[0];
final float w1 = point[1]-p0[1];
@@ -209,7 +344,7 @@ public class VectorUtil {
* @param v2 vertex 2
* @return
*/
- public static boolean checkEquality(float[] v1, float[] v2)
+ public static boolean checkEquality(final float[] v1, final float[] v2)
{
return Float.compare(v1[0], v2[0]) == 0 &&
Float.compare(v1[1], v2[1]) == 0 &&
@@ -221,7 +356,7 @@ public class VectorUtil {
* @param v2 vertex 2
* @return
*/
- public static boolean checkEqualityVec2(float[] v1, float[] v2)
+ public static boolean checkEqualityVec2(final float[] v1, final float[] v2)
{
return Float.compare(v1[0], v2[0]) == 0 &&
Float.compare(v1[1], v2[1]) == 0 ;
@@ -233,7 +368,7 @@ public class VectorUtil {
* @param c vector 3
* @return the determinant value
*/
- public static float computeDeterminant(float[] a, float[] b, float[] c)
+ public static float computeDeterminant(final float[] a, final float[] b, final 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];
}
@@ -244,7 +379,7 @@ public class VectorUtil {
* @param v3 vertex 3
* @return true if collinear, false otherwise
*/
- public static boolean checkCollinear(float[] v1, float[] v2, float[] v3)
+ public static boolean checkCollinear(final float[] v1, final float[] v2, final float[] v3)
{
return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR);
}
@@ -254,7 +389,7 @@ public class VectorUtil {
* @param v1 vertex 1
* @param v2 vertex2 2
*/
- public static void computeVector(float[] vector, float[] v1, float[] v2) {
+ public static void computeVector(final float[] vector, final float[] v1, final float[] v2) {
vector[0] = v2[0] - v1[0];
vector[1] = v2[1] - v1[1];
vector[2] = v2[2] - v1[2];
@@ -268,7 +403,7 @@ public class VectorUtil {
* @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) {
+ public static boolean inCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
final float[] A = a.getCoord();
final float[] B = b.getCoord();
final float[] C = c.getCoord();
@@ -286,7 +421,7 @@ public class VectorUtil {
* @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){
+ public static float triArea(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
final float[] A = a.getCoord();
final float[] B = b.getCoord();
final float[] C = c.getCoord();
@@ -300,7 +435,7 @@ public class VectorUtil {
* @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(float[] A, float[] B, float[] C){
+ public static float triArea(final float[] A, final float[] B, final float[] C){
return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1])*(C[0] - A[0]);
}
@@ -312,9 +447,9 @@ public class VectorUtil {
* @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,
- float[] ac, float[] ab, float[] ap){
+ public static boolean vertexInTriangle(final float[] a, final float[] b, final float[] c,
+ final float[] p,
+ final float[] ac, final float[] ab, final float[] ap){
// Compute vectors
computeVector(ac, a, c); //v0
computeVector(ab, a, b); //v1
@@ -350,9 +485,9 @@ public class VectorUtil {
* @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[] tmpAC, float[] tmpAB, float[] tmpAP){
+ public static boolean vertexInTriangle3(final float[] a, final float[] b, final float[] c,
+ final float[] p1, final float[] p2, final float[] p3,
+ final float[] tmpAC, final float[] tmpAB, final float[] tmpAP){
// Compute vectors
computeVector(tmpAC, a, c); //v0
computeVector(tmpAB, a, b); //v1
@@ -412,7 +547,7 @@ public class VectorUtil {
* @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){
+ public static boolean ccw(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
return triArea(a,b,c) > 0;
}
@@ -422,7 +557,7 @@ public class VectorUtil {
* @param c third vertex
* @return Winding
*/
- public static Winding getWinding(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c) {
+ public static Winding getWinding(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c) {
return triArea(a,b,c) > 0 ? Winding.CCW : Winding.CW ;
}
@@ -430,7 +565,7 @@ public class VectorUtil {
* @param vertices
* @return positive area if ccw else negative area value
*/
- public static float area(ArrayList<? extends Vert2fImmutable> vertices) {
+ public static float area(final ArrayList<? extends Vert2fImmutable> vertices) {
final int n = vertices.size();
float area = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++)
@@ -446,7 +581,7 @@ public class VectorUtil {
* @param vertices array of Vertices
* @return CCW or CW {@link Winding}
*/
- public static Winding getWinding(ArrayList<? extends Vert2fImmutable> vertices) {
+ public static Winding getWinding(final ArrayList<? extends Vert2fImmutable> vertices) {
return area(vertices) >= 0 ? Winding.CCW : Winding.CW ;
}
@@ -458,7 +593,7 @@ public class VectorUtil {
* @param d vertex 2 of second segment
* @return the intersection coordinates if the segments intersect, otherwise returns null
*/
- public static float[] seg2SegIntersection(final float[] result, Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ public static float[] seg2SegIntersection(final float[] result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
if (determinant == 0)
@@ -487,7 +622,7 @@ public class VectorUtil {
* @param d vertex 2 of second segment
* @return true if the segments intersect, otherwise returns false
*/
- public static boolean testSeg2SegIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
final float[] A = a.getCoord();
final float[] B = b.getCoord();
final float[] C = c.getCoord();
@@ -520,7 +655,7 @@ public class VectorUtil {
* @return the intersection coordinates if the lines intersect, otherwise
* returns null
*/
- public static float[] line2lineIntersection(final float[] result, Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d) {
+ public static float[] line2lineIntersection(final float[] result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
if (determinant == 0)
@@ -545,7 +680,7 @@ public class VectorUtil {
* @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 testTri2SegIntersection(Vert2fImmutable a, Vert2fImmutable b, Vert2fImmutable c, Vert2fImmutable d, Vert2fImmutable e){
+ public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d, final Vert2fImmutable e){
return testSeg2SegIntersection(a, b, d, e) ||
testSeg2SegIntersection(b, c, d, e) ||
testSeg2SegIntersection(a, c, d, e) ;
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
index fb311083f..8b4eba222 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
@@ -186,8 +186,8 @@ public class Frustum {
* </p>
*/
public void updateByPMV(float[] pmv, int pmv_off) {
- // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] row-major
- // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] row-major
+ // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] column-major
+ // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] column-major
{
final Plane p = planes[LEFT];
final float[] p_n = p.n;
@@ -197,8 +197,8 @@ public class Frustum {
p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 0 + 3 * 4 ];
}
- // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] row-major
- // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] row-major
+ // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] column-major
+ // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] column-major
{
final Plane p = planes[RIGHT];
final float[] p_n = p.n;
@@ -208,8 +208,8 @@ public class Frustum {
p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 0 + 3 * 4 ];
}
- // Bottom: a = m41 + m21, b = m42 + m22, c = m43 + m23, d = m44 + m24 - [1..4] row-major
- // Bottom: a = m30 + m10, b = m31 + m11, c = m32 + m12, d = m33 + m13 - [0..3] row-major
+ // Bottom: a = m41 + m21, b = m42 + m22, c = m43 + m23, d = m44 + m24 - [1..4] column-major
+ // Bottom: a = m30 + m10, b = m31 + m11, c = m32 + m12, d = m33 + m13 - [0..3] column-major
{
final Plane p = planes[BOTTOM];
final float[] p_n = p.n;
@@ -219,8 +219,8 @@ public class Frustum {
p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 1 + 3 * 4 ];
}
- // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] row-major
- // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] row-major
+ // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] column-major
+ // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] column-major
{
final Plane p = planes[TOP];
final float[] p_n = p.n;
@@ -230,8 +230,8 @@ public class Frustum {
p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 1 + 3 * 4 ];
}
- // Near: a = m41 + m31, b = m42 + m32, c = m43 + m33, d = m44 + m34 - [1..4] row-major
- // Near: a = m30 + m20, b = m31 + m21, c = m32 + m22, d = m33 + m23 - [0..3] row-major
+ // Near: a = m41 + m31, b = m42 + m32, c = m43 + m33, d = m44 + m34 - [1..4] column-major
+ // Near: a = m30 + m20, b = m31 + m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
{
final Plane p = planes[NEAR];
final float[] p_n = p.n;
@@ -241,8 +241,8 @@ public class Frustum {
p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 2 + 3 * 4 ];
}
- // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] row-major
- // Far: a = m30 - m20, b = m31 - m21, c = m32 + m22, d = m33 + m23 - [0..3] row-major
+ // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] column-major
+ // Far: a = m30 - m20, b = m31 - m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
{
final Plane p = planes[FAR];
final float[] p_n = p.n;
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index 270bf34f6..2001f8cdf 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -247,10 +247,11 @@ public class PMVMatrix implements GLMatrixFunc {
}
FloatUtil.makeIdentityf(matrixIdent);
- vec3f = new float[3];
+ tmpVec3f = new float[3];
+ tmpMatrix = new float[16];
+ matrixRot = new float[16];
matrixMult = new float[16];
matrixTrans = new float[16];
- matrixRot = new float[16];
matrixScale = new float[16];
matrixOrtho = new float[16];
matrixFrustum = new float[16];
@@ -277,45 +278,12 @@ public class PMVMatrix implements GLMatrixFunc {
requestMask = 0;
matrixMode = GL_MODELVIEW;
- mulPMV = null;
frustum = null;
}
/** @see #PMVMatrix(boolean) */
public final boolean usesBackingArray() { return usesBackingArray; }
- public final void destroy() {
- if(null!=projectFloat) {
- projectFloat.destroy(); projectFloat=null;
- }
-
- matrixBuffer=null;
- matrixBuffer=null; matrixPMvMvit=null; matrixPMvMvi=null; matrixPMv=null;
- matrixP=null; matrixTex=null; matrixMv=null; matrixMvi=null; matrixMvit=null;
-
- vec3f = null;
- matrixMult = null;
- matrixTrans = null;
- matrixRot = null;
- matrixScale = null;
- matrixOrtho = null;
- matrixFrustum = null;
-
- if(null!=matrixPStack) {
- matrixPStack=null;
- }
- if(null!=matrixMvStack) {
- matrixMvStack=null;
- }
- if(null!=matrixPStack) {
- matrixPStack=null;
- }
- if(null!=matrixTStack) {
- matrixTStack=null;
- }
- }
-
-
/** Returns the current matrix-mode, one of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}. */
public final int glGetMatrixMode() {
return matrixMode;
@@ -651,11 +619,11 @@ public class PMVMatrix implements GLMatrixFunc {
@Override
public final void glTranslatef(final float x, final float y, final float z) {
- // Translation matrix:
- // 1 0 0 x
- // 0 1 0 y
- // 0 0 1 z
- // 0 0 0 1
+ // Translation matrix (Column Order):
+ // 1 0 0 0
+ // 0 1 0 0
+ // 0 0 1 0
+ // x y z 1
matrixTrans[0+4*3] = x;
matrixTrans[1+4*3] = y;
matrixTrans[2+4*3] = z;
@@ -663,45 +631,15 @@ public class PMVMatrix implements GLMatrixFunc {
}
@Override
- public final void glRotatef(final float angdeg, float x, float y, float z) {
- final float angrad = angdeg * (float) Math.PI / 180.0f;
- final float c = (float)Math.cos(angrad);
- final float ic= 1.0f - c;
- final float s = (float)Math.sin(angrad);
-
- vec3f[0]=x; vec3f[1]=y; vec3f[2]=z;
- FloatUtil.normalize(vec3f);
- x = vec3f[0]; y = vec3f[1]; z = vec3f[2];
-
- // Rotation matrix:
- // xx(1-c)+c xy(1-c)+zs xz(1-c)-ys 0
- // xy(1-c)-zs yy(1-c)+c yz(1-c)+xs 0
- // xz(1-c)+ys yz(1-c)-xs zz(1-c)+c 0
- // 0 0 0 1
- final float xy = x*y;
- final float xz = x*z;
- final float xs = x*s;
- final float ys = y*s;
- final float yz = y*z;
- final float zs = z*s;
- matrixRot[0*4+0] = x*x*ic+c;
- matrixRot[0*4+1] = xy*ic+zs;
- matrixRot[0*4+2] = xz*ic-ys;
-
- matrixRot[1*4+0] = xy*ic-zs;
- matrixRot[1*4+1] = y*y*ic+c;
- matrixRot[1*4+2] = yz*ic+xs;
-
- matrixRot[2*4+0] = xz*ic+ys;
- matrixRot[2*4+1] = yz*ic-xs;
- matrixRot[2*4+2] = z*z*ic+c;
-
+ public final void glRotatef(final float angdeg, final float x, final float y, final float z) {
+ final float angrad = angdeg * FloatUtil.PI / 180.0f;
+ FloatUtil.makeRotationAxis(angrad, x, y, z, matrixRot, 0, tmpVec3f);
glMultMatrixf(matrixRot, 0);
}
@Override
public final void glScalef(final float x, final float y, final float z) {
- // Scale matrix:
+ // Scale matrix (Any Order):
// x 0 0 0
// 0 y 0 0
// 0 0 z 0
@@ -715,11 +653,11 @@ public class PMVMatrix implements GLMatrixFunc {
@Override
public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
- // Ortho matrix:
- // 2/dx 0 0 tx
- // 0 2/dy 0 ty
- // 0 0 2/dz tz
- // 0 0 0 1
+ // Ortho matrix (Column Order):
+ // 2/dx 0 0 0
+ // 0 2/dy 0 0
+ // 0 0 2/dz 0
+ // tx ty tz 1
final float dx=right-left;
final float dy=top-bottom;
final float dz=zFar-zNear;
@@ -745,11 +683,11 @@ public class PMVMatrix implements GLMatrixFunc {
if(left==right || top==bottom) {
throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal");
}
- // Frustum matrix:
- // 2*zNear/dx 0 A 0
- // 0 2*zNear/dy B 0
- // 0 0 C D
- // 0 0 -1 0
+ // Frustum matrix (Column Order):
+ // 2*zNear/dx 0 0 0
+ // 0 2*zNear/dy 0 0
+ // A B C -1
+ // 0 0 D 0
final float zNear2 = 2.0f*zNear;
final float dx=right-left;
final float dy=top-bottom;
@@ -1041,10 +979,9 @@ public class PMVMatrix implements GLMatrixFunc {
if( 0 != ( dirtyBits & ( DIRTY_FRUSTUM & requestMask ) ) ) {
if( null == frustum ) {
frustum = new Frustum();
- mulPMV = new float[16];
}
- FloatUtil.multMatrixf(matrixP, matrixMv, mulPMV, 0);
- frustum.updateByPMV(mulPMV, 0);
+ FloatUtil.multMatrixf(matrixP, matrixMv, tmpMatrix, 0);
+ frustum.updateByPMV(tmpMatrix, 0);
dirtyBits &= ~DIRTY_FRUSTUM;
mod = true;
}
@@ -1118,17 +1055,17 @@ public class PMVMatrix implements GLMatrixFunc {
return res;
}
- protected final float[] matrixBufferArray;
protected final boolean usesBackingArray;
- protected Buffer matrixBuffer;
- protected FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
- protected float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, vec3f;
- protected FloatStack matrixTStack, matrixPStack, matrixMvStack;
+ protected final float[] matrixBufferArray;
+ protected final Buffer matrixBuffer;
+ protected final FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
+ protected final float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, tmpVec3f;
+ protected final float[] tmpMatrix;
+ protected final FloatStack matrixTStack, matrixPStack, matrixMvStack;
+ protected final ProjectFloat projectFloat;
protected int matrixMode = GL_MODELVIEW;
protected int modifiedBits = MODIFIED_ALL;
protected int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation
protected int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW
- protected ProjectFloat projectFloat;
- protected float[] mulPMV; // premultiplied PMV
protected Frustum frustum;
}