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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Matrix4.java151
1 files changed, 151 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java b/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java
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+/**
+ * Copyright 2014 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 javax.media.opengl.fixedfunc.GLMatrixFunc;
+
+import com.jogamp.opengl.util.PMVMatrix;
+
+/**
+ * Simple float array-backed float 4x4 matrix
+ * exposing {@link FloatUtil} matrix functionality in an object oriented manner.
+ * <p>
+ * Unlike {@link PMVMatrix}, this class only represents one single matrix
+ * without a complete {@link GLMatrixFunc} implementation,
+ * allowing this class to be more lightweight.
+ * </p>
+ * <p>
+ * Implementation is not mature - WIP and subject to change.
+ * </p>
+ */
+public class Matrix4 {
+
+ public Matrix4() {
+ matrix = new float[16];
+ matrixTxSx = new float[16];
+ mat4Tmp1 = new float[16];
+ vec4Tmp1 = new float[4];
+ FloatUtil.makeIdentity(matrixTxSx);
+ loadIdentity();
+ }
+
+ public final float[] getMatrix() {
+ return matrix;
+ }
+
+ public final void loadIdentity() {
+ FloatUtil.makeIdentity(matrix);
+ }
+
+ /**
+ * Multiply matrix: [this] = [this] x [m]
+ * @param m 4x4 matrix in column-major order
+ */
+ public final void multMatrix(final float[] m, final int m_offset) {
+ FloatUtil.multMatrix(matrix, 0, m, m_offset);
+ }
+
+ /**
+ * Multiply matrix: [this] = [this] x [m]
+ * @param m 4x4 matrix in column-major order
+ */
+ public final void multMatrix(final float[] m) {
+ FloatUtil.multMatrix(matrix, m);
+ }
+
+ /**
+ * Multiply matrix: [this] = [this] x [m]
+ * @param m 4x4 matrix in column-major order
+ */
+ public final void multMatrix(final Matrix4 m) {
+ FloatUtil.multMatrix(matrix, m.getMatrix());
+ }
+
+ /**
+ * @param v_in 4-component column-vector
+ * @param v_out this * v_in
+ */
+ public final void multVec(final float[] v_in, final float[] v_out) {
+ FloatUtil.multMatrixVec(matrix, v_in, v_out);
+ }
+
+ /**
+ * @param v_in 4-component column-vector
+ * @param v_out this * v_in
+ */
+ public final void multVec(final float[] v_in, final int v_in_offset, final float[] v_out, final int v_out_offset) {
+ FloatUtil.multMatrixVec(matrix, 0, v_in, v_in_offset, v_out, v_out_offset);
+ }
+
+ public final void translate(final float x, final float y, final float z) {
+ multMatrix(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z));
+ }
+
+ public final void scale(final float x, final float y, final float z) {
+ multMatrix(FloatUtil.makeScale(matrixTxSx, false, x, y, z));
+ }
+
+ public final void rotate(final float angrad, final float x, final float y, final float z) {
+ multMatrix(FloatUtil.makeRotationAxis(mat4Tmp1, 0, angrad, x, y, z, vec4Tmp1));
+ }
+
+ /**
+ * Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
+ */
+ public final void rotate(final Quaternion quat) {
+ multMatrix(quat.toMatrix(mat4Tmp1, 0));
+ }
+
+ public final void transpose() {
+ FloatUtil.transposeMatrix(matrix, 0, mat4Tmp1);
+ }
+
+ public final float determinant() {
+ return FloatUtil.matrixDeterminant(matrix);
+ }
+
+ public final boolean invert() {
+ return null != FloatUtil.invertMatrix(matrix, matrix);
+ }
+
+ public final void makeOrtho(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
+ multMatrix( FloatUtil.makeOrtho(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) );
+ }
+
+ public final void makeFrustum(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
+ multMatrix( FloatUtil.makeFrustum(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) );
+ }
+
+ public final void makePerspective(final float fovy_rad, final float aspect, final float zNear, final float zFar) {
+ multMatrix( FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy_rad, aspect, zNear, zFar) );
+ }
+
+ private final float[] matrix, matrixTxSx;
+ private final float[] mat4Tmp1, vec4Tmp1;
+}