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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java37
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java92
2 files changed, 113 insertions, 16 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java
index 67d7d48c1..77971b72d 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java
@@ -800,7 +800,7 @@ public class Matrix4f {
}
/**
- * @param v_in 4-component column-vector
+ * @param v_in 4-component column-vector, can be v_out for in-place transformation
* @param v_out this * v_in
* @returns v_out for chaining
*/
@@ -815,13 +815,27 @@ public class Matrix4f {
}
/**
+ * @param v_inout 4-component column-vector input and output, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec4f mulVec4f(final Vec4f v_inout) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z(), w = v_inout.w();
+ v_inout.set( x * m00 + y * m01 + z * m02 + w * m03,
+ x * m10 + y * m11 + z * m12 + w * m13,
+ x * m20 + y * m21 + z * m22 + w * m23,
+ x * m30 + y * m31 + z * m32 + w * m33 );
+ return v_inout;
+ }
+
+ /**
* Affine 3f-vector transformation by 4x4 matrix
*
* 4x4 matrix multiplication with 3-component vector,
* using {@code 1} for for {@code v_in.w()} and dropping {@code v_out.w()},
* which shall be {@code 1}.
*
- * @param v_in 3-component column-vector {@link Vec3f}
+ * @param v_in 3-component column-vector {@link Vec3f}, can be v_out for in-place transformation
* @param v_out m_in * v_in, 3-component column-vector {@link Vec3f}
* @returns v_out for chaining
*/
@@ -834,6 +848,25 @@ public class Matrix4f {
return v_out;
}
+ /**
+ * Affine 3f-vector transformation by 4x4 matrix
+ *
+ * 4x4 matrix multiplication with 3-component vector,
+ * using {@code 1} for for {@code v_inout.w()} and dropping {@code v_inout.w()},
+ * which shall be {@code 1}.
+ *
+ * @param v_inout 3-component column-vector {@link Vec3f} input and output, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec3f mulVec3f(final Vec3f v_inout) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z();
+ v_inout.set( x * m00 + y * m01 + z * m02 + 1f * m03,
+ x * m10 + y * m11 + z * m12 + 1f * m13,
+ x * m20 + y * m21 + z * m22 + 1f * m23 );
+ return v_inout;
+ }
+
//
// Matrix setTo...(), affine + basic
//
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index f99f6c891..b8b2925ae 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -310,8 +310,6 @@ public final class PMVMatrix implements GLMatrixFunc {
}
mat4Tmp1 = new Matrix4f();
- vec3Tmp1 = new Vec3f();
- vec4Tmp1 = new Vec4f();
mat4Tmp2 = null; // on demand
matPMv = null; // on demand
@@ -582,56 +580,111 @@ public final class PMVMatrix implements GLMatrixFunc {
/**
* v_out = Mv * v_in
- * @param v_in input vector
+ * @param v_in input vector, can be v_out for in-place transformation
* @param v_out output vector
- * @return given result vector for chaining
+ * @returns v_out for chaining
*/
public final Vec4f mulMvMatVec4f(final Vec4f v_in, final Vec4f v_out) {
return matMv.mulVec4f(v_in, v_out);
}
/**
+ * v_inout = Mv * v_inout
+ * @param v_inout input and output vector, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec4f mulMvMatVec4f(final Vec4f v_inout) {
+ return matMv.mulVec4f(v_inout);
+ }
+
+ /**
* v_out = Mv * v_in
*
* Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
*
- * @param v_in input vector
+ * @param v_in input vector, can be v_out for in-place transformation
* @param v_out output vector
- * @return given result vector for chaining
+ * @returns v_out for chaining
*/
public final Vec3f mulMvMatVec3f(final Vec3f v_in, final Vec3f v_out) {
return matMv.mulVec3f(v_in, v_out);
}
/**
+ * v_inout = Mv * v_inout
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
+ *
+ * @param v_inout input and output vector, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec3f mulMvMatVec3f(final Vec3f v_inout) {
+ return matMv.mulVec3f(v_inout);
+ }
+
+ /**
* v_out = P * v_in
- * @param v_in input vector
+ * @param v_in input vector, can be v_out for in-place transformation
* @param v_out output vector
* @return given result vector for chaining
+ * @returns v_out for chaining
*/
public final Vec4f mulPMatVec4f(final Vec4f v_in, final Vec4f v_out) {
return matP.mulVec4f(v_in, v_out);
}
/**
+ * v_inout = P * v_inout
+ * @param v_inout input and output vector, i.e. in-place transformation
+ * @return given result vector for chaining
+ * @returns v_inout for chaining
+ */
+ public final Vec4f mulPMatVec4f(final Vec4f v_inout) {
+ return matP.mulVec4f(v_inout);
+ }
+
+ /**
* v_out = P * v_in
*
* Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
*
- * @param v_in float[3] input vector
+ * @param v_in float[3] input vector, can be v_out for in-place transformation
* @param v_out float[3] output vector
+ * @returns v_out for chaining
*/
public final Vec3f mulPMatVec3f(final Vec3f v_in, final Vec3f v_out) {
return matP.mulVec3f(v_in, v_out);
}
/**
+ * v_inout = P * v_inout
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
+ *
+ * @param v_inout input and output vector, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec3f mulPMatVec3f(final Vec3f v_inout) {
+ return matP.mulVec3f(v_inout);
+ }
+
+ /**
* v_out = P * Mv * v_in
- * @param v_in float[4] input vector
+ * @param v_in float[4] input vector, can be v_out for in-place transformation
* @param v_out float[4] output vector
+ * @returns v_out for chaining
*/
public final Vec4f mulPMvMatVec4f(final Vec4f v_in, final Vec4f v_out) {
- return matP.mulVec4f( matMv.mulVec4f( v_in, vec4Tmp1 ), v_out );
+ return matP.mulVec4f( matMv.mulVec4f( v_in, v_out ) );
+ }
+
+ /**
+ * v_inout = P * Mv * v_inout
+ * @param v_inout input and output vector, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec4f mulPMvMatVec4f(final Vec4f v_inout) {
+ return matP.mulVec4f( matMv.mulVec4f( v_inout ) );
}
/**
@@ -639,11 +692,24 @@ public final class PMVMatrix implements GLMatrixFunc {
*
* Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
*
- * @param v_in float[3] input vector
+ * @param v_in float[3] input vector, can be v_out for in-place transformation
* @param v_out float[3] output vector
+ * @returns v_out for chaining
*/
public final Vec3f mulPMvMatVec3f(final Vec3f v_in, final Vec3f v_out) {
- return matP.mulVec3f( matMv.mulVec3f( v_in, vec3Tmp1 ), v_out );
+ return matP.mulVec3f( matMv.mulVec3f( v_in, v_out ) );
+ }
+
+ /**
+ * v_inout = P * Mv * v_inout
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
+ *
+ * @param v_inout float[3] input and output vector, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec3f mulPMvMatVec3f(final Vec3f v_inout) {
+ return matP.mulVec3f( matMv.mulVec3f( v_inout ) );
}
//
@@ -1439,8 +1505,6 @@ public final class PMVMatrix implements GLMatrixFunc {
private final SyncMatrices4f syncP_Mv, syncP_Mv_Mvi, syncP_Mv_Mvi_Mvit;
private final Matrix4f mat4Tmp1;
- private final Vec3f vec3Tmp1;
- private final Vec4f vec4Tmp1;
private int matrixMode = GL_MODELVIEW;
private int modifiedBits = MODIFIED_ALL;