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+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+** $Date$ $Revision$
+** $Header$
+*/
+
+/*
+ * Copyright (c) 2002-2004 LWJGL Project
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * 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.
+ *
+ * * Neither the name of 'LWJGL' nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "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 THE COPYRIGHT OWNER 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.
+ */
+
+/*
+ * Copyright (c) 2003 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.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ */
+package com.sun.opengl.impl;
+
+import java.nio.*;
+
+import javax.media.opengl.*;
+import com.sun.opengl.utils.*;
+
+/**
+ * Project.java
+ * <p/>
+ * <p/>
+ * Created 11-jan-2004
+ *
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ */
+public class Project {
+ private static final double[] IDENTITY_MATRIX =
+ new double[] {
+ 1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0 };
+
+ private final DoubleBuffer matrix = BufferUtils.newDoubleBuffer(16);
+ private final double[] finalMatrix = new double[16];
+
+ private final double[][] tempMatrix = new double[4][4];
+ private final double[] in = new double[4];
+ private final double[] out = new double[4];
+
+ private final double[] forward = new double[3];
+ private final double[] side = new double[3];
+ private final double[] up = new double[3];
+
+ /**
+ * Make matrix an identity matrix
+ */
+ private void __gluMakeIdentityd(DoubleBuffer m) {
+ int oldPos = m.position();
+ m.put(IDENTITY_MATRIX);
+ m.position(oldPos);
+ }
+
+ private void __gluMakeIdentityd(double[] m) {
+ for (int i = 0; i < 16; i++) {
+ m[i] = IDENTITY_MATRIX[i];
+ }
+ }
+
+ /**
+ * Method __gluMultMatrixVecd
+ *
+ * @param matrix
+ * @param in
+ * @param out
+ */
+ private void __gluMultMatrixVecd(double[] matrix, int matrix_offset, double[] in, double[] out) {
+ for (int i = 0; i < 4; i++) {
+ out[i] =
+ in[0] * matrix[0*4+i+matrix_offset] +
+ in[1] * matrix[1*4+i+matrix_offset] +
+ in[2] * matrix[2*4+i+matrix_offset] +
+ in[3] * matrix[3*4+i+matrix_offset];
+ }
+ }
+
+ /**
+ * @param src
+ * @param inverse
+ *
+ * @return
+ */
+ private boolean __gluInvertMatrixd(double[] src, double[] inverse) {
+ int i, j, k, swap;
+ double t;
+ double[][] temp = tempMatrix;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ temp[i][j] = src[i*4+j];
+ }
+ }
+ __gluMakeIdentityd(inverse);
+
+ for (i = 0; i < 4; i++) {
+ /*
+ * * Look for largest element in column
+ */
+ swap = i;
+ for (j = i + 1; j < 4; j++) {
+ if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
+ swap = j;
+ }
+ }
+
+ if (swap != i) {
+ /*
+ * * Swap rows.
+ */
+ for (k = 0; k < 4; k++) {
+ t = temp[i][k];
+ temp[i][k] = temp[swap][k];
+ temp[swap][k] = t;
+
+ t = inverse[i*4+k];
+ inverse[i*4+k] = inverse[swap*4+k];
+ inverse[swap*4+k] = t;
+ }
+ }
+
+ if (temp[i][i] == 0) {
+ /*
+ * No non-zero pivot. The matrix is singular, which shouldn't
+ * happen. This means the user gave us a bad matrix.
+ */
+ return false;
+ }
+
+ t = temp[i][i];
+ for (k = 0; k < 4; k++) {
+ temp[i][k] /= t;
+ inverse[i*4+k] /= t;
+ }
+ for (j = 0; j < 4; j++) {
+ if (j != i) {
+ t = temp[j][i];
+ for (k = 0; k < 4; k++) {
+ temp[j][k] -= temp[i][k] * t;
+ inverse[j*4+k] -= inverse[i*4+k]*t;
+ }
+ }
+ }
+ }
+ return true;
+ }
+
+ /**
+ * @param a
+ * @param b
+ * @param r
+ */
+ private void __gluMultMatricesd(double[] a, int a_offset, double[] b, int b_offset, double[] r) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ r[i*4+j] =
+ a[i*4+0+a_offset]*b[0*4+j+b_offset] +
+ a[i*4+1+a_offset]*b[1*4+j+b_offset] +
+ a[i*4+2+a_offset]*b[2*4+j+b_offset] +
+ a[i*4+3+a_offset]*b[3*4+j+b_offset];
+ }
+ }
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v
+ */
+ private static void normalize(double[] v) {
+ double r;
+
+ r = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ if ( r == 0.0 )
+ return;
+
+ r = 1.0 / r;
+
+ v[0] *= r;
+ v[1] *= r;
+ v[2] *= r;
+
+ return;
+ }
+
+ /**
+ * Calculate cross-product
+ *
+ * @param v1
+ * @param v2
+ * @param result
+ */
+ private static void cross(double[] v1, double[] v2, double[] 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];
+ }
+
+ /**
+ * Method gluOrtho2D.
+ *
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ */
+ public void gluOrtho2D(GL gl, double left, double right, double bottom, double top) {
+ gl.glOrtho(left, right, bottom, top, -1, 1);
+ }
+
+ /**
+ * Method gluPerspective.
+ *
+ * @param fovy
+ * @param aspect
+ * @param zNear
+ * @param zFar
+ */
+ public void gluPerspective(GL gl, double fovy, double aspect, double zNear, double zFar) {
+ double sine, cotangent, deltaZ;
+ double radians = fovy / 2 * Math.PI / 180;
+
+ deltaZ = zFar - zNear;
+ sine = Math.sin(radians);
+
+ if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
+ return;
+ }
+
+ cotangent = Math.cos(radians) / sine;
+
+ __gluMakeIdentityd(matrix);
+
+ matrix.put(0 * 4 + 0, cotangent / aspect);
+ matrix.put(1 * 4 + 1, cotangent);
+ matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
+ matrix.put(2 * 4 + 3, -1);
+ matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
+ matrix.put(3 * 4 + 3, 0);
+
+ gl.glMultMatrixd(matrix);
+ }
+
+ /**
+ * Method gluLookAt
+ *
+ * @param eyex
+ * @param eyey
+ * @param eyez
+ * @param centerx
+ * @param centery
+ * @param centerz
+ * @param upx
+ * @param upy
+ * @param upz
+ */
+ public void gluLookAt(GL gl,
+ double eyex,
+ double eyey,
+ double eyez,
+ double centerx,
+ double centery,
+ double centerz,
+ double upx,
+ double upy,
+ double upz) {
+ double[] forward = this.forward;
+ double[] side = this.side;
+ double[] up = this.up;
+
+ forward[0] = centerx - eyex;
+ forward[1] = centery - eyey;
+ forward[2] = centerz - eyez;
+
+ up[0] = upx;
+ up[1] = upy;
+ up[2] = upz;
+
+ normalize(forward);
+
+ /* Side = forward x up */
+ cross(forward, up, side);
+ normalize(side);
+
+ /* Recompute up as: up = side x forward */
+ cross(side, forward, up);
+
+ __gluMakeIdentityd(matrix);
+ matrix.put(0 * 4 + 0, side[0]);
+ matrix.put(1 * 4 + 0, side[1]);
+ matrix.put(2 * 4 + 0, side[2]);
+
+ matrix.put(0 * 4 + 1, up[0]);
+ matrix.put(1 * 4 + 1, up[1]);
+ matrix.put(2 * 4 + 1, up[2]);
+
+ matrix.put(0 * 4 + 2, -forward[0]);
+ matrix.put(1 * 4 + 2, -forward[1]);
+ matrix.put(2 * 4 + 2, -forward[2]);
+
+ gl.glMultMatrixd(matrix);
+ gl.glTranslated(-eyex, -eyey, -eyez);
+ }
+
+ /**
+ * Method gluProject
+ *
+ * @param objx
+ * @param objy
+ * @param objz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param win_pos
+ *
+ * @return
+ */
+ public boolean gluProject(double objx,
+ double objy,
+ double objz,
+ double[] modelMatrix,
+ int modelMatrix_offset,
+ double[] projMatrix,
+ int projMatrix_offset,
+ int[] viewport,
+ int viewport_offset,
+ double[] win_pos,
+ int win_pos_offset ) {
+
+ double[] in = this.in;
+ double[] out = this.out;
+
+ in[0] = objx;
+ in[1] = objy;
+ in[2] = objz;
+ in[3] = 1.0;
+
+ __gluMultMatrixVecd(modelMatrix, modelMatrix_offset, in, out);
+ __gluMultMatrixVecd(projMatrix, projMatrix_offset, out, in);
+
+ if (in[3] == 0.0)
+ return false;
+
+ in[3] = (1.0 / in[3]) * 0.5;
+
+ // Map x, y and z to range 0-1
+ in[0] = in[0] * in[3] + 0.5f;
+ in[1] = in[1] * in[3] + 0.5f;
+ in[2] = in[2] * in[3] + 0.5f;
+
+ // Map x,y to viewport
+ win_pos[0+win_pos_offset] = in[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset];
+ win_pos[1+win_pos_offset] = in[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset];
+ win_pos[2+win_pos_offset] = in[2];
+
+ return true;
+ }
+
+ /**
+ * Method gluUnproject
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject(double winx,
+ double winy,
+ double winz,
+ double[] modelMatrix,
+ int modelMatrix_offset,
+ double[] projMatrix,
+ int projMatrix_offset,
+ int[] viewport,
+ int viewport_offset,
+ double[] obj_pos,
+ int obj_pos_offset) {
+ double[] in = this.in;
+ double[] out = this.out;
+
+ __gluMultMatricesd(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, finalMatrix);
+
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = 1.0;
+
+ // Map x and y from window coordinates
+ in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
+ in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
+
+ // Map to range -1 to 1
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, 0, in, out);
+
+ if (out[3] == 0.0)
+ return false;
+
+ out[3] = 1.0 / out[3];
+
+ obj_pos[0+obj_pos_offset] = out[0] * out[3];
+ obj_pos[1+obj_pos_offset] = out[1] * out[3];
+ obj_pos[2+obj_pos_offset] = out[2] * out[3];
+
+ return true;
+ }
+
+ /**
+ * Method gluUnproject4
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param near
+ * @param far
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject4(double winx,
+ double winy,
+ double winz,
+ double clipw,
+ double[] modelMatrix,
+ int modelMatrix_offset,
+ double[] projMatrix,
+ int projMatrix_offset,
+ int[] viewport,
+ int viewport_offset,
+ double near,
+ double far,
+ double[] obj_pos,
+ int obj_pos_offset ) {
+ double[] in = this.in;
+ double[] out = this.out;
+
+ __gluMultMatricesd(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, finalMatrix);
+
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = clipw;
+
+ // Map x and y from window coordinates
+ in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
+ in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
+ in[2] = (in[2] - near) / (far - near);
+
+ // Map to range -1 to 1
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, 0, in, out);
+
+ if (out[3] == 0.0)
+ return false;
+
+ obj_pos[0+obj_pos_offset] = out[0];
+ obj_pos[1+obj_pos_offset] = out[1];
+ obj_pos[2+obj_pos_offset] = out[2];
+ obj_pos[3+obj_pos_offset] = out[3];
+ return true;
+ }
+
+ /**
+ * Method gluPickMatrix
+ *
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport
+ */
+ public void gluPickMatrix(GL gl,
+ double x,
+ double y,
+ double deltaX,
+ double deltaY,
+ IntBuffer viewport) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ gl.glTranslated((viewport.get(2) - 2 * (x - viewport.get(0))) / deltaX,
+ (viewport.get(3) - 2 * (y - viewport.get(1))) / deltaY,
+ 0);
+ gl.glScaled(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0);
+ }
+
+ /**
+ * Method gluPickMatrix
+ *
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport
+ * @param viewport_offset
+ */
+ public void gluPickMatrix(GL gl,
+ double x,
+ double y,
+ double deltaX,
+ double deltaY,
+ int[] viewport,
+ int viewport_offset) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ gl.glTranslated((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX,
+ (viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY,
+ 0);
+ gl.glScaled(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0);
+ }
+}