diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/graph')
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java | 408 | ||||
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/curve/Region.java | 168 | ||||
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/curve/RegionFactory.java | 36 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/curve/tess/CDTriangulator2D.java | 324 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/font/Font.java | 34 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/geom/AABBox.java | 470 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/geom/Outline.java | 258 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/geom/Triangle.java | 84 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/geom/Vertex.java | 62 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/geom/opengl/SVertex.java | 278 | ||||
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/math/Quaternion.java | 668 | ||||
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/math/VectorUtil.java | 466 |
12 files changed, 1628 insertions, 1628 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java b/src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java index 827717aa5..724380f4a 100755 --- a/src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java +++ b/src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java @@ -50,13 +50,13 @@ import com.jogamp.graph.curve.tess.CDTriangulator2D; * <br><br>
* Example to creating an Outline Shape:
* <pre>
- addVertex(...)
- addVertex(...)
- addVertex(...)
- addEnptyOutline()
- addVertex(...)
- addVertex(...)
- addVertex(...)
+ addVertex(...)
+ addVertex(...)
+ addVertex(...)
+ addEnptyOutline()
+ addVertex(...)
+ addVertex(...)
+ addVertex(...)
* </pre>
*
* The above will create two outlines each with three vertices. By adding these two outlines to
@@ -72,10 +72,10 @@ import com.jogamp.graph.curve.tess.CDTriangulator2D; *
* <br>Example: <br>
* <pre>
- addVertex(0,0, true);
- addVertex(0,1, false);
- addVertex(1,1, false);
- addVertex(1,0, true);
+ addVertex(0,0, true);
+ addVertex(0,1, false);
+ addVertex(1,1, false);
+ addVertex(1,0, true);
* </pre>
*
* The above snippet defines a cubic nurbs curve where (0,1 and 1,1)
@@ -83,8 +83,8 @@ import com.jogamp.graph.curve.tess.CDTriangulator2D; *
* <i>Implementation Notes:</i><br>
* <ul>
- * <li> The first vertex of any outline belonging to the shape should be on-curve</li>
- * <li> Intersections between off-curved parts of the outline is not handled</li>
+ * <li> The first vertex of any outline belonging to the shape should be on-curve</li>
+ * <li> Intersections between off-curved parts of the outline is not handled</li>
* </ul>
*
* @see Outline
@@ -92,216 +92,216 @@ import com.jogamp.graph.curve.tess.CDTriangulator2D; */
public class OutlineShape {
- public static final int QUADRATIC_NURBS = 10;
- private final Vertex.Factory<? extends Vertex> vertexFactory;
+ public static final int QUADRATIC_NURBS = 10;
+ private final Vertex.Factory<? extends Vertex> vertexFactory;
- /** The list of {@link Outline}s that are part of this
- * outline shape.
- */
- private ArrayList<Outline> outlines = new ArrayList<Outline>(3);
+ /** The list of {@link Outline}s that are part of this
+ * outline shape.
+ */
+ private ArrayList<Outline> outlines = new ArrayList<Outline>(3);
- /** Create a new Outline based Shape
- */
- public OutlineShape(Vertex.Factory<? extends Vertex> factory) {
- vertexFactory = factory;
- outlines.add(new Outline());
- }
+ /** Create a new Outline based Shape
+ */
+ public OutlineShape(Vertex.Factory<? extends Vertex> factory) {
+ vertexFactory = factory;
+ outlines.add(new Outline());
+ }
- /** Returns the associated vertex factory of this outline shape
- * @return Vertex.Factory object
- */
- public final Vertex.Factory<? extends Vertex> vertexFactory() { return vertexFactory; }
+ /** Returns the associated vertex factory of this outline shape
+ * @return Vertex.Factory object
+ */
+ public final Vertex.Factory<? extends Vertex> vertexFactory() { return vertexFactory; }
- /** Add a new empty {@link Outline}
- * to the shape, this new outline will
- * be placed at the end of the outline list.
- *
- * After a call to this function all new vertices added
- * will belong to the new outline
- */
- public void addEmptyOutline(){
- outlines.add(new Outline());
- }
+ /** Add a new empty {@link Outline}
+ * to the shape, this new outline will
+ * be placed at the end of the outline list.
+ *
+ * After a call to this function all new vertices added
+ * will belong to the new outline
+ */
+ public void addEmptyOutline(){
+ outlines.add(new Outline());
+ }
- /** Adds an {@link Outline} to the OutlineShape object
- * if last outline of the shape is empty, it will replace
- * that last Outline with the new one. If outline is empty,
- * it will do nothing.
- * @param outline an Outline object
- */
- public void addOutline(Outline outline){
- if(outline.isEmpty()){
- return;
- }
- if(getLastOutline().isEmpty()){
- outlines.remove(getLastOutline());
- }
- outlines.add(outline);
- }
+ /** Adds an {@link Outline} to the OutlineShape object
+ * if last outline of the shape is empty, it will replace
+ * that last Outline with the new one. If outline is empty,
+ * it will do nothing.
+ * @param outline an Outline object
+ */
+ public void addOutline(Outline outline){
+ if(outline.isEmpty()){
+ return;
+ }
+ if(getLastOutline().isEmpty()){
+ outlines.remove(getLastOutline());
+ }
+ outlines.add(outline);
+ }
- /** Adds a vertex to the last open outline in the
- * shape.
- * @param v the vertex to be added to the OutlineShape
- */
- public final void addVertex(Vertex v){
- getLastOutline().addVertex(v);
- }
+ /** Adds a vertex to the last open outline in the
+ * shape.
+ * @param v the vertex to be added to the OutlineShape
+ */
+ public final void addVertex(Vertex v){
+ getLastOutline().addVertex(v);
+ }
- /** Add a 2D {@link Vertex} to the last outline by defining the coordniate attribute
- * of the vertex. The 2D vertex will be represented as Z=0.
- *
- * @param x the x coordinate
- * @param y the y coordniate
- * @param onCurve flag if this vertex is on the final curve or defines a curved region
- * of the shape around this vertex.
- */
- public final void addVertex(float x, float y, boolean onCurve) {
- getLastOutline().addVertex(vertexFactory, x, y, onCurve);
- }
+ /** Add a 2D {@link Vertex} to the last outline by defining the coordniate attribute
+ * of the vertex. The 2D vertex will be represented as Z=0.
+ *
+ * @param x the x coordinate
+ * @param y the y coordniate
+ * @param onCurve flag if this vertex is on the final curve or defines a curved region
+ * of the shape around this vertex.
+ */
+ public final void addVertex(float x, float y, boolean onCurve) {
+ getLastOutline().addVertex(vertexFactory, x, y, onCurve);
+ }
- /** Add a 3D {@link Vertex} to the last outline by defining the coordniate attribute
- * of the vertex.
- * @param x the x coordinate
- * @param y the y coordniate
- * @param z the z coordniate
- * @param onCurve flag if this vertex is on the final curve or defines a curved region
- * of the shape around this vertex.
- */
- public final void addVertex(float x, float y, float z, boolean onCurve) {
- getLastOutline().addVertex(vertexFactory, x, y, z, onCurve);
- }
+ /** Add a 3D {@link Vertex} to the last outline by defining the coordniate attribute
+ * of the vertex.
+ * @param x the x coordinate
+ * @param y the y coordniate
+ * @param z the z coordniate
+ * @param onCurve flag if this vertex is on the final curve or defines a curved region
+ * of the shape around this vertex.
+ */
+ public final void addVertex(float x, float y, float z, boolean onCurve) {
+ getLastOutline().addVertex(vertexFactory, x, y, z, onCurve);
+ }
- /** Add a vertex to the last outline by passing a float array and specifying the
- * offset and length in which. The attributes of the vertex are located.
- * The attributes should be continuous (stride = 0).
- * Attributes which value are not set (when length less than 3)
- * are set implicitly to zero.
- * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from
- * @param offset the offset in the buffer to the x coordinate
- * @param length the number of attributes to pick from the buffer (maximum 3)
- * @param onCurve flag if this vertex is on the final curve or defines a curved region
- * of the shape around this vertex.
- */
- public final void addVertex(float[] coordsBuffer, int offset, int length, boolean onCurve) {
- getLastOutline().addVertex(vertexFactory, coordsBuffer, offset, length, onCurve);
- }
+ /** Add a vertex to the last outline by passing a float array and specifying the
+ * offset and length in which. The attributes of the vertex are located.
+ * The attributes should be continuous (stride = 0).
+ * Attributes which value are not set (when length less than 3)
+ * are set implicitly to zero.
+ * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from
+ * @param offset the offset in the buffer to the x coordinate
+ * @param length the number of attributes to pick from the buffer (maximum 3)
+ * @param onCurve flag if this vertex is on the final curve or defines a curved region
+ * of the shape around this vertex.
+ */
+ public final void addVertex(float[] coordsBuffer, int offset, int length, boolean onCurve) {
+ getLastOutline().addVertex(vertexFactory, coordsBuffer, offset, length, onCurve);
+ }
- /** Closes the last outline in the shape
- * if last vertex is not equal to first vertex.
- * A new temp vertex is added at the end which
- * is equal to the first.
- */
- public void closeLastOutline(){
- getLastOutline().setClosed(true);
- }
+ /** Closes the last outline in the shape
+ * if last vertex is not equal to first vertex.
+ * A new temp vertex is added at the end which
+ * is equal to the first.
+ */
+ public void closeLastOutline(){
+ getLastOutline().setClosed(true);
+ }
- /** Get the last added outline to the list
- * of outlines that define the shape
- * @return the last outline
- */
- public final Outline getLastOutline(){
- return outlines.get(outlines.size()-1);
- }
- /** Make sure that the outlines represent
- * the specified destinationType, if not
- * transform outlines to destination type.
- * @param destinationType The curve type needed
- */
- public void transformOutlines(int destinationType){
- if(destinationType == QUADRATIC_NURBS){
- transformOutlinesQuadratic();
- }
- }
+ /** Get the last added outline to the list
+ * of outlines that define the shape
+ * @return the last outline
+ */
+ public final Outline getLastOutline(){
+ return outlines.get(outlines.size()-1);
+ }
+ /** Make sure that the outlines represent
+ * the specified destinationType, if not
+ * transform outlines to destination type.
+ * @param destinationType The curve type needed
+ */
+ public void transformOutlines(int destinationType){
+ if(destinationType == QUADRATIC_NURBS){
+ transformOutlinesQuadratic();
+ }
+ }
- private void transformOutlinesQuadratic(){
- ArrayList<Outline> newOutlines = new ArrayList<Outline>(3);
+ private void transformOutlinesQuadratic(){
+ ArrayList<Outline> newOutlines = new ArrayList<Outline>(3);
- /**loop over the outlines and make sure no
- * adj off-curve vertices
- */
- for(Outline outline:outlines){
- Outline newOutline = new Outline();
+ /**loop over the outlines and make sure no
+ * adj off-curve vertices
+ */
+ for(Outline outline:outlines){
+ Outline newOutline = new Outline();
- ArrayList<Vertex> vertices = outline.getVertices();
- int size =vertices.size()-1;
- for(int i=0;i<size;i++){
- Vertex currentVertex = vertices.get(i);
- Vertex nextVertex = vertices.get((i+1)%size);
- if(!(currentVertex.isOnCurve()) && !(nextVertex.isOnCurve())) {
- newOutline.addVertex(currentVertex);
+ ArrayList<Vertex> vertices = outline.getVertices();
+ int size =vertices.size()-1;
+ for(int i=0;i<size;i++){
+ Vertex currentVertex = vertices.get(i);
+ Vertex nextVertex = vertices.get((i+1)%size);
+ if(!(currentVertex.isOnCurve()) && !(nextVertex.isOnCurve())) {
+ newOutline.addVertex(currentVertex);
- float[] newCoords = VectorUtil.mid(currentVertex.getCoord(), nextVertex.getCoord());
- newOutline.addVertex(vertexFactory, newCoords, 0, 3, true);
- }
- else {
- newOutline.addVertex(currentVertex);
- }
- }
- newOutlines.add(newOutline);
- }
- outlines = newOutlines;
- }
+ float[] newCoords = VectorUtil.mid(currentVertex.getCoord(), nextVertex.getCoord());
+ newOutline.addVertex(vertexFactory, newCoords, 0, 3, true);
+ }
+ else {
+ newOutline.addVertex(currentVertex);
+ }
+ }
+ newOutlines.add(newOutline);
+ }
+ outlines = newOutlines;
+ }
- private void generateVertexIds(){
- int maxVertexId = 0;
- for(Outline outline:outlines){
- ArrayList<Vertex> vertices = outline.getVertices();
- for(Vertex vert:vertices){
- vert.setId(maxVertexId);
- maxVertexId++;
- }
- }
- }
+ private void generateVertexIds(){
+ int maxVertexId = 0;
+ for(Outline outline:outlines){
+ ArrayList<Vertex> vertices = outline.getVertices();
+ for(Vertex vert:vertices){
+ vert.setId(maxVertexId);
+ maxVertexId++;
+ }
+ }
+ }
- /** @return the list of vertices associated with the
- * {@code Outline} list of this object
- */
- public ArrayList<Vertex> getVertices(){
- ArrayList<Vertex> vertices = new ArrayList<Vertex>();
- for(Outline polyline:outlines){
- vertices.addAll(polyline.getVertices());
- }
- return vertices;
- }
+ /** @return the list of vertices associated with the
+ * {@code Outline} list of this object
+ */
+ public ArrayList<Vertex> getVertices(){
+ ArrayList<Vertex> vertices = new ArrayList<Vertex>();
+ for(Outline polyline:outlines){
+ vertices.addAll(polyline.getVertices());
+ }
+ return vertices;
+ }
- /** Triangulate the outline shape generating a list of triangles
- * @return an arraylist of triangles representing the filled region
- * which is produced by the combination of the outlines
- */
- public ArrayList<Triangle> triangulate(){
- return triangulate(0.5f);
- }
+ /** Triangulate the outline shape generating a list of triangles
+ * @return an arraylist of triangles representing the filled region
+ * which is produced by the combination of the outlines
+ */
+ public ArrayList<Triangle> triangulate(){
+ return triangulate(0.5f);
+ }
- /**Triangulate the {@link OutlineShape} generating a list of triangles
- * @param sharpness defines the curvature strength around the off-curve vertices.
- * defaults to 0.5f
- * @return an arraylist of triangles representing the filled region
- * which is produced by the combination of the outlines
- */
- public ArrayList<Triangle> triangulate(float sharpness){
- if(outlines.size() == 0){
- return null;
- }
- sortOutlines();
- generateVertexIds();
-
- CDTriangulator2D triangulator2d = new CDTriangulator2D(sharpness);
- for(int index = 0; index< outlines.size();index++){
- Outline outline = outlines.get(index);
- triangulator2d.addCurve(outline);
- }
-
- ArrayList<Triangle> triangles = triangulator2d.generateTriangulation();
- triangulator2d.reset();
+ /**Triangulate the {@link OutlineShape} generating a list of triangles
+ * @param sharpness defines the curvature strength around the off-curve vertices.
+ * defaults to 0.5f
+ * @return an arraylist of triangles representing the filled region
+ * which is produced by the combination of the outlines
+ */
+ public ArrayList<Triangle> triangulate(float sharpness){
+ if(outlines.size() == 0){
+ return null;
+ }
+ sortOutlines();
+ generateVertexIds();
+
+ CDTriangulator2D triangulator2d = new CDTriangulator2D(sharpness);
+ for(int index = 0; index< outlines.size();index++){
+ Outline outline = outlines.get(index);
+ triangulator2d.addCurve(outline);
+ }
+
+ ArrayList<Triangle> triangles = triangulator2d.generateTriangulation();
+ triangulator2d.reset();
- return triangles;
- }
+ return triangles;
+ }
- /** Sort the outlines from large
- * to small depending on the AABox
- */
- private void sortOutlines() {
- Collections.sort(outlines);
- Collections.reverse(outlines);
- }
+ /** Sort the outlines from large
+ * to small depending on the AABox
+ */
+ private void sortOutlines() {
+ Collections.sort(outlines);
+ Collections.reverse(outlines);
+ }
}
diff --git a/src/jogl/classes/com/jogamp/graph/curve/Region.java b/src/jogl/classes/com/jogamp/graph/curve/Region.java index cc21af859..926ab5467 100755 --- a/src/jogl/classes/com/jogamp/graph/curve/Region.java +++ b/src/jogl/classes/com/jogamp/graph/curve/Region.java @@ -49,94 +49,94 @@ import com.jogamp.opengl.util.PMVMatrix; public interface Region {
public static final boolean DEBUG = Debug.debug("graph.curve");
- /** The vertices index in an OGL object
- */
- public static int VERTEX_ATTR_IDX = 0;
- public static String VERTEX_ATTR_NAME = "v_position";
+ /** The vertices index in an OGL object
+ */
+ public static int VERTEX_ATTR_IDX = 0;
+ public static String VERTEX_ATTR_NAME = "v_position";
- /** The Texture Coord index in an OGL object
- */
- public static int TEXCOORD_ATTR_IDX = 1;
- public static String TEXCOORD_ATTR_NAME = "texCoord";
-
+ /** The Texture Coord index in an OGL object
+ */
+ public static int TEXCOORD_ATTR_IDX = 1;
+ public static String TEXCOORD_ATTR_NAME = "texCoord";
+
/** The color index in an OGL object
*/
public static int COLOR_ATTR_IDX = 2;
public static String COLOR_ATTR_NAME = "v_color";
- /** single pass rendering, fast, but AA might not be perfect */
- public static int SINGLE_PASS = 1;
-
- /** two pass rendering, slower and more resource hungry (FBO), but AA is perfect */
- public static int TWO_PASS = 2;
-
- /** Updates a graph region by updating the ogl related
- * objects for use in rendering. if called for the first time
- * it initialize the objects.
- */
- public void update();
-
- /** Renders the associated OGL objects specifying
- * current width/hight of window for multi pass rendering
- * of the region.
- * @param matrix current {@link PMVMatrix}.
- * @param vp_width current screen width
- * @param vp_height current screen height
- * @param width texture width for mp rendering
- *
- * @see update()
- */
- public void render(PMVMatrix matrix, int vp_width, int vp_height, int width);
-
- /** Adds a list of {@link Triangle} objects to the Region
- * These triangles are to be binded to OGL objects
- * on the next call to {@code update}
- * @param tris an arraylist of triangle objects
- *
- * @see update()
- */
- public void addTriangles(ArrayList<Triangle> tris);
-
- /** Get the current number of vertices associated
- * with this region. This number is not necessary equal to
- * the OGL binded number of vertices.
- * @return vertices count
- *
- * @see isDirty()
- */
- public int getNumVertices();
-
- /** Adds a list of {@link Vertex} objects to the Region
- * These vertices are to be binded to OGL objects
- * on the next call to {@code update}
- * @param verts an arraylist of vertex objects
- *
- * @see update()
- */
- public void addVertices(ArrayList<Vertex> verts);
-
- /** Check if this region is dirty. A region is marked dirty
- * when new Vertices, Triangles, and or Lines are added after a
- * call to update()
- * @return true if region is Dirty, false otherwise
- *
- * @see update();
- */
- public boolean isDirty();
-
- /** Delete and clean the associated OGL
- * objects
- */
- public void destroy();
-
- public AABBox getBounds();
-
- public boolean isFlipped();
-
- /** Set if the y coordinate of the region should be flipped
- * {@code y=-y} used mainly for fonts since they use opposite vertex
- * as origion
- * @param flipped flag if the coordinate is flipped defaults to false.
- */
- public void setFlipped(boolean flipped);
+ /** single pass rendering, fast, but AA might not be perfect */
+ public static int SINGLE_PASS = 1;
+
+ /** two pass rendering, slower and more resource hungry (FBO), but AA is perfect */
+ public static int TWO_PASS = 2;
+
+ /** Updates a graph region by updating the ogl related
+ * objects for use in rendering. if called for the first time
+ * it initialize the objects.
+ */
+ public void update();
+
+ /** Renders the associated OGL objects specifying
+ * current width/hight of window for multi pass rendering
+ * of the region.
+ * @param matrix current {@link PMVMatrix}.
+ * @param vp_width current screen width
+ * @param vp_height current screen height
+ * @param width texture width for mp rendering
+ *
+ * @see update()
+ */
+ public void render(PMVMatrix matrix, int vp_width, int vp_height, int width);
+
+ /** Adds a list of {@link Triangle} objects to the Region
+ * These triangles are to be binded to OGL objects
+ * on the next call to {@code update}
+ * @param tris an arraylist of triangle objects
+ *
+ * @see update()
+ */
+ public void addTriangles(ArrayList<Triangle> tris);
+
+ /** Get the current number of vertices associated
+ * with this region. This number is not necessary equal to
+ * the OGL binded number of vertices.
+ * @return vertices count
+ *
+ * @see isDirty()
+ */
+ public int getNumVertices();
+
+ /** Adds a list of {@link Vertex} objects to the Region
+ * These vertices are to be binded to OGL objects
+ * on the next call to {@code update}
+ * @param verts an arraylist of vertex objects
+ *
+ * @see update()
+ */
+ public void addVertices(ArrayList<Vertex> verts);
+
+ /** Check if this region is dirty. A region is marked dirty
+ * when new Vertices, Triangles, and or Lines are added after a
+ * call to update()
+ * @return true if region is Dirty, false otherwise
+ *
+ * @see update();
+ */
+ public boolean isDirty();
+
+ /** Delete and clean the associated OGL
+ * objects
+ */
+ public void destroy();
+
+ public AABBox getBounds();
+
+ public boolean isFlipped();
+
+ /** Set if the y coordinate of the region should be flipped
+ * {@code y=-y} used mainly for fonts since they use opposite vertex
+ * as origion
+ * @param flipped flag if the coordinate is flipped defaults to false.
+ */
+ public void setFlipped(boolean flipped);
}
diff --git a/src/jogl/classes/com/jogamp/graph/curve/RegionFactory.java b/src/jogl/classes/com/jogamp/graph/curve/RegionFactory.java index d3b978b8a..91bbbd787 100755 --- a/src/jogl/classes/com/jogamp/graph/curve/RegionFactory.java +++ b/src/jogl/classes/com/jogamp/graph/curve/RegionFactory.java @@ -41,22 +41,22 @@ import jogamp.graph.curve.opengl.VBORegion2PES2; * @see Region
*/
public class RegionFactory {
-
- /**Create a Region based on the GLContext attached
- * @param context the current {@link GLContext}
- * @param st the {@link ShaderState} object
- * @param type can be one of Region.SINGLE_PASS or Region.TWO_PASS
- * @return region
- */
- public static Region create(GLContext context, ShaderState st, int type){
- if( !context.isGL2ES2() ) {
- throw new GLException("At least a GL2ES2 GL context is required. Given: " + context);
- }
- if( Region.TWO_PASS == type ){
- return new VBORegion2PES2(context, st);
- }
- else{
- return new VBORegionSPES2(context);
- }
- }
+
+ /**Create a Region based on the GLContext attached
+ * @param context the current {@link GLContext}
+ * @param st the {@link ShaderState} object
+ * @param type can be one of Region.SINGLE_PASS or Region.TWO_PASS
+ * @return region
+ */
+ public static Region create(GLContext context, ShaderState st, int type){
+ if( !context.isGL2ES2() ) {
+ throw new GLException("At least a GL2ES2 GL context is required. Given: " + context);
+ }
+ if( Region.TWO_PASS == type ){
+ return new VBORegion2PES2(context, st);
+ }
+ else{
+ return new VBORegionSPES2(context);
+ }
+ }
}
diff --git a/src/jogl/classes/com/jogamp/graph/curve/tess/CDTriangulator2D.java b/src/jogl/classes/com/jogamp/graph/curve/tess/CDTriangulator2D.java index a2e4ca50f..42eebf7a8 100644 --- a/src/jogl/classes/com/jogamp/graph/curve/tess/CDTriangulator2D.java +++ b/src/jogl/classes/com/jogamp/graph/curve/tess/CDTriangulator2D.java @@ -48,169 +48,169 @@ import jogamp.opengl.Debug; */ public class CDTriangulator2D { - protected static final boolean DEBUG = Debug.debug("Triangulation"); - - private float sharpness = 0.5f; - private ArrayList<Loop> loops; - private ArrayList<Vertex> vertices; - - private ArrayList<Triangle> triangles; - private int maxTriID = 0; + protected static final boolean DEBUG = Debug.debug("Triangulation"); + + private float sharpness = 0.5f; + private ArrayList<Loop> loops; + private ArrayList<Vertex> vertices; + + private ArrayList<Triangle> triangles; + private int maxTriID = 0; - - public CDTriangulator2D() { - this(0.5f); - } - - /** Constructor for a new Delaunay triangulator - * @param curveSharpness the curvature around - * the off-curve vertices - */ - public CDTriangulator2D(float curveSharpness) { - this.sharpness = curveSharpness; - reset(); - } - - /** Reset the triangulation to initial state - * Clearing cached data - */ - public void reset() { - maxTriID = 0; - vertices = new ArrayList<Vertex>(); - triangles = new ArrayList<Triangle>(3); - loops = new ArrayList<Loop>(); - } - - /** Add a curve to the list of profiles provided - * @param polyline a bounding {@link Outline} - */ - public void addCurve(Outline polyline){ - Loop loop = null; - - if(!loops.isEmpty()){ - loop = getContainerLoop(polyline); - } - - if(loop == null) { - GraphOutline outline = new GraphOutline(polyline); - GraphOutline innerPoly = extractBoundaryTriangles(outline, false); - vertices.addAll(polyline.getVertices()); - loop = new Loop(innerPoly, VectorUtil.CCW); - loops.add(loop); - } - else { - GraphOutline outline = new GraphOutline(polyline); - GraphOutline innerPoly = extractBoundaryTriangles(outline, true); - vertices.addAll(innerPoly.getPoints()); - loop.addConstraintCurve(innerPoly); - } - } - - /** Generate the triangulation of the provided - * List of {@link Outline}s - */ - public ArrayList<Triangle> generateTriangulation(){ - for(int i=0;i<loops.size();i++) { - Loop loop = loops.get(i); - int numTries = 0; - int size = loop.computeLoopSize(); - while(!loop.isSimplex()){ - Triangle tri = null; - if(numTries > size){ - tri = loop.cut(false); - } - else{ - tri = loop.cut(true); - } - numTries++; + + public CDTriangulator2D() { + this(0.5f); + } + + /** Constructor for a new Delaunay triangulator + * @param curveSharpness the curvature around + * the off-curve vertices + */ + public CDTriangulator2D(float curveSharpness) { + this.sharpness = curveSharpness; + reset(); + } + + /** Reset the triangulation to initial state + * Clearing cached data + */ + public void reset() { + maxTriID = 0; + vertices = new ArrayList<Vertex>(); + triangles = new ArrayList<Triangle>(3); + loops = new ArrayList<Loop>(); + } + + /** Add a curve to the list of profiles provided + * @param polyline a bounding {@link Outline} + */ + public void addCurve(Outline polyline){ + Loop loop = null; + + if(!loops.isEmpty()){ + loop = getContainerLoop(polyline); + } + + if(loop == null) { + GraphOutline outline = new GraphOutline(polyline); + GraphOutline innerPoly = extractBoundaryTriangles(outline, false); + vertices.addAll(polyline.getVertices()); + loop = new Loop(innerPoly, VectorUtil.CCW); + loops.add(loop); + } + else { + GraphOutline outline = new GraphOutline(polyline); + GraphOutline innerPoly = extractBoundaryTriangles(outline, true); + vertices.addAll(innerPoly.getPoints()); + loop.addConstraintCurve(innerPoly); + } + } + + /** Generate the triangulation of the provided + * List of {@link Outline}s + */ + public ArrayList<Triangle> generateTriangulation(){ + for(int i=0;i<loops.size();i++) { + Loop loop = loops.get(i); + int numTries = 0; + int size = loop.computeLoopSize(); + while(!loop.isSimplex()){ + Triangle tri = null; + if(numTries > size){ + tri = loop.cut(false); + } + else{ + tri = loop.cut(true); + } + numTries++; - if(tri != null) { - numTries = 0; - size--; - tri.setId(maxTriID++); - triangles.add(tri); - if(DEBUG){ - System.err.println(tri); - } - } - if(numTries > size*2){ - if(DEBUG){ - System.err.println("Triangulation not complete!"); - } - break; - } - } - Triangle tri = loop.cut(true); - if(tri != null) - triangles.add(tri); - } - return triangles; - } + if(tri != null) { + numTries = 0; + size--; + tri.setId(maxTriID++); + triangles.add(tri); + if(DEBUG){ + System.err.println(tri); + } + } + if(numTries > size*2){ + if(DEBUG){ + System.err.println("Triangulation not complete!"); + } + break; + } + } + Triangle tri = loop.cut(true); + if(tri != null) + triangles.add(tri); + } + return triangles; + } - private GraphOutline extractBoundaryTriangles(GraphOutline outline, boolean hole){ - GraphOutline innerOutline = new GraphOutline(); - ArrayList<GraphVertex> outVertices = outline.getGraphPoint(); - int size = outVertices.size(); - for(int i=0; i < size; i++) { - GraphVertex currentVertex = outVertices.get(i); - GraphVertex gv0 = outVertices.get((i+size-1)%size); - GraphVertex gv2 = outVertices.get((i+1)%size); - GraphVertex gv1 = currentVertex; - - if(!currentVertex.getPoint().isOnCurve()) { - Vertex v0 = gv0.getPoint().clone(); - Vertex v2 = gv2.getPoint().clone(); - Vertex v1 = gv1.getPoint().clone(); - - gv0.setBoundaryContained(true); - gv1.setBoundaryContained(true); - gv2.setBoundaryContained(true); - - Triangle t= null; - boolean holeLike = false; - if(VectorUtil.ccw(v0,v1,v2)){ - t = new Triangle(v0, v1, v2); - } - else { - holeLike = true; - t = new Triangle(v2, v1, v0); - } - t.setId(maxTriID++); - triangles.add(t); - if(DEBUG){ - System.err.println(t); - } - if(hole || holeLike) { - v0.setTexCoord(0, -0.1f); - v2.setTexCoord(1, -0.1f); - v1.setTexCoord(0.5f, -1*sharpness -0.1f); - innerOutline.addVertex(currentVertex); - } - else { - v0.setTexCoord(0, 0.1f); - v2.setTexCoord(1, 0.1f); - v1.setTexCoord(0.5f, sharpness+0.1f); - } - } - else { - if(!gv2.getPoint().isOnCurve() || !gv0.getPoint().isOnCurve()){ - currentVertex.setBoundaryContained(true); - } - innerOutline.addVertex(currentVertex); - } - } - return innerOutline; - } - - private Loop getContainerLoop(Outline polyline){ - ArrayList<Vertex> vertices = polyline.getVertices(); - for(Vertex vert: vertices){ - for (Loop loop:loops){ - if(loop.checkInside(vert)){ - return loop; - } - } - } - return null; - } + private GraphOutline extractBoundaryTriangles(GraphOutline outline, boolean hole){ + GraphOutline innerOutline = new GraphOutline(); + ArrayList<GraphVertex> outVertices = outline.getGraphPoint(); + int size = outVertices.size(); + for(int i=0; i < size; i++) { + GraphVertex currentVertex = outVertices.get(i); + GraphVertex gv0 = outVertices.get((i+size-1)%size); + GraphVertex gv2 = outVertices.get((i+1)%size); + GraphVertex gv1 = currentVertex; + + if(!currentVertex.getPoint().isOnCurve()) { + Vertex v0 = gv0.getPoint().clone(); + Vertex v2 = gv2.getPoint().clone(); + Vertex v1 = gv1.getPoint().clone(); + + gv0.setBoundaryContained(true); + gv1.setBoundaryContained(true); + gv2.setBoundaryContained(true); + + Triangle t= null; + boolean holeLike = false; + if(VectorUtil.ccw(v0,v1,v2)){ + t = new Triangle(v0, v1, v2); + } + else { + holeLike = true; + t = new Triangle(v2, v1, v0); + } + t.setId(maxTriID++); + triangles.add(t); + if(DEBUG){ + System.err.println(t); + } + if(hole || holeLike) { + v0.setTexCoord(0, -0.1f); + v2.setTexCoord(1, -0.1f); + v1.setTexCoord(0.5f, -1*sharpness -0.1f); + innerOutline.addVertex(currentVertex); + } + else { + v0.setTexCoord(0, 0.1f); + v2.setTexCoord(1, 0.1f); + v1.setTexCoord(0.5f, sharpness+0.1f); + } + } + else { + if(!gv2.getPoint().isOnCurve() || !gv0.getPoint().isOnCurve()){ + currentVertex.setBoundaryContained(true); + } + innerOutline.addVertex(currentVertex); + } + } + return innerOutline; + } + + private Loop getContainerLoop(Outline polyline){ + ArrayList<Vertex> vertices = polyline.getVertices(); + for(Vertex vert: vertices){ + for (Loop loop:loops){ + if(loop.checkInside(vert)){ + return loop; + } + } + } + return null; + } } diff --git a/src/jogl/classes/com/jogamp/graph/font/Font.java b/src/jogl/classes/com/jogamp/graph/font/Font.java index d8c30c61b..1010d4f1a 100644 --- a/src/jogl/classes/com/jogamp/graph/font/Font.java +++ b/src/jogl/classes/com/jogamp/graph/font/Font.java @@ -52,27 +52,27 @@ public interface Font { public static final int NAME_DESIGNER = 9; - /** - * Metrics for font - * - * Depending on the font's direction, horizontal or vertical, - * the following tables shall be used: - * - * Vertical http://developer.apple.com/fonts/TTRefMan/RM06/Chap6vhea.html + /** + * Metrics for font + * + * Depending on the font's direction, horizontal or vertical, + * the following tables shall be used: + * + * Vertical http://developer.apple.com/fonts/TTRefMan/RM06/Chap6vhea.html * Horizontal http://developer.apple.com/fonts/TTRefMan/RM06/Chap6hhea.html - */ + */ public interface Metrics { - float getAscent(float pixelSize); - float getDescent(float pixelSize); - float getLineGap(float pixelSize); - float getMaxExtend(float pixelSize); - float getScale(float pixelSize); - AABBox getBBox(float pixelSize); + float getAscent(float pixelSize); + float getDescent(float pixelSize); + float getLineGap(float pixelSize); + float getMaxExtend(float pixelSize); + float getScale(float pixelSize); + AABBox getBBox(float pixelSize); } - /** - * Glyph for font - */ + /** + * Glyph for font + */ public interface Glyph { public Font getFont(); public char getSymbol(); diff --git a/src/jogl/classes/com/jogamp/graph/geom/AABBox.java b/src/jogl/classes/com/jogamp/graph/geom/AABBox.java index 17a805b31..8a604eccd 100644 --- a/src/jogl/classes/com/jogamp/graph/geom/AABBox.java +++ b/src/jogl/classes/com/jogamp/graph/geom/AABBox.java @@ -36,176 +36,176 @@ import com.jogamp.graph.math.VectorUtil; * */ public class AABBox { - private float[] low = {Float.MAX_VALUE,Float.MAX_VALUE,Float.MAX_VALUE}; - private float[] high = {-1*Float.MAX_VALUE,-1*Float.MAX_VALUE,-1*Float.MAX_VALUE}; - private float[] center = new float[3]; + private float[] low = {Float.MAX_VALUE,Float.MAX_VALUE,Float.MAX_VALUE}; + private float[] high = {-1*Float.MAX_VALUE,-1*Float.MAX_VALUE,-1*Float.MAX_VALUE}; + private float[] center = new float[3]; - /** Create a Axis Aligned bounding box (AABBox) - * where the low and and high MAX float Values. - */ - public AABBox() {} + /** Create a Axis Aligned bounding box (AABBox) + * where the low and and high MAX float Values. + */ + public AABBox() {} - /** Create an AABBox specifying the coordinates - * of the low and high - * @param lx min x-coordinate - * @param ly min y-coordnate - * @param lz min z-coordinate - * @param hx max x-coordinate - * @param hy max y-coordinate - * @param hz max z-coordinate - */ - public AABBox(float lx, float ly, float lz, - float hx, float hy, float hz) - { - resize(lx, ly, lz); - resize(hx, hy, hz); + /** Create an AABBox specifying the coordinates + * of the low and high + * @param lx min x-coordinate + * @param ly min y-coordnate + * @param lz min z-coordinate + * @param hx max x-coordinate + * @param hy max y-coordinate + * @param hz max z-coordinate + */ + public AABBox(float lx, float ly, float lz, + float hx, float hy, float hz) + { + resize(lx, ly, lz); + resize(hx, hy, hz); - computeCenter(); - } - - /** Create a AABBox defining the low and high - * @param low min xyz-coordinates - * @param high max xyz-coordinates - */ - public AABBox(float[] low, float[] high) - { - resize(low[0],low[1],low[2]); - resize(high[0],high[1],high[2]); + computeCenter(); + } + + /** Create a AABBox defining the low and high + * @param low min xyz-coordinates + * @param high max xyz-coordinates + */ + public AABBox(float[] low, float[] high) + { + resize(low[0],low[1],low[2]); + resize(high[0],high[1],high[2]); - computeCenter(); - } - - /** Get the max xyz-coordinates - * @return a float array containing the max xyz coordinates - */ - public float[] getHigh() - { - return high; - } - - private void setHigh(float hx, float hy, float hz) - { - this.high[0] = hx; - this.high[1] = hy; - this.high[2] = hz; - } - - /** Get the min xyz-coordinates - * @return a float array containing the min xyz coordinates - */ - public float[] getLow() - { - return low; - } - - private void setLow(float lx, float ly, float lz) - { - this.low[0] = lx; - this.low[1] = ly; - this.low[2] = lz; - } + computeCenter(); + } + + /** Get the max xyz-coordinates + * @return a float array containing the max xyz coordinates + */ + public float[] getHigh() + { + return high; + } + + private void setHigh(float hx, float hy, float hz) + { + this.high[0] = hx; + this.high[1] = hy; + this.high[2] = hz; + } + + /** Get the min xyz-coordinates + * @return a float array containing the min xyz coordinates + */ + public float[] getLow() + { + return low; + } + + private void setLow(float lx, float ly, float lz) + { + this.low[0] = lx; + this.low[1] = ly; + this.low[2] = lz; + } - /** Resize the AABBox to encapsulate another AABox - * @param newBox AABBox to be encapsulated in - */ - public void resize(AABBox newBox) - { - float[] newLow = newBox.getLow(); - float[] newHigh = newBox.getHigh(); + /** Resize the AABBox to encapsulate another AABox + * @param newBox AABBox to be encapsulated in + */ + public void resize(AABBox newBox) + { + float[] newLow = newBox.getLow(); + float[] newHigh = newBox.getHigh(); - /** test low */ - if (newLow[0] < low[0]) - low[0] = newLow[0]; - if (newLow[1] < low[1]) - low[1] = newLow[1]; - if (newLow[2] < low[2]) - low[2] = newLow[2]; + /** test low */ + if (newLow[0] < low[0]) + low[0] = newLow[0]; + if (newLow[1] < low[1]) + low[1] = newLow[1]; + if (newLow[2] < low[2]) + low[2] = newLow[2]; - /** test high */ - if (newHigh[0] > high[0]) - high[0] = newHigh[0]; - if (newHigh[1] > high[1]) - high[1] = newHigh[1]; - if (newHigh[2] > high[2]) - high[2] = newHigh[2]; + /** test high */ + if (newHigh[0] > high[0]) + high[0] = newHigh[0]; + if (newHigh[1] > high[1]) + high[1] = newHigh[1]; + if (newHigh[2] > high[2]) + high[2] = newHigh[2]; - computeCenter(); - } + computeCenter(); + } - private void computeCenter() - { - center[0] = (high[0] + low[0])/2; - center[1] = (high[1] + low[1])/2; - center[2] = (high[2] + low[2])/2; - } + private void computeCenter() + { + center[0] = (high[0] + low[0])/2; + center[1] = (high[1] + low[1])/2; + center[2] = (high[2] + low[2])/2; + } - /** Resize the AABBox to encapsulate the passed - * xyz-coordinates. - * @param x x-axis coordinate value - * @param y y-axis coordinate value - * @param z z-axis coordinate value - */ - public void resize(float x, float y, float z) - { - /** test low */ - if (x < low[0]) - low[0] = x; - if (y < low[1]) - low[1] = y; - if (z < low[2]) - low[2] = z; + /** Resize the AABBox to encapsulate the passed + * xyz-coordinates. + * @param x x-axis coordinate value + * @param y y-axis coordinate value + * @param z z-axis coordinate value + */ + public void resize(float x, float y, float z) + { + /** test low */ + if (x < low[0]) + low[0] = x; + if (y < low[1]) + low[1] = y; + if (z < low[2]) + low[2] = z; - /** test high */ - if (x > high[0]) - high[0] = x; - if (y > high[1]) - high[1] = y; - if (z > high[2]) - high[2] = z; - - computeCenter(); - } + /** test high */ + if (x > high[0]) + high[0] = x; + if (y > high[1]) + high[1] = y; + if (z > high[2]) + high[2] = z; + + computeCenter(); + } - /** Check if the x & y coordinates are bounded/contained - * by this AABBox - * @param x x-axis coordinate value - * @param y y-axis coordinate value - * @return true if x belong to (low.x, high.x) and - * y belong to (low.y, high.y) - */ - public boolean contains(float x, float y){ - if(x<low[0] || x>high[0]){ - return false; - } - if(y<low[1]|| y>high[1]){ - return false; - } - return true; - } - - /** Check if the xyz coordinates are bounded/contained - * by this AABBox. - * @param x x-axis coordinate value - * @param y y-axis coordinate value - * @param z z-axis coordinate value - * @return true if x belong to (low.x, high.x) and - * y belong to (low.y, high.y) and z belong to (low.z, high.z) - */ - public boolean contains(float x, float y, float z){ - if(x<low[0] || x>high[0]){ - return false; - } - if(y<low[1]|| y>high[1]){ - return false; - } - if(z<low[2] || z>high[2]){ - return false; - } - return true; - } - + /** Check if the x & y coordinates are bounded/contained + * by this AABBox + * @param x x-axis coordinate value + * @param y y-axis coordinate value + * @return true if x belong to (low.x, high.x) and + * y belong to (low.y, high.y) + */ + public boolean contains(float x, float y){ + if(x<low[0] || x>high[0]){ + return false; + } + if(y<low[1]|| y>high[1]){ + return false; + } + return true; + } + + /** Check if the xyz coordinates are bounded/contained + * by this AABBox. + * @param x x-axis coordinate value + * @param y y-axis coordinate value + * @param z z-axis coordinate value + * @return true if x belong to (low.x, high.x) and + * y belong to (low.y, high.y) and z belong to (low.z, high.z) + */ + public boolean contains(float x, float y, float z){ + if(x<low[0] || x>high[0]){ + return false; + } + if(y<low[1]|| y>high[1]){ + return false; + } + if(z<low[2] || z>high[2]){ + return false; + } + return true; + } + /** Check if there is a common region between this AABBox and the passed - * 2D region irrespective of z range + * 2D region irrespective of z range * @param x lower left x-coord * @param y lower left y-coord * @param w width @@ -213,87 +213,87 @@ public class AABBox { * @return true if this AABBox might have a common region with this 2D region */ public boolean intersects(float x, float y, float w, float h) { - if (w <= 0 || h <= 0) { - return false; - } - - final float _w = getWidth(); - final float _h = getHeight(); - if (_w <= 0 || _h <= 0) { - return false; - } - - final float x0 = getMinX(); - final float y0 = getMinY(); - return (x + w > x0 && - y + h > y0 && - x < x0 + _w && - y < y0 + _h); + if (w <= 0 || h <= 0) { + return false; + } + + final float _w = getWidth(); + final float _h = getHeight(); + if (_w <= 0 || _h <= 0) { + return false; + } + + final float x0 = getMinX(); + final float y0 = getMinY(); + return (x + w > x0 && + y + h > y0 && + x < x0 + _w && + y < y0 + _h); } - - /** Get the size of the Box where the size is represented by the - * length of the vector between low and high. - * @return a float representing the size of the AABBox - */ - public float getSize(){ - return VectorUtil.computeLength(low, high); - } + + /** Get the size of the Box where the size is represented by the + * length of the vector between low and high. + * @return a float representing the size of the AABBox + */ + public float getSize(){ + return VectorUtil.computeLength(low, high); + } - /**Get the Center of the AABBox - * @return the xyz-coordinates of the center of the AABBox - */ - public float[] getCenter() { - return center; - } + /**Get the Center of the AABBox + * @return the xyz-coordinates of the center of the AABBox + */ + public float[] getCenter() { + return center; + } - /** Scale the AABBox by a constant - * @param size a constant float value - */ - public void scale(float size) { - float[] diffH = new float[3]; - diffH[0] = high[0] - center[0]; - diffH[1] = high[1] - center[1]; - diffH[2] = high[2] - center[2]; - - diffH = VectorUtil.scale(diffH, size); - - float[] diffL = new float[3]; - diffL[0] = low[0] - center[0]; - diffL[1] = low[1] - center[1]; - diffL[2] = low[2] - center[2]; - - diffL = VectorUtil.scale(diffL, size); - - high = VectorUtil.vectorAdd(center, diffH); - low = VectorUtil.vectorAdd(center, diffL); - } + /** Scale the AABBox by a constant + * @param size a constant float value + */ + public void scale(float size) { + float[] diffH = new float[3]; + diffH[0] = high[0] - center[0]; + diffH[1] = high[1] - center[1]; + diffH[2] = high[2] - center[2]; + + diffH = VectorUtil.scale(diffH, size); + + float[] diffL = new float[3]; + diffL[0] = low[0] - center[0]; + diffL[1] = low[1] - center[1]; + diffL[2] = low[2] - center[2]; + + diffL = VectorUtil.scale(diffL, size); + + high = VectorUtil.vectorAdd(center, diffH); + low = VectorUtil.vectorAdd(center, diffL); + } - public float getMinX() { - return low[0]; - } - - public float getMinY() { - return low[1]; - } - - public float getWidth(){ - return high[0] - low[0]; - } - - public float getHeight() { - return high[1] - low[1]; - } - - public float getDepth() { - return high[2] - low[2]; - } - public AABBox clone(){ - return new AABBox(this.low, this.high); - } - - public String toString() { - return "[ "+low[0]+"/"+low[1]+"/"+low[1]+" .. "+high[0]+"/"+high[0]+"/"+high[0]+", ctr "+ - center[0]+"/"+center[1]+"/"+center[1]+" ]"; - } + public float getMinX() { + return low[0]; + } + + public float getMinY() { + return low[1]; + } + + public float getWidth(){ + return high[0] - low[0]; + } + + public float getHeight() { + return high[1] - low[1]; + } + + public float getDepth() { + return high[2] - low[2]; + } + public AABBox clone(){ + return new AABBox(this.low, this.high); + } + + public String toString() { + return "[ "+low[0]+"/"+low[1]+"/"+low[1]+" .. "+high[0]+"/"+high[0]+"/"+high[0]+", ctr "+ + center[0]+"/"+center[1]+"/"+center[1]+" ]"; + } } diff --git a/src/jogl/classes/com/jogamp/graph/geom/Outline.java b/src/jogl/classes/com/jogamp/graph/geom/Outline.java index a805adf6c..315be002f 100644 --- a/src/jogl/classes/com/jogamp/graph/geom/Outline.java +++ b/src/jogl/classes/com/jogamp/graph/geom/Outline.java @@ -44,133 +44,133 @@ import com.jogamp.graph.math.VectorUtil; * @see OutlineShape, Region */ public class Outline implements Comparable<Outline> { - - private ArrayList<Vertex> vertices = new ArrayList<Vertex>(3); - private boolean closed = false; - private AABBox box = new AABBox(); - - /**Create an outline defined by control vertices. - * An outline can contain off Curve vertices which define curved - * regions in the outline. - */ - public Outline(){ - - } - - /** Add a vertex to the outline. The {@link Vertex} is added at the - * end of the outline loop/strip. - * @param vertex Vertex to be added - */ - public final void addVertex(Vertex vertex) { - vertices.add(vertex); - box.resize(vertex.getX(), vertex.getY(), vertex.getZ()); - } - - /** Add a {@link Vertex} by specifying its 2D attributes to the outline. - * The {@link Vertex} is added at the - * end of the outline loop/strip. - * @param factory a {@link Factory} to get the required Vertex impl - * @param x the x coordinate - * @param y the y coordinate - * @param onCurve flag if this vertex is on the final curve or defines a curved region - * of the shape around this vertex. - */ - public final void addVertex(Vertex.Factory<? extends Vertex> factory, float x, float y, boolean onCurve) { - addVertex(factory, x, y, 0f, onCurve); - } - - /** Add a {@link Vertex} by specifying its 3D attributes to the outline. - * The {@link Vertex} is added at the - * end of the outline loop/strip. - * @param factory a {@link Factory} to get the required Vertex impl - * @param x the x coordinate - * @param y the y coordinate - * @param z the z coordinate - * @param onCurve flag if this vertex is on the final curve or defines a curved region - * of the shape around this vertex. - */ - public final void addVertex(Vertex.Factory<? extends Vertex> factory, float x, float y, float z, boolean onCurve) { - Vertex v = factory.create(x, y, z); - v.setOnCurve(onCurve); - addVertex(v); - } - - /** Add a vertex to the outline by passing a float array and specifying the - * offset and length in which. The attributes of the vertex are located. - * The attributes should be continuous (stride = 0). - * Attributes which value are not set (when length less than 3) - * are set implicitly to zero. - * @param factory a {@link Factory} to get the required Vertex impl - * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from - * @param offset the offset in the buffer to the x coordinate - * @param length the number of attributes to pick from the buffer (maximum 3) - * @param onCurve flag if this vertex is on the final curve or defines a curved region - * of the shape around this vertex. - */ - public final void addVertex(Vertex.Factory<? extends Vertex> factory, float[] coordsBuffer, int offset, int length, boolean onCurve) { - Vertex v = factory.create(coordsBuffer, offset, length); - v.setOnCurve(onCurve); - addVertex(v); - } - - public Vertex getVertex(int index){ - return vertices.get(index); - } - - public boolean isEmpty(){ - return (vertices.size() == 0); - } - public Vertex getLastVertex(){ - if(isEmpty()){ - return null; - } - return vertices.get(vertices.size()-1); - } - - public ArrayList<Vertex> getVertices() { - return vertices; - } - public void setVertices(ArrayList<Vertex> vertices) { - this.vertices = vertices; - } - public AABBox getBox() { - return box; - } - public boolean isClosed() { - return closed; - } - - /** define if this outline is closed or not. - * if set to closed, checks if the last vertex is - * equal to the first vertex. If not Equal adds a - * vertex at the end to the list. - * @param closed - */ - public void setClosed(boolean closed) { - this.closed = closed; - if(closed){ - Vertex first = vertices.get(0); - Vertex last = getLastVertex(); - if(!VectorUtil.checkEquality(first.getCoord(), last.getCoord())){ - Vertex v = first.clone(); - vertices.add(v); - } - } - } - - /** Compare two outlines with Bounding Box area - * as criteria. - * @see java.lang.Comparable#compareTo(java.lang.Object) - */ - public int compareTo(Outline outline) { - float size = box.getSize(); - float newSize = outline.getBox().getSize(); - if(size < newSize){ - return -1; - } - else if(size > newSize){ - return 1; - } - return 0; - } + + private ArrayList<Vertex> vertices = new ArrayList<Vertex>(3); + private boolean closed = false; + private AABBox box = new AABBox(); + + /**Create an outline defined by control vertices. + * An outline can contain off Curve vertices which define curved + * regions in the outline. + */ + public Outline(){ + + } + + /** Add a vertex to the outline. The {@link Vertex} is added at the + * end of the outline loop/strip. + * @param vertex Vertex to be added + */ + public final void addVertex(Vertex vertex) { + vertices.add(vertex); + box.resize(vertex.getX(), vertex.getY(), vertex.getZ()); + } + + /** Add a {@link Vertex} by specifying its 2D attributes to the outline. + * The {@link Vertex} is added at the + * end of the outline loop/strip. + * @param factory a {@link Factory} to get the required Vertex impl + * @param x the x coordinate + * @param y the y coordinate + * @param onCurve flag if this vertex is on the final curve or defines a curved region + * of the shape around this vertex. + */ + public final void addVertex(Vertex.Factory<? extends Vertex> factory, float x, float y, boolean onCurve) { + addVertex(factory, x, y, 0f, onCurve); + } + + /** Add a {@link Vertex} by specifying its 3D attributes to the outline. + * The {@link Vertex} is added at the + * end of the outline loop/strip. + * @param factory a {@link Factory} to get the required Vertex impl + * @param x the x coordinate + * @param y the y coordinate + * @param z the z coordinate + * @param onCurve flag if this vertex is on the final curve or defines a curved region + * of the shape around this vertex. + */ + public final void addVertex(Vertex.Factory<? extends Vertex> factory, float x, float y, float z, boolean onCurve) { + Vertex v = factory.create(x, y, z); + v.setOnCurve(onCurve); + addVertex(v); + } + + /** Add a vertex to the outline by passing a float array and specifying the + * offset and length in which. The attributes of the vertex are located. + * The attributes should be continuous (stride = 0). + * Attributes which value are not set (when length less than 3) + * are set implicitly to zero. + * @param factory a {@link Factory} to get the required Vertex impl + * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from + * @param offset the offset in the buffer to the x coordinate + * @param length the number of attributes to pick from the buffer (maximum 3) + * @param onCurve flag if this vertex is on the final curve or defines a curved region + * of the shape around this vertex. + */ + public final void addVertex(Vertex.Factory<? extends Vertex> factory, float[] coordsBuffer, int offset, int length, boolean onCurve) { + Vertex v = factory.create(coordsBuffer, offset, length); + v.setOnCurve(onCurve); + addVertex(v); + } + + public Vertex getVertex(int index){ + return vertices.get(index); + } + + public boolean isEmpty(){ + return (vertices.size() == 0); + } + public Vertex getLastVertex(){ + if(isEmpty()){ + return null; + } + return vertices.get(vertices.size()-1); + } + + public ArrayList<Vertex> getVertices() { + return vertices; + } + public void setVertices(ArrayList<Vertex> vertices) { + this.vertices = vertices; + } + public AABBox getBox() { + return box; + } + public boolean isClosed() { + return closed; + } + + /** define if this outline is closed or not. + * if set to closed, checks if the last vertex is + * equal to the first vertex. If not Equal adds a + * vertex at the end to the list. + * @param closed + */ + public void setClosed(boolean closed) { + this.closed = closed; + if(closed){ + Vertex first = vertices.get(0); + Vertex last = getLastVertex(); + if(!VectorUtil.checkEquality(first.getCoord(), last.getCoord())){ + Vertex v = first.clone(); + vertices.add(v); + } + } + } + + /** Compare two outlines with Bounding Box area + * as criteria. + * @see java.lang.Comparable#compareTo(java.lang.Object) + */ + public int compareTo(Outline outline) { + float size = box.getSize(); + float newSize = outline.getBox().getSize(); + if(size < newSize){ + return -1; + } + else if(size > newSize){ + return 1; + } + return 0; + } } diff --git a/src/jogl/classes/com/jogamp/graph/geom/Triangle.java b/src/jogl/classes/com/jogamp/graph/geom/Triangle.java index d13e8ddb1..fb34de221 100644 --- a/src/jogl/classes/com/jogamp/graph/geom/Triangle.java +++ b/src/jogl/classes/com/jogamp/graph/geom/Triangle.java @@ -28,52 +28,52 @@ package com.jogamp.graph.geom; public class Triangle { - private int id = Integer.MAX_VALUE; - final private Vertex[] vertices; - private boolean[] boundaryEdges = new boolean[3]; - private boolean[] boundaryVertices = null; + private int id = Integer.MAX_VALUE; + final private Vertex[] vertices; + private boolean[] boundaryEdges = new boolean[3]; + private boolean[] boundaryVertices = null; - public Triangle(Vertex ... v123){ - vertices = v123; - } + public Triangle(Vertex ... v123){ + vertices = v123; + } - public int getId() { - return id; - } + public int getId() { + return id; + } - public void setId(int id) { - this.id = id; - } + public void setId(int id) { + this.id = id; + } - public Vertex[] getVertices() { - return vertices; - } - - public boolean isEdgesBoundary() { - return boundaryEdges[0] || boundaryEdges[1] || boundaryEdges[2]; - } - - public boolean isVerticesBoundary() { - return boundaryVertices[0] || boundaryVertices[1] || boundaryVertices[2]; - } + public Vertex[] getVertices() { + return vertices; + } + + public boolean isEdgesBoundary() { + return boundaryEdges[0] || boundaryEdges[1] || boundaryEdges[2]; + } + + public boolean isVerticesBoundary() { + return boundaryVertices[0] || boundaryVertices[1] || boundaryVertices[2]; + } - public void setEdgesBoundary(boolean[] boundary) { - this.boundaryEdges = boundary; - } - - public boolean[] getEdgeBoundary() { - return boundaryEdges; - } - - public boolean[] getVerticesBoundary() { - return boundaryVertices; - } + public void setEdgesBoundary(boolean[] boundary) { + this.boundaryEdges = boundary; + } + + public boolean[] getEdgeBoundary() { + return boundaryEdges; + } + + public boolean[] getVerticesBoundary() { + return boundaryVertices; + } - public void setVerticesBoundary(boolean[] boundaryVertices) { - this.boundaryVertices = boundaryVertices; - } - - public String toString() { - return "Tri ID: " + id + "\n" + vertices[0] + "\n" + vertices[1] + "\n" + vertices[2]; - } + public void setVerticesBoundary(boolean[] boundaryVertices) { + this.boundaryVertices = boundaryVertices; + } + + public String toString() { + return "Tri ID: " + id + "\n" + vertices[0] + "\n" + vertices[1] + "\n" + vertices[2]; + } } diff --git a/src/jogl/classes/com/jogamp/graph/geom/Vertex.java b/src/jogl/classes/com/jogamp/graph/geom/Vertex.java index 0e4e5e8df..859add943 100644 --- a/src/jogl/classes/com/jogamp/graph/geom/Vertex.java +++ b/src/jogl/classes/com/jogamp/graph/geom/Vertex.java @@ -32,49 +32,49 @@ package com.jogamp.graph.geom; */ public interface Vertex extends Comparable<Vertex>, Cloneable { - public static interface Factory <T extends Vertex> { - T create(); + public static interface Factory <T extends Vertex> { + T create(); - T create(float x, float y); + T create(float x, float y); - T create(float x, float y, float z); + T create(float x, float y, float z); - T create(float[] coordsBuffer, int offset, int length); - } - - void setCoord(float x, float y); + T create(float[] coordsBuffer, int offset, int length); + } + + void setCoord(float x, float y); - void setCoord(float x, float y, float z); + void setCoord(float x, float y, float z); - void setCoord(float[] coordsBuffer, int offset, int length); - - float[] getCoord(); + void setCoord(float[] coordsBuffer, int offset, int length); + + float[] getCoord(); - void setX(float x); + void setX(float x); - void setY(float y); + void setY(float y); - void setZ(float z); + void setZ(float z); - float getX(); + float getX(); - float getY(); + float getY(); - float getZ(); + float getZ(); - boolean isOnCurve(); + boolean isOnCurve(); - void setOnCurve(boolean onCurve); + void setOnCurve(boolean onCurve); - int getId(); - - void setId(int id); - - int compareTo(Vertex p); - - float[] getTexCoord(); - - void setTexCoord(float s, float t); - - Vertex clone(); + int getId(); + + void setId(int id); + + int compareTo(Vertex p); + + float[] getTexCoord(); + + void setTexCoord(float s, float t); + + Vertex clone(); } diff --git a/src/jogl/classes/com/jogamp/graph/geom/opengl/SVertex.java b/src/jogl/classes/com/jogamp/graph/geom/opengl/SVertex.java index 681067e40..6241d60df 100644 --- a/src/jogl/classes/com/jogamp/graph/geom/opengl/SVertex.java +++ b/src/jogl/classes/com/jogamp/graph/geom/opengl/SVertex.java @@ -36,143 +36,143 @@ import com.jogamp.graph.math.VectorUtil; * */ public class SVertex implements Vertex { - private int id = Integer.MAX_VALUE; - protected float[] coord = new float[3]; - protected boolean onCurve = true; - private float[] texCoord = new float[2]; - - static final Factory factory = new Factory(); - - public static Factory factory() { return factory; } - - public static class Factory implements Vertex.Factory<SVertex> { - @Override - public SVertex create() { - return new SVertex(); - } - - @Override - public SVertex create(float x, float y) { - return new SVertex(x, y); - } - - @Override - public SVertex create(float x, float y, float z) { - return new SVertex(x, y, z); - } - - @Override - public SVertex create(float[] coordsBuffer, int offset, int length) { - return new SVertex(coordsBuffer, offset, length); - } - } - - public SVertex() { - } - - public SVertex(float x, float y) { - setCoord(x, y); - } - public SVertex(float x, float y, float z) { - setCoord(x, y, z); - } - public SVertex(float[] coordsBuffer, int offset, int length) { - setCoord(coordsBuffer, offset, length); - } - - public void setCoord(float x, float y) { - this.coord[0] = x; - this.coord[1] = y; - this.coord[2] = 0f; - } - - public void setCoord(float x, float y, float z) { - this.coord[0] = x; - this.coord[1] = y; - this.coord[2] = z; - } - - public void setCoord(float[] coordsBuffer, int offset, int length) { - if(length > coordsBuffer.length - offset) { - throw new IndexOutOfBoundsException("coordsBuffer too small: "+coordsBuffer.length+" - "+offset+" < "+length); - } - if(length > 3) { - throw new IndexOutOfBoundsException("length too big: "+length+" > "+3); - } - int i=0; - while(i<length) { - this.coord[i++] = coordsBuffer[offset++]; - } - } - - public float[] getCoord() { - return coord; - } - - public void setX(float x) { - this.coord[0] = x; - } - - public void setY(float y) { - this.coord[1] = y; - } - - public void setZ(float z) { - this.coord[2] = z; - } - - public float getX() { - return this.coord[0]; - } - - public float getY() { - return this.coord[1]; - } - - public float getZ() { - return this.coord[2]; - } - - public boolean isOnCurve() { - return onCurve; - } - - public void setOnCurve(boolean onCurve) { - this.onCurve = onCurve; - } - - public int getId(){ - return id; - } - - public void setId(int id){ - this.id = id; - } - - public int compareTo(Vertex p) { - if(VectorUtil.checkEquality(coord, p.getCoord())) { - return 0; - } - return -1; - } - - public float[] getTexCoord() { - return texCoord; - } - - public void setTexCoord(float s, float t) { - this.texCoord[0] = s; - this.texCoord[1] = t; - } - - public SVertex clone(){ - SVertex v = new SVertex(this.coord, 0, 3); - v.setOnCurve(this.onCurve); - return v; - } - - public String toString() { - return "[ID: " + id + " X: " + coord[0] - + " Y: " + coord[1] + " Z: " + coord[2] + "]"; - } + private int id = Integer.MAX_VALUE; + protected float[] coord = new float[3]; + protected boolean onCurve = true; + private float[] texCoord = new float[2]; + + static final Factory factory = new Factory(); + + public static Factory factory() { return factory; } + + public static class Factory implements Vertex.Factory<SVertex> { + @Override + public SVertex create() { + return new SVertex(); + } + + @Override + public SVertex create(float x, float y) { + return new SVertex(x, y); + } + + @Override + public SVertex create(float x, float y, float z) { + return new SVertex(x, y, z); + } + + @Override + public SVertex create(float[] coordsBuffer, int offset, int length) { + return new SVertex(coordsBuffer, offset, length); + } + } + + public SVertex() { + } + + public SVertex(float x, float y) { + setCoord(x, y); + } + public SVertex(float x, float y, float z) { + setCoord(x, y, z); + } + public SVertex(float[] coordsBuffer, int offset, int length) { + setCoord(coordsBuffer, offset, length); + } + + public void setCoord(float x, float y) { + this.coord[0] = x; + this.coord[1] = y; + this.coord[2] = 0f; + } + + public void setCoord(float x, float y, float z) { + this.coord[0] = x; + this.coord[1] = y; + this.coord[2] = z; + } + + public void setCoord(float[] coordsBuffer, int offset, int length) { + if(length > coordsBuffer.length - offset) { + throw new IndexOutOfBoundsException("coordsBuffer too small: "+coordsBuffer.length+" - "+offset+" < "+length); + } + if(length > 3) { + throw new IndexOutOfBoundsException("length too big: "+length+" > "+3); + } + int i=0; + while(i<length) { + this.coord[i++] = coordsBuffer[offset++]; + } + } + + public float[] getCoord() { + return coord; + } + + public void setX(float x) { + this.coord[0] = x; + } + + public void setY(float y) { + this.coord[1] = y; + } + + public void setZ(float z) { + this.coord[2] = z; + } + + public float getX() { + return this.coord[0]; + } + + public float getY() { + return this.coord[1]; + } + + public float getZ() { + return this.coord[2]; + } + + public boolean isOnCurve() { + return onCurve; + } + + public void setOnCurve(boolean onCurve) { + this.onCurve = onCurve; + } + + public int getId(){ + return id; + } + + public void setId(int id){ + this.id = id; + } + + public int compareTo(Vertex p) { + if(VectorUtil.checkEquality(coord, p.getCoord())) { + return 0; + } + return -1; + } + + public float[] getTexCoord() { + return texCoord; + } + + public void setTexCoord(float s, float t) { + this.texCoord[0] = s; + this.texCoord[1] = t; + } + + public SVertex clone(){ + SVertex v = new SVertex(this.coord, 0, 3); + v.setOnCurve(this.onCurve); + return v; + } + + public String toString() { + return "[ID: " + id + " X: " + coord[0] + + " Y: " + coord[1] + " Z: " + coord[2] + "]"; + } } diff --git a/src/jogl/classes/com/jogamp/graph/math/Quaternion.java b/src/jogl/classes/com/jogamp/graph/math/Quaternion.java index b77a5fa08..38638dc5a 100755 --- a/src/jogl/classes/com/jogamp/graph/math/Quaternion.java +++ b/src/jogl/classes/com/jogamp/graph/math/Quaternion.java @@ -30,353 +30,353 @@ package com.jogamp.graph.math; import jogamp.graph.math.MathFloat;
public class Quaternion {
- protected float x,y,z,w;
+ protected float x,y,z,w;
- public Quaternion(){
+ public Quaternion(){
- }
-
- public Quaternion(float x, float y, float z, float w) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- }
-
- /** Constructor to create a rotation based quaternion from two vectors
- * @param vector1
- * @param vector2
- */
- public Quaternion(float[] vector1, float[] vector2)
- {
- float theta = (float)MathFloat.acos(dot(vector1, vector2));
- float[] cross = cross(vector1,vector2);
- cross = normalizeVec(cross);
+ }
+
+ public Quaternion(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ /** Constructor to create a rotation based quaternion from two vectors
+ * @param vector1
+ * @param vector2
+ */
+ public Quaternion(float[] vector1, float[] vector2)
+ {
+ float theta = (float)MathFloat.acos(dot(vector1, vector2));
+ float[] cross = cross(vector1,vector2);
+ cross = normalizeVec(cross);
- this.x = (float)MathFloat.sin(theta/2)*cross[0];
- this.y = (float)MathFloat.sin(theta/2)*cross[1];
- this.z = (float)MathFloat.sin(theta/2)*cross[2];
- this.w = (float)MathFloat.cos(theta/2);
- this.normalize();
- }
-
- /** Transform the rotational quaternion to axis based rotation angles
- * @return new float[4] with ,theta,Rx,Ry,Rz
- */
- public float[] toAxis()
- {
- float[] vec = new float[4];
- float scale = (float)MathFloat.sqrt(x * x + y * y + z * z);
- vec[0] =(float) MathFloat.acos(w) * 2.0f;
- vec[1] = x / scale;
- vec[2] = y / scale;
- vec[3] = z / scale;
- return vec;
- }
-
- /** Normalize a vector
- * @param vector input vector
- * @return normalized vector
- */
- private float[] normalizeVec(float[] vector)
- {
- float[] newVector = new float[3];
+ this.x = (float)MathFloat.sin(theta/2)*cross[0];
+ this.y = (float)MathFloat.sin(theta/2)*cross[1];
+ this.z = (float)MathFloat.sin(theta/2)*cross[2];
+ this.w = (float)MathFloat.cos(theta/2);
+ this.normalize();
+ }
+
+ /** Transform the rotational quaternion to axis based rotation angles
+ * @return new float[4] with ,theta,Rx,Ry,Rz
+ */
+ public float[] toAxis()
+ {
+ float[] vec = new float[4];
+ float scale = (float)MathFloat.sqrt(x * x + y * y + z * z);
+ vec[0] =(float) MathFloat.acos(w) * 2.0f;
+ vec[1] = x / scale;
+ vec[2] = y / scale;
+ vec[3] = z / scale;
+ return vec;
+ }
+
+ /** Normalize a vector
+ * @param vector input vector
+ * @return normalized vector
+ */
+ private float[] normalizeVec(float[] vector)
+ {
+ float[] newVector = new float[3];
- float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
- if(d> 0.0f)
- {
- newVector[0] = vector[0]/d;
- newVector[1] = vector[1]/d;
- newVector[2] = vector[2]/d;
- }
- return newVector;
- }
- /** compute the dot product of two points
- * @param vec1 vector 1
- * @param vec2 vector 2
- * @return the dot product as float
- */
- private float dot(float[] vec1, float[] vec2)
- {
- return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
- }
- /** cross product vec1 x vec2
- * @param vec1 vector 1
- * @param vec2 vecttor 2
- * @return the resulting vector
- */
- private float[] cross(float[] vec1, float[] vec2)
- {
- float[] out = new float[3];
+ float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
+ if(d> 0.0f)
+ {
+ newVector[0] = vector[0]/d;
+ newVector[1] = vector[1]/d;
+ newVector[2] = vector[2]/d;
+ }
+ return newVector;
+ }
+ /** compute the dot product of two points
+ * @param vec1 vector 1
+ * @param vec2 vector 2
+ * @return the dot product as float
+ */
+ private float dot(float[] vec1, float[] vec2)
+ {
+ return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
+ }
+ /** cross product vec1 x vec2
+ * @param vec1 vector 1
+ * @param vec2 vecttor 2
+ * @return the resulting vector
+ */
+ private float[] cross(float[] vec1, float[] vec2)
+ {
+ float[] out = new float[3];
- out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
- out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
- out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
+ out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
+ out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
+ out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
- return out;
- }
- public float getW() {
- return w;
- }
- public void setW(float w) {
- this.w = w;
- }
- public float getX() {
- return x;
- }
- public void setX(float x) {
- this.x = x;
- }
- public float getY() {
- return y;
- }
- public void setY(float y) {
- this.y = y;
- }
- public float getZ() {
- return z;
- }
- public void setZ(float z) {
- this.z = z;
- }
+ return out;
+ }
+ public float getW() {
+ return w;
+ }
+ public void setW(float w) {
+ this.w = w;
+ }
+ public float getX() {
+ return x;
+ }
+ public void setX(float x) {
+ this.x = x;
+ }
+ public float getY() {
+ return y;
+ }
+ public void setY(float y) {
+ this.y = y;
+ }
+ public float getZ() {
+ return z;
+ }
+ public void setZ(float z) {
+ this.z = z;
+ }
- /** Add a quaternion
- * @param q quaternion
- */
- public void add(Quaternion q)
- {
- x+=q.x;
- y+=q.y;
- z+=q.z;
- }
-
- /** Subtract a quaternion
- * @param q quaternion
- */
- public void subtract(Quaternion q)
- {
- x-=q.x;
- y-=q.y;
- z-=q.z;
- }
-
- /** Divide a quaternion by a constant
- * @param n a float to divide by
- */
- public void divide(float n)
- {
- x/=n;
- y/=n;
- z/=n;
- }
-
- /** Multiply this quaternion by
- * the param quaternion
- * @param q a quaternion to multiply with
- */
- public void mult(Quaternion q)
- {
- float w1 = w*q.w - (x*q.x + y*q.y + z*q.z);
+ /** Add a quaternion
+ * @param q quaternion
+ */
+ public void add(Quaternion q)
+ {
+ x+=q.x;
+ y+=q.y;
+ z+=q.z;
+ }
+
+ /** Subtract a quaternion
+ * @param q quaternion
+ */
+ public void subtract(Quaternion q)
+ {
+ x-=q.x;
+ y-=q.y;
+ z-=q.z;
+ }
+
+ /** Divide a quaternion by a constant
+ * @param n a float to divide by
+ */
+ public void divide(float n)
+ {
+ x/=n;
+ y/=n;
+ z/=n;
+ }
+
+ /** Multiply this quaternion by
+ * the param quaternion
+ * @param q a quaternion to multiply with
+ */
+ public void mult(Quaternion q)
+ {
+ float w1 = w*q.w - (x*q.x + y*q.y + z*q.z);
- float x1 = w*q.z + q.w*z + y*q.z - z*q.y;
- float y1 = w*q.x + q.w*x + z*q.x - x*q.z;
- float z1 = w*q.y + q.w*y + x*q.y - y*q.x;
+ float x1 = w*q.z + q.w*z + y*q.z - z*q.y;
+ float y1 = w*q.x + q.w*x + z*q.x - x*q.z;
+ float z1 = w*q.y + q.w*y + x*q.y - y*q.x;
- w = w1;
- x = x1;
- y = y1;
- z = z1;
- }
-
- /** Multiply a quaternion by a constant
- * @param n a float constant
- */
- public void mult(float n)
- {
- x*=n;
- y*=n;
- z*=n;
- }
-
- /** Normalize a quaternion required if
- * to be used as a rotational quaternion
- */
- public void normalize()
- {
- float norme = (float)MathFloat.sqrt(w*w + x*x + y*y + z*z);
- if (norme == 0.0f)
- {
- w = 1.0f;
- x = y = z = 0.0f;
- }
- else
- {
- float recip = 1.0f/norme;
+ w = w1;
+ x = x1;
+ y = y1;
+ z = z1;
+ }
+
+ /** Multiply a quaternion by a constant
+ * @param n a float constant
+ */
+ public void mult(float n)
+ {
+ x*=n;
+ y*=n;
+ z*=n;
+ }
+
+ /** Normalize a quaternion required if
+ * to be used as a rotational quaternion
+ */
+ public void normalize()
+ {
+ float norme = (float)MathFloat.sqrt(w*w + x*x + y*y + z*z);
+ if (norme == 0.0f)
+ {
+ w = 1.0f;
+ x = y = z = 0.0f;
+ }
+ else
+ {
+ float recip = 1.0f/norme;
- w *= recip;
- x *= recip;
- y *= recip;
- z *= recip;
- }
- }
-
- /** Invert the quaternion If rotational,
- * will produce a the inverse rotation
- */
- public void inverse()
- {
- float norm = w*w + x*x + y*y + z*z;
+ w *= recip;
+ x *= recip;
+ y *= recip;
+ z *= recip;
+ }
+ }
+
+ /** Invert the quaternion If rotational,
+ * will produce a the inverse rotation
+ */
+ public void inverse()
+ {
+ float norm = w*w + x*x + y*y + z*z;
- float recip = 1.0f/norm;
+ float recip = 1.0f/norm;
- w *= recip;
- x = -1*x*recip;
- y = -1*y*recip;
- z = -1*z*recip;
- }
-
- /** Transform this quaternion to a
- * 4x4 column matrix representing the rotation
- * @return new float[16] column matrix 4x4
- */
- public float[] toMatrix()
- {
- float[] matrix = new float[16];
- matrix[0] = 1.0f - 2*y*y - 2*z*z;
- matrix[1] = 2*x*y + 2*w*z;
- matrix[2] = 2*x*z - 2*w*y;
- matrix[3] = 0;
+ w *= recip;
+ x = -1*x*recip;
+ y = -1*y*recip;
+ z = -1*z*recip;
+ }
+
+ /** Transform this quaternion to a
+ * 4x4 column matrix representing the rotation
+ * @return new float[16] column matrix 4x4
+ */
+ public float[] toMatrix()
+ {
+ float[] matrix = new float[16];
+ matrix[0] = 1.0f - 2*y*y - 2*z*z;
+ matrix[1] = 2*x*y + 2*w*z;
+ matrix[2] = 2*x*z - 2*w*y;
+ matrix[3] = 0;
- matrix[4] = 2*x*y - 2*w*z;
- matrix[5] = 1.0f - 2*x*x - 2*z*z;
- matrix[6] = 2*y*z + 2*w*x;
- matrix[7] = 0;
+ matrix[4] = 2*x*y - 2*w*z;
+ matrix[5] = 1.0f - 2*x*x - 2*z*z;
+ matrix[6] = 2*y*z + 2*w*x;
+ matrix[7] = 0;
- matrix[8] = 2*x*z + 2*w*y;
- matrix[9] = 2*y*z - 2*w*x;
- matrix[10] = 1.0f - 2*x*x - 2*y*y;
- matrix[11] = 0;
+ matrix[8] = 2*x*z + 2*w*y;
+ matrix[9] = 2*y*z - 2*w*x;
+ matrix[10] = 1.0f - 2*x*x - 2*y*y;
+ matrix[11] = 0;
- matrix[12] = 0;
- matrix[13] = 0;
- matrix[14] = 0;
- matrix[15] = 1;
- return matrix;
- }
-
- /** Set this quaternion from a Sphereical interpolation
- * of two param quaternion, used mostly for rotational animation
- * @param a initial quaternion
- * @param b target quaternion
- * @param t float between 0 and 1 representing interp.
- */
- public void slerp(Quaternion a,Quaternion b, float t)
- {
- float omega, cosom, sinom, sclp, sclq;
- cosom = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
- if ((1.0f+cosom) > MathFloat.E) {
- if ((1.0f-cosom) > MathFloat.E) {
- omega = (float)MathFloat.acos(cosom);
- sinom = (float)MathFloat.sin(omega);
- sclp = (float)MathFloat.sin((1.0f-t)*omega) / sinom;
- sclq = (float)MathFloat.sin(t*omega) / sinom;
- }
- else {
- sclp = 1.0f - t;
- sclq = t;
- }
- x = sclp*a.x + sclq*b.x;
- y = sclp*a.y + sclq*b.y;
- z = sclp*a.z + sclq*b.z;
- w = sclp*a.w + sclq*b.w;
- }
- else {
- x =-a.y;
- y = a.x;
- z =-a.w;
- w = a.z;
- sclp = MathFloat.sin((1.0f-t) * MathFloat.PI * 0.5f);
- sclq = MathFloat.sin(t * MathFloat.PI * 0.5f);
- x = sclp*a.x + sclq*b.x;
- y = sclp*a.y + sclq*b.y;
- z = sclp*a.z + sclq*b.z;
- }
- }
-
- /** Check if this quaternion is empty, ie (0,0,0,1)
- * @return true if empty, false otherwise
- */
- public boolean isEmpty()
- {
- if (w==1 && x==0 && y==0 && z==0)
- return true;
- return false;
- }
-
- /** Check if this quaternion represents an identity
- * matrix, for rotation.
- * @return true if it is an identity rep., false otherwise
- */
- public boolean isIdentity()
- {
- if (w==0 && x==0 && y==0 && z==0)
- return true;
- return false;
- }
-
- /** compute the quaternion from a 3x3 column matrix
- * @param m 3x3 column matrix
- */
- public void setFromMatrix(float[] m) {
- float T= m[0] + m[4] + m[8] + 1;
- if (T>0){
- float S = 0.5f / (float)MathFloat.sqrt(T);
- w = 0.25f / S;
- x = ( m[5] - m[7]) * S;
- y = ( m[6] - m[2]) * S;
- z = ( m[1] - m[3] ) * S;
- }
- else{
- if ((m[0] > m[4])&(m[0] > m[8])) {
- float S = MathFloat.sqrt( 1.0f + m[0] - m[4] - m[8] ) * 2f; // S=4*qx
- w = (m[7] - m[5]) / S;
- x = 0.25f * S;
- y = (m[3] + m[1]) / S;
- z = (m[6] + m[2]) / S;
- }
- else if (m[4] > m[8]) {
- float S = MathFloat.sqrt( 1.0f + m[4] - m[0] - m[8] ) * 2f; // S=4*qy
- w = (m[6] - m[2]) / S;
- x = (m[3] + m[1]) / S;
- y = 0.25f * S;
- z = (m[7] + m[5]) / S;
- }
- else {
- float S = MathFloat.sqrt( 1.0f + m[8] - m[0] - m[4] ) * 2f; // S=4*qz
- w = (m[3] - m[1]) / S;
- x = (m[6] + m[2]) / S;
- y = (m[7] + m[5]) / S;
- z = 0.25f * S;
- }
- }
- }
-
- /** Check if the the 3x3 matrix (param) is in fact
- * an affine rotational matrix
- * @param m 3x3 column matrix
- * @return true if representing a rotational matrix, false otherwise
- */
- public boolean isRotationMatrix(float[] m) {
- double epsilon = 0.01; // margin to allow for rounding errors
- if (MathFloat.abs(m[0]*m[3] + m[3]*m[4] + m[6]*m[7]) > epsilon) return false;
- if (MathFloat.abs(m[0]*m[2] + m[3]*m[5] + m[6]*m[8]) > epsilon) return false;
- if (MathFloat.abs(m[1]*m[2] + m[4]*m[5] + m[7]*m[8]) > epsilon) return false;
- if (MathFloat.abs(m[0]*m[0] + m[3]*m[3] + m[6]*m[6] - 1) > epsilon) return false;
- if (MathFloat.abs(m[1]*m[1] + m[4]*m[4] + m[7]*m[7] - 1) > epsilon) return false;
- if (MathFloat.abs(m[2]*m[2] + m[5]*m[5] + m[8]*m[8] - 1) > epsilon) return false;
- return (MathFloat.abs(determinant(m)-1) < epsilon);
- }
- private float determinant(float[] m) {
- return m[0]*m[4]*m[8] + m[3]*m[7]*m[2] + m[6]*m[1]*m[5] - m[0]*m[7]*m[5] - m[3]*m[1]*m[8] - m[6]*m[4]*m[2];
- }
+ matrix[12] = 0;
+ matrix[13] = 0;
+ matrix[14] = 0;
+ matrix[15] = 1;
+ return matrix;
+ }
+
+ /** Set this quaternion from a Sphereical interpolation
+ * of two param quaternion, used mostly for rotational animation
+ * @param a initial quaternion
+ * @param b target quaternion
+ * @param t float between 0 and 1 representing interp.
+ */
+ public void slerp(Quaternion a,Quaternion b, float t)
+ {
+ float omega, cosom, sinom, sclp, sclq;
+ cosom = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
+ if ((1.0f+cosom) > MathFloat.E) {
+ if ((1.0f-cosom) > MathFloat.E) {
+ omega = (float)MathFloat.acos(cosom);
+ sinom = (float)MathFloat.sin(omega);
+ sclp = (float)MathFloat.sin((1.0f-t)*omega) / sinom;
+ sclq = (float)MathFloat.sin(t*omega) / sinom;
+ }
+ else {
+ sclp = 1.0f - t;
+ sclq = t;
+ }
+ x = sclp*a.x + sclq*b.x;
+ y = sclp*a.y + sclq*b.y;
+ z = sclp*a.z + sclq*b.z;
+ w = sclp*a.w + sclq*b.w;
+ }
+ else {
+ x =-a.y;
+ y = a.x;
+ z =-a.w;
+ w = a.z;
+ sclp = MathFloat.sin((1.0f-t) * MathFloat.PI * 0.5f);
+ sclq = MathFloat.sin(t * MathFloat.PI * 0.5f);
+ x = sclp*a.x + sclq*b.x;
+ y = sclp*a.y + sclq*b.y;
+ z = sclp*a.z + sclq*b.z;
+ }
+ }
+
+ /** Check if this quaternion is empty, ie (0,0,0,1)
+ * @return true if empty, false otherwise
+ */
+ public boolean isEmpty()
+ {
+ if (w==1 && x==0 && y==0 && z==0)
+ return true;
+ return false;
+ }
+
+ /** Check if this quaternion represents an identity
+ * matrix, for rotation.
+ * @return true if it is an identity rep., false otherwise
+ */
+ public boolean isIdentity()
+ {
+ if (w==0 && x==0 && y==0 && z==0)
+ return true;
+ return false;
+ }
+
+ /** compute the quaternion from a 3x3 column matrix
+ * @param m 3x3 column matrix
+ */
+ public void setFromMatrix(float[] m) {
+ float T= m[0] + m[4] + m[8] + 1;
+ if (T>0){
+ float S = 0.5f / (float)MathFloat.sqrt(T);
+ w = 0.25f / S;
+ x = ( m[5] - m[7]) * S;
+ y = ( m[6] - m[2]) * S;
+ z = ( m[1] - m[3] ) * S;
+ }
+ else{
+ if ((m[0] > m[4])&(m[0] > m[8])) {
+ float S = MathFloat.sqrt( 1.0f + m[0] - m[4] - m[8] ) * 2f; // S=4*qx
+ w = (m[7] - m[5]) / S;
+ x = 0.25f * S;
+ y = (m[3] + m[1]) / S;
+ z = (m[6] + m[2]) / S;
+ }
+ else if (m[4] > m[8]) {
+ float S = MathFloat.sqrt( 1.0f + m[4] - m[0] - m[8] ) * 2f; // S=4*qy
+ w = (m[6] - m[2]) / S;
+ x = (m[3] + m[1]) / S;
+ y = 0.25f * S;
+ z = (m[7] + m[5]) / S;
+ }
+ else {
+ float S = MathFloat.sqrt( 1.0f + m[8] - m[0] - m[4] ) * 2f; // S=4*qz
+ w = (m[3] - m[1]) / S;
+ x = (m[6] + m[2]) / S;
+ y = (m[7] + m[5]) / S;
+ z = 0.25f * S;
+ }
+ }
+ }
+
+ /** Check if the the 3x3 matrix (param) is in fact
+ * an affine rotational matrix
+ * @param m 3x3 column matrix
+ * @return true if representing a rotational matrix, false otherwise
+ */
+ public boolean isRotationMatrix(float[] m) {
+ double epsilon = 0.01; // margin to allow for rounding errors
+ if (MathFloat.abs(m[0]*m[3] + m[3]*m[4] + m[6]*m[7]) > epsilon) return false;
+ if (MathFloat.abs(m[0]*m[2] + m[3]*m[5] + m[6]*m[8]) > epsilon) return false;
+ if (MathFloat.abs(m[1]*m[2] + m[4]*m[5] + m[7]*m[8]) > epsilon) return false;
+ if (MathFloat.abs(m[0]*m[0] + m[3]*m[3] + m[6]*m[6] - 1) > epsilon) return false;
+ if (MathFloat.abs(m[1]*m[1] + m[4]*m[4] + m[7]*m[7] - 1) > epsilon) return false;
+ if (MathFloat.abs(m[2]*m[2] + m[5]*m[5] + m[8]*m[8] - 1) > epsilon) return false;
+ return (MathFloat.abs(determinant(m)-1) < epsilon);
+ }
+ private float determinant(float[] m) {
+ return m[0]*m[4]*m[8] + m[3]*m[7]*m[2] + m[6]*m[1]*m[5] - m[0]*m[7]*m[5] - m[3]*m[1]*m[8] - m[6]*m[4]*m[2];
+ }
}
diff --git a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java b/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java index cca9a454f..7cbb742e5 100755 --- a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java @@ -35,261 +35,261 @@ import com.jogamp.graph.geom.Vertex; public class VectorUtil {
- public static final int CW = -1;
- public static final int CCW = 1;
- public static final int COLLINEAR = 0;
+ public static final int CW = -1;
+ public static final int CCW = 1;
+ public static final int COLLINEAR = 0;
- /** 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)
- {
- return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
- }
- /** Normalize a vector
- * @param vector input vector
- * @return normalized vector
- */
- public static float[] normalize(float[] vector)
- {
- float[] newVector = new float[3];
+ /** 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)
+ {
+ return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
+ }
+ /** Normalize a vector
+ * @param vector input vector
+ * @return normalized vector
+ */
+ public static float[] normalize(float[] vector)
+ {
+ float[] newVector = new float[3];
- float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
- if(d> 0.0f)
- {
- newVector[0] = vector[0]/d;
- newVector[1] = vector[1]/d;
- newVector[2] = vector[2]/d;
- }
- return newVector;
- }
+ float d = MathFloat.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
+ if(d> 0.0f)
+ {
+ newVector[0] = vector[0]/d;
+ newVector[1] = vector[1]/d;
+ newVector[2] = vector[2]/d;
+ }
+ return newVector;
+ }
- /** Scales a vector by param
- * @param vector input vector
- * @param scale constant to scale by
- * @return scaled vector
- */
- public static float[] scale(float[] vector, float scale)
- {
- float[] newVector = new float[3];
+ /** Scales a vector by param
+ * @param vector input vector
+ * @param scale constant to scale by
+ * @return scaled vector
+ */
+ public static float[] scale(float[] vector, float scale)
+ {
+ float[] newVector = new float[3];
- newVector[0] = vector[0]*scale;
- newVector[1] = vector[1]*scale;
- newVector[2] = vector[2]*scale;
- return newVector;
- }
-
- /** Adds to vectors
- * @param v1 vector 1
- * @param v2 vector 2
- * @return v1 + v2
- */
- public static float[] vectorAdd(float[] v1, float[] v2)
- {
- float[] newVector = new float[3];
+ newVector[0] = vector[0]*scale;
+ newVector[1] = vector[1]*scale;
+ newVector[2] = vector[2]*scale;
+ return newVector;
+ }
+
+ /** Adds to vectors
+ * @param v1 vector 1
+ * @param v2 vector 2
+ * @return v1 + v2
+ */
+ public static float[] vectorAdd(float[] v1, float[] v2)
+ {
+ float[] newVector = new float[3];
- newVector[0] = v1[0] + v2[0];
- newVector[1] = v1[1] + v2[1];
- newVector[2] = v1[2] + v2[2];
- return newVector;
- }
+ newVector[0] = v1[0] + v2[0];
+ newVector[1] = v1[1] + v2[1];
+ newVector[2] = v1[2] + v2[2];
+ return newVector;
+ }
- /** cross product vec1 x vec2
- * @param vec1 vector 1
- * @param vec2 vecttor 2
- * @return the resulting vector
- */
- public static float[] cross(float[] vec1, float[] vec2)
- {
- float[] out = new float[3];
+ /** cross product vec1 x vec2
+ * @param vec1 vector 1
+ * @param vec2 vecttor 2
+ * @return the resulting vector
+ */
+ public static float[] cross(float[] vec1, float[] vec2)
+ {
+ float[] out = new float[3];
- out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
- out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
- out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
+ out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2];
+ out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0];
+ out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1];
- return out;
- }
+ return out;
+ }
- /** Column Matrix Vector multiplication
- * @param colMatrix column matrix (4x4)
- * @param vec vector(x,y,z)
- * @return result new float[3]
- */
- public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec)
- {
- float[] out = new float[3];
+ /** Column Matrix Vector multiplication
+ * @param colMatrix column matrix (4x4)
+ * @param vec vector(x,y,z)
+ * @return result new float[3]
+ */
+ public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec)
+ {
+ float[] out = new float[3];
- out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
- out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
- out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14];
+ out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
+ out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
+ out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14];
- return out;
- }
-
- /** Matrix Vector multiplication
- * @param rawMatrix column matrix (4x4)
- * @param vec vector(x,y,z)
- * @return result new float[3]
- */
- public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec)
- {
- float[] out = new float[3];
+ return out;
+ }
+
+ /** Matrix Vector multiplication
+ * @param rawMatrix column matrix (4x4)
+ * @param vec vector(x,y,z)
+ * @return result new float[3]
+ */
+ public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec)
+ {
+ float[] out = new float[3];
- out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
- out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
- out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11];
+ out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
+ out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
+ out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11];
- return out;
- }
-
- /** Calculate the midpoint of two values
- * @param p1 first value
- * @param p2 second vale
- * @return midpoint
- */
- public static float mid(float p1, float p2)
- {
- return (p1+p2)/2.0f;
- }
- /** Calculate the midpoint of two points
- * @param p1 first point
- * @param p2 second point
- * @return midpoint
- */
- public static float[] mid(float[] p1, float[] p2)
- {
- float[] midPoint = new float[3];
- midPoint[0] = (p1[0] + p2[0])/2.0f;
- midPoint[1] = (p1[1] + p2[1])/2.0f;
- midPoint[2] = (p1[2] + p2[2])/2.0f;
+ return out;
+ }
+
+ /** Calculate the midpoint of two values
+ * @param p1 first value
+ * @param p2 second vale
+ * @return midpoint
+ */
+ public static float mid(float p1, float p2)
+ {
+ return (p1+p2)/2.0f;
+ }
+ /** Calculate the midpoint of two points
+ * @param p1 first point
+ * @param p2 second point
+ * @return midpoint
+ */
+ public static float[] mid(float[] p1, float[] p2)
+ {
+ float[] midPoint = new float[3];
+ midPoint[0] = (p1[0] + p2[0])/2.0f;
+ midPoint[1] = (p1[1] + p2[1])/2.0f;
+ midPoint[2] = (p1[2] + p2[2])/2.0f;
- return midPoint;
- }
- /** Compute the norm of a vector
- * @param vec vector
- * @return vorm
- */
- public static float norm(float[] vec)
- {
- return MathFloat.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)
- {
- float[] w = new float[]{point[0]-p0[0],point[1]-p0[1],point[2]-p0[2]};
+ return midPoint;
+ }
+ /** Compute the norm of a vector
+ * @param vec vector
+ * @return vorm
+ */
+ public static float norm(float[] vec)
+ {
+ return MathFloat.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)
+ {
+ float[] w = new float[]{point[0]-p0[0],point[1]-p0[1],point[2]-p0[2]};
- float distance = MathFloat.sqrt(w[0]*w[0] + w[1]*w[1] + w[2]*w[2]);
+ float distance = MathFloat.sqrt(w[0]*w[0] + w[1]*w[1] + w[2]*w[2]);
- return distance;
- }
+ return distance;
+ }
- /**Check equality of 2 vec3 vectors
- * @param v1 vertex 1
- * @param v2 vertex 2
- * @return
- */
- public static boolean checkEquality(float[] v1, float[] v2)
- {
- if(Float.compare(v1[0], v2[0]) == 0
- && Float.compare(v1[1] , v2[1]) == 0
- && Float.compare(v1[2], v2[2]) == 0 )
- return true;
- return false;
- }
+ /**Check equality of 2 vec3 vectors
+ * @param v1 vertex 1
+ * @param v2 vertex 2
+ * @return
+ */
+ public static boolean checkEquality(float[] v1, float[] v2)
+ {
+ if(Float.compare(v1[0], v2[0]) == 0
+ && Float.compare(v1[1] , v2[1]) == 0
+ && Float.compare(v1[2], v2[2]) == 0 )
+ return true;
+ return false;
+ }
- /** Compute the determinant of 3 vectors
- * @param a vector 1
- * @param b vector 2
- * @param c vector 3
- * @return the determinant value
- */
- public static float computeDeterminant(float[] a, float[] b, float[] c)
- {
- float area = 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];
- return area;
- }
+ /** Compute the determinant of 3 vectors
+ * @param a vector 1
+ * @param b vector 2
+ * @param c vector 3
+ * @return the determinant value
+ */
+ public static float computeDeterminant(float[] a, float[] b, float[] c)
+ {
+ float area = 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];
+ return area;
+ }
- /** Check if three vertices are colliniear
- * @param v1 vertex 1
- * @param v2 vertex 2
- * @param v3 vertex 3
- * @return true if collinear, false otherwise
- */
- public static boolean checkCollinear(float[] v1, float[] v2, float[] v3)
- {
- return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR);
- }
+ /** Check if three vertices are colliniear
+ * @param v1 vertex 1
+ * @param v2 vertex 2
+ * @param v3 vertex 3
+ * @return true if collinear, false otherwise
+ */
+ public static boolean checkCollinear(float[] v1, float[] v2, float[] v3)
+ {
+ return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR);
+ }
- /** Compute Vector
- * @param v1 vertex 1
- * @param v2 vertex2 2
- * @return Vector V1V2
- */
- public static float[] computeVector(float[] v1, float[] v2)
- {
- float[] vector = new float[3];
- vector[0] = v2[0] - v1[0];
- vector[1] = v2[1] - v1[1];
- vector[2] = v2[2] - v1[2];
- return vector;
- }
+ /** Compute Vector
+ * @param v1 vertex 1
+ * @param v2 vertex2 2
+ * @return Vector V1V2
+ */
+ public static float[] computeVector(float[] v1, float[] v2)
+ {
+ float[] vector = new float[3];
+ vector[0] = v2[0] - v1[0];
+ vector[1] = v2[1] - v1[1];
+ vector[2] = v2[2] - v1[2];
+ return vector;
+ }
- /** Check if vertices in triangle circumcircle
- * @param a triangle vertex 1
- * @param b triangle vertex 2
- * @param c triangle vertex 3
- * @param d vertex in question
- * @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(Vertex a, Vertex b, Vertex c, Vertex d){
- return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) -
- (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) +
- (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) -
- (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0;
- }
+ /** Check if vertices in triangle circumcircle
+ * @param a triangle vertex 1
+ * @param b triangle vertex 2
+ * @param c triangle vertex 3
+ * @param d vertex in question
+ * @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(Vertex a, Vertex b, Vertex c, Vertex d){
+ return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) -
+ (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) +
+ (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) -
+ (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0;
+ }
- /** Computes oriented area of a triangle
- * @param a first vertex
- * @param b second vertex
- * @param c third vertex
- * @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(Vertex a, Vertex b, Vertex c){
- return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX());
- }
+ /** Computes oriented area of a triangle
+ * @param a first vertex
+ * @param b second vertex
+ * @param c third vertex
+ * @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(Vertex a, Vertex b, Vertex c){
+ return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX());
+ }
- /** Check if points are in ccw order
- * @param a first vertex
- * @param b second vertex
- * @param c third vertex
- * @return true if the points a,b,c are in a ccw order
- */
- public static boolean ccw(Vertex a, Vertex b, Vertex c){
- return triArea(a,b,c) > 0;
- }
+ /** Check if points are in ccw order
+ * @param a first vertex
+ * @param b second vertex
+ * @param c third vertex
+ * @return true if the points a,b,c are in a ccw order
+ */
+ public static boolean ccw(Vertex a, Vertex b, Vertex c){
+ return triArea(a,b,c) > 0;
+ }
- /** Computes the area of a list of vertices to check if ccw
- * @param vertices
- * @return positve area if ccw else negative area value
- */
- public static float area(ArrayList<Vertex> vertices) {
- int n = vertices.size();
- float area = 0.0f;
- for (int p = n - 1, q = 0; q < n; p = q++)
- {
- float[] pCoord = vertices.get(p).getCoord();
- float[] qCoord = vertices.get(q).getCoord();
- area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1];
- }
- return area;
- }
+ /** Computes the area of a list of vertices to check if ccw
+ * @param vertices
+ * @return positve area if ccw else negative area value
+ */
+ public static float area(ArrayList<Vertex> vertices) {
+ int n = vertices.size();
+ float area = 0.0f;
+ for (int p = n - 1, q = 0; q < n; p = q++)
+ {
+ float[] pCoord = vertices.get(p).getCoord();
+ float[] qCoord = vertices.get(q).getCoord();
+ area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1];
+ }
+ return area;
+ }
}
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