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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java96
1 files changed, 9 insertions, 87 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
index 4d098cb72..f72154827 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
@@ -37,7 +37,7 @@ import com.jogamp.opengl.math.geom.Frustum.FovDesc;
/**
* Providing frustum {@link #getPlanes() planes} derived by different inputs
- * ({@link #updateByPMV(float[], int) P*MV}, ..) used to classify objects
+ * ({@link #updateFrustumPlanes(float[], int) P*MV}, ..) used to classify objects
* <ul>
* <li> {@link #classifyPoint(float[]) point} </li>
* <li> {@link #classifySphere(float[], float) sphere} </li>
@@ -120,7 +120,7 @@ public class Frustum {
* Use one of the <code>update(..)</code> methods to set the {@link #getPlanes() planes}.
* </p>
* @see #updateByPlanes(Plane[])
- * @see #updateByPMV(float[], int)
+ * @see #updateFrustumPlanes(float[], int)
*/
public Frustum() {
for (int i = 0; i < 6; ++i) {
@@ -162,11 +162,6 @@ public class Frustum {
}
/** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */
- public final float distanceTo(final float[] p) {
- return n.x() * p[0] + n.y() * p[1] + n.z() * p[2] + d;
- }
-
- /** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */
public final float distanceTo(final Vec3f p) {
return n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d;
}
@@ -254,87 +249,14 @@ public class Frustum {
/**
* Calculate the frustum planes in world coordinates
- * using the passed float[16] as premultiplied P*MV (column major order).
+ * using the passed premultiplied P*MV (column major order) matrix.
* <p>
* Frustum plane's normals will point to the inside of the viewing frustum,
* as required by this class.
* </p>
*/
- public void updateByPMV(final float[] pmv, final int pmv_off) {
- // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] column-major
- // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] column-major
- {
- final Plane p = planes[LEFT];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 0 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 0 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 0 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 0 + 3 * 4 ];
- }
-
- // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] column-major
- // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] column-major
- {
- final Plane p = planes[RIGHT];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 0 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 0 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 0 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 0 + 3 * 4 ];
- }
-
- // Bottom: a = m41 + m21, b = m42 + m22, c = m43 + m23, d = m44 + m24 - [1..4] column-major
- // Bottom: a = m30 + m10, b = m31 + m11, c = m32 + m12, d = m33 + m13 - [0..3] column-major
- {
- final Plane p = planes[BOTTOM];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 1 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 1 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 1 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 1 + 3 * 4 ];
- }
-
- // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] column-major
- // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] column-major
- {
- final Plane p = planes[TOP];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 1 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 1 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 1 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 1 + 3 * 4 ];
- }
-
- // Near: a = m41 + m31, b = m42 + m32, c = m43 + m33, d = m44 + m34 - [1..4] column-major
- // Near: a = m30 + m20, b = m31 + m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
- {
- final Plane p = planes[NEAR];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 2 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 2 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 2 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 2 + 3 * 4 ];
- }
-
- // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] column-major
- // Far: a = m30 - m20, b = m31 - m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
- {
- final Plane p = planes[FAR];
- final Vec3f p_n = p.n;
- p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 2 + 0 * 4 ],
- pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 2 + 1 * 4 ],
- pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 2 + 2 * 4 ] );
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 2 + 3 * 4 ];
- }
-
- // Normalize all planes
- for (int i = 0; i < 6; ++i) {
- final Plane p = planes[i];
- final Vec3f p_n = p.n;
- final float invLen = 1f / p_n.length();
- p_n.scale(invLen);
- p.d *= invLen;
- }
+ public void updateFrustumPlanes(final Matrix4f pmv) {
+ pmv.updateFrustumPlanes(this);
}
private static final boolean isOutsideImpl(final Plane p, final AABBox box) {
@@ -380,7 +302,7 @@ public class Frustum {
* @param p the point
* @return {@link Location} of point related to frustum planes
*/
- public final Location classifyPoint(final float[] p) {
+ public final Location classifyPoint(final Vec3f p) {
Location res = Location.INSIDE;
for (int i = 0; i < 6; ++i) {
@@ -400,7 +322,7 @@ public class Frustum {
* @param p the point
* @return true if outside of the frustum, otherwise inside or on a plane
*/
- public final boolean isPointOutside(final float[] p) {
+ public final boolean isPointOutside(final Vec3f p) {
return Location.OUTSIDE == classifyPoint(p);
}
@@ -411,7 +333,7 @@ public class Frustum {
* @param radius radius of the sphere
* @return {@link Location} of point related to frustum planes
*/
- public final Location classifySphere(final float[] p, final float radius) {
+ public final Location classifySphere(final Vec3f p, final float radius) {
Location res = Location.INSIDE; // fully inside
for (int i = 0; i < 6; ++i) {
@@ -434,7 +356,7 @@ public class Frustum {
* @param radius radius of the sphere
* @return true if outside of the frustum, otherwise inside or intersecting
*/
- public final boolean isSphereOutside(final float[] p, final float radius) {
+ public final boolean isSphereOutside(final Vec3f p, final float radius) {
return Location.OUTSIDE == classifySphere(p, radius);
}