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-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java677
1 files changed, 179 insertions, 498 deletions
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
index 2e5677bd4..00d1cb64b 100644
--- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java
+++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
@@ -115,15 +115,12 @@
*/
package jogamp.opengl;
-import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
-import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.math.FloatUtil;
-import com.jogamp.opengl.math.VectorUtil;
/**
* ProjectFloat.java
@@ -146,195 +143,14 @@ public class ProjectFloat {
// simpler) to simply have the array-based entry points delegate to
// the versions taking Buffers by wrapping the arrays.
- // Array-based implementation
- private final float[] matrix = new float[16];
- private final float[][] tempInvertMatrix = new float[4][4];
-
- private final float[] in = new float[4];
- private final float[] out = new float[4];
-
- // Buffer-based implementation
- private FloatBuffer matrixBuf; // 4x4
-
- private final float[] forward = new float[3]; // 3
- private final float[] side = new float[3]; // 3
- private final float[] up = new float[3]; // 3
+ private final float[] mat4Tmp1 = new float[16];
+ private final float[] mat4Tmp2 = new float[16];
+ private final float[] mat4Tmp3 = new float[16];
public ProjectFloat() {
- this(true);
- }
-
- public ProjectFloat(boolean useBackingArray) {
- this(useBackingArray ? null : Buffers.newDirectByteBuffer(getRequiredFloatBufferSize() * Buffers.SIZEOF_FLOAT),
- useBackingArray ? new float[getRequiredFloatBufferSize()] : null,
- 0);
- }
-
- /**
- * @param floatBuffer source buffer, may be ByteBuffer (recommended) or FloatBuffer or <code>null</code>.
- * If used, shall be &ge; {@link #getRequiredFloatBufferSize()} + floatOffset.
- * Buffer's position is ignored and floatPos is being used.
- * @param floatArray source float array or <code>null</code>.
- * If used, size shall be &ge; {@link #getRequiredFloatBufferSize()} + floatOffset.
- * @param floatOffset Offset for either of the given sources (buffer or array)
- */
- public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) {
- matrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatOffset, 16);
- }
-
- public void destroy() {
- matrixBuf = null;
- }
-
- /**
- * @param src
- * @param srcOffset
- * @param inverse
- * @param inverseOffset
- * @return
- */
- public boolean gluInvertMatrixf(float[] src, int srcOffset, float[] inverse, int inverseOffset) {
- int i, j, k, swap;
- float t;
- final float[][] temp = tempInvertMatrix;
-
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- temp[i][j] = src[i*4+j+srcOffset];
- }
- }
- FloatUtil.makeIdentityf(inverse, inverseOffset);
-
- for (i = 0; i < 4; i++) {
- //
- // Look for largest element in column
- //
- swap = i;
- for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
- swap = j;
- }
- }
-
- if (swap != i) {
- //
- // Swap rows.
- //
- for (k = 0; k < 4; k++) {
- t = temp[i][k];
- temp[i][k] = temp[swap][k];
- temp[swap][k] = t;
-
- t = inverse[i*4+k+inverseOffset];
- inverse[i*4+k+inverseOffset] = inverse[swap*4+k+inverseOffset];
- inverse[swap*4+k+inverseOffset] = t;
- }
- }
-
- if (temp[i][i] == 0) {
- //
- // No non-zero pivot. The matrix is singular, which shouldn't
- // happen. This means the user gave us a bad matrix.
- //
- return false;
- }
-
- t = temp[i][i];
- for (k = 0; k < 4; k++) {
- temp[i][k] /= t;
- inverse[i*4+k+inverseOffset] /= t;
- }
- for (j = 0; j < 4; j++) {
- if (j != i) {
- t = temp[j][i];
- for (k = 0; k < 4; k++) {
- temp[j][k] -= temp[i][k] * t;
- inverse[j*4+k+inverseOffset] -= inverse[i*4+k+inverseOffset]*t;
- }
- }
- }
- }
- return true;
}
/**
- * @param src
- * @param inverse
- *
- * @return
- */
- public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
- int i, j, k, swap;
- float t;
-
- final int srcPos = src.position();
- final int invPos = inverse.position();
-
- final float[][] temp = tempInvertMatrix;
-
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- temp[i][j] = src.get(i*4+j + srcPos);
- }
- }
- FloatUtil.makeIdentityf(inverse);
-
- for (i = 0; i < 4; i++) {
- //
- // Look for largest element in column
- //
- swap = i;
- for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
- swap = j;
- }
- }
-
- if (swap != i) {
- //
- // Swap rows.
- //
- for (k = 0; k < 4; k++) {
- t = temp[i][k];
- temp[i][k] = temp[swap][k];
- temp[swap][k] = t;
-
- t = inverse.get(i*4+k + invPos);
- inverse.put(i*4+k + invPos, inverse.get(swap*4+k + invPos));
- inverse.put(swap*4+k + invPos, t);
- }
- }
-
- if (temp[i][i] == 0) {
- //
- // No non-zero pivot. The matrix is singular, which shouldn't
- // happen. This means the user gave us a bad matrix.
- //
- return false;
- }
-
- t = temp[i][i];
- for (k = 0; k < 4; k++) {
- temp[i][k] /= t;
- final int z = i*4+k + invPos;
- inverse.put(z, inverse.get(z) / t);
- }
- for (j = 0; j < 4; j++) {
- if (j != i) {
- t = temp[j][i];
- for (k = 0; k < 4; k++) {
- temp[j][k] -= temp[i][k] * t;
- final int z = j*4+k + invPos;
- inverse.put(z, inverse.get(z) - inverse.get(i*4+k + invPos) * t);
- }
- }
- }
- }
- return true;
- }
-
-
- /**
* Method gluOrtho2D.
*
* @param left
@@ -349,34 +165,13 @@ public class ProjectFloat {
/**
* Method gluPerspective.
*
- * @param fovy
+ * @param fovy angle in degrees
* @param aspect
* @param zNear
* @param zFar
*/
public void gluPerspective(GLMatrixFunc gl, float fovy, float aspect, float zNear, float zFar) {
- final float radians = fovy / 2 * (float) Math.PI / 180;
- float sine, cotangent, deltaZ;
-
- deltaZ = zFar - zNear;
- sine = (float) Math.sin(radians);
-
- if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
- return;
- }
-
- cotangent = (float) Math.cos(radians) / sine;
-
- FloatUtil.makeIdentityf(matrixBuf);
- final int mPos = matrixBuf.position();
- matrixBuf.put(0 * 4 + 0 + mPos, cotangent / aspect);
- matrixBuf.put(1 * 4 + 1 + mPos, cotangent);
- matrixBuf.put(2 * 4 + 2 + mPos, - (zFar + zNear) / deltaZ);
- matrixBuf.put(2 * 4 + 3 + mPos, -1);
- matrixBuf.put(3 * 4 + 2 + mPos, -2 * zNear * zFar / deltaZ);
- matrixBuf.put(3 * 4 + 3 + mPos, 0);
-
- gl.glMultMatrixf(matrixBuf);
+ gl.glMultMatrixf(FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy / 2 * (float) Math.PI / 180, aspect, zNear, zFar), 0);
}
/**
@@ -396,92 +191,45 @@ public class ProjectFloat {
float eyex, float eyey, float eyez,
float centerx, float centery, float centerz,
float upx, float upy, float upz) {
- final float[] forward = this.forward;
- final float[] side = this.side;
- final float[] up = this.up;
-
- forward[0] = centerx - eyex;
- forward[1] = centery - eyey;
- forward[2] = centerz - eyez;
-
- up[0] = upx;
- up[1] = upy;
- up[2] = upz;
-
- VectorUtil.normalizeVec3(forward);
-
- /* Side = forward x up */
- VectorUtil.crossVec3(side, forward, up);
- VectorUtil.normalizeVec3(side);
-
- /* Recompute up as: up = side x forward */
- VectorUtil.crossVec3(up, side, forward);
-
- FloatUtil.makeIdentityf(matrixBuf);
- final int mPos = matrixBuf.position();
- matrixBuf.put(0 * 4 + 0 + mPos, side[0]);
- matrixBuf.put(1 * 4 + 0 + mPos, side[1]);
- matrixBuf.put(2 * 4 + 0 + mPos, side[2]);
-
- matrixBuf.put(0 * 4 + 1 + mPos, up[0]);
- matrixBuf.put(1 * 4 + 1 + mPos, up[1]);
- matrixBuf.put(2 * 4 + 1 + mPos, up[2]);
-
- matrixBuf.put(0 * 4 + 2 + mPos, -forward[0]);
- matrixBuf.put(1 * 4 + 2 + mPos, -forward[1]);
- matrixBuf.put(2 * 4 + 2 + mPos, -forward[2]);
-
- gl.glMultMatrixf(matrixBuf);
- gl.glTranslatef(-eyex, -eyey, -eyez);
+ mat4Tmp2[0+0] = eyex;
+ mat4Tmp2[1+0] = eyey;
+ mat4Tmp2[2+0] = eyez;
+ mat4Tmp2[0+4] = centerx;
+ mat4Tmp2[1+4] = centery;
+ mat4Tmp2[2+4] = centerz;
+ mat4Tmp2[0+8] = upx;
+ mat4Tmp2[1+8] = upy;
+ mat4Tmp2[2+8] = upz;
+ gl.glMultMatrixf(
+ FloatUtil.makeLookAt(mat4Tmp1, 0, mat4Tmp2 /* eye */, 0, mat4Tmp2 /* center */, 4, mat4Tmp2 /* up */, 8, mat4Tmp3), 0);
}
/**
* Map object coordinates to window coordinates.
+ * <p>
+ * Traditional <code>gluProject</code> implementation.
+ * </p>
*
* @param objx
* @param objy
* @param objz
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
- * @param win_pos
- *
- * @return
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
+ * @param win_pos 3 component window coordinate, the result
+ * @param win_pos_offset
+ * @return true if successful, otherwise false (z is 1)
*/
- public boolean gluProject(float objx, float objy, float objz,
- float[] modelMatrix, int modelMatrix_offset,
- float[] projMatrix, int projMatrix_offset,
- int[] viewport, int viewport_offset,
- float[] win_pos, int win_pos_offset ) {
-
- final float[] in = this.in;
- final float[] out = this.out;
-
- in[0] = objx;
- in[1] = objy;
- in[2] = objz;
- in[3] = 1.0f;
-
- FloatUtil.multMatrixVecf(modelMatrix, modelMatrix_offset, in, 0, out, 0);
- FloatUtil.multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in, 0);
-
- if (in[3] == 0.0f) {
- return false;
- }
-
- in[3] = (1.0f / in[3]) * 0.5f;
-
- // Map x, y and z to range 0-1
- in[0] = in[0] * in[3] + 0.5f;
- in[1] = in[1] * in[3] + 0.5f;
- in[2] = in[2] * in[3] + 0.5f;
-
- // Map x,y to viewport
- win_pos[0+win_pos_offset] = in[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset];
- win_pos[1+win_pos_offset] = in[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset];
- win_pos[2+win_pos_offset] = in[2];
-
- return true;
+ public boolean gluProject(final float objx, final float objy, final float objz,
+ final float[] modelMatrix, final int modelMatrix_offset,
+ final float[] projMatrix, final int projMatrix_offset,
+ final int[] viewport, final int viewport_offset,
+ final float[] win_pos, final int win_pos_offset ) {
+ return FloatUtil.mapObjToWinCoords(objx, objy, objz,
+ modelMatrix, modelMatrix_offset,
+ projMatrix, projMatrix_offset,
+ viewport, viewport_offset,
+ win_pos, win_pos_offset,
+ mat4Tmp1, mat4Tmp2);
}
/**
@@ -492,17 +240,16 @@ public class ProjectFloat {
FloatBuffer projMatrix,
int[] viewport, int viewport_offset,
float[] win_pos, int win_pos_offset ) {
-
- final float[] in = this.in;
- final float[] out = this.out;
+ final float[] in = this.mat4Tmp1;
+ final float[] out = this.mat4Tmp2;
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
- FloatUtil.multMatrixVecf(modelMatrix, in, out);
- FloatUtil.multMatrixVecf(projMatrix, out, in);
+ FloatUtil.multMatrixVec(modelMatrix, in, out);
+ FloatUtil.multMatrixVec(projMatrix, out, in);
if (in[3] == 0.0f) {
return false;
@@ -542,16 +289,16 @@ public class ProjectFloat {
IntBuffer viewport,
FloatBuffer win_pos) {
- final float[] in = this.in;
- final float[] out = this.out;
+ final float[] in = this.mat4Tmp1;
+ final float[] out = this.mat4Tmp2;
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
- FloatUtil.multMatrixVecf(modelMatrix, in, out);
- FloatUtil.multMatrixVecf(projMatrix, out, in);
+ FloatUtil.multMatrixVec(modelMatrix, in, out);
+ FloatUtil.multMatrixVec(projMatrix, out, in);
if (in[3] == 0.0f) {
return false;
@@ -577,58 +324,30 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject</code> implementation.
+ * </p>
*
* @param winx
* @param winy
* @param winz
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
- * @param obj_pos
- *
- * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
+ * @param obj_pos 3 component object coordinate, the result
+ * @param obj_pos_offset
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
public boolean gluUnProject(float winx, float winy, float winz,
float[] modelMatrix, int modelMatrix_offset,
float[] projMatrix, int projMatrix_offset,
int[] viewport, int viewport_offset,
float[] obj_pos, int obj_pos_offset) {
- final float[] in = this.in;
- final float[] out = this.out;
-
- FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0);
-
- if (!gluInvertMatrixf(matrix, 0, matrix, 0)) {
- return false;
- }
-
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = 1.0f;
-
- // Map x and y from window coordinates
- in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
- in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
-
- // Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
-
- FloatUtil.multMatrixVecf(matrix, in, out);
-
- if (out[3] == 0.0) {
- return false;
- }
-
- out[3] = 1.0f / out[3];
-
- obj_pos[0+obj_pos_offset] = out[0] * out[3];
- obj_pos[1+obj_pos_offset] = out[1] * out[3];
- obj_pos[2+obj_pos_offset] = out[2] * out[3];
-
- return true;
+ return FloatUtil.mapWinToObjCoords(winx, winy, winz,
+ modelMatrix, modelMatrix_offset,
+ projMatrix, projMatrix_offset,
+ viewport, viewport_offset,
+ obj_pos, obj_pos_offset,
+ mat4Tmp1, mat4Tmp2);
}
@@ -646,45 +365,46 @@ public class ProjectFloat {
* @param obj_pos_offset
* @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
- public boolean gluUnProject(float winx, float winy, float winz,
- FloatBuffer modelMatrix,
- FloatBuffer projMatrix,
- int[] viewport, int viewport_offset,
- float[] obj_pos, int obj_pos_offset) {
- final float[] in = this.in;
- final float[] out = this.out;
-
- FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
-
- if (!gluInvertMatrixf(matrixBuf, matrixBuf)) {
+ public boolean gluUnProject(final float winx, final float winy, final float winz,
+ final FloatBuffer modelMatrix,
+ final FloatBuffer projMatrix,
+ final int[] viewport, final int viewport_offset,
+ final float[] obj_pos, final int obj_pos_offset) {
+ // mat4Tmp1 = P x M
+ FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
+
+ // mat4Tmp1 = Inv(P x M)
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
return false;
}
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = 1.0f;
+ mat4Tmp2[0] = winx;
+ mat4Tmp2[1] = winy;
+ mat4Tmp2[2] = winz;
+ mat4Tmp2[3] = 1.0f;
// Map x and y from window coordinates
- in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
- in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
+ mat4Tmp2[0] = (mat4Tmp2[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
+ mat4Tmp2[1] = (mat4Tmp2[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
// Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
+ mat4Tmp2[0] = mat4Tmp2[0] * 2 - 1;
+ mat4Tmp2[1] = mat4Tmp2[1] * 2 - 1;
+ mat4Tmp2[2] = mat4Tmp2[2] * 2 - 1;
- FloatUtil.multMatrixVecf(matrixBuf, in, out);
+ final int raw_off = 4;
+ // object raw coords = Inv(P x M) * winPos -> mat4Tmp2
+ FloatUtil.multMatrixVec(mat4Tmp1, 0, mat4Tmp2, 0, mat4Tmp2, raw_off);
- if (out[3] == 0.0) {
+ if (mat4Tmp2[3+raw_off] == 0.0) {
return false;
}
- out[3] = 1.0f / out[3];
+ mat4Tmp2[3+raw_off] = 1.0f / mat4Tmp2[3+raw_off];
- obj_pos[0+obj_pos_offset] = out[0] * out[3];
- obj_pos[1+obj_pos_offset] = out[1] * out[3];
- obj_pos[2+obj_pos_offset] = out[2] * out[3];
+ obj_pos[0+obj_pos_offset] = mat4Tmp2[0+raw_off] * mat4Tmp2[3+raw_off];
+ obj_pos[1+obj_pos_offset] = mat4Tmp2[1+raw_off] * mat4Tmp2[3+raw_off];
+ obj_pos[2+obj_pos_offset] = mat4Tmp2[2+raw_off] * mat4Tmp2[3+raw_off];
return true;
}
@@ -707,42 +427,44 @@ public class ProjectFloat {
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
- final float[] in = this.in;
- final float[] out = this.out;
+ final int vPos = viewport.position();
+ final int oPos = obj_pos.position();
- FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
+ // mat4Tmp1 = P x M
+ FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
- if (!gluInvertMatrixf(matrixBuf, matrixBuf)) {
+ // mat4Tmp1 = Inv(P x M)
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
return false;
}
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = 1.0f;
+ mat4Tmp2[0] = winx;
+ mat4Tmp2[1] = winy;
+ mat4Tmp2[2] = winz;
+ mat4Tmp2[3] = 1.0f;
// Map x and y from window coordinates
- final int vPos = viewport.position();
- final int oPos = obj_pos.position();
- in[0] = (in[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
- in[1] = (in[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
+ mat4Tmp2[0] = (mat4Tmp2[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
+ mat4Tmp2[1] = (mat4Tmp2[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
// Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
+ mat4Tmp2[0] = mat4Tmp2[0] * 2 - 1;
+ mat4Tmp2[1] = mat4Tmp2[1] * 2 - 1;
+ mat4Tmp2[2] = mat4Tmp2[2] * 2 - 1;
- FloatUtil.multMatrixVecf(matrixBuf, in, out);
+ final int raw_off = 4;
+ // object raw coords = Inv(P x M) * winPos -> mat4Tmp2
+ FloatUtil.multMatrixVec(mat4Tmp1, 0, mat4Tmp2, 0, mat4Tmp2, raw_off);
- if (out[3] == 0.0) {
+ if (mat4Tmp2[3+raw_off] == 0.0) {
return false;
}
- out[3] = 1.0f / out[3];
+ mat4Tmp2[3+raw_off] = 1.0f / mat4Tmp2[3+raw_off];
- obj_pos.put(0+oPos, out[0] * out[3]);
- obj_pos.put(1+oPos, out[1] * out[3]);
- obj_pos.put(2+oPos, out[2] * out[3]);
+ obj_pos.put(0+oPos, mat4Tmp2[0+raw_off] * mat4Tmp2[3+raw_off]);
+ obj_pos.put(1+oPos, mat4Tmp2[1+raw_off] * mat4Tmp2[3+raw_off]);
+ obj_pos.put(2+oPos, mat4Tmp2[2+raw_off] * mat4Tmp2[3+raw_off]);
return true;
}
@@ -750,68 +472,39 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject4</code> implementation.
+ * </p>
*
* @param winx
* @param winy
* @param winz
* @param clipw
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
+ * @param modelMatrix 4x4 modelview matrix
+ * @param modelMatrix_offset
+ * @param projMatrix 4x4 projection matrix
+ * @param projMatrix_offset
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
* @param near
* @param far
- * @param obj_pos
- *
- * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
+ * @param obj_pos 4 component object coordinate, the result
+ * @param obj_pos_offset
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
- public boolean gluUnProject4(float winx,
- float winy,
- float winz,
- float clipw,
- float[] modelMatrix,
- int modelMatrix_offset,
- float[] projMatrix,
- int projMatrix_offset,
- int[] viewport,
- int viewport_offset,
- float near,
- float far,
- float[] obj_pos,
- int obj_pos_offset ) {
- final float[] in = this.in;
- final float[] out = this.out;
-
- FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0);
-
- if (!gluInvertMatrixf(matrix, 0, matrix, 0))
- return false;
-
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = clipw;
-
- // Map x and y from window coordinates
- in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
- in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
- in[2] = (in[2] - near) / (far - near);
-
- // Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
-
- FloatUtil.multMatrixVecf(matrix, in, out);
-
- if (out[3] == 0.0f) {
- return false;
- }
-
- obj_pos[0+obj_pos_offset] = out[0];
- obj_pos[1+obj_pos_offset] = out[1];
- obj_pos[2+obj_pos_offset] = out[2];
- obj_pos[3+obj_pos_offset] = out[3];
- return true;
+ public boolean gluUnProject4(final float winx, final float winy, final float winz, final float clipw,
+ final float[] modelMatrix, final int modelMatrix_offset,
+ final float[] projMatrix, final int projMatrix_offset,
+ final int[] viewport, final int viewport_offset,
+ final float near, final float far,
+ final float[] obj_pos, final int obj_pos_offset ) {
+ return FloatUtil.mapWinToObjCoords(winx, winy, winz, clipw,
+ modelMatrix, modelMatrix_offset,
+ projMatrix, projMatrix_offset,
+ viewport, viewport_offset,
+ near, far,
+ obj_pos, obj_pos_offset,
+ mat4Tmp1, mat4Tmp2);
}
/**
@@ -830,70 +523,65 @@ public class ProjectFloat {
*
* @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
- public boolean gluUnProject4(float winx,
- float winy,
- float winz,
- float clipw,
- FloatBuffer modelMatrix,
- FloatBuffer projMatrix,
- IntBuffer viewport,
- float near,
- float far,
- FloatBuffer obj_pos) {
- final float[] in = this.in;
- final float[] out = this.out;
-
- FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
-
- if (!gluInvertMatrixf(matrixBuf, matrixBuf))
+ public boolean gluUnProject4(final float winx, final float winy, final float winz, final float clipw,
+ final FloatBuffer modelMatrix, final FloatBuffer projMatrix,
+ final IntBuffer viewport,
+ final float near, final float far,
+ final FloatBuffer obj_pos) {
+ FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
+
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
return false;
+ }
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = clipw;
+ mat4Tmp2[0] = winx;
+ mat4Tmp2[1] = winy;
+ mat4Tmp2[2] = winz;
+ mat4Tmp2[3] = clipw;
// Map x and y from window coordinates
final int vPos = viewport.position();
- in[0] = (in[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
- in[1] = (in[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
- in[2] = (in[2] - near) / (far - near);
+ mat4Tmp2[0] = (mat4Tmp2[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
+ mat4Tmp2[1] = (mat4Tmp2[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
+ mat4Tmp2[2] = (mat4Tmp2[2] - near) / (far - near);
// Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
+ mat4Tmp2[0] = mat4Tmp2[0] * 2 - 1;
+ mat4Tmp2[1] = mat4Tmp2[1] * 2 - 1;
+ mat4Tmp2[2] = mat4Tmp2[2] * 2 - 1;
- FloatUtil.multMatrixVecf(matrixBuf, in, out);
+ final int raw_off = 4;
+ FloatUtil.multMatrixVec(mat4Tmp1, 0, mat4Tmp2, 0, mat4Tmp2, raw_off);
- if (out[3] == 0.0f) {
+ if (mat4Tmp2[3+raw_off] == 0.0f) {
return false;
}
final int oPos = obj_pos.position();
- obj_pos.put(0+oPos, out[0]);
- obj_pos.put(1+oPos, out[1]);
- obj_pos.put(2+oPos, out[2]);
- obj_pos.put(3+oPos, out[3]);
+ obj_pos.put(0+oPos, mat4Tmp2[0+raw_off]);
+ obj_pos.put(1+oPos, mat4Tmp2[1+raw_off]);
+ obj_pos.put(2+oPos, mat4Tmp2[2+raw_off]);
+ obj_pos.put(3+oPos, mat4Tmp2[3+raw_off]);
return true;
}
/**
- * Method gluPickMatrix
- *
+ * Make given matrix the <i>pick</i> matrix based on given parameters.
+ * <p>
+ * Traditional <code>gluPickMatrix</code> implementation.
+ * </p>
* @param x
* @param y
* @param deltaX
* @param deltaY
- * @param viewport
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
*/
- public void gluPickMatrix(GLMatrixFunc gl,
- float x,
- float y,
- float deltaX,
- float deltaY,
- IntBuffer viewport) {
+ public void gluPickMatrix(final GLMatrixFunc gl,
+ final float x, final float y,
+ float deltaX, final float deltaY,
+ final IntBuffer viewport) {
if (deltaX <= 0 || deltaY <= 0) {
return;
}
@@ -907,31 +595,24 @@ public class ProjectFloat {
}
/**
- * Method gluPickMatrix
- *
+ * Make given matrix the <i>pick</i> matrix based on given parameters.
+ * <p>
+ * Traditional <code>gluPickMatrix</code> implementation.
+ * </p>
* @param x
* @param y
* @param deltaX
* @param deltaY
- * @param viewport
+ * @param viewport 4 component viewport vector
* @param viewport_offset
*/
- public void gluPickMatrix(GLMatrixFunc gl,
- float x,
- float y,
- float deltaX,
- float deltaY,
- int[] viewport,
- int viewport_offset) {
- if (deltaX <= 0 || deltaY <= 0) {
- return;
+ public void gluPickMatrix(final GLMatrixFunc gl,
+ final float x, final float y,
+ final float deltaX, final float deltaY,
+ final int[] viewport, final int viewport_offset) {
+ if( null != FloatUtil.makePick(mat4Tmp1, 0, x, y, deltaX, deltaY, viewport, viewport_offset, mat4Tmp2) ) {
+ gl.glMultMatrixf(mat4Tmp1, 0);
}
-
- /* Translate and scale the picked region to the entire window */
- gl.glTranslatef((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX,
- (viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY,
- 0);
- gl.glScalef(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0f);
}
}