diff options
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/ProjectFloat.java')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/ProjectFloat.java | 452 |
1 files changed, 224 insertions, 228 deletions
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java index ce8405f74..d4fd1c935 100644 --- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java +++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java @@ -6,9 +6,9 @@ ** this file except in compliance with the License. You may obtain a copy ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: -** +** ** http://oss.sgi.com/projects/FreeB -** +** ** Note that, as provided in the License, the Software is distributed on an ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND @@ -24,13 +24,13 @@ ** except that Section 2.2 and 11 are omitted. Any differences between ** the Alternative License and the SGI License are offered solely by Sun ** and not by SGI. -** +** ** Original Code. The Original Code is: OpenGL Sample Implementation, ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. ** Copyright in any portions created by third parties is as indicated ** elsewhere herein. All Rights Reserved. -** +** ** Additional Notice Provisions: The application programming interfaces ** established by SGI in conjunction with the Original Code are The ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released @@ -45,34 +45,34 @@ ** $Header$ */ -/* +/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'LWJGL' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ @@ -80,22 +80,22 @@ /* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 2011 JogAmp Community. All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: - * + * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. - * + * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. - * + * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. - * + * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A @@ -108,7 +108,7 @@ * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - * + * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. @@ -122,21 +122,21 @@ import java.nio.IntBuffer; import javax.media.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.common.nio.Buffers; -import com.jogamp.opengl.FloatUtil; +import com.jogamp.opengl.math.FloatUtil; /** * ProjectFloat.java * <p> * Created 11-jan-2004 * </p> - * + * * @author Erik Duijs * @author Kenneth Russell * @author Sven Gothel */ public class ProjectFloat { - public static final int getRequiredFloatBufferSize() { return 2*16+2*4+3*3; } - + public static final int getRequiredFloatBufferSize() { return 1*16; } + // Note that we have cloned parts of the implementation in order to // support incoming Buffers. The reason for this is to avoid loading // non-direct buffer subclasses unnecessarily, because doing so can @@ -153,62 +153,36 @@ public class ProjectFloat { private final float[] out = new float[4]; // Buffer-based implementation - private FloatBuffer matrixBuf; - private FloatBuffer tempInvertMatrixBuf; - - private FloatBuffer inBuf; - private FloatBuffer outBuf; + private FloatBuffer matrixBuf; // 4x4 - private FloatBuffer forwardBuf; - private FloatBuffer sideBuf; - private FloatBuffer upBuf; + private final float[] forward = new float[3]; // 3 + private final float[] side = new float[3]; // 3 + private final float[] up = new float[3]; // 3 public ProjectFloat() { - this(false); + this(true); } - + public ProjectFloat(boolean useBackingArray) { - this(useBackingArray ? null : Buffers.newDirectByteBuffer(getRequiredFloatBufferSize() * Buffers.SIZEOF_FLOAT), - useBackingArray ? new float[getRequiredFloatBufferSize()] : null, + 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 ≥ {@link #getRequiredFloatBufferSize()} + floatOffset. + * If used, shall be ≥ {@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 ≥ {@link #getRequiredFloatBufferSize()} + floatOffset. * @param floatOffset Offset for either of the given sources (buffer or array) */ - public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) { - int floatPos = floatOffset; - int floatSize = 16; - matrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - tempInvertMatrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - floatSize = 4; - inBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - outBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - floatSize = 3; - forwardBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - sideBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); - floatPos += floatSize; - upBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize); + public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) { + matrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatOffset, 16); } public void destroy() { matrixBuf = null; - tempInvertMatrixBuf = null; - inBuf = null; - outBuf = null; - forwardBuf = null; - sideBuf = null; - upBuf = null; } /** @@ -221,7 +195,7 @@ public class ProjectFloat { public boolean gluInvertMatrixf(float[] src, int srcOffset, float[] inverse, int inverseOffset) { int i, j, k, swap; float t; - float[][] temp = tempInvertMatrix; + final float[][] temp = tempInvertMatrix; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { @@ -285,21 +259,21 @@ public class ProjectFloat { /** * @param src * @param inverse - * + * * @return */ public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) { int i, j, k, swap; float t; - int srcPos = src.position(); - int invPos = inverse.position(); + final int srcPos = src.position(); + final int invPos = inverse.position(); - FloatBuffer temp = tempInvertMatrixBuf; + final float[][] temp = tempInvertMatrix; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { - temp.put(i*4+j, src.get(i*4+j + srcPos)); + temp[i][j] = src.get(i*4+j + srcPos); } } FloatUtil.makeIdentityf(inverse); @@ -310,7 +284,7 @@ public class ProjectFloat { // swap = i; for (j = i + 1; j < 4; j++) { - if (Math.abs(temp.get(j*4+i)) > Math.abs(temp.get(i*4+i))) { + if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) { swap = j; } } @@ -320,9 +294,9 @@ public class ProjectFloat { // Swap rows. // for (k = 0; k < 4; k++) { - t = temp.get(i*4+k); - temp.put(i*4+k, temp.get(swap*4+k)); - temp.put(swap*4+k, t); + 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)); @@ -330,7 +304,7 @@ public class ProjectFloat { } } - if (temp.get(i*4+i) == 0) { + 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. @@ -338,17 +312,19 @@ public class ProjectFloat { return false; } - t = temp.get(i*4+i); + t = temp[i][i]; for (k = 0; k < 4; k++) { - temp.put(i*4+k, temp.get(i*4+k) / t); - inverse.put(i*4+k + invPos, inverse.get(i*4+k + invPos) / t); + 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.get(j*4+i); + t = temp[j][i]; for (k = 0; k < 4; k++) { - temp.put(j*4+k, temp.get(j*4+k) - temp.get(i*4+k) * t); - inverse.put(j*4+k + invPos, inverse.get(j*4+k + invPos) - inverse.get(i*4+k + invPos) * t); + 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); } } } @@ -359,7 +335,7 @@ public class ProjectFloat { /** * Method gluOrtho2D. - * + * * @param left * @param right * @param bottom @@ -371,15 +347,15 @@ public class ProjectFloat { /** * Method gluPerspective. - * + * * @param fovy * @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; - float radians = fovy / 2 * (float) Math.PI / 180; deltaZ = zFar - zNear; sine = (float) Math.sin(radians); @@ -391,20 +367,20 @@ public class ProjectFloat { cotangent = (float) Math.cos(radians) / sine; FloatUtil.makeIdentityf(matrixBuf); - - matrixBuf.put(0 * 4 + 0, cotangent / aspect); - matrixBuf.put(1 * 4 + 1, cotangent); - matrixBuf.put(2 * 4 + 2, - (zFar + zNear) / deltaZ); - matrixBuf.put(2 * 4 + 3, -1); - matrixBuf.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ); - matrixBuf.put(3 * 4 + 3, 0); + 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); } /** * Method gluLookAt - * + * * @param eyex * @param eyey * @param eyez @@ -419,17 +395,17 @@ public class ProjectFloat { float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz) { - FloatBuffer forward = this.forwardBuf; - FloatBuffer side = this.sideBuf; - FloatBuffer up = this.upBuf; + final float[] forward = this.forward; + final float[] side = this.side; + final float[] up = this.up; - forward.put(0, centerx - eyex); - forward.put(1, centery - eyey); - forward.put(2, centerz - eyez); + forward[0] = centerx - eyex; + forward[1] = centery - eyey; + forward[2] = centerz - eyez; - up.put(0, upx); - up.put(1, upy); - up.put(2, upz); + up[0] = upx; + up[1] = upy; + up[2] = upz; FloatUtil.normalize(forward); @@ -441,25 +417,26 @@ public class ProjectFloat { FloatUtil.cross(side, forward, up); FloatUtil.makeIdentityf(matrixBuf); - matrixBuf.put(0 * 4 + 0, side.get(0)); - matrixBuf.put(1 * 4 + 0, side.get(1)); - matrixBuf.put(2 * 4 + 0, side.get(2)); + 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, up.get(0)); - matrixBuf.put(1 * 4 + 1, up.get(1)); - matrixBuf.put(2 * 4 + 1, up.get(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, -forward.get(0)); - matrixBuf.put(1 * 4 + 2, -forward.get(1)); - matrixBuf.put(2 * 4 + 2, -forward.get(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); } /** - * Method gluProject - * + * Map object coordinates to window coordinates. + * * @param objx * @param objy * @param objz @@ -467,7 +444,7 @@ public class ProjectFloat { * @param projMatrix * @param viewport * @param win_pos - * + * * @return */ public boolean gluProject(float objx, float objy, float objz, @@ -476,16 +453,16 @@ public class ProjectFloat { int[] viewport, int viewport_offset, float[] win_pos, int win_pos_offset ) { - float[] in = this.in; - float[] out = this.out; + 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); - FloatUtil.multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in); + 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; @@ -506,45 +483,48 @@ public class ProjectFloat { return true; } + /** + * Map object coordinates to window coordinates. + */ public boolean gluProject(float objx, float objy, float objz, FloatBuffer modelMatrix, FloatBuffer projMatrix, int[] viewport, int viewport_offset, float[] win_pos, int win_pos_offset ) { - FloatBuffer in = this.inBuf; - FloatBuffer out = this.outBuf; + final float[] in = this.in; + final float[] out = this.out; - in.put(0, objx); - in.put(1, objy); - in.put(2, objz); - in.put(3, 1.0f); + in[0] = objx; + in[1] = objy; + in[2] = objz; + in[3] = 1.0f; FloatUtil.multMatrixVecf(modelMatrix, in, out); FloatUtil.multMatrixVecf(projMatrix, out, in); - if (in.get(3) == 0.0f) { + if (in[3] == 0.0f) { return false; } - in.put(3, (1.0f / in.get(3)) * 0.5f); + in[3] = (1.0f / in[3]) * 0.5f; // Map x, y and z to range 0-1 - in.put(0, in.get(0) * in.get(3) + 0.5f); - in.put(1, in.get(1) * in.get(3) + 0.5f); - in.put(2, in.get(2) * in.get(3) + 0.5f); + 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.get(0) * viewport[2+viewport_offset] + viewport[0+viewport_offset]; - win_pos[1+win_pos_offset] = in.get(1) * viewport[3+viewport_offset] + viewport[1+viewport_offset]; - win_pos[2+win_pos_offset] = in.get(2); + win_pos[0+win_pos_offset] = in[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset]; + win_pos[1+win_pos_offset] = in[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset]; + win_pos[2+win_pos_offset] = in[2]; return true; } - + /** - * Method gluProject - * + * Map object coordinates to window coordinates. + * * @param objx * @param objy * @param objz @@ -552,7 +532,7 @@ public class ProjectFloat { * @param projMatrix * @param viewport * @param win_pos - * + * * @return */ public boolean gluProject(float objx, float objy, float objz, @@ -561,42 +541,42 @@ public class ProjectFloat { IntBuffer viewport, FloatBuffer win_pos) { - FloatBuffer in = this.inBuf; - FloatBuffer out = this.outBuf; + final float[] in = this.in; + final float[] out = this.out; - in.put(0, objx); - in.put(1, objy); - in.put(2, objz); - in.put(3, 1.0f); + in[0] = objx; + in[1] = objy; + in[2] = objz; + in[3] = 1.0f; FloatUtil.multMatrixVecf(modelMatrix, in, out); FloatUtil.multMatrixVecf(projMatrix, out, in); - if (in.get(3) == 0.0f) { + if (in[3] == 0.0f) { return false; } - in.put(3, (1.0f / in.get(3)) * 0.5f); + in[3] = (1.0f / in[3]) * 0.5f; // Map x, y and z to range 0-1 - in.put(0, in.get(0) * in.get(3) + 0.5f); - in.put(1, in.get(1) * in.get(3) + 0.5f); - in.put(2, in.get(2) * in.get(3) + 0.5f); + 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 - int vPos = viewport.position(); - int wPos = win_pos.position(); - win_pos.put(0+wPos, in.get(0) * viewport.get(2+vPos) + viewport.get(0+vPos)); - win_pos.put(1+wPos, in.get(1) * viewport.get(3+vPos) + viewport.get(1+vPos)); - win_pos.put(2+wPos, in.get(2)); + final int vPos = viewport.position(); + final int wPos = win_pos.position(); + win_pos.put(0+wPos, in[0] * viewport.get(2+vPos) + viewport.get(0+vPos)); + win_pos.put(1+wPos, in[1] * viewport.get(3+vPos) + viewport.get(1+vPos)); + win_pos.put(2+wPos, in[2]); return true; } /** - * Method gluUnproject - * + * Map window coordinates to object coordinates. + * * @param winx * @param winy * @param winz @@ -604,7 +584,7 @@ public class ProjectFloat { * @param projMatrix * @param viewport * @param obj_pos - * + * * @return */ public boolean gluUnProject(float winx, float winy, float winz, @@ -612,8 +592,8 @@ public class ProjectFloat { float[] projMatrix, int projMatrix_offset, int[] viewport, int viewport_offset, float[] obj_pos, int obj_pos_offset) { - float[] in = this.in; - float[] out = this.out; + final float[] in = this.in; + final float[] out = this.out; FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0); @@ -651,13 +631,27 @@ public class ProjectFloat { } + /** + * Map window coordinates to object coordinates. + * + * @param winx + * @param winy + * @param winz + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param viewport_offset + * @param obj_pos + * @param obj_pos_offset + * @return + */ public boolean gluUnProject(float winx, float winy, float winz, - FloatBuffer modelMatrix, + FloatBuffer modelMatrix, FloatBuffer projMatrix, int[] viewport, int viewport_offset, float[] obj_pos, int obj_pos_offset) { - FloatBuffer in = this.inBuf; - FloatBuffer out = this.outBuf; + final float[] in = this.in; + final float[] out = this.out; FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf); @@ -665,38 +659,38 @@ public class ProjectFloat { return false; } - in.put(0, winx); - in.put(1, winy); - in.put(2, winz); - in.put(3, 1.0f); + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = 1.0f; // Map x and y from window coordinates - in.put(0, (in.get(0) - viewport[0+viewport_offset]) / viewport[2+viewport_offset]); - in.put(1, (in.get(1) - viewport[1+viewport_offset]) / viewport[3+viewport_offset]); - + 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.put(0, in.get(0) * 2 - 1); - in.put(1, in.get(1) * 2 - 1); - in.put(2, in.get(2) * 2 - 1); + in[0] = in[0] * 2 - 1; + in[1] = in[1] * 2 - 1; + in[2] = in[2] * 2 - 1; FloatUtil.multMatrixVecf(matrixBuf, in, out); - if (out.get(3) == 0.0f) { + if (out[3] == 0.0) { return false; } - out.put(3, 1.0f / out.get(3)); + out[3] = 1.0f / out[3]; - obj_pos[0+obj_pos_offset] = out.get(0) * out.get(3); - obj_pos[1+obj_pos_offset] = out.get(1) * out.get(3); - obj_pos[2+obj_pos_offset] = out.get(2) * out.get(3); + obj_pos[0+obj_pos_offset] = out[0] * out[3]; + obj_pos[1+obj_pos_offset] = out[1] * out[3]; + obj_pos[2+obj_pos_offset] = out[2] * out[3]; return true; } - + /** - * Method gluUnproject - * + * Map window coordinates to object coordinates. + * * @param winx * @param winy * @param winz @@ -704,16 +698,16 @@ public class ProjectFloat { * @param projMatrix * @param viewport * @param obj_pos - * + * * @return */ public boolean gluUnProject(float winx, float winy, float winz, - FloatBuffer modelMatrix, + FloatBuffer modelMatrix, FloatBuffer projMatrix, IntBuffer viewport, FloatBuffer obj_pos) { - FloatBuffer in = this.inBuf; - FloatBuffer out = this.outBuf; + final float[] in = this.in; + final float[] out = this.out; FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf); @@ -721,41 +715,41 @@ public class ProjectFloat { return false; } - in.put(0, winx); - in.put(1, winy); - in.put(2, winz); - in.put(3, 1.0f); + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = 1.0f; // Map x and y from window coordinates - int vPos = viewport.position(); - int oPos = obj_pos.position(); - in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos)); - in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos)); + 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); // Map to range -1 to 1 - in.put(0, in.get(0) * 2 - 1); - in.put(1, in.get(1) * 2 - 1); - in.put(2, in.get(2) * 2 - 1); + in[0] = in[0] * 2 - 1; + in[1] = in[1] * 2 - 1; + in[2] = in[2] * 2 - 1; FloatUtil.multMatrixVecf(matrixBuf, in, out); - if (out.get(3) == 0.0f) { + if (out[3] == 0.0) { return false; } - out.put(3, 1.0f / out.get(3)); + out[3] = 1.0f / out[3]; - obj_pos.put(0+oPos, out.get(0) * out.get(3)); - obj_pos.put(1+oPos, out.get(1) * out.get(3)); - obj_pos.put(2+oPos, out.get(2) * out.get(3)); + 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]); return true; } /** - * Method gluUnproject4 - * + * Map window coordinates to object coordinates. + * * @param winx * @param winy * @param winz @@ -766,7 +760,7 @@ public class ProjectFloat { * @param near * @param far * @param obj_pos - * + * * @return */ public boolean gluUnProject4(float winx, @@ -783,8 +777,8 @@ public class ProjectFloat { float far, float[] obj_pos, int obj_pos_offset ) { - float[] in = this.in; - float[] out = this.out; + final float[] in = this.in; + final float[] out = this.out; FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0); @@ -808,8 +802,9 @@ public class ProjectFloat { FloatUtil.multMatrixVecf(matrix, in, out); - if (out[3] == 0.0f) + if (out[3] == 0.0f) { return false; + } obj_pos[0+obj_pos_offset] = out[0]; obj_pos[1+obj_pos_offset] = out[1]; @@ -819,8 +814,8 @@ public class ProjectFloat { } /** - * Method gluUnproject4 - * + * Map window coordinates to object coordinates. + * * @param winx * @param winy * @param winz @@ -831,7 +826,7 @@ public class ProjectFloat { * @param near * @param far * @param obj_pos - * + * * @return */ public boolean gluUnProject4(float winx, @@ -844,47 +839,48 @@ public class ProjectFloat { float near, float far, FloatBuffer obj_pos) { - FloatBuffer in = this.inBuf; - FloatBuffer out = this.outBuf; + final float[] in = this.in; + final float[] out = this.out; FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf); if (!gluInvertMatrixf(matrixBuf, matrixBuf)) return false; - in.put(0, winx); - in.put(1, winy); - in.put(2, winz); - in.put(3, clipw); + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = clipw; // Map x and y from window coordinates - int vPos = viewport.position(); - in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos)); - in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos)); - in.put(2, (in.get(2) - near) / (far - near)); + 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); // Map to range -1 to 1 - in.put(0, in.get(0) * 2 - 1); - in.put(1, in.get(1) * 2 - 1); - in.put(2, in.get(2) * 2 - 1); + in[0] = in[0] * 2 - 1; + in[1] = in[1] * 2 - 1; + in[2] = in[2] * 2 - 1; FloatUtil.multMatrixVecf(matrixBuf, in, out); - if (out.get(3) == 0.0f) + if (out[3] == 0.0f) { return false; + } - int oPos = obj_pos.position(); - obj_pos.put(0+oPos, out.get(0)); - obj_pos.put(1+oPos, out.get(1)); - obj_pos.put(2+oPos, out.get(2)); - obj_pos.put(3+oPos, out.get(3)); + 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]); return true; } /** * Method gluPickMatrix - * + * * @param x * @param y * @param deltaX @@ -902,7 +898,7 @@ public class ProjectFloat { } /* Translate and scale the picked region to the entire window */ - int vPos = viewport.position(); + final int vPos = viewport.position(); gl.glTranslatef((viewport.get(2+vPos) - 2 * (x - viewport.get(0+vPos))) / deltaX, (viewport.get(3+vPos) - 2 * (y - viewport.get(1+vPos))) / deltaY, 0); @@ -911,7 +907,7 @@ public class ProjectFloat { /** * Method gluPickMatrix - * + * * @param x * @param y * @param deltaX |