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-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java452
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 &ge; {@link #getRequiredFloatBufferSize()} + floatOffset.
+ * 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) {
- 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