diff options
Diffstat (limited to 'src/jogl/classes')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java | 37 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java | 92 |
2 files changed, 113 insertions, 16 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java index 67d7d48c1..77971b72d 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java +++ b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java @@ -800,7 +800,7 @@ public class Matrix4f { } /** - * @param v_in 4-component column-vector + * @param v_in 4-component column-vector, can be v_out for in-place transformation * @param v_out this * v_in * @returns v_out for chaining */ @@ -815,13 +815,27 @@ public class Matrix4f { } /** + * @param v_inout 4-component column-vector input and output, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec4f mulVec4f(final Vec4f v_inout) { + // (one matrix row in column-major order) X (column vector) + final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z(), w = v_inout.w(); + v_inout.set( x * m00 + y * m01 + z * m02 + w * m03, + x * m10 + y * m11 + z * m12 + w * m13, + x * m20 + y * m21 + z * m22 + w * m23, + x * m30 + y * m31 + z * m32 + w * m33 ); + return v_inout; + } + + /** * Affine 3f-vector transformation by 4x4 matrix * * 4x4 matrix multiplication with 3-component vector, * using {@code 1} for for {@code v_in.w()} and dropping {@code v_out.w()}, * which shall be {@code 1}. * - * @param v_in 3-component column-vector {@link Vec3f} + * @param v_in 3-component column-vector {@link Vec3f}, can be v_out for in-place transformation * @param v_out m_in * v_in, 3-component column-vector {@link Vec3f} * @returns v_out for chaining */ @@ -834,6 +848,25 @@ public class Matrix4f { return v_out; } + /** + * Affine 3f-vector transformation by 4x4 matrix + * + * 4x4 matrix multiplication with 3-component vector, + * using {@code 1} for for {@code v_inout.w()} and dropping {@code v_inout.w()}, + * which shall be {@code 1}. + * + * @param v_inout 3-component column-vector {@link Vec3f} input and output, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulVec3f(final Vec3f v_inout) { + // (one matrix row in column-major order) X (column vector) + final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z(); + v_inout.set( x * m00 + y * m01 + z * m02 + 1f * m03, + x * m10 + y * m11 + z * m12 + 1f * m13, + x * m20 + y * m21 + z * m22 + 1f * m23 ); + return v_inout; + } + // // Matrix setTo...(), affine + basic // diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java index f99f6c891..b8b2925ae 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java +++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java @@ -310,8 +310,6 @@ public final class PMVMatrix implements GLMatrixFunc { } mat4Tmp1 = new Matrix4f(); - vec3Tmp1 = new Vec3f(); - vec4Tmp1 = new Vec4f(); mat4Tmp2 = null; // on demand matPMv = null; // on demand @@ -582,56 +580,111 @@ public final class PMVMatrix implements GLMatrixFunc { /** * v_out = Mv * v_in - * @param v_in input vector + * @param v_in input vector, can be v_out for in-place transformation * @param v_out output vector - * @return given result vector for chaining + * @returns v_out for chaining */ public final Vec4f mulMvMatVec4f(final Vec4f v_in, final Vec4f v_out) { return matMv.mulVec4f(v_in, v_out); } /** + * v_inout = Mv * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec4f mulMvMatVec4f(final Vec4f v_inout) { + return matMv.mulVec4f(v_inout); + } + + /** * v_out = Mv * v_in * * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. * - * @param v_in input vector + * @param v_in input vector, can be v_out for in-place transformation * @param v_out output vector - * @return given result vector for chaining + * @returns v_out for chaining */ public final Vec3f mulMvMatVec3f(final Vec3f v_in, final Vec3f v_out) { return matMv.mulVec3f(v_in, v_out); } /** + * v_inout = Mv * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulMvMatVec3f(final Vec3f v_inout) { + return matMv.mulVec3f(v_inout); + } + + /** * v_out = P * v_in - * @param v_in input vector + * @param v_in input vector, can be v_out for in-place transformation * @param v_out output vector * @return given result vector for chaining + * @returns v_out for chaining */ public final Vec4f mulPMatVec4f(final Vec4f v_in, final Vec4f v_out) { return matP.mulVec4f(v_in, v_out); } /** + * v_inout = P * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @return given result vector for chaining + * @returns v_inout for chaining + */ + public final Vec4f mulPMatVec4f(final Vec4f v_inout) { + return matP.mulVec4f(v_inout); + } + + /** * v_out = P * v_in * * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. * - * @param v_in float[3] input vector + * @param v_in float[3] input vector, can be v_out for in-place transformation * @param v_out float[3] output vector + * @returns v_out for chaining */ public final Vec3f mulPMatVec3f(final Vec3f v_in, final Vec3f v_out) { return matP.mulVec3f(v_in, v_out); } /** + * v_inout = P * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulPMatVec3f(final Vec3f v_inout) { + return matP.mulVec3f(v_inout); + } + + /** * v_out = P * Mv * v_in - * @param v_in float[4] input vector + * @param v_in float[4] input vector, can be v_out for in-place transformation * @param v_out float[4] output vector + * @returns v_out for chaining */ public final Vec4f mulPMvMatVec4f(final Vec4f v_in, final Vec4f v_out) { - return matP.mulVec4f( matMv.mulVec4f( v_in, vec4Tmp1 ), v_out ); + return matP.mulVec4f( matMv.mulVec4f( v_in, v_out ) ); + } + + /** + * v_inout = P * Mv * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec4f mulPMvMatVec4f(final Vec4f v_inout) { + return matP.mulVec4f( matMv.mulVec4f( v_inout ) ); } /** @@ -639,11 +692,24 @@ public final class PMVMatrix implements GLMatrixFunc { * * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. * - * @param v_in float[3] input vector + * @param v_in float[3] input vector, can be v_out for in-place transformation * @param v_out float[3] output vector + * @returns v_out for chaining */ public final Vec3f mulPMvMatVec3f(final Vec3f v_in, final Vec3f v_out) { - return matP.mulVec3f( matMv.mulVec3f( v_in, vec3Tmp1 ), v_out ); + return matP.mulVec3f( matMv.mulVec3f( v_in, v_out ) ); + } + + /** + * v_inout = P * Mv * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout float[3] input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulPMvMatVec3f(final Vec3f v_inout) { + return matP.mulVec3f( matMv.mulVec3f( v_inout ) ); } // @@ -1439,8 +1505,6 @@ public final class PMVMatrix implements GLMatrixFunc { private final SyncMatrices4f syncP_Mv, syncP_Mv_Mvi, syncP_Mv_Mvi_Mvit; private final Matrix4f mat4Tmp1; - private final Vec3f vec3Tmp1; - private final Vec4f vec4Tmp1; private int matrixMode = GL_MODELVIEW; private int modifiedBits = MODIFIED_ALL; |