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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java1025
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java92
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java17
-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java6
4 files changed, 563 insertions, 577 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
index f7a12f2dd..7e9d7cdd8 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
@@ -51,16 +51,28 @@ import com.jogamp.opengl.math.geom.AABBox;
| 8 9 10 11 | | 2 6 10 14 |
| | | |
| 12 13 14 15 | | 3 7 11 15 |
+
+ C R C R
+ m[0*4+3] = tx; m[0+4*3] = tx;
+ m[1*4+3] = ty; m[1+4*3] = ty;
+ m[2*4+3] = tz; m[2+4*3] = tz;
* </pre>
* </p>
* <p>
- * See <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix-FAQ</a>
+ * <ul>
+ * <li><a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix-FAQ</a></li>
+ * <li><a href="https://en.wikipedia.org/wiki/Matrix_%28mathematics%29">Wikipedia-Matrix</a></li>
+ * <li><a href="http://www.euclideanspace.com/maths/algebra/matrix/index.htm">euclideanspace.com-Matrix</a></li>
+ * </ul>
* </p>
* <p>
- * Derived from ProjectFloat.java - Created 11-jan-2004
+ * Implementation utilizes unrolling of small vertices and matrices wherever possible
+ * while trying to access memory in a linear fashion for performance reasons, see:
+ * <ul>
+ * <li><a href="https://code.google.com/p/java-matrix-benchmark/">java-matrix-benchmark</a></li>
+ * <li><a href="https://github.com/lessthanoptimal/ejml">EJML Efficient Java Matrix Library</a></li>
+ * </ul>
* </p>
- *
- * @author Erik Duijs, Kenneth Russell, et al.
*/
public final class FloatUtil {
public static final boolean DEBUG = Debug.debug("Math");
@@ -127,35 +139,6 @@ public final class FloatUtil {
}
/**
- * Make matrix an identity matrix
- * @param m 4x4 matrix in column-major order (also result)
- * @return given matrix for chaining
- */
- public static FloatBuffer makeIdentity(final FloatBuffer m) {
- final int m_offset = m.position();
- m.put(m_offset+0+4*0, 1f);
- m.put(m_offset+1+4*0, 0f);
- m.put(m_offset+2+4*0, 0f);
- m.put(m_offset+3+4*0, 0f);
-
- m.put(m_offset+0+4*1, 0f);
- m.put(m_offset+1+4*1, 1f);
- m.put(m_offset+2+4*1, 0f);
- m.put(m_offset+3+4*1, 0f);
-
- m.put(m_offset+0+4*2, 0f);
- m.put(m_offset+1+4*2, 0f);
- m.put(m_offset+2+4*2, 1f);
- m.put(m_offset+3+4*2, 0f);
-
- m.put(m_offset+0+4*3, 0f);
- m.put(m_offset+1+4*3, 0f);
- m.put(m_offset+2+4*3, 0f);
- m.put(m_offset+3+4*3, 1f);
- return m;
- }
-
- /**
* Make a translation matrix in column-major order from the given axis deltas
* <pre>
Translation matrix (Column Order):
@@ -319,41 +302,41 @@ public final class FloatUtil {
* @return given matrix for chaining
*/
public static float[] makeRotationAxis(final float[] m, final int m_offset, final float angrad, float x, float y, float z, final float[] tmpVec3f) {
- final float c = cos(angrad);
- final float ic= 1.0f - c;
- final float s = sin(angrad);
-
- tmpVec3f[0]=x; tmpVec3f[1]=y; tmpVec3f[2]=z;
- VectorUtil.normalizeVec3(tmpVec3f);
- x = tmpVec3f[0]; y = tmpVec3f[1]; z = tmpVec3f[2];
-
- final float xy = x*y;
- final float xz = x*z;
- final float xs = x*s;
- final float ys = y*s;
- final float yz = y*z;
- final float zs = z*s;
- m[0+0*4+m_offset] = x*x*ic+c;
- m[1+0*4+m_offset] = xy*ic+zs;
- m[2+0*4+m_offset] = xz*ic-ys;
- m[3+0*4+m_offset] = 0;
-
- m[0+1*4+m_offset] = xy*ic-zs;
- m[1+1*4+m_offset] = y*y*ic+c;
- m[2+1*4+m_offset] = yz*ic+xs;
- m[3+1*4+m_offset] = 0;
-
- m[0+2*4+m_offset] = xz*ic+ys;
- m[1+2*4+m_offset] = yz*ic-xs;
- m[2+2*4+m_offset] = z*z*ic+c;
- m[3+2*4+m_offset] = 0;
-
- m[0+3*4+m_offset] = 0f;
- m[1+3*4+m_offset] = 0f;
- m[2+3*4+m_offset] = 0f;
- m[3+3*4+m_offset] = 1f;
-
- return m;
+ final float c = cos(angrad);
+ final float ic= 1.0f - c;
+ final float s = sin(angrad);
+
+ tmpVec3f[0]=x; tmpVec3f[1]=y; tmpVec3f[2]=z;
+ VectorUtil.normalizeVec3(tmpVec3f);
+ x = tmpVec3f[0]; y = tmpVec3f[1]; z = tmpVec3f[2];
+
+ final float xy = x*y;
+ final float xz = x*z;
+ final float xs = x*s;
+ final float ys = y*s;
+ final float yz = y*z;
+ final float zs = z*s;
+ m[0+0*4+m_offset] = x*x*ic+c;
+ m[1+0*4+m_offset] = xy*ic+zs;
+ m[2+0*4+m_offset] = xz*ic-ys;
+ m[3+0*4+m_offset] = 0;
+
+ m[0+1*4+m_offset] = xy*ic-zs;
+ m[1+1*4+m_offset] = y*y*ic+c;
+ m[2+1*4+m_offset] = yz*ic+xs;
+ m[3+1*4+m_offset] = 0;
+
+ m[0+2*4+m_offset] = xz*ic+ys;
+ m[1+2*4+m_offset] = yz*ic-xs;
+ m[2+2*4+m_offset] = z*z*ic+c;
+ m[3+2*4+m_offset] = 0;
+
+ m[0+3*4+m_offset] = 0f;
+ m[1+3*4+m_offset] = 0f;
+ m[2+3*4+m_offset] = 0f;
+ m[3+3*4+m_offset] = 1f;
+
+ return m;
}
/**
@@ -392,23 +375,23 @@ public final class FloatUtil {
final float sb = sin(bankX);
m[0+0*4+m_offset] = ch*ca;
- m[0+1*4+m_offset] = sh*sb - ch*sa*cb;
- m[0+2*4+m_offset] = ch*sa*sb + sh*cb;
- m[0+3*4+m_offset] = 0;
-
m[1+0*4+m_offset] = sa;
- m[1+1*4+m_offset] = ca*cb;
- m[1+2*4+m_offset] = -ca*sb;
- m[1+3*4+m_offset] = 0;
-
m[2+0*4+m_offset] = -sh*ca;
- m[2+1*4+m_offset] = sh*sa*cb + ch*sb;
- m[2+2*4+m_offset] = -sh*sa*sb + ch*cb;
- m[2+3*4+m_offset] = 0;
-
m[3+0*4+m_offset] = 0;
+
+ m[0+1*4+m_offset] = sh*sb - ch*sa*cb;
+ m[1+1*4+m_offset] = ca*cb;
+ m[2+1*4+m_offset] = sh*sa*cb + ch*sb;
m[3+1*4+m_offset] = 0;
+
+ m[0+2*4+m_offset] = ch*sa*sb + sh*cb;
+ m[1+2*4+m_offset] = -ca*sb;
+ m[2+2*4+m_offset] = -sh*sa*sb + ch*cb;
m[3+2*4+m_offset] = 0;
+
+ m[0+3*4+m_offset] = 0;
+ m[1+3*4+m_offset] = 0;
+ m[2+3*4+m_offset] = 0;
m[3+3*4+m_offset] = 1;
return m;
@@ -641,23 +624,23 @@ public final class FloatUtil {
VectorUtil.crossVec3(mat4Tmp, up2_off, mat4Tmp, side_off, mat4Tmp, forward_off);
m[m_offset + 0 * 4 + 0] = mat4Tmp[0+side_off]; // side
+ m[m_offset + 0 * 4 + 1] = mat4Tmp[0+up2_off]; // up2
+ m[m_offset + 0 * 4 + 2] = -mat4Tmp[0]; // forward
+ m[m_offset + 0 * 4 + 3] = 0;
+
m[m_offset + 1 * 4 + 0] = mat4Tmp[1+side_off]; // side
+ m[m_offset + 1 * 4 + 1] = mat4Tmp[1+up2_off]; // up2
+ m[m_offset + 1 * 4 + 2] = -mat4Tmp[1]; // forward
+ m[m_offset + 1 * 4 + 3] = 0;
+
m[m_offset + 2 * 4 + 0] = mat4Tmp[2+side_off]; // side
- m[m_offset + 3 * 4 + 0] = 0;
+ m[m_offset + 2 * 4 + 1] = mat4Tmp[2+up2_off]; // up2
+ m[m_offset + 2 * 4 + 2] = -mat4Tmp[2]; // forward
+ m[m_offset + 2 * 4 + 3] = 0;
- m[m_offset + 0 * 4 + 1] = mat4Tmp[0+up2_off]; // up2
- m[m_offset + 1 * 4 + 1] = mat4Tmp[1+up2_off]; // up2
- m[m_offset + 2 * 4 + 1] = mat4Tmp[2+up2_off]; // up2
+ m[m_offset + 3 * 4 + 0] = 0;
m[m_offset + 3 * 4 + 1] = 0;
-
- m[m_offset + 0 * 4 + 2] = -mat4Tmp[0]; // forward
- m[m_offset + 1 * 4 + 2] = -mat4Tmp[1]; // forward
- m[m_offset + 2 * 4 + 2] = -mat4Tmp[2]; // forward
m[m_offset + 3 * 4 + 2] = 0;
-
- m[m_offset + 0 * 4 + 3] = 0;
- m[m_offset + 1 * 4 + 3] = 0;
- m[m_offset + 2 * 4 + 3] = 0;
m[m_offset + 3 * 4 + 3] = 1;
makeTranslation(mat4Tmp, true, -eye[0+eye_offset], -eye[1+eye_offset], -eye[2+eye_offset]);
@@ -727,12 +710,29 @@ public final class FloatUtil {
* @return given result matrix <i>mres</i> for chaining
*/
public static float[] transposeMatrix(final float[] msrc, final int msrc_offset, final float[] mres, final int mres_offset) {
- for (int i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (int j = 0; j < 4; j++) {
- mres[mres_offset+j+i4] = msrc[msrc_offset+i+j*4];
- }
- }
+ mres[mres_offset+0] = msrc[msrc_offset+0*4];
+ mres[mres_offset+1] = msrc[msrc_offset+1*4];
+ mres[mres_offset+2] = msrc[msrc_offset+2*4];
+ mres[mres_offset+3] = msrc[msrc_offset+3*4];
+
+ final int i4_1 = 1*4;
+ mres[mres_offset+0+i4_1] = msrc[msrc_offset+1+0*4];
+ mres[mres_offset+1+i4_1] = msrc[msrc_offset+1+1*4];
+ mres[mres_offset+2+i4_1] = msrc[msrc_offset+1+2*4];
+ mres[mres_offset+3+i4_1] = msrc[msrc_offset+1+3*4];
+
+ final int i4_2 = 2*4;
+ mres[mres_offset+0+i4_2] = msrc[msrc_offset+2+0*4];
+ mres[mres_offset+1+i4_2] = msrc[msrc_offset+2+1*4];
+ mres[mres_offset+2+i4_2] = msrc[msrc_offset+2+2*4];
+ mres[mres_offset+3+i4_2] = msrc[msrc_offset+2+3*4];
+
+ final int i4_3 = 3*4;
+ mres[mres_offset+0+i4_3] = msrc[msrc_offset+3+0*4];
+ mres[mres_offset+1+i4_3] = msrc[msrc_offset+3+1*4];
+ mres[mres_offset+2+i4_3] = msrc[msrc_offset+3+2*4];
+ mres[mres_offset+3+i4_3] = msrc[msrc_offset+3+3*4];
+
return mres;
}
@@ -740,70 +740,81 @@ public final class FloatUtil {
* Transpose the given matrix in place.
*
* @param m 4x4 matrix in column-major order, the source
- * @param m_offset offset in given array <i>msrc</i>, i.e. start of the 4x4 matrix
+ * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
* @param temp temporary 4*4 float storage
* @return given result matrix <i>m</i> for chaining
*/
public static float[] transposeMatrix(final float[] m, final int m_offset, final float[/*4*4*/] temp) {
- int i, j;
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- temp[i4+j] = m[i4+j+m_offset];
- }
- }
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- m[m_offset+j+i4] = temp[i+j*4];
- }
- }
- return m;
+ System.arraycopy(m, m_offset, temp, 0, 16);
+ return transposeMatrix(temp, 0, m, m_offset);
}
/**
- * Transpose the given matrix.
- *
- * @param msrc 4x4 matrix in column-major order, the source
- * @param mres 4x4 matrix in column-major order, the result - may be <code>msrc</code> (in-place)
- * @return given result matrix <i>mres</i> for chaining
+ * Returns the determinant of the given matrix
+ * @param m 4x4 matrix in column-major order, the source
+ * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
+ * @return the matrix determinant
*/
- public static FloatBuffer transposeMatrix(final FloatBuffer msrc, final FloatBuffer mres) {
- final int msrc_offset = msrc.position();
- final int mres_offset = mres.position();
- for (int i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (int j = 0; j < 4; j++) {
- mres.put(mres_offset+j+i4, msrc.get(msrc_offset+i+j*4));
- }
- }
- return mres;
- }
+ public static float matrixDeterminant(final float[] m, final int m_offset) {
+ float a11 = m[ 1+4*1 + m_offset ];
+ float a21 = m[ 2+4*1 + m_offset ];
+ float a31 = m[ 3+4*1 + m_offset ];
+ float a12 = m[ 1+4*2 + m_offset ];
+ float a22 = m[ 2+4*2 + m_offset ];
+ float a32 = m[ 3+4*2 + m_offset ];
+ float a13 = m[ 1+4*3 + m_offset ];
+ float a23 = m[ 2+4*3 + m_offset ];
+ float a33 = m[ 3+4*3 + m_offset ];
+
+ float ret = 0;
+ ret += m[ 0 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a11 = m[ 1+4*0 + m_offset ];
+ a21 = m[ 2+4*0 + m_offset ];
+ a31 = m[ 3+4*0 + m_offset ];
+ ret -= m[ 0+4*1 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a12 = m[ 1+4*1 + m_offset ];
+ a22 = m[ 2+4*1 + m_offset ];
+ a32 = m[ 3+4*1 + m_offset ];
+ ret += m[ 0+4*2 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a13 = m[ 1+4*2 + m_offset ];
+ a23 = m[ 2+4*2 + m_offset ];
+ a33 = m[ 3+4*2 + m_offset ];
+ ret -= m[ 0+4*3 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ return ret;
+ }
/**
- * Transpose the given matrix in place.
- *
+ * Returns the determinant of the given matrix
* @param m 4x4 matrix in column-major order, the source
- * @param temp temporary 4*4 float storage
- * @return given matrix <i>m</i> for chaining
+ * @return the matrix determinant
*/
- public static FloatBuffer transposeMatrix(FloatBuffer m, final float[/*4*4*/] temp) {
- final int m_offset = m.position();
- int i, j;
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- temp[i4+j] = m.get(i4+j+m_offset);
- }
- }
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- m.put(m_offset+j+i4, temp[i+j*4]);
- }
- }
- return m;
- }
+ public static float matrixDeterminant(final float[] m) {
+ float a11 = m[ 1+4*1 ];
+ float a21 = m[ 2+4*1 ];
+ float a31 = m[ 3+4*1 ];
+ float a12 = m[ 1+4*2 ];
+ float a22 = m[ 2+4*2 ];
+ float a32 = m[ 3+4*2 ];
+ float a13 = m[ 1+4*3 ];
+ float a23 = m[ 2+4*3 ];
+ float a33 = m[ 3+4*3 ];
+
+ float ret = 0;
+ ret += m[ 0 ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a11 = m[ 1+4*0 ];
+ a21 = m[ 2+4*0 ];
+ a31 = m[ 3+4*0 ];
+ ret -= m[ 0+4*1 ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a12 = m[ 1+4*1 ];
+ a22 = m[ 2+4*1 ];
+ a32 = m[ 3+4*1 ];
+ ret += m[ 0+4*2 ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ a13 = m[ 1+4*2 ];
+ a23 = m[ 2+4*2 ];
+ a33 = m[ 3+4*2 ];
+ ret -= m[ 0+4*3 ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
+ return ret;
+ }
/**
* Invert the given matrix.
@@ -816,73 +827,79 @@ public final class FloatUtil {
* @param msrc_offset offset in given array <i>msrc</i>, i.e. start of the 4x4 matrix
* @param mres 4x4 matrix in column-major order, the result - may be <code>msrc</code> (in-place)
* @param mres_offset offset in given array <i>mres</i>, i.e. start of the 4x4 matrix - may be <code>msrc_offset</code> (in-place)
- * @param temp temporary 4*4 float storage
* @return given result matrix <i>mres</i> for chaining if successful, otherwise <code>null</code>. See above.
*/
- public static float[] invertMatrix(final float[] msrc, final int msrc_offset, final float[] mres, final int mres_offset, final float[/*4*4*/] temp) {
- int i, j, k, swap;
- float t;
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- temp[i4+j] = msrc[i4+j+msrc_offset];
+ public static float[] invertMatrix(final float[] msrc, final int msrc_offset, final float[] mres, final int mres_offset) {
+ final float scale;
+ {
+ float max = Math.abs(msrc[0]);
+
+ for( int i = 1; i < 16; i++ ) {
+ final float a = Math.abs(msrc[i]);
+ if( a > max ) max = a;
}
- }
- makeIdentity(mres, mres_offset);
-
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
-
- //
- // Look for largest element in column
- //
- swap = i;
- for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp[j*4+i]) > Math.abs(temp[i4+i])) {
- swap = j;
- }
- }
-
- if (swap != i) {
- final int swap4 = swap*4;
- //
- // Swap rows.
- //
- for (k = 0; k < 4; k++) {
- t = temp[i4+k];
- temp[i4+k] = temp[swap4+k];
- temp[swap4+k] = t;
-
- t = mres[i4+k+mres_offset];
- mres[i4+k+mres_offset] = mres[swap4+k+mres_offset];
- mres[swap4+k+mres_offset] = t;
- }
- }
-
- if (temp[i4+i] == 0) {
- //
- // No non-zero pivot. The matrix is singular, which shouldn't
- // happen. This means the user gave us a bad matrix.
- //
+ if( 0 == max ) {
return null;
}
+ scale = 1.0f/max;
+ }
- t = temp[i4+i];
- for (k = 0; k < 4; k++) {
- temp[i4+k] /= t;
- mres[i4+k+mres_offset] /= t;
- }
- for (j = 0; j < 4; j++) {
- if (j != i) {
- final int j4 = j*4;
- t = temp[j4+i];
- for (k = 0; k < 4; k++) {
- temp[j4+k] -= temp[i4+k] * t;
- mres[j4+k+mres_offset] -= mres[i4+k+mres_offset]*t;
- }
- }
- }
+ final float a11 = msrc[0+4*0+msrc_offset]*scale;
+ final float a21 = msrc[1+4*0+msrc_offset]*scale;
+ final float a31 = msrc[2+4*0+msrc_offset]*scale;
+ final float a41 = msrc[3+4*0+msrc_offset]*scale;
+ final float a12 = msrc[0+4*1+msrc_offset]*scale;
+ final float a22 = msrc[1+4*1+msrc_offset]*scale;
+ final float a32 = msrc[2+4*1+msrc_offset]*scale;
+ final float a42 = msrc[3+4*1+msrc_offset]*scale;
+ final float a13 = msrc[0+4*2+msrc_offset]*scale;
+ final float a23 = msrc[1+4*2+msrc_offset]*scale;
+ final float a33 = msrc[2+4*2+msrc_offset]*scale;
+ final float a43 = msrc[3+4*2+msrc_offset]*scale;
+ final float a14 = msrc[0+4*3+msrc_offset]*scale;
+ final float a24 = msrc[1+4*3+msrc_offset]*scale;
+ final float a34 = msrc[2+4*3+msrc_offset]*scale;
+ final float a44 = msrc[3+4*3+msrc_offset]*scale;
+
+ final float m11 = + a22*(a33*a44 - a34*a43) - a23*(a32*a44 - a34*a42) + a24*(a32*a43 - a33*a42);
+ final float m12 = -( + a21*(a33*a44 - a34*a43) - a23*(a31*a44 - a34*a41) + a24*(a31*a43 - a33*a41));
+ final float m13 = + a21*(a32*a44 - a34*a42) - a22*(a31*a44 - a34*a41) + a24*(a31*a42 - a32*a41);
+ final float m14 = -( + a21*(a32*a43 - a33*a42) - a22*(a31*a43 - a33*a41) + a23*(a31*a42 - a32*a41));
+ final float m21 = -( + a12*(a33*a44 - a34*a43) - a13*(a32*a44 - a34*a42) + a14*(a32*a43 - a33*a42));
+ final float m22 = + a11*(a33*a44 - a34*a43) - a13*(a31*a44 - a34*a41) + a14*(a31*a43 - a33*a41);
+ final float m23 = -( + a11*(a32*a44 - a34*a42) - a12*(a31*a44 - a34*a41) + a14*(a31*a42 - a32*a41));
+ final float m24 = + a11*(a32*a43 - a33*a42) - a12*(a31*a43 - a33*a41) + a13*(a31*a42 - a32*a41);
+ final float m31 = + a12*(a23*a44 - a24*a43) - a13*(a22*a44 - a24*a42) + a14*(a22*a43 - a23*a42);
+ final float m32 = -( + a11*(a23*a44 - a24*a43) - a13*(a21*a44 - a24*a41) + a14*(a21*a43 - a23*a41));
+ final float m33 = + a11*(a22*a44 - a24*a42) - a12*(a21*a44 - a24*a41) + a14*(a21*a42 - a22*a41);
+ final float m34 = -( + a11*(a22*a43 - a23*a42) - a12*(a21*a43 - a23*a41) + a13*(a21*a42 - a22*a41));
+ final float m41 = -( + a12*(a23*a34 - a24*a33) - a13*(a22*a34 - a24*a32) + a14*(a22*a33 - a23*a32));
+ final float m42 = + a11*(a23*a34 - a24*a33) - a13*(a21*a34 - a24*a31) + a14*(a21*a33 - a23*a31);
+ final float m43 = -( + a11*(a22*a34 - a24*a32) - a12*(a21*a34 - a24*a31) + a14*(a21*a32 - a22*a31));
+ final float m44 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
+
+ final float det = (a11*m11 + a12*m12 + a13*m13 + a14*m14)/scale;
+
+ if( 0 == det ) {
+ return null;
}
+
+ mres[0+4*0+mres_offset] = m11 / det;
+ mres[1+4*0+mres_offset] = m12 / det;
+ mres[2+4*0+mres_offset] = m13 / det;
+ mres[3+4*0+mres_offset] = m14 / det;
+ mres[0+4*1+mres_offset] = m21 / det;
+ mres[1+4*1+mres_offset] = m22 / det;
+ mres[2+4*1+mres_offset] = m23 / det;
+ mres[3+4*1+mres_offset] = m24 / det;
+ mres[0+4*2+mres_offset] = m31 / det;
+ mres[1+4*2+mres_offset] = m32 / det;
+ mres[2+4*2+mres_offset] = m33 / det;
+ mres[3+4*2+mres_offset] = m34 / det;
+ mres[0+4*3+mres_offset] = m41 / det;
+ mres[1+4*3+mres_offset] = m42 / det;
+ mres[2+4*3+mres_offset] = m43 / det;
+ mres[3+4*3+mres_offset] = m44 / det;
return mres;
}
@@ -895,83 +912,82 @@ public final class FloatUtil {
*
* @param msrc 4x4 matrix in column-major order, the source
* @param mres 4x4 matrix in column-major order, the result - may be <code>msrc</code> (in-place)
- * @param temp temporary 4*4 float storage
* @return given result matrix <i>mres</i> for chaining if successful, otherwise <code>null</code>. See above.
*/
- public static FloatBuffer invertMatrix(final FloatBuffer msrc, final FloatBuffer mres, final float[/*4*4*/] temp) {
- int i, j, k, swap;
- float t;
-
- final int msrc_offset = msrc.position();
- final int mres_offset = mres.position();
-
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
- for (j = 0; j < 4; j++) {
- temp[i4+j] = msrc.get(i4+j + msrc_offset);
- }
- }
- makeIdentity(mres);
-
- for (i = 0; i < 4; i++) {
- final int i4 = i*4;
-
- //
- // Look for largest element in column
- //
- swap = i;
- for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp[j*4+i]) > Math.abs(temp[i4+i])) {
- swap = j;
- }
- }
-
- if (swap != i) {
- final int swap4 = swap*4;
- //
- // Swap rows.
- //
- for (k = 0; k < 4; k++) {
- t = temp[i4+k];
- temp[i4+k] = temp[swap4+k];
- temp[swap4+k] = t;
-
- t = mres.get(i4+k + mres_offset);
- mres.put(i4+k + mres_offset, mres.get(swap4+k + mres_offset));
- mres.put(swap4+k + mres_offset, t);
- }
+ public static float[] invertMatrix(final float[] msrc, final float[] mres) {
+ final float scale;
+ {
+ float max = Math.abs(msrc[0]);
+
+ for( int i = 1; i < 16; i++ ) {
+ final float a = Math.abs(msrc[i]);
+ if( a > max ) max = a;
+ }
+ if( 0 == max ) {
+ return null;
+ }
+ scale = 1.0f/max;
}
- if (temp[i4+i] == 0) {
- //
- // No non-zero pivot. The matrix is singular, which shouldn't
- // happen. This means the user gave us a bad matrix.
- //
- return null;
+ final float a11 = msrc[0+4*0]*scale;
+ final float a21 = msrc[1+4*0]*scale;
+ final float a31 = msrc[2+4*0]*scale;
+ final float a41 = msrc[3+4*0]*scale;
+ final float a12 = msrc[0+4*1]*scale;
+ final float a22 = msrc[1+4*1]*scale;
+ final float a32 = msrc[2+4*1]*scale;
+ final float a42 = msrc[3+4*1]*scale;
+ final float a13 = msrc[0+4*2]*scale;
+ final float a23 = msrc[1+4*2]*scale;
+ final float a33 = msrc[2+4*2]*scale;
+ final float a43 = msrc[3+4*2]*scale;
+ final float a14 = msrc[0+4*3]*scale;
+ final float a24 = msrc[1+4*3]*scale;
+ final float a34 = msrc[2+4*3]*scale;
+ final float a44 = msrc[3+4*3]*scale;
+
+ final float m11 = + a22*(a33*a44 - a34*a43) - a23*(a32*a44 - a34*a42) + a24*(a32*a43 - a33*a42);
+ final float m12 = -( + a21*(a33*a44 - a34*a43) - a23*(a31*a44 - a34*a41) + a24*(a31*a43 - a33*a41));
+ final float m13 = + a21*(a32*a44 - a34*a42) - a22*(a31*a44 - a34*a41) + a24*(a31*a42 - a32*a41);
+ final float m14 = -( + a21*(a32*a43 - a33*a42) - a22*(a31*a43 - a33*a41) + a23*(a31*a42 - a32*a41));
+ final float m21 = -( + a12*(a33*a44 - a34*a43) - a13*(a32*a44 - a34*a42) + a14*(a32*a43 - a33*a42));
+ final float m22 = + a11*(a33*a44 - a34*a43) - a13*(a31*a44 - a34*a41) + a14*(a31*a43 - a33*a41);
+ final float m23 = -( + a11*(a32*a44 - a34*a42) - a12*(a31*a44 - a34*a41) + a14*(a31*a42 - a32*a41));
+ final float m24 = + a11*(a32*a43 - a33*a42) - a12*(a31*a43 - a33*a41) + a13*(a31*a42 - a32*a41);
+ final float m31 = + a12*(a23*a44 - a24*a43) - a13*(a22*a44 - a24*a42) + a14*(a22*a43 - a23*a42);
+ final float m32 = -( + a11*(a23*a44 - a24*a43) - a13*(a21*a44 - a24*a41) + a14*(a21*a43 - a23*a41));
+ final float m33 = + a11*(a22*a44 - a24*a42) - a12*(a21*a44 - a24*a41) + a14*(a21*a42 - a22*a41);
+ final float m34 = -( + a11*(a22*a43 - a23*a42) - a12*(a21*a43 - a23*a41) + a13*(a21*a42 - a22*a41));
+ final float m41 = -( + a12*(a23*a34 - a24*a33) - a13*(a22*a34 - a24*a32) + a14*(a22*a33 - a23*a32));
+ final float m42 = + a11*(a23*a34 - a24*a33) - a13*(a21*a34 - a24*a31) + a14*(a21*a33 - a23*a31);
+ final float m43 = -( + a11*(a22*a34 - a24*a32) - a12*(a21*a34 - a24*a31) + a14*(a21*a32 - a22*a31));
+ final float m44 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
+
+ final float det = (a11*m11 + a12*m12 + a13*m13 + a14*m14)/scale;
+
+ if( 0 == det ) {
+ return null;
}
- t = temp[i4+i];
- for (k = 0; k < 4; k++) {
- temp[i4+k] /= t;
- final int z = i4+k + mres_offset;
- mres.put(z, mres.get(z) / t);
- }
- for (j = 0; j < 4; j++) {
- if (j != i) {
- final int j4 = j*4;
- t = temp[j4+i];
- for (k = 0; k < 4; k++) {
- temp[j4+k] -= temp[i4+k] * t;
- final int z = j4+k + mres_offset;
- mres.put(z, mres.get(z) - mres.get(i4+k + mres_offset) * t);
- }
- }
- }
- }
- return mres;
+ mres[0+4*0] = m11 / det;
+ mres[1+4*0] = m12 / det;
+ mres[2+4*0] = m13 / det;
+ mres[3+4*0] = m14 / det;
+ mres[0+4*1] = m21 / det;
+ mres[1+4*1] = m22 / det;
+ mres[2+4*1] = m23 / det;
+ mres[3+4*1] = m24 / det;
+ mres[0+4*2] = m31 / det;
+ mres[1+4*2] = m32 / det;
+ mres[2+4*2] = m33 / det;
+ mres[3+4*2] = m34 / det;
+ mres[0+4*3] = m41 / det;
+ mres[1+4*3] = m42 / det;
+ mres[2+4*3] = m43 / det;
+ mres[3+4*3] = m44 / det;
+ return mres;
}
-
/**
* Map object coordinates to window coordinates.
* <p>
@@ -1111,7 +1127,7 @@ public final class FloatUtil {
multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
// mat4Tmp1 = Inv(P x Mv)
- if ( null == invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}
mat4Tmp2[0] = winx;
@@ -1311,7 +1327,7 @@ public final class FloatUtil {
multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
// mat4Tmp1 = Inv(P x Mv)
- if ( null == invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}
@@ -1387,7 +1403,7 @@ public final class FloatUtil {
multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
// mat4Tmp1 = Inv(P x Mv)
- if ( null == invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}
if( mapWinToObjCoords(winx, winy, winz0, winz1, mat4Tmp1,
@@ -1408,16 +1424,58 @@ public final class FloatUtil {
* @param d result a*b in column-major order
*/
public static void multMatrix(final float[] a, final int a_off, final float[] b, final int b_off, float[] d, final int d_off) {
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final int d_off_i = d_off+i;
- final float ai0=a[a_off_i+0*4], ai1=a[a_off_i+1*4], ai2=a[a_off_i+2*4], ai3=a[a_off_i+3*4]; // row-i of a
- d[d_off_i+0*4] = ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ;
- d[d_off_i+1*4] = ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ;
- d[d_off_i+2*4] = ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ;
- d[d_off_i+3*4] = ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ;
- }
+ final float b00 = b[b_off+0+0*4];
+ final float b10 = b[b_off+1+0*4];
+ final float b20 = b[b_off+2+0*4];
+ final float b30 = b[b_off+3+0*4];
+ final float b01 = b[b_off+0+1*4];
+ final float b11 = b[b_off+1+1*4];
+ final float b21 = b[b_off+2+1*4];
+ final float b31 = b[b_off+3+1*4];
+ final float b02 = b[b_off+0+2*4];
+ final float b12 = b[b_off+1+2*4];
+ final float b22 = b[b_off+2+2*4];
+ final float b32 = b[b_off+3+2*4];
+ final float b03 = b[b_off+0+3*4];
+ final float b13 = b[b_off+1+3*4];
+ final float b23 = b[b_off+2+3*4];
+ final float b33 = b[b_off+3+3*4];
+
+ float ai0=a[a_off+ 0*4]; // row-0 of a
+ float ai1=a[a_off+ 1*4];
+ float ai2=a[a_off+ 2*4];
+ float ai3=a[a_off+ 3*4];
+ d[d_off+ 0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[d_off+ 1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[d_off+ 2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[d_off+ 3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+1+0*4]; // row-1 of a
+ ai1=a[a_off+1+1*4];
+ ai2=a[a_off+1+2*4];
+ ai3=a[a_off+1+3*4];
+ d[d_off+1+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[d_off+1+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[d_off+1+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[d_off+1+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+2+0*4]; // row-2 of a
+ ai1=a[a_off+2+1*4];
+ ai2=a[a_off+2+2*4];
+ ai3=a[a_off+2+3*4];
+ d[d_off+2+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[d_off+2+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[d_off+2+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[d_off+2+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+3+0*4]; // row-3 of a
+ ai1=a[a_off+3+1*4];
+ ai2=a[a_off+3+2*4];
+ ai3=a[a_off+3+3*4];
+ d[d_off+3+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[d_off+3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[d_off+3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[d_off+3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
}
/**
@@ -1427,14 +1485,58 @@ public final class FloatUtil {
* @param d result a*b in column-major order
*/
public static void multMatrix(final float[] a, final float[] b, float[] d) {
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final float ai0=a[i+0*4], ai1=a[i+1*4], ai2=a[i+2*4], ai3=a[i+3*4]; // row-i of a
- d[i+0*4] = ai0 * b[0+0*4] + ai1 * b[1+0*4] + ai2 * b[2+0*4] + ai3 * b[3+0*4] ;
- d[i+1*4] = ai0 * b[0+1*4] + ai1 * b[1+1*4] + ai2 * b[2+1*4] + ai3 * b[3+1*4] ;
- d[i+2*4] = ai0 * b[0+2*4] + ai1 * b[1+2*4] + ai2 * b[2+2*4] + ai3 * b[3+2*4] ;
- d[i+3*4] = ai0 * b[0+3*4] + ai1 * b[1+3*4] + ai2 * b[2+3*4] + ai3 * b[3+3*4] ;
- }
+ final float b00 = b[0+0*4];
+ final float b10 = b[1+0*4];
+ final float b20 = b[2+0*4];
+ final float b30 = b[3+0*4];
+ final float b01 = b[0+1*4];
+ final float b11 = b[1+1*4];
+ final float b21 = b[2+1*4];
+ final float b31 = b[3+1*4];
+ final float b02 = b[0+2*4];
+ final float b12 = b[1+2*4];
+ final float b22 = b[2+2*4];
+ final float b32 = b[3+2*4];
+ final float b03 = b[0+3*4];
+ final float b13 = b[1+3*4];
+ final float b23 = b[2+3*4];
+ final float b33 = b[3+3*4];
+
+ float ai0=a[ 0*4]; // row-0 of a
+ float ai1=a[ 1*4];
+ float ai2=a[ 2*4];
+ float ai3=a[ 3*4];
+ d[ 0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[ 1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[ 2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[ 3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[1+0*4]; // row-1 of a
+ ai1=a[1+1*4];
+ ai2=a[1+2*4];
+ ai3=a[1+3*4];
+ d[1+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[1+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[1+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[1+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[2+0*4]; // row-2 of a
+ ai1=a[2+1*4];
+ ai2=a[2+2*4];
+ ai3=a[2+3*4];
+ d[2+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[2+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[2+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[2+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[3+0*4]; // row-3 of a
+ ai1=a[3+1*4];
+ ai2=a[3+2*4];
+ ai3=a[3+3*4];
+ d[3+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ d[3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ d[3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ d[3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
}
/**
@@ -1443,15 +1545,58 @@ public final class FloatUtil {
* @param b 4x4 matrix in column-major order
*/
public static void multMatrix(final float[] a, final int a_off, final float[] b, final int b_off) {
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final float ai0=a[a_off_i+0*4], ai1=a[a_off_i+1*4], ai2=a[a_off_i+2*4], ai3=a[a_off_i+3*4]; // row-i of a
- a[a_off_i+0*4] = ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ;
- a[a_off_i+1*4] = ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ;
- a[a_off_i+2*4] = ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ;
- a[a_off_i+3*4] = ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ;
- }
+ final float b00 = b[b_off+0+0*4];
+ final float b10 = b[b_off+1+0*4];
+ final float b20 = b[b_off+2+0*4];
+ final float b30 = b[b_off+3+0*4];
+ final float b01 = b[b_off+0+1*4];
+ final float b11 = b[b_off+1+1*4];
+ final float b21 = b[b_off+2+1*4];
+ final float b31 = b[b_off+3+1*4];
+ final float b02 = b[b_off+0+2*4];
+ final float b12 = b[b_off+1+2*4];
+ final float b22 = b[b_off+2+2*4];
+ final float b32 = b[b_off+3+2*4];
+ final float b03 = b[b_off+0+3*4];
+ final float b13 = b[b_off+1+3*4];
+ final float b23 = b[b_off+2+3*4];
+ final float b33 = b[b_off+3+3*4];
+
+ float ai0=a[a_off+ 0*4]; // row-0 of a
+ float ai1=a[a_off+ 1*4];
+ float ai2=a[a_off+ 2*4];
+ float ai3=a[a_off+ 3*4];
+ a[a_off+ 0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[a_off+ 1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[a_off+ 2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[a_off+ 3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+1+0*4]; // row-1 of a
+ ai1=a[a_off+1+1*4];
+ ai2=a[a_off+1+2*4];
+ ai3=a[a_off+1+3*4];
+ a[a_off+1+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[a_off+1+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[a_off+1+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[a_off+1+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+2+0*4]; // row-2 of a
+ ai1=a[a_off+2+1*4];
+ ai2=a[a_off+2+2*4];
+ ai3=a[a_off+2+3*4];
+ a[a_off+2+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[a_off+2+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[a_off+2+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[a_off+2+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[a_off+3+0*4]; // row-3 of a
+ ai1=a[a_off+3+1*4];
+ ai2=a[a_off+3+2*4];
+ ai3=a[a_off+3+3*4];
+ a[a_off+3+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[a_off+3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[a_off+3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[a_off+3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
}
/**
@@ -1460,14 +1605,58 @@ public final class FloatUtil {
* @param b 4x4 matrix in column-major order
*/
public static void multMatrix(final float[] a, final float[] b) {
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final float ai0=a[i+0*4], ai1=a[i+1*4], ai2=a[i+2*4], ai3=a[i+3*4]; // row-i of a
- a[i+0*4] = ai0 * b[0+0*4] + ai1 * b[1+0*4] + ai2 * b[2+0*4] + ai3 * b[3+0*4] ;
- a[i+1*4] = ai0 * b[0+1*4] + ai1 * b[1+1*4] + ai2 * b[2+1*4] + ai3 * b[3+1*4] ;
- a[i+2*4] = ai0 * b[0+2*4] + ai1 * b[1+2*4] + ai2 * b[2+2*4] + ai3 * b[3+2*4] ;
- a[i+3*4] = ai0 * b[0+3*4] + ai1 * b[1+3*4] + ai2 * b[2+3*4] + ai3 * b[3+3*4] ;
- }
+ final float b00 = b[0+0*4];
+ final float b10 = b[1+0*4];
+ final float b20 = b[2+0*4];
+ final float b30 = b[3+0*4];
+ final float b01 = b[0+1*4];
+ final float b11 = b[1+1*4];
+ final float b21 = b[2+1*4];
+ final float b31 = b[3+1*4];
+ final float b02 = b[0+2*4];
+ final float b12 = b[1+2*4];
+ final float b22 = b[2+2*4];
+ final float b32 = b[3+2*4];
+ final float b03 = b[0+3*4];
+ final float b13 = b[1+3*4];
+ final float b23 = b[2+3*4];
+ final float b33 = b[3+3*4];
+
+ float ai0=a[ 0*4]; // row-0 of a
+ float ai1=a[ 1*4];
+ float ai2=a[ 2*4];
+ float ai3=a[ 3*4];
+ a[ 0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[ 1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[ 2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[ 3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[1+0*4]; // row-1 of a
+ ai1=a[1+1*4];
+ ai2=a[1+2*4];
+ ai3=a[1+3*4];
+ a[1+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[1+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[1+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[1+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[2+0*4]; // row-2 of a
+ ai1=a[2+1*4];
+ ai2=a[2+2*4];
+ ai3=a[2+3*4];
+ a[2+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[2+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[2+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[2+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
+
+ ai0=a[3+0*4]; // row-3 of a
+ ai1=a[3+1*4];
+ ai2=a[3+2*4];
+ ai3=a[3+3*4];
+ a[3+0*4] = ai0 * b00 + ai1 * b10 + ai2 * b20 + ai3 * b30 ;
+ a[3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
+ a[3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
+ a[3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
}
/**
@@ -1475,79 +1664,19 @@ public final class FloatUtil {
* @param a 4x4 matrix in column-major order
* @param b 4x4 matrix in column-major order
* @param d result a*b in column-major order
+ * @deprecated use on of the float[] variants
*/
- public static void multMatrix(final float[] a, final int a_off, final float[] b, final int b_off, final FloatBuffer d) {
- final int d_off = d.position();
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final int d_off_i = d_off+i;
- final float ai0=a[a_off_i+0*4], ai1=a[a_off_i+1*4], ai2=a[a_off_i+2*4], ai3=a[a_off_i+3*4]; // row-i of a
- d.put(d_off_i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] );
- d.put(d_off_i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] );
- d.put(d_off_i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] );
- d.put(d_off_i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] );
- }
- }
-
- /**
- * Multiply matrix: [d] = [a] x [b]
- * @param a 4x4 matrix in column-major order
- * @param b 4x4 matrix in column-major order
- * @param d result a*b in column-major order
- */
- public static void multMatrix(final FloatBuffer a, final float[] b, final int b_off, final FloatBuffer d) {
- final int a_off = a.position();
- final int d_off = d.position();
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final int d_off_i = d_off+i;
- final float ai0=a.get(a_off_i+0*4), ai1=a.get(a_off_i+1*4), ai2=a.get(a_off_i+2*4), ai3=a.get(a_off_i+3*4); // row-i of a
- d.put(d_off_i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] );
- d.put(d_off_i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] );
- d.put(d_off_i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] );
- d.put(d_off_i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] );
- }
- }
-
- /**
- * Multiply matrix: [a] = [a] x [b]
- * @param a 4x4 matrix in column-major order (also result)
- * @param b 4x4 matrix in column-major order
- */
- public static void multMatrix(final FloatBuffer a, final float[] b, final int b_off) {
- final int a_off = a.position();
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final float ai0=a.get(a_off_i+0*4), ai1=a.get(a_off_i+1*4), ai2=a.get(a_off_i+2*4), ai3=a.get(a_off_i+3*4); // row-i of a
- a.put(a_off_i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] );
- a.put(a_off_i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] );
- a.put(a_off_i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] );
- a.put(a_off_i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] );
- }
- }
-
- /**
- * Multiply matrix: [d] = [a] x [b]
- * @param a 4x4 matrix in column-major order
- * @param b 4x4 matrix in column-major order
- * @param d result a*b in column-major order
- */
- public static void multMatrix(final FloatBuffer a, final FloatBuffer b, final FloatBuffer d) {
+ public static void multMatrix(final FloatBuffer a, final FloatBuffer b, final float[] d) {
final int a_off = a.position();
final int b_off = b.position();
- final int d_off = d.position();
for (int i = 0; i < 4; i++) {
// one row in column-major order
final int a_off_i = a_off+i;
- final int d_off_i = d_off+i;
final float ai0=a.get(a_off_i+0*4), ai1=a.get(a_off_i+1*4), ai2=a.get(a_off_i+2*4), ai3=a.get(a_off_i+3*4); // row-i of a
- d.put(d_off_i+0*4 , ai0 * b.get(b_off+0+0*4) + ai1 * b.get(b_off+1+0*4) + ai2 * b.get(b_off+2+0*4) + ai3 * b.get(b_off+3+0*4) );
- d.put(d_off_i+1*4 , ai0 * b.get(b_off+0+1*4) + ai1 * b.get(b_off+1+1*4) + ai2 * b.get(b_off+2+1*4) + ai3 * b.get(b_off+3+1*4) );
- d.put(d_off_i+2*4 , ai0 * b.get(b_off+0+2*4) + ai1 * b.get(b_off+1+2*4) + ai2 * b.get(b_off+2+2*4) + ai3 * b.get(b_off+3+2*4) );
- d.put(d_off_i+3*4 , ai0 * b.get(b_off+0+3*4) + ai1 * b.get(b_off+1+3*4) + ai2 * b.get(b_off+2+3*4) + ai3 * b.get(b_off+3+3*4) );
+ d[i+0*4] = ai0 * b.get(b_off+0+0*4) + ai1 * b.get(b_off+1+0*4) + ai2 * b.get(b_off+2+0*4) + ai3 * b.get(b_off+3+0*4) ;
+ d[i+1*4] = ai0 * b.get(b_off+0+1*4) + ai1 * b.get(b_off+1+1*4) + ai2 * b.get(b_off+2+1*4) + ai3 * b.get(b_off+3+1*4) ;
+ d[i+2*4] = ai0 * b.get(b_off+0+2*4) + ai1 * b.get(b_off+1+2*4) + ai2 * b.get(b_off+2+2*4) + ai3 * b.get(b_off+3+2*4) ;
+ d[i+3*4] = ai0 * b.get(b_off+0+3*4) + ai1 * b.get(b_off+1+3*4) + ai2 * b.get(b_off+2+3*4) + ai3 * b.get(b_off+3+3*4) ;
}
}
@@ -1555,6 +1684,7 @@ public final class FloatUtil {
* Multiply matrix: [a] = [a] x [b]
* @param a 4x4 matrix in column-major order (also result)
* @param b 4x4 matrix in column-major order
+ * @deprecated use on of the float[] variants
*/
public static void multMatrix(final FloatBuffer a, final FloatBuffer b) {
final int a_off = a.position();
@@ -1571,47 +1701,6 @@ public final class FloatUtil {
}
/**
- * Multiply matrix: [d] = [a] x [b]
- * @param a 4x4 matrix in column-major order
- * @param b 4x4 matrix in column-major order
- * @param d result a*b in column-major order
- */
- public static void multMatrix(final FloatBuffer a, final FloatBuffer b, final float[] d, final int d_off) {
- final int a_off = a.position();
- final int b_off = b.position();
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final int d_off_i = d_off+i;
- final float ai0=a.get(a_off_i+0*4), ai1=a.get(a_off_i+1*4), ai2=a.get(a_off_i+2*4), ai3=a.get(a_off_i+3*4); // row-i of a
- d[d_off_i+0*4] = ai0 * b.get(b_off+0+0*4) + ai1 * b.get(b_off+1+0*4) + ai2 * b.get(b_off+2+0*4) + ai3 * b.get(b_off+3+0*4) ;
- d[d_off_i+1*4] = ai0 * b.get(b_off+0+1*4) + ai1 * b.get(b_off+1+1*4) + ai2 * b.get(b_off+2+1*4) + ai3 * b.get(b_off+3+1*4) ;
- d[d_off_i+2*4] = ai0 * b.get(b_off+0+2*4) + ai1 * b.get(b_off+1+2*4) + ai2 * b.get(b_off+2+2*4) + ai3 * b.get(b_off+3+2*4) ;
- d[d_off_i+3*4] = ai0 * b.get(b_off+0+3*4) + ai1 * b.get(b_off+1+3*4) + ai2 * b.get(b_off+2+3*4) + ai3 * b.get(b_off+3+3*4) ;
- }
- }
-
- /**
- * Multiply matrix: [d] = [a] x [b]
- * @param a 4x4 matrix in column-major order
- * @param b 4x4 matrix in column-major order
- * @param d result a*b in column-major order
- */
- public static void multMatrix(final FloatBuffer a, final FloatBuffer b, final float[] d) {
- final int a_off = a.position();
- final int b_off = b.position();
- for (int i = 0; i < 4; i++) {
- // one row in column-major order
- final int a_off_i = a_off+i;
- final float ai0=a.get(a_off_i+0*4), ai1=a.get(a_off_i+1*4), ai2=a.get(a_off_i+2*4), ai3=a.get(a_off_i+3*4); // row-i of a
- d[i+0*4] = ai0 * b.get(b_off+0+0*4) + ai1 * b.get(b_off+1+0*4) + ai2 * b.get(b_off+2+0*4) + ai3 * b.get(b_off+3+0*4) ;
- d[i+1*4] = ai0 * b.get(b_off+0+1*4) + ai1 * b.get(b_off+1+1*4) + ai2 * b.get(b_off+2+1*4) + ai3 * b.get(b_off+3+1*4) ;
- d[i+2*4] = ai0 * b.get(b_off+0+2*4) + ai1 * b.get(b_off+1+2*4) + ai2 * b.get(b_off+2+2*4) + ai3 * b.get(b_off+3+2*4) ;
- d[i+3*4] = ai0 * b.get(b_off+0+3*4) + ai1 * b.get(b_off+1+3*4) + ai2 * b.get(b_off+2+3*4) + ai3 * b.get(b_off+3+3*4) ;
- }
- }
-
- /**
* @param m_in 4x4 matrix in column-major order
* @param m_in_off
* @param v_in 4-component column-vector
@@ -1620,15 +1709,21 @@ public final class FloatUtil {
public static void multMatrixVec(final float[] m_in, final int m_in_off,
final float[] v_in, final int v_in_off,
final float[] v_out, final int v_out_off) {
- for (int i = 0; i < 4; i++) {
// (one matrix row in column-major order) X (column vector)
- final int i_m_in_off = i+m_in_off;
- v_out[i + v_out_off] =
- v_in[0+v_in_off] * m_in[0*4+i_m_in_off] +
- v_in[1+v_in_off] * m_in[1*4+i_m_in_off] +
- v_in[2+v_in_off] * m_in[2*4+i_m_in_off] +
- v_in[3+v_in_off] * m_in[3*4+i_m_in_off];
- }
+ v_out[0 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off ] + v_in[1+v_in_off] * m_in[1*4+m_in_off ] +
+ v_in[2+v_in_off] * m_in[2*4+m_in_off ] + v_in[3+v_in_off] * m_in[3*4+m_in_off ];
+
+ final int m_in_off_1 = 1+m_in_off;
+ v_out[1 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off_1] + v_in[1+v_in_off] * m_in[1*4+m_in_off_1] +
+ v_in[2+v_in_off] * m_in[2*4+m_in_off_1] + v_in[3+v_in_off] * m_in[3*4+m_in_off_1];
+
+ final int m_in_off_2 = 2+m_in_off;
+ v_out[2 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off_2] + v_in[1+v_in_off] * m_in[1*4+m_in_off_2] +
+ v_in[2+v_in_off] * m_in[2*4+m_in_off_2] + v_in[3+v_in_off] * m_in[3*4+m_in_off_2];
+
+ final int m_in_off_3 = 3+m_in_off;
+ v_out[3 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off_3] + v_in[1+v_in_off] * m_in[1*4+m_in_off_3] +
+ v_in[2+v_in_off] * m_in[2*4+m_in_off_3] + v_in[3+v_in_off] * m_in[3*4+m_in_off_3];
}
/**
@@ -1638,38 +1733,25 @@ public final class FloatUtil {
* @param v_out m_in * v_in
*/
public static void multMatrixVec(final float[] m_in, final float[] v_in, final float[] v_out) {
- for (int i = 0; i < 4; i++) {
// (one matrix row in column-major order) X (column vector)
- v_out[i] =
- v_in[0] * m_in[0*4+i] +
- v_in[1] * m_in[1*4+i] +
- v_in[2] * m_in[2*4+i] +
- v_in[3] * m_in[3*4+i];
- }
- }
+ v_out[0] = v_in[0] * m_in[0*4 ] + v_in[1] * m_in[1*4 ] +
+ v_in[2] * m_in[2*4 ] + v_in[3] * m_in[3*4 ];
- /**
- * @param m_in 4x4 matrix in column-major order
- * @param v_in 4-component column-vector
- * @param v_out m_in * v_in
- */
- public static void multMatrixVec(final FloatBuffer m_in, final float[] v_in, final int v_in_off, final float[] v_out, final int v_out_off) {
- final int m_in_off = m_in.position();
- for (int i = 0; i < 4; i++) {
- // (one matrix row in column-major order) X (column vector)
- final int i_m_in_off = i+m_in_off;
- v_out[i+v_out_off] =
- v_in[0+v_in_off] * m_in.get(0*4+i_m_in_off) +
- v_in[1+v_in_off] * m_in.get(1*4+i_m_in_off) +
- v_in[2+v_in_off] * m_in.get(2*4+i_m_in_off) +
- v_in[3+v_in_off] * m_in.get(3*4+i_m_in_off);
- }
+ v_out[1] = v_in[0] * m_in[0*4+1] + v_in[1] * m_in[1*4+1] +
+ v_in[2] * m_in[2*4+1] + v_in[3] * m_in[3*4+1];
+
+ v_out[2] = v_in[0] * m_in[0*4+2] + v_in[1] * m_in[1*4+2] +
+ v_in[2] * m_in[2*4+2] + v_in[3] * m_in[3*4+2];
+
+ v_out[3] = v_in[0] * m_in[0*4+3] + v_in[1] * m_in[1*4+3] +
+ v_in[2] * m_in[2*4+3] + v_in[3] * m_in[3*4+3];
}
/**
* @param m_in 4x4 matrix in column-major order
* @param v_in 4-component column-vector
* @param v_out m_in * v_in
+ * @deprecated use on of the float[] variants
*/
public static void multMatrixVec(final FloatBuffer m_in, final float[] v_in, final float[] v_out) {
final int m_in_off = m_in.position();
@@ -1685,26 +1767,6 @@ public final class FloatUtil {
}
/**
- * @param m_in 4x4 matrix in column-major order
- * @param v_in 4-component column-vector
- * @param v_out m_in * v_in
- */
- public static void multMatrixVec(final FloatBuffer m_in, final FloatBuffer v_in, final FloatBuffer v_out) {
- final int v_in_off = v_in.position();
- final int v_out_off = v_out.position();
- final int m_in_off = m_in.position();
- for (int i = 0; i < 4; i++) {
- // (one matrix row in column-major order) X (column vector)
- final int i_m_in_off = i+m_in_off;
- v_out.put(i + v_out_off,
- v_in.get(0+v_in_off) * m_in.get(0*4+i_m_in_off) +
- v_in.get(1+v_in_off) * m_in.get(1*4+i_m_in_off) +
- v_in.get(2+v_in_off) * m_in.get(2*4+i_m_in_off) +
- v_in.get(3+v_in_off) * m_in.get(3*4+i_m_in_off));
- }
- }
-
- /**
* Copy the named column of the given column-major matrix to v_out.
* <p>
* v_out may be 3 or 4 components long, hence the 4th row may not be stored.
@@ -1754,6 +1816,7 @@ public final class FloatUtil {
* @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
* @param row row number to print
* @return matrix row string representation
+ * @deprecated use on of the float[] variants
*/
public static StringBuilder matrixRowToString(StringBuilder sb, final String f,
final FloatBuffer a, final int aOffset,
@@ -1812,6 +1875,7 @@ public final class FloatUtil {
* @param columns
* @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
* @return matrix string representation
+ * @deprecated use on of the float[] variants
*/
public static StringBuilder matrixToString(StringBuilder sb, final String rowPrefix, final String f,
final FloatBuffer a, final int aOffset, final int rows, final int columns, final boolean rowMajorOrder) {
@@ -1864,6 +1928,7 @@ public final class FloatUtil {
* @param columns
* @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
* @return side by side representation
+ * @deprecated use on of the float[] variants
*/
public static StringBuilder matrixToString(StringBuilder sb, final String rowPrefix, final String f,
final FloatBuffer a, final int aOffset, final FloatBuffer b, final int bOffset,
@@ -2006,6 +2071,14 @@ public final class FloatUtil {
public static final float EPSILON = 1.1920929E-7f; // Float.MIN_VALUE == 1.4e-45f ; double EPSILON 2.220446049250313E-16d
/**
+ * Inversion Epsilon, used with equals method to determine if two inverted matrices are close enough to be considered equal.
+ * <p>
+ * Using {@value}, which is ~100 times {@link FloatUtil#EPSILON}.
+ * </p>
+ */
+ public static final float INV_DEVIANCE = 1.0E-5f; // FloatUtil.EPSILON == 1.1920929E-7f; double ALLOWED_DEVIANCE: 1.0E-8f
+
+ /**
* Return true if both values are equal w/o regarding an epsilon.
* <p>
* Implementation considers following corner cases:
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index 502da42c2..243ab2a33 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -27,8 +27,6 @@
*/
package com.jogamp.opengl.math;
-import java.nio.FloatBuffer;
-
/**
* Quaternion implementation supporting
* <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q34">Gimbal-Lock</a> free rotations.
@@ -50,7 +48,7 @@ public class Quaternion {
/**
* Quaternion Epsilon, used with equals method to determine if two Quaternions are close enough to be considered equal.
* <p>
- * Using {@value}, which is ~20 times {@link FloatUtil#EPSILON}.
+ * Using {@value}, which is ~10 times {@link FloatUtil#EPSILON}.
* </p>
*/
public static final float ALLOWED_DEVIANCE = 1.0E-6f; // FloatUtil.EPSILON == 1.1920929E-7f; double ALLOWED_DEVIANCE: 1.0E-8f
@@ -943,27 +941,6 @@ public class Quaternion {
}
/**
- * Initializes this quaternion from a 4x4 column rotation matrix
- * <p>
- * See <a href="ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z">Graphics Gems Code</a>,<br/>
- * <a href="http://mathworld.wolfram.com/MatrixTrace.html">MatrixTrace</a>.
- * </p>
- * <p>
- * Buggy <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55">Matrix-FAQ Q55</a>
- * </p>
- *
- * @param m 4x4 column matrix
- * @return this quaternion for chaining.
- * @see #toMatrix(FloatBuffer)
- */
- public final Quaternion setFromMatrix(final FloatBuffer m) {
- final int m_off = m.position();
- return setFromMatrix(m.get(0+0*4+m_off), m.get(0+1*4+m_off), m.get(0+2*4+m_off),
- m.get(1+0*4+m_off), m.get(1+1*4+m_off), m.get(1+2*4+m_off),
- m.get(2+0*4+m_off), m.get(2+1*4+m_off), m.get(2+2*4+m_off));
- }
-
- /**
* Compute the quaternion from a 3x3 column rotation matrix
* <p>
* See <a href="ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z">Graphics Gems Code</a>,<br/>
@@ -1084,73 +1061,6 @@ public class Quaternion {
}
/**
- * Transform this quaternion to a normalized 4x4 column matrix representing the rotation.
- * <p>
- * Implementation Details:
- * <ul>
- * <li> makes identity matrix if {@link #magnitudeSquared()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
- * </ul>
- * </p>
- *
- * @param matrix FloatBuffer store for the resulting normalized column matrix 4x4
- * @param mat_offset
- * @return the given matrix store
- * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54">Matrix-FAQ Q54</a>
- * @see #setFromMatrix(FloatBuffer)
- */
- public final FloatBuffer toMatrix(final FloatBuffer matrix) {
- final int mat_offset = matrix.position();
-
- // pre-multipliy scaled-reciprocal-magnitude to reduce multiplications
- final float norm = magnitudeSquared();
- if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
- // identity matrix -> srecip = 0f
- return FloatUtil.makeIdentity(matrix);
- }
- final float srecip;
- if ( FloatUtil.isEqual(1f, norm, FloatUtil.EPSILON) ) {
- srecip = 2f;
- } else {
- srecip = 2.0f / norm;
- }
-
- final float xs = srecip * x;
- final float ys = srecip * y;
- final float zs = srecip * z;
-
- final float xx = x * xs;
- final float xy = x * ys;
- final float xz = x * zs;
- final float xw = xs * w;
- final float yy = y * ys;
- final float yz = y * zs;
- final float yw = ys * w;
- final float zz = z * zs;
- final float zw = zs * w;
-
- matrix.put(0+0*4+mat_offset, 1f - ( yy + zz ));
- matrix.put(0+1*4+mat_offset, ( xy - zw ));
- matrix.put(0+2*4+mat_offset, ( xz + yw ));
- matrix.put(0+3*4+mat_offset, 0f);
-
- matrix.put(1+0*4+mat_offset, ( xy + zw ));
- matrix.put(1+1*4+mat_offset, 1f - ( xx + zz ));
- matrix.put(1+2*4+mat_offset, ( yz - xw ));
- matrix.put(1+3*4+mat_offset, 0f);
-
- matrix.put(2+0*4+mat_offset, ( xz - yw ));
- matrix.put(2+1*4+mat_offset, ( yz + xw ));
- matrix.put(2+2*4+mat_offset, 1f - ( xx + yy ));
- matrix.put(2+3*4+mat_offset, 0f);
-
- matrix.put(3+0*4+mat_offset, 0f);
- matrix.put(3+1*4+mat_offset, 0f);
- matrix.put(3+2*4+mat_offset, 0f);
- matrix.put(3+3*4+mat_offset, 1f);
- return matrix;
- }
-
- /**
* @param index the 3x3 rotation matrix column to retrieve from this quaternion (normalized). Must be between 0 and 2.
* @param result the vector object to store the result in.
* @return the result column-vector for chaining.
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index f79efad2f..079bd2987 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -174,6 +174,7 @@ public final class PMVMatrix implements GLMatrixFunc {
* @param a 4x4 matrix in column major order (OpenGL)
* @return matrix string representation
*/
+ @SuppressWarnings("deprecation")
public static StringBuilder matrixToString(StringBuilder sb, String f, FloatBuffer a) {
return FloatUtil.matrixToString(sb, null, f, a, 0, 4, 4, false);
}
@@ -185,6 +186,7 @@ public final class PMVMatrix implements GLMatrixFunc {
* @param b 4x4 matrix in column major order (OpenGL)
* @return side by side representation
*/
+ @SuppressWarnings("deprecation")
public static StringBuilder matrixToString(StringBuilder sb, String f, FloatBuffer a, FloatBuffer b) {
return FloatUtil.matrixToString(sb, null, f, a, 0, b, 0, 4, 4, false);
}
@@ -205,9 +207,9 @@ public final class PMVMatrix implements GLMatrixFunc {
// Mvit Modelview-Inverse-Transpose
matrixArray = new float[5*16];
- mP_offset = 0*16;
- mMv_offset = 1*16;
- mTex_offset = 4*16;
+ mP_offset = 0*16;
+ mMv_offset = 1*16;
+ mTex_offset = 4*16;
matrixPMvMvit = Buffers.slice2Float(matrixArray, 0*16, 4*16); // P + Mv + Mvi + Mvit
matrixPMvMvi = Buffers.slice2Float(matrixArray, 0*16, 3*16); // P + Mv + Mvi
@@ -535,17 +537,17 @@ public final class PMVMatrix implements GLMatrixFunc {
*/
public final void glLoadMatrix(final Quaternion quat) {
if(matrixMode==GL_MODELVIEW) {
- quat.toMatrix(matrixMv);
+ quat.toMatrix(matrixArray, mMv_offset);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
- quat.toMatrix(matrixP);
+ quat.toMatrix(matrixArray, mP_offset);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
- quat.toMatrix(matrixTex);
+ quat.toMatrix(matrixArray, mTex_offset);
matrixTex.reset();
modifiedBits |= MODIFIED_TEXTURE;
}
@@ -597,6 +599,7 @@ public final class PMVMatrix implements GLMatrixFunc {
}
}
+ @SuppressWarnings("deprecation")
@Override
public final void glMultMatrixf(final FloatBuffer m) {
if(matrixMode==GL_MODELVIEW) {
@@ -1033,7 +1036,7 @@ public final class PMVMatrix implements GLMatrixFunc {
final int _matrixMviOffset = matrixMvi.position();
boolean res = false;
if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update()
- if( null == FloatUtil.invertMatrix(matrixArray, mMv_offset, _matrixMvi, _matrixMviOffset, mat4Tmp1) ) {
+ if( null == FloatUtil.invertMatrix(matrixArray, mMv_offset, _matrixMvi, _matrixMviOffset) ) {
throw new GLException(msgCantComputeInverse);
}
dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
index 00d1cb64b..91fcbd7a4 100644
--- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java
+++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
@@ -374,7 +374,7 @@ public class ProjectFloat {
FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
// mat4Tmp1 = Inv(P x M)
- if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}
@@ -434,7 +434,7 @@ public class ProjectFloat {
FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
// mat4Tmp1 = Inv(P x M)
- if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}
@@ -530,7 +530,7 @@ public class ProjectFloat {
final FloatBuffer obj_pos) {
FloatUtil.multMatrix(projMatrix, modelMatrix, mat4Tmp1);
- if ( null == FloatUtil.invertMatrix(mat4Tmp1, 0, mat4Tmp1, 0, mat4Tmp2) ) {
+ if ( null == FloatUtil.invertMatrix(mat4Tmp1, mat4Tmp1) ) {
return false;
}