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-/*
-** License Applicability. Except to the extent portions of this file are
-** made subject to an alternative license as permitted in the SGI Free
-** Software License B, Version 1.1 (the "License"), the contents of this
-** file are subject only to the provisions of the License. You may not use
-** 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
-** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
-** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
-**
-** 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
-** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
-** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
-** Window System(R) (Version 1.3), released October 19, 1998. This software
-** was created using the OpenGL(R) version 1.2.1 Sample Implementation
-** published by SGI, but has not been independently verified as being
-** compliant with the OpenGL(R) version 1.2.1 Specification.
-**
-** $Date$ $Revision$
-** $Header$
-*/
-
-/*
- * 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
- * met:
- *
- * * 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
- * 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
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * 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.
- */
-
-/*
- * Copyright (c) 2003 Sun Microsystems, Inc. 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
- * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
- * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
- * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
- * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
- * 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.
- */
-package net.java.games.jogl.impl;
-
-import net.java.games.jogl.*;
-import net.java.games.jogl.util.*;
-
-import java.nio.DoubleBuffer;
-
-/**
- * Project.java
- * <p/>
- * <p/>
- * Created 11-jan-2004
- *
- * @author Erik Duijs
- * @author Kenneth Russell
- */
-class Project {
- private static final double[] IDENTITY_MATRIX =
- new double[] {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0 };
-
- private final DoubleBuffer matrix = BufferUtils.newDoubleBuffer(16);
- private final double[] finalMatrix = new double[16];
-
- private final double[][] tempMatrix = new double[4][4];
- private final double[] in = new double[4];
- private final double[] out = new double[4];
-
- private final double[] forward = new double[3];
- private final double[] side = new double[3];
- private final double[] up = new double[3];
-
- /**
- * Make matrix an identity matrix
- */
- private void __gluMakeIdentityd(DoubleBuffer m) {
- int oldPos = m.position();
- m.put(IDENTITY_MATRIX);
- m.position(oldPos);
- }
-
- private void __gluMakeIdentityd(double[] m) {
- for (int i = 0; i < 16; i++) {
- m[i] = IDENTITY_MATRIX[i];
- }
- }
-
- /**
- * Method __gluMultMatrixVecd
- *
- * @param matrix
- * @param in
- * @param out
- */
- private void __gluMultMatrixVecd(double[] matrix, double[] in, double[] out) {
- for (int i = 0; i < 4; i++) {
- out[i] =
- in[0] * matrix[0*4+i] +
- in[1] * matrix[1*4+i] +
- in[2] * matrix[2*4+i] +
- in[3] * matrix[3*4+i];
-
- }
- }
-
- /**
- * @param src
- * @param inverse
- *
- * @return
- */
- private boolean __gluInvertMatrixd(double[] src, double[] inverse) {
- int i, j, k, swap;
- double t;
- double[][] temp = tempMatrix;
-
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- temp[i][j] = src[i*4+j];
- }
- }
- __gluMakeIdentityd(inverse);
-
- for (i = 0; i < 4; i++) {
- /*
- * * Look for largest element in column
- */
- swap = i;
- for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
- swap = j;
- }
- }
-
- if (swap != i) {
- /*
- * * Swap rows.
- */
- for (k = 0; k < 4; k++) {
- t = temp[i][k];
- temp[i][k] = temp[swap][k];
- temp[swap][k] = t;
-
- t = inverse[i*4+k];
- inverse[i*4+k] = inverse[swap*4+k];
- inverse[swap*4+k] = t;
- }
- }
-
- if (temp[i][i] == 0) {
- /*
- * No non-zero pivot. The matrix is singular, which shouldn't
- * happen. This means the user gave us a bad matrix.
- */
- return false;
- }
-
- t = temp[i][i];
- for (k = 0; k < 4; k++) {
- temp[i][k] /= t;
- inverse[i*4+k] /= t;
- }
- for (j = 0; j < 4; j++) {
- if (j != i) {
- t = temp[j][i];
- for (k = 0; k < 4; k++) {
- temp[j][k] -= temp[i][k] * t;
- inverse[j*4+k] -= inverse[i*4+k]*t;
- }
- }
- }
- }
- return true;
- }
-
- /**
- * @param a
- * @param b
- * @param r
- */
- private void __gluMultMatricesd(double[] a, double[] b, double[] r) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- r[i*4+j] =
- a[i*4+0]*b[0*4+j] +
- a[i*4+1]*b[1*4+j] +
- a[i*4+2]*b[2*4+j] +
- a[i*4+3]*b[3*4+j];
- }
- }
- }
-
- /**
- * Normalize vector
- *
- * @param v
- */
- private static void normalize(double[] v) {
- double r;
-
- r = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
- if ( r == 0.0 )
- return;
-
- r = 1.0 / r;
-
- v[0] *= r;
- v[1] *= r;
- v[2] *= r;
-
- return;
- }
-
- /**
- * Calculate cross-product
- *
- * @param v1
- * @param v2
- * @param result
- */
- private static void cross(double[] v1, double[] v2, double[] result) {
- result[0] = v1[1] * v2[2] - v1[2] * v2[1];
- result[1] = v1[2] * v2[0] - v1[0] * v2[2];
- result[2] = v1[0] * v2[1] - v1[1] * v2[0];
- }
-
- /**
- * Method gluOrtho2D.
- *
- * @param left
- * @param right
- * @param bottom
- * @param top
- */
- public void gluOrtho2D(GL gl, double left, double right, double bottom, double top) {
- gl.glOrtho(left, right, bottom, top, -1, 1);
- }
-
- /**
- * Method gluPerspective.
- *
- * @param fovy
- * @param aspect
- * @param zNear
- * @param zFar
- */
- public void gluPerspective(GL gl, double fovy, double aspect, double zNear, double zFar) {
- double sine, cotangent, deltaZ;
- double radians = fovy / 2 * Math.PI / 180;
-
- deltaZ = zFar - zNear;
- sine = Math.sin(radians);
-
- if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
- return;
- }
-
- cotangent = Math.cos(radians) / sine;
-
- __gluMakeIdentityd(matrix);
-
- matrix.put(0 * 4 + 0, cotangent / aspect);
- matrix.put(1 * 4 + 1, cotangent);
- matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
- matrix.put(2 * 4 + 3, -1);
- matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
- matrix.put(3 * 4 + 3, 0);
-
- gl.glMultMatrixd(matrix);
- }
-
- /**
- * Method gluLookAt
- *
- * @param eyex
- * @param eyey
- * @param eyez
- * @param centerx
- * @param centery
- * @param centerz
- * @param upx
- * @param upy
- * @param upz
- */
- public void gluLookAt(GL gl,
- double eyex,
- double eyey,
- double eyez,
- double centerx,
- double centery,
- double centerz,
- double upx,
- double upy,
- double upz) {
- double[] forward = this.forward;
- double[] side = this.side;
- double[] up = this.up;
-
- forward[0] = centerx - eyex;
- forward[1] = centery - eyey;
- forward[2] = centerz - eyez;
-
- up[0] = upx;
- up[1] = upy;
- up[2] = upz;
-
- normalize(forward);
-
- /* Side = forward x up */
- cross(forward, up, side);
- normalize(side);
-
- /* Recompute up as: up = side x forward */
- cross(side, forward, up);
-
- __gluMakeIdentityd(matrix);
- matrix.put(0 * 4 + 0, side[0]);
- matrix.put(1 * 4 + 0, side[1]);
- matrix.put(2 * 4 + 0, side[2]);
-
- matrix.put(0 * 4 + 1, up[0]);
- matrix.put(1 * 4 + 1, up[1]);
- matrix.put(2 * 4 + 1, up[2]);
-
- matrix.put(0 * 4 + 2, -forward[0]);
- matrix.put(1 * 4 + 2, -forward[1]);
- matrix.put(2 * 4 + 2, -forward[2]);
-
- gl.glMultMatrixd(matrix);
- gl.glTranslated(-eyex, -eyey, -eyez);
- }
-
- /**
- * Method gluProject
- *
- * @param objx
- * @param objy
- * @param objz
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
- * @param win_pos
- *
- * @return
- */
- public boolean gluProject(double objx,
- double objy,
- double objz,
- double[] modelMatrix,
- double[] projMatrix,
- int[] viewport,
- double[] win_pos) {
-
- double[] in = this.in;
- double[] out = this.out;
-
- in[0] = objx;
- in[1] = objy;
- in[2] = objz;
- in[3] = 1.0;
-
- __gluMultMatrixVecd(modelMatrix, in, out);
- __gluMultMatrixVecd(projMatrix, out, in);
-
- if (in[3] == 0.0)
- return false;
-
- in[3] = (1.0 / in[3]) * 0.5;
-
- // Map x, y and z to range 0-1
- in[0] = in[0] * in[3] + 0.5f;
- in[1] = in[1] * in[3] + 0.5f;
- in[2] = in[2] * in[3] + 0.5f;
-
- // Map x,y to viewport
- win_pos[0] = in[0] * viewport[2] + viewport[0];
- win_pos[1] = in[1] * viewport[3] + viewport[1];
- win_pos[2] = in[2];
-
- return true;
- }
-
- /**
- * Method gluUnproject
- *
- * @param winx
- * @param winy
- * @param winz
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
- * @param obj_pos
- *
- * @return
- */
- public boolean gluUnProject(double winx,
- double winy,
- double winz,
- double[] modelMatrix,
- double[] projMatrix,
- int[] viewport,
- double[] obj_pos) {
- double[] in = this.in;
- double[] out = this.out;
-
- __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
-
- if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
- return false;
-
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = 1.0;
-
- // Map x and y from window coordinates
- in[0] = (in[0] - viewport[0]) / viewport[2];
- in[1] = (in[1] - viewport[1]) / viewport[3];
-
- // Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
-
- __gluMultMatrixVecd(finalMatrix, in, out);
-
- if (out[3] == 0.0)
- return false;
-
- out[3] = 1.0 / out[3];
-
- obj_pos[0] = out[0] * out[3];
- obj_pos[1] = out[1] * out[3];
- obj_pos[2] = out[2] * out[3];
-
- return true;
- }
-
- /**
- * Method gluUnproject4
- *
- * @param winx
- * @param winy
- * @param winz
- * @param clipw
- * @param modelMatrix
- * @param projMatrix
- * @param viewport
- * @param near
- * @param far
- * @param obj_pos
- *
- * @return
- */
- public boolean gluUnProject4(double winx,
- double winy,
- double winz,
- double clipw,
- double[] modelMatrix,
- double[] projMatrix,
- int[] viewport,
- double near,
- double far,
- double[] obj_pos) {
- double[] in = this.in;
- double[] out = this.out;
-
- __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
-
- if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
- return false;
-
- in[0] = winx;
- in[1] = winy;
- in[2] = winz;
- in[3] = clipw;
-
- // Map x and y from window coordinates
- in[0] = (in[0] - viewport[0]) / viewport[2];
- in[1] = (in[1] - viewport[1]) / viewport[3];
- in[2] = (in[2] - near) / (far - near);
-
- // Map to range -1 to 1
- in[0] = in[0] * 2 - 1;
- in[1] = in[1] * 2 - 1;
- in[2] = in[2] * 2 - 1;
-
- __gluMultMatrixVecd(finalMatrix, in, out);
-
- if (out[3] == 0.0)
- return false;
-
- obj_pos[0] = out[0];
- obj_pos[1] = out[1];
- obj_pos[2] = out[2];
- obj_pos[3] = out[3];
- return true;
- }
-
- /**
- * Method gluPickMatrix
- *
- * @param x
- * @param y
- * @param deltaX
- * @param deltaY
- * @param viewport
- */
- public void gluPickMatrix(GL gl,
- double x,
- double y,
- double deltaX,
- double deltaY,
- int[] viewport) {
- if (deltaX <= 0 || deltaY <= 0) {
- return;
- }
-
- /* Translate and scale the picked region to the entire window */
- gl.glTranslated((viewport[2] - 2 * (x - viewport[0])) / deltaX,
- (viewport[3] - 2 * (y - viewport[1])) / deltaY,
- 0);
- gl.glScaled(viewport[2] / deltaX, viewport[3] / deltaY, 1.0);
- }
-}