From daf9ae20ebc45c851bc3b8384f4cee3cded8d9dc Mon Sep 17 00:00:00 2001 From: Sven Göthel Date: Mon, 22 Jan 2024 06:38:05 +0100 Subject: Bug 1490: Add missing rename Shape.transformMvTo() -> applyMatToMv(), an transformMvTo() was an intermediate rename (oops) --- src/graphui/classes/com/jogamp/graph/ui/Shape.java | 62 +++++++++++----------- 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/src/graphui/classes/com/jogamp/graph/ui/Shape.java b/src/graphui/classes/com/jogamp/graph/ui/Shape.java index 32d1402b0..3f399d1ae 100644 --- a/src/graphui/classes/com/jogamp/graph/ui/Shape.java +++ b/src/graphui/classes/com/jogamp/graph/ui/Shape.java @@ -745,7 +745,7 @@ public abstract class Shape { /** * Renders the shape. *

- * {@link #transformMvTo(PMVMatrix4f)} is expected to be completed beforehand. + * {@link #applyMatToMv(PMVMatrix4f)} is expected to be completed beforehand. *

* @param gl the current GL object * @param renderer {@link RegionRenderer} which might be used for Graph Curve Rendering, also source of {@link RegionRenderer#getMatrix()} and {@link RegionRenderer#getViewport()}. @@ -854,7 +854,7 @@ public abstract class Shape { * @see #getMat() * @see PMVMatrix4f#mulMv(Matrix4f) */ - public final void transformMvTo(final PMVMatrix4f pmv) { + public final void applyMatToMv(final PMVMatrix4f pmv) { if( !iMatIdent ) { pmv.mulMv(iMat); } @@ -868,7 +868,7 @@ public abstract class Shape { *

* @see #getMat(Matrix4f) * @see #isMatIdentity() - * @see #transformMvTo(PMVMatrix4f) + * @see #applyMatToMv(PMVMatrix4f) * @see #updateMat() */ public final Matrix4f getMat() { iMatIdent = false; return iMat; } @@ -877,7 +877,7 @@ public abstract class Shape { * Returns a copy of the internal {@link Matrix4f} to {@code out} see {@link #updateMat()}. * @see #getMat() * @see #isMatIdentity() - * @see #transformMvTo(PMVMatrix4f) + * @see #applyMatToMv(PMVMatrix4f) * @see #updateMat() */ public final Matrix4f getMat(final Matrix4f out) { out.load(iMat); return out; } @@ -911,7 +911,7 @@ public abstract class Shape { * @see #getScale() * @see #getRotation() * @see #getRotationPivot() - * @see #transformMvTo(PMVMatrix4f) + * @see #applyMatToMv(PMVMatrix4f) */ public final void updateMat() { final boolean hasScale = !scale.isEqual(Vec3f.ONE); @@ -955,33 +955,33 @@ public abstract class Shape { /** * {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f} - * and apply this shape's {@link #transformMvTo(PMVMatrix4f) transformation}. + * and apply this shape's {@link #applyMatToMv(PMVMatrix4f) transformation}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)} * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @return the given {@link PMVMatrix4f} for chaining * @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) - * @see #transformMvTo(PMVMatrix4f) + * @see #applyMatToMv(PMVMatrix4f) * @see #setPMVMatrix(Scene, PMVMatrix4f) */ public final PMVMatrix4f setPMVMatrix(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final PMVMatrix4f pmv) { pmvMatrixSetup.set(pmv, viewport); - transformMvTo(pmv); + applyMatToMv(pmv); return pmv; } /** * {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f} - * and apply this shape's {@link #transformMvTo(PMVMatrix4f) transformation}. + * and apply this shape's {@link #applyMatToMv(PMVMatrix4f) transformation}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @return the given {@link PMVMatrix4f} for chaining * @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) - * @see #transformMvTo(PMVMatrix4f) + * @see #applyMatToMv(PMVMatrix4f) * @see #setPMVMatrix(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix4f) */ public final PMVMatrix4f setPMVMatrix(final Scene scene, final PMVMatrix4f pmv) { @@ -993,7 +993,7 @@ public abstract class Shape { *

* The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. *

* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -1024,7 +1024,7 @@ public abstract class Shape { *

* The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. *

* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -1055,12 +1055,12 @@ public abstract class Shape { * Retrieve surface (view) size in pixels of this shape. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix4f, Recti, int[]) @@ -1074,11 +1074,11 @@ public abstract class Shape { * Retrieve surface (view) size in pixels of this shape. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix4f, Recti, int[]) @@ -1109,7 +1109,7 @@ public abstract class Shape { *

* The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. *

* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -1133,11 +1133,11 @@ public abstract class Shape { * Retrieve pixel per scaled shape-coordinate unit, i.e. [px]/[obj]. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param pixPerShape float[2] pixel per scaled shape-coordinate unit result storage * @return given float[2] {@code pixPerShape} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getPixelPerShapeUnit(int[], float[]) @@ -1159,7 +1159,7 @@ public abstract class Shape { *

* The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. *

* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the viewport @@ -1185,13 +1185,13 @@ public abstract class Shape { * Map given object coordinate relative to this shape to window coordinates. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)} * @param objPos object position relative to this shape's center * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[]) @@ -1205,12 +1205,12 @@ public abstract class Shape { * Map given object coordinate relative to this shape to window coordinates. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param objPos object position relative to this shape's center * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[]) @@ -1225,7 +1225,7 @@ public abstract class Shape { *

* The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. *

* @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the Rect4i viewport @@ -1254,14 +1254,14 @@ public abstract class Shape { * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapWinToObj(float, float, float, Recti, Vec3f)} * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param objPos target object position of glWinX/glWinY relative to this shape * @return given {@code objPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)} @@ -1277,13 +1277,13 @@ public abstract class Shape { * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. *

* The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #transformMvTo(PMVMatrix4f)}. + * including this shape's {@link #applyMatToMv(PMVMatrix4f)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #transformMvTo(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #applyMatToMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param objPos target object position of glWinX/glWinY relative to this shape * @return given {@code objPos} for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)} -- cgit v1.2.3