From daf9ae20ebc45c851bc3b8384f4cee3cded8d9dc Mon Sep 17 00:00:00 2001
From: Sven Göthel
- * {@link #transformMvTo(PMVMatrix4f)} is expected to be completed beforehand.
+ * {@link #applyMatToMv(PMVMatrix4f)} is expected to be completed beforehand.
*
* 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