/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. 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. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``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 JogAmp Community 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. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.math; import java.nio.FloatBuffer; import javax.media.opengl.GLException; import jogamp.opengl.Debug; import com.jogamp.common.os.Platform; /** * Basic Float math utility functions. *
* Implementation assumes linear matrix layout in column-major order * matching OpenGL's implementation, illustration: *
Row-Major Column-Major (OpenGL): | 0 1 2 3 | | 0 4 8 12 | | | | | | 4 5 6 7 | | 1 5 9 13 | M = | | M = | | | 8 9 10 11 | | 2 6 10 14 | | | | | | 12 13 14 15 | | 3 7 11 15 | ** *
* See Matrix-FAQ *
** Derived from ProjectFloat.java - Created 11-jan-2004 *
* * @author Erik Duijs, Kenneth Russell, et al. */ public class FloatUtil { public static final boolean DEBUG = Debug.debug("Math"); private static final float[] IDENTITY_MATRIX = new float[] { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; private static final float[] ZERO_MATRIX = new float[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; /** * Make matrix an identity matrix */ public static final void makeIdentityf(float[] m, int offset) { for (int i = 0; i < 16; i++) { m[i+offset] = IDENTITY_MATRIX[i]; } } /** * Make matrix an identity matrix */ public static final void makeIdentityf(FloatBuffer m) { final int oldPos = m.position(); m.put(IDENTITY_MATRIX); m.position(oldPos); } /** * Make matrix an zero matrix */ public static final void makeZero(float[] m, int offset) { for (int i = 0; i < 16; i++) { m[i+offset] = 0; } } /** * Make matrix an zero matrix */ public static final void makeZero(FloatBuffer m) { final int oldPos = m.position(); m.put(ZERO_MATRIX); m.position(oldPos); } /** * Make a rotation matrix from the given axis and angle in radians. * @see Matrix-FAQ Q38 */ public static final void makeRotationAxis(final float angrad, float x, float y, float z, final float[] mat, final int mat_offset, 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]; // Rotation matrix (Row Order): // xx(1-c)+c xy(1-c)+zs xz(1-c)-ys 0 // xy(1-c)-zs yy(1-c)+c yz(1-c)+xs 0 // xz(1-c)+ys yz(1-c)-xs zz(1-c)+c 0 // 0 0 0 1 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; mat[0+0*4+mat_offset] = x*x*ic+c; mat[1+0*4+mat_offset] = xy*ic+zs; mat[2+0*4+mat_offset] = xz*ic-ys; mat[0+1*4+mat_offset] = xy*ic-zs; mat[1+1*4+mat_offset] = y*y*ic+c; mat[2+1*4+mat_offset] = yz*ic+xs; mat[0+2*4+mat_offset] = xz*ic+ys; mat[1+2*4+mat_offset] = yz*ic-xs; mat[2+2*4+mat_offset] = z*z*ic+c; } /** * Make a concatenated rotation matrix in column-major order from the given Euler rotation angles in radians. ** The rotations are applied in the given order: *
* Implementation does not use Quaternion and hence is exposed to * Gimbal-Lock *
* @see Matrix-FAQ Q36 * @see euclideanspace.com-eulerToMatrix */ public static final void makeRotationEuler(final float bankX, final float headingY, final float attitudeZ, final float[] mat, final int mat_offset) { // Assuming the angles are in radians. final float ch = cos(headingY); final float sh = sin(headingY); final float ca = cos(attitudeZ); final float sa = sin(attitudeZ); final float cb = cos(bankX); final float sb = sin(bankX); mat[0+0*4+mat_offset] = ch*ca; mat[0+1*4+mat_offset] = sh*sb - ch*sa*cb; mat[0+2*4+mat_offset] = ch*sa*sb + sh*cb; mat[1+0*4+mat_offset] = sa; mat[1+1*4+mat_offset] = ca*cb; mat[1+2*4+mat_offset] = -ca*sb; mat[2+0*4+mat_offset] = -sh*ca; mat[2+1*4+mat_offset] = sh*sa*cb + ch*sb; mat[2+2*4+mat_offset] = -sh*sa*sb + ch*cb; mat[3+0*4+mat_offset] = 0; mat[3+1*4+mat_offset] = 0; mat[3+2*4+mat_offset] = 0; mat[0+3*4+mat_offset] = 0; mat[1+3*4+mat_offset] = 0; mat[2+3*4+mat_offset] = 0; mat[3+3*4+mat_offset] = 1; } /** * Make given matrix the orthogonal matrix based on given parameters. * * @param a 4x4 matrix in column-major order (also result) * @param a_off * @param initA if true, given matrix will be initialized w/ identity matrix. * @param left * @param right * @param bottom * @param top * @param zNear * @param zFar * @return given matrix for chaining */ public static final float[] makeOrthof(final float[] a, final int a_off, final boolean initA, final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { if( initA ) { FloatUtil.makeIdentityf(a, a_off); } // Ortho matrix (Column Order): // 2/dx 0 0 0 // 0 2/dy 0 0 // 0 0 2/dz 0 // tx ty tz 1 final float dx=right-left; final float dy=top-bottom; final float dz=zFar-zNear; final float tx=-1.0f*(right+left)/dx; final float ty=-1.0f*(top+bottom)/dy; final float tz=-1.0f*(zFar+zNear)/dz; a[a_off+0+4*0] = 2.0f/dx; a[a_off+1+4*1] = 2.0f/dy; a[a_off+2+4*2] = -2.0f/dz; a[a_off+0+4*3] = tx; a[a_off+1+4*3] = ty; a[a_off+2+4*3] = tz; return a; } /** * Make given matrix the frustum matrix based on given parameters. * * @param a 4x4 matrix in column-major order (also result) * @param a_off * @param initA if true, given matrix will be initialized w/ identity matrix. * @param left * @param right * @param bottom * @param top * @param zNear * @param zFar * @return given matrix for chaining */ public static final float[] makeFrustumf(final float[] a, final int a_off, final boolean initA, final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { if(zNear<=0.0f||zFar<0.0f) { throw new GLException("GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0"); } if(left==right || top==bottom) { throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal"); } if( initA ) { FloatUtil.makeIdentityf(a, a_off); } // Frustum matrix (Column Order): // 2*zNear/dx 0 0 0 // 0 2*zNear/dy 0 0 // A B C -1 // 0 0 D 0 final float zNear2 = 2.0f*zNear; final float dx=right-left; final float dy=top-bottom; final float dz=zFar-zNear; final float A=(right+left)/dx; final float B=(top+bottom)/dy; final float C=-1.0f*(zFar+zNear)/dz; final float D=-2.0f*(zFar*zNear)/dz; a[a_off+0+4*0] = zNear2/dx; a[a_off+1+4*1] = zNear2/dy; a[a_off+2+4*2] = C; a[a_off+0+4*2] = A; a[a_off+1+4*2] = B; a[a_off+2+4*3] = D; a[a_off+3+4*2] = -1.0f; return a; } /** * Make given matrix the perspective matrix based on given parameters. * * @param a 4x4 matrix in column-major order (also result) * @param a_off * @param initA if true, given matrix will be initialized w/ identity matrix. * @param fovy angle in radians * @param aspect * @param zNear * @param zFar * @return given matrix for chaining */ public static final float[] makePerspective(final float[] a, final int a_off, final boolean initA, final float fovy, final float aspect, final float zNear, final float zFar) { float top=(float)Math.tan(fovy)*zNear; float bottom=-1.0f*top; float left=aspect*bottom; float right=aspect*top; return makeFrustumf(a, a_off, initA, left, right, bottom, top, zNear, zFar); } /** * 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 final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, float[] d, int d_off) { for (int i = 0; i < 4; i++) { // one row in column-major order 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] ; } } /** * 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 final void multMatrixf(final float[] a, int a_off, final float[] b, 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] ; } } /** * 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 final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, FloatBuffer d) { final int dP = d.position(); for (int i = 0; i < 4; i++) { // one row in column-major order 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(dP+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(dP+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(dP+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(dP+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 final void multMatrixf(final FloatBuffer a, final float[] b, int b_off, FloatBuffer d) { final int aP = a.position(); final int dP = d.position(); for (int i = 0; i < 4; i++) { // one row in column-major order final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a d.put(dP+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(dP+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(dP+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(dP+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 final void multMatrixf(final FloatBuffer a, final float[] b, int b_off) { final int aP = a.position(); for (int i = 0; i < 4; i++) { // one row in column-major order final int aP_i = aP+i; final float ai0=a.get(aP_i+0*4), ai1=a.get(aP_i+1*4), ai2=a.get(aP_i+2*4), ai3=a.get(aP_i+3*4); // row-i of a a.put(aP_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(aP_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(aP_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(aP_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 final void multMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer d) { final int aP = a.position(); final int bP = b.position(); final int dP = d.position(); for (int i = 0; i < 4; i++) { // one row in column-major order final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ); d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ); d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ); d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+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 final void multMatrixf(final FloatBuffer a, final FloatBuffer b) { final int aP = a.position(); final int bP = b.position(); for (int i = 0; i < 4; i++) { // one row in column-major order final int aP_i = aP+i; final float ai0=a.get(aP_i+0*4), ai1=a.get(aP_i+1*4), ai2=a.get(aP_i+2*4), ai3=a.get(aP_i+3*4); // row-i of a a.put(aP_i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ); a.put(aP_i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ); a.put(aP_i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ); a.put(aP_i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+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 final void multMatrixf(final FloatBuffer a, final FloatBuffer b, float[] d, int d_off) { final int aP = a.position(); final int bP = b.position(); for (int i = 0; i < 4; i++) { // one row in column-major order final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); // row-i of a d[d_off+i+0*4] = ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ; d[d_off+i+1*4] = ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ; d[d_off+i+2*4] = ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ; d[d_off+i+3*4] = ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) ; } } /** * @param m_in 4x4 matrix in column-major order * @param m_in_off * @param v_in 4-component column-vector * @param v_out m_in * v_in */ public static final void multMatrixVecf(float[] m_in, int m_in_off, float[] v_in, int v_in_off, float[] v_out, int v_out_off) { for (int i = 0; i < 4; i++) { // (one matrix row in column-major order) X (column vector) 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]; } } /** * @param m_in 4x4 matrix in column-major order * @param m_in_off * @param v_in 4-component column-vector * @param v_out m_in * v_in */ public static final void multMatrixVecf(float[] m_in, float[] v_in, 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]; } } /** * @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 final void multMatrixVecf(FloatBuffer m_in, float[] v_in, int v_in_off, float[] v_out, int v_out_off) { final int matrixPos = m_in.position(); for (int i = 0; i < 4; i++) { // (one matrix row in column-major order) X (column vector) v_out[i+v_out_off] = v_in[0+v_in_off] * m_in.get(0*4+i+matrixPos) + v_in[1+v_in_off] * m_in.get(1*4+i+matrixPos) + v_in[2+v_in_off] * m_in.get(2*4+i+matrixPos) + v_in[3+v_in_off] * m_in.get(3*4+i+matrixPos); } } /** * @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 final void multMatrixVecf(FloatBuffer m_in, float[] v_in, float[] v_out) { final int matrixPos = m_in.position(); 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.get(0*4+i+matrixPos) + v_in[1] * m_in.get(1*4+i+matrixPos) + v_in[2] * m_in.get(2*4+i+matrixPos) + v_in[3] * m_in.get(3*4+i+matrixPos); } } /** * @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 final void multMatrixVecf(FloatBuffer m_in, FloatBuffer v_in, FloatBuffer v_out) { final int inPos = v_in.position(); final int outPos = v_out.position(); final int matrixPos = m_in.position(); for (int i = 0; i < 4; i++) { // (one matrix row in column-major order) X (column vector) v_out.put(i + outPos, v_in.get(0+inPos) * m_in.get(0*4+i+matrixPos) + v_in.get(1+inPos) * m_in.get(1*4+i+matrixPos) + v_in.get(2+inPos) * m_in.get(2*4+i+matrixPos) + v_in.get(3+inPos) * m_in.get(3*4+i+matrixPos)); } } /** * Copy the named column of the given column-major matrix to v_out. ** v_out may be 3 or 4 components long, hence the 4th row may not be stored. *
* @param m_in input column-major matrix * @param m_in_off offset to input matrix * @param column named column to copy * @param v_out the column-vector storage, at least 3 components long * @param v_out_off offset to storage */ public static final void copyMatrixColumn(final float[] m_in, final int m_in_off, final int column, final float[] v_out, final int v_out_off) { v_out[0+v_out_off]=m_in[0+column*4+m_in_off]; v_out[1+v_out_off]=m_in[1+column*4+m_in_off]; v_out[2+v_out_off]=m_in[2+column*4+m_in_off]; if( v_out.length > 3+v_out_off ) { v_out[3+v_out_off]=m_in[3+column*4+m_in_off]; } } /** * Copy the named row of the given column-major matrix to v_out. ** v_out may be 3 or 4 components long, hence the 4th column may not be stored. *
* @param m_in input column-major matrix * @param m_in_off offset to input matrix * @param row named row to copy * @param v_out the row-vector storage, at least 3 components long * @param v_out_off offset to storage */ public static final void copyMatrixRow(final float[] m_in, final int m_in_off, final int row, final float[] v_out, final int v_out_off) { v_out[0+v_out_off]=m_in[row+0*4+m_in_off]; v_out[1+v_out_off]=m_in[row+1*4+m_in_off]; v_out[2+v_out_off]=m_in[row+2*4+m_in_off]; if( v_out.length > 3+v_out_off ) { v_out[3+v_out_off]=m_in[row+3*4+m_in_off]; } } /** * @param sb optional passed StringBuilder instance to be used * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter} * @param a mxn matrix (rows x columns) * @param aOffset offset toa
's current position
* @param rows
* @param columns
* @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
*/
public static StringBuilder matrixRowToString(StringBuilder sb, String f, FloatBuffer a, int aOffset, int rows, int columns, boolean rowMajorOrder, int row) {
if(null == sb) {
sb = new StringBuilder();
}
final int a0 = aOffset + a.position();
if(rowMajorOrder) {
for(int c=0; ca
's current position
* @param rows
* @param columns
* @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
* @return side by side representation
*/
public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, FloatBuffer a, int aOffset, FloatBuffer b, int bOffset, int rows, int columns, boolean rowMajorOrder) {
if(null == sb) {
sb = new StringBuilder();
}
final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
for(int i=0; ia
's current position
* @param rows
* @param columns
* @param rowMajorOrder if true floats are layed out in row-major-order, otherwise column-major-order (OpenGL)
* @return side by side representation
*/
public static StringBuilder matrixToString(StringBuilder sb, String rowPrefix, String f, float[] a, int aOffset, float[] b, int bOffset, int rows, int columns, boolean rowMajorOrder) {
if(null == sb) {
sb = new StringBuilder();
}
final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
for(int i=0; i* On a reference machine the result was {@link #EPSILON} in 23 iterations. *
* @see #EPSILON */ public static float getMachineEpsilon() { if( !machEpsilonAvail ) { synchronized(FloatUtil.class) { if( !machEpsilonAvail ) { machEpsilonAvail = true; calculateMachineEpsilonFloat(); } } } return machEpsilon; } public static final float E = 2.7182818284590452354f; /** The value PI, i.e. 180 degrees in radians. */ public static final float PI = 3.14159265358979323846f; /** The value 2PI, i.e. 360 degrees in radians. */ public static final float TWO_PI = 2f * PI; /** The value PI/2, i.e. 90 degrees in radians. */ public static final float HALF_PI = PI / 2f; /** The value PI/4, i.e. 45 degrees in radians. */ public static final float QUARTER_PI = PI / 4f; /** The value PI^2. */ public final static float SQUARED_PI = PI * PI; /** * Epsilon for floating point {@value}, as once computed via {@link #getMachineEpsilon()} on an AMD-64 CPU. ** Definition of machine epsilon guarantees that: *
* 1.0f + EPSILON != 1.0f ** In other words: machEps is the maximum relative error of the chosen rounding procedure. * *
* A number can be considered zero if it is in the range (or in the set): *
* MaybeZeroSet e ]-machEps .. machEps[ (exclusive) ** While comparing floating point values, machEps allows to clip the relative error: *
* boolean isZero = afloat < EPSILON; * boolean isNotZero = afloat >= EPSILON; * * boolean isEqual = abs(bfloat - afloat) < EPSILON; * boolean isNotEqual = abs(bfloat - afloat) >= EPSILON; ** * @see #isEqual(float, float, float) * @see #isZero(float, float) */ public static final float EPSILON = 1.1920929E-7f; // Float.MIN_VALUE == 1.4e-45f ; double EPSILON 2.220446049250313E-16d /** * Return true if both values are equal w/o regarding an epsilon. *
* Implementation considers following corner cases: *
epsilon
.
* * Implementation considers following corner cases: *
* Implementation considers following corner cases: *
epsilon
.
* * Implementation considers following corner cases: *
epsilon
.
* @see #EPSILON
*/
public static boolean isZero(final float a, final float epsilon) {
return Math.abs(a) < epsilon;
}
public static float abs(final float a) { return java.lang.Math.abs(a); }
public static float pow(final float a, final float b) { return (float) java.lang.Math.pow(a, b); }
public static float sin(final float a) { return (float) java.lang.Math.sin(a); }
public static float asin(final float a) { return (float) java.lang.Math.asin(a); }
public static float cos(final float a) { return (float) java.lang.Math.cos(a); }
public static float acos(final float a) { return (float) java.lang.Math.acos(a); }
public static float tan(final float a) { return (float) java.lang.Math.tan(a); }
public static float atan(final float a) { return (float) java.lang.Math.atan(a); }
public static float atan2(final float y, final float x) { return (float) java.lang.Math.atan2(y, x); }
public static float sqrt(final float a) { return (float) java.lang.Math.sqrt(a); }
/**
* Returns resolution of Z buffer of given parameter,
* see Love Your Z-Buffer.
* * return z * z / ( zNear * (1<<zBits) - z ) ** @param zBits number of bits of Z precision, i.e. z-buffer depth * @param z distance from the eye to the object * @param zNear distance from eye to near clip plane * @return smallest resolvable Z separation at this range. */ public static float getZBufferEpsilon(final int zBits, final float z, final float zNear) { return z * z / ( zNear * ( 1 << zBits ) - z ); } /** * Returns Z buffer value of given parameter, * see Love Your Z-Buffer. *
* float a = zFar / ( zFar - zNear ) * float b = zFar * zNear / ( zNear - zFar ) * return (int) ( (1<<zBits) * ( a + b / z ) ) ** @param zBits number of bits of Z precision, i.e. z-buffer depth * @param z distance from the eye to the object * @param zNear distance from eye to near clip plane * @param zFar distance from eye to far clip plane * @return z buffer value */ public static int getZBufferValue(final int zBits, final float z, final float zNear, final float zFar) { final float a = zFar / ( zFar - zNear ); final float b = zFar * zNear / ( zNear - zFar ); return (int) ( (1<