/* ** 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 *

*

* 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, int matrix_offset, double[] in, double[] out) { for (int i = 0; i < 4; i++) { out[i] = in[0] * matrix[0*4+i+matrix_offset] + in[1] * matrix[1*4+i+matrix_offset] + in[2] * matrix[2*4+i+matrix_offset] + in[3] * matrix[3*4+i+matrix_offset]; } } /** * @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, int a_offset, double[] b, int b_offset, double[] r) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { r[i*4+j] = a[i*4+0+a_offset]*b[0*4+j+b_offset] + a[i*4+1+a_offset]*b[1*4+j+b_offset] + a[i*4+2+a_offset]*b[2*4+j+b_offset] + a[i*4+3+a_offset]*b[3*4+j+b_offset]; } } } /** * 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, int modelMatrix_offset, double[] projMatrix, int projMatrix_offset, int[] viewport, int viewport_offset, double[] win_pos, int win_pos_offset ) { double[] in = this.in; double[] out = this.out; in[0] = objx; in[1] = objy; in[2] = objz; in[3] = 1.0; __gluMultMatrixVecd(modelMatrix, modelMatrix_offset, in, out); __gluMultMatrixVecd(projMatrix, projMatrix_offset, 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+win_pos_offset] = in[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset]; win_pos[1+win_pos_offset] = in[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset]; win_pos[2+win_pos_offset] = 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, int modelMatrix_offset, double[] projMatrix, int projMatrix_offset, int[] viewport, int viewport_offset, double[] obj_pos, int obj_pos_offset) { double[] in = this.in; double[] out = this.out; __gluMultMatricesd(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, 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_offset]) / viewport[2+viewport_offset]; in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset]; // 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, 0, in, out); if (out[3] == 0.0) return false; out[3] = 1.0 / out[3]; obj_pos[0+obj_pos_offset] = out[0] * out[3]; obj_pos[1+obj_pos_offset] = out[1] * out[3]; obj_pos[2+obj_pos_offset] = 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, int modelMatrix_offset, double[] projMatrix, int projMatrix_offset, int[] viewport, int viewport_offset, double near, double far, double[] obj_pos, int obj_pos_offset ) { double[] in = this.in; double[] out = this.out; __gluMultMatricesd(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, 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_offset]) / viewport[2+viewport_offset]; in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset]; 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, 0, in, out); if (out[3] == 0.0) return false; obj_pos[0+obj_pos_offset] = out[0]; obj_pos[1+obj_pos_offset] = out[1]; obj_pos[2+obj_pos_offset] = out[2]; obj_pos[3+obj_pos_offset] = 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, int viewport_offset) { if (deltaX <= 0 || deltaY <= 0) { return; } /* Translate and scale the picked region to the entire window */ gl.glTranslated((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX, (viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY, 0); gl.glScaled(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0); } }