aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java
blob: a080d4442b31030980ec6c4cbe54130af4993484 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
/**
 * Copyright 2014 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 com.jogamp.opengl.GLException;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;

import com.jogamp.opengl.util.PMVMatrix;

/**
 * Simple float array-backed float 4x4 matrix
 * exposing {@link FloatUtil} matrix functionality in an object oriented manner.
 * <p>
 * Unlike {@link PMVMatrix}, this class only represents one single matrix
 * without a complete {@link GLMatrixFunc} implementation,
 * allowing this class to be more lightweight.
 * </p>
 * <p>
 * Implementation is not mature - WIP and subject to change.
 * </p>
 */
public class Matrix4 {

    public Matrix4() {
          matrix     = new float[16];
          matrixTxSx = new float[16];
          mat4Tmp1   = new float[16];
          vec4Tmp1   = new float[4];
          FloatUtil.makeIdentity(matrixTxSx);
          loadIdentity();
    }

    public final float[] getMatrix() {
        return matrix;
    }

    public final void loadIdentity() {
        FloatUtil.makeIdentity(matrix);
    }

    /**
     * Multiply matrix: [this] = [this] x [m]
     * @param m 4x4 matrix in column-major order
     */
    public final void multMatrix(final float[] m, final int m_offset) {
        FloatUtil.multMatrix(matrix, 0, m, m_offset);
    }

    /**
     * Multiply matrix: [this] = [this] x [m]
     * @param m 4x4 matrix in column-major order
     */
    public final void multMatrix(final float[] m) {
        FloatUtil.multMatrix(matrix, m);
    }

    /**
     * Multiply matrix: [this] = [this] x [m]
     * @param m 4x4 matrix in column-major order
     */
    public final void multMatrix(final Matrix4 m) {
        FloatUtil.multMatrix(matrix, m.getMatrix());
    }

    /**
     * @param v_in 4-component column-vector
     * @param v_out this * v_in
     */
    public final void multVec(final float[] v_in, final float[] v_out) {
        FloatUtil.multMatrixVec(matrix, v_in, v_out);
    }

    /**
     * @param v_in 4-component column-vector
     * @param v_out this * v_in
     */
    public final void multVec(final float[] v_in, final int v_in_offset, final float[] v_out, final int v_out_offset) {
        FloatUtil.multMatrixVec(matrix, 0, v_in, v_in_offset, v_out, v_out_offset);
    }

    public final void translate(final float x, final float y, final float z) {
        multMatrix(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z));
    }

    public final void scale(final float x, final float y, final float z) {
        multMatrix(FloatUtil.makeScale(matrixTxSx, false, x, y, z));
    }

    public final void rotate(final float angrad, final float x, final float y, final float z) {
        multMatrix(FloatUtil.makeRotationAxis(mat4Tmp1, 0, angrad, x, y, z, vec4Tmp1));
    }

    /**
     * Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
     */
    public final void rotate(final Quaternion quat) {
        multMatrix(quat.toMatrix(mat4Tmp1, 0));
    }

    public final void transpose() {
        System.arraycopy(matrix, 0, mat4Tmp1, 0, 16);
        FloatUtil.transposeMatrix(mat4Tmp1, matrix);
    }

    public final float determinant() {
        return FloatUtil.matrixDeterminant(matrix);
    }

    public final boolean invert() {
        return null != FloatUtil.invertMatrix(matrix, matrix);
    }

    public final void makeOrtho(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
        multMatrix( FloatUtil.makeOrtho(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) );
    }

    /**
     * @param left
     * @param right
     * @param bottom
     * @param top
     * @param zNear
     * @param zFar
     * @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear}
     *                     or {@code left == right}, or {@code bottom == top}.
     * @see FloatUtil#makeFrustum(float[], int, boolean, float, float, float, float, float, float)
     */
    public final void makeFrustum(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) throws GLException {
        multMatrix( FloatUtil.makeFrustum(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) );
    }

    /**
     * @param fovy_rad
     * @param aspect
     * @param zNear
     * @param zFar
     * @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear}
     * @see FloatUtil#makePerspective(float[], int, boolean, float, float, float, float)
     */
    public final void makePerspective(final float fovy_rad, final float aspect, final float zNear, final float zFar) throws GLException {
        multMatrix( FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy_rad, aspect, zNear, zFar) );
    }

    private final float[] matrix, matrixTxSx;
    private final float[] mat4Tmp1, vec4Tmp1;
}