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|
/*
** 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.
**
** NOTE: The Original Code (as defined below) has been licensed to Sun
** Microsystems, Inc. ("Sun") under the SGI Free Software License B
** (Version 1.1), shown above ("SGI License"). Pursuant to Section
** 3.2(3) of the SGI License, Sun is distributing the Covered Code to
** you under an alternative license ("Alternative License"). This
** Alternative License includes all of the provisions of the SGI License
** except that Section 2.2 and 11 are omitted. Any differences between
** the Alternative License and the SGI License are offered solely by Sun
** and not by SGI.
**
** 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: 2009-03-13 22:20:29 -0700 (Fri, 13 Mar 2009) $ $Revision: 1867 $
** $Header$
*/
/*
* 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 com.sun.opengl.impl;
import java.nio.*;
import javax.media.opengl.*;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
/**
* ProjectFloat.java
* <p/>
* <p/>
* Created 11-jan-2004
*
* @author Erik Duijs
* @author Kenneth Russell
*/
public class ProjectFloat {
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 };
// Note that we have cloned parts of the implementation in order to
// support incoming Buffers. The reason for this is to avoid loading
// non-direct buffer subclasses unnecessarily, because doing so can
// cause performance decreases on direct buffer operations, at least
// on the current HotSpot JVM. It would be nicer (and make the code
// simpler) to simply have the array-based entry points delegate to
// the versions taking Buffers by wrapping the arrays.
// Array-based implementation
private final float[] matrix = new float[16];
private final float[][] tempInvertMatrix = new float[4][4];
private final float[] in = new float[4];
private final float[] out = new float[4];
private final float[] forward = new float[3];
private final float[] side = new float[3];
private final float[] up = new float[3];
// Buffer-based implementation
private FloatBuffer locbuf;
private final FloatBuffer matrixBuf;
private final FloatBuffer tempInvertMatrixBuf;
private final FloatBuffer inBuf;
private final FloatBuffer outBuf;
private final FloatBuffer forwardBuf;
private final FloatBuffer sideBuf;
private final FloatBuffer upBuf;
public ProjectFloat() {
// Use direct buffers to avoid loading indirect buffer
// implementations for applications trying to avoid doing so.
// Slice up one big buffer because some NIO implementations
// allocate a huge amount of memory to back even the smallest of
// buffers.
locbuf = InternalBufferUtil.newFloatBuffer(2*16+2*4+3*3);
int pos = 0;
int sz = 16;
matrixBuf = slice(locbuf, pos, sz);
pos += sz;
tempInvertMatrixBuf = slice(locbuf, pos, sz);
pos += sz;
sz = 4;
inBuf = slice(locbuf, pos, sz);
pos += sz;
outBuf = slice(locbuf, pos, sz);
pos += sz;
sz = 3;
forwardBuf = slice(locbuf, pos, sz);
pos += sz;
sideBuf = slice(locbuf, pos, sz);
pos += sz;
upBuf = slice(locbuf, pos, sz);
}
public void destroy() {
if(locbuf!=null) {
locbuf.clear();
locbuf=null;
}
}
private static FloatBuffer slice(FloatBuffer buf, int pos, int len) {
buf.position(pos);
buf.limit(pos + len);
return buf.slice();
}
/**
* Make matrix an identity matrix
*/
public static void gluMakeIdentityf(FloatBuffer m) {
int oldPos = m.position();
m.put(IDENTITY_MATRIX);
m.position(oldPos);
}
/**
* Make matrix an zero matrix
*/
public static void gluMakeZero(FloatBuffer m) {
int oldPos = m.position();
m.put(ZERO_MATRIX);
m.position(oldPos);
}
/**
* Make matrix an identity matrix
*/
public static void gluMakeIdentityf(float[] m) {
for (int i = 0; i < 16; i++) {
m[i] = IDENTITY_MATRIX[i];
}
}
/**
* Method __gluMultMatrixVecf
*
* @param matrix
* @param in
* @param out
*/
private void __gluMultMatrixVecf(float[] matrix, int matrix_offset, float[] in, float[] 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];
}
}
/**
* Method __gluMultMatrixVecf
*
* @param matrix
* @param in
* @param out
*/
private void __gluMultMatrixVecf(FloatBuffer matrix, FloatBuffer in, FloatBuffer out) {
int inPos = in.position();
int outPos = out.position();
int matrixPos = matrix.position();
for (int i = 0; i < 4; i++) {
out.put(i + outPos,
in.get(0+inPos) * matrix.get(0*4+i+matrixPos) +
in.get(1+inPos) * matrix.get(1*4+i+matrixPos) +
in.get(2+inPos) * matrix.get(2*4+i+matrixPos) +
in.get(3+inPos) * matrix.get(3*4+i+matrixPos));
}
}
/**
* @param src
* @param inverse
*
* @return
*/
public boolean gluInvertMatrixf(float[] src, float[] inverse) {
int i, j, k, swap;
float t;
float[][] temp = tempInvertMatrix;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
temp[i][j] = src[i*4+j];
}
}
gluMakeIdentityf(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 src
* @param inverse
*
* @return
*/
public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
int i, j, k, swap;
float t;
int srcPos = src.position();
int invPos = inverse.position();
FloatBuffer temp = tempInvertMatrixBuf;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
temp.put(i*4+j, src.get(i*4+j + srcPos));
}
}
gluMakeIdentityf(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.get(j*4+i)) > Math.abs(temp.get(i*4+i))) {
swap = j;
}
}
if (swap != i) {
//
// Swap rows.
//
for (k = 0; k < 4; k++) {
t = temp.get(i*4+k);
temp.put(i*4+k, temp.get(swap*4+k));
temp.put(swap*4+k, t);
t = inverse.get(i*4+k + invPos);
inverse.put(i*4+k + invPos, inverse.get(swap*4+k + invPos));
inverse.put(swap*4+k + invPos, t);
}
}
if (temp.get(i*4+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.get(i*4+i);
for (k = 0; k < 4; k++) {
temp.put(i*4+k, temp.get(i*4+k) / t);
inverse.put(i*4+k + invPos, inverse.get(i*4+k + invPos) / t);
}
for (j = 0; j < 4; j++) {
if (j != i) {
t = temp.get(j*4+i);
for (k = 0; k < 4; k++) {
temp.put(j*4+k, temp.get(j*4+k) - temp.get(i*4+k) * t);
inverse.put(j*4+k + invPos, inverse.get(j*4+k + invPos) - inverse.get(i*4+k + invPos) * t);
}
}
}
}
return true;
}
/**
* @param a
* @param b
* @param r
*/
private void gluMultMatricesf(float[] a, int a_offset, float[] b, int b_offset, float[] 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];
}
}
}
/**
* @param a
* @param b
* @param r
*/
public static void gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
int aPos = a.position();
int bPos = b.position();
int rPos = r.position();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r.put(i*4+j + rPos,
a.get(i*4+0+aPos)*b.get(0*4+j+bPos) +
a.get(i*4+1+aPos)*b.get(1*4+j+bPos) +
a.get(i*4+2+aPos)*b.get(2*4+j+bPos) +
a.get(i*4+3+aPos)*b.get(3*4+j+bPos));
}
}
}
/**
* Normalize vector
*
* @param v
*/
public static void normalize(float[] v) {
float r;
r = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if ( r == 0.0 || r == 1.0)
return;
r = 1.0f / r;
v[0] *= r;
v[1] *= r;
v[2] *= r;
return;
}
/**
* Normalize vector
*
* @param v
*/
public static void normalize(FloatBuffer v) {
float r;
int vPos = v.position();
r = (float) Math.sqrt(v.get(0+vPos) * v.get(0+vPos) +
v.get(1+vPos) * v.get(1+vPos) +
v.get(2+vPos) * v.get(2+vPos));
if ( r == 0.0 || r == 1.0)
return;
r = 1.0f / r;
v.put(0+vPos, v.get(0+vPos) * r);
v.put(1+vPos, v.get(1+vPos) * r);
v.put(2+vPos, v.get(2+vPos) * r);
return;
}
/**
* Calculate cross-product
*
* @param v1
* @param v2
* @param result
*/
private static void cross(float[] v1, float[] v2, float[] 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];
}
/**
* Calculate cross-product
*
* @param v1
* @param v2
* @param result
*/
private static void cross(FloatBuffer v1, FloatBuffer v2, FloatBuffer result) {
int v1Pos = v1.position();
int v2Pos = v2.position();
int rPos = result.position();
result.put(0+rPos, v1.get(1+v1Pos) * v2.get(2+v2Pos) - v1.get(2+v1Pos) * v2.get(1+v2Pos));
result.put(1+rPos, v1.get(2+v1Pos) * v2.get(0+v2Pos) - v1.get(0+v1Pos) * v2.get(2+v2Pos));
result.put(2+rPos, v1.get(0+v1Pos) * v2.get(1+v2Pos) - v1.get(1+v1Pos) * v2.get(0+v2Pos));
}
/**
* Method gluOrtho2D.
*
* @param left
* @param right
* @param bottom
* @param top
*/
public void gluOrtho2D(GLMatrixFunc gl, float left, float right, float bottom, float top) {
gl.glOrthof(left, right, bottom, top, -1, 1);
}
/**
* Method gluPerspective.
*
* @param fovy
* @param aspect
* @param zNear
* @param zFar
*/
public void gluPerspective(GLMatrixFunc gl, float fovy, float aspect, float zNear, float zFar) {
float sine, cotangent, deltaZ;
float radians = fovy / 2 * (float) Math.PI / 180;
deltaZ = zFar - zNear;
sine = (float) Math.sin(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
return;
}
cotangent = (float) Math.cos(radians) / sine;
gluMakeIdentityf(matrixBuf);
matrixBuf.put(0 * 4 + 0, cotangent / aspect);
matrixBuf.put(1 * 4 + 1, cotangent);
matrixBuf.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
matrixBuf.put(2 * 4 + 3, -1);
matrixBuf.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
matrixBuf.put(3 * 4 + 3, 0);
gl.glMultMatrixf(matrixBuf);
}
/**
* Method gluLookAt
*
* @param eyex
* @param eyey
* @param eyez
* @param centerx
* @param centery
* @param centerz
* @param upx
* @param upy
* @param upz
*/
public void gluLookAt(GLMatrixFunc gl,
float eyex,
float eyey,
float eyez,
float centerx,
float centery,
float centerz,
float upx,
float upy,
float upz) {
FloatBuffer forward = this.forwardBuf;
FloatBuffer side = this.sideBuf;
FloatBuffer up = this.upBuf;
forward.put(0, centerx - eyex);
forward.put(1, centery - eyey);
forward.put(2, centerz - eyez);
up.put(0, upx);
up.put(1, upy);
up.put(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);
gluMakeIdentityf(matrixBuf);
matrixBuf.put(0 * 4 + 0, side.get(0));
matrixBuf.put(1 * 4 + 0, side.get(1));
matrixBuf.put(2 * 4 + 0, side.get(2));
matrixBuf.put(0 * 4 + 1, up.get(0));
matrixBuf.put(1 * 4 + 1, up.get(1));
matrixBuf.put(2 * 4 + 1, up.get(2));
matrixBuf.put(0 * 4 + 2, -forward.get(0));
matrixBuf.put(1 * 4 + 2, -forward.get(1));
matrixBuf.put(2 * 4 + 2, -forward.get(2));
gl.glMultMatrixf(matrixBuf);
gl.glTranslatef(-eyex, -eyey, -eyez);
}
/**
* Method gluProject
*
* @param objx
* @param objy
* @param objz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param win_pos
*
* @return
*/
public boolean gluProject(float objx,
float objy,
float objz,
float[] modelMatrix,
int modelMatrix_offset,
float[] projMatrix,
int projMatrix_offset,
int[] viewport,
int viewport_offset,
float[] win_pos,
int win_pos_offset ) {
float[] in = this.in;
float[] out = this.out;
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
__gluMultMatrixVecf(modelMatrix, modelMatrix_offset, in, out);
__gluMultMatrixVecf(projMatrix, projMatrix_offset, out, in);
if (in[3] == 0.0f)
return false;
in[3] = (1.0f / in[3]) * 0.5f;
// 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 gluProject
*
* @param objx
* @param objy
* @param objz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param win_pos
*
* @return
*/
public boolean gluProject(float objx,
float objy,
float objz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer win_pos) {
FloatBuffer in = this.inBuf;
FloatBuffer out = this.outBuf;
in.put(0, objx);
in.put(1, objy);
in.put(2, objz);
in.put(3, 1.0f);
__gluMultMatrixVecf(modelMatrix, in, out);
__gluMultMatrixVecf(projMatrix, out, in);
if (in.get(3) == 0.0f)
return false;
in.put(3, (1.0f / in.get(3)) * 0.5f);
// Map x, y and z to range 0-1
in.put(0, in.get(0) * in.get(3) + 0.5f);
in.put(1, in.get(1) * in.get(3) + 0.5f);
in.put(2, in.get(2) * in.get(3) + 0.5f);
// Map x,y to viewport
int vPos = viewport.position();
int wPos = win_pos.position();
win_pos.put(0+wPos, in.get(0) * viewport.get(2+vPos) + viewport.get(0+vPos));
win_pos.put(1+wPos, in.get(1) * viewport.get(3+vPos) + viewport.get(1+vPos));
win_pos.put(2+wPos, in.get(2));
return true;
}
/**
* Method gluUnproject
*
* @param winx
* @param winy
* @param winz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param obj_pos
*
* @return
*/
public boolean gluUnProject(float winx,
float winy,
float winz,
float[] modelMatrix,
int modelMatrix_offset,
float[] projMatrix,
int projMatrix_offset,
int[] viewport,
int viewport_offset,
float[] obj_pos,
int obj_pos_offset) {
float[] in = this.in;
float[] out = this.out;
gluMultMatricesf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix);
if (!gluInvertMatrixf(matrix, matrix))
return false;
in[0] = winx;
in[1] = winy;
in[2] = winz;
in[3] = 1.0f;
// 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;
__gluMultMatrixVecf(matrix, 0, in, out);
if (out[3] == 0.0)
return false;
out[3] = 1.0f / 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 gluUnproject
*
* @param winx
* @param winy
* @param winz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param obj_pos
*
* @return
*/
public boolean gluUnProject(float winx,
float winy,
float winz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
FloatBuffer in = this.inBuf;
FloatBuffer out = this.outBuf;
gluMultMatricesf(modelMatrix, projMatrix, matrixBuf);
if (!gluInvertMatrixf(matrixBuf, matrixBuf))
return false;
in.put(0, winx);
in.put(1, winy);
in.put(2, winz);
in.put(3, 1.0f);
// Map x and y from window coordinates
int vPos = viewport.position();
int oPos = obj_pos.position();
in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos));
in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos));
// Map to range -1 to 1
in.put(0, in.get(0) * 2 - 1);
in.put(1, in.get(1) * 2 - 1);
in.put(2, in.get(2) * 2 - 1);
__gluMultMatrixVecf(matrixBuf, in, out);
if (out.get(3) == 0.0f)
return false;
out.put(3, 1.0f / out.get(3));
obj_pos.put(0+oPos, out.get(0) * out.get(3));
obj_pos.put(1+oPos, out.get(1) * out.get(3));
obj_pos.put(2+oPos, out.get(2) * out.get(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(float winx,
float winy,
float winz,
float clipw,
float[] modelMatrix,
int modelMatrix_offset,
float[] projMatrix,
int projMatrix_offset,
int[] viewport,
int viewport_offset,
float near,
float far,
float[] obj_pos,
int obj_pos_offset ) {
float[] in = this.in;
float[] out = this.out;
gluMultMatricesf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix);
if (!gluInvertMatrixf(matrix, matrix))
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;
__gluMultMatrixVecf(matrix, 0, in, out);
if (out[3] == 0.0f)
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 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(float winx,
float winy,
float winz,
float clipw,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
float near,
float far,
FloatBuffer obj_pos) {
FloatBuffer in = this.inBuf;
FloatBuffer out = this.outBuf;
gluMultMatricesf(modelMatrix, projMatrix, matrixBuf);
if (!gluInvertMatrixf(matrixBuf, matrixBuf))
return false;
in.put(0, winx);
in.put(1, winy);
in.put(2, winz);
in.put(3, clipw);
// Map x and y from window coordinates
int vPos = viewport.position();
in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos));
in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos));
in.put(2, (in.get(2) - near) / (far - near));
// Map to range -1 to 1
in.put(0, in.get(0) * 2 - 1);
in.put(1, in.get(1) * 2 - 1);
in.put(2, in.get(2) * 2 - 1);
__gluMultMatrixVecf(matrixBuf, in, out);
if (out.get(3) == 0.0f)
return false;
int oPos = obj_pos.position();
obj_pos.put(0+oPos, out.get(0));
obj_pos.put(1+oPos, out.get(1));
obj_pos.put(2+oPos, out.get(2));
obj_pos.put(3+oPos, out.get(3));
return true;
}
/**
* Method gluPickMatrix
*
* @param x
* @param y
* @param deltaX
* @param deltaY
* @param viewport
*/
public void gluPickMatrix(GLMatrixFunc gl,
float x,
float y,
float deltaX,
float deltaY,
IntBuffer viewport) {
if (deltaX <= 0 || deltaY <= 0) {
return;
}
/* Translate and scale the picked region to the entire window */
int vPos = viewport.position();
gl.glTranslatef((viewport.get(2+vPos) - 2 * (x - viewport.get(0+vPos))) / deltaX,
(viewport.get(3+vPos) - 2 * (y - viewport.get(1+vPos))) / deltaY,
0);
gl.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f);
}
/**
* Method gluPickMatrix
*
* @param x
* @param y
* @param deltaX
* @param deltaY
* @param viewport
* @param viewport_offset
*/
public void gluPickMatrix(GLMatrixFunc gl,
float x,
float y,
float deltaX,
float deltaY,
int[] viewport,
int viewport_offset) {
if (deltaX <= 0 || deltaY <= 0) {
return;
}
/* Translate and scale the picked region to the entire window */
gl.glTranslatef((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX,
(viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY,
0);
gl.glScalef(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0f);
}
}
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