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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java1027
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Matrix4.java172
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java2153
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java404
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Ray.java13
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Recti.java134
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vec2f.java377
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vec2i.java153
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vec3f.java393
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vec4f.java384
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java673
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java7
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java4
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java456
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java169
15 files changed, 4350 insertions, 2169 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
index 73244cb13..004562767 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2010 JogAmp Community. All rights reserved.
+ * Copyright 2010-2023 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:
@@ -35,8 +35,6 @@ import com.jogamp.opengl.GLException;
import jogamp.opengl.Debug;
import com.jogamp.common.os.Platform;
-import com.jogamp.opengl.math.geom.AABBox;
-import com.jogamp.opengl.math.geom.Frustum;
/**
* Basic Float math utility functions.
@@ -44,20 +42,26 @@ import com.jogamp.opengl.math.geom.Frustum;
* Implementation assumes linear matrix layout in column-major order
* matching OpenGL's implementation, illustration:
* <pre>
- Row-Major Column-Major (OpenGL):
+ 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 |
+ | 0 1 2 tx |
+ | |
+ | 4 5 6 ty |
+ M = | |
+ | 8 9 10 tz |
+ | |
+ | 12 13 14 15 |
- C R C R
+ R C R C
m[0*4+3] = tx; m[0+4*3] = tx;
m[1*4+3] = ty; m[1+4*3] = ty;
m[2*4+3] = tz; m[2+4*3] = tz;
+
+ RC (std subscript order) RC (std subscript order)
+ m03 = tx; m03 = tx;
+ m13 = ty; m13 = ty;
+ m23 = tz; m23 = tz;
+
* </pre>
* </p>
* <p>
@@ -71,7 +75,7 @@ import com.jogamp.opengl.math.geom.Frustum;
* Implementation utilizes unrolling of small vertices and matrices wherever possible
* while trying to access memory in a linear fashion for performance reasons, see:
* <ul>
- * <li><a href="https://code.google.com/p/java-matrix-benchmark/">java-matrix-benchmark</a></li>
+ * <li><a href="https://lessthanoptimal.github.io/Java-Matrix-Benchmark/">java-matrix-benchmark</a></li>
* <li><a href="https://github.com/lessthanoptimal/ejml">EJML Efficient Java Matrix Library</a></li>
* </ul>
* </p>
@@ -81,40 +85,12 @@ public final class FloatUtil {
//
// Matrix Ops
+ // Only a subset will remain here, try using Matrix4f and perhaps PMVMatrix, SyncMatrix4f16 or SyncMatrices4f16
//
/**
* Make matrix an identity matrix
* @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @return given matrix for chaining
- */
- public static float[] makeIdentity(final float[] m, final int m_offset) {
- m[m_offset+0+4*0] = 1f;
- m[m_offset+1+4*0] = 0f;
- m[m_offset+2+4*0] = 0f;
- m[m_offset+3+4*0] = 0f;
-
- m[m_offset+0+4*1] = 0f;
- m[m_offset+1+4*1] = 1f;
- m[m_offset+2+4*1] = 0f;
- m[m_offset+3+4*1] = 0f;
-
- m[m_offset+0+4*2] = 0f;
- m[m_offset+1+4*2] = 0f;
- m[m_offset+2+4*2] = 1f;
- m[m_offset+3+4*2] = 0f;
-
- m[m_offset+0+4*3] = 0f;
- m[m_offset+1+4*3] = 0f;
- m[m_offset+2+4*3] = 0f;
- m[m_offset+3+4*3] = 1f;
- return m;
- }
-
- /**
- * Make matrix an identity matrix
- * @param m 4x4 matrix in column-major order (also result)
* @return given matrix for chaining
*/
public static float[] makeIdentity(final float[] m) {
@@ -153,43 +129,6 @@ public final class FloatUtil {
* All matrix fields are only set if <code>initM</code> is <code>true</code>.
* </p>
* @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param initM if true, given matrix will be initialized w/ identity matrix,
- * otherwise only the diagonal and last-row is set.
- * The latter can be utilized to share a once {@link #makeIdentity(float[], int) identity set} matrix
- * for {@link #makeScale(float[], int, boolean, float, float, float) scaling}
- * and {@link #makeTranslation(float[], int, boolean, float, float, float) translation},
- * while leaving the other fields untouched for performance reasons.
- * @return given matrix for chaining
- */
- public static float[] makeTranslation(final float[] m, final int m_offset, final boolean initM, final float tx, final float ty, final float tz) {
- if( initM ) {
- makeIdentity(m, m_offset);
- } else {
- m[m_offset+0+4*0] = 1;
- m[m_offset+1+4*1] = 1;
- m[m_offset+2+4*2] = 1;
- m[m_offset+3+4*3] = 1;
- }
- m[m_offset+0+4*3] = tx;
- m[m_offset+1+4*3] = ty;
- m[m_offset+2+4*3] = tz;
- return m;
- }
-
- /**
- * Make a translation matrix in column-major order from the given axis deltas
- * <pre>
- Translation matrix (Column Order):
- 1 0 0 0
- 0 1 0 0
- 0 0 1 0
- x y z 1
- * </pre>
- * <p>
- * All matrix fields are only set if <code>initM</code> is <code>true</code>.
- * </p>
- * @param m 4x4 matrix in column-major order (also result)
* @param initM if true, given matrix will be initialized w/ identity matrix,
* otherwise only the diagonal and last-row is set.
* The latter can be utilized to share a once {@link #makeIdentity(float[], int) identity set} matrix
@@ -226,43 +165,6 @@ public final class FloatUtil {
* All matrix fields are only set if <code>initM</code> is <code>true</code>.
* </p>
* @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param initM if true, given matrix will be initialized w/ identity matrix,
- * otherwise only the diagonal and last-row is set.
- * The latter can be utilized to share a once {@link #makeIdentity(float[], int) identity set} matrix
- * for {@link #makeScale(float[], int, boolean, float, float, float) scaling}
- * and {@link #makeTranslation(float[], int, boolean, float, float, float) translation},
- * while leaving the other fields untouched for performance reasons.
- * @return given matrix for chaining
- */
- public static float[] makeScale(final float[] m, final int m_offset, final boolean initM, final float sx, final float sy, final float sz) {
- if( initM ) {
- makeIdentity(m, m_offset);
- } else {
- m[m_offset+0+4*3] = 0;
- m[m_offset+1+4*3] = 0;
- m[m_offset+2+4*3] = 0;
- m[m_offset+3+4*3] = 1;
- }
- m[m_offset+0+4*0] = sx;
- m[m_offset+1+4*1] = sy;
- m[m_offset+2+4*2] = sz;
- return m;
- }
-
- /**
- * Make a scale matrix in column-major order from the given axis factors
- * <pre>
- Scale matrix (Any Order):
- x 0 0 0
- 0 y 0 0
- 0 0 z 0
- 0 0 0 1
- * </pre>
- * <p>
- * All matrix fields are only set if <code>initM</code> is <code>true</code>.
- * </p>
- * @param m 4x4 matrix in column-major order (also result)
* @param initM if true, given matrix will be initialized w/ identity matrix,
* otherwise only the diagonal and last-row is set.
* The latter can be utilized to share a once {@link #makeIdentity(float[], int) identity set} matrix
@@ -287,189 +189,6 @@ public final class FloatUtil {
}
/**
- * Make a rotation matrix from the given axis and angle in radians.
- * <pre>
- Rotation matrix (Column 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
- * </pre>
- * <p>
- * All matrix fields are set.
- * </p>
- * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
- * @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @return given matrix for chaining
- */
- public static float[] makeRotationAxis(final float[] m, final int m_offset, final float angrad, float x, float y, float z, 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];
-
- 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;
- m[0+0*4+m_offset] = x*x*ic+c;
- m[1+0*4+m_offset] = xy*ic+zs;
- m[2+0*4+m_offset] = xz*ic-ys;
- m[3+0*4+m_offset] = 0;
-
- m[0+1*4+m_offset] = xy*ic-zs;
- m[1+1*4+m_offset] = y*y*ic+c;
- m[2+1*4+m_offset] = yz*ic+xs;
- m[3+1*4+m_offset] = 0;
-
- m[0+2*4+m_offset] = xz*ic+ys;
- m[1+2*4+m_offset] = yz*ic-xs;
- m[2+2*4+m_offset] = z*z*ic+c;
- m[3+2*4+m_offset] = 0;
-
- m[0+3*4+m_offset] = 0f;
- m[1+3*4+m_offset] = 0f;
- m[2+3*4+m_offset] = 0f;
- m[3+3*4+m_offset] = 1f;
-
- return m;
- }
-
- /**
- * Make a concatenated rotation matrix in column-major order from the given Euler rotation angles in radians.
- * <p>
- * The rotations are applied in the given order:
- * <ul>
- * <li>y - heading</li>
- * <li>z - attitude</li>
- * <li>x - bank</li>
- * </ul>
- * </p>
- * <p>
- * All matrix fields are set.
- * </p>
- * @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param bankX the Euler pitch angle in radians. (rotation about the X axis)
- * @param headingY the Euler yaw angle in radians. (rotation about the Y axis)
- * @param attitudeZ the Euler roll angle in radians. (rotation about the Z axis)
- * @return given matrix for chaining
- * <p>
- * Implementation does not use Quaternion and hence is exposed to
- * <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q34">Gimbal-Lock</a>
- * </p>
- * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q36">Matrix-FAQ Q36</a>
- * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToMatrix/index.htm">euclideanspace.com-eulerToMatrix</a>
- */
- public static float[] makeRotationEuler(final float[] m, final int m_offset, final float bankX, final float headingY, final float attitudeZ) {
- // 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);
-
- m[0+0*4+m_offset] = ch*ca;
- m[1+0*4+m_offset] = sa;
- m[2+0*4+m_offset] = -sh*ca;
- m[3+0*4+m_offset] = 0;
-
- m[0+1*4+m_offset] = sh*sb - ch*sa*cb;
- m[1+1*4+m_offset] = ca*cb;
- m[2+1*4+m_offset] = sh*sa*cb + ch*sb;
- m[3+1*4+m_offset] = 0;
-
- m[0+2*4+m_offset] = ch*sa*sb + sh*cb;
- m[1+2*4+m_offset] = -ca*sb;
- m[2+2*4+m_offset] = -sh*sa*sb + ch*cb;
- m[3+2*4+m_offset] = 0;
-
- m[0+3*4+m_offset] = 0;
- m[1+3*4+m_offset] = 0;
- m[2+3*4+m_offset] = 0;
- m[3+3*4+m_offset] = 1;
-
- return m;
- }
-
- /**
- * Make given matrix the orthogonal matrix based on given parameters.
- * <pre>
- Ortho matrix (Column Order):
- 2/dx 0 0 0
- 0 2/dy 0 0
- 0 0 2/dz 0
- tx ty tz 1
- * </pre>
- * <p>
- * All matrix fields are only set if <code>initM</code> is <code>true</code>.
- * </p>
- * @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param initM if true, given matrix will be initialized w/ identity matrix,
- * otherwise only the orthogonal fields are set.
- * @param left
- * @param right
- * @param bottom
- * @param top
- * @param zNear
- * @param zFar
- * @return given matrix for chaining
- */
- public static float[] makeOrtho(final float[] m, final int m_offset, final boolean initM,
- final float left, final float right,
- final float bottom, final float top,
- final float zNear, final float zFar) {
- if( initM ) {
- // m[m_offset+0+4*0] = 1f;
- m[m_offset+1+4*0] = 0f;
- m[m_offset+2+4*0] = 0f;
- m[m_offset+3+4*0] = 0f;
-
- m[m_offset+0+4*1] = 0f;
- // m[m_offset+1+4*1] = 1f;
- m[m_offset+2+4*1] = 0f;
- m[m_offset+3+4*1] = 0f;
-
- m[m_offset+0+4*2] = 0f;
- m[m_offset+1+4*2] = 0f;
- // m[m_offset+2+4*2] = 1f;
- m[m_offset+3+4*2] = 0f;
-
- // m[m_offset+0+4*3] = 0f;
- // m[m_offset+1+4*3] = 0f;
- // m[m_offset+2+4*3] = 0f;
- // m[m_offset+3+4*3] = 1f;
- }
- 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;
-
- m[m_offset+0+4*0] = 2.0f/dx;
-
- m[m_offset+1+4*1] = 2.0f/dy;
-
- m[m_offset+2+4*2] = -2.0f/dz;
-
- m[m_offset+0+4*3] = tx;
- m[m_offset+1+4*3] = ty;
- m[m_offset+2+4*3] = tz;
- m[m_offset+3+4*3] = 1f;
-
- return m;
- }
-
- /**
* Make given matrix the frustum matrix based on given parameters.
* <pre>
Frustum matrix (Column Order):
@@ -580,35 +299,6 @@ public final class FloatUtil {
}
/**
- * Make given matrix the perspective {@link #makeFrustum(float[], int, boolean, float, float, float, float, float, float) frustum}
- * matrix based on given parameters.
- * <p>
- * All matrix fields are only set if <code>initM</code> is <code>true</code>.
- * </p>
- *
- * @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param initM if true, given matrix will be initialized w/ identity matrix,
- * otherwise only the frustum fields are set.
- * @param fovhv {@link FovHVHalves} field of view in both directions, may not be centered, either in radians or tangent
- * @param zNear
- * @param zFar
- * @return given matrix for chaining
- * @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear}
- * @see #makeFrustum(float[], int, boolean, float, float, float, float, float, float)
- * @see Frustum#updateByFovDesc(float[], int, boolean, Frustum.FovDesc)
- */
- public static float[] makePerspective(final float[] m, final int m_offset, final boolean initM,
- final FovHVHalves fovhv, final float zNear, final float zFar) throws GLException {
- final FovHVHalves fovhvTan = fovhv.toTangents(); // use tangent of half-fov !
- final float top = fovhvTan.top * zNear;
- final float bottom = -1.0f * fovhvTan.bottom * zNear;
- final float left = -1.0f * fovhvTan.left * zNear;
- final float right = fovhvTan.right * zNear;
- return makeFrustum(m, m_offset, initM, left, right, bottom, top, zNear, zFar);
- }
-
- /**
* Make given matrix the <i>look-at</i> matrix based on given parameters.
* <p>
* Consist out of two matrix multiplications:
@@ -722,7 +412,7 @@ public final class FloatUtil {
* @param mat4Tmp temp float[16] storage
* @return given matrix <code>m</code> for chaining or <code>null</code> if either delta value is <= zero.
*/
- public static float[] makePick(final float[] m, final int m_offset,
+ public static float[] makePick(final float[] m,
final float x, final float y,
final float deltaX, final float deltaY,
final int[] viewport, final int viewport_offset,
@@ -732,13 +422,13 @@ public final class FloatUtil {
}
/* Translate and scale the picked region to the entire window */
- makeTranslation(m, m_offset, true,
+ makeTranslation(m, true,
(viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX,
(viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY,
0);
makeScale(mat4Tmp, true,
viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0f);
- multMatrix(m, m_offset, mat4Tmp, 0);
+ multMatrix(m, mat4Tmp);
return m;
}
@@ -746,42 +436,6 @@ public final class FloatUtil {
* Transpose the given matrix.
*
* @param msrc 4x4 matrix in column-major order, the source
- * @param msrc_offset offset in given array <i>msrc</i>, i.e. start of the 4x4 matrix
- * @param mres 4x4 matrix in column-major order, the result
- * @param mres_offset offset in given array <i>mres</i>, i.e. start of the 4x4 matrix
- * @return given result matrix <i>mres</i> for chaining
- */
- public static float[] transposeMatrix(final float[] msrc, final int msrc_offset, final float[] mres, final int mres_offset) {
- mres[mres_offset+0] = msrc[msrc_offset+0*4];
- mres[mres_offset+1] = msrc[msrc_offset+1*4];
- mres[mres_offset+2] = msrc[msrc_offset+2*4];
- mres[mres_offset+3] = msrc[msrc_offset+3*4];
-
- final int i4_1 = 1*4;
- mres[mres_offset+0+i4_1] = msrc[msrc_offset+1+0*4];
- mres[mres_offset+1+i4_1] = msrc[msrc_offset+1+1*4];
- mres[mres_offset+2+i4_1] = msrc[msrc_offset+1+2*4];
- mres[mres_offset+3+i4_1] = msrc[msrc_offset+1+3*4];
-
- final int i4_2 = 2*4;
- mres[mres_offset+0+i4_2] = msrc[msrc_offset+2+0*4];
- mres[mres_offset+1+i4_2] = msrc[msrc_offset+2+1*4];
- mres[mres_offset+2+i4_2] = msrc[msrc_offset+2+2*4];
- mres[mres_offset+3+i4_2] = msrc[msrc_offset+2+3*4];
-
- final int i4_3 = 3*4;
- mres[mres_offset+0+i4_3] = msrc[msrc_offset+3+0*4];
- mres[mres_offset+1+i4_3] = msrc[msrc_offset+3+1*4];
- mres[mres_offset+2+i4_3] = msrc[msrc_offset+3+2*4];
- mres[mres_offset+3+i4_3] = msrc[msrc_offset+3+3*4];
-
- return mres;
- }
-
- /**
- * Transpose the given matrix.
- *
- * @param msrc 4x4 matrix in column-major order, the source
* @param mres 4x4 matrix in column-major order, the result
* @return given result matrix <i>mres</i> for chaining
*/
@@ -815,40 +469,6 @@ public final class FloatUtil {
/**
* Returns the determinant of the given matrix
* @param m 4x4 matrix in column-major order, the source
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @return the matrix determinant
- */
- public static float matrixDeterminant(final float[] m, final int m_offset) {
- float a11 = m[ 1+4*1 + m_offset ];
- float a21 = m[ 2+4*1 + m_offset ];
- float a31 = m[ 3+4*1 + m_offset ];
- float a12 = m[ 1+4*2 + m_offset ];
- float a22 = m[ 2+4*2 + m_offset ];
- float a32 = m[ 3+4*2 + m_offset ];
- float a13 = m[ 1+4*3 + m_offset ];
- float a23 = m[ 2+4*3 + m_offset ];
- float a33 = m[ 3+4*3 + m_offset ];
-
- float ret = 0;
- ret += m[ 0 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
- a11 = m[ 1+4*0 + m_offset ];
- a21 = m[ 2+4*0 + m_offset ];
- a31 = m[ 3+4*0 + m_offset ];
- ret -= m[ 0+4*1 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
- a12 = m[ 1+4*1 + m_offset ];
- a22 = m[ 2+4*1 + m_offset ];
- a32 = m[ 3+4*1 + m_offset ];
- ret += m[ 0+4*2 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
- a13 = m[ 1+4*2 + m_offset ];
- a23 = m[ 2+4*2 + m_offset ];
- a33 = m[ 3+4*2 + m_offset ];
- ret -= m[ 0+4*3 + m_offset ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
- return ret;
- }
-
- /**
- * Returns the determinant of the given matrix
- * @param m 4x4 matrix in column-major order, the source
* @return the matrix determinant
*/
public static float matrixDeterminant(final float[] m) {
@@ -878,94 +498,6 @@ public final class FloatUtil {
ret -= m[ 0+4*3 ] * ( + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31));
return ret;
}
-
- /**
- * Invert the given matrix.
- * <p>
- * Returns <code>null</code> if inversion is not possible,
- * e.g. matrix is singular due to a bad matrix.
- * </p>
- *
- * @param msrc 4x4 matrix in column-major order, the source
- * @param msrc_offset offset in given array <i>msrc</i>, i.e. start of the 4x4 matrix
- * @param mres 4x4 matrix in column-major order, the result - may be <code>msrc</code> (in-place)
- * @param mres_offset offset in given array <i>mres</i>, i.e. start of the 4x4 matrix - may be <code>msrc_offset</code> (in-place)
- * @return given result matrix <i>mres</i> for chaining if successful, otherwise <code>null</code>. See above.
- */
- public static float[] invertMatrix(final float[] msrc, final int msrc_offset, final float[] mres, final int mres_offset) {
- final float scale;
- {
- float max = Math.abs(msrc[0]);
-
- for( int i = 1; i < 16; i++ ) {
- final float a = Math.abs(msrc[i]);
- if( a > max ) max = a;
- }
- if( 0 == max ) {
- return null;
- }
- scale = 1.0f/max;
- }
-
- final float a11 = msrc[0+4*0+msrc_offset]*scale;
- final float a21 = msrc[1+4*0+msrc_offset]*scale;
- final float a31 = msrc[2+4*0+msrc_offset]*scale;
- final float a41 = msrc[3+4*0+msrc_offset]*scale;
- final float a12 = msrc[0+4*1+msrc_offset]*scale;
- final float a22 = msrc[1+4*1+msrc_offset]*scale;
- final float a32 = msrc[2+4*1+msrc_offset]*scale;
- final float a42 = msrc[3+4*1+msrc_offset]*scale;
- final float a13 = msrc[0+4*2+msrc_offset]*scale;
- final float a23 = msrc[1+4*2+msrc_offset]*scale;
- final float a33 = msrc[2+4*2+msrc_offset]*scale;
- final float a43 = msrc[3+4*2+msrc_offset]*scale;
- final float a14 = msrc[0+4*3+msrc_offset]*scale;
- final float a24 = msrc[1+4*3+msrc_offset]*scale;
- final float a34 = msrc[2+4*3+msrc_offset]*scale;
- final float a44 = msrc[3+4*3+msrc_offset]*scale;
-
- final float m11 = + a22*(a33*a44 - a34*a43) - a23*(a32*a44 - a34*a42) + a24*(a32*a43 - a33*a42);
- final float m12 = -( + a21*(a33*a44 - a34*a43) - a23*(a31*a44 - a34*a41) + a24*(a31*a43 - a33*a41));
- final float m13 = + a21*(a32*a44 - a34*a42) - a22*(a31*a44 - a34*a41) + a24*(a31*a42 - a32*a41);
- final float m14 = -( + a21*(a32*a43 - a33*a42) - a22*(a31*a43 - a33*a41) + a23*(a31*a42 - a32*a41));
- final float m21 = -( + a12*(a33*a44 - a34*a43) - a13*(a32*a44 - a34*a42) + a14*(a32*a43 - a33*a42));
- final float m22 = + a11*(a33*a44 - a34*a43) - a13*(a31*a44 - a34*a41) + a14*(a31*a43 - a33*a41);
- final float m23 = -( + a11*(a32*a44 - a34*a42) - a12*(a31*a44 - a34*a41) + a14*(a31*a42 - a32*a41));
- final float m24 = + a11*(a32*a43 - a33*a42) - a12*(a31*a43 - a33*a41) + a13*(a31*a42 - a32*a41);
- final float m31 = + a12*(a23*a44 - a24*a43) - a13*(a22*a44 - a24*a42) + a14*(a22*a43 - a23*a42);
- final float m32 = -( + a11*(a23*a44 - a24*a43) - a13*(a21*a44 - a24*a41) + a14*(a21*a43 - a23*a41));
- final float m33 = + a11*(a22*a44 - a24*a42) - a12*(a21*a44 - a24*a41) + a14*(a21*a42 - a22*a41);
- final float m34 = -( + a11*(a22*a43 - a23*a42) - a12*(a21*a43 - a23*a41) + a13*(a21*a42 - a22*a41));
- final float m41 = -( + a12*(a23*a34 - a24*a33) - a13*(a22*a34 - a24*a32) + a14*(a22*a33 - a23*a32));
- final float m42 = + a11*(a23*a34 - a24*a33) - a13*(a21*a34 - a24*a31) + a14*(a21*a33 - a23*a31);
- final float m43 = -( + a11*(a22*a34 - a24*a32) - a12*(a21*a34 - a24*a31) + a14*(a21*a32 - a22*a31));
- final float m44 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
-
- final float det = (a11*m11 + a12*m12 + a13*m13 + a14*m14)/scale;
-
- if( 0 == det ) {
- return null;
- }
-
- mres[0+4*0+mres_offset] = m11 / det;
- mres[1+4*0+mres_offset] = m12 / det;
- mres[2+4*0+mres_offset] = m13 / det;
- mres[3+4*0+mres_offset] = m14 / det;
- mres[0+4*1+mres_offset] = m21 / det;
- mres[1+4*1+mres_offset] = m22 / det;
- mres[2+4*1+mres_offset] = m23 / det;
- mres[3+4*1+mres_offset] = m24 / det;
- mres[0+4*2+mres_offset] = m31 / det;
- mres[1+4*2+mres_offset] = m32 / det;
- mres[2+4*2+mres_offset] = m33 / det;
- mres[3+4*2+mres_offset] = m34 / det;
- mres[0+4*3+mres_offset] = m41 / det;
- mres[1+4*3+mres_offset] = m42 / det;
- mres[2+4*3+mres_offset] = m43 / det;
- mres[3+4*3+mres_offset] = m44 / det;
- return mres;
- }
-
/**
* Invert the given matrix.
* <p>
@@ -1027,27 +559,27 @@ public final class FloatUtil {
final float m44 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
final float det = (a11*m11 + a12*m12 + a13*m13 + a14*m14)/scale;
-
if( 0 == det ) {
return null;
}
-
- mres[0+4*0] = m11 / det;
- mres[1+4*0] = m12 / det;
- mres[2+4*0] = m13 / det;
- mres[3+4*0] = m14 / det;
- mres[0+4*1] = m21 / det;
- mres[1+4*1] = m22 / det;
- mres[2+4*1] = m23 / det;
- mres[3+4*1] = m24 / det;
- mres[0+4*2] = m31 / det;
- mres[1+4*2] = m32 / det;
- mres[2+4*2] = m33 / det;
- mres[3+4*2] = m34 / det;
- mres[0+4*3] = m41 / det;
- mres[1+4*3] = m42 / det;
- mres[2+4*3] = m43 / det;
- mres[3+4*3] = m44 / det;
+ final float invdet = 1.0f / det;
+
+ mres[0+4*0] = m11 * invdet;
+ mres[1+4*0] = m12 * invdet;
+ mres[2+4*0] = m13 * invdet;
+ mres[3+4*0] = m14 * invdet;
+ mres[0+4*1] = m21 * invdet;
+ mres[1+4*1] = m22 * invdet;
+ mres[2+4*1] = m23 * invdet;
+ mres[3+4*1] = m24 * invdet;
+ mres[0+4*2] = m31 * invdet;
+ mres[1+4*2] = m32 * invdet;
+ mres[2+4*2] = m33 * invdet;
+ mres[3+4*2] = m34 * invdet;
+ mres[0+4*3] = m41 * invdet;
+ mres[1+4*3] = m42 * invdet;
+ mres[2+4*3] = m43 * invdet;
+ mres[3+4*3] = m44 * invdet;
return mres;
}
@@ -1072,12 +604,12 @@ public final class FloatUtil {
* @param vec4Tmp2 4 component vector for temp storage
* @return true if successful, otherwise false (z is 1)
*/
- public static boolean mapObjToWinCoords(final float objx, final float objy, final float objz,
- final float[] modelMatrix, final int modelMatrix_offset,
- final float[] projMatrix, final int projMatrix_offset,
- final int[] viewport, final int viewport_offset,
- final float[] win_pos, final int win_pos_offset,
- final float[/*4*/] vec4Tmp1, final float[/*4*/] vec4Tmp2) {
+ public static boolean mapObjToWin(final float objx, final float objy, final float objz,
+ final float[] modelMatrix, final int modelMatrix_offset,
+ final float[] projMatrix, final int projMatrix_offset,
+ final int[] viewport, final int viewport_offset,
+ final float[] win_pos, final int win_pos_offset,
+ final float[/*4*/] vec4Tmp1, final float[/*4*/] vec4Tmp2) {
vec4Tmp1[0] = objx;
vec4Tmp1[1] = objy;
vec4Tmp1[2] = objz;
@@ -1110,56 +642,6 @@ public final class FloatUtil {
}
/**
- * Map object coordinates to window coordinates.
- * <p>
- * Traditional <code>gluProject</code> implementation.
- * </p>
- *
- * @param objx
- * @param objy
- * @param objz
- * @param mat4PMv [projection] x [modelview] matrix, i.e. P x Mv
- * @param viewport 4 component viewport vector
- * @param viewport_offset
- * @param win_pos 3 component window coordinate, the result
- * @param win_pos_offset
- * @param vec4Tmp1 4 component vector for temp storage
- * @param vec4Tmp2 4 component vector for temp storage
- * @return true if successful, otherwise false (z is 1)
- */
- public static boolean mapObjToWinCoords(final float objx, final float objy, final float objz,
- final float[/*16*/] mat4PMv,
- final int[] viewport, final int viewport_offset,
- final float[] win_pos, final int win_pos_offset,
- final float[/*4*/] vec4Tmp1, final float[/*4*/] vec4Tmp2) {
- vec4Tmp2[0] = objx;
- vec4Tmp2[1] = objy;
- vec4Tmp2[2] = objz;
- vec4Tmp2[3] = 1.0f;
-
- // vec4Tmp1 = P * Mv * o
- multMatrixVec(mat4PMv, vec4Tmp2, vec4Tmp1);
-
- if (vec4Tmp1[3] == 0.0f) {
- return false;
- }
-
- vec4Tmp1[3] = (1.0f / vec4Tmp1[3]) * 0.5f;
-
- // Map x, y and z to range 0-1
- vec4Tmp1[0] = vec4Tmp1[0] * vec4Tmp1[3] + 0.5f;
- vec4Tmp1[1] = vec4Tmp1[1] * vec4Tmp1[3] + 0.5f;
- vec4Tmp1[2] = vec4Tmp1[2] * vec4Tmp1[3] + 0.5f;
-
- // Map x,y to viewport
- win_pos[0+win_pos_offset] = vec4Tmp1[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset];
- win_pos[1+win_pos_offset] = vec4Tmp1[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset];
- win_pos[2+win_pos_offset] = vec4Tmp1[2];
-
- return true;
- }
-
- /**
* Map window coordinates to object coordinates.
* <p>
* Traditional <code>gluUnProject</code> implementation.
@@ -1180,12 +662,12 @@ public final class FloatUtil {
* @param mat4Tmp2 16 component matrix for temp storage
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
- public static boolean mapWinToObjCoords(final float winx, final float winy, final float winz,
- final float[] modelMatrix, final int modelMatrix_offset,
- final float[] projMatrix, final int projMatrix_offset,
- final int[] viewport, final int viewport_offset,
- final float[] obj_pos, final int obj_pos_offset,
- final float[/*16*/] mat4Tmp1, final float[/*16*/] mat4Tmp2) {
+ public static boolean mapWinToObj(final float winx, final float winy, final float winz,
+ final float[] modelMatrix, final int modelMatrix_offset,
+ final float[] projMatrix, final int projMatrix_offset,
+ final int[] viewport, final int viewport_offset,
+ final float[] obj_pos, final int obj_pos_offset,
+ final float[/*16*/] mat4Tmp1, final float[/*16*/] mat4Tmp2) {
// mat4Tmp1 = P x Mv
multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
@@ -1227,137 +709,6 @@ public final class FloatUtil {
/**
* Map window coordinates to object coordinates.
* <p>
- * Traditional <code>gluUnProject</code> implementation.
- * </p>
- *
- * @param winx
- * @param winy
- * @param winz
- * @param mat4PMvI inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv)
- * @param viewport 4 component viewport vector
- * @param viewport_offset
- * @param obj_pos 3 component object coordinate, the result
- * @param obj_pos_offset
- * @param vec4Tmp1 4 component vector for temp storage
- * @param vec4Tmp2 4 component vector for temp storage
- * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
- */
- public static boolean mapWinToObjCoords(final float winx, final float winy, final float winz,
- final float[/*16*/] mat4PMvI,
- final int[] viewport, final int viewport_offset,
- final float[] obj_pos, final int obj_pos_offset,
- final float[/*4*/] vec4Tmp1, final float[/*4*/] vec4Tmp2) {
- vec4Tmp1[0] = winx;
- vec4Tmp1[1] = winy;
- vec4Tmp1[2] = winz;
- vec4Tmp1[3] = 1.0f;
-
- // Map x and y from window coordinates
- vec4Tmp1[0] = (vec4Tmp1[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
- vec4Tmp1[1] = (vec4Tmp1[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
-
- // Map to range -1 to 1
- vec4Tmp1[0] = vec4Tmp1[0] * 2 - 1;
- vec4Tmp1[1] = vec4Tmp1[1] * 2 - 1;
- vec4Tmp1[2] = vec4Tmp1[2] * 2 - 1;
-
- // object raw coords = Inv(P x Mv) * winPos -> mat4Tmp2
- multMatrixVec(mat4PMvI, vec4Tmp1, vec4Tmp2);
-
- if (vec4Tmp2[3] == 0.0) {
- return false;
- }
-
- vec4Tmp2[3] = 1.0f / vec4Tmp2[3];
-
- obj_pos[0+obj_pos_offset] = vec4Tmp2[0] * vec4Tmp2[3];
- obj_pos[1+obj_pos_offset] = vec4Tmp2[1] * vec4Tmp2[3];
- obj_pos[2+obj_pos_offset] = vec4Tmp2[2] * vec4Tmp2[3];
-
- return true;
- }
-
- /**
- * Map two window coordinates to two object coordinates,
- * distinguished by their z component.
- *
- * @param winx
- * @param winy
- * @param winz1
- * @param winz2
- * @param mat4PMvI inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv)
- * @param viewport 4 component viewport vector
- * @param viewport_offset
- * @param obj1_pos 3 component object coordinate, the result for winz1
- * @param obj1_pos_offset
- * @param obj2_pos 3 component object coordinate, the result for winz2
- * @param obj2_pos_offset
- * @param vec4Tmp1 4 component vector for temp storage
- * @param vec4Tmp2 4 component vector for temp storage
- * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
- */
- public static boolean mapWinToObjCoords(final float winx, final float winy, final float winz1, final float winz2,
- final float[/*16*/] mat4PMvI,
- final int[] viewport, final int viewport_offset,
- final float[] obj1_pos, final int obj1_pos_offset,
- final float[] obj2_pos, final int obj2_pos_offset,
- final float[/*4*/] vec4Tmp1, final float[/*4*/] vec4Tmp2) {
- vec4Tmp1[0] = winx;
- vec4Tmp1[1] = winy;
- vec4Tmp1[3] = 1.0f;
-
- // Map x and y from window coordinates
- vec4Tmp1[0] = (vec4Tmp1[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
- vec4Tmp1[1] = (vec4Tmp1[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
-
- // Map to range -1 to 1
- vec4Tmp1[0] = vec4Tmp1[0] * 2 - 1;
- vec4Tmp1[1] = vec4Tmp1[1] * 2 - 1;
-
- //
- // winz1
- //
- vec4Tmp1[2] = winz1;
- vec4Tmp1[2] = vec4Tmp1[2] * 2 - 1;
-
- // object raw coords = Inv(P x Mv) * winPos -> mat4Tmp2
- multMatrixVec(mat4PMvI, vec4Tmp1, vec4Tmp2);
-
- if (vec4Tmp2[3] == 0.0) {
- return false;
- }
-
- vec4Tmp2[3] = 1.0f / vec4Tmp2[3];
-
- obj1_pos[0+obj1_pos_offset] = vec4Tmp2[0] * vec4Tmp2[3];
- obj1_pos[1+obj1_pos_offset] = vec4Tmp2[1] * vec4Tmp2[3];
- obj1_pos[2+obj1_pos_offset] = vec4Tmp2[2] * vec4Tmp2[3];
-
- //
- // winz2
- //
- vec4Tmp1[2] = winz2;
- vec4Tmp1[2] = vec4Tmp1[2] * 2 - 1;
-
- // object raw coords = Inv(P x Mv) * winPos -> mat4Tmp2
- multMatrixVec(mat4PMvI, vec4Tmp1, vec4Tmp2);
-
- if (vec4Tmp2[3] == 0.0) {
- return false;
- }
-
- vec4Tmp2[3] = 1.0f / vec4Tmp2[3];
-
- obj2_pos[0+obj2_pos_offset] = vec4Tmp2[0] * vec4Tmp2[3];
- obj2_pos[1+obj2_pos_offset] = vec4Tmp2[1] * vec4Tmp2[3];
- obj2_pos[2+obj2_pos_offset] = vec4Tmp2[2] * vec4Tmp2[3];
-
- return true;
- }
-
- /**
- * Map window coordinates to object coordinates.
- * <p>
* Traditional <code>gluUnProject4</code> implementation.
* </p>
*
@@ -1379,13 +730,13 @@ public final class FloatUtil {
* @param mat4Tmp2 16 component matrix for temp storage
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
- public static boolean mapWinToObjCoords(final float winx, final float winy, final float winz, final float clipw,
- final float[] modelMatrix, final int modelMatrix_offset,
- final float[] projMatrix, final int projMatrix_offset,
- final int[] viewport, final int viewport_offset,
- final float near, final float far,
- final float[] obj_pos, final int obj_pos_offset,
- final float[/*16*/] mat4Tmp1, final float[/*16*/] mat4Tmp2) {
+ public static boolean mapWinToObj4(final float winx, final float winy, final float winz, final float clipw,
+ final float[] modelMatrix, final int modelMatrix_offset,
+ final float[] projMatrix, final int projMatrix_offset,
+ final int[] viewport, final int viewport_offset,
+ final float near, final float far,
+ final float[] obj_pos, final int obj_pos_offset,
+ final float[/*16*/] mat4Tmp1, final float[/*16*/] mat4Tmp2) {
// mat4Tmp1 = P x Mv
multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
@@ -1397,7 +748,7 @@ public final class FloatUtil {
mat4Tmp2[0] = winx;
mat4Tmp2[1] = winy;
mat4Tmp2[2] = winz;
- mat4Tmp2[3] = 1.0f;
+ mat4Tmp2[3] = clipw;
// Map x and y from window coordinates
mat4Tmp2[0] = (mat4Tmp2[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
@@ -1417,8 +768,6 @@ public final class FloatUtil {
return false;
}
- mat4Tmp2[3+raw_off] = 1.0f / mat4Tmp2[3+raw_off];
-
obj_pos[0+obj_pos_offset] = mat4Tmp2[0+raw_off];
obj_pos[1+obj_pos_offset] = mat4Tmp2[1+raw_off];
obj_pos[2+obj_pos_offset] = mat4Tmp2[2+raw_off];
@@ -1427,67 +776,13 @@ public final class FloatUtil {
return true;
}
-
- /**
- * Map two window coordinates w/ shared X/Y and distinctive Z
- * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i>
- * using a {@link AABBox#getRayIntersection(Ray, float[]) bounding box}.
- * <p>
- * Notes for picking <i>winz0</i> and <i>winz1</i>:
- * <ul>
- * <li>see {@link #getZBufferEpsilon(int, float, float)}</li>
- * <li>see {@link #getZBufferValue(int, float, float, float)}</li>
- * <li>see {@link #getOrthoWinZ(float, float, float)}</li>
- * </ul>
- * </p>
- * @param winx
- * @param winy
- * @param winz0
- * @param winz1
- * @param modelMatrix 4x4 modelview matrix
- * @param modelMatrix_offset
- * @param projMatrix 4x4 projection matrix
- * @param projMatrix_offset
- * @param viewport 4 component viewport vector
- * @param viewport_offset
- * @param ray storage for the resulting {@link Ray}
- * @param mat4Tmp1 16 component matrix for temp storage
- * @param mat4Tmp2 16 component matrix for temp storage
- * @param vec4Tmp2 4 component vector for temp storage
- * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
- */
- public static boolean mapWinToRay(final float winx, final float winy, final float winz0, final float winz1,
- final float[] modelMatrix, final int modelMatrix_offset,
- final float[] projMatrix, final int projMatrix_offset,
- final int[] viewport, final int viewport_offset,
- final Ray ray,
- final float[/*16*/] mat4Tmp1, final float[/*16*/] mat4Tmp2, final float[/*4*/] vec4Tmp2) {
- // mat4Tmp1 = P x Mv
- multMatrix(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, mat4Tmp1, 0);
-
- // mat4Tmp1 = Inv(P x Mv)
- if ( null == invertMatrix(mat4Tmp1, mat4Tmp1) ) {
- return false;
- }
- if( mapWinToObjCoords(winx, winy, winz0, winz1, mat4Tmp1,
- viewport, viewport_offset,
- ray.orig, 0, ray.dir, 0,
- mat4Tmp2, vec4Tmp2) ) {
- VectorUtil.normalizeVec3( VectorUtil.subVec3(ray.dir, ray.dir, ray.orig) );
- return true;
- } else {
- return false;
- }
- }
-
/**
* 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
- * @return given result matrix <i>d</i> for chaining
*/
- public static float[] multMatrix(final float[] a, final int a_off, final float[] b, final int b_off, final float[] d, final int d_off) {
+ public static void multMatrix(final float[] a, final int a_off, final float[] b, final int b_off, final float[] d, final int d_off) {
final float b00 = b[b_off+0+0*4];
final float b10 = b[b_off+1+0*4];
final float b20 = b[b_off+2+0*4];
@@ -1540,8 +835,6 @@ public final class FloatUtil {
d[d_off+3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
d[d_off+3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
d[d_off+3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
-
- return d;
}
/**
@@ -1612,9 +905,8 @@ public final class FloatUtil {
* Multiply matrix: [a] = [a] x [b]
* @param a 4x4 matrix in column-major order (also result)
* @param b 4x4 matrix in column-major order
- * @return given result matrix <i>a</i> for chaining
*/
- public static float[] multMatrix(final float[] a, final int a_off, final float[] b, final int b_off) {
+ public static void multMatrix(final float[] a, final int a_off, final float[] b, final int b_off) {
final float b00 = b[b_off+0+0*4];
final float b10 = b[b_off+1+0*4];
final float b20 = b[b_off+2+0*4];
@@ -1667,8 +959,6 @@ public final class FloatUtil {
a[a_off+3+1*4] = ai0 * b01 + ai1 * b11 + ai2 * b21 + ai3 * b31 ;
a[a_off+3+2*4] = ai0 * b02 + ai1 * b12 + ai2 * b22 + ai3 * b32 ;
a[a_off+3+3*4] = ai0 * b03 + ai1 * b13 + ai2 * b23 + ai3 * b33 ;
-
- return a;
}
/**
@@ -1778,11 +1068,10 @@ public final class FloatUtil {
* @param m_in_off
* @param v_in 4-component column-vector
* @param v_out m_in * v_in
- * @return given result vector <i>v_out</i> for chaining
*/
- public static float[] multMatrixVec(final float[] m_in, final int m_in_off,
- final float[] v_in, final int v_in_off,
- final float[] v_out, final int v_out_off) {
+ public static void multMatrixVec(final float[] m_in, final int m_in_off,
+ final float[] v_in, final int v_in_off,
+ final float[] v_out, final int v_out_off) {
// (one matrix row in column-major order) X (column vector)
v_out[0 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off ] + v_in[1+v_in_off] * m_in[1*4+m_in_off ] +
v_in[2+v_in_off] * m_in[2*4+m_in_off ] + v_in[3+v_in_off] * m_in[3*4+m_in_off ];
@@ -1798,8 +1087,31 @@ public final class FloatUtil {
final int m_in_off_3 = 3+m_in_off;
v_out[3 + v_out_off] = v_in[0+v_in_off] * m_in[0*4+m_in_off_3] + v_in[1+v_in_off] * m_in[1*4+m_in_off_3] +
v_in[2+v_in_off] * m_in[2*4+m_in_off_3] + v_in[3+v_in_off] * m_in[3*4+m_in_off_3];
+ }
- return v_out;
+ /**
+ * @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 void multMatrixVec(final float[] m_in, final int m_in_off,
+ final float[] v_in, final float[] v_out) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[0] = v_in[0] * m_in[0*4+m_in_off ] + v_in[1] * m_in[1*4+m_in_off ] +
+ v_in[2] * m_in[2*4+m_in_off ] + v_in[3] * m_in[3*4+m_in_off ];
+
+ final int m_in_off_1 = 1+m_in_off;
+ v_out[1] = v_in[0] * m_in[0*4+m_in_off_1] + v_in[1] * m_in[1*4+m_in_off_1] +
+ v_in[2] * m_in[2*4+m_in_off_1] + v_in[3] * m_in[3*4+m_in_off_1];
+
+ final int m_in_off_2 = 2+m_in_off;
+ v_out[2] = v_in[0] * m_in[0*4+m_in_off_2] + v_in[1] * m_in[1*4+m_in_off_2] +
+ v_in[2] * m_in[2*4+m_in_off_2] + v_in[3] * m_in[3*4+m_in_off_2];
+
+ final int m_in_off_3 = 3+m_in_off;
+ v_out[3] = v_in[0] * m_in[0*4+m_in_off_3] + v_in[1] * m_in[1*4+m_in_off_3] +
+ v_in[2] * m_in[2*4+m_in_off_3] + v_in[3] * m_in[3*4+m_in_off_3];
}
/**
@@ -1845,46 +1157,29 @@ public final class FloatUtil {
}
/**
- * Copy the named column of the given column-major matrix to v_out.
- * <p>
- * v_out may be 3 or 4 components long, hence the 4th row may not be stored.
- * </p>
- * @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
+ * Affine 3f-vector transformation by 4x4 matrix
+ *
+ * 4x4 matrix multiplication with 3-component vector,
+ * using {@code 1} for for {@code v_in[3]} and dropping {@code v_out[3]},
+ * which shall be {@code 1}.
+ *
+ * @param m_in 4x4 matrix in column-major order
+ * @param m_in_off
+ * @param v_in 3-component column-vector
+ * @param v_out m_in * v_in, 3-component column-vector
* @return given result vector <i>v_out</i> for chaining
*/
- public static float[] 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];
- }
- return v_out;
- }
+ public static float[] multMatrixVec3(final float[] m_in, final float[] v_in, final float[] v_out) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[0] = v_in[0] * m_in[0*4 ] + v_in[1] * m_in[1*4 ] +
+ v_in[2] * m_in[2*4 ] + 1f * m_in[3*4 ];
+
+ v_out[1] = v_in[0] * m_in[0*4+1] + v_in[1] * m_in[1*4+1] +
+ v_in[2] * m_in[2*4+1] + 1f * m_in[3*4+1];
+
+ v_out[2] = v_in[0] * m_in[0*4+2] + v_in[1] * m_in[1*4+2] +
+ v_in[2] * m_in[2*4+2] + 1f * m_in[3*4+2];
- /**
- * Copy the named row of the given column-major matrix to v_out.
- * <p>
- * v_out may be 3 or 4 components long, hence the 4th column may not be stored.
- * </p>
- * @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
- * @return given result vector <i>v_out</i> for chaining
- */
- public static float[] 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];
- }
return v_out;
}
@@ -1908,11 +1203,11 @@ public final class FloatUtil {
final int a0 = aOffset + a.position();
if(rowMajorOrder) {
for(int c=0; c<columns; c++) {
- sb.append( String.format((Locale)null, f+" ", a.get( a0 + row*columns + c ) ) );
+ sb.append( String.format((Locale)null, f+", ", a.get( a0 + row*columns + c ) ) );
}
} else {
for(int r=0; r<columns; r++) {
- sb.append( String.format((Locale)null, f+" ", a.get( a0 + row + r*rows ) ) );
+ sb.append( String.format((Locale)null, f+", ", a.get( a0 + row + r*rows ) ) );
}
}
return sb;
@@ -1936,11 +1231,11 @@ public final class FloatUtil {
}
if(rowMajorOrder) {
for(int c=0; c<columns; c++) {
- sb.append( String.format((Locale)null, f+" ", a[ aOffset + row*columns + c ] ) );
+ sb.append( String.format((Locale)null, f+", ", a[ aOffset + row*columns + c ] ) );
}
} else {
for(int r=0; r<columns; r++) {
- sb.append( String.format((Locale)null, f+" ", a[ aOffset + row + r*rows ] ) );
+ sb.append( String.format((Locale)null, f+", ", a[ aOffset + row + r*rows ] ) );
}
}
return sb;
@@ -1963,11 +1258,15 @@ public final class FloatUtil {
sb = new StringBuilder();
}
final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ sb.append(prefix).append("{ ");
for(int i=0; i<rows; i++) {
- sb.append(prefix).append("[ ");
+ if( 0 < i ) {
+ sb.append(prefix).append(" ");
+ }
matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
- sb.append("]").append(Platform.getNewline());
+ sb.append(System.lineSeparator());
}
+ sb.append(prefix).append("}").append(System.lineSeparator());
return sb;
}
@@ -1988,71 +1287,15 @@ public final class FloatUtil {
sb = new StringBuilder();
}
final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
+ sb.append(prefix).append("{ ");
for(int i=0; i<rows; i++) {
- sb.append(prefix).append("[ ");
- matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
- sb.append("]").append(Platform.getNewline());
- }
- return sb;
- }
-
- /**
- * @param sb optional passed StringBuilder instance to be used
- * @param rowPrefix optional prefix for each row
- * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
- * @param a 4x4 matrix in column major order (OpenGL)
- * @param aOffset offset to <code>a</code>'s current position
- * @param b 4x4 matrix in column major order (OpenGL)
- * @param bOffset offset to <code>a</code>'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, final String rowPrefix, final String f,
- final FloatBuffer a, final int aOffset, final FloatBuffer b, final int bOffset,
- final int rows, final int columns, final boolean rowMajorOrder) {
- if(null == sb) {
- sb = new StringBuilder();
- }
- final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
- for(int i=0; i<rows; i++) {
- sb.append(prefix).append("[ ");
- matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
- sb.append("=?= ");
- matrixRowToString(sb, f, b, bOffset, rows, columns, rowMajorOrder, i);
- sb.append("]").append(Platform.getNewline());
- }
- return sb;
- }
-
- /**
- * @param sb optional passed StringBuilder instance to be used
- * @param rowPrefix optional prefix for each row
- * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
- * @param a 4x4 matrix in column major order (OpenGL)
- * @param aOffset offset to <code>a</code>'s current position
- * @param b 4x4 matrix in column major order (OpenGL)
- * @param bOffset offset to <code>a</code>'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, final String rowPrefix, final String f,
- final float[] a, final int aOffset, final float[] b, final int bOffset,
- final int rows, final int columns, final boolean rowMajorOrder) {
- if(null == sb) {
- sb = new StringBuilder();
- }
- final String prefix = ( null == rowPrefix ) ? "" : rowPrefix;
- for(int i=0; i<rows; i++) {
- sb.append(prefix).append("[ ");
+ if( 0 < i ) {
+ sb.append(prefix).append(" ");
+ }
matrixRowToString(sb, f, a, aOffset, rows, columns, rowMajorOrder, i);
- sb.append("=?= ");
- matrixRowToString(sb, f, b, bOffset, rows, columns, rowMajorOrder, i);
- sb.append("]").append(Platform.getNewline());
+ sb.append(System.lineSeparator());
}
+ sb.append(prefix).append("}").append(System.lineSeparator());
return sb;
}
@@ -2121,6 +1364,16 @@ public final class FloatUtil {
/** The value PI^2. */
public final static float SQUARED_PI = PI * PI;
+ /** Converts arc-degree to radians */
+ public static float adegToRad(final float arc_degree) {
+ return arc_degree * PI / 180.0f;
+ }
+
+ /** Converts radians to arc-degree */
+ public static float radToADeg(final float rad) {
+ return rad * 180.0f / PI;
+ }
+
/**
* Epsilon for floating point {@value}, as once computed via {@link #getMachineEpsilon()} on an AMD-64 CPU.
* <p>
@@ -2257,6 +1510,14 @@ public final class FloatUtil {
return Math.abs(a) < epsilon;
}
+ /**
+ * Return true if value is zero, i.e. it's absolute value < {@link #EPSILON}.
+ * @see #EPSILON
+ */
+ public static boolean isZero(final float a) {
+ return Math.abs(a) < FloatUtil.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); }
@@ -2314,10 +1575,10 @@ public final class FloatUtil {
/**
* Returns orthogonal distance
- * (1f/zNear-1f/orthoDist)/(1f/zNear-1f/zFar);
+ * (1f/zNear-1f/orthoZ) / (1f/zNear-1f/zFar);
*/
public static float getOrthoWinZ(final float orthoZ, final float zNear, final float zFar) {
- return (1f/zNear-1f/orthoZ)/(1f/zNear-1f/zFar);
+ return (1f/zNear-1f/orthoZ) / (1f/zNear-1f/zFar);
}
} \ No newline at end of file
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java b/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java
deleted file mode 100644
index a080d4442..000000000
--- a/src/jogl/classes/com/jogamp/opengl/math/Matrix4.java
+++ /dev/null
@@ -1,172 +0,0 @@
-/**
- * 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;
-}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java
new file mode 100644
index 000000000..77971b72d
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Matrix4f.java
@@ -0,0 +1,2153 @@
+/**
+ * Copyright 2014-2023 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 com.jogamp.opengl.math.geom.AABBox;
+import com.jogamp.opengl.math.geom.Frustum;
+import com.jogamp.opengl.math.geom.Frustum.Plane;
+
+/**
+ * Basic 4x4 float matrix implementation using fields for intensive use-cases (host operations).
+ * <p>
+ * Implementation covers {@link FloatUtil} matrix functionality, exposed in an object oriented manner.
+ * </p>
+ * <p>
+ * Unlike {@link com.jogamp.opengl.util.PMVMatrix PMVMatrix}, this class only represents one single matrix
+ * without a complete {@link com.jogamp.opengl.fixedfunc.GLMatrixFunc GLMatrixFunc} implementation.
+ * </p>
+ * <p>
+ * For array operations the layout is expected in column-major order
+ * matching OpenGL's implementation, illustration:
+ * <pre>
+ Row-Major Column-Major (OpenGL):
+
+ | 0 1 2 tx |
+ | |
+ | 4 5 6 ty |
+ M = | |
+ | 8 9 10 tz |
+ | |
+ | 12 13 14 15 |
+
+ R C R C
+ m[0*4+3] = tx; m[0+4*3] = tx;
+ m[1*4+3] = ty; m[1+4*3] = ty;
+ m[2*4+3] = tz; m[2+4*3] = tz;
+
+ RC (std subscript order) RC (std subscript order)
+ m03 = tx; m03 = tx;
+ m13 = ty; m13 = ty;
+ m23 = tz; m23 = tz;
+
+ * </pre>
+ * </p>
+ * <p>
+ * <ul>
+ * <li><a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix-FAQ</a></li>
+ * <li><a href="https://en.wikipedia.org/wiki/Matrix_%28mathematics%29">Wikipedia-Matrix</a></li>
+ * <li><a href="http://www.euclideanspace.com/maths/algebra/matrix/index.htm">euclideanspace.com-Matrix</a></li>
+ * </ul>
+ * </p>
+ * <p>
+ * Implementation utilizes unrolling of small vertices and matrices wherever possible
+ * while trying to access memory in a linear fashion for performance reasons, see:
+ * <ul>
+ * <li><a href="https://lessthanoptimal.github.io/Java-Matrix-Benchmark/">java-matrix-benchmark</a></li>
+ * <li><a href="https://github.com/lessthanoptimal/ejml">EJML Efficient Java Matrix Library</a></li>
+ * </ul>
+ * </p>
+ * @see com.jogamp.opengl.util.PMVMatrix
+ * @see FloatUtil
+ */
+public class Matrix4f {
+
+ /**
+ * Creates a new identity matrix.
+ */
+ public Matrix4f() {
+ m00 = m11 = m22 = m33 = 1.0f;
+ // remaining fields have default init to zero
+ }
+
+ /**
+ * Creates a new matrix copying the values of the given {@code src} matrix.
+ */
+ public Matrix4f(final Matrix4f src) {
+ load(src);
+ }
+
+ /**
+ * Creates a new matrix based on given float[4*4] column major order.
+ * @param m 4x4 matrix in column-major order
+ */
+ public Matrix4f(final float[] m) {
+ load(m);
+ }
+
+ /**
+ * Creates a new matrix based on given float[4*4] column major order.
+ * @param m 4x4 matrix in column-major order
+ * @param m_off offset for matrix {@code m}
+ */
+ public Matrix4f(final float[] m, final int m_off) {
+ load(m, m_off);
+ }
+
+ /**
+ * Creates a new matrix based on given {@link FloatBuffer} 4x4 column major order.
+ * @param m 4x4 matrix in column-major order
+ */
+ public Matrix4f(final FloatBuffer m) {
+ load(m);
+ }
+
+ //
+ // Write to Matrix via set(..) or load(..)
+ //
+
+ /** Sets the {@code i}th component with float {@code v} 0 <= i < 16 */
+ public void set(final int i, final float v) {
+ switch (i) {
+ case 0+4*0: m00 = v; break;
+ case 1+4*0: m10 = v; break;
+ case 2+4*0: m20 = v; break;
+ case 3+4*0: m30 = v; break;
+
+ case 0+4*1: m01 = v; break;
+ case 1+4*1: m11 = v; break;
+ case 2+4*1: m21 = v; break;
+ case 3+4*1: m31 = v; break;
+
+ case 0+4*2: m02 = v; break;
+ case 1+4*2: m12 = v; break;
+ case 2+4*2: m22 = v; break;
+ case 3+4*2: m32 = v; break;
+
+ case 0+4*3: m03 = v; break;
+ case 1+4*3: m13 = v; break;
+ case 2+4*3: m23 = v; break;
+ case 3+4*3: m33 = v; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /**
+ * Set this matrix to identity.
+ * <pre>
+ Translation matrix (Column Order):
+ 1 0 0 0
+ 0 1 0 0
+ 0 0 1 0
+ 0 0 0 1
+ * </pre>
+ * @return this matrix for chaining
+ */
+ public final Matrix4f loadIdentity() {
+ m00 = m11 = m22 = m33 = 1.0f;
+ m01 = m02 = m03 =
+ m10 = m12 = m13 =
+ m20 = m21 = m23 =
+ m30 = m31 = m32 = 0.0f;
+ return this;
+ }
+
+ /**
+ * Load the values of the given matrix {@code b} to this matrix.
+ * @param src the source values
+ * @return this matrix for chaining
+ */
+ public Matrix4f load(final Matrix4f src) {
+ m00 = src.m00; m10 = src.m10; m20 = src.m20; m30 = src.m30;
+ m01 = src.m01; m11 = src.m11; m21 = src.m21; m31 = src.m31;
+ m02 = src.m02; m12 = src.m12; m22 = src.m22; m32 = src.m32;
+ m03 = src.m03; m13 = src.m13; m23 = src.m23; m33 = src.m33;
+ return this;
+ }
+
+ /**
+ * Load the values of the given matrix {@code src} to this matrix.
+ * @param src 4x4 matrix float[16] in column-major order
+ * @return this matrix for chaining
+ */
+ public Matrix4f load(final float[] src) {
+ m00 = src[0+0*4]; // column 0
+ m10 = src[1+0*4];
+ m20 = src[2+0*4];
+ m30 = src[3+0*4];
+ m01 = src[0+1*4]; // column 1
+ m11 = src[1+1*4];
+ m21 = src[2+1*4];
+ m31 = src[3+1*4];
+ m02 = src[0+2*4]; // column 2
+ m12 = src[1+2*4];
+ m22 = src[2+2*4];
+ m32 = src[3+2*4];
+ m03 = src[0+3*4]; // column 3
+ m13 = src[1+3*4];
+ m23 = src[2+3*4];
+ m33 = src[3+3*4];
+ return this;
+ }
+
+ /**
+ * Load the values of the given matrix {@code src} to this matrix.
+ * @param src 4x4 matrix float[16] in column-major order
+ * @param src_off offset for matrix {@code src}
+ * @return this matrix for chaining
+ */
+ public Matrix4f load(final float[] src, final int src_off) {
+ m00 = src[src_off+0+0*4];
+ m10 = src[src_off+1+0*4];
+ m20 = src[src_off+2+0*4];
+ m30 = src[src_off+3+0*4];
+ m01 = src[src_off+0+1*4];
+ m11 = src[src_off+1+1*4];
+ m21 = src[src_off+2+1*4];
+ m31 = src[src_off+3+1*4];
+ m02 = src[src_off+0+2*4];
+ m12 = src[src_off+1+2*4];
+ m22 = src[src_off+2+2*4];
+ m32 = src[src_off+3+2*4];
+ m03 = src[src_off+0+3*4];
+ m13 = src[src_off+1+3*4];
+ m23 = src[src_off+2+3*4];
+ m33 = src[src_off+3+3*4];
+ return this;
+ }
+
+ /**
+ * Load the values of the given matrix {@code src} to this matrix.
+ * <p>
+ * Implementation uses relative {@link FloatBuffer#get()},
+ * hence caller may want to issue {@link FloatBuffer#reset()} thereafter.
+ * </p>
+ * @param src 4x4 matrix {@link FloatBuffer} in column-major order
+ * @return this matrix for chaining
+ */
+ public Matrix4f load(final FloatBuffer src) {
+ m00 = src.get();
+ m10 = src.get();
+ m20 = src.get();
+ m30 = src.get();
+ m01 = src.get();
+ m11 = src.get();
+ m21 = src.get();
+ m31 = src.get();
+ m02 = src.get();
+ m12 = src.get();
+ m22 = src.get();
+ m32 = src.get();
+ m03 = src.get();
+ m13 = src.get();
+ m23 = src.get();
+ m33 = src.get();
+ return this;
+ }
+
+ //
+ // Read out Matrix via get(..)
+ //
+
+ /** Gets the {@code i}th component, 0 <= i < 16 */
+ public float get(final int i) {
+ switch (i) {
+ case 0+4*0: return m00;
+ case 1+4*0: return m10;
+ case 2+4*0: return m20;
+ case 3+4*0: return m30;
+
+ case 0+4*1: return m01;
+ case 1+4*1: return m11;
+ case 2+4*1: return m21;
+ case 3+4*1: return m31;
+
+ case 0+4*2: return m02;
+ case 1+4*2: return m12;
+ case 2+4*2: return m22;
+ case 3+4*2: return m32;
+
+ case 0+4*3: return m03;
+ case 1+4*3: return m13;
+ case 2+4*3: return m23;
+ case 3+4*3: return m33;
+
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /**
+ * Get the named column of the given column-major matrix to v_out.
+ * @param column named column to copy
+ * @param v_out the column-vector storage
+ * @return given result vector <i>v_out</i> for chaining
+ */
+ public Vec4f getColumn(final int column, final Vec4f v_out) {
+ v_out.set( get(0+column*4),
+ get(1+column*4),
+ get(2+column*4),
+ get(3+column*4) );
+ return v_out;
+ }
+
+ /**
+ * Get the named column of the given column-major matrix to v_out.
+ * @param column named column to copy
+ * @param v_out the column-vector storage
+ * @return given result vector <i>v_out</i> for chaining
+ */
+ public Vec3f getColumn(final int column, final Vec3f v_out) {
+ v_out.set( get(0+column*4),
+ get(1+column*4),
+ get(2+column*4) );
+ return v_out;
+ }
+
+ /**
+ * Get the named row of the given column-major matrix to v_out.
+ * @param row named row to copy
+ * @param v_out the row-vector storage
+ * @return given result vector <i>v_out</i> for chaining
+ */
+ public Vec4f getRow(final int row, final Vec4f v_out) {
+ v_out.set( get(row+0*4),
+ get(row+1*4),
+ get(row+2*4),
+ get(row+3*4) );
+ return v_out;
+ }
+
+ /**
+ * Get the named row of the given column-major matrix to v_out.
+ * @param row named row to copy
+ * @param v_out the row-vector storage
+ * @return given result vector <i>v_out</i> for chaining
+ */
+ public Vec3f getRow(final int row, final Vec3f v_out) {
+ v_out.set( get(row+0*4),
+ get(row+1*4),
+ get(row+2*4) );
+ return v_out;
+ }
+
+ /**
+ * Get this matrix into the given float[16] array at {@code dst_off} in column major order.
+ *
+ * @param dst float[16] array storage in column major order
+ * @param dst_off offset
+ * @return {@code dst} for chaining
+ */
+ public float[] get(final float[] dst, final int dst_off) {
+ dst[dst_off+0+0*4] = m00;
+ dst[dst_off+1+0*4] = m10;
+ dst[dst_off+2+0*4] = m20;
+ dst[dst_off+3+0*4] = m30;
+ dst[dst_off+0+1*4] = m01;
+ dst[dst_off+1+1*4] = m11;
+ dst[dst_off+2+1*4] = m21;
+ dst[dst_off+3+1*4] = m31;
+ dst[dst_off+0+2*4] = m02;
+ dst[dst_off+1+2*4] = m12;
+ dst[dst_off+2+2*4] = m22;
+ dst[dst_off+3+2*4] = m32;
+ dst[dst_off+0+3*4] = m03;
+ dst[dst_off+1+3*4] = m13;
+ dst[dst_off+2+3*4] = m23;
+ dst[dst_off+3+3*4] = m33;
+ return dst;
+ }
+
+ /**
+ * Get this matrix into the given float[16] array in column major order.
+ *
+ * @param dst float[16] array storage in column major order
+ * @return {@code dst} for chaining
+ */
+ public float[] get(final float[] dst) {
+ dst[0+0*4] = m00;
+ dst[1+0*4] = m10;
+ dst[2+0*4] = m20;
+ dst[3+0*4] = m30;
+ dst[0+1*4] = m01;
+ dst[1+1*4] = m11;
+ dst[2+1*4] = m21;
+ dst[3+1*4] = m31;
+ dst[0+2*4] = m02;
+ dst[1+2*4] = m12;
+ dst[2+2*4] = m22;
+ dst[3+2*4] = m32;
+ dst[0+3*4] = m03;
+ dst[1+3*4] = m13;
+ dst[2+3*4] = m23;
+ dst[3+3*4] = m33;
+ return dst;
+ }
+
+ /**
+ * Get this matrix into the given {@link FloatBuffer} in column major order.
+ * <p>
+ * Implementation uses relative {@link FloatBuffer#put(float)},
+ * hence caller may want to issue {@link FloatBuffer#reset()} thereafter.
+ * </p>
+ *
+ * @param dst {@link FloatBuffer} array storage in column major order
+ * @return {@code dst} for chaining
+ */
+ public FloatBuffer get(final FloatBuffer dst) {
+ dst.put( m00 );
+ dst.put( m10 );
+ dst.put( m20 );
+ dst.put( m30 );
+ dst.put( m01 );
+ dst.put( m11 );
+ dst.put( m21 );
+ dst.put( m31 );
+ dst.put( m02 );
+ dst.put( m12 );
+ dst.put( m22 );
+ dst.put( m32 );
+ dst.put( m03 );
+ dst.put( m13 );
+ dst.put( m23 );
+ dst.put( m33 );
+ return dst;
+ }
+
+ //
+ // Basic matrix operations
+ //
+
+ /**
+ * Returns the determinant of this matrix
+ * @return the matrix determinant
+ */
+ public float determinant() {
+ float ret = 0;
+ ret += m00 * ( + m11*(m22*m33 - m23*m32) - m12*(m21*m33 - m23*m31) + m13*(m21*m32 - m22*m31));
+ ret -= m01 * ( + m10*(m22*m33 - m23*m32) - m12*(m20*m33 - m23*m30) + m13*(m20*m32 - m22*m30));
+ ret += m02 * ( + m10*(m21*m33 - m23*m31) - m11*(m20*m33 - m23*m30) + m13*(m20*m31 - m21*m30));
+ ret -= m03 * ( + m10*(m21*m32 - m22*m31) - m11*(m20*m32 - m22*m30) + m12*(m20*m31 - m21*m30));
+ return ret;
+ }
+
+ /**
+ * Transpose this matrix.
+ *
+ * @return this matrix for chaining
+ */
+ public final Matrix4f transpose() {
+ float tmp;
+
+ tmp = m10;
+ m10 = m01;
+ m01 = tmp;
+
+ tmp = m20;
+ m20 = m02;
+ m02 = tmp;
+
+ tmp = m30;
+ m30 = m03;
+ m03 = tmp;
+
+ tmp = m21;
+ m21 = m12;
+ m12 = tmp;
+
+ tmp = m31;
+ m31 = m13;
+ m13 = tmp;
+
+ tmp = m32;
+ m32 = m23;
+ m23 = tmp;
+
+ return this;
+ }
+
+ /**
+ * Transpose the given {@code src} matrix into this matrix.
+ *
+ * @param src source 4x4 matrix
+ * @return this matrix (result) for chaining
+ */
+ public final Matrix4f transpose(final Matrix4f src) {
+ if( src == this ) {
+ return transpose();
+ }
+ m00 = src.m00;
+ m10 = src.m01;
+ m20 = src.m02;
+ m30 = src.m03;
+
+ m01 = src.m10;
+ m11 = src.m11;
+ m21 = src.m12;
+ m31 = src.m13;
+
+ m02 = src.m20;
+ m12 = src.m21;
+ m22 = src.m22;
+ m32 = src.m23;
+
+ m03 = src.m30;
+ m13 = src.m31;
+ m23 = src.m32;
+ m33 = src.m33;
+ return this;
+ }
+
+ /**
+ * Invert this matrix.
+ * @return false if this matrix is singular and inversion not possible, otherwise true
+ */
+ public boolean invert() {
+ final float scale;
+ try {
+ scale = mulScale();
+ } catch(final ArithmeticException aex) {
+ return false; // max was 0
+ }
+ final float a00 = m00*scale;
+ final float a10 = m10*scale;
+ final float a20 = m20*scale;
+ final float a30 = m30*scale;
+
+ final float a01 = m01*scale;
+ final float a11 = m11*scale;
+ final float a21 = m21*scale;
+ final float a31 = m31*scale;
+
+ final float a02 = m02*scale;
+ final float a12 = m12*scale;
+ final float a22 = m22*scale;
+ final float a32 = m32*scale;
+
+ final float a03 = m03*scale;
+ final float a13 = m13*scale;
+ final float a23 = m23*scale;
+ final float a33 = m33*scale;
+
+ final float b00 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
+ final float b01 = -( + a10*(a22*a33 - a23*a32) - a12*(a20*a33 - a23*a30) + a13*(a20*a32 - a22*a30));
+ final float b02 = + a10*(a21*a33 - a23*a31) - a11*(a20*a33 - a23*a30) + a13*(a20*a31 - a21*a30);
+ final float b03 = -( + a10*(a21*a32 - a22*a31) - a11*(a20*a32 - a22*a30) + a12*(a20*a31 - a21*a30));
+
+ final float b10 = -( + a01*(a22*a33 - a23*a32) - a02*(a21*a33 - a23*a31) + a03*(a21*a32 - a22*a31));
+ final float b11 = + a00*(a22*a33 - a23*a32) - a02*(a20*a33 - a23*a30) + a03*(a20*a32 - a22*a30);
+ final float b12 = -( + a00*(a21*a33 - a23*a31) - a01*(a20*a33 - a23*a30) + a03*(a20*a31 - a21*a30));
+ final float b13 = + a00*(a21*a32 - a22*a31) - a01*(a20*a32 - a22*a30) + a02*(a20*a31 - a21*a30);
+
+ final float b20 = + a01*(a12*a33 - a13*a32) - a02*(a11*a33 - a13*a31) + a03*(a11*a32 - a12*a31);
+ final float b21 = -( + a00*(a12*a33 - a13*a32) - a02*(a10*a33 - a13*a30) + a03*(a10*a32 - a12*a30));
+ final float b22 = + a00*(a11*a33 - a13*a31) - a01*(a10*a33 - a13*a30) + a03*(a10*a31 - a11*a30);
+ final float b23 = -( + a00*(a11*a32 - a12*a31) - a01*(a10*a32 - a12*a30) + a02*(a10*a31 - a11*a30));
+
+ final float b30 = -( + a01*(a12*a23 - a13*a22) - a02*(a11*a23 - a13*a21) + a03*(a11*a22 - a12*a21));
+ final float b31 = + a00*(a12*a23 - a13*a22) - a02*(a10*a23 - a13*a20) + a03*(a10*a22 - a12*a20);
+ final float b32 = -( + a00*(a11*a23 - a13*a21) - a01*(a10*a23 - a13*a20) + a03*(a10*a21 - a11*a20));
+ final float b33 = + a00*(a11*a22 - a12*a21) - a01*(a10*a22 - a12*a20) + a02*(a10*a21 - a11*a20);
+
+ final float det = (a00*b00 + a01*b01 + a02*b02 + a03*b03) / scale;
+ if( 0 == det ) {
+ return false;
+ }
+ final float invdet = 1.0f / det;
+
+ m00 = b00 * invdet;
+ m10 = b01 * invdet;
+ m20 = b02 * invdet;
+ m30 = b03 * invdet;
+
+ m01 = b10 * invdet;
+ m11 = b11 * invdet;
+ m21 = b12 * invdet;
+ m31 = b13 * invdet;
+
+ m02 = b20 * invdet;
+ m12 = b21 * invdet;
+ m22 = b22 * invdet;
+ m32 = b23 * invdet;
+
+ m03 = b30 * invdet;
+ m13 = b31 * invdet;
+ m23 = b32 * invdet;
+ m33 = b33 * invdet;
+ return true;
+ }
+
+ /**
+ * Invert the {@code src} matrix values into this matrix
+ * @param src the source matrix, which values are to be inverted
+ * @return false if {@code src} matrix is singular and inversion not possible, otherwise true
+ */
+ public boolean invert(final Matrix4f src) {
+ final float scale;
+ try {
+ scale = src.mulScale();
+ } catch(final ArithmeticException aex) {
+ return false; // max was 0
+ }
+ final float a00 = src.m00*scale;
+ final float a10 = src.m10*scale;
+ final float a20 = src.m20*scale;
+ final float a30 = src.m30*scale;
+
+ final float a01 = src.m01*scale;
+ final float a11 = src.m11*scale;
+ final float a21 = src.m21*scale;
+ final float a31 = src.m31*scale;
+
+ final float a02 = src.m02*scale;
+ final float a12 = src.m12*scale;
+ final float a22 = src.m22*scale;
+ final float a32 = src.m32*scale;
+
+ final float a03 = src.m03*scale;
+ final float a13 = src.m13*scale;
+ final float a23 = src.m23*scale;
+ final float a33 = src.m33*scale;
+
+ final float b00 = + a11*(a22*a33 - a23*a32) - a12*(a21*a33 - a23*a31) + a13*(a21*a32 - a22*a31);
+ final float b01 = -( + a10*(a22*a33 - a23*a32) - a12*(a20*a33 - a23*a30) + a13*(a20*a32 - a22*a30));
+ final float b02 = + a10*(a21*a33 - a23*a31) - a11*(a20*a33 - a23*a30) + a13*(a20*a31 - a21*a30);
+ final float b03 = -( + a10*(a21*a32 - a22*a31) - a11*(a20*a32 - a22*a30) + a12*(a20*a31 - a21*a30));
+
+ final float b10 = -( + a01*(a22*a33 - a23*a32) - a02*(a21*a33 - a23*a31) + a03*(a21*a32 - a22*a31));
+ final float b11 = + a00*(a22*a33 - a23*a32) - a02*(a20*a33 - a23*a30) + a03*(a20*a32 - a22*a30);
+ final float b12 = -( + a00*(a21*a33 - a23*a31) - a01*(a20*a33 - a23*a30) + a03*(a20*a31 - a21*a30));
+ final float b13 = + a00*(a21*a32 - a22*a31) - a01*(a20*a32 - a22*a30) + a02*(a20*a31 - a21*a30);
+
+ final float b20 = + a01*(a12*a33 - a13*a32) - a02*(a11*a33 - a13*a31) + a03*(a11*a32 - a12*a31);
+ final float b21 = -( + a00*(a12*a33 - a13*a32) - a02*(a10*a33 - a13*a30) + a03*(a10*a32 - a12*a30));
+ final float b22 = + a00*(a11*a33 - a13*a31) - a01*(a10*a33 - a13*a30) + a03*(a10*a31 - a11*a30);
+ final float b23 = -( + a00*(a11*a32 - a12*a31) - a01*(a10*a32 - a12*a30) + a02*(a10*a31 - a11*a30));
+
+ final float b30 = -( + a01*(a12*a23 - a13*a22) - a02*(a11*a23 - a13*a21) + a03*(a11*a22 - a12*a21));
+ final float b31 = + a00*(a12*a23 - a13*a22) - a02*(a10*a23 - a13*a20) + a03*(a10*a22 - a12*a20);
+ final float b32 = -( + a00*(a11*a23 - a13*a21) - a01*(a10*a23 - a13*a20) + a03*(a10*a21 - a11*a20));
+ final float b33 = + a00*(a11*a22 - a12*a21) - a01*(a10*a22 - a12*a20) + a02*(a10*a21 - a11*a20);
+
+ final float det = (a00*b00 + a01*b01 + a02*b02 + a03*b03) / scale;
+
+ if( 0 == det ) {
+ return false;
+ }
+ final float invdet = 1.0f / det;
+
+ m00 = b00 * invdet;
+ m10 = b01 * invdet;
+ m20 = b02 * invdet;
+ m30 = b03 * invdet;
+
+ m01 = b10 * invdet;
+ m11 = b11 * invdet;
+ m21 = b12 * invdet;
+ m31 = b13 * invdet;
+
+ m02 = b20 * invdet;
+ m12 = b21 * invdet;
+ m22 = b22 * invdet;
+ m32 = b23 * invdet;
+
+ m03 = b30 * invdet;
+ m13 = b31 * invdet;
+ m23 = b32 * invdet;
+ m33 = b33 * invdet;
+ return true;
+ }
+
+ private final float mulScale() {
+ /**
+ // No Hotspot intrinsic Math.* optimization for at least Math.max(),
+ // hence this chunk is slower.
+ float max = Math.abs(m00);
+
+ max = Math.max(max, Math.abs(m01));
+ max = Math.max(max, Math.abs(m02));
+ ... etc
+ */
+ float a = Math.abs(m00);
+ float max = a;
+ a = Math.abs(m01); if( a > max ) max = a;
+ a = Math.abs(m02); if( a > max ) max = a;
+ a = Math.abs(m03); if( a > max ) max = a;
+
+ a = Math.abs(m10); if( a > max ) max = a;
+ a = Math.abs(m11); if( a > max ) max = a;
+ a = Math.abs(m12); if( a > max ) max = a;
+ a = Math.abs(m13); if( a > max ) max = a;
+
+ a = Math.abs(m20); if( a > max ) max = a;
+ a = Math.abs(m21); if( a > max ) max = a;
+ a = Math.abs(m22); if( a > max ) max = a;
+ a = Math.abs(m23); if( a > max ) max = a;
+
+ a = Math.abs(m30); if( a > max ) max = a;
+ a = Math.abs(m31); if( a > max ) max = a;
+ a = Math.abs(m32); if( a > max ) max = a;
+ a = Math.abs(m33); if( a > max ) max = a;
+
+ return 1.0f/max;
+ }
+
+ /**
+ * Multiply matrix: [this] = [this] x [b]
+ * @param b 4x4 matrix
+ * @return this matrix for chaining
+ * @see #mul(Matrix4f, Matrix4f)
+ */
+ public final Matrix4f mul(final Matrix4f b) {
+ // return mul(new Matrix4f(this), b); // <- roughly half speed
+ float ai0=m00; // row-0, m[0+0*4]
+ float ai1=m01;
+ float ai2=m02;
+ float ai3=m03;
+ m00 = ai0 * b.m00 + ai1 * b.m10 + ai2 * b.m20 + ai3 * b.m30 ;
+ m01 = ai0 * b.m01 + ai1 * b.m11 + ai2 * b.m21 + ai3 * b.m31 ;
+ m02 = ai0 * b.m02 + ai1 * b.m12 + ai2 * b.m22 + ai3 * b.m32 ;
+ m03 = ai0 * b.m03 + ai1 * b.m13 + ai2 * b.m23 + ai3 * b.m33 ;
+
+ ai0=m10; //row-1, m[1+0*4]
+ ai1=m11;
+ ai2=m12;
+ ai3=m13;
+ m10 = ai0 * b.m00 + ai1 * b.m10 + ai2 * b.m20 + ai3 * b.m30 ;
+ m11 = ai0 * b.m01 + ai1 * b.m11 + ai2 * b.m21 + ai3 * b.m31 ;
+ m12 = ai0 * b.m02 + ai1 * b.m12 + ai2 * b.m22 + ai3 * b.m32 ;
+ m13 = ai0 * b.m03 + ai1 * b.m13 + ai2 * b.m23 + ai3 * b.m33 ;
+
+ ai0=m20; // row-2, m[2+0*4]
+ ai1=m21;
+ ai2=m22;
+ ai3=m23;
+ m20 = ai0 * b.m00 + ai1 * b.m10 + ai2 * b.m20 + ai3 * b.m30 ;
+ m21 = ai0 * b.m01 + ai1 * b.m11 + ai2 * b.m21 + ai3 * b.m31 ;
+ m22 = ai0 * b.m02 + ai1 * b.m12 + ai2 * b.m22 + ai3 * b.m32 ;
+ m23 = ai0 * b.m03 + ai1 * b.m13 + ai2 * b.m23 + ai3 * b.m33 ;
+
+ ai0=m30; // row-3, m[3+0*4]
+ ai1=m31;
+ ai2=m32;
+ ai3=m33;
+ m30 = ai0 * b.m00 + ai1 * b.m10 + ai2 * b.m20 + ai3 * b.m30 ;
+ m31 = ai0 * b.m01 + ai1 * b.m11 + ai2 * b.m21 + ai3 * b.m31 ;
+ m32 = ai0 * b.m02 + ai1 * b.m12 + ai2 * b.m22 + ai3 * b.m32 ;
+ m33 = ai0 * b.m03 + ai1 * b.m13 + ai2 * b.m23 + ai3 * b.m33 ;
+ return this;
+ }
+
+ /**
+ * Multiply matrix: [this] = [a] x [b]
+ * @param a 4x4 matrix, can't be this matrix
+ * @param b 4x4 matrix, can't be this matrix
+ * @return this matrix for chaining
+ * @see #mul(Matrix4f)
+ */
+ public final Matrix4f mul(final Matrix4f a, final Matrix4f b) {
+ // row-0, m[0+0*4]
+ m00 = a.m00 * b.m00 + a.m01 * b.m10 + a.m02 * b.m20 + a.m03 * b.m30 ;
+ m01 = a.m00 * b.m01 + a.m01 * b.m11 + a.m02 * b.m21 + a.m03 * b.m31 ;
+ m02 = a.m00 * b.m02 + a.m01 * b.m12 + a.m02 * b.m22 + a.m03 * b.m32 ;
+ m03 = a.m00 * b.m03 + a.m01 * b.m13 + a.m02 * b.m23 + a.m03 * b.m33 ;
+
+ //row-1, m[1+0*4]
+ m10 = a.m10 * b.m00 + a.m11 * b.m10 + a.m12 * b.m20 + a.m13 * b.m30 ;
+ m11 = a.m10 * b.m01 + a.m11 * b.m11 + a.m12 * b.m21 + a.m13 * b.m31 ;
+ m12 = a.m10 * b.m02 + a.m11 * b.m12 + a.m12 * b.m22 + a.m13 * b.m32 ;
+ m13 = a.m10 * b.m03 + a.m11 * b.m13 + a.m12 * b.m23 + a.m13 * b.m33 ;
+
+ // row-2, m[2+0*4]
+ m20 = a.m20 * b.m00 + a.m21 * b.m10 + a.m22 * b.m20 + a.m23 * b.m30 ;
+ m21 = a.m20 * b.m01 + a.m21 * b.m11 + a.m22 * b.m21 + a.m23 * b.m31 ;
+ m22 = a.m20 * b.m02 + a.m21 * b.m12 + a.m22 * b.m22 + a.m23 * b.m32 ;
+ m23 = a.m20 * b.m03 + a.m21 * b.m13 + a.m22 * b.m23 + a.m23 * b.m33 ;
+
+ // row-3, m[3+0*4]
+ m30 = a.m30 * b.m00 + a.m31 * b.m10 + a.m32 * b.m20 + a.m33 * b.m30 ;
+ m31 = a.m30 * b.m01 + a.m31 * b.m11 + a.m32 * b.m21 + a.m33 * b.m31 ;
+ m32 = a.m30 * b.m02 + a.m31 * b.m12 + a.m32 * b.m22 + a.m33 * b.m32 ;
+ m33 = a.m30 * b.m03 + a.m31 * b.m13 + a.m32 * b.m23 + a.m33 * b.m33 ;
+
+ return this;
+ }
+
+ /**
+ * @param v_in 4-component column-vector, can be v_out for in-place transformation
+ * @param v_out this * v_in
+ * @returns v_out for chaining
+ */
+ public final Vec4f mulVec4f(final Vec4f v_in, final Vec4f v_out) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_in.x(), y = v_in.y(), z = v_in.z(), w = v_in.w();
+ v_out.set( x * m00 + y * m01 + z * m02 + w * m03,
+ x * m10 + y * m11 + z * m12 + w * m13,
+ x * m20 + y * m21 + z * m22 + w * m23,
+ x * m30 + y * m31 + z * m32 + w * m33 );
+ return v_out;
+ }
+
+ /**
+ * @param v_inout 4-component column-vector input and output, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec4f mulVec4f(final Vec4f v_inout) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z(), w = v_inout.w();
+ v_inout.set( x * m00 + y * m01 + z * m02 + w * m03,
+ x * m10 + y * m11 + z * m12 + w * m13,
+ x * m20 + y * m21 + z * m22 + w * m23,
+ x * m30 + y * m31 + z * m32 + w * m33 );
+ return v_inout;
+ }
+
+ /**
+ * Affine 3f-vector transformation by 4x4 matrix
+ *
+ * 4x4 matrix multiplication with 3-component vector,
+ * using {@code 1} for for {@code v_in.w()} and dropping {@code v_out.w()},
+ * which shall be {@code 1}.
+ *
+ * @param v_in 3-component column-vector {@link Vec3f}, can be v_out for in-place transformation
+ * @param v_out m_in * v_in, 3-component column-vector {@link Vec3f}
+ * @returns v_out for chaining
+ */
+ public final Vec3f mulVec3f(final Vec3f v_in, final Vec3f v_out) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_in.x(), y = v_in.y(), z = v_in.z();
+ v_out.set( x * m00 + y * m01 + z * m02 + 1f * m03,
+ x * m10 + y * m11 + z * m12 + 1f * m13,
+ x * m20 + y * m21 + z * m22 + 1f * m23 );
+ return v_out;
+ }
+
+ /**
+ * Affine 3f-vector transformation by 4x4 matrix
+ *
+ * 4x4 matrix multiplication with 3-component vector,
+ * using {@code 1} for for {@code v_inout.w()} and dropping {@code v_inout.w()},
+ * which shall be {@code 1}.
+ *
+ * @param v_inout 3-component column-vector {@link Vec3f} input and output, i.e. in-place transformation
+ * @returns v_inout for chaining
+ */
+ public final Vec3f mulVec3f(final Vec3f v_inout) {
+ // (one matrix row in column-major order) X (column vector)
+ final float x = v_inout.x(), y = v_inout.y(), z = v_inout.z();
+ v_inout.set( x * m00 + y * m01 + z * m02 + 1f * m03,
+ x * m10 + y * m11 + z * m12 + 1f * m13,
+ x * m20 + y * m21 + z * m22 + 1f * m23 );
+ return v_inout;
+ }
+
+ //
+ // Matrix setTo...(), affine + basic
+ //
+
+ /**
+ * Set this matrix to translation.
+ * <pre>
+ Translation matrix (Column Order):
+ 1 0 0 0
+ 0 1 0 0
+ 0 0 1 0
+ x y z 1
+ * </pre>
+ * @param x x-axis translate
+ * @param y y-axis translate
+ * @param z z-axis translate
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToTranslation(final float x, final float y, final float z) {
+ m00 = m11 = m22 = m33 = 1.0f;
+ m03 = x;
+ m13 = y;
+ m23 = z;
+ m01 = m02 =
+ m10 = m12 =
+ m20 = m21 =
+ m30 = m31 = m32 = 0.0f;
+ return this;
+ }
+
+ /**
+ * Set this matrix to translation.
+ * <pre>
+ Translation matrix (Column Order):
+ 1 0 0 0
+ 0 1 0 0
+ 0 0 1 0
+ x y z 1
+ * </pre>
+ * @param t translate Vec3f
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToTranslation(final Vec3f t) {
+ return setToTranslation(t.x(), t.y(), t.z());
+ }
+
+ /**
+ * Set this matrix to scale.
+ * <pre>
+ Scale matrix (Any Order):
+ x 0 0 0
+ 0 y 0 0
+ 0 0 z 0
+ 0 0 0 1
+ * </pre>
+ * @param x x-axis scale
+ * @param y y-axis scale
+ * @param z z-axis scale
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToScale(final float x, final float y, final float z) {
+ m33 = 1.0f;
+ m00 = x;
+ m11 = y;
+ m22 = z;
+ m01 = m02 = m03 =
+ m10 = m12 = m13 =
+ m20 = m21 = m23 =
+ m30 = m31 = m32 = 0.0f;
+ return this;
+ }
+
+ /**
+ * Set this matrix to scale.
+ * <pre>
+ Scale matrix (Any Order):
+ x 0 0 0
+ 0 y 0 0
+ 0 0 z 0
+ 0 0 0 1
+ * </pre>
+ * @param s scale Vec3f
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToScale(final Vec3f s) {
+ return setToScale(s.x(), s.y(), s.z());
+ }
+
+ /**
+ * Set this matrix to rotation from the given axis and angle in radians.
+ * <pre>
+ Rotation matrix (Column 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
+ * </pre>
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
+ * @param ang_rad angle in radians
+ * @param x x of rotation axis
+ * @param y y of rotation axis
+ * @param z z of rotation axis
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToRotationAxis(final float ang_rad, float x, float y, float z) {
+ final float c = FloatUtil.cos(ang_rad);
+ final float ic= 1.0f - c;
+ final float s = FloatUtil.sin(ang_rad);
+
+ final Vec3f tmp = new Vec3f(x, y, z).normalize();
+ x = tmp.x(); y = tmp.y(); z = tmp.z();
+
+ 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;
+ m00 = x*x*ic+c;
+ m10 = xy*ic+zs;
+ m20 = xz*ic-ys;
+ m30 = 0;
+
+ m01 = xy*ic-zs;
+ m11 = y*y*ic+c;
+ m21 = yz*ic+xs;
+ m31 = 0;
+
+ m02 = xz*ic+ys;
+ m12 = yz*ic-xs;
+ m22 = z*z*ic+c;
+ m32 = 0;
+
+ m03 = 0f;
+ m13 = 0f;
+ m23 = 0f;
+ m33 = 1f;
+
+ return this;
+ }
+
+ /**
+ * Set this matrix to rotation from the given axis and angle in radians.
+ * <pre>
+ Rotation matrix (Column 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
+ * </pre>
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
+ * @param ang_rad angle in radians
+ * @param axis rotation axis
+ * @return this matrix for chaining
+ */
+ public final Matrix4f setToRotationAxis(final float ang_rad, final Vec3f axis) {
+ return setToRotationAxis(ang_rad, axis.x(), axis.y(), axis.z());
+ }
+
+ /**
+ * Set this matrix to rotation from the given Euler rotation angles in radians.
+ * <p>
+ * The rotations are applied in the given order:
+ * <ul>
+ * <li>y - heading</li>
+ * <li>z - attitude</li>
+ * <li>x - bank</li>
+ * </ul>
+ * </p>
+ * @param bankX the Euler pitch angle in radians. (rotation about the X axis)
+ * @param headingY the Euler yaw angle in radians. (rotation about the Y axis)
+ * @param attitudeZ the Euler roll angle in radians. (rotation about the Z axis)
+ * @return this matrix for chaining
+ * <p>
+ * Implementation does not use Quaternion and hence is exposed to
+ * <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q34">Gimbal-Lock</a>,
+ * consider using {@link #setToRotation(Quaternion)}.
+ * </p>
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q36">Matrix-FAQ Q36</a>
+ * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToMatrix/index.htm">euclideanspace.com-eulerToMatrix</a>
+ * @see #setToRotation(Quaternion)
+ */
+ public Matrix4f setToRotationEuler(final float bankX, final float headingY, final float attitudeZ) {
+ // Assuming the angles are in radians.
+ final float ch = FloatUtil.cos(headingY);
+ final float sh = FloatUtil.sin(headingY);
+ final float ca = FloatUtil.cos(attitudeZ);
+ final float sa = FloatUtil.sin(attitudeZ);
+ final float cb = FloatUtil.cos(bankX);
+ final float sb = FloatUtil.sin(bankX);
+
+ m00 = ch*ca;
+ m10 = sa;
+ m20 = -sh*ca;
+ m30 = 0;
+
+ m01 = sh*sb - ch*sa*cb;
+ m11 = ca*cb;
+ m21 = sh*sa*cb + ch*sb;
+ m31 = 0;
+
+ m02 = ch*sa*sb + sh*cb;
+ m12 = -ca*sb;
+ m22 = -sh*sa*sb + ch*cb;
+ m32 = 0;
+
+ m03 = 0;
+ m13 = 0;
+ m23 = 0;
+ m33 = 1;
+
+ return this;
+ }
+
+ /**
+ * Set this matrix to rotation from the given Euler rotation angles in radians.
+ * <p>
+ * The rotations are applied in the given order:
+ * <ul>
+ * <li>y - heading</li>
+ * <li>z - attitude</li>
+ * <li>x - bank</li>
+ * </ul>
+ * </p>
+ * @param angradXYZ euler angle vector in radians holding x-bank, y-heading and z-attitude
+ * @return this quaternion for chaining.
+ * <p>
+ * Implementation does not use Quaternion and hence is exposed to
+ * <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q34">Gimbal-Lock</a>,
+ * consider using {@link #setToRotation(Quaternion)}.
+ * </p>
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q36">Matrix-FAQ Q36</a>
+ * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToMatrix/index.htm">euclideanspace.com-eulerToMatrix</a>
+ * @see #setToRotation(Quaternion)
+ */
+ public Matrix4f setToRotationEuler(final Vec3f angradXYZ) {
+ return setToRotationEuler(angradXYZ.x(), angradXYZ.y(), angradXYZ.z());
+ }
+
+ /**
+ * Set this matrix to rotation using the given Quaternion.
+ * <p>
+ * Implementation Details:
+ * <ul>
+ * <li> makes identity matrix if {@link #magnitudeSquared()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
+ * <li> The fields [m00 .. m22] define the rotation</li>
+ * </ul>
+ * </p>
+ *
+ * @param q the Quaternion representing the rotation
+ * @return this matrix for chaining
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54">Matrix-FAQ Q54</a>
+ * @see Quaternion#toMatrix(float[])
+ * @see #getRotation()
+ */
+ public final Matrix4f setToRotation(final Quaternion q) {
+ // pre-multiply scaled-reciprocal-magnitude to reduce multiplications
+ final float norm = q.magnitudeSquared();
+ if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
+ // identity matrix -> srecip = 0f
+ loadIdentity();
+ return this;
+ }
+ final float srecip;
+ if ( FloatUtil.isEqual(1f, norm, FloatUtil.EPSILON) ) {
+ srecip = 2f;
+ } else {
+ srecip = 2.0f / norm;
+ }
+
+ final float x = q.x();
+ final float y = q.y();
+ final float z = q.z();
+ final float w = q.w();
+
+ final float xs = srecip * x;
+ final float ys = srecip * y;
+ final float zs = srecip * z;
+
+ final float xx = x * xs;
+ final float xy = x * ys;
+ final float xz = x * zs;
+ final float xw = xs * w;
+ final float yy = y * ys;
+ final float yz = y * zs;
+ final float yw = ys * w;
+ final float zz = z * zs;
+ final float zw = zs * w;
+
+ m00 = 1f - ( yy + zz );
+ m01 = ( xy - zw );
+ m02 = ( xz + yw );
+ m03 = 0f;
+
+ m10 = ( xy + zw );
+ m11 = 1f - ( xx + zz );
+ m12 = ( yz - xw );
+ m13 = 0f;
+
+ m20 = ( xz - yw );
+ m21 = ( yz + xw );
+ m22 = 1f - ( xx + yy );
+ m23 = 0f;
+
+ m30 = m31 = m32 = 0f;
+ m33 = 1f;
+ return this;
+ }
+
+ /**
+ * Returns the rotation [m00 .. m22] fields converted to a Quaternion.
+ * @param res resulting Quaternion
+ * @return the resulting Quaternion for chaining.
+ * @see Quaternion#setFromMatrix(float, float, float, float, float, float, float, float, float)
+ * @see #setToRotation(Quaternion)
+ */
+ public final Quaternion getRotation(final Quaternion res) {
+ res.setFromMatrix(m00, m01, m02, m10, m11, m12, m20, m21, m22);
+ return res;
+ }
+
+ /**
+ * Set this matrix to orthogonal projection.
+ * <pre>
+ Ortho matrix (Column Order):
+ 2/dx 0 0 0
+ 0 2/dy 0 0
+ 0 0 2/dz 0
+ tx ty tz 1
+ * </pre>
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ * @param zNear
+ * @param zFar
+ * @return this matrix for chaining
+ */
+ public Matrix4f setToOrtho(final float left, final float right,
+ final float bottom, final float top,
+ final float zNear, final float zFar) {
+ {
+ // m00 = m11 = m22 = m33 = 1f;
+ m10 = m20 = m30 = 0f;
+ m01 = m21 = m31 = 0f;
+ m02 = m12 = m32 = 0f;
+ // m03 = m13 = m23 = 0f;
+ }
+ 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;
+
+ m00 = 2.0f/dx;
+ m11 = 2.0f/dy;
+ m22 = -2.0f/dz;
+
+ m03 = tx;
+ m13 = ty;
+ m23 = tz;
+ m33 = 1f;
+
+ return this;
+ }
+
+ /**
+ * Set this matrix to frustum.
+ * <pre>
+ Frustum matrix (Column Order):
+ 2*zNear/dx 0 0 0
+ 0 2*zNear/dy 0 0
+ A B C -1
+ 0 0 D 0
+ * </pre>
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ * @param zNear
+ * @param zFar
+ * @return this matrix for chaining
+ * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}
+ * or {@code left == right}, or {@code bottom == top}.
+ */
+ public Matrix4f setToFrustum(final float left, final float right,
+ final float bottom, final float top,
+ final float zNear, final float zFar) throws IllegalArgumentException {
+ if( zNear <= 0.0f || zFar <= zNear ) {
+ throw new IllegalArgumentException("Requirements zNear > 0 and zFar > zNear, but zNear "+zNear+", zFar "+zFar);
+ }
+ if( left == right || top == bottom) {
+ throw new IllegalArgumentException("GL_INVALID_VALUE: top,bottom and left,right must not be equal");
+ }
+ {
+ // m00 = m11 = m22 = m33 = 1f;
+ m10 = m20 = m30 = 0f;
+ m01 = m21 = m31 = 0f;
+ m03 = m13 = 0f;
+ }
+ 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;
+
+ m00 = zNear2/dx;
+ m11 = zNear2/dy;
+
+ m02 = A;
+ m12 = B;
+ m22 = C;
+ m32 = -1.0f;
+
+ m23 = D;
+ m33 = 0f;
+
+ return this;
+ }
+
+ /**
+ * Set this matrix to perspective {@link #setToFrustum(float, float, float, float, float, float) frustum} projection.
+ *
+ * @param fovy_rad angle in radians
+ * @param aspect aspect ratio width / height
+ * @param zNear
+ * @param zFar
+ * @return this matrix for chaining
+ * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}
+ * @see #setToFrustum(float, float, float, float, float, float)
+ */
+ public Matrix4f setToPerspective(final float fovy_rad, final float aspect, final float zNear, final float zFar) throws IllegalArgumentException {
+ final float top = FloatUtil.tan(fovy_rad/2f) * zNear; // use tangent of half-fov !
+ final float bottom = -1.0f * top; // -1f * fovhvTan.top * zNear
+ final float left = aspect * bottom; // aspect * -1f * fovhvTan.top * zNear
+ final float right = aspect * top; // aspect * fovhvTan.top * zNear
+ return setToFrustum(left, right, bottom, top, zNear, zFar);
+ }
+
+ /**
+ * Set this matrix to perspective {@link #setToFrustum(float, float, float, float, float, float) frustum} projection.
+ *
+ * @param fovhv {@link FovHVHalves} field of view in both directions, may not be centered, either in radians or tangent
+ * @param zNear
+ * @param zFar
+ * @return this matrix for chaining
+ * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}
+ * @see #setToFrustum(float, float, float, float, float, float)
+ * @see Frustum#updateByFovDesc(Matrix4f, com.jogamp.opengl.math.geom.Frustum.FovDesc)
+ */
+ public Matrix4f setToPerspective(final FovHVHalves fovhv, final float zNear, final float zFar) throws IllegalArgumentException {
+ final FovHVHalves fovhvTan = fovhv.toTangents(); // use tangent of half-fov !
+ final float top = fovhvTan.top * zNear;
+ final float bottom = -1.0f * fovhvTan.bottom * zNear;
+ final float left = -1.0f * fovhvTan.left * zNear;
+ final float right = fovhvTan.right * zNear;
+ return setToFrustum(left, right, bottom, top, zNear, zFar);
+ }
+
+ /**
+ * Calculate the frustum planes in world coordinates
+ * using this premultiplied P*MV (column major order) matrix.
+ * <p>
+ * Frustum plane's normals will point to the inside of the viewing frustum,
+ * as required by this class.
+ * </p>
+ * <p>
+ * Usually called by {@link Frustum#updateFrustumPlanes(Matrix4f)}.
+ * </p>
+ */
+ public void updateFrustumPlanes(final Frustum frustum) {
+ // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] column-major
+ // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.LEFT];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 + m00,
+ m31 + m01,
+ m32 + m02 );
+ p.d = m33 + m03;
+ }
+
+ // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] column-major
+ // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.RIGHT];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 - m00,
+ m31 - m01,
+ m32 - m02 );
+ p.d = m33 - m03;
+ }
+
+ // Bottom: a = m41m21, b = m42m22, c = m43m23, d = m44m24 - [1..4] column-major
+ // Bottom: a = m30m10, b = m31m11, c = m32m12, d = m33m13 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.BOTTOM];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 + m10,
+ m31 + m11,
+ m32 + m12 );
+ p.d = m33 + m13;
+ }
+
+ // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] column-major
+ // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.TOP];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 - m10,
+ m31 - m11,
+ m32 - m12 );
+ p.d = m33 - m13;
+ }
+
+ // Near: a = m41m31, b = m42m32, c = m43m33, d = m44m34 - [1..4] column-major
+ // Near: a = m30m20, b = m31m21, c = m32m22, d = m33m23 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.NEAR];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 + m20,
+ m31 + m21,
+ m32 + m22 );
+ p.d = m33 + m23;
+ }
+
+ // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] column-major
+ // Far: a = m30 - m20, b = m31 - m21, c = m32m22, d = m33m23 - [0..3] column-major
+ {
+ final Frustum.Plane p = frustum.getPlanes()[Frustum.FAR];
+ final Vec3f p_n = p.n;
+ p_n.set( m30 - m20,
+ m31 - m21,
+ m32 - m22 );
+ p.d = m33 - m23;
+ }
+
+ // Normalize all planes
+ for (int i = 0; i < 6; ++i) {
+ final Plane p = frustum.getPlanes()[i];
+ final Vec3f p_n = p.n;
+ final float invLen = 1f / p_n.length();
+ p_n.scale(invLen);
+ p.d *= invLen;
+ }
+ }
+
+ /**
+ * Set this matrix to the <i>look-at</i> matrix based on given parameters.
+ * <p>
+ * Consist out of two matrix multiplications:
+ * <pre>
+ * <b>R</b> = <b>L</b> x <b>T</b>,
+ * with <b>L</b> for <i>look-at</i> matrix and
+ * <b>T</b> for eye translation.
+ *
+ * Result <b>R</b> can be utilized for <i>projection or modelview</i> multiplication, i.e.
+ * <b>M</b> = <b>M</b> x <b>R</b>,
+ * with <b>M</b> being the <i>projection or modelview</i> matrix.
+ * </pre>
+ * </p>
+ * @param eye 3 component eye vector
+ * @param center 3 component center vector
+ * @param up 3 component up vector
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public Matrix4f setToLookAt(final Vec3f eye, final Vec3f center, final Vec3f up, final Matrix4f tmp) {
+ // normalized forward!
+ final Vec3f fwd = new Vec3f( center.x() - eye.x(),
+ center.y() - eye.y(),
+ center.z() - eye.z() ).normalize();
+
+ /* Side = forward x up, normalized */
+ final Vec3f side = fwd.cross(up).normalize();
+
+ /* Recompute up as: up = side x forward */
+ final Vec3f up2 = side.cross(fwd);
+
+ m00 = side.x();
+ m10 = up2.x();
+ m20 = -fwd.x();
+ m30 = 0;
+
+ m01 = side.y();
+ m11 = up2.y();
+ m21 = -fwd.y();
+ m31 = 0;
+
+ m02 = side.z();
+ m12 = up2.z();
+ m22 = -fwd.z();
+ m32 = 0;
+
+ m03 = 0;
+ m13 = 0;
+ m23 = 0;
+ m33 = 1;
+
+ return mul( tmp.setToTranslation( -eye.x(), -eye.y(), -eye.z() ) );
+ }
+
+ /**
+ * Set this matrix to the <i>pick</i> matrix based on given parameters.
+ * <p>
+ * Traditional <code>gluPickMatrix</code> implementation.
+ * </p>
+ * <p>
+ * Consist out of two matrix multiplications:
+ * <pre>
+ * <b>R</b> = <b>T</b> x <b>S</b>,
+ * with <b>T</b> for viewport translation matrix and
+ * <b>S</b> for viewport scale matrix.
+ *
+ * Result <b>R</b> can be utilized for <i>projection</i> multiplication, i.e.
+ * <b>P</b> = <b>P</b> x <b>R</b>,
+ * with <b>P</b> being the <i>projection</i> matrix.
+ * </pre>
+ * </p>
+ * <p>
+ * To effectively use the generated pick matrix for picking,
+ * call {@link #setToPick(float, float, float, float, Recti, Matrix4f) setToPick(..)}
+ * and multiply a {@link #setToPerspective(float, float, float, float) custom perspective matrix}
+ * by this pick matrix. Then you may load the result onto the perspective matrix stack.
+ * </p>
+ * @param x the center x-component of a picking region in window coordinates
+ * @param y the center y-component of a picking region in window coordinates
+ * @param deltaX the width of the picking region in window coordinates.
+ * @param deltaY the height of the picking region in window coordinates.
+ * @param viewport Rect4i viewport
+ * @param mat4Tmp temp storage
+ * @return this matrix for chaining or {@code null} if either delta value is <= zero.
+ */
+ public Matrix4f setToPick(final float x, final float y, final float deltaX, final float deltaY,
+ final Recti viewport, final Matrix4f mat4Tmp) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return null;
+ }
+ /* Translate and scale the picked region to the entire window */
+ setToTranslation( ( viewport.width() - 2 * ( x - viewport.x() ) ) / deltaX,
+ ( viewport.height() - 2 * ( y - viewport.y() ) ) / deltaY,
+ 0);
+ mat4Tmp.setToScale( viewport.width() / deltaX, viewport.height() / deltaY, 1.0f );
+ return mul(mat4Tmp);
+ }
+
+ //
+ // Matrix affine operations using setTo..()
+ //
+
+ /**
+ * Rotate this matrix about give axis and angle in radians, i.e. multiply by {@link #setToRotationAxis(float, float, float, float) axis-rotation matrix}.
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
+ * @param angrad angle in radians
+ * @param x x of rotation axis
+ * @param y y of rotation axis
+ * @param z z of rotation axis
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f rotate(final float ang_rad, final float x, final float y, final float z, final Matrix4f tmp) {
+ return mul( tmp.setToRotationAxis(ang_rad, x, y, z) );
+ }
+
+ /**
+ * Rotate this matrix about give axis and angle in radians, i.e. multiply by {@link #setToRotationAxis(float, Vec3f) axis-rotation matrix}.
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q38">Matrix-FAQ Q38</a>
+ * @param angrad angle in radians
+ * @param axis rotation axis
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f rotate(final float ang_rad, final Vec3f axis, final Matrix4f tmp) {
+ return mul( tmp.setToRotationAxis(ang_rad, axis) );
+ }
+
+ /**
+ * Rotate this matrix with the given {@link Quaternion}, i.e. multiply by {@link #setToRotation(Quaternion) Quaternion's rotation matrix}.
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f rotate(final Quaternion quat, final Matrix4f tmp) {
+ return mul( tmp.setToRotation(quat) );
+ }
+
+ /**
+ * Translate this matrix, i.e. multiply by {@link #setToTranslation(float, float, float) translation matrix}.
+ * @param x x translation
+ * @param y y translation
+ * @param z z translation
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f translate(final float x, final float y, final float z, final Matrix4f tmp) {
+ return mul( tmp.setToTranslation(x, y, z) );
+ }
+
+ /**
+ * Translate this matrix, i.e. multiply by {@link #setToTranslation(Vec3f) translation matrix}.
+ * @param t translation Vec3f
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f translate(final Vec3f t, final Matrix4f tmp) {
+ return mul( tmp.setToTranslation(t) );
+ }
+
+ /**
+ * Scale this matrix, i.e. multiply by {@link #setToScale(float, float, float) scale matrix}.
+ * @param x x scale
+ * @param y y scale
+ * @param z z scale
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f scale(final float x, final float y, final float z, final Matrix4f tmp) {
+ return mul( tmp.setToScale(x, y, z) );
+ }
+
+ /**
+ * Scale this matrix, i.e. multiply by {@link #setToScale(float, float, float) scale matrix}.
+ * @param s scale for x-, y- and z-axis
+ * @param tmp temporary Matrix4f used for multiplication
+ * @return this matrix for chaining
+ */
+ public final Matrix4f scale(final float s, final Matrix4f tmp) {
+ return mul( tmp.setToScale(s, s, s) );
+ }
+
+ //
+ // Matrix Stack
+ //
+
+ /**
+ * Push the matrix to it's stack, while preserving this matrix values.
+ * @see #pop()
+ */
+ public final void push() {
+ stack.push(this);
+ }
+
+ /**
+ * Pop the current matrix from it's stack, replacing this matrix values.
+ * @see #push()
+ */
+ public final void pop() {
+ stack.pop(this);
+ }
+
+ //
+ // equals
+ //
+
+ /**
+ * Equals check using a given {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @param epsilon consider using {@link FloatUtil#EPSILON}
+ * @return true if all components differ less than {@code epsilon}, otherwise false.
+ */
+ public boolean isEqual(final Matrix4f o, final float epsilon) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(m00, o.m00, epsilon) &&
+ FloatUtil.isEqual(m01, o.m01, epsilon) &&
+ FloatUtil.isEqual(m02, o.m02, epsilon) &&
+ FloatUtil.isEqual(m03, o.m03, epsilon) &&
+ FloatUtil.isEqual(m10, o.m10, epsilon) &&
+ FloatUtil.isEqual(m11, o.m11, epsilon) &&
+ FloatUtil.isEqual(m12, o.m12, epsilon) &&
+ FloatUtil.isEqual(m13, o.m13, epsilon) &&
+ FloatUtil.isEqual(m20, o.m20, epsilon) &&
+ FloatUtil.isEqual(m21, o.m21, epsilon) &&
+ FloatUtil.isEqual(m22, o.m22, epsilon) &&
+ FloatUtil.isEqual(m23, o.m23, epsilon) &&
+ FloatUtil.isEqual(m30, o.m30, epsilon) &&
+ FloatUtil.isEqual(m31, o.m31, epsilon) &&
+ FloatUtil.isEqual(m32, o.m32, epsilon) &&
+ FloatUtil.isEqual(m33, o.m33, epsilon);
+ }
+ }
+
+ /**
+ * Equals check using {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @return true if all components differ less than {@link FloatUtil#EPSILON}, otherwise false.
+ */
+ public boolean isEqual(final Matrix4f o) {
+ return isEqual(o, FloatUtil.EPSILON);
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Matrix4f ) {
+ return isEqual((Matrix4f)o, FloatUtil.EPSILON);
+ } else {
+ return false;
+ }
+ }
+
+ //
+ // Static multi Matrix ops
+ //
+
+ /**
+ * Map object coordinates to window coordinates.
+ * <p>
+ * Traditional <code>gluProject</code> implementation.
+ * </p>
+ *
+ * @param obj object position, 3 component vector
+ * @param mMv modelview matrix
+ * @param mP projection matrix
+ * @param viewport Rect4i viewport
+ * @param winPos 3 component window coordinate, the result
+ * @return true if successful, otherwise false (z is 1)
+ */
+ public static boolean mapObjToWin(final Vec3f obj, final Matrix4f mMv, final Matrix4f mP,
+ final Recti viewport, final Vec3f winPos)
+ {
+ final Vec4f vec4Tmp1 = new Vec4f(obj, 1f);
+
+ // vec4Tmp2 = Mv * o
+ // rawWinPos = P * vec4Tmp2
+ // rawWinPos = P * ( Mv * o )
+ // rawWinPos = P * Mv * o
+ final Vec4f vec4Tmp2 = mMv.mulVec4f(vec4Tmp1, new Vec4f());
+ final Vec4f rawWinPos = mP.mulVec4f(vec4Tmp2, vec4Tmp1);
+
+ if (rawWinPos.w() == 0.0f) {
+ return false;
+ }
+
+ final float s = ( 1.0f / rawWinPos.w() ) * 0.5f;
+
+ // Map x, y and z to range 0-1 (w is ignored)
+ rawWinPos.scale(s).add(0.5f, 0.5f, 0.5f, 0f);
+
+ // Map x,y to viewport
+ winPos.set( rawWinPos.x() * viewport.width() + viewport.x(),
+ rawWinPos.y() * viewport.height() + viewport.y(),
+ rawWinPos.z() );
+
+ return true;
+ }
+
+ /**
+ * Map object coordinates to window coordinates.
+ * <p>
+ * Traditional <code>gluProject</code> implementation.
+ * </p>
+ *
+ * @param obj object position, 3 component vector
+ * @param mPMv [projection] x [modelview] matrix, i.e. P x Mv
+ * @param viewport Rect4i viewport
+ * @param winPos 3 component window coordinate, the result
+ * @return true if successful, otherwise false (z is 1)
+ */
+ public static boolean mapObjToWin(final Vec3f obj, final Matrix4f mPMv,
+ final Recti viewport, final Vec3f winPos)
+ {
+ final Vec4f vec4Tmp2 = new Vec4f(obj, 1f);
+
+ // rawWinPos = P * Mv * o
+ final Vec4f rawWinPos = mPMv.mulVec4f(vec4Tmp2, new Vec4f());
+
+ if (rawWinPos.w() == 0.0f) {
+ return false;
+ }
+
+ final float s = ( 1.0f / rawWinPos.w() ) * 0.5f;
+
+ // Map x, y and z to range 0-1 (w is ignored)
+ rawWinPos.scale(s).add(0.5f, 0.5f, 0.5f, 0f);
+
+ // Map x,y to viewport
+ winPos.set( rawWinPos.x() * viewport.width() + viewport.x(),
+ rawWinPos.y() * viewport.height() + viewport.y(),
+ rawWinPos.z() );
+
+ return true;
+ }
+
+ /**
+ * Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param mMv 4x4 modelview matrix
+ * @param mP 4x4 projection matrix
+ * @param viewport Rect4i viewport
+ * @param objPos 3 component object coordinate, the result
+ * @param mat4Tmp 16 component matrix for temp storage
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
+ */
+ public static boolean mapWinToObj(final float winx, final float winy, final float winz,
+ final Matrix4f mMv, final Matrix4f mP,
+ final Recti viewport,
+ final Vec3f objPos,
+ final Matrix4f mat4Tmp)
+ {
+ // invPMv = Inv(P x Mv)
+ final Matrix4f invPMv = mat4Tmp.mul(mP, mMv);
+ if( !invPMv.invert() ) {
+ return false;
+ }
+
+ final Vec4f winPos = new Vec4f(winx, winy, winz, 1f);
+
+ // Map x and y from window coordinates
+ winPos.add(-viewport.x(), -viewport.y(), 0f, 0f).scale(1f/viewport.width(), 1f/viewport.height(), 1f, 1f);
+
+ // Map to range -1 to 1
+ winPos.scale(2f, 2f, 2f, 1f).add(-1f, -1f, -1f, 0f);
+
+ // rawObjPos = Inv(P x Mv) * winPos
+ final Vec4f rawObjPos = invPMv.mulVec4f(winPos, new Vec4f());
+
+ if ( rawObjPos.w() == 0.0f ) {
+ return false;
+ }
+ objPos.set( rawObjPos.scale( 1f / rawObjPos.w() ) );
+
+ return true;
+ }
+
+ /**
+ * Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param invPMv inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv), if null method returns false
+ * @param viewport Rect4i viewport
+ * @param objPos 3 component object coordinate, the result
+ * @return true if successful, otherwise false (null invert matrix, or becomes infinity due to zero z)
+ */
+ public static boolean mapWinToObj(final float winx, final float winy, final float winz,
+ final Matrix4f invPMv,
+ final Recti viewport,
+ final Vec3f objPos)
+ {
+ if( null == invPMv ) {
+ return false;
+ }
+ final Vec4f winPos = new Vec4f(winx, winy, winz, 1f);
+
+ // Map x and y from window coordinates
+ winPos.add(-viewport.x(), -viewport.y(), 0f, 0f).scale(1f/viewport.width(), 1f/viewport.height(), 1f, 1f);
+
+ // Map to range -1 to 1
+ winPos.scale(2f, 2f, 2f, 1f).add(-1f, -1f, -1f, 0f);
+
+ // rawObjPos = Inv(P x Mv) * winPos
+ final Vec4f rawObjPos = invPMv.mulVec4f(winPos, new Vec4f());
+
+ if ( rawObjPos.w() == 0.0f ) {
+ return false;
+ }
+ objPos.set( rawObjPos.scale( 1f / rawObjPos.w() ) );
+
+ return true;
+ }
+
+ /**
+ * Map two window coordinates to two object coordinates,
+ * distinguished by their z component.
+ * <p>
+ * Traditional <code>gluUnProject</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz1
+ * @param winz2
+ * @param invPMv inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv), if null method returns false
+ * @param viewport Rect4i viewport vector
+ * @param objPos1 3 component object coordinate, the result
+ * @return true if successful, otherwise false (null invert matrix, or becomes infinity due to zero z)
+ */
+ public static boolean mapWinToObj(final float winx, final float winy, final float winz1, final float winz2,
+ final Matrix4f invPMv,
+ final Recti viewport,
+ final Vec3f objPos1, final Vec3f objPos2)
+ {
+ if( null == invPMv ) {
+ return false;
+ }
+ final Vec4f winPos = new Vec4f(winx, winy, winz1, 1f);
+
+ // Map x and y from window coordinates
+ winPos.add(-viewport.x(), -viewport.y(), 0f, 0f).scale(1f/viewport.width(), 1f/viewport.height(), 1f, 1f);
+
+ // Map to range -1 to 1
+ winPos.scale(2f, 2f, 2f, 1f).add(-1f, -1f, -1f, 0f);
+
+ // rawObjPos = Inv(P x Mv) * winPos1
+ final Vec4f rawObjPos = invPMv.mulVec4f(winPos, new Vec4f());
+
+ if ( rawObjPos.w() == 0.0f ) {
+ return false;
+ }
+ objPos1.set( rawObjPos.scale( 1f / rawObjPos.w() ) );
+
+ //
+ // winz2
+ //
+ // Map Z to range -1 to 1
+ winPos.setZ( winz2 * 2f - 1f );
+
+ // rawObjPos = Inv(P x Mv) * winPos2
+ invPMv.mulVec4f(winPos, rawObjPos);
+
+ if ( rawObjPos.w() == 0.0f ) {
+ return false;
+ }
+ objPos2.set( rawObjPos.scale( 1f / rawObjPos.w() ) );
+
+ return true;
+ }
+
+ /**
+ * Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject4</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param mMv 4x4 modelview matrix
+ * @param mP 4x4 projection matrix
+ * @param viewport Rect4i viewport vector
+ * @param near
+ * @param far
+ * @param obj_pos 4 component object coordinate, the result
+ * @param mat4Tmp 16 component matrix for temp storage
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
+ */
+ public static boolean mapWinToObj4(final float winx, final float winy, final float winz, final float clipw,
+ final Matrix4f mMv, final Matrix4f mP,
+ final Recti viewport,
+ final float near, final float far,
+ final Vec4f objPos,
+ final Matrix4f mat4Tmp)
+ {
+ // invPMv = Inv(P x Mv)
+ final Matrix4f invPMv = mat4Tmp.mul(mP, mMv);
+ if( !invPMv.invert() ) {
+ return false;
+ }
+
+ final Vec4f winPos = new Vec4f(winx, winy, winz, clipw);
+
+ // Map x and y from window coordinates
+ winPos.add(-viewport.x(), -viewport.y(), -near, 0f).scale(1f/viewport.width(), 1f/viewport.height(), 1f/(far-near), 1f);
+
+ // Map to range -1 to 1
+ winPos.scale(2f, 2f, 2f, 1f).add(-1f, -1f, -1f, 0f);
+
+ // objPos = Inv(P x Mv) * winPos
+ invPMv.mulVec4f(winPos, objPos);
+
+ if ( objPos.w() == 0.0f ) {
+ return false;
+ }
+ return true;
+ }
+
+ /**
+ * Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject4</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param invPMv inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv), if null method returns false
+ * @param viewport Rect4i viewport vector
+ * @param near
+ * @param far
+ * @param obj_pos 4 component object coordinate, the result
+ * @return true if successful, otherwise false (null invert matrix, or becomes infinity due to zero z)
+ */
+ public static boolean mapWinToObj4(final float winx, final float winy, final float winz, final float clipw,
+ final Matrix4f invPMv,
+ final Recti viewport,
+ final float near, final float far,
+ final Vec4f objPos)
+ {
+ if( null == invPMv ) {
+ return false;
+ }
+ final Vec4f winPos = new Vec4f(winx, winy, winz, clipw);
+
+ // Map x and y from window coordinates
+ winPos.add(-viewport.x(), -viewport.y(), -near, 0f).scale(1f/viewport.width(), 1f/viewport.height(), 1f/(far-near), 1f);
+
+ // Map to range -1 to 1
+ winPos.scale(2f, 2f, 2f, 1f).add(-1f, -1f, -1f, 0f);
+
+ // objPos = Inv(P x Mv) * winPos
+ invPMv.mulVec4f(winPos, objPos);
+
+ if ( objPos.w() == 0.0f ) {
+ return false;
+ }
+ return true;
+ }
+
+ /**
+ * Map two window coordinates w/ shared X/Y and distinctive Z
+ * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i>
+ * using a {@link AABBox#getRayIntersection(Vec3f, Ray, float, boolean)}.
+ * <p>
+ * Notes for picking <i>winz0</i> and <i>winz1</i>:
+ * <ul>
+ * <li>see {@link FloatUtil#getZBufferEpsilon(int, float, float)}</li>
+ * <li>see {@link FloatUtil#getZBufferValue(int, float, float, float)}</li>
+ * <li>see {@link FloatUtil#getOrthoWinZ(float, float, float)}</li>
+ * </ul>
+ * </p>
+ * @param winx
+ * @param winy
+ * @param winz0
+ * @param winz1
+ * @param mMv 4x4 modelview matrix
+ * @param mP 4x4 projection matrix
+ * @param viewport Rect4i viewport
+ * @param ray storage for the resulting {@link Ray}
+ * @param mat4Tmp1 16 component matrix for temp storage
+ * @param mat4Tmp2 16 component matrix for temp storage
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
+ */
+ public static boolean mapWinToRay(final float winx, final float winy, final float winz0, final float winz1,
+ final Matrix4f mMv, final Matrix4f mP,
+ final Recti viewport,
+ final Ray ray,
+ final Matrix4f mat4Tmp1, final Matrix4f mat4Tmp2) {
+ // invPMv = Inv(P x Mv)
+ final Matrix4f invPMv = mat4Tmp1.mul(mP, mMv);
+ if( !invPMv.invert() ) {
+ return false;
+ }
+
+ if( mapWinToObj(winx, winy, winz0, winz1, invPMv, viewport, ray.orig, ray.dir) ) {
+ ray.dir.sub(ray.orig).normalize();
+ return true;
+ } else {
+ return false;
+ }
+ }
+
+ /**
+ * Map two window coordinates w/ shared X/Y and distinctive Z
+ * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i>
+ * using a {@link AABBox#getRayIntersection(Vec3f, Ray, float, boolean)}.
+ * <p>
+ * Notes for picking <i>winz0</i> and <i>winz1</i>:
+ * <ul>
+ * <li>see {@link FloatUtil#getZBufferEpsilon(int, float, float)}</li>
+ * <li>see {@link FloatUtil#getZBufferValue(int, float, float, float)}</li>
+ * <li>see {@link FloatUtil#getOrthoWinZ(float, float, float)}</li>
+ * </ul>
+ * </p>
+ * @param winx
+ * @param winy
+ * @param winz0
+ * @param winz1
+ * @param invPMv inverse [projection] x [modelview] matrix, i.e. Inv(P x Mv), if null method returns false
+ * @param viewport Rect4i viewport
+ * @param ray storage for the resulting {@link Ray}
+ * @return true if successful, otherwise false (null invert matrix, or becomes z is infinity)
+ */
+ public static boolean mapWinToRay(final float winx, final float winy, final float winz0, final float winz1,
+ final Matrix4f invPMv,
+ final Recti viewport,
+ final Ray ray) {
+ if( mapWinToObj(winx, winy, winz0, winz1, invPMv, viewport, ray.orig, ray.dir) ) {
+ ray.dir.sub(ray.orig).normalize();
+ return true;
+ } else {
+ return false;
+ }
+ }
+
+ //
+ // String and internals
+ //
+
+ /**
+ * @param sb optional passed StringBuilder instance to be used
+ * @param rowPrefix optional prefix for each row
+ * @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
+ * @return matrix string representation
+ */
+ public StringBuilder toString(final StringBuilder sb, final String rowPrefix, final String f) {
+ final float[] tmp = new float[16];
+ this.get(tmp);
+ return FloatUtil.matrixToString(sb, rowPrefix, f,tmp, 0, 4, 4, false /* rowMajorOrder */);
+ }
+
+ @Override
+ public String toString() {
+ return toString(null, null, "%10.5f").toString();
+ }
+
+ private float m00, m10, m20, m30;
+ private float m01, m11, m21, m31;
+ private float m02, m12, m22, m32;
+ private float m03, m13, m23, m33;
+
+ final Stack stack = new Stack(0, 16*16); // start w/ zero size, growSize is half GL-min size (32)
+
+ private static class Stack {
+ private int position;
+ private float[] buffer;
+ private final int growSize;
+
+ /**
+ * @param initialSize initial size
+ * @param growSize grow size if {@link #position()} is reached, maybe <code>0</code>
+ * in which case an {@link IndexOutOfBoundsException} is thrown.
+ */
+ public Stack(final int initialSize, final int growSize) {
+ this.position = 0;
+ this.growSize = growSize;
+ this.buffer = new float[initialSize];
+ }
+
+ private final void growIfNecessary(final int length) throws IndexOutOfBoundsException {
+ if( position + length > buffer.length ) {
+ if( 0 >= growSize ) {
+ throw new IndexOutOfBoundsException("Out of fixed stack size: "+this);
+ }
+ final float[] newBuffer =
+ new float[buffer.length + growSize];
+ System.arraycopy(buffer, 0, newBuffer, 0, position);
+ buffer = newBuffer;
+ }
+ }
+
+ public final Matrix4f push(final Matrix4f src) throws IndexOutOfBoundsException {
+ growIfNecessary(16);
+ src.get(buffer, position);
+ position += 16;
+ return src;
+ }
+
+ public final Matrix4f pop(final Matrix4f dest) throws IndexOutOfBoundsException {
+ position -= 16;
+ dest.load(buffer, position);
+ return dest;
+ }
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index 430450767..a285774f8 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2010 JogAmp Community. All rights reserved.
+ * Copyright 2010-2023 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:
@@ -99,7 +99,7 @@ public class Quaternion {
return FloatUtil.sqrt(magnitudeSQ);
}
- public final float getW() {
+ public final float w() {
return w;
}
@@ -107,7 +107,7 @@ public class Quaternion {
this.w = w;
}
- public final float getX() {
+ public final float x() {
return x;
}
@@ -115,7 +115,7 @@ public class Quaternion {
this.x = x;
}
- public final float getY() {
+ public final float y() {
return y;
}
@@ -123,7 +123,7 @@ public class Quaternion {
this.y = y;
}
- public final float getZ() {
+ public final float z() {
return z;
}
@@ -142,15 +142,15 @@ public class Quaternion {
* Returns the dot product of this quaternion with the given quaternion
*/
public final float dot(final Quaternion quat) {
- return dot(quat.getX(), quat.getY(), quat.getZ(), quat.getW());
+ return dot(quat.x(), quat.y(), quat.z(), quat.w());
}
/**
* Returns <code>true</code> if this quaternion has identity.
* <p>
* Implementation uses {@link FloatUtil#EPSILON epsilon} to compare
- * {@link #getW() W} {@link FloatUtil#isEqual(float, float, float) against 1f} and
- * {@link #getX() X}, {@link #getY() Y} and {@link #getZ() Z}
+ * {@link #w() W} {@link FloatUtil#isEqual(float, float, float) against 1f} and
+ * {@link #x() X}, {@link #y() Y} and {@link #z() Z}
* {@link FloatUtil#isZero(float, float) against zero}.
* </p>
*/
@@ -404,12 +404,12 @@ public class Quaternion {
* </ul>
* </p>
* For details see {@link #rotateByEuler(float, float, float)}.
- * @param angradXYZ euler angel array in radians
+ * @param angradXYZ euler angle array in radians
* @return this quaternion for chaining.
* @see #rotateByEuler(float, float, float)
*/
- public final Quaternion rotateByEuler(final float[] angradXYZ) {
- return rotateByEuler(angradXYZ[0], angradXYZ[1], angradXYZ[2]);
+ public final Quaternion rotateByEuler(final Vec3f angradXYZ) {
+ return rotateByEuler(angradXYZ.x(), angradXYZ.y(), angradXYZ.z());
}
/**
@@ -450,48 +450,42 @@ public class Quaternion {
/***
* Rotate the given vector by this quaternion
+ * @param vecIn vector to be rotated
+ * @param vecOut result storage for rotated vector, maybe equal to vecIn for in-place rotation
*
- * @param vecOut result float[3] storage for rotated vector, maybe equal to vecIn for in-place rotation
- * @param vecOutOffset offset in result storage
- * @param vecIn float[3] vector to be rotated
- * @param vecInOffset offset in vecIn
* @return the given vecOut store for chaining
* @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q63">Matrix-FAQ Q63</a>
*/
- public final float[] rotateVector(final float[] vecOut, final int vecOutOffset, final float[] vecIn, final int vecInOffset) {
- if ( VectorUtil.isVec3Zero(vecIn, vecInOffset, FloatUtil.EPSILON) ) {
- vecOut[0+vecOutOffset] = 0f;
- vecOut[1+vecOutOffset] = 0f;
- vecOut[2+vecOutOffset] = 0f;
+ public final Vec3f rotateVector(final Vec3f vecIn, final Vec3f vecOut) {
+ if( vecIn.isZero() ) {
+ vecOut.set(0, 0, 0);
} else {
- final float vecX = vecIn[0+vecInOffset];
- final float vecY = vecIn[1+vecInOffset];
- final float vecZ = vecIn[2+vecInOffset];
+ final float vecX = vecIn.x();
+ final float vecY = vecIn.y();
+ final float vecZ = vecIn.z();
final float x_x = x*x;
final float y_y = y*y;
final float z_z = z*z;
final float w_w = w*w;
- vecOut[0+vecOutOffset] = w_w * vecX
- + x_x * vecX
- - z_z * vecX
- - y_y * vecX
- + 2f * ( y*w*vecZ - z*w*vecY + y*x*vecY + z*x*vecZ );
+ vecOut.setX( w_w * vecX
+ + x_x * vecX
+ - z_z * vecX
+ - y_y * vecX
+ + 2f * ( y*w*vecZ - z*w*vecY + y*x*vecY + z*x*vecZ ) );
;
- vecOut[1+vecOutOffset] = y_y * vecY
- - z_z * vecY
- + w_w * vecY
- - x_x * vecY
- + 2f * ( x*y*vecX + z*y*vecZ + w*z*vecX - x*w*vecZ );
- ;
-
- vecOut[2+vecOutOffset] = z_z * vecZ
- - y_y * vecZ
- - x_x * vecZ
- + w_w * vecZ
- + 2f * ( x*z*vecX + y*z*vecY - w*y*vecX + w*x*vecY );
- ;
+ vecOut.setY( y_y * vecY
+ - z_z * vecY
+ + w_w * vecY
+ - x_x * vecY
+ + 2f * ( x*y*vecX + z*y*vecZ + w*z*vecX - x*w*vecZ ) );;
+
+ vecOut.setZ( z_z * vecZ
+ - y_y * vecZ
+ - x_x * vecZ
+ + w_w * vecZ
+ + 2f * ( x*z*vecX + y*z*vecY - w*y*vecX + w*x*vecY ) );
}
return vecOut;
}
@@ -593,21 +587,19 @@ public class Quaternion {
* @return this quaternion for chaining.
* @see <a href="http://www.euclideanspace.com/maths/algebra/vectors/lookat/index.htm">euclideanspace.com-LookUp</a>
*/
- public Quaternion setLookAt(final float[] directionIn, final float[] upIn,
- final float[] xAxisOut, final float[] yAxisOut, final float[] zAxisOut) {
+ public Quaternion setLookAt(final Vec3f directionIn, final Vec3f upIn,
+ final Vec3f xAxisOut, final Vec3f yAxisOut, final Vec3f zAxisOut) {
// Z = norm(dir)
- VectorUtil.normalizeVec3(zAxisOut, directionIn);
+ zAxisOut.set(directionIn).normalize();
// X = upIn x Z
// (borrow yAxisOut for upNorm)
- VectorUtil.normalizeVec3(yAxisOut, upIn);
- VectorUtil.crossVec3(xAxisOut, yAxisOut, zAxisOut);
- VectorUtil.normalizeVec3(xAxisOut);
+ yAxisOut.set(upIn).normalize();
+ xAxisOut.cross(yAxisOut, zAxisOut).normalize();
// Y = Z x X
//
- VectorUtil.crossVec3(yAxisOut, zAxisOut, xAxisOut);
- VectorUtil.normalizeVec3(yAxisOut);
+ yAxisOut.cross(zAxisOut, xAxisOut).normalize();
/**
final float m00 = xAxisOut[0];
@@ -642,42 +634,42 @@ public class Quaternion {
* </p>
* @param v1 not normalized
* @param v2 not normalized
- * @param tmpPivotVec float[3] temp storage for cross product
- * @param tmpNormalVec float[3] temp storage to normalize vector
+ * @param tmpPivotVec temp storage for cross product
+ * @param tmpNormalVec temp storage to normalize vector
* @return this quaternion for chaining.
*/
- public final Quaternion setFromVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec, final float[] tmpNormalVec) {
- final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2);
+ public final Quaternion setFromVectors(final Vec3f v1, final Vec3f v2, final Vec3f tmpPivotVec, final Vec3f tmpNormalVec) {
+ final float factor = v1.length() * v2.length();
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
- final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize
+ final float dot = v1.dot(v2) / factor; // normalize
final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1]
- VectorUtil.crossVec3(tmpPivotVec, v1, v2);
+ tmpPivotVec.cross(v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( tmpPivotVec.length(), FloatUtil.EPSILON ) ) {
// Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector
// perpendicular to this vector will rotate vector a onto vector b.
//
// The following guarantees the dot-product will be 0.0.
int dominantIndex;
- if (Math.abs(v1[0]) > Math.abs(v1[1])) {
- if (Math.abs(v1[0]) > Math.abs(v1[2])) {
+ if (Math.abs(v1.x()) > Math.abs(v1.y())) {
+ if (Math.abs(v1.x()) > Math.abs(v1.z())) {
dominantIndex = 0;
} else {
dominantIndex = 2;
}
} else {
- if (Math.abs(v1[1]) > Math.abs(v1[2])) {
+ if (Math.abs(v1.y()) > Math.abs(v1.z())) {
dominantIndex = 1;
} else {
dominantIndex = 2;
}
}
- tmpPivotVec[dominantIndex] = -v1[(dominantIndex + 1) % 3];
- tmpPivotVec[(dominantIndex + 1) % 3] = v1[dominantIndex];
- tmpPivotVec[(dominantIndex + 2) % 3] = 0f;
+ tmpPivotVec.set( dominantIndex, -v1.get( (dominantIndex + 1) % 3 ) );
+ tmpPivotVec.set( (dominantIndex + 1) % 3, v1.get( dominantIndex ) );
+ tmpPivotVec.set( (dominantIndex + 2) % 3, 0f );
}
return setFromAngleAxis(theta, tmpPivotVec, tmpNormalVec);
}
@@ -698,41 +690,41 @@ public class Quaternion {
* </p>
* @param v1 normalized
* @param v2 normalized
- * @param tmpPivotVec float[3] temp storage for cross product
+ * @param tmpPivotVec temp storage for cross product
* @return this quaternion for chaining.
*/
- public final Quaternion setFromNormalVectors(final float[] v1, final float[] v2, final float[] tmpPivotVec) {
- final float factor = VectorUtil.normVec3(v1) * VectorUtil.normVec3(v2);
+ public final Quaternion setFromNormalVectors(final Vec3f v1, final Vec3f v2, final Vec3f tmpPivotVec) {
+ final float factor = v1.length() * v2.length();
if ( FloatUtil.isZero(factor, FloatUtil.EPSILON ) ) {
return setIdentity();
} else {
- final float dot = VectorUtil.dotVec3(v1, v2) / factor; // normalize
+ final float dot = v1.dot(v2) / factor; // normalize
final float theta = FloatUtil.acos(Math.max(-1.0f, Math.min(dot, 1.0f))); // clipping [-1..1]
- VectorUtil.crossVec3(tmpPivotVec, v1, v2);
+ tmpPivotVec.cross(v1, v2);
- if ( dot < 0.0f && FloatUtil.isZero( VectorUtil.normVec3(tmpPivotVec), FloatUtil.EPSILON ) ) {
+ if ( dot < 0.0f && FloatUtil.isZero( tmpPivotVec.length(), FloatUtil.EPSILON ) ) {
// Vectors parallel and opposite direction, therefore a rotation of 180 degrees about any vector
// perpendicular to this vector will rotate vector a onto vector b.
//
// The following guarantees the dot-product will be 0.0.
int dominantIndex;
- if (Math.abs(v1[0]) > Math.abs(v1[1])) {
- if (Math.abs(v1[0]) > Math.abs(v1[2])) {
+ if (Math.abs(v1.x()) > Math.abs(v1.y())) {
+ if (Math.abs(v1.x()) > Math.abs(v1.z())) {
dominantIndex = 0;
} else {
dominantIndex = 2;
}
} else {
- if (Math.abs(v1[1]) > Math.abs(v1[2])) {
+ if (Math.abs(v1.y()) > Math.abs(v1.z())) {
dominantIndex = 1;
} else {
dominantIndex = 2;
}
}
- tmpPivotVec[dominantIndex] = -v1[(dominantIndex + 1) % 3];
- tmpPivotVec[(dominantIndex + 1) % 3] = v1[dominantIndex];
- tmpPivotVec[(dominantIndex + 2) % 3] = 0f;
+ tmpPivotVec.set( dominantIndex, -v1.get( (dominantIndex + 1) % 3 ) );
+ tmpPivotVec.set( (dominantIndex + 1) % 3, v1.get( dominantIndex ) );
+ tmpPivotVec.set( (dominantIndex + 2) % 3, 0f );
}
return setFromAngleNormalAxis(theta, tmpPivotVec);
}
@@ -748,14 +740,14 @@ public class Quaternion {
* </p>
* @param angle rotation angle (rads)
* @param vector axis vector not normalized
- * @param tmpV3f float[3] temp storage to normalize vector
+ * @param tmpV3f temp storage to normalize vector
* @return this quaternion for chaining.
*
* @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56">Matrix-FAQ Q56</a>
- * @see #toAngleAxis(float[])
+ * @see #toAngleAxis(Vec3f)
*/
- public final Quaternion setFromAngleAxis(final float angle, final float[] vector, final float[] tmpV3f) {
- VectorUtil.normalizeVec3(tmpV3f, vector);
+ public final Quaternion setFromAngleAxis(final float angle, final Vec3f vector, final Vec3f tmpV3f) {
+ tmpV3f.set(vector).normalize();
return setFromAngleNormalAxis(angle, tmpV3f);
}
@@ -772,17 +764,17 @@ public class Quaternion {
* @return this quaternion for chaining.
*
* @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56">Matrix-FAQ Q56</a>
- * @see #toAngleAxis(float[])
+ * @see #toAngleAxis(Vec3f)
*/
- public final Quaternion setFromAngleNormalAxis(final float angle, final float[] vector) {
- if ( VectorUtil.isVec3Zero(vector, 0, FloatUtil.EPSILON) ) {
+ public final Quaternion setFromAngleNormalAxis(final float angle, final Vec3f vector) {
+ if( vector.isZero() ) {
setIdentity();
} else {
final float halfangle = angle * 0.5f;
final float sin = FloatUtil.sin(halfangle);
- x = vector[0] * sin;
- y = vector[1] * sin;
- z = vector[2] * sin;
+ x = vector.x() * sin;
+ y = vector.y() * sin;
+ z = vector.z() * sin;
w = FloatUtil.cos(halfangle);
}
return this;
@@ -791,24 +783,22 @@ public class Quaternion {
/**
* Transform the rotational quaternion to axis based rotation angles
*
- * @param axis float[3] storage for computed axis
+ * @param axis storage for computed axis
* @return the rotation angle in radians
- * @see #setFromAngleAxis(float, float[], float[])
+ * @see #setFromAngleAxis(float, Vec3f, Vec3f)
*/
- public final float toAngleAxis(final float[] axis) {
+ public final float toAngleAxis(final Vec3f axis) {
final float sqrLength = x*x + y*y + z*z;
float angle;
if ( FloatUtil.isZero(sqrLength, FloatUtil.EPSILON) ) { // length is ~0
angle = 0.0f;
- axis[0] = 1.0f;
- axis[1] = 0.0f;
- axis[2] = 0.0f;
+ axis.set( 1.0f, 0.0f, 0.0f );
} else {
angle = FloatUtil.acos(w) * 2.0f;
final float invLength = 1.0f / FloatUtil.sqrt(sqrLength);
- axis[0] = x * invLength;
- axis[1] = y * invLength;
- axis[2] = z * invLength;
+ axis.set( x * invLength,
+ y * invLength,
+ z * invLength );
}
return angle;
}
@@ -816,7 +806,7 @@ public class Quaternion {
/**
* Initializes this quaternion from the given Euler rotation array <code>angradXYZ</code> in radians.
* <p>
- * The <code>angradXYZ</code> array is laid out in natural order:
+ * The <code>angradXYZ</code> vector is laid out in natural order:
* <ul>
* <li>x - bank</li>
* <li>y - heading</li>
@@ -824,12 +814,12 @@ public class Quaternion {
* </ul>
* </p>
* For details see {@link #setFromEuler(float, float, float)}.
- * @param angradXYZ euler angel array in radians
+ * @param angradXYZ euler angle vector in radians holding x-bank, y-heading and z-attitude
* @return this quaternion for chaining.
* @see #setFromEuler(float, float, float)
*/
- public final Quaternion setFromEuler(final float[] angradXYZ) {
- return setFromEuler(angradXYZ[0], angradXYZ[1], angradXYZ[2]);
+ public final Quaternion setFromEuler(final Vec3f angradXYZ) {
+ return setFromEuler(angradXYZ.x(), angradXYZ.y(), angradXYZ.z());
}
/**
@@ -857,7 +847,7 @@ public class Quaternion {
* @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q60">Matrix-FAQ Q60</a>
* @see <a href="http://vered.rose.utoronto.ca/people/david_dir/GEMS/GEMS.html">Gems</a>
* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm">euclideanspace.com-eulerToQuaternion</a>
- * @see #toEuler(float[])
+ * @see #toEuler(Vec3f)
*/
public final Quaternion setFromEuler(final float bankX, final float headingY, final float attitudeZ) {
if ( VectorUtil.isZero(bankX, headingY, attitudeZ, FloatUtil.EPSILON) ) {
@@ -889,58 +879,45 @@ public class Quaternion {
/**
* Transform this quaternion to Euler rotation angles in radians (pitchX, yawY and rollZ).
+ * <p>
+ * The <code>result</code> array is laid out in natural order:
+ * <ul>
+ * <li>x - bank</li>
+ * <li>y - heading</li>
+ * <li>z - attitude</li>
+ * </ul>
+ * </p>
*
- * @param result the float[] array storing the computed angles.
- * @return the double[] array, filled with heading, attitude and bank in that order..
+ * @param result euler angle result vector for radians x-bank, y-heading and z-attitude
+ * @return the Vec3f `result` filled with x-bank, y-heading and z-attitude
* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm">euclideanspace.com-quaternionToEuler</a>
* @see #setFromEuler(float, float, float)
*/
- public float[] toEuler(final float[] result) {
+ public Vec3f toEuler(final Vec3f result) {
final float sqw = w*w;
final float sqx = x*x;
final float sqy = y*y;
final float sqz = z*z;
- final float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise
- // is correction factor
+ final float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise, is correction factor
final float test = x*y + z*w;
if (test > 0.499f * unit) { // singularity at north pole
- result[0] = 0f;
- result[1] = 2f * FloatUtil.atan2(x, w);
- result[2] = FloatUtil.HALF_PI;
+ result.set( 0f, // x-bank
+ 2f * FloatUtil.atan2(x, w), // y-heading
+ FloatUtil.HALF_PI ); // z-attitude
} else if (test < -0.499f * unit) { // singularity at south pole
- result[0] = 0f;
- result[1] = -2 * FloatUtil.atan2(x, w);
- result[2] = -FloatUtil.HALF_PI;
+ result.set( 0f, // x-bank
+ -2 * FloatUtil.atan2(x, w), // y-heading
+ -FloatUtil.HALF_PI ); // z-attitude
} else {
- result[0] = FloatUtil.atan2(2f * x * w - 2 * y * z, -sqx + sqy - sqz + sqw);
- result[1] = FloatUtil.atan2(2f * y * w - 2 * x * z, sqx - sqy - sqz + sqw);
- result[2] = FloatUtil.asin( 2f * test / unit);
+ result.set( FloatUtil.atan2(2f * x * w - 2 * y * z, -sqx + sqy - sqz + sqw), // x-bank
+ FloatUtil.atan2(2f * y * w - 2 * x * z, sqx - sqy - sqz + sqw), // y-heading
+ FloatUtil.asin( 2f * test / unit) ); // z-attitude
}
return result;
}
/**
- * Initializes this quaternion from a 4x4 column rotation matrix
- * <p>
- * See <a href="ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z">Graphics Gems Code</a>,<br/>
- * <a href="http://mathworld.wolfram.com/MatrixTrace.html">MatrixTrace</a>.
- * </p>
- * <p>
- * Buggy <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55">Matrix-FAQ Q55</a>
- * </p>
- *
- * @param m 4x4 column matrix
- * @return this quaternion for chaining.
- * @see #toMatrix(float[], int)
- */
- public final Quaternion setFromMatrix(final float[] m, final int m_off) {
- return setFromMatrix(m[0+0*4+m_off], m[0+1*4+m_off], m[0+2*4+m_off],
- m[1+0*4+m_off], m[1+1*4+m_off], m[1+2*4+m_off],
- m[2+0*4+m_off], m[2+1*4+m_off], m[2+2*4+m_off]);
- }
-
- /**
* Compute the quaternion from a 3x3 column rotation matrix
* <p>
* See <a href="ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z">Graphics Gems Code</a>,<br/>
@@ -951,7 +928,7 @@ public class Quaternion {
* </p>
*
* @return this quaternion for chaining.
- * @see #toMatrix(float[], int)
+ * @see #setFromMatrix(Matrix4f)
*/
public Quaternion setFromMatrix(final float m00, final float m01, final float m02,
final float m10, final float m11, final float m12,
@@ -996,6 +973,24 @@ public class Quaternion {
}
/**
+ * Compute the quaternion from a 3x3 column rotation matrix
+ * <p>
+ * See <a href="ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z">Graphics Gems Code</a>,<br/>
+ * <a href="http://mathworld.wolfram.com/MatrixTrace.html">MatrixTrace</a>.
+ * </p>
+ * <p>
+ * Buggy <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55">Matrix-FAQ Q55</a>
+ * </p>
+ *
+ * @return this quaternion for chaining.
+ * @see Matrix4f#getRotation(Quaternion)
+ * @see #setFromMatrix(float, float, float, float, float, float, float, float, float)
+ */
+ public Quaternion setFromMatrix(final Matrix4f m) {
+ return m.getRotation(this);
+ }
+
+ /**
* Transform this quaternion to a normalized 4x4 column matrix representing the rotation.
* <p>
* Implementation Details:
@@ -1005,17 +1000,17 @@ public class Quaternion {
* </p>
*
* @param matrix float[16] store for the resulting normalized column matrix 4x4
- * @param mat_offset
* @return the given matrix store
* @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54">Matrix-FAQ Q54</a>
- * @see #setFromMatrix(float[], int)
+ * @see #setFromMatrix(Matrix4f)
+ * @see #setFromMatrix(float, float, float, float, float, float, float, float, float)
*/
- public final float[] toMatrix(final float[] matrix, final int mat_offset) {
+ public final float[] toMatrix(final float[] matrix) {
// pre-multiply scaled-reciprocal-magnitude to reduce multiplications
final float norm = magnitudeSquared();
if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
// identity matrix -> srecip = 0f
- return FloatUtil.makeIdentity(matrix, mat_offset);
+ return FloatUtil.makeIdentity(matrix);
}
final float srecip;
if ( FloatUtil.isEqual(1f, norm, FloatUtil.EPSILON) ) {
@@ -1038,81 +1033,45 @@ public class Quaternion {
final float zz = z * zs;
final float zw = zs * w;
- matrix[0+0*4+mat_offset] = 1f - ( yy + zz );
- matrix[0+1*4+mat_offset] = ( xy - zw );
- matrix[0+2*4+mat_offset] = ( xz + yw );
- matrix[0+3*4+mat_offset] = 0f;
-
- matrix[1+0*4+mat_offset] = ( xy + zw );
- matrix[1+1*4+mat_offset] = 1f - ( xx + zz );
- matrix[1+2*4+mat_offset] = ( yz - xw );
- matrix[1+3*4+mat_offset] = 0f;
-
- matrix[2+0*4+mat_offset] = ( xz - yw );
- matrix[2+1*4+mat_offset] = ( yz + xw );
- matrix[2+2*4+mat_offset] = 1f - ( xx + yy );
- matrix[2+3*4+mat_offset] = 0f;
-
- matrix[3+0*4+mat_offset] = 0f;
- matrix[3+1*4+mat_offset] = 0f;
- matrix[3+2*4+mat_offset] = 0f;
- matrix[3+3*4+mat_offset] = 1f;
+ matrix[0+0*4] = 1f - ( yy + zz );
+ matrix[0+1*4] = ( xy - zw );
+ matrix[0+2*4] = ( xz + yw );
+ matrix[0+3*4] = 0f;
+
+ matrix[1+0*4] = ( xy + zw );
+ matrix[1+1*4] = 1f - ( xx + zz );
+ matrix[1+2*4] = ( yz - xw );
+ matrix[1+3*4] = 0f;
+
+ matrix[2+0*4] = ( xz - yw );
+ matrix[2+1*4] = ( yz + xw );
+ matrix[2+2*4] = 1f - ( xx + yy );
+ matrix[2+3*4] = 0f;
+
+ matrix[3+0*4] = 0f;
+ matrix[3+1*4] = 0f;
+ matrix[3+2*4] = 0f;
+ matrix[3+3*4] = 1f;
return matrix;
}
/**
- * @param index the 3x3 rotation matrix column to retrieve from this quaternion (normalized). Must be between 0 and 2.
- * @param result the vector object to store the result in.
- * @return the result column-vector for chaining.
+ * Transform this quaternion to a normalized 4x4 column matrix representing the rotation.
+ * <p>
+ * Implementation Details:
+ * <ul>
+ * <li> makes identity matrix if {@link #magnitudeSquared()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
+ * </ul>
+ * </p>
+ *
+ * @param matrix store for the resulting normalized column matrix 4x4
+ * @return the given matrix store
+ * @see <a href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54">Matrix-FAQ Q54</a>
+ * @see #setFromMatrix(float, float, float, float, float, float, float, float, float)
+ * @see Matrix4f#setToRotation(Quaternion)
*/
- public float[] copyMatrixColumn(final int index, final float[] result, final int resultOffset) {
- // pre-multipliy scaled-reciprocal-magnitude to reduce multiplications
- final float norm = magnitudeSquared();
- final float srecip;
- if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
- srecip= 0f;
- } else if ( FloatUtil.isEqual(1f, norm, FloatUtil.EPSILON) ) {
- srecip= 2f;
- } else {
- srecip= 2.0f / norm;
- }
-
- // compute xs/ys/zs first to save 6 multiplications, since xs/ys/zs
- // will be used 2-4 times each.
- final float xs = x * srecip;
- final float ys = y * srecip;
- final float zs = z * srecip;
- final float xx = x * xs;
- final float xy = x * ys;
- final float xz = x * zs;
- final float xw = w * xs;
- final float yy = y * ys;
- final float yz = y * zs;
- final float yw = w * ys;
- final float zz = z * zs;
- final float zw = w * zs;
-
- // using s=2/norm (instead of 1/norm) saves 3 multiplications by 2 here
- switch (index) {
- case 0:
- result[0+resultOffset] = 1.0f - (yy + zz);
- result[1+resultOffset] = xy + zw;
- result[2+resultOffset] = xz - yw;
- break;
- case 1:
- result[0+resultOffset] = xy - zw;
- result[1+resultOffset] = 1.0f - (xx + zz);
- result[2+resultOffset] = yz + xw;
- break;
- case 2:
- result[0+resultOffset] = xz + yw;
- result[1+resultOffset] = yz - xw;
- result[2+resultOffset] = 1.0f - (xx + yy);
- break;
- default:
- throw new IllegalArgumentException("Invalid column index. " + index);
- }
- return result;
+ public final Matrix4f toMatrix(final Matrix4f matrix) {
+ return matrix.setToRotation(this);
}
/**
@@ -1126,10 +1085,10 @@ public class Quaternion {
* @param zAxis vector representing the <i>orthogonal</i> z-axis of the coordinate system.
* @return this quaternion for chaining.
*/
- public final Quaternion setFromAxes(final float[] xAxis, final float[] yAxis, final float[] zAxis) {
- return setFromMatrix(xAxis[0], yAxis[0], zAxis[0],
- xAxis[1], yAxis[1], zAxis[1],
- xAxis[2], yAxis[2], zAxis[2]);
+ public final Quaternion setFromAxes(final Vec3f xAxis, final Vec3f yAxis, final Vec3f zAxis) {
+ return setFromMatrix(xAxis.x(), yAxis.x(), zAxis.x(),
+ xAxis.y(), yAxis.y(), zAxis.y(),
+ xAxis.z(), yAxis.z(), zAxis.z());
}
/**
@@ -1140,11 +1099,11 @@ public class Quaternion {
* @param zAxis vector representing the <i>orthogonal</i> z-axis of the coordinate system.
* @param tmpMat4 temporary float[4] matrix, used to transform this quaternion to a matrix.
*/
- public void toAxes(final float[] xAxis, final float[] yAxis, final float[] zAxis, final float[] tmpMat4) {
- toMatrix(tmpMat4, 0);
- FloatUtil.copyMatrixColumn(tmpMat4, 0, 2, zAxis, 0);
- FloatUtil.copyMatrixColumn(tmpMat4, 0, 1, yAxis, 0);
- FloatUtil.copyMatrixColumn(tmpMat4, 0, 0, xAxis, 0);
+ public void toAxes(final Vec3f xAxis, final Vec3f yAxis, final Vec3f zAxis, final Matrix4f tmpMat4) {
+ tmpMat4.setToRotation(this);
+ tmpMat4.getColumn(2, zAxis);
+ tmpMat4.getColumn(1, yAxis);
+ tmpMat4.getColumn(0, xAxis);
}
/**
@@ -1154,6 +1113,7 @@ public class Quaternion {
* @param m 3x3 column matrix
* @return true if representing a rotational matrix, false otherwise
*/
+ @Deprecated
public final boolean isRotationMatrix3f(final float[] m) {
final float epsilon = 0.01f; // margin to allow for rounding errors
if (FloatUtil.abs(m[0] * m[3] + m[3] * m[4] + m[6] * m[7]) > epsilon)
@@ -1171,6 +1131,7 @@ public class Quaternion {
return (FloatUtil.abs(determinant3f(m) - 1) < epsilon);
}
+ @Deprecated
private final float determinant3f(final float[] m) {
return m[0] * m[4] * m[8] + m[3] * m[7] * m[2] + m[6] * m[1] * m[5]
- m[0] * m[7] * m[5] - m[3] * m[1] * m[8] - m[6] * m[4] * m[2];
@@ -1193,17 +1154,18 @@ public class Quaternion {
return false;
}
final Quaternion comp = (Quaternion) o;
- return Math.abs(x - comp.getX()) <= ALLOWED_DEVIANCE &&
- Math.abs(y - comp.getY()) <= ALLOWED_DEVIANCE &&
- Math.abs(z - comp.getZ()) <= ALLOWED_DEVIANCE &&
- Math.abs(w - comp.getW()) <= ALLOWED_DEVIANCE;
+ return Math.abs(x - comp.x()) <= ALLOWED_DEVIANCE &&
+ Math.abs(y - comp.y()) <= ALLOWED_DEVIANCE &&
+ Math.abs(z - comp.z()) <= ALLOWED_DEVIANCE &&
+ Math.abs(w - comp.w()) <= ALLOWED_DEVIANCE;
}
@Override
public final int hashCode() {
throw new InternalError("hashCode not designed");
}
+ @Override
public String toString() {
- return "Quaternion[x "+x+", y "+y+", z "+z+", w "+w+"]";
+ return "Quat[x "+x+", y "+y+", z "+z+", w "+w+"]";
}
}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Ray.java b/src/jogl/classes/com/jogamp/opengl/math/Ray.java
index 4d651d1c3..25a7d9a70 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Ray.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Ray.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2014 JogAmp Community. All rights reserved.
+ * Copyright 2014-2023 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:
@@ -47,13 +47,14 @@ import com.jogamp.opengl.math.geom.AABBox;
* </p>
*/
public class Ray {
- /** Origin of Ray, float[3]. */
- public final float[] orig = new float[3];
+ /** Origin of Ray. */
+ public final Vec3f orig = new Vec3f();
- /** Normalized direction vector of ray, float[3]. */
- public final float[] dir = new float[3];
+ /** Normalized direction vector of ray. */
+ public final Vec3f dir = new Vec3f();
+ @Override
public String toString() {
- return "Ray[orig["+orig[0]+", "+orig[1]+", "+orig[2]+"], dir["+dir[0]+", "+dir[1]+", "+dir[2]+"]]";
+ return "Ray[orig["+orig+"], dir["+dir+"]]";
}
} \ No newline at end of file
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Recti.java b/src/jogl/classes/com/jogamp/opengl/math/Recti.java
new file mode 100644
index 000000000..58f5e5e77
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Recti.java
@@ -0,0 +1,134 @@
+/**
+ * Copyright 2022-2023 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;
+
+/**
+ * Rectangle with x, y, width and height integer components.
+ */
+public final class Recti {
+ private int x;
+ private int y;
+ private int width;
+ private int height;
+
+ public Recti() {}
+
+ public Recti(final Recti o) {
+ set(o);
+ }
+
+ public Recti copy() {
+ return new Recti(this);
+ }
+
+ public Recti(final int[/*4*/] xywh) {
+ set(xywh);
+ }
+
+ public Recti(final int x, final int y, final int width, final int height) {
+ set(x, y, width, height);
+ }
+
+ /** this = o, returns this. */
+ public void set(final Recti o) {
+ this.x = o.x;
+ this.y = o.y;
+ this.width = o.width;
+ this.height= o.height;
+ }
+
+ /** this = { x, y, width, height }, returns this. */
+ public void set(final int x, final int y, final int width, final int height) {
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height= height;
+ }
+
+ /** this = xywh, returns this. */
+ public Recti set(final int[/*2*/] xywh) {
+ this.x = xywh[0];
+ this.y = xywh[1];
+ this.width = xywh[2];
+ this.height= xywh[3];
+ return this;
+ }
+
+ /** xywh = this, returns xy. */
+ public int[] get(final int[/*4*/] xywh) {
+ xywh[0] = this.x;
+ xywh[1] = this.y;
+ xywh[2] = this.width;
+ xywh[3] = this.height;
+ return xywh;
+ }
+
+ public int x() { return x; }
+ public int y() { return y; }
+ public int width() { return width; }
+ public int height() { return height; }
+
+ public void setX(final int x) { this.x = x; }
+ public void setY(final int y) { this.y = y; }
+ public void setWidth(final int width) { this.width = width; }
+ public void setHeight(final int height) { this.height = height; }
+
+ /** Return true if all components are zero. */
+ public boolean isZero() {
+ return 0 == x && 0 == y;
+ }
+
+ /**
+ * Equals check.
+ * @param o comparison value
+ * @return true if all components are equal
+ */
+ public boolean isEqual(final Recti o) {
+ if( this == o ) {
+ return true;
+ } else {
+ return x == o.x && y == o.y &&
+ width == o.width && height == o.height;
+ }
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Recti ) {
+ return isEqual((Recti)o);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y + " " + width + " x " + height;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vec2f.java b/src/jogl/classes/com/jogamp/opengl/math/Vec2f.java
new file mode 100644
index 000000000..47d1a78dc
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vec2f.java
@@ -0,0 +1,377 @@
+/**
+ * Copyright 2022-2023 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;
+
+/**
+ * 2D Vector based upon two float components.
+ *
+ * Implementation borrowed from [gfxbox2](https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel2f.hpp#n29)
+ * and its data layout from JOAL's Vec3f.
+ */
+public final class Vec2f {
+ private float x;
+ private float y;
+
+ public static Vec2f from_length_angle(final float magnitude, final float radians) {
+ return new Vec2f((float)(magnitude * Math.cos(radians)), (float)(magnitude * Math.sin(radians)));
+ }
+
+ public Vec2f() {}
+
+ public Vec2f(final Vec2f o) {
+ set(o);
+ }
+
+ /** Creating new Vec2f using Vec3f, dropping z. */
+ public Vec2f(final Vec3f o) {
+ set(o);
+ }
+
+ public Vec2f copy() {
+ return new Vec2f(this);
+ }
+
+ public Vec2f(final float[/*2*/] xy) {
+ set(xy);
+ }
+
+ public Vec2f(final float x, final float y) {
+ set(x, y);
+ }
+
+ /** this = o, returns this. */
+ public void set(final Vec2f o) {
+ this.x = o.x;
+ this.y = o.y;
+ }
+
+ /** this = o while dropping z, returns this. */
+ public void set(final Vec3f o) {
+ this.x = o.x();
+ this.y = o.y();
+ }
+
+ /** this = { x, y }, returns this. */
+ public void set(final float x, final float y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /** this = xy, returns this. */
+ public Vec2f set(final float[/*2*/] xy) {
+ this.x = xy[0];
+ this.y = xy[1];
+ return this;
+ }
+
+ /** Sets the ith component, 0 <= i < 2 */
+ public void set(final int i, final float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** xy = this, returns xy. */
+ public float[] get(final float[/*2*/] xy) {
+ xy[0] = this.x;
+ xy[1] = this.y;
+ return xy;
+ }
+
+ /** Gets the ith component, 0 <= i < 2 */
+ public float get(final int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+
+ public void setX(final float x) { this.x = x; }
+ public void setY(final float y) { this.y = y; }
+
+ /** this = max(this, m), returns this. */
+ public Vec2f max(final Vec2f m) {
+ this.x = Math.max(this.x, m.x);
+ this.y = Math.max(this.y, m.y);
+ return this;
+ }
+ /** this = min(this, m), returns this. */
+ public Vec2f min(final Vec2f m) {
+ this.x = Math.min(this.x, m.x);
+ this.y = Math.min(this.y, m.y);
+ return this;
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec2f mul(final float val) {
+ return new Vec2f(this).scale(val);
+ }
+
+ /** this = a * b, returns this. */
+ public Vec2f mul(final Vec2f a, final Vec2f b) {
+ x = a.x * b.x;
+ y = a.y * b.y;
+ return this;
+ }
+
+ /** this = this * s, returns this. */
+ public Vec2f scale(final float s) {
+ x *= s;
+ y *= s;
+ return this;
+ }
+
+ /** this = this * { sx, sy }, returns this. */
+ public Vec2f scale(final float sx, final float sy) {
+ x *= sx;
+ y *= sy;
+ return this;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec2f plus(final Vec2f arg) {
+ return new Vec2f(this).add(arg);
+ }
+
+ /** this = a + b, returns this. */
+ public Vec2f plus(final Vec2f a, final Vec2f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ return this;
+ }
+
+ /** this = this + { dx, dy }, returns this. */
+ public Vec2f add(final float dx, final float dy) {
+ x += dx;
+ y += dy;
+ return this;
+ }
+
+ /** this = this + b, returns this. */
+ public Vec2f add(final Vec2f b) {
+ x += b.x;
+ y += b.y;
+ return this;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec2f minus(final Vec2f arg) {
+ return new Vec2f(this).sub(arg);
+ }
+
+ /** this = a - b, returns this. */
+ public Vec2f minus(final Vec2f a, final Vec2f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ return this;
+ }
+
+ /** this = this - b, returns this. */
+ public Vec2f sub(final Vec2f b) {
+ x -= b.x;
+ y -= b.y;
+ return this;
+ }
+
+ /** Return true if all components are zero, i.e. it's absolute value < {@link #EPSILON}. */
+ public boolean isZero() {
+ return FloatUtil.isZero(x) && FloatUtil.isZero(y);
+ }
+
+ public void rotate(final float radians, final Vec2f ctr) {
+ final float cos = (float)Math.cos(radians);
+ final float sin = (float)Math.sin(radians);
+ rotate(sin, cos, ctr);
+ }
+
+ public void rotate(final float sin, final float cos, final Vec2f ctr) {
+ final float x0 = x - ctr.x;
+ final float y0 = y - ctr.y;
+ final float tmp = x0 * cos - y0 * sin + ctr.x;
+ y = x0 * sin + y0 * cos + ctr.y;
+ x = tmp;
+ }
+
+ /**
+ * Return the length of this vector, a.k.a the <i>norm</i> or <i>magnitude</i>
+ */
+ public float length() {
+ return (float) Math.sqrt(lengthSq());
+ }
+
+ /**
+ * Return the squared length of this vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ */
+ public float lengthSq() {
+ return x*x + y*y;
+ }
+
+ /**
+ * Return the direction angle of this vector in radians
+ */
+ public float angle() {
+ // Utilize atan2 taking y=sin(a) and x=cos(a), resulting in proper direction angle for all quadrants.
+ return (float) Math.atan2(y, x);
+ }
+
+ /**
+ * Normalize this vector in place
+ */
+ public Vec2f normalize() {
+ final float lengthSq = lengthSq();
+ if ( FloatUtil.isZero( lengthSq ) ) {
+ x = 0.0f;
+ y = 0.0f;
+ } else {
+ final float invSqr = 1.0f / (float)Math.sqrt(lengthSq);
+ x *= invSqr;
+ y *= invSqr;
+ }
+ return this;
+ }
+
+ /**
+ * Return the squared distance between this vector and the given one.
+ * <p>
+ * When comparing the relative distance between two points it is usually sufficient to compare the squared
+ * distances, thus avoiding an expensive square root operation.
+ * </p>
+ */
+ public float distSq(final Vec2f o) {
+ final float dx = x - o.x;
+ final float dy = y - o.y;
+ return dx*dx + dy*dy;
+ }
+
+ /**
+ * Return the distance between this vector and the given one.
+ */
+ public float dist(final Vec2f o) {
+ return (float)Math.sqrt(distSq(o));
+ }
+
+
+ /**
+ * Return the dot product of this vector and the given one
+ * @return the dot product as float
+ */
+ public float dot(final Vec2f arg) {
+ return x * arg.x + y * arg.y;
+ }
+
+ /**
+ * Returns cross product of this vectors and the given one, i.e. *this x o.
+ *
+ * The 2D cross product is identical with the 2D perp dot product.
+ *
+ * @return the resulting scalar
+ */
+ public float cross(final Vec2f o) {
+ return x * o.y - y * o.x;
+ }
+
+ /**
+ * Return the cosines of the angle between two vectors
+ */
+ public float cosAngle(final Vec2f o) {
+ return dot(o) / ( length() * o.length() ) ;
+ }
+
+ /**
+ * Return the angle between two vectors in radians
+ */
+ public float angle(final Vec2f o) {
+ return (float) Math.acos( cosAngle(o) );
+ }
+
+ /**
+ * Return the counter-clock-wise (CCW) normal of this vector, i.e. perp(endicular) vector
+ */
+ public Vec2f normal_ccw() {
+ return new Vec2f(-y, x);
+ }
+
+ /**
+ * Equals check using a given {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @param epsilon consider using {@link FloatUtil#EPSILON}
+ * @return true if all components differ less than {@code epsilon}, otherwise false.
+ */
+ public boolean isEqual(final Vec2f o, final float epsilon) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(x, o.x, epsilon) &&
+ FloatUtil.isEqual(y, o.y, epsilon);
+ }
+ }
+
+ /**
+ * Equals check using {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @return true if all components differ less than {@link FloatUtil#EPSILON}, otherwise false.
+ */
+ public boolean isEqual(final Vec2f o) {
+ return isEqual(o, FloatUtil.EPSILON);
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Vec2f ) {
+ return isEqual((Vec2f)o, FloatUtil.EPSILON);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vec2i.java b/src/jogl/classes/com/jogamp/opengl/math/Vec2i.java
new file mode 100644
index 000000000..9e70a502f
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vec2i.java
@@ -0,0 +1,153 @@
+/**
+ * Copyright 2022-2023 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;
+
+/**
+ * 2D Vector based upon two integer components.
+ */
+public final class Vec2i {
+ private int x;
+ private int y;
+
+ public Vec2i() {}
+
+ public Vec2i(final Vec2i o) {
+ set(o);
+ }
+
+ public Vec2i copy() {
+ return new Vec2i(this);
+ }
+
+ public Vec2i(final int[/*2*/] xy) {
+ set(xy);
+ }
+
+ public Vec2i(final int x, final int y) {
+ set(x, y);
+ }
+
+ /** this = o, returns this. */
+ public void set(final Vec2i o) {
+ this.x = o.x;
+ this.y = o.y;
+ }
+
+ /** this = { x, y }, returns this. */
+ public void set(final int x, final int y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /** this = xy, returns this. */
+ public Vec2i set(final int[/*2*/] xy) {
+ this.x = xy[0];
+ this.y = xy[1];
+ return this;
+ }
+
+ /** xy = this, returns xy. */
+ public int[] get(final int[/*2*/] xy) {
+ xy[0] = this.x;
+ xy[1] = this.y;
+ return xy;
+ }
+
+ public int x() { return x; }
+ public int y() { return y; }
+
+ public void setX(final int x) { this.x = x; }
+ public void setY(final int y) { this.y = y; }
+
+ /** Return true if all components are zero. */
+ public boolean isZero() {
+ return 0 == x && 0 == y;
+ }
+
+ /**
+ * Return the length of this vector, a.k.a the <i>norm</i> or <i>magnitude</i>
+ */
+ public int length() {
+ return (int) Math.sqrt(lengthSq());
+ }
+
+ /**
+ * Return the squared length of this vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ */
+ public int lengthSq() {
+ return x*x + y*y;
+ }
+
+ /**
+ * Return the squared distance between this vector and the given one.
+ * <p>
+ * When comparing the relative distance between two points it is usually sufficient to compare the squared
+ * distances, thus avoiding an expensive square root operation.
+ * </p>
+ */
+ public int distSq(final Vec2i o) {
+ final int dx = x - o.x;
+ final int dy = y - o.y;
+ return dx*dx + dy*dy;
+ }
+
+ /**
+ * Return the distance between this vector and the given one.
+ */
+ public int dist(final Vec2i o) {
+ return (int)Math.sqrt(distSq(o));
+ }
+
+ /**
+ * Equals check.
+ * @param o comparison value
+ * @return true if all components are equal
+ */
+ public boolean isEqual(final Vec2i o) {
+ if( this == o ) {
+ return true;
+ } else {
+ return x == o.x && y == o.y;
+ }
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Vec2i ) {
+ return isEqual((Vec2i)o);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java b/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java
new file mode 100644
index 000000000..eb1144c07
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vec3f.java
@@ -0,0 +1,393 @@
+/**
+ * Copyright 2022-2023 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;
+
+/**
+ * 3D Vector based upon three float components.
+ *
+ * Implementation borrowed from [gfxbox2](https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel3f.hpp#n29)
+ * and its data layout from JOAL's Vec3f.
+ */
+public final class Vec3f {
+ public static final Vec3f ONE = new Vec3f(1f, 1f, 1f);
+ public static final Vec3f UNIT_Y = new Vec3f(0f, 1f, 0f);
+ public static final Vec3f UNIT_Y_NEG = new Vec3f(0f, -1f, 0f);
+ public static final Vec3f UNIT_Z = new Vec3f(0f, 0f, 1f);
+ public static final Vec3f UNIT_Z_NEG = new Vec3f(0f, 0f, -1f);
+
+ private float x;
+ private float y;
+ private float z;
+
+ public Vec3f() {}
+
+ public Vec3f(final Vec3f o) {
+ set(o);
+ }
+
+ /** Creating new Vec3f using Vec4f, dropping w. */
+ public Vec3f(final Vec4f o) {
+ set(o);
+ }
+
+ /** Creating new Vec3f using { Vec2f, z}. */
+ public Vec3f(final Vec2f o, final float z) {
+ set(o, z);
+ }
+
+ public Vec3f copy() {
+ return new Vec3f(this);
+ }
+
+ public Vec3f(final float[/*3*/] xyz) {
+ set(xyz);
+ }
+
+ public Vec3f(final float x, final float y, final float z) {
+ set(x, y, z);
+ }
+
+ /** this = o, returns this. */
+ public Vec3f set(final Vec3f o) {
+ this.x = o.x;
+ this.y = o.y;
+ this.z = o.z;
+ return this;
+ }
+
+ /** this = { o, z }, returns this. */
+ public Vec3f set(final Vec2f o, final float z) {
+ this.x = o.x();
+ this.y = o.y();
+ this.z = z;
+ return this;
+ }
+
+ /** this = o while dropping w, returns this. */
+ public Vec3f set(final Vec4f o) {
+ this.x = o.x();
+ this.y = o.y();
+ this.z = o.z();
+ return this;
+ }
+
+ /** this = { x, y, z }, returns this. */
+ public Vec3f set(final float x, final float y, final float z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ return this;
+ }
+
+ /** this = xyz, returns this. */
+ public Vec3f set(final float[/*3*/] xyz) {
+ this.x = xyz[0];
+ this.y = xyz[1];
+ this.z = xyz[2];
+ return this;
+ }
+
+ /** Sets the ith component, 0 <= i < 3 */
+ public void set(final int i, final float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ case 2: z = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** xyz = this, returns xyz. */
+ public float[] get(final float[/*3*/] xyz) {
+ xyz[0] = this.x;
+ xyz[1] = this.y;
+ xyz[2] = this.z;
+ return xyz;
+ }
+
+ /** Gets the ith component, 0 <= i < 3 */
+ public float get(final int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ case 2: return z;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+ public float z() { return z; }
+
+ public void setX(final float x) { this.x = x; }
+ public void setY(final float y) { this.y = y; }
+ public void setZ(final float z) { this.z = z; }
+
+ /** this = max(this, m), returns this. */
+ public Vec3f max(final Vec3f m) {
+ this.x = Math.max(this.x, m.x);
+ this.y = Math.max(this.y, m.y);
+ this.z = Math.max(this.z, m.z);
+ return this;
+ }
+ /** this = min(this, m), returns this. */
+ public Vec3f min(final Vec3f m) {
+ this.x = Math.min(this.x, m.x);
+ this.y = Math.min(this.y, m.y);
+ this.z = Math.min(this.z, m.z);
+ return this;
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec3f mul(final float val) {
+ return new Vec3f(this).scale(val);
+ }
+
+ /** this = a * b, returns this. */
+ public Vec3f mul(final Vec3f a, final Vec3f b) {
+ x = a.x * b.x;
+ y = a.y * b.y;
+ z = a.z * b.z;
+ return this;
+ }
+
+ /** this = this * s, returns this. */
+ public Vec3f scale(final float s) {
+ x *= s;
+ y *= s;
+ z *= s;
+ return this;
+ }
+
+ /** this = this * { sx, sy, sz }, returns this. */
+ public Vec3f scale(final float sx, final float sy, final float sz) {
+ x *= sx;
+ y *= sy;
+ z *= sz;
+ return this;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec3f plus(final Vec3f arg) {
+ return new Vec3f(this).add(arg);
+ }
+
+ /** this = a + b, returns this. */
+ public Vec3f plus(final Vec3f a, final Vec3f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ z = a.z + b.z;
+ return this;
+ }
+
+ /** this = this + { dx, dy, dz }, returns this. */
+ public Vec3f add(final float dx, final float dy, final float dz) {
+ x += dx;
+ y += dy;
+ z += dz;
+ return this;
+ }
+
+ /** this = this + b, returns this. */
+ public Vec3f add(final Vec3f b) {
+ x += b.x;
+ y += b.y;
+ z += b.z;
+ return this;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec3f minus(final Vec3f arg) {
+ return new Vec3f(this).sub(arg);
+ }
+
+ /** this = a - b, returns this. */
+ public Vec3f minus(final Vec3f a, final Vec3f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ z = a.z - b.z;
+ return this;
+ }
+
+ /** this = this - b, returns this. */
+ public Vec3f sub(final Vec3f b) {
+ x -= b.x;
+ y -= b.y;
+ z -= b.z;
+ return this;
+ }
+
+ /** Return true if all components are zero, i.e. it's absolute value < {@link #EPSILON}. */
+ public boolean isZero() {
+ return FloatUtil.isZero(x) && FloatUtil.isZero(y) && FloatUtil.isZero(z);
+ }
+
+ /**
+ * Return the length of this vector, a.k.a the <i>norm</i> or <i>magnitude</i>
+ */
+ public float length() {
+ return (float) Math.sqrt(lengthSq());
+ }
+
+ /**
+ * Return the squared length of this vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ */
+ public float lengthSq() {
+ return x*x + y*y + z*z;
+ }
+
+ /**
+ * Normalize this vector in place
+ */
+ public Vec3f normalize() {
+ final float lengthSq = lengthSq();
+ if ( FloatUtil.isZero( lengthSq ) ) {
+ x = 0.0f;
+ y = 0.0f;
+ z = 0.0f;
+ } else {
+ final float invSqr = 1.0f / (float)Math.sqrt(lengthSq);
+ x *= invSqr;
+ y *= invSqr;
+ z *= invSqr;
+ }
+ return this;
+ }
+
+ /**
+ * Return the squared distance between this vector and the given one.
+ * <p>
+ * When comparing the relative distance between two points it is usually sufficient to compare the squared
+ * distances, thus avoiding an expensive square root operation.
+ * </p>
+ */
+ public float distSq(final Vec3f o) {
+ final float dx = x - o.x;
+ final float dy = y - o.y;
+ final float dz = z - o.z;
+ return dx*dx + dy*dy + dz*dz;
+ }
+
+ /**
+ * Return the distance between this vector and the given one.
+ */
+ public float dist(final Vec3f o) {
+ return (float)Math.sqrt(distSq(o));
+ }
+
+
+ /**
+ * Return the dot product of this vector and the given one
+ * @return the dot product as float
+ */
+ public float dot(final Vec3f o) {
+ return x*o.x + y*o.y + z*o.z;
+ }
+
+ /** Returns this cross arg; creates new vector */
+ public Vec3f cross(final Vec3f arg) {
+ return new Vec3f().cross(this, arg);
+ }
+
+ /** this = a cross b. NOTE: "this" must be a different vector than
+ both a and b. */
+ public Vec3f cross(final Vec3f a, final Vec3f b) {
+ x = a.y * b.z - a.z * b.y;
+ y = a.z * b.x - a.x * b.z;
+ z = a.x * b.y - a.y * b.x;
+ return this;
+ }
+
+ /**
+ * Return the cosines of the angle between two vectors
+ */
+ public float cosAngle(final Vec3f o) {
+ return dot(o) / ( length() * o.length() ) ;
+ }
+
+ /**
+ * Return the angle between two vectors in radians
+ */
+ public float angle(final Vec3f o) {
+ return (float) Math.acos( cosAngle(o) );
+ }
+
+ /**
+ * Equals check using a given {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @param epsilon consider using {@link FloatUtil#EPSILON}
+ * @return true if all components differ less than {@code epsilon}, otherwise false.
+ */
+ public boolean isEqual(final Vec3f o, final float epsilon) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(x, o.x, epsilon) &&
+ FloatUtil.isEqual(y, o.y, epsilon) &&
+ FloatUtil.isEqual(z, o.z, epsilon);
+ }
+ }
+
+ /**
+ * Equals check using {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @return true if all components differ less than {@link FloatUtil#EPSILON}, otherwise false.
+ */
+ public boolean isEqual(final Vec3f o) {
+ return isEqual(o, FloatUtil.EPSILON);
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Vec3f ) {
+ return isEqual((Vec3f)o, FloatUtil.EPSILON);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y + " / " + z;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vec4f.java b/src/jogl/classes/com/jogamp/opengl/math/Vec4f.java
new file mode 100644
index 000000000..f86fe5dad
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vec4f.java
@@ -0,0 +1,384 @@
+/**
+ * Copyright 2022-2023 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;
+
+/**
+ * 4D Vector based upon four float components.
+ *
+ * Implementation borrowed from [gfxbox2](https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel3f.hpp#n29)
+ * and its data layout from JOAL's Vec3f.
+ */
+public final class Vec4f {
+ private float x;
+ private float y;
+ private float z;
+ private float w;
+
+ public Vec4f() {}
+
+ public Vec4f(final Vec4f o) {
+ set(o);
+ }
+
+ /** Creating new Vec4f using { o, w }. */
+ public Vec4f(final Vec3f o, final float w) {
+ set(o, w);
+ }
+
+ public Vec4f copy() {
+ return new Vec4f(this);
+ }
+
+ public Vec4f(final float[/*4*/] xyzw) {
+ set(xyzw);
+ }
+
+ public Vec4f(final float x, final float y, final float z, final float w) {
+ set(x, y, z, w);
+ }
+
+ /** this = o, returns this. */
+ public Vec4f set(final Vec4f o) {
+ this.x = o.x;
+ this.y = o.y;
+ this.z = o.z;
+ this.w = o.w;
+ return this;
+ }
+
+ /** this = { o, w }, returns this. */
+ public Vec4f set(final Vec3f o, final float w) {
+ this.x = o.x();
+ this.y = o.y();
+ this.z = o.z();
+ this.w = w;
+ return this;
+ }
+
+ /** this = { x, y, z, w }, returns this. */
+ public Vec4f set(final float x, final float y, final float z, final float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ return this;
+ }
+
+ /** this = xyzw, returns this. */
+ public Vec4f set(final float[/*4*/] xyzw) {
+ this.x = xyzw[0];
+ this.y = xyzw[1];
+ this.z = xyzw[2];
+ this.w = xyzw[3];
+ return this;
+ }
+
+ /** Sets the ith component, 0 <= i < 4 */
+ public void set(final int i, final float val) {
+ switch (i) {
+ case 0: x = val; break;
+ case 1: y = val; break;
+ case 2: z = val; break;
+ case 3: w = val; break;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ /** xyzw = this, returns xyzw. */
+ public float[] get(final float[/*4*/] xyzw) {
+ xyzw[0] = this.x;
+ xyzw[1] = this.y;
+ xyzw[2] = this.z;
+ xyzw[3] = this.w;
+ return xyzw;
+ }
+
+ /** Gets the ith component, 0 <= i < 4 */
+ public float get(final int i) {
+ switch (i) {
+ case 0: return x;
+ case 1: return y;
+ case 2: return z;
+ case 3: return w;
+ default: throw new IndexOutOfBoundsException();
+ }
+ }
+
+ public float x() { return x; }
+ public float y() { return y; }
+ public float z() { return z; }
+ public float w() { return w; }
+
+ public void setX(final float x) { this.x = x; }
+ public void setY(final float y) { this.y = y; }
+ public void setZ(final float z) { this.z = z; }
+ public void setW(final float w) { this.w = w; }
+
+ /** this = max(this, m), returns this. */
+ public Vec4f max(final Vec4f m) {
+ this.x = Math.max(this.x, m.x);
+ this.y = Math.max(this.y, m.y);
+ this.z = Math.max(this.z, m.z);
+ this.w = Math.max(this.w, m.w);
+ return this;
+ }
+ /** this = min(this, m), returns this. */
+ public Vec4f min(final Vec4f m) {
+ this.x = Math.min(this.x, m.x);
+ this.y = Math.min(this.y, m.y);
+ this.z = Math.min(this.z, m.z);
+ this.w = Math.min(this.w, m.w);
+ return this;
+ }
+
+ /** Returns this * val; creates new vector */
+ public Vec4f mul(final float val) {
+ return new Vec4f(this).scale(val);
+ }
+
+ /** this = a * b, returns this. */
+ public Vec4f mul(final Vec4f a, final Vec4f b) {
+ x = a.x * b.x;
+ y = a.y * b.y;
+ z = a.z * b.z;
+ w = a.w * b.w;
+ return this;
+ }
+
+ /** this = this * s, returns this. */
+ public Vec4f scale(final float s) {
+ x *= s;
+ y *= s;
+ z *= s;
+ w *= s;
+ return this;
+ }
+
+ /** this = this * { sx, sy, sz, sw }, returns this. */
+ public Vec4f scale(final float sx, final float sy, final float sz, final float sw) {
+ x *= sx;
+ y *= sy;
+ z *= sz;
+ w *= sw;
+ return this;
+ }
+
+ /** Returns this + arg; creates new vector */
+ public Vec4f plus(final Vec4f arg) {
+ return new Vec4f(this).add(arg);
+ }
+
+ /** this = a + b, returns this. */
+ public Vec4f plus(final Vec4f a, final Vec4f b) {
+ x = a.x + b.x;
+ y = a.y + b.y;
+ z = a.z + b.z;
+ w = a.w + b.w;
+ return this;
+ }
+
+ /** this = this + { dx, dy, dz, dw }, returns this. */
+ public Vec4f add(final float dx, final float dy, final float dz, final float dw) {
+ x += dx;
+ y += dy;
+ z += dz;
+ w += dw;
+ return this;
+ }
+
+ /** this = this + b, returns this. */
+ public Vec4f add(final Vec4f b) {
+ x += b.x;
+ y += b.y;
+ z += b.z;
+ w += b.w;
+ return this;
+ }
+
+ /** Returns this - arg; creates new vector */
+ public Vec4f minus(final Vec4f arg) {
+ return new Vec4f(this).sub(arg);
+ }
+
+ /** this = a - b, returns this. */
+ public Vec4f minus(final Vec4f a, final Vec4f b) {
+ x = a.x - b.x;
+ y = a.y - b.y;
+ z = a.z - b.z;
+ w = a.w - b.w;
+ return this;
+ }
+
+ /** this = this - b, returns this. */
+ public Vec4f sub(final Vec4f b) {
+ x -= b.x;
+ y -= b.y;
+ z -= b.z;
+ w -= b.w;
+ return this;
+ }
+
+ /** Return true if all components are zero, i.e. it's absolute value < {@link #EPSILON}. */
+ public boolean isZero() {
+ return FloatUtil.isZero(x) && FloatUtil.isZero(y) && FloatUtil.isZero(z) && FloatUtil.isZero(w);
+ }
+
+ /**
+ * Return the length of this vector, a.k.a the <i>norm</i> or <i>magnitude</i>
+ */
+ public float length() {
+ return (float) Math.sqrt(lengthSq());
+ }
+
+ /**
+ * Return the squared length of this vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
+ */
+ public float lengthSq() {
+ return x*x + y*y + z*z + w*w;
+ }
+
+ /**
+ * Normalize this vector in place
+ */
+ public Vec4f normalize() {
+ final float lengthSq = lengthSq();
+ if ( FloatUtil.isZero( lengthSq ) ) {
+ x = 0.0f;
+ y = 0.0f;
+ z = 0.0f;
+ w = 0.0f;
+ } else {
+ final float invSqr = 1.0f / (float)Math.sqrt(lengthSq);
+ x *= invSqr;
+ y *= invSqr;
+ z *= invSqr;
+ w *= invSqr;
+ }
+ return this;
+ }
+
+ /**
+ * Return the squared distance between this vector and the given one.
+ * <p>
+ * When comparing the relative distance between two points it is usually sufficient to compare the squared
+ * distances, thus avoiding an expensive square root operation.
+ * </p>
+ */
+ public float distSq(final Vec4f o) {
+ final float dx = x - o.x;
+ final float dy = y - o.y;
+ final float dz = z - o.z;
+ final float dw = w - o.w;
+ return dx*dx + dy*dy + dz*dz + dw*dw;
+ }
+
+ /**
+ * Return the distance between this vector and the given one.
+ */
+ public float dist(final Vec4f o) {
+ return (float)Math.sqrt(distSq(o));
+ }
+
+
+ /**
+ * Return the dot product of this vector and the given one
+ * @return the dot product as float
+ */
+ public float dot(final Vec4f o) {
+ return x*o.x + y*o.y + z*o.z + w*o.w;
+ }
+
+ /**
+ * Return the cosines of the angle between two vectors
+ */
+ public float cosAngle(final Vec4f o) {
+ return dot(o) / ( length() * o.length() ) ;
+ }
+
+ /**
+ * Return the angle between two vectors in radians
+ */
+ public float angle(final Vec4f o) {
+ return (float) Math.acos( cosAngle(o) );
+ }
+
+ /**
+ * Equals check using a given {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @param epsilon consider using {@link FloatUtil#EPSILON}
+ * @return true if all components differ less than {@code epsilon}, otherwise false.
+ */
+ public boolean isEqual(final Vec4f o, final float epsilon) {
+ if( this == o ) {
+ return true;
+ } else {
+ return FloatUtil.isEqual(x, o.x, epsilon) &&
+ FloatUtil.isEqual(y, o.y, epsilon) &&
+ FloatUtil.isEqual(z, o.z, epsilon) &&
+ FloatUtil.isEqual(w, o.w, epsilon);
+ }
+ }
+
+ /**
+ * Equals check using {@link FloatUtil#EPSILON} value and {@link FloatUtil#isEqual(float, float, float)}.
+ * <p>
+ * Implementation considers following corner cases:
+ * <ul>
+ * <li>NaN == NaN</li>
+ * <li>+Inf == +Inf</li>
+ * <li>-Inf == -Inf</li>
+ * </ul>
+ * @param o comparison value
+ * @return true if all components differ less than {@link FloatUtil#EPSILON}, otherwise false.
+ */
+ public boolean isEqual(final Vec4f o) {
+ return isEqual(o, FloatUtil.EPSILON);
+ }
+
+ @Override
+ public boolean equals(final Object o) {
+ if( o instanceof Vec4f ) {
+ return isEqual((Vec4f)o, FloatUtil.EPSILON);
+ } else {
+ return false;
+ }
+ }
+
+ @Override
+ public String toString() {
+ return x + " / " + y + " / " + z + " / " + w;
+ }
+}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index a07153155..d3b2c3cfd 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2010 JogAmp Community. All rights reserved.
+ * Copyright 2010-2023 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:
@@ -32,145 +32,11 @@ import java.util.ArrayList;
import com.jogamp.graph.geom.plane.Winding;
public final class VectorUtil {
-
- public static final float[] VEC3_ONE = { 1f, 1f, 1f };
- public static final float[] VEC3_ZERO = { 0f, 0f, 0f };
- public static final float[] VEC3_UNIT_Y = { 0f, 1f, 0f };
- public static final float[] VEC3_UNIT_Y_NEG = { 0f, -1f, 0f };
- public static final float[] VEC3_UNIT_Z = { 0f, 0f, 1f };
- public static final float[] VEC3_UNIT_Z_NEG = { 0f, 0f, -1f };
-
- /**
- * Copies a vector of length 2
- * @param dst output vector
- * @param dstOffset offset of dst in array
- * @param src input vector
- * @param srcOffset offset of src in array
- * @return copied output vector for chaining
- */
- public static float[] copyVec2(final float[] dst, final int dstOffset, final float[] src, final int srcOffset)
- {
- System.arraycopy(src, srcOffset, dst, dstOffset, 2);
- return dst;
- }
-
- /**
- * Copies a vector of length 3
- * @param dst output vector
- * @param dstOffset offset of dst in array
- * @param src input vector
- * @param srcOffset offset of src in array
- * @return copied output vector for chaining
- */
- public static float[] copyVec3(final float[] dst, final int dstOffset, final float[] src, final int srcOffset)
- {
- System.arraycopy(src, srcOffset, dst, dstOffset, 3);
- return dst;
- }
-
- /**
- * Copies a vector of length 4
- * @param dst output vector
- * @param dstOffset offset of dst in array
- * @param src input vector
- * @param srcOffset offset of src in array
- * @return copied output vector for chaining
- */
- public static float[] copyVec4(final float[] dst, final int dstOffset, final float[] src, final int srcOffset)
- {
- System.arraycopy(src, srcOffset, dst, dstOffset, 4);
- return dst;
- }
-
- /**
- * Return true if both vectors are equal w/o regarding an epsilon.
- * <p>
- * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec2Equal(final float[] vec1, final int vec1Offset, final float[] vec2, final int vec2Offset) {
- return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) &&
- FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) ;
- }
-
- /**
- * Return true if both vectors are equal w/o regarding an epsilon.
- * <p>
- * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec3Equal(final float[] vec1, final int vec1Offset, final float[] vec2, final int vec2Offset) {
- return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) &&
- FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) &&
- FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset]) ;
- }
-
- /**
- * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>.
- * <p>
- * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec2Equal(final float[] vec1, final int vec1Offset, final float[] vec2, final int vec2Offset, final float epsilon) {
- return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) &&
- FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) ;
- }
-
/**
- * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>.
- * <p>
- * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec3Equal(final float[] vec1, final int vec1Offset, final float[] vec2, final int vec2Offset, final float epsilon) {
- return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) &&
- FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) &&
- FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset], epsilon) ;
- }
-
- /**
- * Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
- */
- public static boolean isVec2Zero(final float[] vec, final int vecOffset) {
- return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset];
- }
-
- /**
- * Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
- */
- public static boolean isVec3Zero(final float[] vec, final int vecOffset) {
- return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset] && 0f == vec[2+vecOffset];
- }
-
- /**
- * Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>.
- * <p>
- * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec2Zero(final float[] vec, final int vecOffset, final float epsilon) {
- return isZero(vec[0+vecOffset], vec[1+vecOffset], epsilon);
- }
-
- /**
- * Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>.
- * <p>
- * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
- * </p>
- */
- public static boolean isVec3Zero(final float[] vec, final int vecOffset, final float epsilon) {
- return isZero(vec[0+vecOffset], vec[1+vecOffset], vec[2+vecOffset], epsilon);
- }
-
- /**
- * Return true if all two vector components are zero, i.e. it's their absolute value < <code>epsilon</code>.
- * <p>
- * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
- * </p>
+ * Return true if 2D vector components are zero, no {@link FloatUtil#EPSILON} is taken into consideration.
*/
- public static boolean isZero(final float x, final float y, final float epsilon) {
- return FloatUtil.isZero(x, epsilon) &&
- FloatUtil.isZero(y, epsilon) ;
+ public static boolean isVec2Zero(final Vec3f vec) {
+ return 0f == vec.x() && 0f == vec.y();
}
/**
@@ -207,34 +73,6 @@ public final class VectorUtil {
}
/**
- * Return the dot product of two points
- * @param vec1 vector 1
- * @param vec2 vector 2
- * @return the dot product as float
- */
- public static float dotVec3(final float[] vec1, final float[] vec2) {
- return vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2];
- }
-
- /**
- * Return the cosines of the angle between to vectors
- * @param vec1 vector 1
- * @param vec2 vector 2
- */
- public static float cosAngleVec3(final float[] vec1, final float[] vec2) {
- return dotVec3(vec1, vec2) / ( normVec3(vec1) * normVec3(vec2) ) ;
- }
-
- /**
- * Return the angle between to vectors in radians
- * @param vec1 vector 1
- * @param vec2 vector 2
- */
- public static float angleVec3(final float[] vec1, final float[] vec2) {
- return FloatUtil.acos(cosAngleVec3(vec1, vec2));
- }
-
- /**
* Return the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
public static float normSquareVec2(final float[] vec) {
@@ -244,16 +82,6 @@ public final class VectorUtil {
/**
* Return the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
*/
- public static float normSquareVec2(final float[] vec, final int offset) {
- float v = vec[0+offset];
- final float r = v*v;
- v = vec[1+offset];
- return r + v*v;
- }
-
- /**
- * Return the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i>
- */
public static float normSquareVec3(final float[] vec) {
return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2];
}
@@ -278,73 +106,6 @@ public final class VectorUtil {
}
/**
- * Return the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i>
- */
- public static float normVec3(final float[] vec) {
- return FloatUtil.sqrt(normSquareVec3(vec));
- }
-
- /**
- * Normalize a vector
- * @param result output vector, may be vector (in-place)
- * @param vector input vector
- * @return normalized output vector
- * @return result vector for chaining
- */
- public static float[] normalizeVec2(final float[] result, final float[] vector) {
- final float lengthSq = normSquareVec2(vector);
- if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
- result[0] = 0f;
- result[1] = 0f;
- } else {
- final float invSqr = 1f / FloatUtil.sqrt(lengthSq);
- result[0] = vector[0] * invSqr;
- result[1] = vector[1] * invSqr;
- }
- return result;
- }
-
- /**
- * Normalize a vector in place
- * @param vector input vector
- * @return normalized output vector
- */
- public static float[] normalizeVec2(final float[] vector) {
- final float lengthSq = normSquareVec2(vector);
- if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
- vector[0] = 0f;
- vector[1] = 0f;
- } else {
- final float invSqr = 1f / FloatUtil.sqrt(lengthSq);
- vector[0] *= invSqr;
- vector[1] *= invSqr;
- }
- return vector;
- }
-
- /**
- * Normalize a vector
- * @param result output vector, may be vector (in-place)
- * @param vector input vector
- * @return normalized output vector
- * @return result vector for chaining
- */
- public static float[] normalizeVec3(final float[] result, final float[] vector) {
- final float lengthSq = normSquareVec3(vector);
- if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
- result[0] = 0f;
- result[1] = 0f;
- result[2] = 0f;
- } else {
- final float invSqr = 1f / FloatUtil.sqrt(lengthSq);
- result[0] = vector[0] * invSqr;
- result[1] = vector[1] * invSqr;
- result[2] = vector[2] * invSqr;
- }
- return result;
- }
-
- /**
* Normalize a vector in place
* @param vector input vector
* @return normalized output vector
@@ -401,35 +162,6 @@ public final class VectorUtil {
* Scales a vector by param using given result float[], result = vector * scale
* @param result vector for the result, may be vector (in-place)
* @param vector input vector
- * @param scale single scale constant for all vector components
- * @return result vector for chaining
- */
- public static float[] scaleVec3(final float[] result, final float[] vector, final float scale) {
- result[0] = vector[0] * scale;
- result[1] = vector[1] * scale;
- result[2] = vector[2] * scale;
- return result;
- }
-
- /**
- * Scales a vector by param using given result float[], result = vector * scale
- * @param result vector for the result, may be vector (in-place)
- * @param vector input vector
- * @param scale 3 component scale constant for each vector component
- * @return result vector for chaining
- */
- public static float[] scaleVec3(final float[] result, final float[] vector, final float[] scale)
- {
- result[0] = vector[0] * scale[0];
- result[1] = vector[1] * scale[1];
- result[2] = vector[2] * scale[2];
- return result;
- }
-
- /**
- * Scales a vector by param using given result float[], result = vector * scale
- * @param result vector for the result, may be vector (in-place)
- * @param vector input vector
* @param scale 2 component scale constant for each vector component
* @return result vector for chaining
*/
@@ -457,35 +189,6 @@ public final class VectorUtil {
* Divides a vector by param using given result float[], result = vector / scale
* @param result vector for the result, may be vector (in-place)
* @param vector input vector
- * @param scale single scale constant for all vector components
- * @return result vector for chaining
- */
- public static float[] divVec3(final float[] result, final float[] vector, final float scale) {
- result[0] = vector[0] / scale;
- result[1] = vector[1] / scale;
- result[2] = vector[2] / scale;
- return result;
- }
-
- /**
- * Divides a vector by param using given result float[], result = vector / scale
- * @param result vector for the result, may be vector (in-place)
- * @param vector input vector
- * @param scale 3 component scale constant for each vector component
- * @return result vector for chaining
- */
- public static float[] divVec3(final float[] result, final float[] vector, final float[] scale)
- {
- result[0] = vector[0] / scale[0];
- result[1] = vector[1] / scale[1];
- result[2] = vector[2] / scale[2];
- return result;
- }
-
- /**
- * Divides a vector by param using given result float[], result = vector / scale
- * @param result vector for the result, may be vector (in-place)
- * @param vector input vector
* @param scale 2 component scale constant for each vector component
* @return result vector for chaining
*/
@@ -510,20 +213,6 @@ public final class VectorUtil {
}
/**
- * Adds two vectors, result = v1 + v2
- * @param result float[3] result vector, may be either v1 or v2 (in-place)
- * @param v1 vector 1
- * @param v2 vector 2
- * @return result vector for chaining
- */
- public static float[] addVec3(final float[] result, final float[] v1, final float[] v2) {
- result[0] = v1[0] + v2[0];
- result[1] = v1[1] + v2[1];
- result[2] = v1[2] + v2[2];
- return result;
- }
-
- /**
* Subtracts two vectors, result = v1 - v2
* @param result float[2] result vector, may be either v1 or v2 (in-place)
* @param v1 vector 1
@@ -537,34 +226,6 @@ public final class VectorUtil {
}
/**
- * Subtracts two vectors, result = v1 - v2
- * @param result float[3] result vector, may be either v1 or v2 (in-place)
- * @param v1 vector 1
- * @param v2 vector 2
- * @return result vector for chaining
- */
- public static float[] subVec3(final float[] result, final float[] v1, final float[] v2) {
- result[0] = v1[0] - v2[0];
- result[1] = v1[1] - v2[1];
- result[2] = v1[2] - v2[2];
- return result;
- }
-
- /**
- * cross product vec1 x vec2
- * @param v1 vector 1
- * @param v2 vector 2
- * @return the resulting vector
- */
- public static float[] crossVec3(final float[] result, final float[] v1, final float[] v2)
- {
- 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];
- return result;
- }
-
- /**
* cross product vec1 x vec2
* @param v1 vector 1
* @param v2 vector 2
@@ -579,55 +240,15 @@ public final class VectorUtil {
}
/**
- * Multiplication of column-major 4x4 matrix with vector
- * @param colMatrix column matrix (4x4)
- * @param vec vector(x,y,z)
- * @return result
- */
- public static float[] mulColMat4Vec3(final float[] result, final float[] colMatrix, final float[] vec)
- {
- result[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
- result[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
- result[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14];
-
- return result;
- }
-
- /**
- * Matrix Vector multiplication
- * @param rawMatrix column matrix (4x4)
- * @param vec vector(x,y,z)
- * @return result
- */
- public static float[] mulRowMat4Vec3(final float[] result, final float[] rawMatrix, final float[] vec)
- {
- result[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
- result[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
- result[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11];
-
- return result;
- }
-
- /**
- * Calculate the midpoint of two values
- * @param p1 first value
- * @param p2 second vale
- * @return midpoint
- */
- public static float mid(final float p1, final float p2) {
- return (p1+p2)*0.5f;
- }
-
- /**
* Calculate the midpoint of two points
* @param p1 first point vector
* @param p2 second point vector
* @return midpoint
*/
- public static float[] midVec3(final float[] result, final float[] p1, final float[] p2) {
- result[0] = (p1[0] + p2[0])*0.5f;
- result[1] = (p1[1] + p2[1])*0.5f;
- result[2] = (p1[2] + p2[2])*0.5f;
+ public static Vec3f midVec3(final Vec3f result, final Vec3f p1, final Vec3f p2) {
+ result.set( (p1.x() + p2.x())*0.5f,
+ (p1.y() + p2.y())*0.5f,
+ (p1.z() + p2.z())*0.5f );
return result;
}
@@ -638,8 +259,8 @@ public final class VectorUtil {
* @param c vector 3
* @return the determinant value
*/
- public static float determinantVec3(final float[] a, final float[] b, final float[] c) {
- return a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0];
+ public static float determinantVec3(final Vec3f a, final Vec3f b, final Vec3f c) {
+ return a.x()*b.y()*c.z() + a.y()*b.z()*c.x() + a.z()*b.x()*c.y() - a.x()*b.z()*c.y() - a.y()*b.x()*c.z() - a.z()*b.y()*c.x();
}
/**
@@ -649,7 +270,7 @@ public final class VectorUtil {
* @param v3 vertex 3
* @return true if collinear, false otherwise
*/
- public static boolean isCollinearVec3(final float[] v1, final float[] v2, final float[] v3) {
+ public static boolean isCollinearVec3(final Vec3f v1, final Vec3f v2, final Vec3f v3) {
return FloatUtil.isZero( determinantVec3(v1, v2, v3), FloatUtil.EPSILON );
}
@@ -663,14 +284,10 @@ public final class VectorUtil {
* vertices a, b, c. from paper by Guibas and Stolfi (1985).
*/
public static boolean isInCircleVec2(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
- final float[] A = a.getCoord();
- final float[] B = b.getCoord();
- final float[] C = c.getCoord();
- final float[] D = d.getCoord();
- return (A[0] * A[0] + A[1] * A[1]) * triAreaVec2(B, C, D) -
- (B[0] * B[0] + B[1] * B[1]) * triAreaVec2(A, C, D) +
- (C[0] * C[0] + C[1] * C[1]) * triAreaVec2(A, B, D) -
- (D[0] * D[0] + D[1] * D[1]) * triAreaVec2(A, B, C) > 0;
+ return (a.x() * a.x() + a.y() * a.y()) * triAreaVec2(b, c, d) -
+ (b.x() * b.x() + b.y() * b.y()) * triAreaVec2(a, c, d) +
+ (c.x() * c.x() + c.y() * c.y()) * triAreaVec2(a, b, d) -
+ (d.x() * d.x() + d.y() * d.y()) * triAreaVec2(a, b, c) > 0;
}
/**
@@ -682,47 +299,34 @@ public final class VectorUtil {
* is positive if the triangle is oriented counterclockwise.
*/
public static float triAreaVec2(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c){
- final float[] A = a.getCoord();
- final float[] B = b.getCoord();
- final float[] C = c.getCoord();
- return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1]) * (C[0] - A[0]);
- }
-
- /**
- * Computes oriented area of a triangle
- * @param A first vertex
- * @param B second vertex
- * @param C third vertex
- * @return compute twice the area of the oriented triangle (a,b,c), the area
- * is positive if the triangle is oriented counterclockwise.
- */
- public static float triAreaVec2(final float[] A, final float[] B, final float[] C){
- return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1])*(C[0] - A[0]);
+ return (b.x() - a.x()) * (c.y() - a.y()) - (b.y() - a.y()) * (c.x() - a.x());
}
/**
- * Check if a vertex is in triangle using
- * barycentric coordinates computation.
+ * Check if a vertex is in triangle using barycentric coordinates computation.
* @param a first triangle vertex
* @param b second triangle vertex
* @param c third triangle vertex
* @param p the vertex in question
+ * @param ac temporary storage
+ * @param ab temporary storage
+ * @param ap temporary storage
* @return true if p is in triangle (a, b, c), false otherwise.
*/
- public static boolean isInTriangleVec3(final float[] a, final float[] b, final float[] c,
- final float[] p,
- final float[] ac, final float[] ab, final float[] ap){
+ public static boolean isInTriangleVec3(final Vec3f a, final Vec3f b, final Vec3f c,
+ final Vec3f p,
+ final Vec3f ac, final Vec3f ab, final Vec3f ap){
// Compute vectors
- subVec3(ac, c, a); //v0
- subVec3(ab, b, a); //v1
- subVec3(ap, p, a); //v2
+ ac.minus( c, a); // v0
+ ab.minus( b, a); // v1
+ ap.minus( p, a); // v2
// Compute dot products
- final float dotAC_AC = dotVec3(ac, ac);
- final float dotAC_AB = dotVec3(ac, ab);
- final float dotAB_AB = dotVec3(ab, ab);
- final float dotAC_AP = dotVec3(ac, ap);
- final float dotAB_AP = dotVec3(ab, ap);
+ final float dotAC_AC = ac.dot(ac);
+ final float dotAC_AB = ac.dot(ab);
+ final float dotAB_AB = ab.dot(ab);
+ final float dotAC_AP = ac.dot(ap);
+ final float dotAB_AP = ab.dot(ap);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
@@ -734,37 +338,36 @@ public final class VectorUtil {
}
/**
- * Check if one of three vertices are in triangle using
- * barycentric coordinates computation.
+ * Check if one of three vertices are in triangle using barycentric coordinates computation.
* @param a first triangle vertex
* @param b second triangle vertex
* @param c third triangle vertex
* @param p1 the vertex in question
* @param p2 the vertex in question
* @param p3 the vertex in question
- * @param tmpAC
- * @param tmpAB
- * @param tmpAP
+ * @param ac temporary storage
+ * @param ab temporary storage
+ * @param ap temporary storage
* @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise.
*/
- public static boolean isVec3InTriangle3(final float[] a, final float[] b, final float[] c,
- final float[] p1, final float[] p2, final float[] p3,
- final float[] tmpAC, final float[] tmpAB, final float[] tmpAP){
+ public static boolean isVec3InTriangle3(final Vec3f a, final Vec3f b, final Vec3f c,
+ final Vec3f p1, final Vec3f p2, final Vec3f p3,
+ final Vec3f ac, final Vec3f ab, final Vec3f ap){
// Compute vectors
- subVec3(tmpAC, c, a); //v0
- subVec3(tmpAB, b, a); //v1
+ ac.minus(c, a); // v0
+ ab.minus(b, a); // v1
// Compute dot products
- final float dotAC_AC = dotVec3(tmpAC, tmpAC);
- final float dotAC_AB = dotVec3(tmpAC, tmpAB);
- final float dotAB_AB = dotVec3(tmpAB, tmpAB);
+ final float dotAC_AC = ac.dot(ac);
+ final float dotAC_AB = ac.dot(ab);
+ final float dotAB_AB = ab.dot(ab);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
- subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP1 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP1 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p1, a); // v2
+ final float dotAC_AP1 = ac.dot(ap);
+ final float dotAB_AP1 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -775,9 +378,9 @@ public final class VectorUtil {
}
{
- subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP2 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP2 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p2, a); // v2
+ final float dotAC_AP2 = ac.dot(ap);
+ final float dotAB_AP2 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom;
final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom;
@@ -788,9 +391,9 @@ public final class VectorUtil {
}
{
- subVec3(tmpAP, p2, a); //v2
- final float dotAC_AP3 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP3 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p3, a); // v3
+ final float dotAC_AP3 = ac.dot(ap);
+ final float dotAB_AP3 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom;
final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom;
@@ -815,25 +418,25 @@ public final class VectorUtil {
* @param tmpAP
* @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise.
*/
- public static boolean isVec3InTriangle3(final float[] a, final float[] b, final float[] c,
- final float[] p1, final float[] p2, final float[] p3,
- final float[] tmpAC, final float[] tmpAB, final float[] tmpAP,
- final float epsilon){
+ public static boolean isVec3InTriangle3(final Vec3f a, final Vec3f b, final Vec3f c,
+ final Vec3f p1, final Vec3f p2, final Vec3f p3,
+ final Vec3f ac, final Vec3f ab, final Vec3f ap,
+ final float epsilon) {
// Compute vectors
- subVec3(tmpAC, c, a); //v0
- subVec3(tmpAB, b, a); //v1
+ ac.minus(c, a); // v0
+ ab.minus(b, a); // v1
// Compute dot products
- final float dotAC_AC = dotVec3(tmpAC, tmpAC);
- final float dotAC_AB = dotVec3(tmpAC, tmpAB);
- final float dotAB_AB = dotVec3(tmpAB, tmpAB);
+ final float dotAC_AC = ac.dot(ac);
+ final float dotAC_AB = ac.dot(ab);
+ final float dotAB_AB = ab.dot(ab);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
- subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP1 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP1 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p1, a); // v2
+ final float dotAC_AP1 = ac.dot(ap);
+ final float dotAB_AP1 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -846,9 +449,9 @@ public final class VectorUtil {
}
{
- subVec3(tmpAP, p1, a); //v2
- final float dotAC_AP2 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP2 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p2, a); // v3
+ final float dotAC_AP2 = ac.dot(ap);
+ final float dotAB_AP2 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom;
final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom;
@@ -861,9 +464,9 @@ public final class VectorUtil {
}
{
- subVec3(tmpAP, p2, a); //v2
- final float dotAC_AP3 = dotVec3(tmpAC, tmpAP);
- final float dotAB_AP3 = dotVec3(tmpAB, tmpAP);
+ ap.minus(p3, a); // v4
+ final float dotAC_AP3 = ac.dot(ap);
+ final float dotAB_AP3 = ab.dot(ap);
final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom;
final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom;
@@ -874,7 +477,6 @@ public final class VectorUtil {
return true;
}
}
-
return false;
}
@@ -918,9 +520,9 @@ public final class VectorUtil {
final int n = vertices.size();
float area = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++) {
- final float[] pCoord = vertices.get(p).getCoord();
- final float[] qCoord = vertices.get(q).getCoord();
- area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1];
+ final Vert2fImmutable pCoord = vertices.get(p);
+ final Vert2fImmutable qCoord = vertices.get(q);
+ area += pCoord.x() * qCoord.y() - qCoord.x() * pCoord.y();
}
return area;
}
@@ -940,36 +542,6 @@ public final class VectorUtil {
}
/**
- * @param result vec2 result for normal
- * @param v1 vec2
- * @param v2 vec2
- * @return result for chaining
- */
- public static float[] getNormalVec2(final float[] result, final float[] v1, final float[] v2 ) {
- subVec2(result, v2, v1);
- final float tmp = result [ 0 ] ; result [ 0 ] = -result [ 1 ] ; result [ 1 ] = tmp ;
- return normalizeVec2 ( result ) ;
- }
-
- /**
- * Returns the 3d surface normal of a triangle given three vertices.
- *
- * @param result vec3 result for normal
- * @param v1 vec3
- * @param v2 vec3
- * @param v3 vec3
- * @param tmp1Vec3 temp vec3
- * @param tmp2Vec3 temp vec3
- * @return result for chaining
- */
- public static float[] getNormalVec3(final float[] result, final float[] v1, final float[] v2, final float[] v3,
- final float[] tmp1Vec3, final float[] tmp2Vec3) {
- subVec3 ( tmp1Vec3, v2, v1 );
- subVec3 ( tmp2Vec3, v3, v1 ) ;
- return normalizeVec3 ( crossVec3(result, tmp1Vec3, tmp2Vec3) ) ;
- }
-
- /**
* Finds the plane equation of a plane given its normal and a point on the plane.
*
* @param resultV4 vec4 plane equation
@@ -977,15 +549,14 @@ public final class VectorUtil {
* @param pVec3
* @return result for chaining
*/
- public static float[] getPlaneVec3(final float[/*4*/] resultV4, final float[] normalVec3, final float[] pVec3) {
+ public static Vec4f getPlaneVec3(final Vec4f resultV4, final Vec3f normalVec3, final Vec3f pVec3) {
/**
Ax + By + Cz + D == 0 ;
D = - ( Ax + By + Cz )
= - ( A*a[0] + B*a[1] + C*a[2] )
= - vec3Dot ( normal, a ) ;
*/
- System.arraycopy(normalVec3, 0, resultV4, 0, 3);
- resultV4 [ 3 ] = -dotVec3(normalVec3, pVec3) ;
+ resultV4.set(normalVec3, -normalVec3.dot(pVec3));
return resultV4;
}
@@ -1000,16 +571,16 @@ public final class VectorUtil {
* @param temp2V3
* @return result for chaining
*/
- public static float[] getPlaneVec3(final float[/*4*/] resultVec4, final float[] v1, final float[] v2, final float[] v3,
- final float[] temp1V3, final float[] temp2V3) {
+ public static Vec4f getPlaneVec3(final Vec4f resultVec4, final Vec3f v1, final Vec3f v2, final Vec3f v3,
+ final Vec3f temp1V3, final Vec3f temp2V3, final Vec3f temp3V3) {
/**
Ax + By + Cz + D == 0 ;
D = - ( Ax + By + Cz )
= - ( A*a[0] + B*a[1] + C*a[2] )
= - vec3Dot ( normal, a ) ;
*/
- getNormalVec3( resultVec4, v1, v2, v3, temp1V3, temp2V3 ) ;
- resultVec4 [ 3 ] = -dotVec3 (resultVec4, v1) ;
+ temp3V3.cross(temp1V3.minus(v2, v1), temp2V3.minus(v3, v1)).normalize();
+ resultVec4.set(temp3V3, -temp3V3.dot(v1));
return resultVec4;
}
@@ -1025,14 +596,15 @@ public final class VectorUtil {
* @param epsilon
* @return resulting intersecting if exists, otherwise null
*/
- public static float[] line2PlaneIntersection(final float[] result, final Ray ray, final float[/*4*/] plane, final float epsilon) {
- final float tmp = dotVec3(ray.dir, plane) ;
+ public static Vec3f line2PlaneIntersection(final Vec3f result, final Ray ray, final Vec4f plane, final float epsilon) {
+ final Vec3f plane3 = new Vec3f(plane);
+ final float tmp = ray.dir.dot(plane3);
if ( Math.abs(tmp) < epsilon ) {
return null; // ray is parallel to plane
}
- scaleVec3 ( result, ray.dir, -( dotVec3(ray.orig, plane) + plane[3] ) / tmp ) ;
- return addVec3(result, result, ray.orig);
+ result.set( ray.dir );
+ return result.scale( -( ray.orig.dot(plane3) + plane.w() ) / tmp ).add(ray.orig);
}
/** Compute intersection between two segments
@@ -1042,26 +614,23 @@ public final class VectorUtil {
* @param d vertex 2 of second segment
* @return the intersection coordinates if the segments intersect, otherwise returns null
*/
- public static float[] seg2SegIntersection(final float[] result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
- final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
+ public static Vec3f seg2SegIntersection(final Vec3f result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
+ final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x());
if (determinant == 0)
return null;
- final float alpha = (a.getX()*b.getY()-a.getY()*b.getX());
- final float beta = (c.getX()*d.getY()-c.getY()*d.getY());
- final float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant;
- final float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant;
+ final float alpha = (a.x()*b.y()-a.y()*b.x());
+ final float beta = (c.x()*d.y()-c.y()*d.y());
+ final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant;
+ final float yi = ((c.y()-d.y())*alpha-(a.y()-b.y())*beta)/determinant;
- final float gamma = (xi - a.getX())/(b.getX() - a.getX());
- final float gamma1 = (xi - c.getX())/(d.getX() - c.getX());
+ final float gamma = (xi - a.x())/(b.x() - a.x());
+ final float gamma1 = (xi - c.x())/(d.x() - c.x());
if(gamma <= 0 || gamma >= 1) return null;
if(gamma1 <= 0 || gamma1 >= 1) return null;
- result[0] = xi;
- result[1] = yi;
- result[2] = 0;
- return result;
+ return result.set(xi, yi, 0);
}
/**
@@ -1074,23 +643,18 @@ public final class VectorUtil {
*/
public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b,
final Vert2fImmutable c, final Vert2fImmutable d) {
- final float[] A = a.getCoord();
- final float[] B = b.getCoord();
- final float[] C = c.getCoord();
- final float[] D = d.getCoord();
-
- final float determinant = (A[0]-B[0])*(C[1]-D[1]) - (A[1]-B[1])*(C[0]-D[0]);
+ final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x());
if (determinant == 0) {
return false;
}
- final float alpha = (A[0]*B[1]-A[1]*B[0]);
- final float beta = (C[0]*D[1]-C[1]*D[1]);
- final float xi = ((C[0]-D[0])*alpha-(A[0]-B[0])*beta)/determinant;
+ final float alpha = (a.x()*b.y()-a.y()*b.x());
+ final float beta = (c.x()*d.y()-c.y()*d.y());
+ final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant;
- final float gamma0 = (xi - A[0])/(B[0] - A[0]);
- final float gamma1 = (xi - C[0])/(D[0] - C[0]);
+ final float gamma0 = (xi - a.x())/(b.x() - a.x());
+ final float gamma1 = (xi - c.x())/(d.x() - c.x());
if(gamma0 <= 0 || gamma0 >= 1 || gamma1 <= 0 || gamma1 >= 1) {
return false;
}
@@ -1108,23 +672,19 @@ public final class VectorUtil {
public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b,
final Vert2fImmutable c, final Vert2fImmutable d,
final float epsilon) {
- final float[] A = a.getCoord();
- final float[] B = b.getCoord();
- final float[] C = c.getCoord();
- final float[] D = d.getCoord();
-
- final float determinant = (A[0]-B[0])*(C[1]-D[1]) - (A[1]-B[1])*(C[0]-D[0]);
+ final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x());
if ( FloatUtil.isZero(determinant, epsilon) ) {
return false;
}
- final float alpha = (A[0]*B[1]-A[1]*B[0]);
- final float beta = (C[0]*D[1]-C[1]*D[1]);
- final float xi = ((C[0]-D[0])*alpha-(A[0]-B[0])*beta)/determinant;
+ final float alpha = (a.x()*b.y()-a.y()*b.x());
+ final float beta = (c.x()*d.y()-c.y()*d.y());
+ final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant;
+
+ final float gamma0 = (xi - a.x())/(b.x() - a.x());
+ final float gamma1 = (xi - c.x())/(d.x() - c.x());
- final float gamma0 = (xi - A[0])/(B[0] - A[0]);
- final float gamma1 = (xi - C[0])/(D[0] - C[0]);
if( FloatUtil.compare(gamma0, 0.0f, epsilon) <= 0 ||
FloatUtil.compare(gamma0, 1.0f, epsilon) >= 0 ||
FloatUtil.compare(gamma1, 0.0f, epsilon) <= 0 ||
@@ -1148,23 +708,20 @@ public final class VectorUtil {
* @return the intersection coordinates if the lines intersect, otherwise
* returns null
*/
- public static float[] line2lineIntersection(final float[] result,
- final Vert2fImmutable a, final Vert2fImmutable b,
- final Vert2fImmutable c, final Vert2fImmutable d) {
- final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
+ public static Vec3f line2lineIntersection(final Vec3f result,
+ final Vert2fImmutable a, final Vert2fImmutable b,
+ final Vert2fImmutable c, final Vert2fImmutable d) {
+ final float determinant = (a.x()-b.x())*(c.y()-d.y()) - (a.y()-b.y())*(c.x()-d.x());
if (determinant == 0)
return null;
- final float alpha = (a.getX()*b.getY()-a.getY()*b.getX());
- final float beta = (c.getX()*d.getY()-c.getY()*d.getY());
- final float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant;
- final float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant;
+ final float alpha = (a.x()*b.y()-a.y()*b.x());
+ final float beta = (c.x()*d.y()-c.y()*d.y());
+ final float xi = ((c.x()-d.x())*alpha-(a.x()-b.x())*beta)/determinant;
+ final float yi = ((c.y()-d.y())*alpha-(a.y()-b.y())*beta)/determinant;
- result[0] = xi;
- result[1] = yi;
- result[2] = 0;
- return result;
+ return result.set(xi, yi, 0);
}
/**
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java b/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java
index ec90b401f..66bf078f3 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vert2fImmutable.java
@@ -28,12 +28,9 @@
package com.jogamp.opengl.math;
public interface Vert2fImmutable {
- float getX();
+ float x();
- float getY();
+ float y();
int getCoordCount();
-
- float[] getCoord();
-
}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java b/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java
index 76bd02fbc..6f63a746c 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Vert3fImmutable.java
@@ -28,5 +28,7 @@
package com.jogamp.opengl.math;
public interface Vert3fImmutable extends Vert2fImmutable {
- float getZ();
+ float z();
+
+ Vec3f getCoord();
}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
index 234b2121b..531ea99ec 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2010 JogAmp Community. All rights reserved.
+ * Copyright 2010-2023 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:
@@ -29,9 +29,12 @@ package com.jogamp.opengl.math.geom;
import com.jogamp.graph.geom.plane.AffineTransform;
import com.jogamp.opengl.math.FloatUtil;
+import com.jogamp.opengl.math.Matrix4f;
import com.jogamp.opengl.math.Quaternion;
import com.jogamp.opengl.math.Ray;
-import com.jogamp.opengl.math.VectorUtil;
+import com.jogamp.opengl.math.Recti;
+import com.jogamp.opengl.math.Vec3f;
+import com.jogamp.opengl.util.PMVMatrix;
/**
@@ -51,13 +54,17 @@ import com.jogamp.opengl.math.VectorUtil;
*/
public class AABBox {
private static final boolean DEBUG = FloatUtil.DEBUG;
- private final float[] low = new float[3];
- private final float[] high = new float[3];
- private final float[] center = new float[3];
+ private final Vec3f low = new Vec3f();
+ private final Vec3f high = new Vec3f();
+ private final Vec3f center = new Vec3f();
/**
- * Create an Axis Aligned bounding box (AABBox)
- * where the low and and high MAX float Values.
+ * Create an Axis Aligned bounding box (AABBox) with the
+ * inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit.
+ * <p>
+ * The dimension, i.e. {@link #getWidth()} abd {@link #getHeight()} is {@link Float#isInfinite()} thereafter.
+ * </p>
+ * @see #reset()
*/
public AABBox() {
reset();
@@ -96,48 +103,43 @@ public class AABBox {
}
/**
- * resets this box to the inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit.
+ * Resets this box to the inverse low/high, allowing the next {@link #resize(float, float, float)} command to hit.
+ * <p>
+ * The dimension, i.e. {@link #getWidth()} abd {@link #getHeight()} is {@link Float#isInfinite()} thereafter.
+ * </p>
* @return this AABBox for chaining
*/
public final AABBox reset() {
setLow(Float.MAX_VALUE,Float.MAX_VALUE,Float.MAX_VALUE);
setHigh(-1*Float.MAX_VALUE,-1*Float.MAX_VALUE,-1*Float.MAX_VALUE);
- center[0] = 0f;
- center[1] = 0f;
- center[2] = 0f;
+ center.set( 0f, 0f, 0f);
return this;
}
/** Get the max xyz-coordinates
- * @return a float array containing the max xyz coordinates
+ * @return max xyz coordinates
*/
- public final float[] getHigh() {
+ public final Vec3f getHigh() {
return high;
}
private final void setHigh(final float hx, final float hy, final float hz) {
- this.high[0] = hx;
- this.high[1] = hy;
- this.high[2] = hz;
+ this.high.set(hx, hy, hz);
}
/** Get the min xyz-coordinates
- * @return a float array containing the min xyz coordinates
+ * @return min xyz coordinates
*/
- public final float[] getLow() {
+ public final Vec3f getLow() {
return low;
}
private final void setLow(final float lx, final float ly, final float lz) {
- this.low[0] = lx;
- this.low[1] = ly;
- this.low[2] = lz;
+ this.low.set(lx, ly, lz);
}
private final void computeCenter() {
- center[0] = (high[0] + low[0])/2f;
- center[1] = (high[1] + low[1])/2f;
- center[2] = (high[2] + low[2])/2f;
+ center.set(high).add(low).scale(1f/2f);
}
/**
@@ -147,9 +149,9 @@ public class AABBox {
* @return this AABBox for chaining
*/
public final AABBox copy(final AABBox src) {
- System.arraycopy(src.low, 0, low, 0, 3);
- System.arraycopy(src.high, 0, high, 0, 3);
- System.arraycopy(src.center, 0, center, 0, 3);
+ low.set(src.low);
+ high.set(src.high);
+ center.set(src.center);
return this;
}
@@ -179,12 +181,23 @@ public class AABBox {
*/
public final AABBox setSize(final float lx, final float ly, final float lz,
final float hx, final float hy, final float hz) {
- this.low[0] = lx;
- this.low[1] = ly;
- this.low[2] = lz;
- this.high[0] = hx;
- this.high[1] = hy;
- this.high[2] = hz;
+ this.low.set(lx, ly, lz);
+ this.high.set(hx, hy, hz);
+ computeCenter();
+ return this;
+ }
+
+ /**
+ * Set size of the AABBox specifying the coordinates
+ * of the low and high.
+ *
+ * @param low min xyz-coordinates
+ * @param high max xyz-coordinates
+ * @return this AABBox for chaining
+ */
+ public final AABBox setSize(final Vec3f low, final Vec3f high) {
+ this.low.set(low);
+ this.high.set(high);
computeCenter();
return this;
}
@@ -195,25 +208,30 @@ public class AABBox {
* @return this AABBox for chaining
*/
public final AABBox resize(final AABBox newBox) {
- final float[] newLow = newBox.getLow();
- final float[] newHigh = newBox.getHigh();
+ final Vec3f newLow = newBox.getLow();
+ final Vec3f newHigh = newBox.getHigh();
/** test low */
- if (newLow[0] < low[0])
- low[0] = newLow[0];
- if (newLow[1] < low[1])
- low[1] = newLow[1];
- if (newLow[2] < low[2])
- low[2] = newLow[2];
+ if (newLow.x() < low.x()) {
+ low.setX( newLow.x() );
+ }
+ if (newLow.y() < low.y()) {
+ low.setY( newLow.y() );
+ }
+ if (newLow.z() < low.z()) {
+ low.setZ( newLow.z() );
+ }
/** test high */
- if (newHigh[0] > high[0])
- high[0] = newHigh[0];
- if (newHigh[1] > high[1])
- high[1] = newHigh[1];
- if (newHigh[2] > high[2])
- high[2] = newHigh[2];
-
+ if (newHigh.x() > high.x()) {
+ high.setX( newHigh.x() );
+ }
+ if (newHigh.y() > high.y()) {
+ high.setY( newHigh.y() );
+ }
+ if (newHigh.z() > high.z()) {
+ high.setZ( newHigh.z() );
+ }
computeCenter();
return this;
}
@@ -222,34 +240,32 @@ public class AABBox {
* Resize the AABBox to encapsulate another AABox, which will be <i>transformed</i> on the fly first.
* @param newBox AABBox to be encapsulated in
* @param t the {@link AffineTransform} applied on <i>newBox</i> on the fly
- * @param tmpV3 temp float[3] storage
+ * @param tmpV3 temporary storage
* @return this AABBox for chaining
*/
- public final AABBox resize(final AABBox newBox, final AffineTransform t, final float[] tmpV3) {
+ public final AABBox resize(final AABBox newBox, final AffineTransform t, final Vec3f tmpV3) {
/** test low */
{
- final float[] newBoxLow = newBox.getLow();
+ final Vec3f newBoxLow = newBox.getLow();
t.transform(newBoxLow, tmpV3);
- tmpV3[2] = newBoxLow[2];
- if (tmpV3[0] < low[0])
- low[0] = tmpV3[0];
- if (tmpV3[1] < low[1])
- low[1] = tmpV3[1];
- if (tmpV3[2] < low[2])
- low[2] = tmpV3[2];
+ if (tmpV3.x() < low.x())
+ low.setX( tmpV3.x() );
+ if (tmpV3.y() < low.y())
+ low.setY( tmpV3.y() );
+ if (tmpV3.z() < low.z())
+ low.setZ( tmpV3.z() );
}
/** test high */
{
- final float[] newBoxHigh = newBox.getHigh();
+ final Vec3f newBoxHigh = newBox.getHigh();
t.transform(newBoxHigh, tmpV3);
- tmpV3[2] = newBoxHigh[2];
- if (tmpV3[0] > high[0])
- high[0] = tmpV3[0];
- if (tmpV3[1] > high[1])
- high[1] = tmpV3[1];
- if (tmpV3[2] > high[2])
- high[2] = tmpV3[2];
+ if (tmpV3.x() > high.x())
+ high.setX( tmpV3.x() );
+ if (tmpV3.y() > high.y())
+ high.setY( tmpV3.y() );
+ if (tmpV3.z() > high.z())
+ high.setZ( tmpV3.z() );
}
computeCenter();
@@ -266,25 +282,25 @@ public class AABBox {
*/
public final AABBox resize(final float x, final float y, final float z) {
/** test low */
- if (x < low[0]) {
- low[0] = x;
+ if (x < low.x()) {
+ low.setX( x );
}
- if (y < low[1]) {
- low[1] = y;
+ if (y < low.y()) {
+ low.setY( y );
}
- if (z < low[2]) {
- low[2] = z;
+ if (z < low.z()) {
+ low.setZ( z );
}
/** test high */
- if (x > high[0]) {
- high[0] = x;
+ if (x > high.x()) {
+ high.setX( x );
}
- if (y > high[1]) {
- high[1] = y;
+ if (y > high.y()) {
+ high.setY( y );
}
- if (z > high[2]) {
- high[2] = z;
+ if (z > high.z()) {
+ high.setZ( z );
}
computeCenter();
@@ -313,6 +329,16 @@ public class AABBox {
}
/**
+ * Resize the AABBox to encapsulate the passed
+ * xyz-coordinates.
+ * @param xyz xyz-axis coordinate values
+ * @return this AABBox for chaining
+ */
+ public final AABBox resize(final Vec3f xyz) {
+ return resize(xyz.x(), xyz.y(), xyz.z());
+ }
+
+ /**
* Check if the x & y coordinates are bounded/contained
* by this AABBox
* @param x x-axis coordinate value
@@ -321,10 +347,10 @@ public class AABBox {
* y belong to (low.y, high.y)
*/
public final boolean contains(final float x, final float y) {
- if(x<low[0] || x>high[0]){
+ if(x<low.x() || x>high.x()){
return false;
}
- if(y<low[1]|| y>high[1]){
+ if(y<low.y()|| y>high.y()){
return false;
}
return true;
@@ -340,13 +366,13 @@ public class AABBox {
* y belong to (low.y, high.y) and z belong to (low.z, high.z)
*/
public final boolean contains(final float x, final float y, final float z) {
- if(x<low[0] || x>high[0]){
+ if(x<low.x() || x>high.x()){
return false;
}
- if(y<low[1]|| y>high[1]){
+ if(y<low.y()|| y>high.y()){
return false;
}
- if(z<low[2] || z>high[2]){
+ if(z<low.z() || z>high.z()){
return false;
}
return true;
@@ -398,19 +424,19 @@ public class AABBox {
// diff[XYZ] -> VectorUtil.subVec3(diff, ray.orig, center);
// ext[XYZ] -> extend VectorUtil.subVec3(ext, high, center);
- final float dirX = ray.dir[0];
- final float diffX = ray.orig[0] - center[0];
- final float extX = high[0] - center[0];
+ final float dirX = ray.dir.x();
+ final float diffX = ray.orig.x() - center.x();
+ final float extX = high.x() - center.x();
if( Math.abs(diffX) > extX && diffX*dirX >= 0f ) return false;
- final float dirY = ray.dir[1];
- final float diffY = ray.orig[1] - center[1];
- final float extY = high[1] - center[1];
+ final float dirY = ray.dir.y();
+ final float diffY = ray.orig.y() - center.y();
+ final float extY = high.y() - center.y();
if( Math.abs(diffY) > extY && diffY*dirY >= 0f ) return false;
- final float dirZ = ray.dir[2];
- final float diffZ = ray.orig[2] - center[2];
- final float extZ = high[2] - center[2];
+ final float dirZ = ray.dir.z();
+ final float diffZ = ray.orig.z() - center.z();
+ final float extZ = high.z() - center.z();
if( Math.abs(diffZ) > extZ && diffZ*dirZ >= 0f ) return false;
final float absDirY = Math.abs(dirY);
@@ -460,45 +486,45 @@ public class AABBox {
* @param assumeIntersection if true, method assumes an intersection, i.e. by pre-checking via {@link #intersectsRay(Ray)}.
* In this case method will not validate a possible non-intersection and just computes
* coordinates.
- * @param tmp1V3 temp vec3
- * @param tmp2V3 temp vec3
- * @param tmp3V3 temp vec3
* @return float[3] result of intersection coordinates, or null if none exists
*/
- public final float[] getRayIntersection(final float[] result, final Ray ray, final float epsilon,
- final boolean assumeIntersection,
- final float[] tmp1V3, final float[] tmp2V3, final float[] tmp3V3) {
+ public final Vec3f getRayIntersection(final Vec3f result, final Ray ray, final float epsilon,
+ final boolean assumeIntersection) {
final float[] maxT = { -1f, -1f, -1f };
- final float[] origin = ray.orig;
- final float[] dir = ray.dir;
+ final Vec3f origin = ray.orig;
+ final Vec3f dir = ray.dir;
boolean inside = true;
// Find candidate planes.
for(int i=0; i<3; i++) {
- if(origin[i] < low[i]) {
- result[i] = low[i];
+ final float origin_i = origin.get(i);
+ final float dir_i = dir.get(i);
+ final float low_i = low.get(i);
+ final float high_i = high.get(i);
+ if(origin_i < low_i) {
+ result.set(i, low_i);
inside = false;
// Calculate T distances to candidate planes
- if( 0 != Float.floatToIntBits(dir[i]) ) {
- maxT[i] = (low[i] - origin[i]) / dir[i];
+ if( 0 != Float.floatToIntBits(dir_i) ) {
+ maxT[i] = (low_i - origin_i) / dir_i;
}
- } else if(origin[i] > high[i]) {
- result[i] = high[i];
+ } else if(origin_i > high_i) {
+ result.set(i, high_i);
inside = false;
// Calculate T distances to candidate planes
- if( 0 != Float.floatToIntBits(dir[i]) ) {
- maxT[i] = (high[i] - origin[i]) / dir[i];
+ if( 0 != Float.floatToIntBits(dir_i) ) {
+ maxT[i] = (high_i - origin_i) / dir_i;
}
}
}
// Ray origin inside bounding box
if(inside) {
- System.arraycopy(origin, 0, result, 0, 3);
+ result.set(origin);
return result;
}
@@ -523,22 +549,22 @@ public class AABBox {
} */
switch( whichPlane ) {
case 0:
- result[1] = origin[1] + maxT[whichPlane] * dir[1];
- if(result[1] < low[1] - epsilon || result[1] > high[1] + epsilon) { return null; }
- result[2] = origin[2] + maxT[whichPlane] * dir[2];
- if(result[2] < low[2] - epsilon || result[2] > high[2] + epsilon) { return null; }
+ result.setY( origin.y() + maxT[whichPlane] * dir.y() );
+ if(result.y() < low.y() - epsilon || result.y() > high.y() + epsilon) { return null; }
+ result.setZ( origin.z() + maxT[whichPlane] * dir.z() );
+ if(result.z() < low.z() - epsilon || result.z() > high.z() + epsilon) { return null; }
break;
case 1:
- result[0] = origin[0] + maxT[whichPlane] * dir[0];
- if(result[0] < low[0] - epsilon || result[0] > high[0] + epsilon) { return null; }
- result[2] = origin[2] + maxT[whichPlane] * dir[2];
- if(result[2] < low[2] - epsilon || result[2] > high[2] + epsilon) { return null; }
+ result.setX( origin.x() + maxT[whichPlane] * dir.x() );
+ if(result.x() < low.x() - epsilon || result.x() > high.x() + epsilon) { return null; }
+ result.setZ( origin.z() + maxT[whichPlane] * dir.z() );
+ if(result.z() < low.z() - epsilon || result.z() > high.z() + epsilon) { return null; }
break;
case 2:
- result[0] = origin[0] + maxT[whichPlane] * dir[0];
- if(result[0] < low[0] - epsilon || result[0] > high[0] + epsilon) { return null; }
- result[1] = origin[1] + maxT[whichPlane] * dir[1];
- if(result[1] < low[1] - epsilon || result[1] > high[1] + epsilon) { return null; }
+ result.setX( origin.x() + maxT[whichPlane] * dir.x() );
+ if(result.x() < low.x() - epsilon || result.x() > high.x() + epsilon) { return null; }
+ result.setY( origin.y() + maxT[whichPlane] * dir.y() );
+ if(result.y() < low.y() - epsilon || result.y() > high.y() + epsilon) { return null; }
break;
default:
throw new InternalError("XXX");
@@ -546,16 +572,16 @@ public class AABBox {
} else {
switch( whichPlane ) {
case 0:
- result[1] = origin[1] + maxT[whichPlane] * dir[1];
- result[2] = origin[2] + maxT[whichPlane] * dir[2];
+ result.setY( origin.y() + maxT[whichPlane] * dir.y() );
+ result.setZ( origin.z() + maxT[whichPlane] * dir.z() );
break;
case 1:
- result[0] = origin[0] + maxT[whichPlane] * dir[0];
- result[2] = origin[2] + maxT[whichPlane] * dir[2];
+ result.setX( origin.x() + maxT[whichPlane] * dir.x() );
+ result.setZ( origin.z() + maxT[whichPlane] * dir.z() );
break;
case 2:
- result[0] = origin[0] + maxT[whichPlane] * dir[0];
- result[1] = origin[1] + maxT[whichPlane] * dir[1];
+ result.setX( origin.x() + maxT[whichPlane] * dir.x() );
+ result.setY( origin.y() + maxT[whichPlane] * dir.y() );
break;
default:
throw new InternalError("XXX");
@@ -570,14 +596,14 @@ public class AABBox {
* @return a float representing the size of the AABBox
*/
public final float getSize() {
- return VectorUtil.distVec3(low, high);
+ return low.dist(high);
}
/**
* Get the Center of this AABBox
* @return the xyz-coordinates of the center of the AABBox
*/
- public final float[] getCenter() {
+ public final Vec3f getCenter() {
return center;
}
@@ -587,23 +613,17 @@ public class AABBox {
* high and low is recomputed by scaling its distance to fixed center.
* </p>
* @param size a constant float value
- * @param tmpV3 caller provided temporary 3-component vector
* @return this AABBox for chaining
+ * @see #scale2(float, float[])
*/
- public final AABBox scale(final float size, final float[] tmpV3) {
- tmpV3[0] = high[0] - center[0];
- tmpV3[1] = high[1] - center[1];
- tmpV3[2] = high[2] - center[2];
-
- VectorUtil.scaleVec3(tmpV3, tmpV3, size); // in-place scale
- VectorUtil.addVec3(high, center, tmpV3);
+ public final AABBox scale(final float size) {
+ final Vec3f tmp = new Vec3f();
+ tmp.set(high).sub(center).scale(size);
+ high.set(center).add(tmp);
- tmpV3[0] = low[0] - center[0];
- tmpV3[1] = low[1] - center[1];
- tmpV3[2] = low[2] - center[2];
+ tmp.set(low).sub(center).scale(size);
+ low.set(center).add(tmp);
- VectorUtil.scaleVec3(tmpV3, tmpV3, size); // in-place scale
- VectorUtil.addVec3(low, center, tmpV3);
return this;
}
@@ -613,12 +633,27 @@ public class AABBox {
* high and low is scaled and center recomputed.
* </p>
* @param size a constant float value
- * @param tmpV3 caller provided temporary 3-component vector
+ * @return this AABBox for chaining
+ * @see #scale(float, float[])
+ */
+ public final AABBox scale2(final float size) {
+ high.scale(size);
+ low.scale(size);
+ computeCenter();
+ return this;
+ }
+
+ /**
+ * Translate this AABBox by a float[3] vector
+ * @param dx the translation x-component
+ * @param dy the translation y-component
+ * @param dz the translation z-component
+ * @param t the float[3] translation vector
* @return this AABBox for chaining
*/
- public final AABBox scale2(final float size, final float[] tmpV3) {
- VectorUtil.scaleVec3(high, high, size); // in-place scale
- VectorUtil.scaleVec3(low, low, size); // in-place scale
+ public final AABBox translate(final float dx, final float dy, final float dz) {
+ low.add(dx, dy, dz);
+ high.add(dx, dy, dz);
computeCenter();
return this;
}
@@ -628,9 +663,9 @@ public class AABBox {
* @param t the float[3] translation vector
* @return this AABBox for chaining
*/
- public final AABBox translate(final float[] t) {
- VectorUtil.addVec3(low, low, t); // in-place translate
- VectorUtil.addVec3(high, high, t); // in-place translate
+ public final AABBox translate(final Vec3f t) {
+ low.add(t);
+ high.add(t);
computeCenter();
return this;
}
@@ -641,46 +676,46 @@ public class AABBox {
* @return this AABBox for chaining
*/
public final AABBox rotate(final Quaternion quat) {
- quat.rotateVector(low, 0, low, 0);
- quat.rotateVector(high, 0, high, 0);
+ quat.rotateVector(low, low);
+ quat.rotateVector(high, high);
computeCenter();
return this;
}
public final float getMinX() {
- return low[0];
+ return low.x();
}
public final float getMinY() {
- return low[1];
+ return low.y();
}
public final float getMinZ() {
- return low[2];
+ return low.z();
}
public final float getMaxX() {
- return high[0];
+ return high.x();
}
public final float getMaxY() {
- return high[1];
+ return high.y();
}
public final float getMaxZ() {
- return high[2];
+ return high.z();
}
public final float getWidth(){
- return high[0] - low[0];
+ return high.x() - low.x();
}
public final float getHeight() {
- return high[1] - low[1];
+ return high.y() - low.y();
}
public final float getDepth() {
- return high[2] - low[2];
+ return high.z() - low.z();
}
@Override
@@ -692,8 +727,7 @@ public class AABBox {
return false;
}
final AABBox other = (AABBox) obj;
- return VectorUtil.isVec2Equal(low, 0, other.low, 0, FloatUtil.EPSILON) &&
- VectorUtil.isVec3Equal(high, 0, other.high, 0, FloatUtil.EPSILON) ;
+ return low.isEqual(other.low) && high.isEqual(other.high);
}
@Override
public final int hashCode() {
@@ -701,79 +735,103 @@ public class AABBox {
}
/**
+ * Transform this box using the given {@link Matrix4f} into {@code out}
+ * @param mat transformation {@link Matrix4f}
+ * @param out the resulting {@link AABBox}
+ * @return the resulting {@link AABBox} for chaining
+ */
+ public AABBox transform(final Matrix4f mat, final AABBox out) {
+ final Vec3f tmp = new Vec3f();
+ out.reset();
+ out.resize( mat.mulVec3f(low, tmp) );
+ out.resize( mat.mulVec3f(high, tmp) );
+ out.computeCenter();
+ return out;
+ }
+
+ /**
+ * Transform this box using the {@link PMVMatrix#getMvMat() modelview} of the given {@link PMVMatrix} into {@code out}
+ * @param pmv transformation {@link PMVMatrix}
+ * @param out the resulting {@link AABBox}
+ * @return the resulting {@link AABBox} for chaining
+ */
+ public AABBox transformMv(final PMVMatrix pmv, final AABBox out) {
+ final Vec3f tmp = new Vec3f();
+ out.reset();
+ out.resize( pmv.mulMvMatVec3f(low, tmp) );
+ out.resize( pmv.mulMvMatVec3f(high, tmp) );
+ out.computeCenter();
+ return out;
+ }
+
+ /**
* Assume this bounding box as being in object space and
* compute the window bounding box.
* <p>
* If <code>useCenterZ</code> is <code>true</code>,
- * only 4 {@link FloatUtil#mapObjToWinCoords(float, float, float, float[], int[], int, float[], int, float[], float[]) mapObjToWinCoords}
+ * only 4 {@link FloatUtil#mapObjToWin(float, float, float, float[], int[], float[], float[], float[]) mapObjToWinCoords}
* operations are made on points [1..4] using {@link #getCenter()}'s z-value.
- * Otherwise 8 {@link FloatUtil#mapObjToWinCoords(float, float, float, float[], int[], int, float[], int, float[], float[]) mapObjToWinCoords}
+ * Otherwise 8 {@link FloatUtil#mapObjToWin(float, float, float, float[], int[], float[], float[], float[]) mapObjToWinCoords}
* operation on all 8 points are performed.
* </p>
* <pre>
- * [2] ------ [4]
+ * .z() ------ [4]
* | |
* | |
- * [1] ------ [3]
+ * .y() ------ [3]
* </pre>
- * @param mat4PMv P x Mv matrix
- * @param view
+ * @param mat4PMv [projection] x [modelview] matrix, i.e. P x Mv
+ * @param viewport viewport rectangle
* @param useCenterZ
* @param vec3Tmp0 3 component vector for temp storage
* @param vec4Tmp1 4 component vector for temp storage
* @param vec4Tmp2 4 component vector for temp storage
* @return
*/
- public AABBox mapToWindow(final AABBox result, final float[/*16*/] mat4PMv, final int[] view, final boolean useCenterZ,
- final float[] vec3Tmp0, final float[] vec4Tmp1, final float[] vec4Tmp2) {
+ public AABBox mapToWindow(final AABBox result, final Matrix4f mat4PMv, final Recti viewport, final boolean useCenterZ) {
+ final Vec3f tmp = new Vec3f();
+ final Vec3f winPos = new Vec3f();
{
- // System.err.printf("AABBox.mapToWindow.0: view[%d, %d, %d, %d], this %s%n", view[0], view[1], view[2], view[3], toString());
- final float objZ = useCenterZ ? center[2] : getMinZ();
- FloatUtil.mapObjToWinCoords(getMinX(), getMinY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- // System.err.printf("AABBox.mapToWindow.p1: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMinY(), objZ, vec3Tmp0[0], vec3Tmp0[1], vec3Tmp0[2]);
- // System.err.println("AABBox.mapToWindow.p1:");
- // System.err.println(FloatUtil.matrixToString(null, " mat4PMv", "%10.5f", mat4PMv, 0, 4, 4, false /* rowMajorOrder */));
-
+ final float objZ = useCenterZ ? center.z() : getMinZ();
result.reset();
- result.resize(vec3Tmp0, 0);
- FloatUtil.mapObjToWinCoords(getMinX(), getMaxY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- // System.err.printf("AABBox.mapToWindow.p2: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMaxY(), objZ, vec3Tmp0[0], vec3Tmp0[1], vec3Tmp0[2]);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMinX(), getMinY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
+
+ Matrix4f.mapObjToWin(tmp.set(getMinX(), getMaxY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
- FloatUtil.mapObjToWinCoords(getMaxX(), getMinY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- // System.err.printf("AABBox.mapToWindow.p3: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMinY(), objZ, vec3Tmp0[0], vec3Tmp0[1], vec3Tmp0[2]);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMaxY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
- FloatUtil.mapObjToWinCoords(getMaxX(), getMaxY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- // System.err.printf("AABBox.mapToWindow.p4: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMaxY(), objZ, vec3Tmp0[0], vec3Tmp0[1], vec3Tmp0[2]);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMinY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
}
if( !useCenterZ ) {
final float objZ = getMaxZ();
- FloatUtil.mapObjToWinCoords(getMinX(), getMinY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- result.resize(vec3Tmp0, 0);
- FloatUtil.mapObjToWinCoords(getMinX(), getMaxY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMinX(), getMinY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
+
+ Matrix4f.mapObjToWin(tmp.set(getMinX(), getMaxY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
- FloatUtil.mapObjToWinCoords(getMaxX(), getMinY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMaxY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
- FloatUtil.mapObjToWinCoords(getMaxX(), getMaxY(), objZ, mat4PMv, view, 0, vec3Tmp0, 0, vec4Tmp1, vec4Tmp2);
- result.resize(vec3Tmp0, 0);
+ Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMinY(), objZ), mat4PMv, viewport, winPos);
+ result.resize(winPos);
}
if( DEBUG ) {
- System.err.printf("AABBox.mapToWindow: view[%d, %d], this %s -> %s%n", view[0], view[1], toString(), result.toString());
+ System.err.printf("AABBox.mapToWindow: view[%s], this %s -> %s%n", viewport, toString(), result.toString());
}
return result;
}
@Override
public final String toString() {
- return "[ dim "+getWidth()+" x "+getHeight()+" x "+getDepth()+
- ", box "+low[0]+" / "+low[1]+" / "+low[2]+" .. "+high[0]+" / "+high[1]+" / "+high[2]+
- ", ctr "+center[0]+" / "+center[1]+" / "+center[2]+" ]";
+ return "[dim "+getWidth()+" x "+getHeight()+" x "+getDepth()+
+ ", box "+low+" .. "+high+", ctr "+center+"]";
}
}
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
index 8b0fa559e..73079959b 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2010 JogAmp Community. All rights reserved.
+ * Copyright 2010-2023 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:
@@ -27,15 +27,13 @@
*/
package com.jogamp.opengl.math.geom;
-import jogamp.common.os.PlatformPropsImpl;
-
-import com.jogamp.common.os.Platform;
-import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.math.FovHVHalves;
+import com.jogamp.opengl.math.Matrix4f;
+import com.jogamp.opengl.math.Vec3f;
/**
* Providing frustum {@link #getPlanes() planes} derived by different inputs
- * ({@link #updateByPMV(float[], int) P*MV}, ..) used to classify objects
+ * ({@link #updateFrustumPlanes(float[], int) P*MV}, ..) used to classify objects
* <ul>
* <li> {@link #classifyPoint(float[]) point} </li>
* <li> {@link #classifySphere(float[], float) sphere} </li>
@@ -103,6 +101,7 @@ public class Frustum {
this.zNear = zNear;
this.zFar = zFar;
}
+ @Override
public final String toString() {
return "FrustumFovDesc["+fovhv.toStringInDegrees()+", Z["+zNear+" - "+zFar+"]]";
}
@@ -117,7 +116,7 @@ public class Frustum {
* Use one of the <code>update(..)</code> methods to set the {@link #getPlanes() planes}.
* </p>
* @see #updateByPlanes(Plane[])
- * @see #updateByPMV(float[], int)
+ * @see #updateFrustumPlanes(float[], int)
*/
public Frustum() {
for (int i = 0; i < 6; ++i) {
@@ -134,7 +133,7 @@ public class Frustum {
*/
public static class Plane {
/** Normal of the plane */
- public final float[] n = new float[3];
+ public final Vec3f n = new Vec3f();
/** Distance to origin */
public float d;
@@ -155,17 +154,17 @@ public class Frustum {
* </p>
**/
public final float distanceTo(final float x, final float y, final float z) {
- return n[0] * x + n[1] * y + n[2] * z + d;
+ return n.x() * x + n.y() * y + n.z() * z + d;
}
/** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */
- public final float distanceTo(final float[] p) {
- return n[0] * p[0] + n[1] * p[1] + n[2] * p[2] + d;
+ public final float distanceTo(final Vec3f p) {
+ return n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d;
}
@Override
public String toString() {
- return "Plane[ [ " + n[0] + ", " + n[1] + ", " + n[2] + " ], " + d + "]";
+ return "Plane[ [ " + n + " ], " + d + "]";
}
}
@@ -221,9 +220,9 @@ public class Frustum {
* Operation Details:
* <ul>
* <li>The given {@link FovDesc} will be transformed
- * into the given float[16] as a perspective matrix (column major order) first,
- * see {@link FloatUtil#makePerspective(float[], int, boolean, FovHVHalves, float, float)}.</li>
- * <li>Then the float[16] perspective matrix is used to {@link #updateByPMV(float[], int)} this instance.</li>
+ * into the given perspective matrix (column major order) first,
+ * see {@link Matrix4f#setToPerspective(FovHVHalves, float, float)}.</li>
+ * <li>Then the perspective matrix is used to {@link Matrix4f#updateFrustumPlanes(Frustum)} this instance.</li>
* </ul>
* </p>
* <p>
@@ -232,120 +231,42 @@ public class Frustum {
* </p>
*
* @param m 4x4 matrix in column-major order (also result)
- * @param m_offset offset in given array <i>m</i>, i.e. start of the 4x4 matrix
- * @param initM if true, given matrix will be initialized w/ identity matrix,
- * otherwise only the frustum fields are set.
* @param fovDesc {@link Frustum} {@link FovDesc}
* @return given matrix for chaining
- * @see FloatUtil#makePerspective(float[], int, boolean, FovHVHalves, float, float)
+ * @see Matrix4f#setToPerspective(FovHVHalves, float, float)
+ * @see Matrix4f#updateFrustumPlanes(Frustum)
+ * @see Matrix4f#getFrustum(Frustum, FovDesc)
*/
- public float[] updateByFovDesc(final float[] m, final int m_offset, final boolean initM,
- final FovDesc fovDesc) {
- FloatUtil.makePerspective(m, m_offset, initM, fovDesc.fovhv, fovDesc.zNear, fovDesc.zFar);
- updateByPMV(m, 0);
+ public Matrix4f updateByFovDesc(final Matrix4f m, final FovDesc fovDesc) {
+ m.setToPerspective(fovDesc.fovhv, fovDesc.zNear, fovDesc.zFar);
+ m.updateFrustumPlanes(this);
return m;
}
/**
* Calculate the frustum planes in world coordinates
- * using the passed float[16] as premultiplied P*MV (column major order).
+ * using the passed premultiplied P*MV (column major order) matrix.
* <p>
* Frustum plane's normals will point to the inside of the viewing frustum,
* as required by this class.
* </p>
*/
- public void updateByPMV(final float[] pmv, final int pmv_off) {
- // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] column-major
- // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] column-major
- {
- final Plane p = planes[LEFT];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 0 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 0 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 0 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 0 + 3 * 4 ];
- }
-
- // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] column-major
- // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] column-major
- {
- final Plane p = planes[RIGHT];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 0 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 0 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 0 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 0 + 3 * 4 ];
- }
-
- // Bottom: a = m41 + m21, b = m42 + m22, c = m43 + m23, d = m44 + m24 - [1..4] column-major
- // Bottom: a = m30 + m10, b = m31 + m11, c = m32 + m12, d = m33 + m13 - [0..3] column-major
- {
- final Plane p = planes[BOTTOM];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 1 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 1 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 1 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 1 + 3 * 4 ];
- }
-
- // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] column-major
- // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] column-major
- {
- final Plane p = planes[TOP];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 1 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 1 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 1 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 1 + 3 * 4 ];
- }
-
- // Near: a = m41 + m31, b = m42 + m32, c = m43 + m33, d = m44 + m34 - [1..4] column-major
- // Near: a = m30 + m20, b = m31 + m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
- {
- final Plane p = planes[NEAR];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 2 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 2 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 2 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 2 + 3 * 4 ];
- }
-
- // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] column-major
- // Far: a = m30 - m20, b = m31 - m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major
- {
- final Plane p = planes[FAR];
- final float[] p_n = p.n;
- p_n[0] = pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 2 + 0 * 4 ];
- p_n[1] = pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 2 + 1 * 4 ];
- p_n[2] = pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 2 + 2 * 4 ];
- p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 2 + 3 * 4 ];
- }
-
- // Normalize all planes
- for (int i = 0; i < 6; ++i) {
- final Plane p = planes[i];
- final float[] p_n = p.n;
- final double invl = Math.sqrt(p_n[0] * p_n[0] + p_n[1] * p_n[1] + p_n[2] * p_n[2]);
-
- p_n[0] /= invl;
- p_n[1] /= invl;
- p_n[2] /= invl;
- p.d /= invl;
- }
+ public void updateFrustumPlanes(final Matrix4f pmv) {
+ pmv.updateFrustumPlanes(this);
}
private static final boolean isOutsideImpl(final Plane p, final AABBox box) {
- final float[] low = box.getLow();
- final float[] high = box.getHigh();
-
- if ( p.distanceTo(low[0], low[1], low[2]) > 0.0f ||
- p.distanceTo(high[0], low[1], low[2]) > 0.0f ||
- p.distanceTo(low[0], high[1], low[2]) > 0.0f ||
- p.distanceTo(high[0], high[1], low[2]) > 0.0f ||
- p.distanceTo(low[0], low[1], high[2]) > 0.0f ||
- p.distanceTo(high[0], low[1], high[2]) > 0.0f ||
- p.distanceTo(low[0], high[1], high[2]) > 0.0f ||
- p.distanceTo(high[0], high[1], high[2]) > 0.0f ) {
+ final Vec3f lo = box.getLow();
+ final Vec3f hi = box.getHigh();
+
+ if ( p.distanceTo(lo.x(), lo.y(), lo.z()) > 0.0f ||
+ p.distanceTo(hi.x(), lo.y(), lo.z()) > 0.0f ||
+ p.distanceTo(lo.x(), hi.y(), lo.z()) > 0.0f ||
+ p.distanceTo(hi.x(), hi.y(), lo.z()) > 0.0f ||
+ p.distanceTo(lo.x(), lo.y(), hi.z()) > 0.0f ||
+ p.distanceTo(hi.x(), lo.y(), hi.z()) > 0.0f ||
+ p.distanceTo(lo.x(), hi.y(), hi.z()) > 0.0f ||
+ p.distanceTo(hi.x(), hi.y(), hi.z()) > 0.0f ) {
return false;
}
return true;
@@ -377,7 +298,7 @@ public class Frustum {
* @param p the point
* @return {@link Location} of point related to frustum planes
*/
- public final Location classifyPoint(final float[] p) {
+ public final Location classifyPoint(final Vec3f p) {
Location res = Location.INSIDE;
for (int i = 0; i < 6; ++i) {
@@ -397,7 +318,7 @@ public class Frustum {
* @param p the point
* @return true if outside of the frustum, otherwise inside or on a plane
*/
- public final boolean isPointOutside(final float[] p) {
+ public final boolean isPointOutside(final Vec3f p) {
return Location.OUTSIDE == classifyPoint(p);
}
@@ -408,7 +329,7 @@ public class Frustum {
* @param radius radius of the sphere
* @return {@link Location} of point related to frustum planes
*/
- public final Location classifySphere(final float[] p, final float radius) {
+ public final Location classifySphere(final Vec3f p, final float radius) {
Location res = Location.INSIDE; // fully inside
for (int i = 0; i < 6; ++i) {
@@ -431,7 +352,7 @@ public class Frustum {
* @param radius radius of the sphere
* @return true if outside of the frustum, otherwise inside or intersecting
*/
- public final boolean isSphereOutside(final float[] p, final float radius) {
+ public final boolean isSphereOutside(final Vec3f p, final float radius) {
return Location.OUTSIDE == classifySphere(p, radius);
}
@@ -439,13 +360,13 @@ public class Frustum {
if( null == sb ) {
sb = new StringBuilder();
}
- sb.append("Frustum[ Planes[ ").append(PlatformPropsImpl.NEWLINE)
- .append(" L: ").append(planes[0]).append(", ").append(PlatformPropsImpl.NEWLINE)
- .append(" R: ").append(planes[1]).append(", ").append(PlatformPropsImpl.NEWLINE)
- .append(" B: ").append(planes[2]).append(", ").append(PlatformPropsImpl.NEWLINE)
- .append(" T: ").append(planes[3]).append(", ").append(PlatformPropsImpl.NEWLINE)
- .append(" N: ").append(planes[4]).append(", ").append(PlatformPropsImpl.NEWLINE)
- .append(" F: ").append(planes[5]).append("], ").append(PlatformPropsImpl.NEWLINE)
+ sb.append("Frustum[Planes[").append(System.lineSeparator())
+ .append(" L: ").append(planes[0]).append(", ").append(System.lineSeparator())
+ .append(" R: ").append(planes[1]).append(", ").append(System.lineSeparator())
+ .append(" B: ").append(planes[2]).append(", ").append(System.lineSeparator())
+ .append(" T: ").append(planes[3]).append(", ").append(System.lineSeparator())
+ .append(" N: ").append(planes[4]).append(", ").append(System.lineSeparator())
+ .append(" F: ").append(planes[5]).append("], ").append(System.lineSeparator())
.append("]");
return sb;
}