diff options
author | Sven Gothel <[email protected]> | 2023-04-07 08:46:18 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2023-04-07 08:46:18 +0200 |
commit | 84a6d63205ec49ddfb36b57fe2888425ecda3a5a (patch) | |
tree | 354cec2ac14a8932a01122c5234926e774ef874e /src/graphui/classes/com/jogamp/graph/ui/Shape.java | |
parent | 10b60e10ece3cbc3e0b8a68ac73229371530e0ba (diff) |
PMVMatrix rewrite using Matrix4f, providing SyncMatrix4f* for GLUniformData; Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
Diffstat (limited to 'src/graphui/classes/com/jogamp/graph/ui/Shape.java')
-rw-r--r-- | src/graphui/classes/com/jogamp/graph/ui/Shape.java | 130 |
1 files changed, 61 insertions, 69 deletions
diff --git a/src/graphui/classes/com/jogamp/graph/ui/Shape.java b/src/graphui/classes/com/jogamp/graph/ui/Shape.java index 658d7848d..5e7201bdc 100644 --- a/src/graphui/classes/com/jogamp/graph/ui/Shape.java +++ b/src/graphui/classes/com/jogamp/graph/ui/Shape.java @@ -44,6 +44,7 @@ import com.jogamp.newt.event.MouseEvent; import com.jogamp.newt.event.MouseListener; import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.Quaternion; +import com.jogamp.opengl.math.Recti; import com.jogamp.opengl.math.Vec2f; import com.jogamp.opengl.math.Vec3f; import com.jogamp.opengl.math.geom.AABBox; @@ -515,23 +516,20 @@ public abstract class Shape { * @param viewport the int[4] viewport * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} - * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) + * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix, int[]) * @see #getSurfaceSize(Scene, PMVMatrix, int[]) */ - public int[/*2*/] getSurfaceSize(final PMVMatrix pmv, final int[/*4*/] viewport, final int[/*2*/] surfaceSize) { + public int[/*2*/] getSurfaceSize(final PMVMatrix pmv, final Recti viewport, final int[/*2*/] surfaceSize) { // System.err.println("Shape::getSurfaceSize.VP "+viewport[0]+"/"+viewport[1]+" "+viewport[2]+"x"+viewport[3]); - final float[] winCoordHigh = new float[3]; - final float[] winCoordLow = new float[3]; + final Vec3f winCoordHigh = new Vec3f(); + final Vec3f winCoordLow = new Vec3f(); final Vec3f high = box.getHigh(); final Vec3f low = box.getLow(); - if( pmv.gluProject(high.x(), high.y(), high.z(), viewport, 0, winCoordHigh, 0) ) { - // System.err.printf("Shape::surfaceSize.H: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), high[0], high[1], high[2], winCoordHigh[0], winCoordHigh[1], winCoordHigh[2]); - if( pmv.gluProject(low.x(), low.y(), low.z(), viewport, 0, winCoordLow, 0) ) { - // System.err.printf("Shape::surfaceSize.L: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), low[0], low[1], low[2], winCoordLow[0], winCoordLow[1], winCoordLow[2]); - surfaceSize[0] = (int)(winCoordHigh[0] - winCoordLow[0]); - surfaceSize[1] = (int)(winCoordHigh[1] - winCoordLow[1]); - // System.err.printf("Shape::surfaceSize.S: shape %d: %f x %f -> %d x %d%n", getName(), winCoordHigh[0] - winCoordLow[0], winCoordHigh[1] - winCoordLow[1], surfaceSize[0], surfaceSize[1]); + if( pmv.gluProject(high, viewport, winCoordHigh) ) { + if( pmv.gluProject(low, viewport, winCoordLow) ) { + surfaceSize[0] = (int)(winCoordHigh.x() - winCoordLow.x()); + surfaceSize[1] = (int)(winCoordHigh.y() - winCoordLow.y()); return surfaceSize; } } @@ -541,20 +539,20 @@ public abstract class Shape { /** * Retrieve surface (view) size of this shape. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> - * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. - * @param viewport used viewport for {@link PMVMatrix#gluProject(float, float, float, int[], int, float[], int)} - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} given {@link PMVMatrix} {@code pmv}. + * @param viewport used viewport for {@link PMVMatrix#gluProject(float, float, float, int[], float[])} + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} - * @see #getSurfaceSize(PMVMatrix, int[], int[]) + * @see #getSurfaceSize(PMVMatrix, Recti, int[]) * @see #getSurfaceSize(Scene, PMVMatrix, int[]) */ - public int[/*2*/] getSurfaceSize(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final PMVMatrix pmv, final int[/*2*/] surfaceSize) { - pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); + public int[/*2*/] getSurfaceSize(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final PMVMatrix pmv, final int[/*2*/] surfaceSize) { + pmvMatrixSetup.set(pmv, viewport); setTransform(pmv); return getSurfaceSize(pmv, viewport, surfaceSize); } @@ -562,16 +560,16 @@ public abstract class Shape { /** * Retrieve surface (view) size of this shape. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} - * @see #getSurfaceSize(PMVMatrix, int[], int[]) - * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) + * @see #getSurfaceSize(PMVMatrix, Recti, int[]) + * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix, int[]) */ public int[/*2*/] getSurfaceSize(final Scene scene, final PMVMatrix pmv, final int[/*2*/] surfaceSize) { return getSurfaceSize(scene.getPMVMatrixSetup(), scene.getViewport(), pmv, surfaceSize); @@ -580,11 +578,11 @@ public abstract class Shape { /** * Retrieve pixel per scaled shape-coordinate unit, i.e. [px]/[obj]. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param pixPerShape float[2] pixel per scaled shape-coordinate unit result storage * @return given float[2] {@code pixPerShape} for successful gluProject(..) operation, otherwise {@code null} @@ -604,11 +602,11 @@ public abstract class Shape { /** * Retrieve pixel per scaled shape-coordinate unit, i.e. [px]/[obj]. - * @param shapeSizePx int[2] shape size in pixel as retrieved via e.g. {@link #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], PMVMatrix, int[])} + * @param shapeSizePx int[2] shape size in pixel as retrieved via e.g. {@link #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix, int[])} * @param pixPerShape float[2] pixel scaled per shape-coordinate unit result storage * @return given float[2] {@code pixPerShape} * @see #getPixelPerShapeUnit(Scene, PMVMatrix, float[]) - * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) + * @see #getSurfaceSize(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix, int[]) * @see #getScaledWidth() * @see #getScaledHeight() */ @@ -626,22 +624,20 @@ public abstract class Shape { * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param pmv well formed {@link PMVMatrix}, e.g. could have been setup via {@link Scene#setupMatrix(PMVMatrix) setupMatrix(..)} and {@link #setTransform(PMVMatrix)}. - * @param viewport the int[4] viewport + * @param viewport the viewport * @param objPos object position relative to this shape's center * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} - * @see #shapeToWinCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], float[], PMVMatrix, int[]) + * @see #shapeToWinCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, float[], PMVMatrix, int[]) * @see #shapeToWinCoord(Scene, float[], PMVMatrix, int[]) */ - public int[/*2*/] shapeToWinCoord(final PMVMatrix pmv, final int[/*4*/] viewport, final Vec3f objPos, final int[/*2*/] glWinPos) { + public int[/*2*/] shapeToWinCoord(final PMVMatrix pmv, final Recti viewport, final Vec3f objPos, final int[/*2*/] glWinPos) { // System.err.println("Shape::objToWinCoordgetSurfaceSize.VP "+viewport[0]+"/"+viewport[1]+" "+viewport[2]+"x"+viewport[3]); - final float[] winCoord = new float[3]; + final Vec3f winCoord = new Vec3f(); - if( pmv.gluProject(objPos.x(), objPos.y(), objPos.z(), viewport, 0, winCoord, 0) ) { - // System.err.printf("Shape::objToWinCoord.0: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), objPos[0], objPos[1], objPos[2], winCoord[0], winCoord[1], winCoord[2]); - glWinPos[0] = (int)(winCoord[0]); - glWinPos[1] = (int)(winCoord[1]); - // System.err.printf("Shape::objToWinCoord.X: shape %d: %f / %f -> %d / %d%n", getName(), winCoord[0], winCoord[1], glWinPos[0], glWinPos[1]); + if( pmv.gluProject(objPos, viewport, winCoord) ) { + glWinPos[0] = (int)(winCoord.x()); + glWinPos[1] = (int)(winCoord.y()); return glWinPos; } return null; @@ -650,21 +646,21 @@ public abstract class Shape { /** * Map given object coordinate relative to this shape to window coordinates. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> - * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. - * @param viewport used viewport for {@link PMVMatrix#gluProject(float, float, float, int[], int, float[], int)} + * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} given {@link PMVMatrix} {@code pmv}. + * @param viewport used viewport for {@link PMVMatrix#gluProject(Vec3f, Recti, Vec3f)} * @param objPos object position relative to this shape's center - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} - * @see #shapeToWinCoord(PMVMatrix, int[], float[], int[]) + * @see #shapeToWinCoord(PMVMatrix, Recti, float[], int[]) * @see #shapeToWinCoord(Scene, float[], PMVMatrix, int[]) */ - public int[/*2*/] shapeToWinCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final Vec3f objPos, final PMVMatrix pmv, final int[/*2*/] glWinPos) { - pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); + public int[/*2*/] shapeToWinCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final Vec3f objPos, final PMVMatrix pmv, final int[/*2*/] glWinPos) { + pmvMatrixSetup.set(pmv, viewport); setTransform(pmv); return this.shapeToWinCoord(pmv, viewport, objPos, glWinPos); } @@ -672,17 +668,17 @@ public abstract class Shape { /** * Map given object coordinate relative to this shape to window coordinates. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param objPos object position relative to this shape's center - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} - * @see #shapeToWinCoord(PMVMatrix, int[], float[], int[]) - * @see #shapeToWinCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], float[], PMVMatrix, int[]) + * @see #shapeToWinCoord(PMVMatrix, Recti, float[], int[]) + * @see #shapeToWinCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, float[], PMVMatrix, int[]) */ public int[/*2*/] shapeToWinCoord(final Scene scene, final Vec3f objPos, final PMVMatrix pmv, final int[/*2*/] glWinPos) { return this.shapeToWinCoord(scene.getPMVMatrixSetup(), scene.getViewport(), objPos, pmv, glWinPos); @@ -696,24 +692,20 @@ public abstract class Shape { * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param pmv well formed {@link PMVMatrix}, e.g. could have been setup via {@link Scene#setupMatrix(PMVMatrix) setupMatrix(..)} and {@link #setTransform(PMVMatrix)}. - * @param viewport the int[4] viewport + * @param viewport the Rect4i viewport * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param objPos target object position of glWinX/glWinY relative to this shape * @return given {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} - * @see #winToShapeCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], int, int, PMVMatrix, float[]) + * @see #winToShapeCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, int, int, PMVMatrix, float[]) * @see #winToShapeCoord(Scene, int, int, PMVMatrix, float[]) */ - public Vec3f winToShapeCoord(final PMVMatrix pmv, final int[/*4*/] viewport, final int glWinX, final int glWinY, final Vec3f objPos) { + public Vec3f winToShapeCoord(final PMVMatrix pmv, final Recti viewport, final int glWinX, final int glWinY, final Vec3f objPos) { final Vec3f ctr = box.getCenter(); - final float[] tmp = new float[3]; - - if( pmv.gluProject(ctr.x(), ctr.y(), ctr.z(), viewport, 0, tmp, 0) ) { - // System.err.printf("Shape::winToObjCoord.0: shape %d: obj [%15.10ff, %15.10ff, %15.10ff] -> win [%d / %d -> %7.2ff, %7.2ff, %7.2ff, diff %7.2ff x %7.2ff]%n", getName(), ctr[0], ctr[1], ctr[2], glWinX, glWinY, tmp[0], tmp[1], tmp[2], glWinX-tmp[0], glWinY-tmp[1]); - final float winZ = tmp[2]; - if( pmv.gluUnProject(glWinX, glWinY, winZ, viewport, 0, objPos.get(tmp), 0) ) { - // System.err.printf("Shape::winToObjCoord.X: shape %d: win [%d, %d, %7.2ff] -> obj [%15.10ff, %15.10ff, %15.10ff]%n", getName(), glWinX, glWinY, tmp[2], objPos[0], objPos[1], objPos[2]); - objPos.set(tmp); + + if( pmv.gluProject(ctr, viewport, objPos) ) { + final float winZ = objPos.z(); + if( pmv.gluUnProject(glWinX, glWinY, winZ, viewport, objPos) ) { return objPos; } } @@ -723,22 +715,22 @@ public abstract class Shape { /** * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> - * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. - * @param viewport used viewport for {@link PMVMatrix#gluUnProject(float, float, float, int[], int, float[], int)} + * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} given {@link PMVMatrix} {@code pmv}. + * @param viewport used viewport for {@link PMVMatrix#gluUnProject(float, float, float, Recti, Vec3f)} * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param objPos target object position of glWinX/glWinY relative to this shape * @return given {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} - * @see #winToShapeCoord(PMVMatrix, int[], int, int, float[]) + * @see #winToShapeCoord(PMVMatrix, Recti, int, int, float[]) * @see #winToShapeCoord(Scene, int, int, PMVMatrix, float[]) */ - public Vec3f winToShapeCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final int glWinX, final int glWinY, final PMVMatrix pmv, final Vec3f objPos) { - pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); + public Vec3f winToShapeCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final int glWinX, final int glWinY, final PMVMatrix pmv, final Vec3f objPos) { + pmvMatrixSetup.set(pmv, viewport); setTransform(pmv); return this.winToShapeCoord(pmv, viewport, glWinX, glWinY, objPos); } @@ -746,18 +738,18 @@ public abstract class Shape { /** * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. * <p> - * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape + * The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left - * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, + * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, Recti) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param objPos target object position of glWinX/glWinY relative to this shape * @return given {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} - * @see #winToShapeCoord(PMVMatrix, int[], int, int, float[]) - * @see #winToShapeCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, int[], int, int, PMVMatrix, float[]) + * @see #winToShapeCoord(PMVMatrix, Recti, int, int, float[]) + * @see #winToShapeCoord(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, int, int, PMVMatrix, float[]) */ public Vec3f winToShapeCoord(final Scene scene, final int glWinX, final int glWinY, final PMVMatrix pmv, final Vec3f objPos) { return this.winToShapeCoord(scene.getPMVMatrixSetup(), scene.getViewport(), glWinX, glWinY, pmv, objPos); @@ -1182,7 +1174,7 @@ public abstract class Shape { * @param viewport the viewport * @param objPos object position of mouse event relative to this shape */ - /* pp */ final void dispatchGestureEvent(final GestureEvent e, final int glWinX, final int glWinY, final PMVMatrix pmv, final int[] viewport, final Vec3f objPos) { + /* pp */ final void dispatchGestureEvent(final GestureEvent e, final int glWinX, final int glWinY, final PMVMatrix pmv, final Recti viewport, final Vec3f objPos) { if( interactive && resizable && e instanceof PinchToZoomGesture.ZoomEvent ) { final PinchToZoomGesture.ZoomEvent ze = (PinchToZoomGesture.ZoomEvent) e; final float pixels = ze.getDelta() * ze.getScale(); // |