diff options
Diffstat (limited to 'src/graphui/classes/com/jogamp/graph/ui/Shape.java')
-rw-r--r-- | src/graphui/classes/com/jogamp/graph/ui/Shape.java | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/src/graphui/classes/com/jogamp/graph/ui/Shape.java b/src/graphui/classes/com/jogamp/graph/ui/Shape.java index cdec75019..70ceb9f95 100644 --- a/src/graphui/classes/com/jogamp/graph/ui/Shape.java +++ b/src/graphui/classes/com/jogamp/graph/ui/Shape.java @@ -501,7 +501,7 @@ public abstract class Shape { /** * Renders the shape. * <p> - * {@link #setMvTransform(PMVMatrix4f)} is expected to be completed beforehand. + * {@link #setTransformMv(PMVMatrix4f)} is expected to be completed beforehand. * </p> * @param gl the current GL object * @param renderer {@link RegionRenderer} which might be used for Graph Curve Rendering, also source of {@link RegionRenderer#getMatrix()} and {@link RegionRenderer#getViewport()}. @@ -598,7 +598,7 @@ public abstract class Shape { * @see #moveTo(float, float, float) * @see #setScale(float, float, float) */ - public void setMvTransform(final PMVMatrix4f pmv) { + public void setTransformMv(final PMVMatrix4f pmv) { final boolean hasScale = !scale.isEqual(Vec3f.ONE); final boolean hasRotate = !rotation.isIdentity(); final boolean hasRotPivot = null != rotPivot; @@ -638,33 +638,33 @@ public abstract class Shape { /** * {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f} - * and apply this shape's {@link #setMvTransform(PMVMatrix4f) transformation}. + * and apply this shape's {@link #setTransformMv(PMVMatrix4f) transformation}. * </p> * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)} * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @return the given {@link PMVMatrix4f} for chaining * @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) - * @see #setMvTransform(PMVMatrix4f) + * @see #setTransformMv(PMVMatrix4f) * @see #setPMVMatrix(Scene, PMVMatrix4f) */ public PMVMatrix4f setPMVMatrix(final Scene.PMVMatrixSetup pmvMatrixSetup, final Recti viewport, final PMVMatrix4f pmv) { pmvMatrixSetup.set(pmv, viewport); - setMvTransform(pmv); + setTransformMv(pmv); return pmv; } /** * {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) Setup} the given {@link PMVMatrix4f} - * and apply this shape's {@link #setMvTransform(PMVMatrix4f) transformation}. + * and apply this shape's {@link #setTransformMv(PMVMatrix4f) transformation}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @return the given {@link PMVMatrix4f} for chaining * @see Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) - * @see #setMvTransform(PMVMatrix4f) + * @see #setTransformMv(PMVMatrix4f) * @see #setPMVMatrix(com.jogamp.graph.ui.Scene.PMVMatrixSetup, Recti, PMVMatrix4f) */ public PMVMatrix4f setPMVMatrix(final Scene scene, final PMVMatrix4f pmv) { @@ -676,7 +676,7 @@ public abstract class Shape { * <p> * The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. * </p> * @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -707,7 +707,7 @@ public abstract class Shape { * <p> * The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. * </p> * @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -738,12 +738,12 @@ public abstract class Shape { * Retrieve surface (view) size in pixels of this shape. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </p> * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix4f, Recti, int[]) @@ -757,11 +757,11 @@ public abstract class Shape { * Retrieve surface (view) size in pixels of this shape. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} in pixels for successful {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix4f, Recti, int[]) @@ -792,7 +792,7 @@ public abstract class Shape { * <p> * The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. * </p> * @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the int[4] viewport @@ -816,11 +816,11 @@ public abstract class Shape { * Retrieve pixel per scaled shape-coordinate unit, i.e. [px]/[obj]. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </p> * @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) 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 {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #getPixelPerShapeUnit(int[], float[]) @@ -842,7 +842,7 @@ public abstract class Shape { * <p> * The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. * </p> * @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the viewport @@ -868,13 +868,13 @@ public abstract class Shape { * Map given object coordinate relative to this shape to window coordinates. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </p> * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapObjToWin(Vec3f, Recti, Vec3f)} * @param objPos object position relative to this shape's center * @param pmv a new {@link PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) 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 {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[]) @@ -888,12 +888,12 @@ public abstract class Shape { * Map given object coordinate relative to this shape to window coordinates. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </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 PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) 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 {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix4f, Recti, float[], int[]) @@ -908,7 +908,7 @@ public abstract class Shape { * <p> * The given {@link PMVMatrix4f} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. See {@link #setPMVMatrix(Scene, PMVMatrix4f)}. * </p> * @param pmv well formed {@link PMVMatrix4f}, e.g. could have been setup via {@link Shape#setPMVMatrix(Scene, PMVMatrix4f)}. * @param viewport the Rect4i viewport @@ -937,14 +937,14 @@ public abstract class Shape { * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </p> * @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} given {@link PMVMatrix4f} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix4f#mapWinToObj(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 PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) 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 {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)} @@ -960,13 +960,13 @@ public abstract class Shape { * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. * <p> * The given {@link PMVMatrix4f} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) setup} properly for this shape - * including this shape's {@link #setMvTransform(PMVMatrix4f)}. + * including this shape's {@link #setTransformMv(PMVMatrix4f)}. * </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 PMVMatrix4f} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix4f, Recti) be setup}, - * {@link #setMvTransform(PMVMatrix4f) shape-transformed} and can be reused by the caller. + * {@link #setTransformMv(PMVMatrix4f) 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 {@link Matrix4f#mapObjToWin(Vec3f, Matrix4f, Recti, Vec3f) gluProject(..)} * and {@link Matrix4f#mapWinToObj(float, float, float, float, Matrix4f, Recti, Vec3f, Vec3f) gluUnProject(..)} |