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/*
 * Copyright (c) 2012, Codename One and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Codename One designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *  
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 * 
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 * 
 * Please contact Codename One through http://www.codenameone.com/ if you 
 * need additional information or have any questions.
 */
package com.codename1.impl.ios;



/**
 * Encapsulates a 4x4 transformation matrix that can be used to apply 3D transformations
 * to a {@link com.codename1.ui.Graphics} context. This can also be used for 2D transformations,
 * by only using the upper left 3x3 grid of the matrix.
 * 
 * 

Internal Representation

* *

Although matrix data can be set in several different formats (See {@link #setData}), the internal representation * is always that of a 4x4 matrix stored in a 16-element {@literal float} array in row-major order. * If you are working with 2D transformations only, then the upper left sub-matrix will contain * your 3x3 affine transformation, and the 4th row and 4th columns will be zeroes, except in the lower-right most * column, which will be a {@literal 1}.

* * @author shannah * @see com.codename1.ui.Graphics#setTransform * @see com.codename1.ui.Graphics#getTransform */ public final class Matrix { public static final int TYPE_UNKNOWN = -1; public static final int TYPE_IDENTITY = 0; public static final int TYPE_TRANSLATION = 1; public static final int TYPE_ROTATION = 2; public static final int TYPE_SCALE = 3; public static final int M00=0; public static final int M01=4; public static final int M02=8; public static final int M03=12; public static final int M10=1; public static final int M11=5; public static final int M12=9; public static final int M13=13; public static final int M20=2; public static final int M21=6; public static final int M22=10; public static final int M23=14; public static final int M30=3; public static final int M31=7; public static final int M32=11; public static final int M33=15; public final float[] data; private int type = TYPE_UNKNOWN; private Factory factory; public static class Factory { private float[] sTemp = new float[32]; private static Factory defaultFactory = null; public static Factory getDefault() { if (defaultFactory == null) { defaultFactory = new Factory(); } return defaultFactory; } public Matrix makeMatrix(float[] data) { Matrix m = new Matrix(data); m.factory = this; return m; } public Matrix makeIdentity() { Matrix out = makeMatrix(null); out.factory = this; out.type = TYPE_IDENTITY; return out; } public Matrix makeRotation(float angle, float x, float y, float z) { float[] m = new float[16]; MatrixUtil.setRotateM(m, 0, (float) (angle * 180f / Math.PI), x, y, z); Matrix out = makeMatrix(m); out.factory = this; out.type = TYPE_ROTATION; return out; } public Matrix makeTranslation(float x, float y, float z) { Matrix m = makeIdentity(); MatrixUtil.translateM(m.data, 0, x, y, z); m.factory = this; m.type = TYPE_TRANSLATION; return m; } public Matrix makePerspective(float fovy, float aspect, float zNear, float zFar) { float[] m = new float[16]; MatrixUtil.perspectiveM(m, 0, (float) (fovy * 180f / Math.PI), aspect, zNear, zFar); Matrix out = new Matrix(m); out.factory = this; return out; } public Matrix makeOrtho(float left, float right, float bottom, float top, float near, float far) { float[] m = new float[16]; MatrixUtil.orthoM(m, 0, left, right, bottom, top, near, far); Matrix out = new Matrix(m); out.factory = this; return out; } public Matrix makeCamera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { float[] m = new float[16]; MatrixUtil.setLookAtM(m, 0, eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); Matrix out = new Matrix(m); out.factory = this; return out; } } public static Matrix make(float[] data) { return Factory.getDefault().makeMatrix(data); } public static Matrix makeIdentity() { return Factory.getDefault().makeMatrix(null); } public static Matrix makeTranslation(float x, float y, float z){ return Factory.getDefault().makeTranslation(x, y, z); } public void setTranslation(float x, float y, float z) { reset(); MatrixUtil.translateM(data, 0, x, y, z); type = TYPE_TRANSLATION; } public static Matrix makeRotation(float angle, float x, float y, float z) { return Factory.getDefault().makeRotation(angle, x, y, z); } public static Matrix makeOrtho(float left, float right, float bottom, float top, float near, float far) { return Factory.getDefault().makeOrtho(left, right, bottom, top, near, far); } public static Matrix makePerspective(float fovy, float aspect, float zNear, float zFar) { return Factory.getDefault().makePerspective(fovy, aspect, zNear, zFar); } public static Matrix makeCamera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { return Factory.getDefault().makeCamera(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); } public void rotate(float a, float x, float y, float z) { MatrixUtil.setRotateM(factory.sTemp, 0, (float) (a * 180f / Math.PI), x, y, z); MatrixUtil.multiplyMM(factory.sTemp, 16, data, 0, factory.sTemp, 0); System.arraycopy(factory.sTemp, 16, data, 0, 16); if ( type == TYPE_IDENTITY ){ type = TYPE_ROTATION; } else { type = TYPE_UNKNOWN; } } public void translate(float x, float y, float z) { MatrixUtil.translateM(data, 0, x, y, z); if ( type == TYPE_IDENTITY || type == TYPE_TRANSLATION ){ type = TYPE_TRANSLATION; } else { type = TYPE_UNKNOWN; } } public void scale(float x, float y, float z) { MatrixUtil.scaleM(data, 0, x, y, z); if ( type == TYPE_IDENTITY || type == TYPE_SCALE ){ type = TYPE_SCALE; } else { type = TYPE_UNKNOWN; } } public void setPerspective(float fovy, float aspect, float zNear, float zFar) { MatrixUtil.perspectiveM(data, 0, (float) (fovy * 180f / Math.PI), aspect, zNear, zFar); type = TYPE_UNKNOWN; } public void setOrtho(float left, float right, float bottom, float top, float near, float far) { MatrixUtil.orthoM(data, 0, left, right, bottom, top, near, far); type = TYPE_UNKNOWN; } public void setCamera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { MatrixUtil.setLookAtM(data, 0, eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); type = TYPE_UNKNOWN; } public void setIdentity() { reset(); } public void transformCoord(float[] pIn, float[] pOut) { MatrixUtil.transformPoints(data, Math.min(3, pIn.length), pIn, 0, pOut, 0, 1); } public String toString() { //StringBuilder sb = new StringBuilder(); return "[[" + data[0] + "," + data[4] + "," + data[8] + "," + data[12] + "]\n" + "[" + data[1] + "," + data[5] + "," + data[9] + "," + data[13] + "]\n" + "[" + data[2] + "," + data[6] + "," + data[10] + "," + data[14] + "]\n" + "[" + data[3] + "," + data[7] + "," + data[11] + "," + data[15] + "]"; } public boolean equals(Matrix m2){ if ( m2 == null ){ return false; } for ( int i=0; i<16; i++){ if ( Math.abs(this.data[i]-m2.data[i]) > 0.0001 ){ return false; } } return true; } public boolean isIdentity() { for (int i = 0; i < 16; i++) { if (i % 5 == 0 && Math.abs(data[i] - 1f) > 0.0001) { return false; } else if (i % 5 != 0 && Math.abs(data[i]) > 0.0001) { return false; } } return true; } public boolean invert() { boolean res = MatrixUtil.invertM(factory.sTemp, 0, data, 0); if (!res) { return res; } else { System.arraycopy(factory.sTemp, 0, data, 0, 16); return res; } } /** * Constructor. Copies data from the provided data array. See * {@link #setData} documentation for information acceptable formats for the * {@literal m} array. * * @param m An array containing data for the matrix. This can be in several * different formats. See {@link #setData} for a list of acceptable formats. * * @see #setData */ private Matrix(float[] m) { if (m == null) { m = new float[]{1f}; } if (m.length == 16) { data = m; } else { data = new float[16]; setData(m); } } public void transformPoints(int pointSize, float[] in, int srcPos, float[] out, int destPos, int numPoints) { MatrixUtil.transformPoints(data, pointSize, in, srcPos, out, destPos, numPoints); } public void concatenate(Matrix m){ //MatrixUtil.setRotateM(factory.sTemp, 0, (float) (a * 180f / Math.PI), x, y, z); MatrixUtil.multiplyMM(factory.sTemp, 16, data, 0, m.data, 0); System.arraycopy(factory.sTemp, 16, data, 0, 16); type = TYPE_UNKNOWN; } /** * Resets the transformation to the identify matrix */ public void reset() { for (int i = 0; i < 16; i++) { data[i] = 0; } data[0] = data[5] = data[10] = data[15] = 1; type = TYPE_IDENTITY; } /** * Obtains a reference to the 4x4 matrix cell data in row-major order. * * @return A 16-element{@literal float} array representing the 4x4 matrix * data in row-major order. */ public float[] getData() { return data; } /** * Sets the matrix data. This will accept the data in several different * formats to facilitate the creation of common matrix use-cases. *
Acceptable Formats
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Array * LengthInterpretationExampleResulting 4x4 * Matrix
1Apply both {@literal x} and {@literal y} scaling with a single * value.{@code setData(new float[]{2f});}
{@literal
     *  [2,0,0,0],
     * [0,2,0,0],
     * [0,0,1,0],
     * [0,0,0,1]}
2Applies {@literal x} and {@literal y} scaling. First element is * {@literal x} scale. Second element is {@literal y} scale.{@code setData(new float[]{2f, 3f});}
{@literal
     *  [2,0,0,0],
     * [0,3,0,0],
     * [0,0,1,0],
     * [0,0,0,1]}
4Recognized as a 2x2 2D transformation matrix.{@code setData(new float[]{1f, 2f, 3f, 4f});}
{@literal
     *  [1,2,0,0],
     * [3,4,0,0],
     * [0,0,1,0],
     * [0,0,0,1]}
6An affine transformation.{@code setData(new float[]{1f, 2f, 3f, 4f, 5f, 6f});}
{@literal
     *  [1,2,3,0],
     * [4,5,6,0],
     * [0,0,1,0],
     * [0,0,0,1]}
9A 3x3 matrix.{@code setData(new float[]{1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f});}
{@literal
     *  [1,2,3,0],
     * [4,5,6,0],
     * [7,8,9,0],
     * [0,0,0,1]}
12The top 3 rows of the 4x4 matrix. This is all the information * necessary for a 3D transformation since the last row is always * [0,0,0,1].{@code setData(new float[]{1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f, 10f, 11f, 12f});}
{@literal
     *  [ 1, 2, 3, 4],
     * [ 5, 6, 7, 8],
     * [ 9, 10,11,12],
     * [ 0, 0, 0, 1]}
16A 4x4 transformation matrix.{@code setData(new float[]{1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f, 10f, 11f, 12f, 13f, 14f, 15f, 16f});}
{@literal
     *  [ 1, 2, 3, 4],
     * [ 5, 6, 7, 8],
     * [ 9,10,11,12],
     * [13,14,15,16]}
* * @param m The data to populate the matrix. This will always replace the * matrix data in full. */ public void setData(float[] m) { if (m == null) { reset(); return; } switch (m.length) { case 1: reset(); data[0] = m[0]; data[5] = m[0]; break; case 2: reset(); data[0] = m[0]; data[5] = m[1]; break; case 4: // This is just a 2D transformation reset(); data[0] = m[0]; data[1] = m[1]; data[4] = m[2]; data[5] = m[3]; break; case 6: reset(); data[0] = m[0]; data[1] = m[1]; data[2] = m[2]; data[4] = m[3]; data[5] = m[4]; data[6] = m[5]; break; case 9: reset(); data[0] = m[0]; data[1] = m[1]; data[2] = m[2]; data[4] = m[3]; data[5] = m[4]; data[6] = m[5]; data[8] = m[6]; data[9] = m[7]; data[10] = m[8]; break; case 12: reset(); System.arraycopy(m, 0, data, 0, 12); break; case 16: System.arraycopy(m, 0, data, 0, 16); break; default: throw new IllegalArgumentException("Transforms must be array of length 1, 2, 4, 6, 9, 12, or 16"); } } public Matrix copy() { float[] data = new float[16]; System.arraycopy(this.data, 0, data, 0, 16); return Matrix.make(data); } /* * Copyright (C) 2007 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /** * Matrix math utilities. These methods operate on OpenGL ES format matrices * and vectors stored in float arrays. *

* Matrices are 4 x 4 column-vector matrices stored in column-major order: *

     *  m[offset +  0] m[offset +  4] m[offset +  8] m[offset + 12]
     *  m[offset +  1] m[offset +  5] m[offset +  9] m[offset + 13]
     *  m[offset +  2] m[offset +  6] m[offset + 10] m[offset + 14]
     *  m[offset +  3] m[offset +  7] m[offset + 11] m[offset + 15]
* * Vectors are 4 x 1 column vectors stored in order: *
     * v[offset + 0]
     * v[offset + 1]
     * v[offset + 2]
     * v[offset + 3]
*/ private static class MatrixUtil { private static float clamp(float val){ float abs = Math.abs(val); if ( Math.abs(abs-Math.round(abs)) < 0.001 ){ return Math.round(val); } return val; } public static native void transformPoints(float[] data, int pointSize, float[] in, int srcPos, float[] out, int destPos, int numPoints); /** * Temporary memory for operations that need temporary matrix data. */ //private final static float[] sTemp = new float[32]; /** * Multiplies two 4x4 matrices together and stores the result in a third * 4x4 matrix. In matrix notation: result = lhs x rhs. Due to the way * matrix multiplication works, the result matrix will have the same * effect as first multiplying by the rhs matrix, then multiplying by * the lhs matrix. This is the opposite of what you might expect. *

* The same float array may be passed for result, lhs, and/or rhs. * However, the result element values are undefined if the result * elements overlap either the lhs or rhs elements. * * @param result The float array that holds the result. * @param resultOffset The offset into the result array where the result * is stored. * @param lhs The float array that holds the left-hand-side matrix. * @param lhsOffset The offset into the lhs array where the lhs is * stored * @param rhs The float array that holds the right-hand-side matrix. * @param rhsOffset The offset into the rhs array where the rhs is * stored. * * @throws IllegalArgumentException if result, lhs, or rhs are null, or * if resultOffset + 16 > result.length or lhsOffset + 16 > lhs.length * or rhsOffset + 16 > rhs.length. */ public native static void multiplyMM(float[] result, int resultOffset, float[] lhs, int lhsOffset, float[] rhs, int rhsOffset);/* { float[] tmp = result; float[] mata = lhs; float[] matb = rhs; int a0 = lhsOffset; int b0 = rhsOffset; //int r0 = resultOffset; tmp[M00+resultOffset] = clamp(mata[M00+a0] * matb[M00+b0] + mata[M01] * matb[M10+b0] + mata[M02+a0] * matb[M20+b0] + mata[M03+a0] * matb[M30+b0]); tmp[M01+resultOffset] = clamp(mata[M00+a0] * matb[M01+b0] + mata[M01] * matb[M11+b0] + mata[M02+a0] * matb[M21+b0] + mata[M03+a0] * matb[M31+b0]); tmp[M02+resultOffset] = clamp(mata[M00+a0] * matb[M02+b0] + mata[M01] * matb[M12+b0] + mata[M02+a0] * matb[M22+b0] + mata[M03+a0] * matb[M32+b0]); tmp[M03+resultOffset] = clamp(mata[M00+a0] * matb[M03+b0] + mata[M01] * matb[M13+b0] + mata[M02+a0] * matb[M23+b0] + mata[M03+a0] * matb[M33+b0]); tmp[M10+resultOffset] = clamp(mata[M10+a0] * matb[M00+b0] + mata[M11] * matb[M10+b0] + mata[M12+a0] * matb[M20+b0] + mata[M13+a0] * matb[M30+b0]); tmp[M11+resultOffset] = clamp(mata[M10+a0] * matb[M01+b0] + mata[M11] * matb[M11+b0] + mata[M12+a0] * matb[M21+b0] + mata[M13+a0] * matb[M31+b0]); tmp[M12+resultOffset] = clamp(mata[M10+a0] * matb[M02+b0] + mata[M11] * matb[M12+b0] + mata[M12+a0] * matb[M22+b0] + mata[M13+a0] * matb[M32+b0]); tmp[M13+resultOffset] = clamp(mata[M10+a0] * matb[M03+b0] + mata[M11] * matb[M13+b0] + mata[M12+a0] * matb[M23+b0] + mata[M13+a0] * matb[M33+b0]); tmp[M20+resultOffset] = clamp(mata[M20+a0] * matb[M00+b0] + mata[M21] * matb[M10+b0] + mata[M22+a0] * matb[M20+b0] + mata[M23+a0] * matb[M30+b0]); tmp[M21+resultOffset] = clamp(mata[M20+a0] * matb[M01+b0] + mata[M21] * matb[M11+b0] + mata[M22+a0] * matb[M21+b0] + mata[M23+a0] * matb[M31+b0]); tmp[M22+resultOffset] = clamp(mata[M20+a0] * matb[M02+b0] + mata[M21] * matb[M12+b0] + mata[M22+a0] * matb[M22+b0] + mata[M23+a0] * matb[M32+b0]); tmp[M23+resultOffset] = clamp(mata[M20+a0] * matb[M03+b0] + mata[M21] * matb[M13+b0] + mata[M22+a0] * matb[M23+b0] + mata[M23+a0] * matb[M33+b0]); tmp[M30+resultOffset] = clamp(mata[M30+a0] * matb[M00+b0] + mata[M31] * matb[M10+b0] + mata[M32+a0] * matb[M20+b0] + mata[M33+a0] * matb[M30+b0]); tmp[M31+resultOffset] = clamp(mata[M30+a0] * matb[M01+b0] + mata[M31] * matb[M11+b0] + mata[M32+a0] * matb[M21+b0] + mata[M33+a0] * matb[M31+b0]); tmp[M32+resultOffset] = clamp(mata[M30+a0] * matb[M02+b0] + mata[M31] * matb[M12+b0] + mata[M32+a0] * matb[M22+b0] + mata[M33+a0] * matb[M32+b0]); tmp[M33+resultOffset] = clamp(mata[M30+a0] * matb[M03+b0] + mata[M31] * matb[M13+b0] + mata[M32+a0] * matb[M23+b0] + mata[M33+a0] * matb[M33+b0]); }*/ /** * Multiplies a 4 element vector by a 4x4 matrix and stores the result * in a 4-element column vector. In matrix notation: result = lhs x rhs *

* The same float array may be passed for resultVec, lhsMat, and/or * rhsVec. However, the resultVec element values are undefined if the * resultVec elements overlap either the lhsMat or rhsVec elements. * * @param resultVec The float array that holds the result vector. * @param resultVecOffset The offset into the result array where the * result vector is stored. * @param lhsMat The float array that holds the left-hand-side matrix. * @param lhsMatOffset The offset into the lhs array where the lhs is * stored * @param rhsVec The float array that holds the right-hand-side vector. * @param rhsVecOffset The offset into the rhs vector where the rhs * vector is stored. * * @throws IllegalArgumentException if resultVec, lhsMat, or rhsVec are * null, or if resultVecOffset + 4 > resultVec.length or lhsMatOffset + * 16 > lhsMat.length or rhsVecOffset + 4 > rhsVec.length. */ public static void multiplyMV(float[] resultVec, int resultVecOffset, float[] lhsMat, int lhsMatOffset, float[] rhsVec, int rhsVecOffset) { resultVec[resultVecOffset] = clamp(lhsMat[lhsMatOffset] * rhsVec[rhsVecOffset] + lhsMat[lhsMatOffset+4] * rhsVec[rhsVecOffset+1] + lhsMat[lhsMatOffset+8] * rhsVec[rhsVecOffset+2] + lhsMat[lhsMatOffset+12] * rhsVec[rhsVecOffset+3]); resultVec[resultVecOffset+1] = clamp(lhsMat[lhsMatOffset+1] * rhsVec[rhsVecOffset] + lhsMat[lhsMatOffset+5] * rhsVec[rhsVecOffset+1] + lhsMat[lhsMatOffset+9] * rhsVec[rhsVecOffset+2] + lhsMat[lhsMatOffset+13] * rhsVec[rhsVecOffset+3]); resultVec[resultVecOffset+2] = clamp(lhsMat[lhsMatOffset+2] * rhsVec[rhsVecOffset] + lhsMat[lhsMatOffset+6] * rhsVec[rhsVecOffset+1] + lhsMat[lhsMatOffset+10] * rhsVec[rhsVecOffset+2] + lhsMat[lhsMatOffset+14] * rhsVec[rhsVecOffset+3]); resultVec[resultVecOffset+3] = clamp(lhsMat[lhsMatOffset+3] * rhsVec[rhsVecOffset] + lhsMat[lhsMatOffset+7] * rhsVec[rhsVecOffset+1] + lhsMat[lhsMatOffset+11] * rhsVec[rhsVecOffset+2] + lhsMat[lhsMatOffset+15] * rhsVec[rhsVecOffset+3]); } /** * Transposes a 4 x 4 matrix. *

* mTrans and m must not overlap. * * @param mTrans the array that holds the output transposed matrix * @param mTransOffset an offset into mTrans where the transposed matrix * is stored. * @param m the input array * @param mOffset an offset into m where the input matrix is stored. */ public static void transposeM(float[] mTrans, int mTransOffset, float[] m, int mOffset) { for (int i = 0; i < 4; i++) { int mBase = i * 4 + mOffset; mTrans[i + mTransOffset] = m[mBase]; mTrans[i + 4 + mTransOffset] = m[mBase + 1]; mTrans[i + 8 + mTransOffset] = m[mBase + 2]; mTrans[i + 12 + mTransOffset] = m[mBase + 3]; } } /** * Inverts a 4 x 4 matrix. *

* mInv and m must not overlap. * * @param mInv the array that holds the output inverted matrix * @param mInvOffset an offset into mInv where the inverted matrix is * stored. * @param m the input array * @param mOffset an offset into m where the input matrix is stored. * @return true if the matrix could be inverted, false if it could not. */ public native static boolean invertM(float[] mInv, int mInvOffset, float[] m, int mOffset);/* { // Invert a 4 x 4 matrix using Cramer's Rule // transpose matrix final float src0 = m[mOffset + 0]; final float src4 = m[mOffset + 1]; final float src8 = m[mOffset + 2]; final float src12 = m[mOffset + 3]; final float src1 = m[mOffset + 4]; final float src5 = m[mOffset + 5]; final float src9 = m[mOffset + 6]; final float src13 = m[mOffset + 7]; final float src2 = m[mOffset + 8]; final float src6 = m[mOffset + 9]; final float src10 = m[mOffset + 10]; final float src14 = m[mOffset + 11]; final float src3 = m[mOffset + 12]; final float src7 = m[mOffset + 13]; final float src11 = m[mOffset + 14]; final float src15 = m[mOffset + 15]; // calculate pairs for first 8 elements (cofactors) final float atmp0 = src10 * src15; final float atmp1 = src11 * src14; final float atmp2 = src9 * src15; final float atmp3 = src11 * src13; final float atmp4 = src9 * src14; final float atmp5 = src10 * src13; final float atmp6 = src8 * src15; final float atmp7 = src11 * src12; final float atmp8 = src8 * src14; final float atmp9 = src10 * src12; final float atmp10 = src8 * src13; final float atmp11 = src9 * src12; // calculate first 8 elements (cofactors) final float dst0 = (atmp0 * src5 + atmp3 * src6 + atmp4 * src7) - (atmp1 * src5 + atmp2 * src6 + atmp5 * src7); final float dst1 = (atmp1 * src4 + atmp6 * src6 + atmp9 * src7) - (atmp0 * src4 + atmp7 * src6 + atmp8 * src7); final float dst2 = (atmp2 * src4 + atmp7 * src5 + atmp10 * src7) - (atmp3 * src4 + atmp6 * src5 + atmp11 * src7); final float dst3 = (atmp5 * src4 + atmp8 * src5 + atmp11 * src6) - (atmp4 * src4 + atmp9 * src5 + atmp10 * src6); final float dst4 = (atmp1 * src1 + atmp2 * src2 + atmp5 * src3) - (atmp0 * src1 + atmp3 * src2 + atmp4 * src3); final float dst5 = (atmp0 * src0 + atmp7 * src2 + atmp8 * src3) - (atmp1 * src0 + atmp6 * src2 + atmp9 * src3); final float dst6 = (atmp3 * src0 + atmp6 * src1 + atmp11 * src3) - (atmp2 * src0 + atmp7 * src1 + atmp10 * src3); final float dst7 = (atmp4 * src0 + atmp9 * src1 + atmp10 * src2) - (atmp5 * src0 + atmp8 * src1 + atmp11 * src2); // calculate pairs for second 8 elements (cofactors) final float btmp0 = src2 * src7; final float btmp1 = src3 * src6; final float btmp2 = src1 * src7; final float btmp3 = src3 * src5; final float btmp4 = src1 * src6; final float btmp5 = src2 * src5; final float btmp6 = src0 * src7; final float btmp7 = src3 * src4; final float btmp8 = src0 * src6; final float btmp9 = src2 * src4; final float btmp10 = src0 * src5; final float btmp11 = src1 * src4; // calculate second 8 elements (cofactors) final float dst8 = (btmp0 * src13 + btmp3 * src14 + btmp4 * src15) - (btmp1 * src13 + btmp2 * src14 + btmp5 * src15); final float dst9 = (btmp1 * src12 + btmp6 * src14 + btmp9 * src15) - (btmp0 * src12 + btmp7 * src14 + btmp8 * src15); final float dst10 = (btmp2 * src12 + btmp7 * src13 + btmp10 * src15) - (btmp3 * src12 + btmp6 * src13 + btmp11 * src15); final float dst11 = (btmp5 * src12 + btmp8 * src13 + btmp11 * src14) - (btmp4 * src12 + btmp9 * src13 + btmp10 * src14); final float dst12 = (btmp2 * src10 + btmp5 * src11 + btmp1 * src9) - (btmp4 * src11 + btmp0 * src9 + btmp3 * src10); final float dst13 = (btmp8 * src11 + btmp0 * src8 + btmp7 * src10) - (btmp6 * src10 + btmp9 * src11 + btmp1 * src8); final float dst14 = (btmp6 * src9 + btmp11 * src11 + btmp3 * src8) - (btmp10 * src11 + btmp2 * src8 + btmp7 * src9); final float dst15 = (btmp10 * src10 + btmp4 * src8 + btmp9 * src9) - (btmp8 * src9 + btmp11 * src10 + btmp5 * src8); // calculate determinant final float det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3; if (det == 0.0f) { return false; } // calculate matrix inverse final float invdet = 1.0f / det; mInv[ mInvOffset] = clamp(dst0 * invdet); mInv[ 1 + mInvOffset] = clamp(dst1 * invdet); mInv[ 2 + mInvOffset] = clamp(dst2 * invdet); mInv[ 3 + mInvOffset] = clamp(dst3 * invdet); mInv[ 4 + mInvOffset] = clamp(dst4 * invdet); mInv[ 5 + mInvOffset] = clamp(dst5 * invdet); mInv[ 6 + mInvOffset] = clamp(dst6 * invdet); mInv[ 7 + mInvOffset] = clamp(dst7 * invdet); mInv[ 8 + mInvOffset] = clamp(dst8 * invdet); mInv[ 9 + mInvOffset] = clamp(dst9 * invdet); mInv[10 + mInvOffset] = clamp(dst10 * invdet); mInv[11 + mInvOffset] = clamp(dst11 * invdet); mInv[12 + mInvOffset] = clamp(dst12 * invdet); mInv[13 + mInvOffset] = clamp(dst13 * invdet); mInv[14 + mInvOffset] = clamp(dst14 * invdet); mInv[15 + mInvOffset] = clamp(dst15 * invdet); return true; }*/ /** * Computes an orthographic projection matrix. * * @param m returns the result * @param mOffset * @param left * @param right * @param bottom * @param top * @param near * @param far */ public static void orthoM(float[] m, int mOffset, float left, float right, float bottom, float top, float near, float far) { if (left == right) { throw new IllegalArgumentException("left == right"); } if (bottom == top) { throw new IllegalArgumentException("bottom == top"); } if (near == far) { throw new IllegalArgumentException("near == far"); } final float r_width = 1.0f / (right - left); final float r_height = 1.0f / (top - bottom); final float r_depth = 1.0f / (far - near); final float x = 2.0f * (r_width); final float y = 2.0f * (r_height); final float z = -2.0f * (r_depth); final float tx = -(right + left) * r_width; final float ty = -(top + bottom) * r_height; final float tz = -(far + near) * r_depth; m[mOffset + 0] = x; m[mOffset + 5] = y; m[mOffset + 10] = z; m[mOffset + 12] = tx; m[mOffset + 13] = ty; m[mOffset + 14] = tz; m[mOffset + 15] = 1.0f; m[mOffset + 1] = 0.0f; m[mOffset + 2] = 0.0f; m[mOffset + 3] = 0.0f; m[mOffset + 4] = 0.0f; m[mOffset + 6] = 0.0f; m[mOffset + 7] = 0.0f; m[mOffset + 8] = 0.0f; m[mOffset + 9] = 0.0f; m[mOffset + 11] = 0.0f; } /** * Defines a projection matrix in terms of six clip planes. * * @param m the float array that holds the output perspective matrix * @param offset the offset into float array m where the perspective * matrix data is written * @param left * @param right * @param bottom * @param top * @param near * @param far */ public static void frustumM(float[] m, int offset, float left, float right, float bottom, float top, float near, float far) { if (left == right) { throw new IllegalArgumentException("left == right"); } if (top == bottom) { throw new IllegalArgumentException("top == bottom"); } if (near == far) { throw new IllegalArgumentException("near == far"); } if (near <= 0.0f) { throw new IllegalArgumentException("near <= 0.0f"); } if (far <= 0.0f) { throw new IllegalArgumentException("far <= 0.0f"); } final float r_width = 1.0f / (right - left); final float r_height = 1.0f / (top - bottom); final float r_depth = 1.0f / (near - far); final float x = 2.0f * (near * r_width); final float y = 2.0f * (near * r_height); final float A = (right + left) * r_width; final float B = (top + bottom) * r_height; final float C = (far + near) * r_depth; final float D = 2.0f * (far * near * r_depth); m[offset + 0] = x; m[offset + 5] = y; m[offset + 8] = A; m[offset + 9] = B; m[offset + 10] = C; m[offset + 14] = D; m[offset + 11] = -1.0f; m[offset + 1] = 0.0f; m[offset + 2] = 0.0f; m[offset + 3] = 0.0f; m[offset + 4] = 0.0f; m[offset + 6] = 0.0f; m[offset + 7] = 0.0f; m[offset + 12] = 0.0f; m[offset + 13] = 0.0f; m[offset + 15] = 0.0f; } /** * Defines a projection matrix in terms of a field of view angle, an * aspect ratio, and z clip planes. * * @param m the float array that holds the perspective matrix * @param offset the offset into float array m where the perspective * matrix data is written * @param fovy field of view in y direction, in degrees * @param aspect width to height aspect ratio of the viewport * @param zNear * @param zFar */ public static void perspectiveM(float[] m, int offset, float fovy, float aspect, float zNear, float zFar) { float f = 1.0f / (float) Math.tan(fovy * (Math.PI / 360.0)); float rangeReciprocal = 1.0f / (zNear - zFar); m[offset + 0] = f / aspect; m[offset + 1] = 0.0f; m[offset + 2] = 0.0f; m[offset + 3] = 0.0f; m[offset + 4] = 0.0f; m[offset + 5] = f; m[offset + 6] = 0.0f; m[offset + 7] = 0.0f; m[offset + 8] = 0.0f; m[offset + 9] = 0.0f; m[offset + 10] = (zFar + zNear) * rangeReciprocal; m[offset + 11] = -1.0f; m[offset + 12] = 0.0f; m[offset + 13] = 0.0f; m[offset + 14] = 2.0f * zFar * zNear * rangeReciprocal; m[offset + 15] = 0.0f; } /** * Computes the length of a vector. * * @param x x coordinate of a vector * @param y y coordinate of a vector * @param z z coordinate of a vector * @return the length of a vector */ public static float length(float x, float y, float z) { return (float) Math.sqrt(x * x + y * y + z * z); } /** * Sets matrix m to the identity matrix. * * @param sm returns the result * @param smOffset index into sm where the result matrix starts */ public static void setIdentityM(float[] sm, int smOffset) { for (int i = 0; i < 16; i++) { sm[smOffset + i] = 0; } for (int i = 0; i < 16; i += 5) { sm[smOffset + i] = 1.0f; } } /** * Scales matrix m by x, y, and z, putting the result in sm. *

* m and sm must not overlap. * * @param sm returns the result * @param smOffset index into sm where the result matrix starts * @param m source matrix * @param mOffset index into m where the source matrix starts * @param x scale factor x * @param y scale factor y * @param z scale factor z */ public static void scaleM(float[] sm, int smOffset, float[] m, int mOffset, float x, float y, float z) { for (int i = 0; i < 4; i++) { int smi = smOffset + i; int mi = mOffset + i; sm[ smi] = clamp(m[ mi] * x); sm[ 4 + smi] = clamp(m[ 4 + mi] * y); sm[ 8 + smi] = clamp(m[ 8 + mi] * z); sm[12 + smi] = clamp(m[12 + mi]); } } /** * Scales matrix m in place by sx, sy, and sz. * * @param m matrix to scale * @param mOffset index into m where the matrix starts * @param x scale factor x * @param y scale factor y * @param z scale factor z */ public static void scaleM(float[] m, int mOffset, float x, float y, float z) { for (int i = 0; i < 4; i++) { int mi = mOffset + i; m[ mi] = clamp(m[ mi] * x); m[ 4 + mi] = clamp(m[ 4 + mi] * y); m[ 8 + mi] = clamp(m[ 8 + mi] * z); } } /** * Translates matrix m by x, y, and z, putting the result in tm. *

* m and tm must not overlap. * * @param tm returns the result * @param tmOffset index into sm where the result matrix starts * @param m source matrix * @param mOffset index into m where the source matrix starts * @param x translation factor x * @param y translation factor y * @param z translation factor z */ public static void translateM(float[] tm, int tmOffset, float[] m, int mOffset, float x, float y, float z) { for (int i = 0; i < 12; i++) { tm[tmOffset + i] = m[mOffset + i]; } for (int i = 0; i < 4; i++) { int tmi = tmOffset + i; int mi = mOffset + i; tm[12 + tmi] = clamp(m[mi] * x + m[4 + mi] * y + m[8 + mi] * z + m[12 + mi]); } } /** * Translates matrix m by x, y, and z in place. * * @param m matrix * @param mOffset index into m where the matrix starts * @param x translation factor x * @param y translation factor y * @param z translation factor z */ public static void translateM( float[] m, int mOffset, float x, float y, float z) { for (int i = 0; i < 4; i++) { int mi = mOffset + i; m[12 + mi] = clamp(m[12 + mi] + m[mi] * x + m[4 + mi] * y + m[8 + mi] * z); } } /** * Rotates matrix m by angle a (in degrees) around the axis (x, y, z). *

* m and rm must not overlap. * * @param rm returns the result * @param rmOffset index into rm where the result matrix starts * @param m source matrix * @param mOffset index into m where the source matrix starts * @param a angle to rotate in degrees * @param x X axis component * @param y Y axis component * @param z Z axis component * * public static void rotateM(float[] rm, int rmOffset, float[] m, int * mOffset, float a, float x, float y, float z) { synchronized(sTemp) { * setRotateM(sTemp, 0, a, x, y, z); multiplyMM(rm, rmOffset, m, * mOffset, sTemp, 0); } } * */ /** * Rotates matrix m in place by angle a (in degrees) around the axis (x, * y, z). * * @param m source matrix * @param mOffset index into m where the matrix starts * @param a angle to rotate in degrees * @param x X axis component * @param y Y axis component * @param z Z axis component */ //public static void rotateM(float[] m, int mOffset, // float a, float x, float y, float z) { // synchronized(sTemp) { // setRotateM(sTemp, 0, a, x, y, z); // multiplyMM(sTemp, 16, m, mOffset, sTemp, 0); // System.arraycopy(sTemp, 16, m, mOffset, 16); // } //} /** * Creates a matrix for rotation by angle a (in degrees) around the axis * (x, y, z). *

* An optimized path will be used for rotation about a major axis (e.g. * x=1.0f y=0.0f z=0.0f). * * @param rm returns the result * @param rmOffset index into rm where the result matrix starts * @param a angle to rotate in degrees * @param x X axis component * @param y Y axis component * @param z Z axis component */ public static void setRotateM(float[] rm, int rmOffset, float a, float x, float y, float z) { rm[rmOffset + 3] = 0; rm[rmOffset + 7] = 0; rm[rmOffset + 11] = 0; rm[rmOffset + 12] = 0; rm[rmOffset + 13] = 0; rm[rmOffset + 14] = 0; rm[rmOffset + 15] = 1; a *= (float) (Math.PI / 180.0f); float s = (float) Math.sin(a); float c = (float) Math.cos(a); if (1.0f == x && 0.0f == y && 0.0f == z) { rm[rmOffset + 5] = c; rm[rmOffset + 10] = c; rm[rmOffset + 6] = s; rm[rmOffset + 9] = -s; rm[rmOffset + 1] = 0; rm[rmOffset + 2] = 0; rm[rmOffset + 4] = 0; rm[rmOffset + 8] = 0; rm[rmOffset + 0] = 1; } else if (0.0f == x && 1.0f == y && 0.0f == z) { rm[rmOffset + 0] = c; rm[rmOffset + 10] = c; rm[rmOffset + 8] = s; rm[rmOffset + 2] = -s; rm[rmOffset + 1] = 0; rm[rmOffset + 4] = 0; rm[rmOffset + 6] = 0; rm[rmOffset + 9] = 0; rm[rmOffset + 5] = 1; } else if (0.0f == x && 0.0f == y && 1.0f == z) { rm[rmOffset + 0] = c; rm[rmOffset + 5] = c; rm[rmOffset + 1] = s; rm[rmOffset + 4] = -s; rm[rmOffset + 2] = 0; rm[rmOffset + 6] = 0; rm[rmOffset + 8] = 0; rm[rmOffset + 9] = 0; rm[rmOffset + 10] = 1; } else { float len = length(x, y, z); if (1.0f != len) { float recipLen = 1.0f / len; x *= recipLen; y *= recipLen; z *= recipLen; } float nc = 1.0f - c; float xy = x * y; float yz = y * z; float zx = z * x; float xs = x * s; float ys = y * s; float zs = z * s; rm[rmOffset + 0] = x * x * nc + c; rm[rmOffset + 4] = xy * nc - zs; rm[rmOffset + 8] = zx * nc + ys; rm[rmOffset + 1] = xy * nc + zs; rm[rmOffset + 5] = y * y * nc + c; rm[rmOffset + 9] = yz * nc - xs; rm[rmOffset + 2] = zx * nc - ys; rm[rmOffset + 6] = yz * nc + xs; rm[rmOffset + 10] = z * z * nc + c; } } /** * Converts Euler angles to a rotation matrix. * * @param rm returns the result * @param rmOffset index into rm where the result matrix starts * @param x angle of rotation, in degrees * @param y angle of rotation, in degrees * @param z angle of rotation, in degrees */ public static void setRotateEulerM(float[] rm, int rmOffset, float x, float y, float z) { x *= (float) (Math.PI / 180.0f); y *= (float) (Math.PI / 180.0f); z *= (float) (Math.PI / 180.0f); float cx = (float) Math.cos(x); float sx = (float) Math.sin(x); float cy = (float) Math.cos(y); float sy = (float) Math.sin(y); float cz = (float) Math.cos(z); float sz = (float) Math.sin(z); float cxsy = cx * sy; float sxsy = sx * sy; rm[rmOffset + 0] = cy * cz; rm[rmOffset + 1] = -cy * sz; rm[rmOffset + 2] = sy; rm[rmOffset + 3] = 0.0f; rm[rmOffset + 4] = cxsy * cz + cx * sz; rm[rmOffset + 5] = -cxsy * sz + cx * cz; rm[rmOffset + 6] = -sx * cy; rm[rmOffset + 7] = 0.0f; rm[rmOffset + 8] = -sxsy * cz + sx * sz; rm[rmOffset + 9] = sxsy * sz + sx * cz; rm[rmOffset + 10] = cx * cy; rm[rmOffset + 11] = 0.0f; rm[rmOffset + 12] = 0.0f; rm[rmOffset + 13] = 0.0f; rm[rmOffset + 14] = 0.0f; rm[rmOffset + 15] = 1.0f; } /** * Defines a viewing transformation in terms of an eye point, a center * of view, and an up vector. * * @param rm returns the result * @param rmOffset index into rm where the result matrix starts * @param eyeX eye point X * @param eyeY eye point Y * @param eyeZ eye point Z * @param centerX center of view X * @param centerY center of view Y * @param centerZ center of view Z * @param upX up vector X * @param upY up vector Y * @param upZ up vector Z */ public static void setLookAtM(float[] rm, int rmOffset, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { // See the OpenGL GLUT documentation for gluLookAt for a description // of the algorithm. We implement it in a straightforward way: float fx = centerX - eyeX; float fy = centerY - eyeY; float fz = centerZ - eyeZ; // Normalize f float rlf = 1.0f / MatrixUtil.length(fx, fy, fz); fx *= rlf; fy *= rlf; fz *= rlf; // compute s = f x up (x means "cross product") float sx = fy * upZ - fz * upY; float sy = fz * upX - fx * upZ; float sz = fx * upY - fy * upX; // and normalize s float rls = 1.0f / MatrixUtil.length(sx, sy, sz); sx *= rls; sy *= rls; sz *= rls; // compute u = s x f float ux = sy * fz - sz * fy; float uy = sz * fx - sx * fz; float uz = sx * fy - sy * fx; rm[rmOffset + 0] = sx; rm[rmOffset + 1] = ux; rm[rmOffset + 2] = -fx; rm[rmOffset + 3] = 0.0f; rm[rmOffset + 4] = sy; rm[rmOffset + 5] = uy; rm[rmOffset + 6] = -fy; rm[rmOffset + 7] = 0.0f; rm[rmOffset + 8] = sz; rm[rmOffset + 9] = uz; rm[rmOffset + 10] = -fz; rm[rmOffset + 11] = 0.0f; rm[rmOffset + 12] = 0.0f; rm[rmOffset + 13] = 0.0f; rm[rmOffset + 14] = 0.0f; rm[rmOffset + 15] = 1.0f; translateM(rm, rmOffset, -eyeX, -eyeY, -eyeZ); } } }





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