421 lines
9.4 KiB
Java
421 lines
9.4 KiB
Java
/*
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* Copyright (c) 2002-2004 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.opengl.glu;
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import java.nio.FloatBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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/**
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* Project.java
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* <p/>
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* <p/>
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* Created 11-jan-2004
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*
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* @author Erik Duijs
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*/
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public class Project extends Util {
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private static final float[] IDENTITY_MATRIX =
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new float[] {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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private static final FloatBuffer matrix = BufferUtils.createFloatBuffer(16);
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private static final float[][] finalMatrix = new float[4][4];
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private static final float[][] tempMatrix = new float[4][4];
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private static final float[] in = new float[4];
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private static final float[] out = new float[4];
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private static final float[] forward = new float[3];
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private static final float[] side = new float[3];
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private static final float[] up = new float[3];
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/**
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* Make matrix an identity matrix
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*/
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private static void __gluMakeIdentityf(FloatBuffer m) {
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int oldPos = m.position();
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m.put(IDENTITY_MATRIX);
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m.position(oldPos);
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}
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private static void __gluMakeIdentityf(float[][] m) {
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for (int i = 0; i < 16; i++) {
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m[i>>2][i%4] = IDENTITY_MATRIX[i];
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}
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}
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/**
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* Method __gluMultMatrixVecf
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*
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* @param finalMatrix
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* @param in
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* @param out
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*/
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private static void __gluMultMatrixVecf(float[][] finalMatrix, float[] in, float[] out) {
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for (int i = 0; i < 4; i++) {
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out[i] =
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in[0] * finalMatrix[0][i]
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+ in[1] * finalMatrix[1][i]
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+ in[2] * finalMatrix[2][i]
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+ in[3] * finalMatrix[3][i];
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}
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}
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/**
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* @param src
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* @param inverse
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*
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* @return
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*/
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private static boolean __gluInvertMatrixf(float[][] src, float[][] inverse) {
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int i, j, k, swap;
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float t;
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float[][] temp = Project.tempMatrix;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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temp[i][j] = src[i][j];
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}
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}
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__gluMakeIdentityf(inverse);
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for (i = 0; i < 4; i++) {
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/*
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* * Look for largest element in column
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*/
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swap = i;
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for (j = i + 1; j < 4; j++) {
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/*
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* if (fabs(temp[j][i]) > fabs(temp[i][i])) { swap = j;
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*/
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if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
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swap = j;
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}
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}
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if (swap != i) {
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/*
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* * Swap rows.
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*/
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for (k = 0; k < 4; k++) {
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t = temp[i][k];
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temp[i][k] = temp[swap][k];
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temp[swap][k] = t;
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t = inverse[i][k];
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inverse[i][k] = inverse[swap][k];
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//inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
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inverse[swap][k] = t;
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//inverse.put((swap << 2) + k, t);
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}
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}
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if (temp[i][i] == 0) {
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/*
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* * No non-zero pivot. The matrix is singular, which shouldn't *
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* happen. This means the user gave us a bad matrix.
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*/
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return false;
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}
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t = temp[i][i];
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for (k = 0; k < 4; k++) {
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temp[i][k] /= t;
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inverse[i][k] = inverse[i][k] / t;
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}
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for (j = 0; j < 4; j++) {
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if (j != i) {
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t = temp[j][i];
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for (k = 0; k < 4; k++) {
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temp[j][k] -= temp[i][k] * t;
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inverse[j][k] = inverse[j][k] - inverse[i][k] * t;
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/*inverse.put(
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(j << 2) + k,
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inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t);*/
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}
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}
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}
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}
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return true;
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}
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/**
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* @param a
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* @param b
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* @param r
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*/
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private static void __gluMultMatricesf(float[][] a, float[][] b, float[][] r) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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r[i][j] =
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a[i][0] * b[0][j] + a[i][1] * b[1][j] + a[i][2] * b[2][j] + a[i][3] * b[3][j];
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}
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}
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}
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/**
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* Method gluPerspective.
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*
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* @param fovy
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* @param aspect
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* @param zNear
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* @param zFar
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*/
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public static void gluPerspective(float fovy, float aspect, float zNear, float zFar) {
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float sine, cotangent, deltaZ;
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float radians = fovy / 2 * GLU.PI / 180;
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deltaZ = zFar - zNear;
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sine = (float) Math.sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
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return;
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}
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cotangent = (float) Math.cos(radians) / sine;
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__gluMakeIdentityf(matrix);
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matrix.put(0 * 4 + 0, cotangent / aspect);
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matrix.put(1 * 4 + 1, cotangent);
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matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
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matrix.put(2 * 4 + 3, -1);
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matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
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matrix.put(3 * 4 + 3, 0);
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GL11.glMultMatrix(matrix);
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}
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/**
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* Method gluLookAt
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*
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* @param eyex
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* @param eyey
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* @param eyez
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* @param centerx
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* @param centery
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* @param centerz
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* @param upx
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* @param upy
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* @param upz
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*/
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public static void gluLookAt(
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float eyex,
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float eyey,
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float eyez,
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float centerx,
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float centery,
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float centerz,
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float upx,
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float upy,
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float upz) {
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float[] forward = Project.forward;
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float[] side = Project.side;
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float[] up = Project.up;
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forward[0] = centerx - eyex;
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forward[1] = centery - eyey;
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forward[2] = centerz - eyez;
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up[0] = upx;
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up[1] = upy;
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up[2] = upz;
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normalize(forward);
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/* Side = forward x up */
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cross(forward, up, side);
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normalize(side);
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/* Recompute up as: up = side x forward */
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cross(side, forward, up);
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__gluMakeIdentityf(matrix);
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matrix.put(0 * 4 + 0, side[0]);
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matrix.put(1 * 4 + 0, side[1]);
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matrix.put(2 * 4 + 0, side[2]);
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matrix.put(0 * 4 + 1, up[0]);
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matrix.put(1 * 4 + 1, up[1]);
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matrix.put(2 * 4 + 1, up[2]);
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matrix.put(0 * 4 + 2, -forward[0]);
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matrix.put(1 * 4 + 2, -forward[1]);
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matrix.put(2 * 4 + 2, -forward[2]);
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GL11.glMultMatrix(matrix);
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GL11.glTranslatef(-eyex, -eyey, -eyez);
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}
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/**
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* Method gluProject
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*
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* @param objx
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* @param objy
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* @param objz
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* @param modelMatrix
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* @param projMatrix
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* @param viewport
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* @param win_pos
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*
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* @return
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*/
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public static boolean gluProject(
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float objx,
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float objy,
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float objz,
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float[][] modelMatrix,
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float[][] projMatrix,
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int[] viewport,
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float[] win_pos) {
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float[] in = Project.in;
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float[] out = Project.out;
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in[0] = objx;
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in[1] = objy;
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in[2] = objz;
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in[3] = 1.0f;
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__gluMultMatrixVecf(modelMatrix, in, out);
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__gluMultMatrixVecf(projMatrix, out, in);
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if (in[3] == 0.0)
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return false;
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in[3] = (1.0f / in[3]) * 0.5f;
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// Map x, y and z to range 0-1
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in[0] = in[0] * in[3] + 0.5f;
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in[1] = in[1] * in[3] + 0.5f;
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in[2] = in[2] * in[3] + 0.5f;
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// Map x,y to viewport
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win_pos[0] = in[0] * viewport[2] + viewport[0];
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win_pos[1] = in[1] * viewport[3] + viewport[1];
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win_pos[2] = in[2];
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return true;
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}
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/**
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* Method gluUnproject
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*
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* @param winx
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* @param winy
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* @param winz
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* @param modelMatrix
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* @param projMatrix
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* @param viewport
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* @param obj_pos
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*
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* @return
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*/
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public static boolean gluUnProject(
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float winx,
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float winy,
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float winz,
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float[][] modelMatrix,
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float[][] projMatrix,
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int[] viewport,
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float[] obj_pos) {
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float[] in = Project.in;
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float[] out = Project.out;
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__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
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if (!__gluInvertMatrixf(finalMatrix, finalMatrix))
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return false;
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in[0] = winx;
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in[1] = winy;
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in[2] = winz;
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in[3] = 1.0f;
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// Map x and y from window coordinates
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in[0] = (in[0] - viewport[0]) / viewport[2];
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in[1] = (in[1] - viewport[1]) / viewport[3];
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// Map to range -1 to 1
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in[0] = in[0] * 2 - 1;
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in[1] = in[1] * 2 - 1;
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in[2] = in[2] * 2 - 1;
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__gluMultMatrixVecf(finalMatrix, in, out);
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if (out[3] == 0.0)
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return false;
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out[3] = 1.0f / out[3];
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obj_pos[0] = out[0] * out[3];
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obj_pos[1] = out[1] * out[3];
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obj_pos[2] = out[2] * out[3];
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return true;
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}
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/**
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* Method gluPickMatrix
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*
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* @param x
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* @param y
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* @param deltaX
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* @param deltaY
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* @param viewport
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*/
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public static void gluPickMatrix(
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float x,
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float y,
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float deltaX,
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float deltaY,
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int[] viewport) {
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if (deltaX <= 0 || deltaY <= 0) {
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return;
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}
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/* Translate and scale the picked region to the entire window */
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GL11.glTranslatef(
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(viewport[2] - 2 * (x - viewport[0])) / deltaX,
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(viewport[3] - 2 * (y - viewport[1])) / deltaY,
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0);
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GL11.glScalef(viewport[2] / deltaX, viewport[3] / deltaY, 1.0f);
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}
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}
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