lwjgl/src/java/org/lwjgl/opengl/glu/Project.java

421 lines
9.4 KiB
Java

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