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

413 lines
10 KiB
Java

/*
* Copyright (c) 2002-2008 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.util.glu;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import static 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 FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
private static final FloatBuffer tempMatrix = BufferUtils.createFloatBuffer(16);
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);
}
/**
* Method __gluMultMatrixVecf
*
* @param finalMatrix
* @param in
* @param out
*/
private static void __gluMultMatrixVecf(FloatBuffer m, float[] in, float[] out) {
for (int i = 0; i < 4; i++) {
out[i] =
in[0] * m.get(m.position() + 0*4 + i)
+ in[1] * m.get(m.position() + 1*4 + i)
+ in[2] * m.get(m.position() + 2*4 + i)
+ in[3] * m.get(m.position() + 3*4 + i);
}
}
/**
* @param src
* @param inverse
*
* @return true if the matrix was succesfully inverted
*/
private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
int i, j, k, swap;
float t;
FloatBuffer temp = Project.tempMatrix;
for (i = 0; i < 16; i++) {
temp.put(i, src.get(i + src.position()));
}
__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.get(j*4 + i)) > Math.abs(temp.get(i* 4 + i))) {
swap = j;
}
}
if (swap != i) {
/*
* * Swap rows.
*/
for (k = 0; k < 4; k++) {
t = temp.get(i*4 + k);
temp.put(i*4 + k, temp.get(swap*4 + k));
temp.put(swap*4 + k, t);
t = inverse.get(i*4 + k);
inverse.put(i*4 + k, inverse.get(swap*4 + k));
//inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
inverse.put(swap*4 + k, t);
//inverse.put((swap << 2) + k, t);
}
}
if (temp.get(i*4 + 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.get(i*4 + i);
for (k = 0; k < 4; k++) {
temp.put(i*4 + k, temp.get(i*4 + k)/t);
inverse.put(i*4 + k, inverse.get(i*4 + k)/t);
}
for (j = 0; j < 4; j++) {
if (j != i) {
t = temp.get(j*4 + i);
for (k = 0; k < 4; k++) {
temp.put(j*4 + k, temp.get(j*4 + k) - temp.get(i*4 + k) * t);
inverse.put(j*4 + k, inverse.get(j*4 + k) - inverse.get(i*4 + 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(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r.put(r.position() + i*4 + j,
a.get(a.position() + i*4 + 0) * b.get(b.position() + 0*4 + j) + a.get(a.position() + i*4 + 1) * b.get(b.position() + 1*4 + j) + a.get(a.position() + i*4 + 2) * b.get(b.position() + 2*4 + j) + a.get(a.position() + i*4 + 3) * b.get(b.position() + 3*4 + 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);
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]);
glMultMatrix(matrix);
glTranslatef(-eyex, -eyey, -eyez);
}
/**
* Method gluProject
*
* @param objx
* @param objy
* @param objz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param win_pos
*/
public static boolean gluProject(
float objx,
float objy,
float objz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer 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.put(0, in[0] * viewport.get(viewport.position() + 2) + viewport.get(viewport.position() + 0));
win_pos.put(1, in[1] * viewport.get(viewport.position() + 3) + viewport.get(viewport.position() + 1));
win_pos.put(2, in[2]);
return true;
}
/**
* Method gluUnproject
*
* @param winx
* @param winy
* @param winz
* @param modelMatrix
* @param projMatrix
* @param viewport
* @param obj_pos
*/
public static boolean gluUnProject(
float winx,
float winy,
float winz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer 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.get(viewport.position() + 0)) / viewport.get(viewport.position() + 2);
in[1] = (in[1] - viewport.get(viewport.position() + 1)) / viewport.get(viewport.position() + 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.put(obj_pos.position() + 0, out[0] * out[3]);
obj_pos.put(obj_pos.position() + 1, out[1] * out[3]);
obj_pos.put(obj_pos.position() + 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,
IntBuffer viewport) {
if (deltaX <= 0 || deltaY <= 0) {
return;
}
/* Translate and scale the picked region to the entire window */
glTranslatef(
(viewport.get(viewport.position() + 2) - 2 * (x - viewport.get(viewport.position() + 0))) / deltaX,
(viewport.get(viewport.position() + 3) - 2 * (y - viewport.get(viewport.position() + 1))) / deltaY,
0);
glScalef(viewport.get(viewport.position() + 2) / deltaX, viewport.get(viewport.position() + 3) / deltaY, 1.0f);
}
}