413 lines
10 KiB
Java
413 lines
10 KiB
Java
/*
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* Copyright (c) 2002-2008 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.util.glu;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import static 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 FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
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private static final FloatBuffer tempMatrix = BufferUtils.createFloatBuffer(16);
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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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/**
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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(FloatBuffer m, 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] * m.get(m.position() + 0*4 + i)
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+ in[1] * m.get(m.position() + 1*4 + i)
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+ in[2] * m.get(m.position() + 2*4 + i)
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+ in[3] * m.get(m.position() + 3*4 + 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 true if the matrix was succesfully inverted
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*/
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private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
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int i, j, k, swap;
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float t;
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FloatBuffer temp = Project.tempMatrix;
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for (i = 0; i < 16; i++) {
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temp.put(i, src.get(i + src.position()));
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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.get(j*4 + i)) > Math.abs(temp.get(i* 4 + 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.get(i*4 + k);
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temp.put(i*4 + k, temp.get(swap*4 + k));
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temp.put(swap*4 + k, t);
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t = inverse.get(i*4 + k);
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inverse.put(i*4 + k, inverse.get(swap*4 + k));
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//inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
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inverse.put(swap*4 + 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.get(i*4 + 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.get(i*4 + i);
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for (k = 0; k < 4; k++) {
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temp.put(i*4 + k, temp.get(i*4 + k)/t);
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inverse.put(i*4 + k, inverse.get(i*4 + 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.get(j*4 + i);
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for (k = 0; k < 4; k++) {
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temp.put(j*4 + k, temp.get(j*4 + k) - temp.get(i*4 + k) * t);
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inverse.put(j*4 + k, inverse.get(j*4 + k) - inverse.get(i*4 + 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(FloatBuffer a, FloatBuffer b, FloatBuffer 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.put(r.position() + i*4 + j,
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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));
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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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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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glMultMatrix(matrix);
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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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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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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer 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.put(0, in[0] * viewport.get(viewport.position() + 2) + viewport.get(viewport.position() + 0));
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win_pos.put(1, in[1] * viewport.get(viewport.position() + 3) + viewport.get(viewport.position() + 1));
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win_pos.put(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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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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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer 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.get(viewport.position() + 0)) / viewport.get(viewport.position() + 2);
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in[1] = (in[1] - viewport.get(viewport.position() + 1)) / viewport.get(viewport.position() + 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.put(obj_pos.position() + 0, out[0] * out[3]);
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obj_pos.put(obj_pos.position() + 1, out[1] * out[3]);
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obj_pos.put(obj_pos.position() + 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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IntBuffer 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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glTranslatef(
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(viewport.get(viewport.position() + 2) - 2 * (x - viewport.get(viewport.position() + 0))) / deltaX,
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(viewport.get(viewport.position() + 3) - 2 * (y - viewport.get(viewport.position() + 1))) / deltaY,
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0);
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glScalef(viewport.get(viewport.position() + 2) / deltaX, viewport.get(viewport.position() + 3) / deltaY, 1.0f);
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}
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}
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