/* * 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. */ package android.opengl; /** * 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: * <pre> * 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] * </pre> * * Vectors are 4 row x 1 column column-vectors stored in order: * <pre> * v[offset + 0] * v[offset + 1] * v[offset + 2] * v[offset + 3] * </pre> * */ public class Matrix { /** * Multiply two 4x4 matrices together and store 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 static native void multiplyMM(float[] result, int resultOffset, float[] lhs, int lhsOffset, float[] rhs, int rhsOffset); /** * Multiply a 4 element vector by a 4x4 matrix and store 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 native void multiplyMV(float[] resultVec, int resultVecOffset, float[] lhsMat, int lhsMatOffset, float[] rhsVec, int rhsVecOffset); /** * Transposes a 4 x 4 matrix. * * @param mTrans the array that holds the output inverted matrix * @param mTransOffset an offset into mInv where the inverted matrix is * stored. * @param m the input array * @param mOffset an offset into m where the 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. * * @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 matrix is stored. * @return true if the matrix could be inverted, false if it could not. */ public static boolean invertM(float[] mInv, int mInvOffset, float[] m, int mOffset) { // Invert a 4 x 4 matrix using Cramer's Rule // array of transpose source matrix float[] src = new float[16]; // transpose matrix transposeM(src, 0, m, mOffset); // temp array for pairs float[] tmp = new float[12]; // calculate pairs for first 8 elements (cofactors) tmp[0] = src[10] * src[15]; tmp[1] = src[11] * src[14]; tmp[2] = src[9] * src[15]; tmp[3] = src[11] * src[13]; tmp[4] = src[9] * src[14]; tmp[5] = src[10] * src[13]; tmp[6] = src[8] * src[15]; tmp[7] = src[11] * src[12]; tmp[8] = src[8] * src[14]; tmp[9] = src[10] * src[12]; tmp[10] = src[8] * src[13]; tmp[11] = src[9] * src[12]; // Holds the destination matrix while we're building it up. float[] dst = new float[16]; // calculate first 8 elements (cofactors) dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]; dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]; dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]; dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]; dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]; dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]; dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]; dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]; dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]; dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]; dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]; dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]; dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]; dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]; dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]; dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]; // calculate pairs for second 8 elements (cofactors) tmp[0] = src[2] * src[7]; tmp[1] = src[3] * src[6]; tmp[2] = src[1] * src[7]; tmp[3] = src[3] * src[5]; tmp[4] = src[1] * src[6]; tmp[5] = src[2] * src[5]; tmp[6] = src[0] * src[7]; tmp[7] = src[3] * src[4]; tmp[8] = src[0] * src[6]; tmp[9] = src[2] * src[4]; tmp[10] = src[0] * src[5]; tmp[11] = src[1] * src[4]; // calculate second 8 elements (cofactors) dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]; dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]; dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]; dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]; dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]; dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]; dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]; dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]; dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]; dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]; dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]; dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]; dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]; dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]; dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]; dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]; // calculate determinant float det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3]; if (det == 0.0f) { } // calculate matrix inverse det = 1 / det; for (int j = 0; j < 16; j++) mInv[j + mInvOffset] = dst[j] * det; 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; } /** * Define a projection matrix in terms of six 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 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 = 2.0f * ((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; } /** * 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 * @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] = m[ mi] * x; sm[ 4 + smi] = m[ 4 + mi] * y; sm[ 8 + smi] = m[ 8 + mi] * z; sm[12 + smi] = 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] *= x; m[ 4 + mi] *= y; m[ 8 + mi] *= z; } } /** * Translates matrix m by x, y, and z, putting the result in tm * @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] = 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] += 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) * @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 scale factor x * @param y scale factor y * @param z scale factor z */ public static void rotateM(float[] rm, int rmOffset, float[] m, int mOffset, float a, float x, float y, float z) { float[] r = new float[16]; setRotateM(r, 0, a, x, y, z); multiplyMM(rm, rmOffset, m, mOffset, r, 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 scale factor x * @param y scale factor y * @param z scale factor z */ public static void rotateM(float[] m, int mOffset, float a, float x, float y, float z) { float[] temp = new float[32]; setRotateM(temp, 0, a, x, y, z); multiplyMM(temp, 16, m, mOffset, temp, 0); System.arraycopy(temp, 16, m, mOffset, 16); } /** * Rotates matrix m by angle a (in degrees) around the axis (x, y, z) * @param rm returns the result * @param rmOffset index into rm where the result matrix starts * @param a angle to rotate in degrees * @param x scale factor x * @param y scale factor y * @param z scale factor z */ 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; } }