/* * 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); } }