/** * Copyright 2014 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. 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. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``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 JogAmp Community 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. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.math; import com.jogamp.opengl.GLException; import com.jogamp.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.opengl.util.PMVMatrix; /** * Simple float array-backed float 4x4 matrix * exposing {@link FloatUtil} matrix functionality in an object oriented manner. * <p> * Unlike {@link PMVMatrix}, this class only represents one single matrix * without a complete {@link GLMatrixFunc} implementation, * allowing this class to be more lightweight. * </p> * <p> * Implementation is not mature - WIP and subject to change. * </p> */ public class Matrix4 { public Matrix4() { matrix = new float[16]; matrixTxSx = new float[16]; mat4Tmp1 = new float[16]; vec4Tmp1 = new float[4]; FloatUtil.makeIdentity(matrixTxSx); loadIdentity(); } public final float[] getMatrix() { return matrix; } public final void loadIdentity() { FloatUtil.makeIdentity(matrix); } /** * Multiply matrix: [this] = [this] x [m] * @param m 4x4 matrix in column-major order */ public final void multMatrix(final float[] m, final int m_offset) { FloatUtil.multMatrix(matrix, 0, m, m_offset); } /** * Multiply matrix: [this] = [this] x [m] * @param m 4x4 matrix in column-major order */ public final void multMatrix(final float[] m) { FloatUtil.multMatrix(matrix, m); } /** * Multiply matrix: [this] = [this] x [m] * @param m 4x4 matrix in column-major order */ public final void multMatrix(final Matrix4 m) { FloatUtil.multMatrix(matrix, m.getMatrix()); } /** * @param v_in 4-component column-vector * @param v_out this * v_in */ public final void multVec(final float[] v_in, final float[] v_out) { FloatUtil.multMatrixVec(matrix, v_in, v_out); } /** * @param v_in 4-component column-vector * @param v_out this * v_in */ public final void multVec(final float[] v_in, final int v_in_offset, final float[] v_out, final int v_out_offset) { FloatUtil.multMatrixVec(matrix, 0, v_in, v_in_offset, v_out, v_out_offset); } public final void translate(final float x, final float y, final float z) { multMatrix(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z)); } public final void scale(final float x, final float y, final float z) { multMatrix(FloatUtil.makeScale(matrixTxSx, false, x, y, z)); } public final void rotate(final float angrad, final float x, final float y, final float z) { multMatrix(FloatUtil.makeRotationAxis(mat4Tmp1, 0, angrad, x, y, z, vec4Tmp1)); } /** * Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}. */ public final void rotate(final Quaternion quat) { multMatrix(quat.toMatrix(mat4Tmp1, 0)); } public final void transpose() { System.arraycopy(matrix, 0, mat4Tmp1, 0, 16); FloatUtil.transposeMatrix(mat4Tmp1, matrix); } public final float determinant() { return FloatUtil.matrixDeterminant(matrix); } public final boolean invert() { return null != FloatUtil.invertMatrix(matrix, matrix); } public final void makeOrtho(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { multMatrix( FloatUtil.makeOrtho(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) ); } /** * @param left * @param right * @param bottom * @param top * @param zNear * @param zFar * @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear} * or {@code left == right}, or {@code bottom == top}. * @see FloatUtil#makeFrustum(float[], int, boolean, float, float, float, float, float, float) */ public final void makeFrustum(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) throws GLException { multMatrix( FloatUtil.makeFrustum(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar) ); } /** * @param fovy_rad * @param aspect * @param zNear * @param zFar * @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear} * @see FloatUtil#makePerspective(float[], int, boolean, float, float, float, float) */ public final void makePerspective(final float fovy_rad, final float aspect, final float zNear, final float zFar) throws GLException { multMatrix( FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy_rad, aspect, zNear, zFar) ); } private final float[] matrix, matrixTxSx; private final float[] mat4Tmp1, vec4Tmp1; }