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author | The Android Open Source Project <initial-contribution@android.com> | 2008-10-21 07:00:00 -0700 |
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committer | The Android Open Source Project <initial-contribution@android.com> | 2008-10-21 07:00:00 -0700 |
commit | 54b6cfa9a9e5b861a9930af873580d6dc20f773c (patch) | |
tree | 35051494d2af230dce54d6b31c6af8fc24091316 /opengl/java/android/opengl/Matrix.java | |
download | frameworks_base-54b6cfa9a9e5b861a9930af873580d6dc20f773c.zip frameworks_base-54b6cfa9a9e5b861a9930af873580d6dc20f773c.tar.gz frameworks_base-54b6cfa9a9e5b861a9930af873580d6dc20f773c.tar.bz2 |
Initial Contribution
Diffstat (limited to 'opengl/java/android/opengl/Matrix.java')
-rw-r--r-- | opengl/java/android/opengl/Matrix.java | 582 |
1 files changed, 582 insertions, 0 deletions
diff --git a/opengl/java/android/opengl/Matrix.java b/opengl/java/android/opengl/Matrix.java new file mode 100644 index 0000000..38be6be --- /dev/null +++ b/opengl/java/android/opengl/Matrix.java @@ -0,0 +1,582 @@ +/* + * 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 sx, sy, and sz, 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 sx, sy, and sz, 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<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 sx, sy, and sz 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; + } +} |