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authorThe Android Open Source Project <initial-contribution@android.com>2008-10-21 07:00:00 -0700
committerThe Android Open Source Project <initial-contribution@android.com>2008-10-21 07:00:00 -0700
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tree35051494d2af230dce54d6b31c6af8fc24091316 /opengl/java/android/opengl/Visibility.java
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Initial Contribution
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+/*
+ * 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;
+
+/**
+ * {@hide}
+ * A collection of utility methods for computing the visibility of triangle
+ * meshes.
+ *
+ */
+public class Visibility {
+ /**
+ * Test whether a given triangle mesh is visible on the screen. The mesh
+ * is specified as an indexed triangle list.
+ *
+ * @param ws the world space to screen space transform matrix, as an OpenGL
+ * column matrix.
+ * @param wsOffset an index into the ws array where the data starts.
+ * @param positions the vertex positions (x, y, z).
+ * @param positionsOffset the index in the positions array where the data
+ * starts.
+ * @param indices the indices of the triangle list. The indices are
+ * expressed as chars because they are unsigned 16-bit values.
+ * @param indicesOffset the index in the indices array where the index data
+ * starts.
+ * @param indexCount the number of indices in use. Typically a multiple of
+ * three. If not a multiple of three, the remaining one or two indices will
+ * be ignored.
+ * @return 2 if all of the mesh is visible, 1 if some part of the mesh is
+ * visible, 0 if no part is visible.
+ *
+ * @throws IllegalArgumentException if ws is null, wsOffset < 0,
+ * positions is null, positionsOffset < 0, indices is null,
+ * indicesOffset < 0, indicesOffset > indices.length - indexCount
+ */
+ public static native int visibilityTest(float[] ws, int wsOffset,
+ float[] positions, int positionsOffset, char[] indices,
+ int indicesOffset, int indexCount);
+
+ /**
+ * Given an OpenGL ES ModelView-Projection matrix (which implicitly
+ * describes a frustum) and a list of spheres, determine which spheres
+ * intersect the frustum.
+ * <p>
+ * A ModelView-Projection matrix can be computed by multiplying the
+ * a Projection matrix by the a ModelView matrix (in that order.). There
+ * are several possible ways to obtain the current ModelView and
+ * Projection matrices. The most generally applicable way is to keep
+ * track of the current matrices in application code. If that is not
+ * convenient, there are two optional OpenGL ES extensions which may
+ * be used to read the current matrices from OpenGL ES:
+ * <ul>
+ * <li>GL10Ext.glQueryMatrixxOES
+ * <li>GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES and
+ * GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES
+ * </ul>
+ * The problem with reading back the matrices is that your application
+ * will only work with devices that support the extension(s) that
+ * it uses.
+ * <p>
+ * A frustum is a six-sided truncated pyramid that defines the portion of
+ * world space that is visible in the view.
+ * <p>
+ * Spheres are described as four floating point values: x, y, z, and r, in
+ * world-space coordinates. R is the radius of the sphere.
+ * <p>
+ * @param mvp a float array containing the mode-view-projection matrix
+ * @param mvpOffset The offset of the mvp data within the mvp array.
+ * @param spheres a float array containing the sphere data.
+ * @param spheresOffset an offset into the sphere array where the sphere
+ * data starts
+ * @param spheresCount the number of spheres to cull.
+ * @param results an integer array containing the indices of the spheres
+ * that are either contained entirely within or intersect the frustum.
+ * @param resultsOffset an offset into the results array where the results
+ * start.
+ * @param resultsCapacity the number of array elements available for storing
+ * results.
+ * @return the number of spheres that intersected the frustum. Can be
+ * larger than resultsCapacity, in which case only the first resultsCapacity
+ * results are written into the results array.
+ *
+ * @throws IllegalArgumentException if mvp is null, mvpOffset < 0,
+ * mvpOffset > mvp.length - 16, spheres is null, spheresOffset < 0,
+ * spheresOffset > spheres.length - sphereCount,
+ * results is null, resultsOffset < 0, resultsOffset > results.length -
+ * resultsCapacity.
+ */
+ public static native int frustumCullSpheres(float[] mvp, int mvpOffset,
+ float[] spheres, int spheresOffset, int spheresCount,
+ int[] results, int resultsOffset, int resultsCapacity);
+
+ /**
+ * Compute a bounding sphere for a set of points. It is approximately the
+ * minimal bounding sphere of an axis-aligned box that bounds the points.
+ *
+ * @param positions positions in x, y, z triples
+ * @param positionsOffset offset into positions array
+ * @param positionsCount number of position triples to process
+ * @param sphere array containing the output as (x, y, z, r)
+ * @param sphereOffset offset where the sphere data will be written
+ *
+ * @throws IllegalArgumentException if positions is null,
+ * positionsOffset < 0, positionsOffset > positions.length - positionsCount,
+ * sphere is null, sphereOffset < 0, sphereOffset > sphere.length - 4.
+ */
+ public static native void computeBoundingSphere(float[] positions,
+ int positionsOffset, int positionsCount, float[] sphere,
+ int sphereOffset);
+}