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authorThe Android Open Source Project <initial-contribution@android.com>2009-03-03 18:28:45 -0800
committerThe Android Open Source Project <initial-contribution@android.com>2009-03-03 18:28:45 -0800
commitd83a98f4ce9cfa908f5c54bbd70f03eec07e7553 (patch)
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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);
-}