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-rw-r--r--graphics/java/android/renderscript/Float4.java438
1 files changed, 423 insertions, 15 deletions
diff --git a/graphics/java/android/renderscript/Float4.java b/graphics/java/android/renderscript/Float4.java
index 67c7afc..6541b2e 100644
--- a/graphics/java/android/renderscript/Float4.java
+++ b/graphics/java/android/renderscript/Float4.java
@@ -1,5 +1,5 @@
/*
- * Copyright (C) 2009 The Android Open Source Project
+ * Copyright (C) 2013 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.
@@ -16,27 +16,435 @@
package android.renderscript;
-
/**
- * Class for exposing the native RenderScript float2 type back to the Android system.
- *
- **/
+ * Vector version of the basic float type.
+ * Provides four float fields packed.
+ */
public class Float4 {
+ public float x;
+ public float y;
+ public float z;
+ public float w;
+
public Float4() {
}
+ /** @hide */
+ public Float4(Float4 data) {
+ this.x = data.x;
+ this.y = data.y;
+ this.z = data.z;
+ this.w = data.w;
+ }
- public Float4(float initX, float initY, float initZ, float initW) {
- x = initX;
- y = initY;
- z = initZ;
- w = initW;
+ public Float4(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
}
- public float x;
- public float y;
- public float z;
- public float w;
-}
+ /** @hide
+ * Vector add
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 add(Float4 a, Float4 b) {
+ Float4 res = new Float4();
+ res.x = a.x + b.x;
+ res.y = a.y + b.y;
+ res.z = a.z + b.z;
+ res.w = a.w + b.w;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector add
+ *
+ * @param value
+ */
+ public void add(Float4 value) {
+ x += value.x;
+ y += value.y;
+ z += value.z;
+ w += value.w;
+ }
+
+ /** @hide
+ * Vector add
+ *
+ * @param value
+ */
+ public void add(float value) {
+ x += value;
+ y += value;
+ z += value;
+ w += value;
+ }
+
+ /** @hide
+ * Vector add
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 add(Float4 a, float b) {
+ Float4 res = new Float4();
+ res.x = a.x + b;
+ res.y = a.y + b;
+ res.z = a.z + b;
+ res.w = a.w + b;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector subtraction
+ *
+ * @param value
+ */
+ public void sub(Float4 value) {
+ x -= value.x;
+ y -= value.y;
+ z -= value.z;
+ w -= value.w;
+ }
+
+ /** @hide
+ * Vector subtraction
+ *
+ * @param value
+ */
+ public void sub(float value) {
+ x -= value;
+ y -= value;
+ z -= value;
+ w -= value;
+ }
+ /** @hide
+ * Vector subtraction
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 sub(Float4 a, float b) {
+ Float4 res = new Float4();
+ res.x = a.x - b;
+ res.y = a.y - b;
+ res.z = a.z - b;
+ res.w = a.w - b;
+
+ return res;
+ }
+ /** @hide
+ * Vector subtraction
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 sub(Float4 a, Float4 b) {
+ Float4 res = new Float4();
+ res.x = a.x - b.x;
+ res.y = a.y - b.y;
+ res.z = a.z - b.z;
+ res.w = a.w - b.w;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector multiplication
+ *
+ * @param value
+ */
+ public void mul(Float4 value) {
+ x *= value.x;
+ y *= value.y;
+ z *= value.z;
+ w *= value.w;
+ }
+
+ /** @hide
+ * Vector multiplication
+ *
+ * @param value
+ */
+ public void mul(float value) {
+ x *= value;
+ y *= value;
+ z *= value;
+ w *= value;
+ }
+
+ /** @hide
+ * Vector multiplication
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 mul(Float4 a, Float4 b) {
+ Float4 res = new Float4();
+ res.x = a.x * b.x;
+ res.y = a.y * b.y;
+ res.z = a.z * b.z;
+ res.w = a.w * b.w;
+
+ return res;
+ }
+ /** @hide
+ * Vector multiplication
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 mul(Float4 a, float b) {
+ Float4 res = new Float4();
+ res.x = a.x * b;
+ res.y = a.y * b;
+ res.z = a.z * b;
+ res.w = a.w * b;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector division
+ *
+ * @param value
+ */
+ public void div(Float4 value) {
+ x /= value.x;
+ y /= value.y;
+ z /= value.z;
+ w /= value.w;
+ }
+
+ /** @hide
+ * Vector division
+ *
+ * @param value
+ */
+ public void div(float value) {
+ x /= value;
+ y /= value;
+ z /= value;
+ w /= value;
+ }
+
+ /** @hide
+ * Vector division
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 div(Float4 a, float b) {
+ Float4 res = new Float4();
+ res.x = a.x / b;
+ res.y = a.y / b;
+ res.z = a.z / b;
+ res.w = a.w / b;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector division
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static Float4 div(Float4 a, Float4 b) {
+ Float4 res = new Float4();
+ res.x = a.x / b.x;
+ res.y = a.y / b.y;
+ res.z = a.z / b.z;
+ res.w = a.w / b.w;
+
+ return res;
+ }
+
+ /** @hide
+ * Vector dot Product
+ *
+ * @param a
+ * @return
+ */
+ public float dotProduct(Float4 a) {
+ return (x * a.x) + (y * a.y) + (z * a.z) + (w * a.w);
+ }
+
+ /** @hide
+ * Vector dot Product
+ *
+ * @param a
+ * @param b
+ * @return
+ */
+ public static float dotProduct(Float4 a, Float4 b) {
+ return (b.x * a.x) + (b.y * a.y) + (b.z * a.z) + (b.w * a.w);
+ }
+
+ /** @hide
+ * Vector add Multiple
+ *
+ * @param a
+ * @param factor
+ */
+ public void addMultiple(Float4 a, float factor) {
+ x += a.x * factor;
+ y += a.y * factor;
+ z += a.z * factor;
+ w += a.w * factor;
+ }
+
+ /** @hide
+ * set vector value by float4
+ *
+ * @param a
+ */
+ public void set(Float4 a) {
+ this.x = a.x;
+ this.y = a.y;
+ this.z = a.z;
+ this.w = a.w;
+ }
+
+ /** @hide
+ * set vector negate
+ */
+ public void negate() {
+ x = -x;
+ y = -y;
+ z = -z;
+ w = -w;
+ }
+
+ /** @hide
+ * get vector length
+ *
+ * @return
+ */
+ public int length() {
+ return 4;
+ }
+
+ /** @hide
+ * return the element sum of vector
+ *
+ * @return
+ */
+ public float elementSum() {
+ return x + y + z + w;
+ }
+
+ /** @hide
+ * get the vector field value by index
+ *
+ * @param i
+ * @return
+ */
+ public float get(int i) {
+ switch (i) {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ case 3:
+ return w;
+ default:
+ throw new IndexOutOfBoundsException("Index: i");
+ }
+ }
+
+ /** @hide
+ * set the vector field value by index
+ *
+ * @param i
+ * @param value
+ */
+ public void setAt(int i, float value) {
+ switch (i) {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ case 2:
+ z = value;
+ return;
+ case 3:
+ w = value;
+ return;
+ default:
+ throw new IndexOutOfBoundsException("Index: i");
+ }
+ }
+
+ /** @hide
+ * add the vector field value by index
+ *
+ * @param i
+ * @param value
+ */
+ public void addAt(int i, float value) {
+ switch (i) {
+ case 0:
+ x += value;
+ return;
+ case 1:
+ y += value;
+ return;
+ case 2:
+ z += value;
+ return;
+ case 3:
+ w += value;
+ return;
+ default:
+ throw new IndexOutOfBoundsException("Index: i");
+ }
+ }
+
+ /** @hide
+ * set the vector field value
+ *
+ * @param x
+ * @param y
+ * @param z
+ * @param w
+ */
+ public void setValues(float x, float y, float z, float w) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ /** @hide
+ * copy the vector to float array
+ *
+ * @param data
+ * @param offset
+ */
+ public void copyTo(float[] data, int offset) {
+ data[offset] = x;
+ data[offset + 1] = y;
+ data[offset + 2] = z;
+ data[offset + 3] = w;
+ }
+}