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Diffstat (limited to 'opengl/java/android/opengl/Visibility.java')
-rw-r--r-- | opengl/java/android/opengl/Visibility.java | 124 |
1 files changed, 0 insertions, 124 deletions
diff --git a/opengl/java/android/opengl/Visibility.java b/opengl/java/android/opengl/Visibility.java deleted file mode 100644 index b802160..0000000 --- a/opengl/java/android/opengl/Visibility.java +++ /dev/null @@ -1,124 +0,0 @@ -/* - * 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); -} |