summaryrefslogtreecommitdiffstats
path: root/rs/java/android/renderscript/Matrix4f.java
diff options
context:
space:
mode:
Diffstat (limited to 'rs/java/android/renderscript/Matrix4f.java')
-rw-r--r--rs/java/android/renderscript/Matrix4f.java494
1 files changed, 494 insertions, 0 deletions
diff --git a/rs/java/android/renderscript/Matrix4f.java b/rs/java/android/renderscript/Matrix4f.java
new file mode 100644
index 0000000..cd18e30
--- /dev/null
+++ b/rs/java/android/renderscript/Matrix4f.java
@@ -0,0 +1,494 @@
+/*
+ * Copyright (C) 2009-2012 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.renderscript;
+
+import java.lang.Math;
+import android.util.Log;
+
+
+/**
+ * Class for exposing the native RenderScript rs_matrix4x4 type back to the Android system.
+ *
+ **/
+public class Matrix4f {
+
+ /**
+ * Creates a new identity 4x4 matrix
+ */
+ public Matrix4f() {
+ mMat = new float[16];
+ loadIdentity();
+ }
+
+ /**
+ * Creates a new matrix and sets its values from the given
+ * parameter
+ *
+ * @param dataArray values to set the matrix to, must be 16
+ * floats long
+ */
+ public Matrix4f(float[] dataArray) {
+ mMat = new float[16];
+ System.arraycopy(dataArray, 0, mMat, 0, mMat.length);
+ }
+
+ /**
+ * Return a reference to the internal array representing matrix
+ * values. Modifying this array will also change the matrix
+ *
+ * @return internal array representing the matrix
+ */
+ public float[] getArray() {
+ return mMat;
+ }
+
+ /**
+ * Returns the value for a given row and column
+ *
+ * @param x column of the value to return
+ * @param y row of the value to return
+ *
+ * @return value in the yth row and xth column
+ */
+ public float get(int x, int y) {
+ return mMat[x*4 + y];
+ }
+
+ /**
+ * Sets the value for a given row and column
+ *
+ * @param x column of the value to set
+ * @param y row of the value to set
+ */
+ public void set(int x, int y, float v) {
+ mMat[x*4 + y] = v;
+ }
+
+ /**
+ * Sets the matrix values to identity
+ */
+ public void loadIdentity() {
+ mMat[0] = 1;
+ mMat[1] = 0;
+ mMat[2] = 0;
+ mMat[3] = 0;
+
+ mMat[4] = 0;
+ mMat[5] = 1;
+ mMat[6] = 0;
+ mMat[7] = 0;
+
+ mMat[8] = 0;
+ mMat[9] = 0;
+ mMat[10] = 1;
+ mMat[11] = 0;
+
+ mMat[12] = 0;
+ mMat[13] = 0;
+ mMat[14] = 0;
+ mMat[15] = 1;
+ }
+
+ /**
+ * Sets the values of the matrix to those of the parameter
+ *
+ * @param src matrix to load the values from
+ */
+ public void load(Matrix4f src) {
+ System.arraycopy(src.getArray(), 0, mMat, 0, mMat.length);
+ }
+
+ /**
+ * Sets the values of the matrix to those of the parameter
+ *
+ * @param src matrix to load the values from
+ * @hide
+ */
+ public void load(Matrix3f src) {
+ mMat[0] = src.mMat[0];
+ mMat[1] = src.mMat[1];
+ mMat[2] = src.mMat[2];
+ mMat[3] = 0;
+
+ mMat[4] = src.mMat[3];
+ mMat[5] = src.mMat[4];
+ mMat[6] = src.mMat[5];
+ mMat[7] = 0;
+
+ mMat[8] = src.mMat[6];
+ mMat[9] = src.mMat[7];
+ mMat[10] = src.mMat[8];
+ mMat[11] = 0;
+
+ mMat[12] = 0;
+ mMat[13] = 0;
+ mMat[14] = 0;
+ mMat[15] = 1;
+ }
+
+ /**
+ * Sets current values to be a rotation matrix of certain angle
+ * about a given axis
+ *
+ * @param rot angle of rotation
+ * @param x rotation axis x
+ * @param y rotation axis y
+ * @param z rotation axis z
+ */
+ public void loadRotate(float rot, float x, float y, float z) {
+ float c, s;
+ mMat[3] = 0;
+ mMat[7] = 0;
+ mMat[11]= 0;
+ mMat[12]= 0;
+ mMat[13]= 0;
+ mMat[14]= 0;
+ mMat[15]= 1;
+ rot *= (float)(java.lang.Math.PI / 180.0f);
+ c = (float)java.lang.Math.cos(rot);
+ s = (float)java.lang.Math.sin(rot);
+
+ float len = (float)java.lang.Math.sqrt(x*x + y*y + z*z);
+ if (!(len != 1)) {
+ float recipLen = 1.f / 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;
+ mMat[ 0] = x*x*nc + c;
+ mMat[ 4] = xy*nc - zs;
+ mMat[ 8] = zx*nc + ys;
+ mMat[ 1] = xy*nc + zs;
+ mMat[ 5] = y*y*nc + c;
+ mMat[ 9] = yz*nc - xs;
+ mMat[ 2] = zx*nc - ys;
+ mMat[ 6] = yz*nc + xs;
+ mMat[10] = z*z*nc + c;
+ }
+
+ /**
+ * Sets current values to be a scale matrix of given dimensions
+ *
+ * @param x scale component x
+ * @param y scale component y
+ * @param z scale component z
+ */
+ public void loadScale(float x, float y, float z) {
+ loadIdentity();
+ mMat[0] = x;
+ mMat[5] = y;
+ mMat[10] = z;
+ }
+
+ /**
+ * Sets current values to be a translation matrix of given
+ * dimensions
+ *
+ * @param x translation component x
+ * @param y translation component y
+ * @param z translation component z
+ */
+ public void loadTranslate(float x, float y, float z) {
+ loadIdentity();
+ mMat[12] = x;
+ mMat[13] = y;
+ mMat[14] = z;
+ }
+
+ /**
+ * Sets current values to be the result of multiplying two given
+ * matrices
+ *
+ * @param lhs left hand side matrix
+ * @param rhs right hand side matrix
+ */
+ public void loadMultiply(Matrix4f lhs, Matrix4f rhs) {
+ for (int i=0 ; i<4 ; i++) {
+ float ri0 = 0;
+ float ri1 = 0;
+ float ri2 = 0;
+ float ri3 = 0;
+ for (int j=0 ; j<4 ; j++) {
+ float rhs_ij = rhs.get(i,j);
+ ri0 += lhs.get(j,0) * rhs_ij;
+ ri1 += lhs.get(j,1) * rhs_ij;
+ ri2 += lhs.get(j,2) * rhs_ij;
+ ri3 += lhs.get(j,3) * rhs_ij;
+ }
+ set(i,0, ri0);
+ set(i,1, ri1);
+ set(i,2, ri2);
+ set(i,3, ri3);
+ }
+ }
+
+ /**
+ * Set current values to be an orthographic projection matrix
+ *
+ * @param l location of the left vertical clipping plane
+ * @param r location of the right vertical clipping plane
+ * @param b location of the bottom horizontal clipping plane
+ * @param t location of the top horizontal clipping plane
+ * @param n location of the near clipping plane
+ * @param f location of the far clipping plane
+ */
+ public void loadOrtho(float l, float r, float b, float t, float n, float f) {
+ loadIdentity();
+ mMat[0] = 2 / (r - l);
+ mMat[5] = 2 / (t - b);
+ mMat[10]= -2 / (f - n);
+ mMat[12]= -(r + l) / (r - l);
+ mMat[13]= -(t + b) / (t - b);
+ mMat[14]= -(f + n) / (f - n);
+ }
+
+ /**
+ * Set current values to be an orthographic projection matrix
+ * with the right and bottom clipping planes set to the given
+ * values. Left and top clipping planes are set to 0. Near and
+ * far are set to -1, 1 respectively
+ *
+ * @param w location of the right vertical clipping plane
+ * @param h location of the bottom horizontal clipping plane
+ *
+ */
+ public void loadOrthoWindow(int w, int h) {
+ loadOrtho(0,w, h,0, -1,1);
+ }
+
+ /**
+ * Sets current values to be a perspective projection matrix
+ *
+ * @param l location of the left vertical clipping plane
+ * @param r location of the right vertical clipping plane
+ * @param b location of the bottom horizontal clipping plane
+ * @param t location of the top horizontal clipping plane
+ * @param n location of the near clipping plane, must be positive
+ * @param f location of the far clipping plane, must be positive
+ *
+ */
+ public void loadFrustum(float l, float r, float b, float t, float n, float f) {
+ loadIdentity();
+ mMat[0] = 2 * n / (r - l);
+ mMat[5] = 2 * n / (t - b);
+ mMat[8] = (r + l) / (r - l);
+ mMat[9] = (t + b) / (t - b);
+ mMat[10]= -(f + n) / (f - n);
+ mMat[11]= -1;
+ mMat[14]= -2*f*n / (f - n);
+ mMat[15]= 0;
+ }
+
+ /**
+ * Sets current values to be a perspective projection matrix
+ *
+ * @param fovy vertical field of view angle in degrees
+ * @param aspect aspect ratio of the screen
+ * @param near near cliping plane, must be positive
+ * @param far far clipping plane, must be positive
+ */
+ public void loadPerspective(float fovy, float aspect, float near, float far) {
+ float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f));
+ float bottom = -top;
+ float left = bottom * aspect;
+ float right = top * aspect;
+ loadFrustum(left, right, bottom, top, near, far);
+ }
+
+ /**
+ * Helper function to set the current values to a perspective
+ * projection matrix with aspect ratio defined by the parameters
+ * and (near, far), (bottom, top) mapping to (-1, 1) at z = 0
+ *
+ * @param w screen width
+ * @param h screen height
+ */
+ public void loadProjectionNormalized(int w, int h) {
+ // range -1,1 in the narrow axis at z = 0.
+ Matrix4f m1 = new Matrix4f();
+ Matrix4f m2 = new Matrix4f();
+
+ if(w > h) {
+ float aspect = ((float)w) / h;
+ m1.loadFrustum(-aspect,aspect, -1,1, 1,100);
+ } else {
+ float aspect = ((float)h) / w;
+ m1.loadFrustum(-1,1, -aspect,aspect, 1,100);
+ }
+
+ m2.loadRotate(180, 0, 1, 0);
+ m1.loadMultiply(m1, m2);
+
+ m2.loadScale(-2, 2, 1);
+ m1.loadMultiply(m1, m2);
+
+ m2.loadTranslate(0, 0, 2);
+ m1.loadMultiply(m1, m2);
+
+ load(m1);
+ }
+
+ /**
+ * Post-multiplies the current matrix by a given parameter
+ *
+ * @param rhs right hand side to multiply by
+ */
+ public void multiply(Matrix4f rhs) {
+ Matrix4f tmp = new Matrix4f();
+ tmp.loadMultiply(this, rhs);
+ load(tmp);
+ }
+ /**
+ * Modifies the current matrix by post-multiplying it with a
+ * rotation matrix of certain angle about a given axis
+ *
+ * @param rot angle of rotation
+ * @param x rotation axis x
+ * @param y rotation axis y
+ * @param z rotation axis z
+ */
+ public void rotate(float rot, float x, float y, float z) {
+ Matrix4f tmp = new Matrix4f();
+ tmp.loadRotate(rot, x, y, z);
+ multiply(tmp);
+ }
+
+ /**
+ * Modifies the current matrix by post-multiplying it with a
+ * scale matrix of given dimensions
+ *
+ * @param x scale component x
+ * @param y scale component y
+ * @param z scale component z
+ */
+ public void scale(float x, float y, float z) {
+ Matrix4f tmp = new Matrix4f();
+ tmp.loadScale(x, y, z);
+ multiply(tmp);
+ }
+
+ /**
+ * Modifies the current matrix by post-multiplying it with a
+ * translation matrix of given dimensions
+ *
+ * @param x translation component x
+ * @param y translation component y
+ * @param z translation component z
+ */
+ public void translate(float x, float y, float z) {
+ Matrix4f tmp = new Matrix4f();
+ tmp.loadTranslate(x, y, z);
+ multiply(tmp);
+ }
+ private float computeCofactor(int i, int j) {
+ int c0 = (i+1) % 4;
+ int c1 = (i+2) % 4;
+ int c2 = (i+3) % 4;
+ int r0 = (j+1) % 4;
+ int r1 = (j+2) % 4;
+ int r2 = (j+3) % 4;
+
+ float minor = (mMat[c0 + 4*r0] * (mMat[c1 + 4*r1] * mMat[c2 + 4*r2] -
+ mMat[c1 + 4*r2] * mMat[c2 + 4*r1]))
+ - (mMat[c0 + 4*r1] * (mMat[c1 + 4*r0] * mMat[c2 + 4*r2] -
+ mMat[c1 + 4*r2] * mMat[c2 + 4*r0]))
+ + (mMat[c0 + 4*r2] * (mMat[c1 + 4*r0] * mMat[c2 + 4*r1] -
+ mMat[c1 + 4*r1] * mMat[c2 + 4*r0]));
+
+ float cofactor = ((i+j) & 1) != 0 ? -minor : minor;
+ return cofactor;
+ }
+
+ /**
+ * Sets the current matrix to its inverse
+ */
+ public boolean inverse() {
+
+ Matrix4f result = new Matrix4f();
+
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ result.mMat[4*i + j] = computeCofactor(i, j);
+ }
+ }
+
+ // Dot product of 0th column of source and 0th row of result
+ float det = mMat[0]*result.mMat[0] + mMat[4]*result.mMat[1] +
+ mMat[8]*result.mMat[2] + mMat[12]*result.mMat[3];
+
+ if (Math.abs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (int i = 0; i < 16; ++i) {
+ mMat[i] = result.mMat[i] * det;
+ }
+
+ return true;
+ }
+
+ /**
+ * Sets the current matrix to its inverse transpose
+ */
+ public boolean inverseTranspose() {
+
+ Matrix4f result = new Matrix4f();
+
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ result.mMat[4*j + i] = computeCofactor(i, j);
+ }
+ }
+
+ float det = mMat[0]*result.mMat[0] + mMat[4]*result.mMat[4] +
+ mMat[8]*result.mMat[8] + mMat[12]*result.mMat[12];
+
+ if (Math.abs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (int i = 0; i < 16; ++i) {
+ mMat[i] = result.mMat[i] * det;
+ }
+
+ return true;
+ }
+
+ /**
+ * Sets the current matrix to its transpose
+ */
+ public void transpose() {
+ for(int i = 0; i < 3; ++i) {
+ for(int j = i + 1; j < 4; ++j) {
+ float temp = mMat[i*4 + j];
+ mMat[i*4 + j] = mMat[j*4 + i];
+ mMat[j*4 + i] = temp;
+ }
+ }
+ }
+
+ final float[] mMat;
+}