| /* |
| * 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. 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. |
| */ |
| |
| #include "Matrix.h" |
| #include <string.h> |
| #include <cmath> |
| |
| #define LOG_TAG "PTS_OPENGL" |
| #define LOG_NDEBUG 0 |
| #include "utils/Log.h" |
| |
| Matrix::Matrix() { |
| identity(); |
| } |
| |
| Matrix::Matrix(const Matrix& src) { |
| loadWith(src); |
| } |
| |
| void Matrix::print(const char* label) { |
| ALOGI("%c", *label); |
| for (int i = 0; i < 4; i++) { |
| const float* d = &(mData[i * 4]); |
| ALOGI("%f %f %f %f\n", d[0], d[1], d[2], d[3]); |
| } |
| } |
| |
| bool Matrix::equals(const Matrix& src) { |
| bool equals = true; |
| const float* d = src.mData; |
| for (int i = 0; i < MATRIX_SIZE && equals; i++) { |
| if (mData[i] != d[i]) { |
| equals = false; |
| } |
| } |
| return equals; |
| } |
| |
| void Matrix::loadWith(const Matrix& src) { |
| memcpy(mData, src.mData, MATRIX_SIZE * sizeof(float)); |
| } |
| |
| void Matrix::identity() { |
| mData[0] = 1.0f; |
| mData[1] = 0.0f; |
| mData[2] = 0.0f; |
| mData[3] = 0.0f; |
| |
| mData[4] = 0.0f; |
| mData[5] = 1.0f; |
| mData[6] = 0.0f; |
| mData[7] = 0.0f; |
| |
| mData[8] = 0.0f; |
| mData[9] = 0.0f; |
| mData[10] = 1.0f; |
| mData[11] = 0.0f; |
| |
| mData[12] = 0.0f; |
| mData[13] = 0.0f; |
| mData[14] = 0.0f; |
| mData[15] = 1.0f; |
| } |
| |
| void Matrix::translate(float x, float y, float z) { |
| Matrix* m = newTranslate(x, y, z); |
| Matrix* temp = new Matrix(*this); |
| if (m != NULL && temp != NULL) { |
| multiply(*temp, *m); |
| } |
| delete m; |
| delete temp; |
| } |
| |
| void Matrix::scale(float x, float y, float z) { |
| Matrix* m = newScale(x, y, z); |
| Matrix* temp = new Matrix(*this); |
| if (m != NULL && temp != NULL) { |
| multiply(*temp, *m); |
| } |
| delete m; |
| delete temp; |
| } |
| |
| void Matrix::rotate(float radians, float x, float y, float z) { |
| Matrix* m = newRotate(radians, x, y, z); |
| Matrix* temp = new Matrix(*this); |
| if (m != NULL && temp != NULL) { |
| multiply(*temp, *m); |
| } |
| delete m; |
| delete temp; |
| } |
| |
| void Matrix::multiply(const Matrix& l, const Matrix& r) { |
| float const* const lhs = l.mData; |
| float const* const rhs = r.mData; |
| for (int i = 0; i < 4; i++) { |
| const int i4 = i * 4; |
| float x = 0; |
| float y = 0; |
| float z = 0; |
| float w = 0; |
| |
| for (int j = 0; j < 4; j++) { |
| const int j4 = j * 4; |
| const float e = rhs[i4 + j]; |
| x += lhs[j4 + 0] * e; |
| y += lhs[j4 + 1] * e; |
| z += lhs[j4 + 2] * e; |
| w += lhs[j4 + 3] * e; |
| } |
| |
| mData[i4 + 0] = x; |
| mData[i4 + 1] = y; |
| mData[i4 + 2] = z; |
| mData[i4 + 3] = w; |
| } |
| } |
| |
| Matrix* Matrix::newLookAt(float eyeX, float eyeY, float eyeZ, float centerX, |
| float centerY, float centerZ, float upX, float upY, float upZ) { |
| Matrix* m = new Matrix(); |
| if (m != NULL) { |
| // See the OpenGL GLUT documentation for gluLookAt for a description |
| // of the algorithm. We implement it in a straightforward way: |
| |
| float fx = centerX - eyeX; |
| float fy = centerY - eyeY; |
| float fz = centerZ - eyeZ; |
| |
| // Normalize f |
| float rlf = 1.0f / (float) sqrt(fx * fx + fy * fy + fz * fz); |
| fx *= rlf; |
| fy *= rlf; |
| fz *= rlf; |
| |
| // compute s = f x up (x means "cross product") |
| float sx = fy * upZ - fz * upY; |
| float sy = fz * upX - fx * upZ; |
| float sz = fx * upY - fy * upX; |
| |
| // and normalize s |
| float rls = 1.0f / (float) sqrt(sx * sx + sy * sy + sz * sz); |
| sx *= rls; |
| sy *= rls; |
| sz *= rls; |
| |
| // compute u = s x f |
| float ux = sy * fz - sz * fy; |
| float uy = sz * fx - sx * fz; |
| float uz = sx * fy - sy * fx; |
| |
| float* d = m->mData; |
| d[0] = sx; |
| d[1] = ux; |
| d[2] = -fx; |
| d[3] = 0.0f; |
| |
| d[4] = sy; |
| d[5] = uy; |
| d[6] = -fy; |
| d[7] = 0.0f; |
| |
| d[8] = sz; |
| d[9] = uz; |
| d[10] = -fz; |
| d[11] = 0.0f; |
| |
| d[12] = 0.0f; |
| d[13] = 0.0f; |
| d[14] = 0.0f; |
| d[15] = 1.0f; |
| |
| m->translate(-eyeX, -eyeY, -eyeZ); |
| } |
| return m; |
| } |
| |
| Matrix* Matrix::newFrustum(float left, float right, float bottom, float top, |
| float near, float far) { |
| const float r_width = 1.0f / (right - left); |
| const float r_height = 1.0f / (top - bottom); |
| const float r_depth = 1.0f / (near - far); |
| const float x = 2.0f * (near * r_width); |
| const float y = 2.0f * (near * r_height); |
| const float A = (right + left) * r_width; |
| const float B = (top + bottom) * r_height; |
| const float C = (far + near) * r_depth; |
| const float D = 2.0f * (far * near * r_depth); |
| Matrix* m = new Matrix(); |
| if (m != NULL) { |
| float* d = m->mData; |
| d[0] = x; |
| d[5] = y; |
| d[8] = A; |
| d[9] = B; |
| d[10] = C; |
| d[14] = D; |
| d[11] = -1.0f; |
| d[1] = 0.0f; |
| d[2] = 0.0f; |
| d[3] = 0.0f; |
| d[4] = 0.0f; |
| d[6] = 0.0f; |
| d[7] = 0.0f; |
| d[12] = 0.0f; |
| d[13] = 0.0f; |
| d[15] = 0.0f; |
| } |
| return m; |
| } |
| |
| Matrix* Matrix::newTranslate(float x, float y, float z) { |
| Matrix* m = new Matrix(); |
| if (m != NULL) { |
| float* d = m->mData; |
| d[12] = x; |
| d[13] = y; |
| d[14] = z; |
| } |
| return m; |
| } |
| Matrix* Matrix::newScale(float x, float y, float z) { |
| Matrix* m = new Matrix(); |
| if (m != NULL) { |
| float* d = m->mData; |
| d[0] = x; |
| d[5] = y; |
| d[10] = z; |
| } |
| return m; |
| } |
| Matrix* Matrix::newRotate(float radians, float x, float y, float z) { |
| Matrix* m = new Matrix(); |
| if (m != NULL) { |
| float* d = m->mData; |
| d[3] = 0; |
| d[7] = 0; |
| d[11] = 0; |
| d[12] = 0; |
| d[13] = 0; |
| d[14] = 0; |
| d[15] = 1; |
| float s = (float) sinf(radians); |
| float c = (float) cosf(radians); |
| if (1.0f == x && 0.0f == y && 0.0f == z) { |
| d[5] = c; |
| d[10] = c; |
| d[6] = s; |
| d[9] = -s; |
| d[1] = 0; |
| d[2] = 0; |
| d[4] = 0; |
| d[8] = 0; |
| d[0] = 1; |
| } else if (0.0f == x && 1.0f == y && 0.0f == z) { |
| d[0] = c; |
| d[10] = c; |
| d[8] = s; |
| d[2] = -s; |
| d[1] = 0; |
| d[4] = 0; |
| d[6] = 0; |
| d[9] = 0; |
| d[5] = 1; |
| } else if (0.0f == x && 0.0f == y && 1.0f == z) { |
| d[0] = c; |
| d[5] = c; |
| d[1] = s; |
| d[4] = -s; |
| d[2] = 0; |
| d[6] = 0; |
| d[8] = 0; |
| d[9] = 0; |
| d[10] = 1; |
| } else { |
| float len = sqrt((x * x) + (y * y) + (z * z)); |
| if (1.0f != len) { |
| float recipLen = 1.0f / 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; |
| d[0] = x * x * nc + c; |
| d[4] = xy * nc - zs; |
| d[8] = zx * nc + ys; |
| d[1] = xy * nc + zs; |
| d[5] = y * y * nc + c; |
| d[9] = yz * nc - xs; |
| d[2] = zx * nc - ys; |
| d[6] = yz * nc + xs; |
| d[10] = z * z * nc + c; |
| } |
| } |
| return m; |
| } |
| |
| void Matrix::multiplyVector(float* result, const Matrix& lhs, |
| const float* rhs) { |
| const float* d = lhs.mData; |
| const float x = rhs[0]; |
| const float y = rhs[1]; |
| const float z = rhs[2]; |
| const float w = rhs[3]; |
| for (int i = 0; i < 4; i++) { |
| const int j = i * 4; |
| result[i] = d[j + 0] * x + d[j + 1] * y + d[j + 2] * z + d[j + 3] * w; |
| } |
| } |