Revision 1dec66e0
Added by Leszek Koltunski over 1 year ago
src/main/java/org/distorted/library/effect/MatrixEffectMove.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.type.Data3D; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1]; |
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float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2]; |
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Matrix.translateM(matrixP, 0, sx, sy, sz);
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Matrix.translateM(matrixV, 0, sx, sy, sz);
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MatrixHelper.translate(matrixP, sx, sy, sz);
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MatrixHelper.translate(matrixV, sx, sy, sz);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.type.Data3D; |
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import org.distorted.library.type.Data4D; |
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|
... | ... | |
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float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1]; |
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float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2]; |
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Matrix.translateM(matrixP, 0, x, y, z);
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multiplyByQuat (matrixP, qX, qY, qZ, qW);
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Matrix.translateM(matrixP, 0,-x,-y,-z);
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MatrixHelper.translate(matrixP, x, y, z);
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multiplyByQuat(matrixP, qX, qY, qZ, qW); |
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MatrixHelper.translate(matrixP,-x,-y,-z);
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Matrix.translateM(matrixV, 0, x, y, z);
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multiplyByQuat (matrixV, qX, qY, qZ, qW);
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Matrix.translateM(matrixV, 0,-x,-y,-z);
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MatrixHelper.translate(matrixV, x, y, z);
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multiplyByQuat(matrixV, qX, qY, qZ, qW); |
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MatrixHelper.translate(matrixV,-x,-y,-z);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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mTmpMatrix1[3] = mTmpMatrix1[7] = mTmpMatrix1[11] = mTmpMatrix1[12] = mTmpMatrix1[13] = mTmpMatrix1[14] = 0; |
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mTmpMatrix1[15] = 1; |
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Matrix.multiplyMM(mTmpMatrix2, 0, matrix, 0, mTmpMatrix1, 0);
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MatrixHelper.multiply(mTmpMatrix2, matrix, mTmpMatrix1);
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matrix[ 0] = mTmpMatrix2[ 0]; |
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matrix[ 1] = mTmpMatrix2[ 1]; |
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.type.Data1D; |
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import org.distorted.library.type.Data3D; |
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|
... | ... | |
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float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1]; |
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float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2]; |
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Matrix.translateM(matrixP, 0, x, y, z);
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Matrix.rotateM (matrixP, 0, angle, axisX, axisY, axisZ);
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Matrix.translateM(matrixP, 0,-x,-y,-z);
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MatrixHelper.translate(matrixP, x, y, z);
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MatrixHelper.rotate(matrixP, angle, axisX, axisY, axisZ);
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MatrixHelper.translate(matrixP,-x,-y,-z);
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Matrix.translateM(matrixV, 0, x, y, z);
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Matrix.rotateM (matrixV, 0, angle, axisX, axisY, axisZ);
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Matrix.translateM(matrixV, 0,-x,-y,-z);
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MatrixHelper.translate(matrixV, x, y, z);
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MatrixHelper.rotate(matrixV, angle, axisX, axisY, axisZ);
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MatrixHelper.translate(matrixV,-x,-y,-z);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effect/MatrixEffectScale.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.type.Data3D; |
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import org.distorted.library.type.Static3D; |
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|
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float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1]; |
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float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2]; |
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Matrix.scaleM(matrixP, 0, sx, sy, sz);
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Matrix.scaleM(matrixV, 0, sy*sz, sx*sz, sx*sy);
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MatrixHelper.scale(matrixP, sx, sy, sz);
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MatrixHelper.scale(matrixV, sy*sz, sx*sz, sx*sy);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effect/MatrixEffectShear.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.type.Data3D; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1]; |
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float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2]; |
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Matrix.translateM(matrixP, 0, x, y, z);
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MatrixHelper.translate(matrixP, x, y, z);
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matrixP[4] += sx*matrixP[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear. |
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matrixP[5] += sx*matrixP[1]; // 0 1 0 0 |
... | ... | |
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matrixP[6] += sz*matrixP[10];// 0 z 1 0 |
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matrixP[7] += sz*matrixP[11];// 0 0 0 1 |
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Matrix.translateM(matrixP, 0,-x,-y,-z); |
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Matrix.translateM(matrixV, 0, x, y, z); |
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MatrixHelper.translate(matrixP,-x,-y,-z); |
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MatrixHelper.translate(matrixV, x, y, z); |
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matrixV[0] -= sx*matrixV[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. vector X-shear. |
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matrixV[1] -= sx*matrixV[5]; // -x 1 0 0 |
... | ... | |
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matrixV[10]-= sz*matrixV[6]; // 0 0 1 0 |
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matrixV[11]-= sz*matrixV[7]; // 0 0 0 1 |
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Matrix.translateM(matrixV, 0,-x,-y,-z);
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MatrixHelper.translate(matrixV,-x,-y,-z);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java | ||
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package org.distorted.library.effectqueue; |
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import android.opengl.GLES30; |
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import android.opengl.Matrix; |
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import org.distorted.library.helpers.MatrixHelper; |
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import org.distorted.library.effect.EffectType; |
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import org.distorted.library.effect.MatrixEffect; |
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import org.distorted.library.message.EffectMessageSender; |
... | ... | |
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void send(float distance, float mipmap, float[] projection, int variant) |
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{ |
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Matrix.setIdentityM(mModelViewMatrixP, 0); |
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Matrix.translateM(mModelViewMatrixP, 0, 0,0, -distance); |
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if( mipmap!=1 ) |
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{ |
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Matrix.scaleM(mModelViewMatrixP, 0, mipmap, mipmap, mipmap); |
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} |
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mModelViewMatrixV[ 0] = mModelViewMatrixP[ 0]; |
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mModelViewMatrixV[ 1] = mModelViewMatrixP[ 1]; |
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mModelViewMatrixV[ 2] = mModelViewMatrixP[ 2]; |
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mModelViewMatrixV[ 3] = mModelViewMatrixP[ 3]; |
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mModelViewMatrixV[ 4] = mModelViewMatrixP[ 4]; |
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mModelViewMatrixV[ 5] = mModelViewMatrixP[ 5]; |
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mModelViewMatrixV[ 6] = mModelViewMatrixP[ 6]; |
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mModelViewMatrixV[ 7] = mModelViewMatrixP[ 7]; |
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mModelViewMatrixV[ 8] = mModelViewMatrixP[ 8]; |
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mModelViewMatrixV[ 9] = mModelViewMatrixP[ 9]; |
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mModelViewMatrixV[10] = mModelViewMatrixP[10]; |
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mModelViewMatrixV[11] = mModelViewMatrixP[11]; |
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mModelViewMatrixV[12] = mModelViewMatrixP[12]; |
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mModelViewMatrixV[13] = mModelViewMatrixP[13]; |
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mModelViewMatrixV[14] = mModelViewMatrixP[14]; |
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mModelViewMatrixV[15] = mModelViewMatrixP[15]; |
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// i.e. setIdentity(); translate(0,0,-distance); scale(mipmap,mipmap,mipmap) |
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mModelViewMatrixV[ 0] = mModelViewMatrixP[ 0] = mipmap; |
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mModelViewMatrixV[ 1] = mModelViewMatrixP[ 1] = 0; |
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mModelViewMatrixV[ 2] = mModelViewMatrixP[ 2] = 0; |
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mModelViewMatrixV[ 3] = mModelViewMatrixP[ 3] = 0; |
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mModelViewMatrixV[ 4] = mModelViewMatrixP[ 4] = 0; |
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mModelViewMatrixV[ 5] = mModelViewMatrixP[ 5] = mipmap; |
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mModelViewMatrixV[ 6] = mModelViewMatrixP[ 6] = 0; |
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mModelViewMatrixV[ 7] = mModelViewMatrixP[ 7] = 0; |
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mModelViewMatrixV[ 8] = mModelViewMatrixP[ 8] = 0; |
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mModelViewMatrixV[ 9] = mModelViewMatrixP[ 9] = 0; |
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mModelViewMatrixV[10] = mModelViewMatrixP[10] = mipmap; |
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mModelViewMatrixV[11] = mModelViewMatrixP[11] = 0; |
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mModelViewMatrixV[12] = mModelViewMatrixP[12] = 0; |
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mModelViewMatrixV[13] = mModelViewMatrixP[13] = 0; |
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mModelViewMatrixV[14] = mModelViewMatrixP[14] = -distance; |
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mModelViewMatrixV[15] = mModelViewMatrixP[15] = 1; |
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float[] array = mUBF.getBackingArray(); |
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... | ... | |
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} |
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// combined Model-View-Projection matrix |
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Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrixP, 0);
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MatrixHelper.multiply(mMVPMatrix, projection, mModelViewMatrixP);
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GLES30.glUniformMatrix4fv(mMVMatrixVH[variant], 1, false, mModelViewMatrixV, 0); |
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GLES30.glUniformMatrix4fv(mMVMatrixPH[variant], 1, false, mModelViewMatrixP, 0); |
src/main/java/org/distorted/library/helpers/MatrixHelper.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2023 Leszek Koltunski leszek@koltunski.pl // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// This library is free software; you can redistribute it and/or // |
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// modify it under the terms of the GNU Lesser General Public // |
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// License as published by the Free Software Foundation; either // |
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// version 2.1 of the License, or (at your option) any later version. // |
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// // |
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// This library is distributed in the hope that it will be useful, // |
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// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
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// Lesser General Public License for more details. // |
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// // |
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// You should have received a copy of the GNU Lesser General Public // |
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// License along with this library; if not, write to the Free Software // |
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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package org.distorted.library.helpers; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public class MatrixHelper |
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{ |
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public static void setIdentity(float[] output) |
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{ |
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output[ 0] = 1; |
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output[ 1] = 0; |
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output[ 2] = 0; |
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output[ 3] = 0; |
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output[ 4] = 0; |
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output[ 5] = 1; |
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output[ 6] = 0; |
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output[ 7] = 0; |
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output[ 8] = 0; |
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output[ 9] = 0; |
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output[10] = 1; |
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output[11] = 0; |
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output[12] = 0; |
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output[13] = 0; |
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output[14] = 0; |
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output[15] = 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void multiply(float[] output, float[] m1, float[] m2) |
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{ |
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output[ 0] = m1[ 0]*m2[ 0] + m1[ 4]*m2[ 1] + m1[ 8]*m2[ 2] + m1[12]*m2[ 3]; |
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output[ 1] = m1[ 1]*m2[ 0] + m1[ 5]*m2[ 1] + m1[ 9]*m2[ 2] + m1[13]*m2[ 3]; |
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output[ 2] = m1[ 2]*m2[ 0] + m1[ 6]*m2[ 1] + m1[10]*m2[ 2] + m1[14]*m2[ 3]; |
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output[ 3] = m1[ 3]*m2[ 0] + m1[ 7]*m2[ 1] + m1[11]*m2[ 2] + m1[15]*m2[ 3]; |
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output[ 4] = m1[ 0]*m2[ 4] + m1[ 4]*m2[ 5] + m1[ 8]*m2[ 6] + m1[12]*m2[ 7]; |
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output[ 5] = m1[ 1]*m2[ 4] + m1[ 5]*m2[ 5] + m1[ 9]*m2[ 6] + m1[13]*m2[ 7]; |
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output[ 6] = m1[ 2]*m2[ 4] + m1[ 6]*m2[ 5] + m1[10]*m2[ 6] + m1[14]*m2[ 7]; |
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output[ 7] = m1[ 3]*m2[ 4] + m1[ 7]*m2[ 5] + m1[11]*m2[ 6] + m1[15]*m2[ 7]; |
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output[ 8] = m1[ 0]*m2[ 8] + m1[ 4]*m2[ 9] + m1[ 8]*m2[10] + m1[12]*m2[11]; |
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output[ 9] = m1[ 1]*m2[ 8] + m1[ 5]*m2[ 9] + m1[ 9]*m2[10] + m1[13]*m2[11]; |
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output[10] = m1[ 2]*m2[ 8] + m1[ 6]*m2[ 9] + m1[10]*m2[10] + m1[14]*m2[11]; |
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output[11] = m1[ 3]*m2[ 8] + m1[ 7]*m2[ 9] + m1[11]*m2[10] + m1[15]*m2[11]; |
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output[12] = m1[ 0]*m2[12] + m1[ 4]*m2[13] + m1[ 8]*m2[14] + m1[12]*m2[15]; |
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output[13] = m1[ 1]*m2[12] + m1[ 5]*m2[13] + m1[ 9]*m2[14] + m1[13]*m2[15]; |
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output[14] = m1[ 2]*m2[12] + m1[ 6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15]; |
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output[15] = m1[ 3]*m2[12] + m1[ 7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void frustum(float[] output, float l, float r, float b, float t, float n, float f) |
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{ |
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output[0] = 2 * n / (r - l); |
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output[1] = 0; |
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output[2] = 0; |
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output[3] = 0; |
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output[4] = 0; |
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output[5] = 2 * n / (t - b); |
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output[6] = 0; |
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output[7] = 0; |
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output[8] = (r + l) / (r - l); |
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output[9] = (t + b) / (t - b); |
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output[10] = -(f + n) / (f - n); |
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output[11] = -1; |
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output[12] = 0; |
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output[13] = 0; |
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output[14] = -(2 * f * n) / (f - n); |
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output[15] = 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void ortho(float[] output, float l, float r, float b, float t, float n, float f) |
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{ |
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output[0] = 2 / (r - l); |
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output[1] = 0; |
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output[2] = 0; |
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output[3] = 0; |
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output[4] = 0; |
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output[5] = 2 / (t - b); |
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output[6] = 0; |
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output[7] = 0; |
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output[8] = 0; |
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output[9] = 0; |
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output[10] = -2 / (f - n); |
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output[11] = 0; |
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output[12] = -(r + l) / (r - l); |
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output[13] = -(t + b) / (t - b); |
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output[14] = -(f + n) / (f - n); |
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output[15] = 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void setLookAt(float[] output, float eyeX , float eyeY , float eyeZ , |
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float lookX, float lookY, float lookZ, |
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float upX , float upY , float upZ ) |
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{ |
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// TODO |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void rotate(float[] output, float angle, float axisX, float axisY, float axisZ) |
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{ |
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android.opengl.Matrix.rotateM(output,0,angle,axisX,axisY,axisZ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void translate(float[] output, float dx, float dy, float dz) |
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{ |
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output[12] += ( output[ 0]*dx + output[ 4]*dy + output[ 8]*dz); |
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output[13] += ( output[ 1]*dx + output[ 5]*dy + output[ 9]*dz); |
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output[14] += ( output[ 2]*dx + output[ 6]*dy + output[10]*dz); |
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output[15] += ( output[ 3]*dx + output[ 7]*dy + output[11]*dz); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public static void scale(float[] output, float sx, float sy, float sz) |
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{ |
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output[ 0] *= sx; |
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output[ 1] *= sx; |
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output[ 2] *= sx; |
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output[ 3] *= sx; |
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output[ 4] *= sy; |
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output[ 5] *= sy; |
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output[ 6] *= sy; |
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output[ 7] *= sy; |
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output[ 8] *= sz; |
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output[ 9] *= sz; |
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output[10] *= sz; |
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output[11] *= sz; |
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160 |
} |
|
161 |
} |
src/main/java/org/distorted/library/helpers/QuatHelper.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2021 Leszek Koltunski leszek@koltunski.pl // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// This library is free software; you can redistribute it and/or // |
|
7 |
// modify it under the terms of the GNU Lesser General Public // |
|
8 |
// License as published by the Free Software Foundation; either // |
|
9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
10 |
// // |
|
11 |
// This library is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
14 |
// Lesser General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU Lesser General Public // |
|
17 |
// License along with this library; if not, write to the Free Software // |
|
18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
20 |
|
|
21 |
package org.distorted.library.helpers; |
|
22 |
|
|
23 |
import org.distorted.library.type.Static4D; |
|
24 |
|
|
25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
26 |
|
|
27 |
public class QuatHelper |
|
28 |
{ |
|
29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
30 |
// return quat1*quat2 |
|
31 |
|
|
32 |
public static Static4D quatMultiply( Static4D quat1, Static4D quat2 ) |
|
33 |
{ |
|
34 |
float qx = quat1.get0(); |
|
35 |
float qy = quat1.get1(); |
|
36 |
float qz = quat1.get2(); |
|
37 |
float qw = quat1.get3(); |
|
38 |
|
|
39 |
float rx = quat2.get0(); |
|
40 |
float ry = quat2.get1(); |
|
41 |
float rz = quat2.get2(); |
|
42 |
float rw = quat2.get3(); |
|
43 |
|
|
44 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
45 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
46 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
47 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
48 |
|
|
49 |
return new Static4D(tx,ty,tz,tw); |
|
50 |
} |
|
51 |
|
|
52 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
53 |
// return quat1*(rx,ry,rz,rw) |
|
54 |
|
|
55 |
public static Static4D quatMultiply( Static4D quat1, float rx, float ry, float rz, float rw ) |
|
56 |
{ |
|
57 |
float qx = quat1.get0(); |
|
58 |
float qy = quat1.get1(); |
|
59 |
float qz = quat1.get2(); |
|
60 |
float qw = quat1.get3(); |
|
61 |
|
|
62 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
63 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
64 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
65 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
66 |
|
|
67 |
return new Static4D(tx,ty,tz,tw); |
|
68 |
} |
|
69 |
|
|
70 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
71 |
// return (qx,qy,qz,qw)*quat2 |
|
72 |
|
|
73 |
public static Static4D quatMultiply( float qx, float qy, float qz, float qw, Static4D quat2 ) |
|
74 |
{ |
|
75 |
float rx = quat2.get0(); |
|
76 |
float ry = quat2.get1(); |
|
77 |
float rz = quat2.get2(); |
|
78 |
float rw = quat2.get3(); |
|
79 |
|
|
80 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
81 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
82 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
83 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
84 |
|
|
85 |
return new Static4D(tx,ty,tz,tw); |
|
86 |
} |
|
87 |
|
|
88 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
89 |
// return (qx,qy,qz,qw)*(rx,ry,rz,rw) |
|
90 |
|
|
91 |
public static Static4D quatMultiply( float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
|
92 |
{ |
|
93 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
94 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
95 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
96 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
97 |
|
|
98 |
return new Static4D(tx,ty,tz,tw); |
|
99 |
} |
|
100 |
|
|
101 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
102 |
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
|
103 |
|
|
104 |
public static void quatMultiply( float[] ret, float[] q, float[] r ) |
|
105 |
{ |
|
106 |
ret[0] = r[3]*q[0] - r[2]*q[1] + r[1]*q[2] + r[0]*q[3]; |
|
107 |
ret[1] = r[3]*q[1] + r[2]*q[0] + r[1]*q[3] - r[0]*q[2]; |
|
108 |
ret[2] = r[3]*q[2] + r[2]*q[3] - r[1]*q[0] + r[0]*q[1]; |
|
109 |
ret[3] = r[3]*q[3] - r[2]*q[2] - r[1]*q[1] - r[0]*q[0]; |
|
110 |
} |
|
111 |
|
|
112 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
113 |
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
|
114 |
|
|
115 |
public static void quatMultiply( float[] ret, float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
|
116 |
{ |
|
117 |
ret[0] = rw*qx - rz*qy + ry*qz + rx*qw; |
|
118 |
ret[1] = rw*qy + rz*qx + ry*qw - rx*qz; |
|
119 |
ret[2] = rw*qz + rz*qw - ry*qx + rx*qy; |
|
120 |
ret[3] = rw*qw - rz*qz - ry*qy - rx*qx; |
|
121 |
} |
|
122 |
|
|
123 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
124 |
// rotate 'vector' by quat ( i.e. return quat*vector*(quat^-1) ) |
|
125 |
|
|
126 |
public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat) |
|
127 |
{ |
|
128 |
float qx = quat.get0(); |
|
129 |
float qy = quat.get1(); |
|
130 |
float qz = quat.get2(); |
|
131 |
float qw = quat.get3(); |
|
132 |
|
|
133 |
Static4D tmp = quatMultiply(qx,qy,qz,qw,vector); |
|
134 |
|
|
135 |
return quatMultiply(tmp,-qx,-qy,-qz,qw); |
|
136 |
} |
|
137 |
|
|
138 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
139 |
// rotate (x1,x2,x3,x4) by quat ( i.e. return quat*vector*(quat^-1) ) |
|
140 |
|
|
141 |
public static Static4D rotateVectorByQuat(float x, float y, float z, float w, Static4D quat) |
|
142 |
{ |
|
143 |
float qx = quat.get0(); |
|
144 |
float qy = quat.get1(); |
|
145 |
float qz = quat.get2(); |
|
146 |
float qw = quat.get3(); |
|
147 |
|
|
148 |
Static4D tmp = quatMultiply(qx,qy,qz,qw,x,y,z,w); |
|
149 |
|
|
150 |
return quatMultiply(tmp,-qx,-qy,-qz,qw); |
|
151 |
} |
|
152 |
|
|
153 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
154 |
// rotate (x1,x2,x3,x4) by quat ( i.e. return quat*vector*(quat^-1) ) |
|
155 |
|
|
156 |
public static void rotateVectorByQuat(float[] output, float x, float y, float z, float w, Static4D quat) |
|
157 |
{ |
|
158 |
float[] tmp = new float[4]; |
|
159 |
|
|
160 |
float qx = quat.get0(); |
|
161 |
float qy = quat.get1(); |
|
162 |
float qz = quat.get2(); |
|
163 |
float qw = quat.get3(); |
|
164 |
|
|
165 |
quatMultiply(tmp,qx,qy,qz,qw,x,y,z,w); |
|
166 |
quatMultiply(output,tmp[0],tmp[1],tmp[2],tmp[3],-qx,-qy,-qz,qw); |
|
167 |
} |
|
168 |
|
|
169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
170 |
// rotate vec by quat ( i.e. return quat*vector*(quat^-1) ) |
|
171 |
|
|
172 |
public static void rotateVectorByQuat(float[] output, float[] vec, float[] quat) |
|
173 |
{ |
|
174 |
float[] tmp = new float[4]; |
|
175 |
|
|
176 |
quatMultiply(tmp,quat,vec); |
|
177 |
|
|
178 |
quat[0] = -quat[0]; |
|
179 |
quat[1] = -quat[1]; |
|
180 |
quat[2] = -quat[2]; |
|
181 |
|
|
182 |
quatMultiply(output,tmp,quat); |
|
183 |
|
|
184 |
quat[0] = -quat[0]; |
|
185 |
quat[1] = -quat[1]; |
|
186 |
quat[2] = -quat[2]; |
|
187 |
} |
|
188 |
|
|
189 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
190 |
// rotate 'vector' by quat^(-1) ( i.e. return (quat^-1)*vector*quat ) |
|
191 |
|
|
192 |
public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat) |
|
193 |
{ |
|
194 |
float qx = quat.get0(); |
|
195 |
float qy = quat.get1(); |
|
196 |
float qz = quat.get2(); |
|
197 |
float qw = quat.get3(); |
|
198 |
|
|
199 |
Static4D tmp = quatMultiply(-qx,-qy,-qz,qw,vector); |
|
200 |
|
|
201 |
return quatMultiply(tmp,quat); |
|
202 |
} |
|
203 |
|
|
204 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
205 |
|
|
206 |
public static Static4D quatFromDrag(float dragX, float dragY) |
|
207 |
{ |
|
208 |
float axisX = dragY; // inverted X and Y - rotation axis is perpendicular to (dragX,dragY) |
|
209 |
float axisY = dragX; // Why not (-dragY, dragX) ? because Y axis is also inverted! |
|
210 |
float axisZ = 0; |
|
211 |
float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ); |
|
212 |
|
|
213 |
if( axisL>0 ) |
|
214 |
{ |
|
215 |
axisX /= axisL; |
|
216 |
axisY /= axisL; |
|
217 |
axisZ /= axisL; |
|
218 |
|
|
219 |
float ratio = axisL; |
|
220 |
ratio = ratio - (int)ratio; // the cos() is only valid in (0,Pi) |
|
221 |
|
|
222 |
float cosA = (float)Math.cos(Math.PI*ratio); |
|
223 |
float sinA = (float)Math.sqrt(1-cosA*cosA); |
|
224 |
|
|
225 |
return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA); |
|
226 |
} |
|
227 |
|
|
228 |
return new Static4D(0f, 0f, 0f, 1f); |
|
229 |
} |
|
230 |
|
|
231 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
232 |
|
|
233 |
public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2) |
|
234 |
{ |
|
235 |
double ret= (oldX*newX+oldY*newY) / (len1*len2); |
|
236 |
if( ret<-1.0 ) return -1.0; |
|
237 |
if( ret> 1.0 ) return 1.0; |
|
238 |
|
|
239 |
return ret; |
|
240 |
} |
|
241 |
|
|
242 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
243 |
// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise! |
|
244 |
|
|
245 |
public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2) |
|
246 |
{ |
|
247 |
double ret= (newX*oldY-oldX*newY) / (len1*len2); |
|
248 |
if( ret<-1.0 ) return -1.0; |
|
249 |
if( ret> 1.0 ) return 1.0; |
|
250 |
|
|
251 |
return ret; |
|
252 |
} |
|
253 |
|
|
254 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
255 |
// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz) |
|
256 |
// take care of double-cover by ensuring that always Q.get3() >=0 |
|
257 |
|
|
258 |
public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz) |
|
259 |
{ |
|
260 |
float nx = ay*bz - az*by; |
|
261 |
float ny = az*bx - ax*bz; |
|
262 |
float nz = ax*by - ay*bx; |
|
263 |
|
|
264 |
float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz); |
|
265 |
float cos = ax*bx + ay*by + az*bz; |
|
266 |
|
|
267 |
if( sin!=0 ) |
|
268 |
{ |
|
269 |
nx /= sin; |
|
270 |
ny /= sin; |
|
271 |
nz /= sin; |
|
272 |
} |
|
273 |
|
|
274 |
// Why sin<=0 and cos>=0 ? |
|
275 |
// 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive. |
|
276 |
// But1: quats work counterclockwise -> negate cos. |
|
277 |
// But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1)) |
|
278 |
// so negate again both cos and sin. |
|
279 |
float sinHalf =-(float)Math.sqrt((1-cos)/2); |
|
280 |
float cosHalf = (float)Math.sqrt((1+cos)/2); |
|
281 |
|
|
282 |
return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf); |
|
283 |
} |
|
284 |
} |
src/main/java/org/distorted/library/main/InternalOutputSurface.java | ||
---|---|---|
22 | 22 |
|
23 | 23 |
import android.opengl.GLES30; |
24 | 24 |
import android.opengl.GLES31; |
25 |
import android.opengl.Matrix; |
|
26 | 25 |
|
27 | 26 |
import org.distorted.library.effect.EffectQuality; |
28 | 27 |
import org.distorted.library.effectqueue.EffectQueuePostprocess; |
28 |
import org.distorted.library.helpers.MatrixHelper; |
|
29 | 29 |
import org.distorted.library.mesh.MeshBase; |
30 | 30 |
|
31 | 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
65 | 65 |
int mCurrFBO; // internal current FBO (see DistortedLibrary.FBO_QUEUE_SIZE) |
66 | 66 |
int mWidth, mHeight; |
67 | 67 |
|
68 |
static final float[] tmpM = new float[16]; |
|
69 |
|
|
68 | 70 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
69 | 71 |
|
70 | 72 |
InternalOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type, int storage) |
... | ... | |
150 | 152 |
mDistance = mHeight/a; |
151 | 153 |
float far = 2*mDistance-near; |
152 | 154 |
|
153 |
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
|
|
155 |
MatrixHelper.frustum(mProjectionMatrix, left, right, bottom, top, near, far);
|
|
154 | 156 |
} |
155 | 157 |
else // parallel projection |
156 | 158 |
{ |
... | ... | |
162 | 164 |
mDistance = mWidth+mHeight; |
163 | 165 |
float far = mWidth+mHeight+mHeight*(1.0f-mNear); |
164 | 166 |
|
165 |
Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
|
|
167 |
MatrixHelper.ortho(mProjectionMatrix, left, right, bottom, top, near, far);
|
|
166 | 168 |
} |
167 | 169 |
} |
168 | 170 |
} |
src/main/java/org/distorted/library/main/QuatHelper.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2021 Leszek Koltunski leszek@koltunski.pl // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// This library is free software; you can redistribute it and/or // |
|
7 |
// modify it under the terms of the GNU Lesser General Public // |
|
8 |
// License as published by the Free Software Foundation; either // |
|
9 |
// version 2.1 of the License, or (at your option) any later version. // |
|
10 |
// // |
|
11 |
// This library is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // |
|
14 |
// Lesser General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU Lesser General Public // |
|
17 |
// License along with this library; if not, write to the Free Software // |
|
18 |
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
|
19 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
20 |
|
|
21 |
package org.distorted.library.main; |
|
22 |
|
|
23 |
import org.distorted.library.type.Static4D; |
|
24 |
|
|
25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
26 |
|
|
27 |
public class QuatHelper |
|
28 |
{ |
|
29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
30 |
// return quat1*quat2 |
|
31 |
|
|
32 |
public static Static4D quatMultiply( Static4D quat1, Static4D quat2 ) |
|
33 |
{ |
|
34 |
float qx = quat1.get0(); |
|
35 |
float qy = quat1.get1(); |
|
36 |
float qz = quat1.get2(); |
|
37 |
float qw = quat1.get3(); |
|
38 |
|
|
39 |
float rx = quat2.get0(); |
|
40 |
float ry = quat2.get1(); |
|
41 |
float rz = quat2.get2(); |
|
42 |
float rw = quat2.get3(); |
|
43 |
|
|
44 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
45 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
46 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
47 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
48 |
|
|
49 |
return new Static4D(tx,ty,tz,tw); |
|
50 |
} |
|
51 |
|
|
52 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
53 |
// return quat1*(rx,ry,rz,rw) |
|
54 |
|
|
55 |
public static Static4D quatMultiply( Static4D quat1, float rx, float ry, float rz, float rw ) |
|
56 |
{ |
|
57 |
float qx = quat1.get0(); |
|
58 |
float qy = quat1.get1(); |
|
59 |
float qz = quat1.get2(); |
|
60 |
float qw = quat1.get3(); |
|
61 |
|
|
62 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
|
63 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
|
64 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
|
65 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
|
66 |
|
|
67 |
return new Static4D(tx,ty,tz,tw); |
|
68 |
} |
|
69 |
|
|
70 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
71 |
// return (qx,qy,qz,qw)*quat2 |
|
72 |
|
|
73 |
public static Static4D quatMultiply( float qx, float qy, float qz, float qw, Static4D quat2 ) |
|
74 |
{ |
|
75 |
float rx = quat2.get0(); |
|
76 |
float ry = quat2.get1(); |
|
77 |
float rz = quat2.get2(); |
|
78 |
float rw = quat2.get3(); |
|
79 |
|
|
80 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
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81 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
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82 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
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83 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
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84 |
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85 |
return new Static4D(tx,ty,tz,tw); |
|
86 |
} |
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87 |
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|
88 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
89 |
// return (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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90 |
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91 |
public static Static4D quatMultiply( float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
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92 |
{ |
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93 |
float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
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94 |
float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
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95 |
float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
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96 |
float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
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97 |
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|
98 |
return new Static4D(tx,ty,tz,tw); |
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99 |
} |
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100 |
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101 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
102 |
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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103 |
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104 |
public static void quatMultiply( float[] ret, float[] q, float[] r ) |
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105 |
{ |
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106 |
ret[0] = r[3]*q[0] - r[2]*q[1] + r[1]*q[2] + r[0]*q[3]; |
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107 |
ret[1] = r[3]*q[1] + r[2]*q[0] + r[1]*q[3] - r[0]*q[2]; |
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108 |
ret[2] = r[3]*q[2] + r[2]*q[3] - r[1]*q[0] + r[0]*q[1]; |
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109 |
ret[3] = r[3]*q[3] - r[2]*q[2] - r[1]*q[1] - r[0]*q[0]; |
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110 |
} |
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111 |
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112 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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113 |
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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114 |
|
|
115 |
public static void quatMultiply( float[] ret, float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
|
116 |
{ |
|
117 |
ret[0] = rw*qx - rz*qy + ry*qz + rx*qw; |
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118 |
ret[1] = rw*qy + rz*qx + ry*qw - rx*qz; |
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119 |
ret[2] = rw*qz + rz*qw - ry*qx + rx*qy; |
|
120 |
ret[3] = rw*qw - rz*qz - ry*qy - rx*qx; |
|
121 |
} |
|
122 |
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|
123 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
124 |
// rotate 'vector' by quat ( i.e. return quat*vector*(quat^-1) ) |
|
125 |
|
|
126 |
public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat) |
|
127 |
{ |
|
128 |
float qx = quat.get0(); |
|
129 |
float qy = quat.get1(); |
|
130 |
float qz = quat.get2(); |
|
131 |
float qw = quat.get3(); |
|
132 |
|
|
133 |
Static4D tmp = quatMultiply(qx,qy,qz,qw,vector); |
|
134 |
|
|
135 |
return quatMultiply(tmp,-qx,-qy,-qz,qw); |
|
136 |
} |
|
137 |
|
|
138 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
139 |
// rotate (x1,x2,x3,x4) by quat ( i.e. return quat*vector*(quat^-1) ) |
|
140 |
|
|
141 |
public static Static4D rotateVectorByQuat(float x, float y, float z, float w, Static4D quat) |
|
142 |
{ |
|
143 |
float qx = quat.get0(); |
|
144 |
float qy = quat.get1(); |
|
145 |
float qz = quat.get2(); |
|
146 |
float qw = quat.get3(); |
|
147 |
|
|
148 |
Static4D tmp = quatMultiply(qx,qy,qz,qw,x,y,z,w); |
|
149 |
|
|
150 |
return quatMultiply(tmp,-qx,-qy,-qz,qw); |
|
151 |
} |
|
152 |
|
|
153 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
154 |
// rotate (x1,x2,x3,x4) by quat ( i.e. return quat*vector*(quat^-1) ) |
|
155 |
|
|
156 |
public static void rotateVectorByQuat(float[] output, float x, float y, float z, float w, Static4D quat) |
|
157 |
{ |
|
158 |
float[] tmp = new float[4]; |
|
159 |
|
|
160 |
float qx = quat.get0(); |
|
161 |
float qy = quat.get1(); |
|
162 |
float qz = quat.get2(); |
|
163 |
float qw = quat.get3(); |
|
164 |
|
|
165 |
quatMultiply(tmp,qx,qy,qz,qw,x,y,z,w); |
|
166 |
quatMultiply(output,tmp[0],tmp[1],tmp[2],tmp[3],-qx,-qy,-qz,qw); |
|
167 |
} |
|
168 |
|
|
169 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
170 |
// rotate vec by quat ( i.e. return quat*vector*(quat^-1) ) |
|
171 |
|
|
172 |
public static void rotateVectorByQuat(float[] output, float[] vec, float[] quat) |
|
173 |
{ |
|
174 |
float[] tmp = new float[4]; |
|
175 |
|
|
176 |
quatMultiply(tmp,quat,vec); |
|
177 |
|
|
178 |
quat[0] = -quat[0]; |
|
179 |
quat[1] = -quat[1]; |
|
180 |
quat[2] = -quat[2]; |
|
181 |
|
|
182 |
quatMultiply(output,tmp,quat); |
|
183 |
|
|
184 |
quat[0] = -quat[0]; |
|
185 |
quat[1] = -quat[1]; |
|
186 |
quat[2] = -quat[2]; |
|
187 |
} |
|
188 |
|
|
189 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
190 |
// rotate 'vector' by quat^(-1) ( i.e. return (quat^-1)*vector*quat ) |
|
191 |
|
|
192 |
public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat) |
|
193 |
{ |
|
194 |
float qx = quat.get0(); |
|
195 |
float qy = quat.get1(); |
|
196 |
float qz = quat.get2(); |
|
197 |
float qw = quat.get3(); |
|
198 |
|
|
199 |
Static4D tmp = quatMultiply(-qx,-qy,-qz,qw,vector); |
|
200 |
|
|
201 |
return quatMultiply(tmp,quat); |
|
202 |
} |
|
203 |
|
|
204 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
205 |
|
|
206 |
public static Static4D quatFromDrag(float dragX, float dragY) |
|
207 |
{ |
|
208 |
float axisX = dragY; // inverted X and Y - rotation axis is perpendicular to (dragX,dragY) |
|
209 |
float axisY = dragX; // Why not (-dragY, dragX) ? because Y axis is also inverted! |
|
210 |
float axisZ = 0; |
|
211 |
float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ); |
|
212 |
|
|
213 |
if( axisL>0 ) |
|
214 |
{ |
|
215 |
axisX /= axisL; |
|
216 |
axisY /= axisL; |
|
217 |
axisZ /= axisL; |
|
218 |
|
|
219 |
float ratio = axisL; |
|
220 |
ratio = ratio - (int)ratio; // the cos() is only valid in (0,Pi) |
|
221 |
|
|
222 |
float cosA = (float)Math.cos(Math.PI*ratio); |
|
223 |
float sinA = (float)Math.sqrt(1-cosA*cosA); |
|
224 |
|
|
225 |
return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA); |
|
226 |
} |
|
227 |
|
|
228 |
return new Static4D(0f, 0f, 0f, 1f); |
|
229 |
} |
|
230 |
|
|
231 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
232 |
|
|
233 |
public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2) |
|
234 |
{ |
|
235 |
double ret= (oldX*newX+oldY*newY) / (len1*len2); |
|
236 |
if( ret<-1.0 ) return -1.0; |
|
237 |
if( ret> 1.0 ) return 1.0; |
|
238 |
|
|
239 |
return ret; |
|
240 |
} |
|
241 |
|
|
242 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
243 |
// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise! |
|
244 |
|
|
245 |
public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2) |
|
246 |
{ |
|
247 |
double ret= (newX*oldY-oldX*newY) / (len1*len2); |
|
248 |
if( ret<-1.0 ) return -1.0; |
|
249 |
if( ret> 1.0 ) return 1.0; |
|
250 |
|
|
251 |
return ret; |
|
252 |
} |
|
253 |
|
|
254 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
255 |
// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz) |
|
256 |
// take care of double-cover by ensuring that always Q.get3() >=0 |
|
257 |
|
|
258 |
public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz) |
|
259 |
{ |
|
260 |
float nx = ay*bz - az*by; |
|
261 |
float ny = az*bx - ax*bz; |
|
262 |
float nz = ax*by - ay*bx; |
|
263 |
|
|
264 |
float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz); |
|
265 |
float cos = ax*bx + ay*by + az*bz; |
|
266 |
|
|
267 |
if( sin!=0 ) |
|
268 |
{ |
|
269 |
nx /= sin; |
|
270 |
ny /= sin; |
|
271 |
nz /= sin; |
|
272 |
} |
|
273 |
|
|
274 |
// Why sin<=0 and cos>=0 ? |
|
275 |
// 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive. |
|
276 |
// But1: quats work counterclockwise -> negate cos. |
|
277 |
// But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1)) |
|
278 |
// so negate again both cos and sin. |
|
279 |
float sinHalf =-(float)Math.sqrt((1-cos)/2); |
|
280 |
float cosHalf = (float)Math.sqrt((1+cos)/2); |
|
281 |
|
|
282 |
return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf); |
|
283 |
} |
|
284 |
} |
Also available in: Unified diff
Implement the android.opengl.Matrix functions ourselves.