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library / src / main / java / org / distorted / library / effect / MatrixEffectQuaternion.java @ bff329fb

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted 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                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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.type.Data3D;
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import org.distorted.library.type.Data4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Rotate the Mesh by a quaternion.
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 */
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public class MatrixEffectQuaternion extends MatrixEffect
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  {
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  private final Data4D mQuaternion;
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  private final Data3D mCenter;
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  private static final float[] mTmpMatrix1 = new float[16];
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  private static final float[] mTmpMatrix2 = new float[16];
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Only for use by the library itself.
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 *
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 * @y.exclude
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 */
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  public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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    {
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    mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step);
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    return mQuaternion.get(uniforms,index,currentDuration,step);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Only for use by the library itself.
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 *
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 * @y.exclude
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 */
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  public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
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    {
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    float qX = uniforms[NUM_FLOAT_UNIFORMS*index  ];
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    float qY = uniforms[NUM_FLOAT_UNIFORMS*index+1];
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    float qZ = uniforms[NUM_FLOAT_UNIFORMS*index+2];
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    float qW = uniforms[NUM_FLOAT_UNIFORMS*index+3];
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    float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET  ];
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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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    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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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void multiplyByQuat(float[] matrix, float X, float Y, float Z, float W)
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    {
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    float xx= X * X;
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    float xy= X * Y;
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    float xz= X * Z;
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    float xw= X * W;
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    float yy= Y * Y;
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    float yz= Y * Z;
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    float yw= Y * W;
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    float zz= Z * Z;
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    float zw= Z * W;
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    mTmpMatrix1[0]  = 1 - 2 * ( yy + zz );
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    mTmpMatrix1[1]  =     2 * ( xy - zw );
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    mTmpMatrix1[2]  =     2 * ( xz + yw );
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    mTmpMatrix1[4]  =     2 * ( xy + zw );
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    mTmpMatrix1[5]  = 1 - 2 * ( xx + zz );
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    mTmpMatrix1[6]  =     2 * ( yz - xw );
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    mTmpMatrix1[8]  =     2 * ( xz - yw );
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    mTmpMatrix1[9]  =     2 * ( yz + xw );
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    mTmpMatrix1[10] = 1 - 2 * ( xx + yy );
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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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    matrix[ 0] = mTmpMatrix2[ 0];
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    matrix[ 1] = mTmpMatrix2[ 1];
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    matrix[ 2] = mTmpMatrix2[ 2];
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    matrix[ 3] = mTmpMatrix2[ 3];
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    matrix[ 4] = mTmpMatrix2[ 4];
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    matrix[ 5] = mTmpMatrix2[ 5];
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    matrix[ 6] = mTmpMatrix2[ 6];
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    matrix[ 7] = mTmpMatrix2[ 7];
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    matrix[ 8] = mTmpMatrix2[ 8];
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    matrix[ 9] = mTmpMatrix2[ 9];
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    matrix[10] = mTmpMatrix2[10];
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    matrix[11] = mTmpMatrix2[11];
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    matrix[12] = mTmpMatrix2[12];
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    matrix[13] = mTmpMatrix2[13];
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    matrix[14] = mTmpMatrix2[14];
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    matrix[15] = mTmpMatrix2[15];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Rotate the Mesh by a quaternion.
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 *
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 * @param quaternion Quaternion describing the rotation.
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 * @param center     Coordinates of the Point we are rotating around.
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 */
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  public MatrixEffectQuaternion(Data4D quaternion, Data3D center )
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    {
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    super(EffectName.QUATERNION);
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    mQuaternion = quaternion;
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    mCenter = center;
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    }
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  }
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