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https://github.com/Jozufozu/Flywheel.git
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a42c027b6f
- Fix Resources not being closed properly - Change versioning scheme to match Create - Add LICENSE to built jar - Fix mods.toml version sync - Move JOML code to non-src directory - Update Gradle - Organize imports
1181 lines
47 KiB
Java
1181 lines
47 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2017-2021 JOML
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.*;
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/**
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* Interface to a read-only view of a 3x2 matrix of single-precision floats.
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*
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* @author Kai Burjack
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*/
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public interface Matrix3x2fc {
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/**
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* Return the value of the matrix element at column 0 and row 0.
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*
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* @return the value of the matrix element
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*/
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float m00();
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/**
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* Return the value of the matrix element at column 0 and row 1.
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*
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* @return the value of the matrix element
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*/
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float m01();
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/**
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* Return the value of the matrix element at column 1 and row 0.
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*
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* @return the value of the matrix element
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*/
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float m10();
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/**
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* Return the value of the matrix element at column 1 and row 1.
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*
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* @return the value of the matrix element
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*/
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float m11();
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/**
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* Return the value of the matrix element at column 2 and row 0.
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*
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* @return the value of the matrix element
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*/
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float m20();
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/**
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* Return the value of the matrix element at column 2 and row 1.
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*
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* @return the value of the matrix element
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*/
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float m21();
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/**
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* Multiply this matrix by the supplied <code>right</code> matrix by assuming a third row in
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* both matrices of <code>(0, 0, 1)</code> and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>R</code> the <code>right</code> matrix,
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* then the new matrix will be <code>M * R</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the
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* transformation of the right matrix will be applied first!
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*
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* @param right
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* the right operand of the matrix multiplication
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f mul(Matrix3x2fc right, Matrix3x2f dest);
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/**
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* Pre-multiply this matrix by the supplied <code>left</code> matrix and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>L</code> the <code>left</code> matrix,
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* then the new matrix will be <code>L * M</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>L * M * v</code>, the
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* transformation of <code>this</code> matrix will be applied first!
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*
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* @param left
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* the left operand of the matrix multiplication
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* @param dest
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* the destination matrix, which will hold the result
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* @return dest
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*/
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Matrix3x2f mulLocal(Matrix3x2fc left, Matrix3x2f dest);
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/**
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* Return the determinant of this matrix.
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*
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* @return the determinant
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*/
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float determinant();
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/**
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* Invert the <code>this</code> matrix by assuming a third row in this matrix of <code>(0, 0, 1)</code>
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* and store the result in <code>dest</code>.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f invert(Matrix3x2f dest);
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/**
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* Apply a translation to this matrix by translating by the given number of units in x and y and store the result
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* in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>T</code> the translation
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* matrix, then the new matrix will be <code>M * T</code>. So when
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* transforming a vector <code>v</code> with the new matrix by using
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* <code>M * T * v</code>, the translation will be applied first!
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*
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* @param x
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* the offset to translate in x
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* @param y
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* the offset to translate in y
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f translate(float x, float y, Matrix3x2f dest);
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/**
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* Apply a translation to this matrix by translating by the given number of units in x and y, and
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* store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>T</code> the translation
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* matrix, then the new matrix will be <code>M * T</code>. So when
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* transforming a vector <code>v</code> with the new matrix by using
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* <code>M * T * v</code>, the translation will be applied first!
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*
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* @param offset
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* the offset to translate
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f translate(Vector2fc offset, Matrix3x2f dest);
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/**
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* Pre-multiply a translation to this matrix by translating by the given number of
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* units in x and y and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>T</code> the translation
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* matrix, then the new matrix will be <code>T * M</code>. So when
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* transforming a vector <code>v</code> with the new matrix by using
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* <code>T * M * v</code>, the translation will be applied last!
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*
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* @param offset
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* the number of units in x and y by which to translate
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f translateLocal(Vector2fc offset, Matrix3x2f dest);
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/**
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* Pre-multiply a translation to this matrix by translating by the given number of
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* units in x and y and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>T</code> the translation
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* matrix, then the new matrix will be <code>T * M</code>. So when
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* transforming a vector <code>v</code> with the new matrix by using
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* <code>T * M * v</code>, the translation will be applied last!
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*
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* @param x
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* the offset to translate in x
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* @param y
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* the offset to translate in y
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f translateLocal(float x, float y, Matrix3x2f dest);
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/**
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* Get the current values of <code>this</code> matrix and store them into
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* <code>dest</code>.
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*
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* @param dest
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* the destination matrix
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* @return dest
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*/
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Matrix3x2f get(Matrix3x2f dest);
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/**
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* Store this matrix in column-major order into the supplied {@link FloatBuffer} at the current
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* buffer {@link FloatBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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* <p>
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* In order to specify the offset into the FloatBuffer at which
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* the matrix is stored, use {@link #get(int, FloatBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get(int, FloatBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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FloatBuffer get(FloatBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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*
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* @param index
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* the absolute position into the FloatBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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FloatBuffer get(int index, FloatBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link ByteBuffer} at the current
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* buffer {@link ByteBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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* <p>
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* In order to specify the offset into the ByteBuffer at which
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* the matrix is stored, use {@link #get(int, ByteBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get(int, ByteBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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ByteBuffer get(ByteBuffer buffer);
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/**
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* Store this matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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*
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* @param index
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* the absolute position into the ByteBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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ByteBuffer get(int index, ByteBuffer buffer);
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/**
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* Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied {@link FloatBuffer} at the current
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* buffer {@link FloatBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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* <p>
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* In order to specify the offset into the FloatBuffer at which
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* the matrix is stored, use {@link #get3x3(int, FloatBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get3x3(int, FloatBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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FloatBuffer get3x3(FloatBuffer buffer);
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/**
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* Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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*
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* @param index
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* the absolute position into the FloatBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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FloatBuffer get3x3(int index, FloatBuffer buffer);
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/**
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* Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied {@link ByteBuffer} at the current
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* buffer {@link ByteBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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* <p>
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* In order to specify the offset into the ByteBuffer at which
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* the matrix is stored, use {@link #get3x3(int, ByteBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get3x3(int, ByteBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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ByteBuffer get3x3(ByteBuffer buffer);
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/**
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* Store this matrix as an equivalent 3x3 matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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*
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* @param index
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* the absolute position into the ByteBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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ByteBuffer get3x3(int index, ByteBuffer buffer);
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/**
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* Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied {@link FloatBuffer} at the current
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* buffer {@link FloatBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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* <p>
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* In order to specify the offset into the FloatBuffer at which
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* the matrix is stored, use {@link #get4x4(int, FloatBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get4x4(int, FloatBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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FloatBuffer get4x4(FloatBuffer buffer);
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/**
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* Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given FloatBuffer.
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*
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* @param index
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* the absolute position into the FloatBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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FloatBuffer get4x4(int index, FloatBuffer buffer);
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/**
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* Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied {@link ByteBuffer} at the current
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* buffer {@link ByteBuffer#position() position}.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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* <p>
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* In order to specify the offset into the ByteBuffer at which
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* the matrix is stored, use {@link #get4x4(int, ByteBuffer)}, taking
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* the absolute position as parameter.
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*
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* @see #get4x4(int, ByteBuffer)
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*
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* @param buffer
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* will receive the values of this matrix in column-major order at its current position
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* @return the passed in buffer
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*/
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ByteBuffer get4x4(ByteBuffer buffer);
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/**
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* Store this matrix as an equivalent 4x4 matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified
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* absolute buffer position/index.
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* <p>
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* This method will not increment the position of the given ByteBuffer.
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*
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* @param index
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* the absolute position into the ByteBuffer
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* @param buffer
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* will receive the values of this matrix in column-major order
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* @return the passed in buffer
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*/
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ByteBuffer get4x4(int index, ByteBuffer buffer);
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/**
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* Store this matrix in column-major order at the given off-heap address.
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* <p>
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* This method will throw an {@link UnsupportedOperationException} when JOML is used with `-Djoml.nounsafe`.
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* <p>
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* <em>This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.</em>
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*
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* @param address
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* the off-heap address where to store this matrix
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* @return this
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*/
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Matrix3x2fc getToAddress(long address);
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/**
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* Store this matrix into the supplied float array in column-major order at the given offset.
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*
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* @param arr
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* the array to write the matrix values into
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* @param offset
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* the offset into the array
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* @return the passed in array
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*/
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float[] get(float[] arr, int offset);
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/**
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* Store this matrix into the supplied float array in column-major order.
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* <p>
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* In order to specify an explicit offset into the array, use the method {@link #get(float[], int)}.
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*
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* @see #get(float[], int)
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*
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* @param arr
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* the array to write the matrix values into
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* @return the passed in array
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*/
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float[] get(float[] arr);
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/**
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* Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order at the given offset.
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*
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* @param arr
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* the array to write the matrix values into
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* @param offset
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* the offset into the array
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* @return the passed in array
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*/
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float[] get3x3(float[] arr, int offset);
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/**
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* Store this matrix as an equivalent 3x3 matrix into the supplied float array in column-major order.
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* <p>
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* In order to specify an explicit offset into the array, use the method {@link #get3x3(float[], int)}.
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*
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* @see #get3x3(float[], int)
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*
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* @param arr
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* the array to write the matrix values into
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* @return the passed in array
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*/
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float[] get3x3(float[] arr);
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/**
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* Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order at the given offset.
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*
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* @param arr
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* the array to write the matrix values into
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* @param offset
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* the offset into the array
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* @return the passed in array
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*/
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float[] get4x4(float[] arr, int offset);
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/**
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* Store this matrix as an equivalent 4x4 matrix into the supplied float array in column-major order.
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* <p>
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* In order to specify an explicit offset into the array, use the method {@link #get4x4(float[], int)}.
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*
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* @see #get4x4(float[], int)
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*
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* @param arr
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* the array to write the matrix values into
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* @return the passed in array
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*/
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float[] get4x4(float[] arr);
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/**
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* Apply scaling to this matrix by scaling the unit axes by the given x and y and store the result in <code>dest</code>.
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* <p>
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* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
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* then the new matrix will be <code>M * S</code>. So when transforming a
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* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the scaling will be applied first!
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*
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* @param x
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* the factor of the x component
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* @param y
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* the factor of the y component
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* @param dest
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* will hold the result
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* @return dest
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*/
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Matrix3x2f scale(float x, float y, Matrix3x2f dest);
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/**
|
|
* Apply scaling to this matrix by scaling the base axes by the given <code>xy</code> factors
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>M * S</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the scaling will be applied first!
|
|
*
|
|
* @param xy
|
|
* the factors of the x and y component, respectively
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scale(Vector2fc xy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Pre-multiply scaling to <code>this</code> matrix by scaling the base axes by the given sx and
|
|
* sy factors while using the given <code>(ox, oy)</code> as the scaling origin,
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>S * M</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>S * M * v</code>
|
|
* , the scaling will be applied last!
|
|
* <p>
|
|
* This method is equivalent to calling: <code>new Matrix3x2f().translate(ox, oy).scale(sx, sy).translate(-ox, -oy).mul(this, dest)</code>
|
|
*
|
|
* @param sx
|
|
* the scaling factor of the x component
|
|
* @param sy
|
|
* the scaling factor of the y component
|
|
* @param ox
|
|
* the x coordinate of the scaling origin
|
|
* @param oy
|
|
* the y coordinate of the scaling origin
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scaleAroundLocal(float sx, float sy, float ox, float oy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Pre-multiply scaling to this matrix by scaling the base axes by the given <code>factor</code>
|
|
* while using <code>(ox, oy)</code> as the scaling origin,
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>S * M</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>S * M * v</code>, the
|
|
* scaling will be applied last!
|
|
* <p>
|
|
* This method is equivalent to calling: <code>new Matrix3x2f().translate(ox, oy).scale(factor).translate(-ox, -oy).mul(this, dest)</code>
|
|
*
|
|
* @param factor
|
|
* the scaling factor for all three axes
|
|
* @param ox
|
|
* the x coordinate of the scaling origin
|
|
* @param oy
|
|
* the y coordinate of the scaling origin
|
|
* @param dest
|
|
* will hold the result
|
|
* @return this
|
|
*/
|
|
Matrix3x2f scaleAroundLocal(float factor, float ox, float oy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply scaling to this matrix by uniformly scaling the two base axes by the given <code>xy</code> factor
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>M * S</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the scaling will be applied first!
|
|
*
|
|
* @see #scale(float, float, Matrix3x2f)
|
|
*
|
|
* @param xy
|
|
* the factor for the two components
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scale(float xy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Pre-multiply scaling to <code>this</code> matrix by scaling the two base axes by the given <code>xy</code> factor,
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>S * M</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>S * M * v</code>
|
|
* , the scaling will be applied last!
|
|
*
|
|
* @param xy
|
|
* the factor to scale all two base axes by
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scaleLocal(float xy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Pre-multiply scaling to <code>this</code> matrix by scaling the base axes by the given x and y
|
|
* factors and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>S * M</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>S * M * v</code>
|
|
* , the scaling will be applied last!
|
|
*
|
|
* @param x
|
|
* the factor of the x component
|
|
* @param y
|
|
* the factor of the y component
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scaleLocal(float x, float y, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply scaling to <code>this</code> matrix by scaling the base axes by the given sx and
|
|
* sy factors while using <code>(ox, oy)</code> as the scaling origin, and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>M * S</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>
|
|
* , the scaling will be applied first!
|
|
* <p>
|
|
* This method is equivalent to calling: <code>translate(ox, oy, dest).scale(sx, sy).translate(-ox, -oy)</code>
|
|
*
|
|
* @param sx
|
|
* the scaling factor of the x component
|
|
* @param sy
|
|
* the scaling factor of the y component
|
|
* @param ox
|
|
* the x coordinate of the scaling origin
|
|
* @param oy
|
|
* the y coordinate of the scaling origin
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f scaleAround(float sx, float sy, float ox, float oy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply scaling to this matrix by scaling the base axes by the given <code>factor</code>
|
|
* while using <code>(ox, oy)</code> as the scaling origin,
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
|
|
* then the new matrix will be <code>M * S</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the
|
|
* scaling will be applied first!
|
|
* <p>
|
|
* This method is equivalent to calling: <code>translate(ox, oy, dest).scale(factor).translate(-ox, -oy)</code>
|
|
*
|
|
* @param factor
|
|
* the scaling factor for all three axes
|
|
* @param ox
|
|
* the x coordinate of the scaling origin
|
|
* @param oy
|
|
* the y coordinate of the scaling origin
|
|
* @param dest
|
|
* will hold the result
|
|
* @return this
|
|
*/
|
|
Matrix3x2f scaleAround(float factor, float ox, float oy, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given vector by this matrix by assuming a third row in this matrix of <code>(0, 0, 1)</code>
|
|
* and store the result in that vector.
|
|
*
|
|
* @see Vector3f#mul(Matrix3x2fc)
|
|
*
|
|
* @param v
|
|
* the vector to transform and to hold the final result
|
|
* @return v
|
|
*/
|
|
Vector3f transform(Vector3f v);
|
|
|
|
/**
|
|
* Transform/multiply the given vector by this matrix and store the result in <code>dest</code>.
|
|
*
|
|
* @see Vector3f#mul(Matrix3x2fc, Vector3f)
|
|
*
|
|
* @param v
|
|
* the vector to transform
|
|
* @param dest
|
|
* will contain the result
|
|
* @return dest
|
|
*/
|
|
Vector3f transform(Vector3f v, Vector3f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given vector <code>(x, y, z)</code> by this matrix and store the result in <code>dest</code>.
|
|
*
|
|
* @param x
|
|
* the x component of the vector to transform
|
|
* @param y
|
|
* the y component of the vector to transform
|
|
* @param z
|
|
* the z component of the vector to transform
|
|
* @param dest
|
|
* will contain the result
|
|
* @return dest
|
|
*/
|
|
Vector3f transform(float x, float y, float z, Vector3f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
|
|
* this matrix and store the result in that vector.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it
|
|
* will represent a position/location in 2D-space rather than a direction.
|
|
* <p>
|
|
* In order to store the result in another vector, use {@link #transformPosition(Vector2fc, Vector2f)}.
|
|
*
|
|
* @see #transformPosition(Vector2fc, Vector2f)
|
|
* @see #transform(Vector3f)
|
|
*
|
|
* @param v
|
|
* the vector to transform and to hold the final result
|
|
* @return v
|
|
*/
|
|
Vector2f transformPosition(Vector2f v);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=1, by
|
|
* this matrix and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it
|
|
* will represent a position/location in 2D-space rather than a direction.
|
|
* <p>
|
|
* In order to store the result in the same vector, use {@link #transformPosition(Vector2f)}.
|
|
*
|
|
* @see #transformPosition(Vector2f)
|
|
* @see #transform(Vector3f, Vector3f)
|
|
*
|
|
* @param v
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector2f transformPosition(Vector2fc v, Vector2f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector <code>(x, y)</code>, as if it was a 3D-vector with z=1, by
|
|
* this matrix and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being 1.0, so it
|
|
* will represent a position/location in 2D-space rather than a direction.
|
|
* <p>
|
|
* In order to store the result in the same vector, use {@link #transformPosition(Vector2f)}.
|
|
*
|
|
* @see #transformPosition(Vector2f)
|
|
* @see #transform(Vector3f, Vector3f)
|
|
*
|
|
* @param x
|
|
* the x component of the vector to transform
|
|
* @param y
|
|
* the y component of the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector2f transformPosition(float x, float y, Vector2f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
|
|
* this matrix and store the result in that vector.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being <code>0.0</code>, so it
|
|
* will represent a direction in 2D-space rather than a position. This method will therefore
|
|
* not take the translation part of the matrix into account.
|
|
* <p>
|
|
* In order to store the result in another vector, use {@link #transformDirection(Vector2fc, Vector2f)}.
|
|
*
|
|
* @see #transformDirection(Vector2fc, Vector2f)
|
|
*
|
|
* @param v
|
|
* the vector to transform and to hold the final result
|
|
* @return v
|
|
*/
|
|
Vector2f transformDirection(Vector2f v);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector, as if it was a 3D-vector with z=0, by
|
|
* this matrix and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being <code>0.0</code>, so it
|
|
* will represent a direction in 2D-space rather than a position. This method will therefore
|
|
* not take the translation part of the matrix into account.
|
|
* <p>
|
|
* In order to store the result in the same vector, use {@link #transformDirection(Vector2f)}.
|
|
*
|
|
* @see #transformDirection(Vector2f)
|
|
*
|
|
* @param v
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector2f transformDirection(Vector2fc v, Vector2f dest);
|
|
|
|
/**
|
|
* Transform/multiply the given 2D-vector <code>(x, y)</code>, as if it was a 3D-vector with z=0, by
|
|
* this matrix and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The given 2D-vector is treated as a 3D-vector with its z-component being <code>0.0</code>, so it
|
|
* will represent a direction in 2D-space rather than a position. This method will therefore
|
|
* not take the translation part of the matrix into account.
|
|
* <p>
|
|
* In order to store the result in the same vector, use {@link #transformDirection(Vector2f)}.
|
|
*
|
|
* @see #transformDirection(Vector2f)
|
|
*
|
|
* @param x
|
|
* the x component of the vector to transform
|
|
* @param y
|
|
* the y component of the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector2f transformDirection(float x, float y, Vector2f dest);
|
|
|
|
/**
|
|
* Apply a rotation transformation to this matrix by rotating the given amount of radians and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
|
|
* then the new matrix will be <code>M * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the rotation will be applied first!
|
|
*
|
|
* @param ang
|
|
* the angle in radians
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f rotate(float ang, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Pre-multiply a rotation to this matrix by rotating the given amount of radians and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
|
|
* then the new matrix will be <code>R * M</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>R * M * v</code>, the
|
|
* rotation will be applied last!
|
|
* <p>
|
|
* Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle">http://en.wikipedia.org</a>
|
|
*
|
|
* @param ang
|
|
* the angle in radians
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f rotateLocal(float ang, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply a rotation transformation to this matrix by rotating the given amount of radians about
|
|
* the specified rotation center <code>(x, y)</code> and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This method is equivalent to calling: <code>translate(x, y, dest).rotate(ang).translate(-x, -y)</code>
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
|
|
* then the new matrix will be <code>M * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the rotation will be applied first!
|
|
*
|
|
* @see #translate(float, float, Matrix3x2f)
|
|
* @see #rotate(float, Matrix3x2f)
|
|
*
|
|
* @param ang
|
|
* the angle in radians
|
|
* @param x
|
|
* the x component of the rotation center
|
|
* @param y
|
|
* the y component of the rotation center
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f rotateAbout(float ang, float x, float y, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply a rotation transformation to this matrix that rotates the given normalized <code>fromDir</code> direction vector
|
|
* to point along the normalized <code>toDir</code>, and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix,
|
|
* then the new matrix will be <code>M * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the rotation will be applied first!
|
|
*
|
|
* @param fromDir
|
|
* the normalized direction which should be rotate to point along <code>toDir</code>
|
|
* @param toDir
|
|
* the normalized destination direction
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f rotateTo(Vector2fc fromDir, Vector2fc toDir, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Apply a "view" transformation to this matrix that maps the given <code>(left, bottom)</code> and
|
|
* <code>(right, top)</code> corners to <code>(-1, -1)</code> and <code>(1, 1)</code> respectively and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>M</code> is <code>this</code> matrix and <code>O</code> the orthographic projection matrix,
|
|
* then the new matrix will be <code>M * O</code>. So when transforming a
|
|
* vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the
|
|
* orthographic projection transformation will be applied first!
|
|
*
|
|
* @param left
|
|
* the distance from the center to the left view edge
|
|
* @param right
|
|
* the distance from the center to the right view edge
|
|
* @param bottom
|
|
* the distance from the center to the bottom view edge
|
|
* @param top
|
|
* the distance from the center to the top view edge
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Matrix3x2f view(float left, float right, float bottom, float top, Matrix3x2f dest);
|
|
|
|
/**
|
|
* Obtain the position that gets transformed to the origin by <code>this</code> matrix.
|
|
* This can be used to get the position of the "camera" from a given <i>view</i> transformation matrix.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Matrix3x2f inv = new Matrix3x2f(this).invertAffine();
|
|
* inv.transform(origin.set(0, 0));
|
|
* </pre>
|
|
*
|
|
* @param origin
|
|
* will hold the position transformed to the origin
|
|
* @return origin
|
|
*/
|
|
Vector2f origin(Vector2f origin);
|
|
|
|
/**
|
|
* Obtain the extents of the view transformation of <code>this</code> matrix and store it in <code>area</code>.
|
|
* This can be used to determine which region of the screen (i.e. the NDC space) is covered by the view.
|
|
*
|
|
* @param area
|
|
* will hold the view area as <code>[minX, minY, maxX, maxY]</code>
|
|
* @return area
|
|
*/
|
|
float[] viewArea(float[] area);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+X</code> before the transformation represented by <code>this</code> matrix is applied.
|
|
* <p>
|
|
* This method uses the rotation component of the left 2x2 submatrix to obtain the direction
|
|
* that is transformed to <code>+X</code> by <code>this</code> matrix.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Matrix3x2f inv = new Matrix3x2f(this).invert();
|
|
* inv.transformDirection(dir.set(1, 0)).normalize();
|
|
* </pre>
|
|
* If <code>this</code> is already an orthogonal matrix, then consider using {@link #normalizedPositiveX(Vector2f)} instead.
|
|
* <p>
|
|
* Reference: <a href="http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/threeD/">http://www.euclideanspace.com</a>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+X</code>
|
|
* @return dir
|
|
*/
|
|
Vector2f positiveX(Vector2f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+X</code> before the transformation represented by <code>this</code> <i>orthogonal</i> matrix is applied.
|
|
* This method only produces correct results if <code>this</code> is an <i>orthogonal</i> matrix.
|
|
* <p>
|
|
* This method uses the rotation component of the left 2x2 submatrix to obtain the direction
|
|
* that is transformed to <code>+X</code> by <code>this</code> matrix.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Matrix3x2f inv = new Matrix3x2f(this).transpose();
|
|
* inv.transformDirection(dir.set(1, 0));
|
|
* </pre>
|
|
* <p>
|
|
* Reference: <a href="http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/threeD/">http://www.euclideanspace.com</a>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+X</code>
|
|
* @return dir
|
|
*/
|
|
Vector2f normalizedPositiveX(Vector2f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Y</code> before the transformation represented by <code>this</code> matrix is applied.
|
|
* <p>
|
|
* This method uses the rotation component of the left 2x2 submatrix to obtain the direction
|
|
* that is transformed to <code>+Y</code> by <code>this</code> matrix.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Matrix3x2f inv = new Matrix3x2f(this).invert();
|
|
* inv.transformDirection(dir.set(0, 1)).normalize();
|
|
* </pre>
|
|
* If <code>this</code> is already an orthogonal matrix, then consider using {@link #normalizedPositiveY(Vector2f)} instead.
|
|
* <p>
|
|
* Reference: <a href="http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/threeD/">http://www.euclideanspace.com</a>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Y</code>
|
|
* @return dir
|
|
*/
|
|
Vector2f positiveY(Vector2f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Y</code> before the transformation represented by <code>this</code> <i>orthogonal</i> matrix is applied.
|
|
* This method only produces correct results if <code>this</code> is an <i>orthogonal</i> matrix.
|
|
* <p>
|
|
* This method uses the rotation component of the left 2x2 submatrix to obtain the direction
|
|
* that is transformed to <code>+Y</code> by <code>this</code> matrix.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Matrix3x2f inv = new Matrix3x2f(this).transpose();
|
|
* inv.transformDirection(dir.set(0, 1));
|
|
* </pre>
|
|
* <p>
|
|
* Reference: <a href="http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/threeD/">http://www.euclideanspace.com</a>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Y</code>
|
|
* @return dir
|
|
*/
|
|
Vector2f normalizedPositiveY(Vector2f dir);
|
|
|
|
/**
|
|
* Unproject the given window coordinates <code>(winX, winY)</code> by <code>this</code> matrix using the specified viewport.
|
|
* <p>
|
|
* This method first converts the given window coordinates to normalized device coordinates in the range <code>[-1..1]</code>
|
|
* and then transforms those NDC coordinates by the inverse of <code>this</code> matrix.
|
|
* <p>
|
|
* As a necessary computation step for unprojecting, this method computes the inverse of <code>this</code> matrix.
|
|
* In order to avoid computing the matrix inverse with every invocation, the inverse of <code>this</code> matrix can be built
|
|
* once outside using {@link #invert(Matrix3x2f)} and then the method {@link #unprojectInv(float, float, int[], Vector2f) unprojectInv()} can be invoked on it.
|
|
*
|
|
* @see #unprojectInv(float, float, int[], Vector2f)
|
|
* @see #invert(Matrix3x2f)
|
|
*
|
|
* @param winX
|
|
* the x-coordinate in window coordinates (pixels)
|
|
* @param winY
|
|
* the y-coordinate in window coordinates (pixels)
|
|
* @param viewport
|
|
* the viewport described by <code>[x, y, width, height]</code>
|
|
* @param dest
|
|
* will hold the unprojected position
|
|
* @return dest
|
|
*/
|
|
Vector2f unproject(float winX, float winY, int[] viewport, Vector2f dest);
|
|
|
|
/**
|
|
* Unproject the given window coordinates <code>(winX, winY)</code> by <code>this</code> matrix using the specified viewport.
|
|
* <p>
|
|
* This method differs from {@link #unproject(float, float, int[], Vector2f) unproject()}
|
|
* in that it assumes that <code>this</code> is already the inverse matrix of the original projection matrix.
|
|
* It exists to avoid recomputing the matrix inverse with every invocation.
|
|
*
|
|
* @see #unproject(float, float, int[], Vector2f)
|
|
*
|
|
* @param winX
|
|
* the x-coordinate in window coordinates (pixels)
|
|
* @param winY
|
|
* the y-coordinate in window coordinates (pixels)
|
|
* @param viewport
|
|
* the viewport described by <code>[x, y, width, height]</code>
|
|
* @param dest
|
|
* will hold the unprojected position
|
|
* @return dest
|
|
*/
|
|
Vector2f unprojectInv(float winX, float winY, int[] viewport, Vector2f dest);
|
|
|
|
/**
|
|
* Test whether the given point <code>(x, y)</code> is within the frustum defined by <code>this</code> matrix.
|
|
* <p>
|
|
* This method assumes <code>this</code> matrix to be a transformation from any arbitrary coordinate system/space <code>M</code>
|
|
* into standard OpenGL clip space and tests whether the given point with the coordinates <code>(x, y, z)</code> given
|
|
* in space <code>M</code> is within the clip space.
|
|
* <p>
|
|
* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
|
|
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
|
|
*
|
|
* @param x
|
|
* the x-coordinate of the point
|
|
* @param y
|
|
* the y-coordinate of the point
|
|
* @return <code>true</code> if the given point is inside the frustum; <code>false</code> otherwise
|
|
*/
|
|
boolean testPoint(float x, float y);
|
|
|
|
/**
|
|
* Test whether the given circle is partly or completely within or outside of the frustum defined by <code>this</code> matrix.
|
|
* <p>
|
|
* This method assumes <code>this</code> matrix to be a transformation from any arbitrary coordinate system/space <code>M</code>
|
|
* into standard OpenGL clip space and tests whether the given sphere with the coordinates <code>(x, y, z)</code> given
|
|
* in space <code>M</code> is within the clip space.
|
|
* <p>
|
|
* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
|
|
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
|
|
*
|
|
* @param x
|
|
* the x-coordinate of the circle's center
|
|
* @param y
|
|
* the y-coordinate of the circle's center
|
|
* @param r
|
|
* the circle's radius
|
|
* @return <code>true</code> if the given circle is partly or completely inside the frustum; <code>false</code> otherwise
|
|
*/
|
|
boolean testCircle(float x, float y, float r);
|
|
|
|
/**
|
|
* Test whether the given axis-aligned rectangle is partly or completely within or outside of the frustum defined by <code>this</code> matrix.
|
|
* The rectangle is specified via its min and max corner coordinates.
|
|
* <p>
|
|
* This method assumes <code>this</code> matrix to be a transformation from any arbitrary coordinate system/space <code>M</code>
|
|
* into standard OpenGL clip space and tests whether the given axis-aligned rectangle with its minimum corner coordinates <code>(minX, minY, minZ)</code>
|
|
* and maximum corner coordinates <code>(maxX, maxY, maxZ)</code> given in space <code>M</code> is within the clip space.
|
|
* <p>
|
|
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
|
|
* <br>
|
|
* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
|
|
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
|
|
*
|
|
* @param minX
|
|
* the x-coordinate of the minimum corner
|
|
* @param minY
|
|
* the y-coordinate of the minimum corner
|
|
* @param maxX
|
|
* the x-coordinate of the maximum corner
|
|
* @param maxY
|
|
* the y-coordinate of the maximum corner
|
|
* @return <code>true</code> if the axis-aligned box is completely or partly inside of the frustum; <code>false</code> otherwise
|
|
*/
|
|
boolean testAar(float minX, float minY, float maxX, float maxY);
|
|
|
|
/**
|
|
* Compare the matrix elements of <code>this</code> matrix with the given matrix using the given <code>delta</code>
|
|
* and return whether all of them are equal within a maximum difference of <code>delta</code>.
|
|
* <p>
|
|
* Please note that this method is not used by any data structure such as {@link ArrayList} {@link HashSet} or {@link HashMap}
|
|
* and their operations, such as {@link ArrayList#contains(Object)} or {@link HashSet#remove(Object)}, since those
|
|
* data structures only use the {@link Object#equals(Object)} and {@link Object#hashCode()} methods.
|
|
*
|
|
* @param m
|
|
* the other matrix
|
|
* @param delta
|
|
* the allowed maximum difference
|
|
* @return <code>true</code> whether all of the matrix elements are equal; <code>false</code> otherwise
|
|
*/
|
|
boolean equals(Matrix3x2fc m, float delta);
|
|
|
|
/**
|
|
* Determine whether all matrix elements are finite floating-point values, that
|
|
* is, they are not {@link Float#isNaN() NaN} and not
|
|
* {@link Float#isInfinite() infinity}.
|
|
*
|
|
* @return {@code true} if all components are finite floating-point values;
|
|
* {@code false} otherwise
|
|
*/
|
|
boolean isFinite();
|
|
|
|
}
|