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1 /*
2  * Copyright (C) 2007 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package android.opengl;
18 
19 /**
20  * Matrix math utilities. These methods operate on OpenGL ES format
21  * matrices and vectors stored in float arrays.
22  * <p>
23  * Matrices are 4 x 4 column-vector matrices stored in column-major
24  * order:
25  * <pre>
26  *  m[offset +  0] m[offset +  4] m[offset +  8] m[offset + 12]
27  *  m[offset +  1] m[offset +  5] m[offset +  9] m[offset + 13]
28  *  m[offset +  2] m[offset +  6] m[offset + 10] m[offset + 14]
29  *  m[offset +  3] m[offset +  7] m[offset + 11] m[offset + 15]</pre>
30  *
31  * Vectors are 4 x 1 column vectors stored in order:
32  * <pre>
33  * v[offset + 0]
34  * v[offset + 1]
35  * v[offset + 2]
36  * v[offset + 3]</pre>
37  */
38 public class Matrix {
39 
40     /** Temporary memory for operations that need temporary matrix data. */
41     private final static float[] sTemp = new float[32];
42 
43     /**
44      * @deprecated All methods are static, do not instantiate this class.
45      */
46     @Deprecated
Matrix()47     public Matrix() {}
48 
49     /**
50      * Multiplies two 4x4 matrices together and stores the result in a third 4x4
51      * matrix. In matrix notation: result = lhs x rhs. Due to the way
52      * matrix multiplication works, the result matrix will have the same
53      * effect as first multiplying by the rhs matrix, then multiplying by
54      * the lhs matrix. This is the opposite of what you might expect.
55      * <p>
56      * The same float array may be passed for result, lhs, and/or rhs. However,
57      * the result element values are undefined if the result elements overlap
58      * either the lhs or rhs elements.
59      *
60      * @param result The float array that holds the result.
61      * @param resultOffset The offset into the result array where the result is
62      *        stored.
63      * @param lhs The float array that holds the left-hand-side matrix.
64      * @param lhsOffset The offset into the lhs array where the lhs is stored
65      * @param rhs The float array that holds the right-hand-side matrix.
66      * @param rhsOffset The offset into the rhs array where the rhs is stored.
67      *
68      * @throws IllegalArgumentException if result, lhs, or rhs are null, or if
69      * resultOffset + 16 > result.length or lhsOffset + 16 > lhs.length or
70      * rhsOffset + 16 > rhs.length.
71      */
multiplyMM(float[] result, int resultOffset, float[] lhs, int lhsOffset, float[] rhs, int rhsOffset)72     public static native void multiplyMM(float[] result, int resultOffset,
73             float[] lhs, int lhsOffset, float[] rhs, int rhsOffset);
74 
75     /**
76      * Multiplies a 4 element vector by a 4x4 matrix and stores the result in a
77      * 4-element column vector. In matrix notation: result = lhs x rhs
78      * <p>
79      * The same float array may be passed for resultVec, lhsMat, and/or rhsVec.
80      * However, the resultVec element values are undefined if the resultVec
81      * elements overlap either the lhsMat or rhsVec elements.
82      *
83      * @param resultVec The float array that holds the result vector.
84      * @param resultVecOffset The offset into the result array where the result
85      *        vector is stored.
86      * @param lhsMat The float array that holds the left-hand-side matrix.
87      * @param lhsMatOffset The offset into the lhs array where the lhs is stored
88      * @param rhsVec The float array that holds the right-hand-side vector.
89      * @param rhsVecOffset The offset into the rhs vector where the rhs vector
90      *        is stored.
91      *
92      * @throws IllegalArgumentException if resultVec, lhsMat,
93      * or rhsVec are null, or if resultVecOffset + 4 > resultVec.length
94      * or lhsMatOffset + 16 > lhsMat.length or
95      * rhsVecOffset + 4 > rhsVec.length.
96      */
multiplyMV(float[] resultVec, int resultVecOffset, float[] lhsMat, int lhsMatOffset, float[] rhsVec, int rhsVecOffset)97     public static native void multiplyMV(float[] resultVec,
98             int resultVecOffset, float[] lhsMat, int lhsMatOffset,
99             float[] rhsVec, int rhsVecOffset);
100 
101     /**
102      * Transposes a 4 x 4 matrix.
103      * <p>
104      * mTrans and m must not overlap.
105      *
106      * @param mTrans the array that holds the output transposed matrix
107      * @param mTransOffset an offset into mTrans where the transposed matrix is
108      *        stored.
109      * @param m the input array
110      * @param mOffset an offset into m where the input matrix is stored.
111      */
transposeM(float[] mTrans, int mTransOffset, float[] m, int mOffset)112     public static void transposeM(float[] mTrans, int mTransOffset, float[] m,
113             int mOffset) {
114         for (int i = 0; i < 4; i++) {
115             int mBase = i * 4 + mOffset;
116             mTrans[i + mTransOffset] = m[mBase];
117             mTrans[i + 4 + mTransOffset] = m[mBase + 1];
118             mTrans[i + 8 + mTransOffset] = m[mBase + 2];
119             mTrans[i + 12 + mTransOffset] = m[mBase + 3];
120         }
121     }
122 
123     /**
124      * Inverts a 4 x 4 matrix.
125      * <p>
126      * mInv and m must not overlap.
127      *
128      * @param mInv the array that holds the output inverted matrix
129      * @param mInvOffset an offset into mInv where the inverted matrix is
130      *        stored.
131      * @param m the input array
132      * @param mOffset an offset into m where the input matrix is stored.
133      * @return true if the matrix could be inverted, false if it could not.
134      */
invertM(float[] mInv, int mInvOffset, float[] m, int mOffset)135     public static boolean invertM(float[] mInv, int mInvOffset, float[] m,
136             int mOffset) {
137         // Invert a 4 x 4 matrix using Cramer's Rule
138 
139         // transpose matrix
140         final float src0  = m[mOffset +  0];
141         final float src4  = m[mOffset +  1];
142         final float src8  = m[mOffset +  2];
143         final float src12 = m[mOffset +  3];
144 
145         final float src1  = m[mOffset +  4];
146         final float src5  = m[mOffset +  5];
147         final float src9  = m[mOffset +  6];
148         final float src13 = m[mOffset +  7];
149 
150         final float src2  = m[mOffset +  8];
151         final float src6  = m[mOffset +  9];
152         final float src10 = m[mOffset + 10];
153         final float src14 = m[mOffset + 11];
154 
155         final float src3  = m[mOffset + 12];
156         final float src7  = m[mOffset + 13];
157         final float src11 = m[mOffset + 14];
158         final float src15 = m[mOffset + 15];
159 
160         // calculate pairs for first 8 elements (cofactors)
161         final float atmp0  = src10 * src15;
162         final float atmp1  = src11 * src14;
163         final float atmp2  = src9  * src15;
164         final float atmp3  = src11 * src13;
165         final float atmp4  = src9  * src14;
166         final float atmp5  = src10 * src13;
167         final float atmp6  = src8  * src15;
168         final float atmp7  = src11 * src12;
169         final float atmp8  = src8  * src14;
170         final float atmp9  = src10 * src12;
171         final float atmp10 = src8  * src13;
172         final float atmp11 = src9  * src12;
173 
174         // calculate first 8 elements (cofactors)
175         final float dst0  = (atmp0 * src5 + atmp3 * src6 + atmp4  * src7)
176                           - (atmp1 * src5 + atmp2 * src6 + atmp5  * src7);
177         final float dst1  = (atmp1 * src4 + atmp6 * src6 + atmp9  * src7)
178                           - (atmp0 * src4 + atmp7 * src6 + atmp8  * src7);
179         final float dst2  = (atmp2 * src4 + atmp7 * src5 + atmp10 * src7)
180                           - (atmp3 * src4 + atmp6 * src5 + atmp11 * src7);
181         final float dst3  = (atmp5 * src4 + atmp8 * src5 + atmp11 * src6)
182                           - (atmp4 * src4 + atmp9 * src5 + atmp10 * src6);
183         final float dst4  = (atmp1 * src1 + atmp2 * src2 + atmp5  * src3)
184                           - (atmp0 * src1 + atmp3 * src2 + atmp4  * src3);
185         final float dst5  = (atmp0 * src0 + atmp7 * src2 + atmp8  * src3)
186                           - (atmp1 * src0 + atmp6 * src2 + atmp9  * src3);
187         final float dst6  = (atmp3 * src0 + atmp6 * src1 + atmp11 * src3)
188                           - (atmp2 * src0 + atmp7 * src1 + atmp10 * src3);
189         final float dst7  = (atmp4 * src0 + atmp9 * src1 + atmp10 * src2)
190                           - (atmp5 * src0 + atmp8 * src1 + atmp11 * src2);
191 
192         // calculate pairs for second 8 elements (cofactors)
193         final float btmp0  = src2 * src7;
194         final float btmp1  = src3 * src6;
195         final float btmp2  = src1 * src7;
196         final float btmp3  = src3 * src5;
197         final float btmp4  = src1 * src6;
198         final float btmp5  = src2 * src5;
199         final float btmp6  = src0 * src7;
200         final float btmp7  = src3 * src4;
201         final float btmp8  = src0 * src6;
202         final float btmp9  = src2 * src4;
203         final float btmp10 = src0 * src5;
204         final float btmp11 = src1 * src4;
205 
206         // calculate second 8 elements (cofactors)
207         final float dst8  = (btmp0  * src13 + btmp3  * src14 + btmp4  * src15)
208                           - (btmp1  * src13 + btmp2  * src14 + btmp5  * src15);
209         final float dst9  = (btmp1  * src12 + btmp6  * src14 + btmp9  * src15)
210                           - (btmp0  * src12 + btmp7  * src14 + btmp8  * src15);
211         final float dst10 = (btmp2  * src12 + btmp7  * src13 + btmp10 * src15)
212                           - (btmp3  * src12 + btmp6  * src13 + btmp11 * src15);
213         final float dst11 = (btmp5  * src12 + btmp8  * src13 + btmp11 * src14)
214                           - (btmp4  * src12 + btmp9  * src13 + btmp10 * src14);
215         final float dst12 = (btmp2  * src10 + btmp5  * src11 + btmp1  * src9 )
216                           - (btmp4  * src11 + btmp0  * src9  + btmp3  * src10);
217         final float dst13 = (btmp8  * src11 + btmp0  * src8  + btmp7  * src10)
218                           - (btmp6  * src10 + btmp9  * src11 + btmp1  * src8 );
219         final float dst14 = (btmp6  * src9  + btmp11 * src11 + btmp3  * src8 )
220                           - (btmp10 * src11 + btmp2  * src8  + btmp7  * src9 );
221         final float dst15 = (btmp10 * src10 + btmp4  * src8  + btmp9  * src9 )
222                           - (btmp8  * src9  + btmp11 * src10 + btmp5  * src8 );
223 
224         // calculate determinant
225         final float det =
226                 src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;
227 
228         if (det == 0.0f) {
229             return false;
230         }
231 
232         // calculate matrix inverse
233         final float invdet = 1.0f / det;
234         mInv[     mInvOffset] = dst0  * invdet;
235         mInv[ 1 + mInvOffset] = dst1  * invdet;
236         mInv[ 2 + mInvOffset] = dst2  * invdet;
237         mInv[ 3 + mInvOffset] = dst3  * invdet;
238 
239         mInv[ 4 + mInvOffset] = dst4  * invdet;
240         mInv[ 5 + mInvOffset] = dst5  * invdet;
241         mInv[ 6 + mInvOffset] = dst6  * invdet;
242         mInv[ 7 + mInvOffset] = dst7  * invdet;
243 
244         mInv[ 8 + mInvOffset] = dst8  * invdet;
245         mInv[ 9 + mInvOffset] = dst9  * invdet;
246         mInv[10 + mInvOffset] = dst10 * invdet;
247         mInv[11 + mInvOffset] = dst11 * invdet;
248 
249         mInv[12 + mInvOffset] = dst12 * invdet;
250         mInv[13 + mInvOffset] = dst13 * invdet;
251         mInv[14 + mInvOffset] = dst14 * invdet;
252         mInv[15 + mInvOffset] = dst15 * invdet;
253 
254         return true;
255     }
256 
257     /**
258      * Computes an orthographic projection matrix.
259      *
260      * @param m returns the result
261      * @param mOffset
262      * @param left
263      * @param right
264      * @param bottom
265      * @param top
266      * @param near
267      * @param far
268      */
orthoM(float[] m, int mOffset, float left, float right, float bottom, float top, float near, float far)269     public static void orthoM(float[] m, int mOffset,
270         float left, float right, float bottom, float top,
271         float near, float far) {
272         if (left == right) {
273             throw new IllegalArgumentException("left == right");
274         }
275         if (bottom == top) {
276             throw new IllegalArgumentException("bottom == top");
277         }
278         if (near == far) {
279             throw new IllegalArgumentException("near == far");
280         }
281 
282         final float r_width  = 1.0f / (right - left);
283         final float r_height = 1.0f / (top - bottom);
284         final float r_depth  = 1.0f / (far - near);
285         final float x =  2.0f * (r_width);
286         final float y =  2.0f * (r_height);
287         final float z = -2.0f * (r_depth);
288         final float tx = -(right + left) * r_width;
289         final float ty = -(top + bottom) * r_height;
290         final float tz = -(far + near) * r_depth;
291         m[mOffset + 0] = x;
292         m[mOffset + 5] = y;
293         m[mOffset +10] = z;
294         m[mOffset +12] = tx;
295         m[mOffset +13] = ty;
296         m[mOffset +14] = tz;
297         m[mOffset +15] = 1.0f;
298         m[mOffset + 1] = 0.0f;
299         m[mOffset + 2] = 0.0f;
300         m[mOffset + 3] = 0.0f;
301         m[mOffset + 4] = 0.0f;
302         m[mOffset + 6] = 0.0f;
303         m[mOffset + 7] = 0.0f;
304         m[mOffset + 8] = 0.0f;
305         m[mOffset + 9] = 0.0f;
306         m[mOffset + 11] = 0.0f;
307     }
308 
309 
310     /**
311      * Defines a projection matrix in terms of six clip planes.
312      *
313      * @param m the float array that holds the output perspective matrix
314      * @param offset the offset into float array m where the perspective
315      *        matrix data is written
316      * @param left
317      * @param right
318      * @param bottom
319      * @param top
320      * @param near
321      * @param far
322      */
frustumM(float[] m, int offset, float left, float right, float bottom, float top, float near, float far)323     public static void frustumM(float[] m, int offset,
324             float left, float right, float bottom, float top,
325             float near, float far) {
326         if (left == right) {
327             throw new IllegalArgumentException("left == right");
328         }
329         if (top == bottom) {
330             throw new IllegalArgumentException("top == bottom");
331         }
332         if (near == far) {
333             throw new IllegalArgumentException("near == far");
334         }
335         if (near <= 0.0f) {
336             throw new IllegalArgumentException("near <= 0.0f");
337         }
338         if (far <= 0.0f) {
339             throw new IllegalArgumentException("far <= 0.0f");
340         }
341         final float r_width  = 1.0f / (right - left);
342         final float r_height = 1.0f / (top - bottom);
343         final float r_depth  = 1.0f / (near - far);
344         final float x = 2.0f * (near * r_width);
345         final float y = 2.0f * (near * r_height);
346         final float A = (right + left) * r_width;
347         final float B = (top + bottom) * r_height;
348         final float C = (far + near) * r_depth;
349         final float D = 2.0f * (far * near * r_depth);
350         m[offset + 0] = x;
351         m[offset + 5] = y;
352         m[offset + 8] = A;
353         m[offset +  9] = B;
354         m[offset + 10] = C;
355         m[offset + 14] = D;
356         m[offset + 11] = -1.0f;
357         m[offset +  1] = 0.0f;
358         m[offset +  2] = 0.0f;
359         m[offset +  3] = 0.0f;
360         m[offset +  4] = 0.0f;
361         m[offset +  6] = 0.0f;
362         m[offset +  7] = 0.0f;
363         m[offset + 12] = 0.0f;
364         m[offset + 13] = 0.0f;
365         m[offset + 15] = 0.0f;
366     }
367 
368     /**
369      * Defines a projection matrix in terms of a field of view angle, an
370      * aspect ratio, and z clip planes.
371      *
372      * @param m the float array that holds the perspective matrix
373      * @param offset the offset into float array m where the perspective
374      *        matrix data is written
375      * @param fovy field of view in y direction, in degrees
376      * @param aspect width to height aspect ratio of the viewport
377      * @param zNear
378      * @param zFar
379      */
perspectiveM(float[] m, int offset, float fovy, float aspect, float zNear, float zFar)380     public static void perspectiveM(float[] m, int offset,
381           float fovy, float aspect, float zNear, float zFar) {
382         float f = 1.0f / (float) Math.tan(fovy * (Math.PI / 360.0));
383         float rangeReciprocal = 1.0f / (zNear - zFar);
384 
385         m[offset + 0] = f / aspect;
386         m[offset + 1] = 0.0f;
387         m[offset + 2] = 0.0f;
388         m[offset + 3] = 0.0f;
389 
390         m[offset + 4] = 0.0f;
391         m[offset + 5] = f;
392         m[offset + 6] = 0.0f;
393         m[offset + 7] = 0.0f;
394 
395         m[offset + 8] = 0.0f;
396         m[offset + 9] = 0.0f;
397         m[offset + 10] = (zFar + zNear) * rangeReciprocal;
398         m[offset + 11] = -1.0f;
399 
400         m[offset + 12] = 0.0f;
401         m[offset + 13] = 0.0f;
402         m[offset + 14] = 2.0f * zFar * zNear * rangeReciprocal;
403         m[offset + 15] = 0.0f;
404     }
405 
406     /**
407      * Computes the length of a vector.
408      *
409      * @param x x coordinate of a vector
410      * @param y y coordinate of a vector
411      * @param z z coordinate of a vector
412      * @return the length of a vector
413      */
length(float x, float y, float z)414     public static float length(float x, float y, float z) {
415         return (float) Math.sqrt(x * x + y * y + z * z);
416     }
417 
418     /**
419      * Sets matrix m to the identity matrix.
420      *
421      * @param sm returns the result
422      * @param smOffset index into sm where the result matrix starts
423      */
setIdentityM(float[] sm, int smOffset)424     public static void setIdentityM(float[] sm, int smOffset) {
425         for (int i=0 ; i<16 ; i++) {
426             sm[smOffset + i] = 0;
427         }
428         for(int i = 0; i < 16; i += 5) {
429             sm[smOffset + i] = 1.0f;
430         }
431     }
432 
433     /**
434      * Scales matrix m by x, y, and z, putting the result in sm.
435      * <p>
436      * m and sm must not overlap.
437      *
438      * @param sm returns the result
439      * @param smOffset index into sm where the result matrix starts
440      * @param m source matrix
441      * @param mOffset index into m where the source matrix starts
442      * @param x scale factor x
443      * @param y scale factor y
444      * @param z scale factor z
445      */
scaleM(float[] sm, int smOffset, float[] m, int mOffset, float x, float y, float z)446     public static void scaleM(float[] sm, int smOffset,
447             float[] m, int mOffset,
448             float x, float y, float z) {
449         for (int i=0 ; i<4 ; i++) {
450             int smi = smOffset + i;
451             int mi = mOffset + i;
452             sm[     smi] = m[     mi] * x;
453             sm[ 4 + smi] = m[ 4 + mi] * y;
454             sm[ 8 + smi] = m[ 8 + mi] * z;
455             sm[12 + smi] = m[12 + mi];
456         }
457     }
458 
459     /**
460      * Scales matrix m in place by sx, sy, and sz.
461      *
462      * @param m matrix to scale
463      * @param mOffset index into m where the matrix starts
464      * @param x scale factor x
465      * @param y scale factor y
466      * @param z scale factor z
467      */
scaleM(float[] m, int mOffset, float x, float y, float z)468     public static void scaleM(float[] m, int mOffset,
469             float x, float y, float z) {
470         for (int i=0 ; i<4 ; i++) {
471             int mi = mOffset + i;
472             m[     mi] *= x;
473             m[ 4 + mi] *= y;
474             m[ 8 + mi] *= z;
475         }
476     }
477 
478     /**
479      * Translates matrix m by x, y, and z, putting the result in tm.
480      * <p>
481      * m and tm must not overlap.
482      *
483      * @param tm returns the result
484      * @param tmOffset index into sm where the result matrix starts
485      * @param m source matrix
486      * @param mOffset index into m where the source matrix starts
487      * @param x translation factor x
488      * @param y translation factor y
489      * @param z translation factor z
490      */
translateM(float[] tm, int tmOffset, float[] m, int mOffset, float x, float y, float z)491     public static void translateM(float[] tm, int tmOffset,
492             float[] m, int mOffset,
493             float x, float y, float z) {
494         for (int i=0 ; i<12 ; i++) {
495             tm[tmOffset + i] = m[mOffset + i];
496         }
497         for (int i=0 ; i<4 ; i++) {
498             int tmi = tmOffset + i;
499             int mi = mOffset + i;
500             tm[12 + tmi] = m[mi] * x + m[4 + mi] * y + m[8 + mi] * z +
501                 m[12 + mi];
502         }
503     }
504 
505     /**
506      * Translates matrix m by x, y, and z in place.
507      *
508      * @param m matrix
509      * @param mOffset index into m where the matrix starts
510      * @param x translation factor x
511      * @param y translation factor y
512      * @param z translation factor z
513      */
translateM( float[] m, int mOffset, float x, float y, float z)514     public static void translateM(
515             float[] m, int mOffset,
516             float x, float y, float z) {
517         for (int i=0 ; i<4 ; i++) {
518             int mi = mOffset + i;
519             m[12 + mi] += m[mi] * x + m[4 + mi] * y + m[8 + mi] * z;
520         }
521     }
522 
523     /**
524      * Rotates matrix m by angle a (in degrees) around the axis (x, y, z).
525      * <p>
526      * m and rm must not overlap.
527      *
528      * @param rm returns the result
529      * @param rmOffset index into rm where the result matrix starts
530      * @param m source matrix
531      * @param mOffset index into m where the source matrix starts
532      * @param a angle to rotate in degrees
533      * @param x X axis component
534      * @param y Y axis component
535      * @param z Z axis component
536      */
rotateM(float[] rm, int rmOffset, float[] m, int mOffset, float a, float x, float y, float z)537     public static void rotateM(float[] rm, int rmOffset,
538             float[] m, int mOffset,
539             float a, float x, float y, float z) {
540         synchronized(sTemp) {
541             setRotateM(sTemp, 0, a, x, y, z);
542             multiplyMM(rm, rmOffset, m, mOffset, sTemp, 0);
543         }
544     }
545 
546     /**
547      * Rotates matrix m in place by angle a (in degrees)
548      * around the axis (x, y, z).
549      *
550      * @param m source matrix
551      * @param mOffset index into m where the matrix starts
552      * @param a angle to rotate in degrees
553      * @param x X axis component
554      * @param y Y axis component
555      * @param z Z axis component
556      */
rotateM(float[] m, int mOffset, float a, float x, float y, float z)557     public static void rotateM(float[] m, int mOffset,
558             float a, float x, float y, float z) {
559         synchronized(sTemp) {
560             setRotateM(sTemp, 0, a, x, y, z);
561             multiplyMM(sTemp, 16, m, mOffset, sTemp, 0);
562             System.arraycopy(sTemp, 16, m, mOffset, 16);
563         }
564     }
565 
566     /**
567      * Creates a matrix for rotation by angle a (in degrees)
568      * around the axis (x, y, z).
569      * <p>
570      * An optimized path will be used for rotation about a major axis
571      * (e.g. x=1.0f y=0.0f z=0.0f).
572      *
573      * @param rm returns the result
574      * @param rmOffset index into rm where the result matrix starts
575      * @param a angle to rotate in degrees
576      * @param x X axis component
577      * @param y Y axis component
578      * @param z Z axis component
579      */
setRotateM(float[] rm, int rmOffset, float a, float x, float y, float z)580     public static void setRotateM(float[] rm, int rmOffset,
581             float a, float x, float y, float z) {
582         rm[rmOffset + 3] = 0;
583         rm[rmOffset + 7] = 0;
584         rm[rmOffset + 11]= 0;
585         rm[rmOffset + 12]= 0;
586         rm[rmOffset + 13]= 0;
587         rm[rmOffset + 14]= 0;
588         rm[rmOffset + 15]= 1;
589         a *= (float) (Math.PI / 180.0f);
590         float s = (float) Math.sin(a);
591         float c = (float) Math.cos(a);
592         if (1.0f == x && 0.0f == y && 0.0f == z) {
593             rm[rmOffset + 5] = c;   rm[rmOffset + 10]= c;
594             rm[rmOffset + 6] = s;   rm[rmOffset + 9] = -s;
595             rm[rmOffset + 1] = 0;   rm[rmOffset + 2] = 0;
596             rm[rmOffset + 4] = 0;   rm[rmOffset + 8] = 0;
597             rm[rmOffset + 0] = 1;
598         } else if (0.0f == x && 1.0f == y && 0.0f == z) {
599             rm[rmOffset + 0] = c;   rm[rmOffset + 10]= c;
600             rm[rmOffset + 8] = s;   rm[rmOffset + 2] = -s;
601             rm[rmOffset + 1] = 0;   rm[rmOffset + 4] = 0;
602             rm[rmOffset + 6] = 0;   rm[rmOffset + 9] = 0;
603             rm[rmOffset + 5] = 1;
604         } else if (0.0f == x && 0.0f == y && 1.0f == z) {
605             rm[rmOffset + 0] = c;   rm[rmOffset + 5] = c;
606             rm[rmOffset + 1] = s;   rm[rmOffset + 4] = -s;
607             rm[rmOffset + 2] = 0;   rm[rmOffset + 6] = 0;
608             rm[rmOffset + 8] = 0;   rm[rmOffset + 9] = 0;
609             rm[rmOffset + 10]= 1;
610         } else {
611             float len = length(x, y, z);
612             if (1.0f != len) {
613                 float recipLen = 1.0f / len;
614                 x *= recipLen;
615                 y *= recipLen;
616                 z *= recipLen;
617             }
618             float nc = 1.0f - c;
619             float xy = x * y;
620             float yz = y * z;
621             float zx = z * x;
622             float xs = x * s;
623             float ys = y * s;
624             float zs = z * s;
625             rm[rmOffset +  0] = x*x*nc +  c;
626             rm[rmOffset +  4] =  xy*nc - zs;
627             rm[rmOffset +  8] =  zx*nc + ys;
628             rm[rmOffset +  1] =  xy*nc + zs;
629             rm[rmOffset +  5] = y*y*nc +  c;
630             rm[rmOffset +  9] =  yz*nc - xs;
631             rm[rmOffset +  2] =  zx*nc - ys;
632             rm[rmOffset +  6] =  yz*nc + xs;
633             rm[rmOffset + 10] = z*z*nc +  c;
634         }
635     }
636 
637     /**
638      * Converts Euler angles to a rotation matrix.
639      *
640      * @param rm returns the result
641      * @param rmOffset index into rm where the result matrix starts
642      * @param x angle of rotation, in degrees
643      * @param y angle of rotation, in degrees
644      * @param z angle of rotation, in degrees
645      */
setRotateEulerM(float[] rm, int rmOffset, float x, float y, float z)646     public static void setRotateEulerM(float[] rm, int rmOffset,
647             float x, float y, float z) {
648         x *= (float) (Math.PI / 180.0f);
649         y *= (float) (Math.PI / 180.0f);
650         z *= (float) (Math.PI / 180.0f);
651         float cx = (float) Math.cos(x);
652         float sx = (float) Math.sin(x);
653         float cy = (float) Math.cos(y);
654         float sy = (float) Math.sin(y);
655         float cz = (float) Math.cos(z);
656         float sz = (float) Math.sin(z);
657         float cxsy = cx * sy;
658         float sxsy = sx * sy;
659 
660         rm[rmOffset + 0]  =   cy * cz;
661         rm[rmOffset + 1]  =  -cy * sz;
662         rm[rmOffset + 2]  =   sy;
663         rm[rmOffset + 3]  =  0.0f;
664 
665         rm[rmOffset + 4]  =  cxsy * cz + cx * sz;
666         rm[rmOffset + 5]  = -cxsy * sz + cx * cz;
667         rm[rmOffset + 6]  =  -sx * cy;
668         rm[rmOffset + 7]  =  0.0f;
669 
670         rm[rmOffset + 8]  = -sxsy * cz + sx * sz;
671         rm[rmOffset + 9]  =  sxsy * sz + sx * cz;
672         rm[rmOffset + 10] =  cx * cy;
673         rm[rmOffset + 11] =  0.0f;
674 
675         rm[rmOffset + 12] =  0.0f;
676         rm[rmOffset + 13] =  0.0f;
677         rm[rmOffset + 14] =  0.0f;
678         rm[rmOffset + 15] =  1.0f;
679     }
680 
681     /**
682      * Defines a viewing transformation in terms of an eye point, a center of
683      * view, and an up vector.
684      *
685      * @param rm returns the result
686      * @param rmOffset index into rm where the result matrix starts
687      * @param eyeX eye point X
688      * @param eyeY eye point Y
689      * @param eyeZ eye point Z
690      * @param centerX center of view X
691      * @param centerY center of view Y
692      * @param centerZ center of view Z
693      * @param upX up vector X
694      * @param upY up vector Y
695      * @param upZ up vector Z
696      */
setLookAtM(float[] rm, int rmOffset, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)697     public static void setLookAtM(float[] rm, int rmOffset,
698             float eyeX, float eyeY, float eyeZ,
699             float centerX, float centerY, float centerZ, float upX, float upY,
700             float upZ) {
701 
702         // See the OpenGL GLUT documentation for gluLookAt for a description
703         // of the algorithm. We implement it in a straightforward way:
704 
705         float fx = centerX - eyeX;
706         float fy = centerY - eyeY;
707         float fz = centerZ - eyeZ;
708 
709         // Normalize f
710         float rlf = 1.0f / Matrix.length(fx, fy, fz);
711         fx *= rlf;
712         fy *= rlf;
713         fz *= rlf;
714 
715         // compute s = f x up (x means "cross product")
716         float sx = fy * upZ - fz * upY;
717         float sy = fz * upX - fx * upZ;
718         float sz = fx * upY - fy * upX;
719 
720         // and normalize s
721         float rls = 1.0f / Matrix.length(sx, sy, sz);
722         sx *= rls;
723         sy *= rls;
724         sz *= rls;
725 
726         // compute u = s x f
727         float ux = sy * fz - sz * fy;
728         float uy = sz * fx - sx * fz;
729         float uz = sx * fy - sy * fx;
730 
731         rm[rmOffset + 0] = sx;
732         rm[rmOffset + 1] = ux;
733         rm[rmOffset + 2] = -fx;
734         rm[rmOffset + 3] = 0.0f;
735 
736         rm[rmOffset + 4] = sy;
737         rm[rmOffset + 5] = uy;
738         rm[rmOffset + 6] = -fy;
739         rm[rmOffset + 7] = 0.0f;
740 
741         rm[rmOffset + 8] = sz;
742         rm[rmOffset + 9] = uz;
743         rm[rmOffset + 10] = -fz;
744         rm[rmOffset + 11] = 0.0f;
745 
746         rm[rmOffset + 12] = 0.0f;
747         rm[rmOffset + 13] = 0.0f;
748         rm[rmOffset + 14] = 0.0f;
749         rm[rmOffset + 15] = 1.0f;
750 
751         translateM(rm, rmOffset, -eyeX, -eyeY, -eyeZ);
752     }
753 }
754