Exemple #1
0
  /** @see <a href="gluUnProject.html">gluUnProject</a> */
  public double[] un_project(
      double window_x,
      double window_y,
      double window_z,
      double[] modelview,
      double[] projection,
      int[] viewport) {

    Matrix4d product = new Matrix4d();
    Matrix4d.multiply(modelview, projection, product.m);
    if (product.invert() == null) return null;

    Vector4d A = new Vector4d(window_x, window_y, window_z, 1.0);

    // map x and y from window coordinates
    A.v[0] = (A.v[0] - viewport[0]) / viewport[2];
    A.v[1] = (A.v[1] - viewport[1]) / viewport[3];

    // map to range -1 to 1, A = 2*A - I
    A.scalar_multiply(2).scalar_minus(1);

    A.multiply_right(product);
    double d = A.v[3];
    if (d == 0) return null;

    double[] result = new double[3]; // vs. 4
    result[0] = A.v[0] / d;
    result[1] = A.v[1] / d;
    result[2] = A.v[2] / d;
    return result;
  }
Exemple #2
0
  /** @see <a href="gluLookAt.html">gluLookAt</a> */
  public void look_at(
      double eyex,
      double eyey,
      double eyez,
      double centerx,
      double centery,
      double centerz,
      double upx,
      double upy,
      double upz) {

    Matrix4d matrix = new Matrix4d();
    Vector4d eye = new Vector4d(eyex, eyey, eyez, 1.0);
    Vector4d center = new Vector4d(centerx, centery, centerz, 1.0);
    Vector4d up = new Vector4d(upx, upy, upz, 1.0);

    Vector4d forward = new Vector4d();
    Vector4d side = new Vector4d();

    // -- make rotation matrix

    // forward = center - eye
    forward.minus(center, eye).normalize();

    // side = (forward x up), then normalized
    side.cross(forward, up).normalize();

    // up = side x forward
    up.cross(side, forward);

    /* [side_x up_x -forward_x 0]
     * [side_y up_y -forward_y 0]
     * [side_z up_z -forward_z 0]
     * [  0     0       0      1]
     */
    matrix.set_column(side, up, forward.negate(), Vector4d.ZERO);
    matrix.set_row(3, 0.0, 0.0, 0.0, 1.0);
    gl.mult_matrixd(matrix.m);

    // -- translate eye to origin
    gl.translated(-eyex, -eyey, -eyez);
  }