blob: b1eb701afe96baabd41179e4e65a9943b441d9e4 [file] [log] [blame]
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "UIMatrix"
#include <math.h>
#include <stdlib.h>
#include <utils/Log.h>
#include "Matrix.h"
namespace android {
void Matrix4::loadIdentity() {
mMat[0] = 1;
mMat[1] = 0;
mMat[2] = 0;
mMat[3] = 0;
mMat[4] = 0;
mMat[5] = 1;
mMat[6] = 0;
mMat[7] = 0;
mMat[8] = 0;
mMat[9] = 0;
mMat[10] = 1;
mMat[11] = 0;
mMat[12] = 0;
mMat[13] = 0;
mMat[14] = 0;
mMat[15] = 1;
}
void Matrix4::load(const float* v) {
memcpy(mMat, v, sizeof(mMat));
}
void Matrix4::load(const Matrix4& v) {
memcpy(mMat, v.mMat, sizeof(mMat));
}
void Matrix4::copyTo(float* v) const {
memcpy(v, mMat, sizeof(mMat));
}
void Matrix4::loadTranslate(float x, float y, float z) {
loadIdentity();
mMat[12] = x;
mMat[13] = y;
mMat[14] = z;
}
void Matrix4::loadScale(float sx, float sy, float sz) {
loadIdentity();
mMat[0] = sx;
mMat[5] = sy;
mMat[10] = sz;
}
void Matrix4::loadRotate(float angle, float x, float y, float z) {
mMat[3] = 0;
mMat[7] = 0;
mMat[11] = 0;
mMat[12] = 0;
mMat[13] = 0;
mMat[14] = 0;
mMat[15] = 1;
angle *= float(M_PI / 180.0f);
float c = cosf(angle);
float s = sinf(angle);
const float length = sqrtf(x * x + y * y + z * z);
const float nc = 1.0f - c;
const float xy = x * y;
const float yz = y * z;
const float zx = z * x;
const float xs = x * s;
const float ys = y * s;
const float zs = z * s;
mMat[0] = x * x * nc + c;
mMat[4] = xy * nc - zs;
mMat[8] = zx * nc + ys;
mMat[1] = xy * nc + zs;
mMat[5] = y * y * nc + c;
mMat[9] = yz * nc - xs;
mMat[2] = zx * nc - ys;
mMat[6] = yz * nc + xs;
mMat[10] = z * z * nc + c;
}
void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
for (int i = 0 ; i < 4 ; i++) {
float x = 0;
float y = 0;
float z = 0;
float w = 0;
for (int j = 0 ; j < 4 ; j++) {
const float e = v.get(i,j);
x += u.get(j, 0) * e;
y += u.get(j, 1) * e;
z += u.get(j, 2) * e;
w += u.get(j, 3) * e;
}
set(i, 0, x);
set(i, 1, y);
set(i, 2, z);
set(i, 3, w);
}
}
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();
mMat[0] = 2 / (right - left);
mMat[5] = 2 / (top - bottom);
mMat[10] = -2 / (far - near);
mMat[12] = -(right + left) / (right - left);
mMat[13] = -(top + bottom) / (top - bottom);
mMat[14] = -(far + near) / (far - near);
}
void Matrix4::dump() const {
LOGD("%f %f %f %f", mMat[0], mMat[4], mMat[ 8], mMat[12]);
LOGD("%f %f %f %f", mMat[1], mMat[5], mMat[ 9], mMat[13]);
LOGD("%f %f %f %f", mMat[2], mMat[6], mMat[10], mMat[14]);
LOGD("%f %f %f %f", mMat[3], mMat[7], mMat[11], mMat[15]);
}
};