d19f10d43a
This library can be used to create animated 3D User Interfaces. This library is currently under heavy development, so it's not part of the build by default. In order to build this library, you must define BUILD_RENDERSCRIPT=true in your build environment. You will also have to manually edit build/core/prelink-linux-arm.map And add libRS and libRS_jni at the end like this (exact address may change.) libRS.so 0x9A100000 libRS_jni.so 0x9A000000
139 lines
2.8 KiB
C++
139 lines
2.8 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "rsMatrix.h"
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#include "stdlib.h"
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#include "math.h"
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#include <utils/Log.h>
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using namespace android;
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using namespace android::renderscript;
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void Matrix::loadIdentity()
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{
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set(0, 0, 1);
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set(1, 0, 0);
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set(2, 0, 0);
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set(3, 0, 0);
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set(0, 1, 0);
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set(1, 1, 1);
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set(2, 1, 0);
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set(3, 1, 0);
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set(0, 2, 0);
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set(1, 2, 0);
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set(2, 2, 1);
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set(3, 2, 0);
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set(0, 3, 0);
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set(1, 3, 0);
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set(2, 3, 0);
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set(3, 3, 1);
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}
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void Matrix::load(const float *v)
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{
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memcpy(m, v, sizeof(m));
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}
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void Matrix::load(const Matrix *v)
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{
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memcpy(m, v->m, sizeof(m));
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}
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void Matrix::loadRotate(float rot, float x, float y, float z)
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{
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float c, s;
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m[3] = 0;
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m[7] = 0;
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m[11]= 0;
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m[12]= 0;
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m[13]= 0;
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m[14]= 0;
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m[15]= 1;
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rot *= float(M_PI / 180.0f);
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c = cosf(rot);
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s = sinf(rot);
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const float len = sqrtf(x*x + y*y + z*z);
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if (!(len != 1)) {
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const float recipLen = 1.f / len;
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x *= recipLen;
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y *= recipLen;
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z *= recipLen;
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}
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const float nc = 1.0f - c;
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const float xy = x * y;
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const float yz = y * z;
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const float zx = z * x;
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const float xs = x * s;
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const float ys = y * s;
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const float zs = z * s;
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m[ 0] = x*x*nc + c;
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m[ 4] = xy*nc - zs;
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m[ 8] = zx*nc + ys;
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m[ 1] = xy*nc + zs;
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m[ 5] = y*y*nc + c;
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m[ 9] = yz*nc - xs;
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m[ 2] = zx*nc - ys;
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m[ 6] = yz*nc + xs;
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m[10] = z*z*nc + c;
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}
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void Matrix::loadScale(float x, float y, float z)
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{
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loadIdentity();
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m[0] = x;
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m[5] = y;
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m[10] = z;
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}
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void Matrix::loadTranslate(float x, float y, float z)
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{
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loadIdentity();
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m[12] = x;
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m[13] = y;
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m[14] = z;
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}
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void Matrix::loadMultiply(const Matrix *lhs, const Matrix *rhs)
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{
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for (int i=0 ; i<4 ; i++) {
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float ri0 = 0;
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float ri1 = 0;
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float ri2 = 0;
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float ri3 = 0;
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for (int j=0 ; j<4 ; j++) {
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const float rhs_ij = rhs->get(i,j);
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ri0 += lhs->get(j,0) * rhs_ij;
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ri1 += lhs->get(j,1) * rhs_ij;
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ri2 += lhs->get(j,2) * rhs_ij;
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ri3 += lhs->get(j,3) * rhs_ij;
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}
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set(i,0, ri0);
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set(i,1, ri1);
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set(i,2, ri2);
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set(i,3, ri3);
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}
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}
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