auto import from //depot/cupcake/@135843
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/*
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* Copyright (C) 2007 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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package android.opengl;
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import javax.microedition.khronos.opengles.GL10;
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/**
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* A set of GL utilities inspired by the OpenGL Utility Toolkit.
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*
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*/
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public class GLU {
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/**
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* Return an error string from a GL or GLU error code.
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*
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* @param error - a GL or GLU error code.
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* @return the error string for the input error code, or NULL if the input
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* was not a valid GL or GLU error code.
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*/
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public static String gluErrorString(int error) {
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switch (error) {
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case GL10.GL_NO_ERROR:
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return "no error";
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case GL10.GL_INVALID_ENUM:
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return "invalid enum";
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case GL10.GL_INVALID_VALUE:
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return "invalid value";
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case GL10.GL_INVALID_OPERATION:
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return "invalid operation";
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case GL10.GL_STACK_OVERFLOW:
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return "stack overflow";
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case GL10.GL_STACK_UNDERFLOW:
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return "stack underflow";
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case GL10.GL_OUT_OF_MEMORY:
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return "out of memory";
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default:
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return null;
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}
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}
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/**
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* Define a viewing transformation in terms of an eye point, a center of
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* view, and an up vector.
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*
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* @param gl a GL10 interface
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* @param eyeX eye point X
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* @param eyeY eye point Y
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* @param eyeZ eye point Z
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* @param centerX center of view X
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* @param centerY center of view Y
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* @param centerZ center of view Z
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* @param upX up vector X
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* @param upY up vector Y
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* @param upZ up vector Z
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*/
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public static void gluLookAt(GL10 gl, float eyeX, float eyeY, float eyeZ,
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float centerX, float centerY, float centerZ, float upX, float upY,
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float upZ) {
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// See the OpenGL GLUT documentation for gluLookAt for a description
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// of the algorithm. We implement it in a straightforward way:
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float fx = centerX - eyeX;
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float fy = centerY - eyeY;
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float fz = centerZ - eyeZ;
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// Normalize f
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float rlf = 1.0f / Matrix.length(fx, fy, fz);
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fx *= rlf;
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fy *= rlf;
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fz *= rlf;
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// compute s = f x up (x means "cross product")
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float sx = fy * upZ - fz * upY;
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float sy = fz * upX - fx * upZ;
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float sz = fx * upY - fy * upX;
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// and normalize s
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float rls = 1.0f / Matrix.length(sx, sy, sz);
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sx *= rls;
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sy *= rls;
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sz *= rls;
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// compute u = s x f
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float ux = sy * fz - sz * fy;
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float uy = sz * fx - sx * fz;
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float uz = sx * fy - sy * fx;
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float[] m = new float[16];
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m[0] = sx;
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m[1] = ux;
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m[2] = -fx;
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m[3] = 0.0f;
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m[4] = sy;
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m[5] = uy;
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m[6] = -fy;
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m[7] = 0.0f;
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m[8] = sz;
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m[9] = uz;
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m[10] = -fz;
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m[11] = 0.0f;
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m[12] = 0.0f;
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m[13] = 0.0f;
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m[14] = 0.0f;
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m[15] = 1.0f;
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gl.glMultMatrixf(m, 0);
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gl.glTranslatef(-eyeX, -eyeY, -eyeZ);
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}
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/**
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* Set up a 2D orthographic projection matrix
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*
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* @param gl
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* @param left
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* @param right
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* @param bottom
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* @param top
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*/
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public static void gluOrtho2D(GL10 gl, float left, float right,
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float bottom, float top) {
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gl.glOrthof(left, right, bottom, top, -1.0f, 1.0f);
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}
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/**
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* Set up a perspective projection matrix
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*
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* @param gl a GL10 interface
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* @param fovy specifies the field of view angle, in degrees, in the Y
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* direction.
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* @param aspect specifies the aspect ration that determins the field of
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* view in the x direction. The aspect ratio is the ratio of x
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* (width) to y (height).
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* @param zNear specifies the distance from the viewer to the near clipping
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* plane (always positive).
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* @param zFar specifies the distance from the viewer to the far clipping
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* plane (always positive).
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*/
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public static void gluPerspective(GL10 gl, float fovy, float aspect,
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float zNear, float zFar) {
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float top = zNear * (float) Math.tan(fovy * (Math.PI / 360.0));
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float bottom = -top;
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float left = bottom * aspect;
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float right = top * aspect;
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gl.glFrustumf(left, right, bottom, top, zNear, zFar);
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}
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/**
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* Map object coordinates into window coordinates. gluProject transforms the
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* specified object coordinates into window coordinates using model, proj,
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* and view. The result is stored in win.
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* <p>
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* Note that you can use the OES_matrix_get extension, if present, to get
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* the current modelView and projection matrices.
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*
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* @param objX object coordinates X
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* @param objY object coordinates Y
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* @param objZ object coordinates Z
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* @param model the current modelview matrix
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* @param modelOffset the offset into the model array where the modelview
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* maxtrix data starts.
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* @param project the current projection matrix
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* @param projectOffset the offset into the project array where the project
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* matrix data starts.
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* @param view the current view, {x, y, width, height}
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* @param viewOffset the offset into the view array where the view vector
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* data starts.
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* @param win the output vector {winX, winY, winZ}, that returns the
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* computed window coordinates.
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* @param winOffset the offset into the win array where the win vector data
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* starts.
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* @return A return value of GL_TRUE indicates success, a return value of
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* GL_FALSE indicates failure.
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*/
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public static int gluProject(float objX, float objY, float objZ,
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float[] model, int modelOffset, float[] project, int projectOffset,
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int[] view, int viewOffset, float[] win, int winOffset) {
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float[] m = new float[16];
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Matrix.multiplyMM(m, 0, project, projectOffset, model, modelOffset);
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float[] v = new float[4];
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v[0] = objX;
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v[1] = objY;
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v[2] = objZ;
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v[3] = 1.0f;
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float[] v2 = new float[4];
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Matrix.multiplyMV(v2, 0, m, 0, v, 0);
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float w = v2[3];
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if (w == 0.0f) {
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return GL10.GL_FALSE;
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}
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float rw = 1.0f / w;
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win[winOffset] =
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view[viewOffset] + view[viewOffset + 2] * (v2[0] * rw + 1.0f)
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* 0.5f;
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win[winOffset + 1] =
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view[viewOffset + 1] + view[viewOffset + 3]
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* (v2[1] * rw + 1.0f) * 0.5f;
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win[winOffset + 2] = (v2[2] * rw + 1.0f) * 0.5f;
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return GL10.GL_TRUE;
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}
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/**
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* Map window coordinates to object coordinates. gluUnProject maps the
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* specified window coordinates into object coordinates using model, proj,
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* and view. The result is stored in obj.
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* <p>
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* Note that you can use the OES_matrix_get extension, if present, to get
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* the current modelView and projection matrices.
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*
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* @param winX window coordinates X
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* @param winY window coordinates Y
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* @param winZ window coordinates Z
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* @param model the current modelview matrix
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* @param modelOffset the offset into the model array where the modelview
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* maxtrix data starts.
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* @param project the current projection matrix
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* @param projectOffset the offset into the project array where the project
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* matrix data starts.
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* @param view the current view, {x, y, width, height}
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* @param viewOffset the offset into the view array where the view vector
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* data starts.
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* @param obj the output vector {objX, objY, objZ}, that returns the
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* computed object coordinates.
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* @param objOffset the offset into the obj array where the obj vector data
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* starts.
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* @return A return value of GL10.GL_TRUE indicates success, a return value
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* of GL10.GL_FALSE indicates failure.
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*/
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public static int gluUnProject(float winX, float winY, float winZ,
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float[] model, int modelOffset, float[] project, int projectOffset,
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int[] view, int viewOffset, float[] obj, int objOffset) {
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float[] pm = new float[16];
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Matrix.multiplyMM(pm, 0, project, projectOffset, model, modelOffset);
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float[] invPM = new float[16];
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if (!Matrix.invertM(invPM, 0, pm, 0)) {
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return GL10.GL_FALSE;
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}
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float[] v = new float[4];
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v[0] =
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2.0f * (winX - view[viewOffset + 0]) / view[viewOffset + 2]
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- 1.0f;
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v[1] =
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2.0f * (winY - view[viewOffset + 1]) / view[viewOffset + 3]
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- 1.0f;
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v[2] = 2.0f * winZ - 1.0f;
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v[3] = 1.0f;
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float[] v2 = new float[4];
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Matrix.multiplyMV(v2, 0, invPM, 0, v, 0);
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obj[objOffset] = v2[0];
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obj[objOffset + 1] = v2[1];
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obj[objOffset + 2] = v2[2];
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return GL10.GL_TRUE;
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}
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}
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