# # Copyright (C) 2015 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. # header: summary: Matrix Functions description: These functions let you manipulate square matrices of rank 2x2, 3x3, and 4x4. They are particularly useful for graphical transformations and are compatible with OpenGL. We use a zero-based index for rows and columns. E.g. the last element of a @rs_matrix4x4 is found at (3, 3). RenderScript uses column-major matrices and column-based vectors. Transforming a vector is done by postmultiplying the vector, e.g. <code>(matrix * vector)</code>, as provided by @rsMatrixMultiply(). To create a transformation matrix that performs two transformations at once, multiply the two source matrices, with the first transformation as the right argument. E.g. to create a transformation matrix that applies the transformation s1 followed by s2, call <code>rsMatrixLoadMultiply(&combined, &s2, &s1)</code>. This derives from <code>s2 * (s1 * v)</code>, which is <code>(s2 * s1) * v</code>. We have two style of functions to create transformation matrices: rsMatrixLoad<i>Transformation</i> and rsMatrix<i>Transformation</i>. The former style simply stores the transformation matrix in the first argument. The latter modifies a pre-existing transformation matrix so that the new transformation happens first. E.g. if you call @rsMatrixTranslate() on a matrix that already does a scaling, the resulting matrix when applied to a vector will first do the translation then the scaling. include: #include "rs_vector_math.rsh" end: function: rsExtractFrustumPlanes version: 9 23 ret: void arg: const rs_matrix4x4* viewProj, "Matrix to extract planes from." arg: float4* left, "Left plane." arg: float4* right, "Right plane." arg: float4* top, "Top plane." arg: float4* bottom, "Bottom plane." arg: float4* near, "Near plane." arg: float4* far, "Far plane." summary: Compute frustum planes description: Computes 6 frustum planes from the view projection matrix inline: // x y z w = a b c d in the plane equation left->x = viewProj->m[3] + viewProj->m[0]; left->y = viewProj->m[7] + viewProj->m[4]; left->z = viewProj->m[11] + viewProj->m[8]; left->w = viewProj->m[15] + viewProj->m[12]; right->x = viewProj->m[3] - viewProj->m[0]; right->y = viewProj->m[7] - viewProj->m[4]; right->z = viewProj->m[11] - viewProj->m[8]; right->w = viewProj->m[15] - viewProj->m[12]; top->x = viewProj->m[3] - viewProj->m[1]; top->y = viewProj->m[7] - viewProj->m[5]; top->z = viewProj->m[11] - viewProj->m[9]; top->w = viewProj->m[15] - viewProj->m[13]; bottom->x = viewProj->m[3] + viewProj->m[1]; bottom->y = viewProj->m[7] + viewProj->m[5]; bottom->z = viewProj->m[11] + viewProj->m[9]; bottom->w = viewProj->m[15] + viewProj->m[13]; near->x = viewProj->m[3] + viewProj->m[2]; near->y = viewProj->m[7] + viewProj->m[6]; near->z = viewProj->m[11] + viewProj->m[10]; near->w = viewProj->m[15] + viewProj->m[14]; far->x = viewProj->m[3] - viewProj->m[2]; far->y = viewProj->m[7] - viewProj->m[6]; far->z = viewProj->m[11] - viewProj->m[10]; far->w = viewProj->m[15] - viewProj->m[14]; float len = length(left->xyz); *left /= len; len = length(right->xyz); *right /= len; len = length(top->xyz); *top /= len; len = length(bottom->xyz); *bottom /= len; len = length(near->xyz); *near /= len; len = length(far->xyz); *far /= len; test: none end: # New version. Same signature but doesn't contain a body. function: rsExtractFrustumPlanes version: 24 ret: void arg: const rs_matrix4x4* viewProj arg: float4* left arg: float4* righ arg: float4* top arg: float4* bottom arg: float4* near arg: float4* far test: none end: function: rsIsSphereInFrustum version: 9 23 attrib: always_inline ret: bool arg: float4* sphere, "float4 representing the sphere." arg: float4* left, "Left plane." arg: float4* right, "Right plane." arg: float4* top, "Top plane." arg: float4* bottom, "Bottom plane." arg: float4* near, "Near plane." arg: float4* far, "Far plane." summary: Checks if a sphere is within the frustum planes description: Returns true if the sphere is within the 6 frustum planes. inline: float distToCenter = dot(left->xyz, sphere->xyz) + left->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(right->xyz, sphere->xyz) + right->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(top->xyz, sphere->xyz) + top->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(near->xyz, sphere->xyz) + near->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(far->xyz, sphere->xyz) + far->w; if (distToCenter < -sphere->w) { return false; } return true; test: none end: # New version. Same signature but doesn't contain a body. function: rsIsSphereInFrustum version: 24 ret: bool arg: float4* sphere arg: float4* left arg: float4* right arg: float4* top arg: float4* bottom arg: float4* near arg: float4* far test: none end: function: rsMatrixGet t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: float arg: const #1* m, "Matrix to extract the element from." arg: uint32_t col, "Zero-based column of the element to be extracted." arg: uint32_t row, "Zero-based row of the element to extracted." summary: Get one element description: Returns one element of a matrix. <b>Warning:</b> The order of the column and row parameters may be unexpected. test: none end: function: rsMatrixInverse ret: bool arg: rs_matrix4x4* m, "Matrix to invert." summary: Inverts a matrix in place description: Returns true if the matrix was successfully inverted. test: none end: function: rsMatrixInverseTranspose ret: bool arg: rs_matrix4x4* m, "Matrix to modify." summary: Inverts and transpose a matrix in place description: The matrix is first inverted then transposed. Returns true if the matrix was successfully inverted. test: none end: function: rsMatrixLoad t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* destination, "Matrix to set." arg: const float* array, "Array of values to set the matrix to. These arrays should be 4, 9, or 16 floats long, depending on the matrix size." summary: Load or copy a matrix description: Set the elements of a matrix from an array of floats or from another matrix. If loading from an array, the floats should be in row-major order, i.e. the element a <code>row 0, column 0</code> should be first, followed by the element at <code>row 0, column 1</code>, etc. If loading from a matrix and the source is smaller than the destination, the rest of the destination is filled with elements of the identity matrix. E.g. loading a rs_matrix2x2 into a rs_matrix4x4 will give: <table style="max-width:300px"> <tr><td>m00</td> <td>m01</td> <td>0.0</td> <td>0.0</td></tr> <tr><td>m10</td> <td>m11</td> <td>0.0</td> <td>0.0</td></tr> <tr><td>0.0</td> <td>0.0</td> <td>1.0</td> <td>0.0</td></tr> <tr><td>0.0</td> <td>0.0</td> <td>0.0</td> <td>1.0</td></tr> </table> test: none end: function: rsMatrixLoad t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* destination arg: const #1* source, "Source matrix." test: none end: function: rsMatrixLoad t: rs_matrix3x3, rs_matrix2x2 ret: void arg: rs_matrix4x4* destination arg: const #1* source test: none end: function: rsMatrixLoadFrustum ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float left arg: float right arg: float bottom arg: float top arg: float near arg: float far summary: Load a frustum projection matrix description: Constructs a frustum projection matrix, transforming the box identified by the six clipping planes <code>left, right, bottom, top, near, far</code>. To apply this projection to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixLoadIdentity t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* m, "Matrix to set." summary: Load identity matrix description: Set the elements of a matrix to the identity matrix. test: none end: function: rsMatrixLoadMultiply t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* m, "Matrix to set." arg: const #1* lhs, "Left matrix of the product." arg: const #1* rhs, "Right matrix of the product." summary: Multiply two matrices description: Sets m to the matrix product of <code>lhs * rhs</code>. To combine two 4x4 transformaton matrices, multiply the second transformation matrix by the first transformation matrix. E.g. to create a transformation matrix that applies the transformation s1 followed by s2, call <code>rsMatrixLoadMultiply(&combined, &s2, &s1)</code>. <b>Warning:</b> Prior to version 21, storing the result back into right matrix is not supported and will result in undefined behavior. Use rsMatrixMulitply instead. E.g. instead of doing rsMatrixLoadMultiply (&m2r, &m2r, &m2l), use rsMatrixMultiply (&m2r, &m2l). rsMatrixLoadMultiply (&m2l, &m2r, &m2l) works as expected. test: none end: function: rsMatrixLoadOrtho ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float left arg: float right arg: float bottom arg: float top arg: float near arg: float far summary: Load an orthographic projection matrix description: Constructs an orthographic projection matrix, transforming the box identified by the six clipping planes <code>left, right, bottom, top, near, far</code> into a unit cube with a corner at <code>(-1, -1, -1)</code> and the opposite at <code>(1, 1, 1)</code>. To apply this projection to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). See https://en.wikipedia.org/wiki/Orthographic_projection . test: none end: function: rsMatrixLoadPerspective ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float fovy, "Field of view, in degrees along the Y axis." arg: float aspect, "Ratio of x / y." arg: float near, "Near clipping plane." arg: float far, "Far clipping plane." summary: Load a perspective projection matrix description: Constructs a perspective projection matrix, assuming a symmetrical field of view. To apply this projection to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixLoadRotate ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float rot, "How much rotation to do, in degrees." arg: float x, "X component of the vector that is the axis of rotation." arg: float y, "Y component of the vector that is the axis of rotation." arg: float z, "Z component of the vector that is the axis of rotation." summary: Load a rotation matrix description: This function creates a rotation matrix. The axis of rotation is the <code>(x, y, z)</code> vector. To rotate a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). See http://en.wikipedia.org/wiki/Rotation_matrix . test: none end: function: rsMatrixLoadScale ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float x, "Multiple to scale the x components by." arg: float y, "Multiple to scale the y components by." arg: float z, "Multiple to scale the z components by." summary: Load a scaling matrix description: This function creates a scaling matrix, where each component of a vector is multiplied by a number. This number can be negative. To scale a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixLoadTranslate ret: void arg: rs_matrix4x4* m, "Matrix to set." arg: float x, "Number to add to each x component." arg: float y, "Number to add to each y component." arg: float z, "Number to add to each z component." summary: Load a translation matrix description: This function creates a translation matrix, where a number is added to each element of a vector. To translate a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixMultiply t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* m, "Left matrix of the product and the matrix to be set." arg: const #1* rhs, "Right matrix of the product." summary: Multiply a matrix by a vector or another matrix description: For the matrix by matrix variant, sets m to the matrix product <code>m * rhs</code>. When combining two 4x4 transformation matrices using this function, the resulting matrix will correspond to performing the rhs transformation first followed by the original m transformation. For the matrix by vector variant, returns the post-multiplication of the vector by the matrix, ie. <code>m * in</code>. When multiplying a float3 to a @rs_matrix4x4, the vector is expanded with (1). When multiplying a float2 to a @rs_matrix4x4, the vector is expanded with (0, 1). When multiplying a float2 to a @rs_matrix3x3, the vector is expanded with (0). Starting with API 14, this function takes a const matrix as the first argument. test: none end: function: rsMatrixMultiply version: 9 13 ret: float4 arg: rs_matrix4x4* m arg: float4 in test: none end: function: rsMatrixMultiply version: 9 13 ret: float4 arg: rs_matrix4x4* m arg: float3 in test: none end: function: rsMatrixMultiply version: 9 13 ret: float4 arg: rs_matrix4x4* m arg: float2 in test: none end: function: rsMatrixMultiply version: 9 13 ret: float3 arg: rs_matrix3x3* m arg: float3 in test: none end: function: rsMatrixMultiply version: 9 13 ret: float3 arg: rs_matrix3x3* m arg: float2 in test: none end: function: rsMatrixMultiply version: 9 13 ret: float2 arg: rs_matrix2x2* m arg: float2 in test: none end: function: rsMatrixMultiply version: 14 ret: float4 arg: const rs_matrix4x4* m arg: float4 in test: none end: function: rsMatrixMultiply version: 14 ret: float4 arg: const rs_matrix4x4* m arg: float3 in test: none end: function: rsMatrixMultiply version: 14 ret: float4 arg: const rs_matrix4x4* m arg: float2 in test: none end: function: rsMatrixMultiply version: 14 ret: float3 arg: const rs_matrix3x3* m arg: float3 in test: none end: function: rsMatrixMultiply version: 14 ret: float3 arg: const rs_matrix3x3* m arg: float2 in test: none end: function: rsMatrixMultiply version: 14 ret: float2 arg: const rs_matrix2x2* m arg: float2 in test: none end: function: rsMatrixRotate ret: void arg: rs_matrix4x4* m, "Matrix to modify." arg: float rot, "How much rotation to do, in degrees." arg: float x, "X component of the vector that is the axis of rotation." arg: float y, "Y component of the vector that is the axis of rotation." arg: float z, "Z component of the vector that is the axis of rotation." summary: Apply a rotation to a transformation matrix description: Multiply the matrix m with a rotation matrix. This function modifies a transformation matrix to first do a rotation. The axis of rotation is the <code>(x, y, z)</code> vector. To apply this combined transformation to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixScale ret: void arg: rs_matrix4x4* m, "Matrix to modify." arg: float x, "Multiple to scale the x components by." arg: float y, "Multiple to scale the y components by." arg: float z, "Multiple to scale the z components by." summary: Apply a scaling to a transformation matrix description: Multiply the matrix m with a scaling matrix. This function modifies a transformation matrix to first do a scaling. When scaling, each component of a vector is multiplied by a number. This number can be negative. To apply this combined transformation to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixSet t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 ret: void arg: #1* m, "Matrix that will be modified." arg: uint32_t col, "Zero-based column of the element to be set." arg: uint32_t row, "Zero-based row of the element to be set." arg: float v, "Value to set." summary: Set one element description: Set an element of a matrix. <b>Warning:</b> The order of the column and row parameters may be unexpected. test: none end: function: rsMatrixTranslate ret: void arg: rs_matrix4x4* m, "Matrix to modify." arg: float x, "Number to add to each x component." arg: float y, "Number to add to each y component." arg: float z, "Number to add to each z component." summary: Apply a translation to a transformation matrix description: Multiply the matrix m with a translation matrix. This function modifies a transformation matrix to first do a translation. When translating, a number is added to each component of a vector. To apply this combined transformation to a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). test: none end: function: rsMatrixTranspose t: rs_matrix4x4*, rs_matrix3x3*, rs_matrix2x2* ret: void arg: #1 m, "Matrix to transpose." summary: Transpose a matrix place description: Transpose the matrix m in place. test: none end: