/* * Copyright 2018 Google LLC All Rights Reserved. * * 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. */ package com.google.skar; import android.graphics.Matrix; /** * Provides static methods for matrix manipulation needed to draw in ARCore with Canvas. * Input matrices are assumed to be 4x4 android.opengl.Matrix types (16-float arrays in column-major * order). * Output matrices are 3x3 android.graphics.Matrix types. */ public class CanvasMatrixUtil { /******************* PUBLIC FUNCTIONS ***********************/ /** * Returns an android.graphics.Matrix that can be used on a Canvas to draw a 2D object in * perspective. Object will be rotated towards the XZ plane and will appear to stick on Planes. * Undefined behavior when any of the matrices are not of size 16, or are null. * * @param model 4x4 model matrix of the object to be drawn (global/world) * @param view 4x4 camera view matrix (brings objects to camera origin and * orientation) * @param projection 4x4 projection matrix * @param viewPortWidth width of viewport of GLSurfaceView * @param viewPortHeight height of viewport of GLSurfaceView * @return 3x3 matrix that puts a 2D objects in perspective on a Canvas */ public static Matrix createPerspectiveMatrix(float[] model, float[] view, float[] projection, float viewPortWidth, float viewPortHeight) { float[] viewPort = createViewportMatrix(viewPortWidth, viewPortHeight); float[] planeStickRotation = createXYtoXZRotationMatrix(); float[][] matrices = {planeStickRotation, model, view, projection, viewPort}; return createMatrixFrom4x4Array(matrices); } /** * Returns a 16-float matrix in column-major order that represents a viewport matrix given * the width and height of the viewport. * * @param width width of viewport * @param height height of viewport */ public static float[] createViewportMatrix(float width, float height) { float[] viewPort = new float[16]; android.opengl.Matrix.setIdentityM(viewPort, 0); android.opengl.Matrix.translateM(viewPort, 0, width / 2, height / 2, 0); android.opengl.Matrix.scaleM(viewPort, 0, width / 2, -height / 2, 0); return viewPort; } /** * Returns a 16-float matrix in column-major order that is used to rotate objects from the * XY plane to the XZ plane. This is useful given that objects drawn on the Canvas are on the * XY plane. * In order to get objects to appear as if they are sticking on planes/ceilings/walls, we need * to rotate them from the XY plane to the XZ plane. */ public static float[] createXYtoXZRotationMatrix() { float[] rotation = new float[16]; android.opengl.Matrix.setIdentityM(rotation, 0); android.opengl.Matrix.rotateM(rotation, 0, 90, 1, 0, 0); return rotation; } /** * Returns an android.graphics.Matrix resulting from a 16-float matrix array in column-major * order. * Undefined behavior when the array is not of size 16 or is null. * * @param m4 16-float matrix in column-major order */ public static Matrix createMatrixFrom4x4(float[] m4) { float[] m3 = matrix4x4ToMatrix3x3(m4); return createMatrixFrom3x3(m3); } /** * Returns an android.graphics.Matrix resulting from the concatenation of 16-float matrices * in column-major order from left to right. * e.g: m4Array = {m1, m2, m3} --> returns m = m3 * m2 * m1 * Undefined behavior when the array is empty, null, or contains arrays not of size 9 (or null) * * @param m4Array array of 16-float matrices in column-major order */ public static Matrix createMatrixFrom4x4Array(float[][] m4Array) { float[] result = multiplyMatrices4x4(m4Array); return createMatrixFrom4x4(result); } /** * Returns 4-float array resulting from the multiplication of a Vector of 4 floats * with a 4x4 float Matrix. The return is essentially m4 * v4, with perspective-divide applied * if perspectiveDivide is true * @param m4 16-float matrix in column-major order * @param v4 4-float vector * @param perspectiveDivide if true, divide return value by the w-coordinate * @return 4-float array resulting from the multiplication */ public static float[] multiplyMatrixVector(float[] m4, float[] v4, boolean perspectiveDivide) { float[] result = new float[4]; android.opengl.Matrix.multiplyMV(result, 0, m4, 0, v4, 0); if (perspectiveDivide) { return new float[] {result[0] / result[3], result[1] / result[3], result[2] / result[3], 1}; } return new float[] {result[0], result[1], result[2], result[3]}; } /** * Returns a 16-float matrix in column-major order resulting from the multiplication of matrices * e.g: m4Array = {m1, m2, m3} --> returns m = m3 * m2 * m1 * Undefined behavior when the array is empty, null, or contains arrays not of size 9 (or null) * * @param m4Array array of 16-float matrices in column-major order */ public static float[] multiplyMatrices4x4(float[][] m4Array) { float[] result = new float[16]; android.opengl.Matrix.setIdentityM(result, 0); float[] rhs = result; for (int i = 0; i < m4Array.length; i++) { float[] lhs = m4Array[i]; android.opengl.Matrix.multiplyMM(result, 0, lhs, 0, rhs, 0); rhs = result; } return result; } /******************* PRIVATE FUNCTIONS ***********************/ /** * Returns an android.graphics.Matrix resulting from a 9-float matrix array in row-major order. * Undefined behavior when the array is not of size 9 or is null. * * @param m3 9-float matrix array in row-major order */ private static Matrix createMatrixFrom3x3(float[] m3) { Matrix m = new Matrix(); m.setValues(m3); return m; } /** * Returns a 9-float matrix in row-major order given a 16-float matrix in column-major order. * This will drop the Z column and row. * Undefined behavior when the array is not of size 9 or is null. * * @param m4 16-float matrix in column-major order */ private static float[] matrix4x4ToMatrix3x3(float[] m4) { float[] m3 = new float[9]; int j = 0; for (int i = 0; i < 7; i = i + 3) { if (j == 2) { j++; //skip row #3 } m3[i] = m4[j]; m3[i + 1] = m4[j + 4]; m3[i + 2] = m4[j + 12]; j++; } return m3; } }