/*
 * Copyright (C) 2007 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.
 */

package android.opengl;

A collection of utility methods for computing the visibility of triangle meshes.
/** * A collection of utility methods for computing the visibility of triangle * meshes. * */
public class Visibility {
Test whether a given triangle mesh is visible on the screen. The mesh is specified as an indexed triangle list.
Params:
  • ws – the world space to screen space transform matrix, as an OpenGL column matrix.
  • wsOffset – an index into the ws array where the data starts.
  • positions – the vertex positions (x, y, z).
  • positionsOffset – the index in the positions array where the data starts.
  • indices – the indices of the triangle list. The indices are expressed as chars because they are unsigned 16-bit values.
  • indicesOffset – the index in the indices array where the index data starts.
  • indexCount – the number of indices in use. Typically a multiple of three. If not a multiple of three, the remaining one or two indices will be ignored.
Throws:
  • IllegalArgumentException – if ws is null, wsOffset < 0, positions is null, positionsOffset < 0, indices is null, indicesOffset < 0, indicesOffset > indices.length - indexCount
Returns:2 if all of the mesh is visible, 1 if some part of the mesh is visible, 0 if no part is visible.
/** * Test whether a given triangle mesh is visible on the screen. The mesh * is specified as an indexed triangle list. * * @param ws the world space to screen space transform matrix, as an OpenGL * column matrix. * @param wsOffset an index into the ws array where the data starts. * @param positions the vertex positions (x, y, z). * @param positionsOffset the index in the positions array where the data * starts. * @param indices the indices of the triangle list. The indices are * expressed as chars because they are unsigned 16-bit values. * @param indicesOffset the index in the indices array where the index data * starts. * @param indexCount the number of indices in use. Typically a multiple of * three. If not a multiple of three, the remaining one or two indices will * be ignored. * @return 2 if all of the mesh is visible, 1 if some part of the mesh is * visible, 0 if no part is visible. * * @throws IllegalArgumentException if ws is null, wsOffset < 0, * positions is null, positionsOffset < 0, indices is null, * indicesOffset < 0, indicesOffset > indices.length - indexCount */
public static native int visibilityTest(float[] ws, int wsOffset, float[] positions, int positionsOffset, char[] indices, int indicesOffset, int indexCount);
Given an OpenGL ES ModelView-Projection matrix (which implicitly describes a frustum) and a list of spheres, determine which spheres intersect the frustum.

A ModelView-Projection matrix can be computed by multiplying the a Projection matrix by the a ModelView matrix (in that order.). There are several possible ways to obtain the current ModelView and Projection matrices. The most generally applicable way is to keep track of the current matrices in application code. If that is not convenient, there are two optional OpenGL ES extensions which may be used to read the current matrices from OpenGL ES:

  • GL10Ext.glQueryMatrixxOES
  • GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES and GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES
The problem with reading back the matrices is that your application will only work with devices that support the extension(s) that it uses.

A frustum is a six-sided truncated pyramid that defines the portion of world space that is visible in the view.

Spheres are described as four floating point values: x, y, z, and r, in world-space coordinates. R is the radius of the sphere.

Params:
  • mvp – a float array containing the mode-view-projection matrix
  • mvpOffset – The offset of the mvp data within the mvp array.
  • spheres – a float array containing the sphere data.
  • spheresOffset – an offset into the sphere array where the sphere data starts
  • spheresCount – the number of spheres to cull.
  • results – an integer array containing the indices of the spheres that are either contained entirely within or intersect the frustum.
  • resultsOffset – an offset into the results array where the results start.
  • resultsCapacity – the number of array elements available for storing results.
Throws:
  • IllegalArgumentException – if mvp is null, mvpOffset < 0, mvpOffset > mvp.length - 16, spheres is null, spheresOffset < 0, spheresOffset > spheres.length - sphereCount, results is null, resultsOffset < 0, resultsOffset > results.length - resultsCapacity.
Returns:the number of spheres that intersected the frustum. Can be larger than resultsCapacity, in which case only the first resultsCapacity results are written into the results array.
/** * Given an OpenGL ES ModelView-Projection matrix (which implicitly * describes a frustum) and a list of spheres, determine which spheres * intersect the frustum. * <p> * A ModelView-Projection matrix can be computed by multiplying the * a Projection matrix by the a ModelView matrix (in that order.). There * are several possible ways to obtain the current ModelView and * Projection matrices. The most generally applicable way is to keep * track of the current matrices in application code. If that is not * convenient, there are two optional OpenGL ES extensions which may * be used to read the current matrices from OpenGL ES: * <ul> * <li>GL10Ext.glQueryMatrixxOES * <li>GL11.GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES and * GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES * </ul> * The problem with reading back the matrices is that your application * will only work with devices that support the extension(s) that * it uses. * <p> * A frustum is a six-sided truncated pyramid that defines the portion of * world space that is visible in the view. * <p> * Spheres are described as four floating point values: x, y, z, and r, in * world-space coordinates. R is the radius of the sphere. * <p> * @param mvp a float array containing the mode-view-projection matrix * @param mvpOffset The offset of the mvp data within the mvp array. * @param spheres a float array containing the sphere data. * @param spheresOffset an offset into the sphere array where the sphere * data starts * @param spheresCount the number of spheres to cull. * @param results an integer array containing the indices of the spheres * that are either contained entirely within or intersect the frustum. * @param resultsOffset an offset into the results array where the results * start. * @param resultsCapacity the number of array elements available for storing * results. * @return the number of spheres that intersected the frustum. Can be * larger than resultsCapacity, in which case only the first resultsCapacity * results are written into the results array. * * @throws IllegalArgumentException if mvp is null, mvpOffset < 0, * mvpOffset > mvp.length - 16, spheres is null, spheresOffset < 0, * spheresOffset > spheres.length - sphereCount, * results is null, resultsOffset < 0, resultsOffset > results.length - * resultsCapacity. */
public static native int frustumCullSpheres(float[] mvp, int mvpOffset, float[] spheres, int spheresOffset, int spheresCount, int[] results, int resultsOffset, int resultsCapacity);
Compute a bounding sphere for a set of points. It is approximately the minimal bounding sphere of an axis-aligned box that bounds the points.
Params:
  • positions – positions in x, y, z triples
  • positionsOffset – offset into positions array
  • positionsCount – number of position triples to process
  • sphere – array containing the output as (x, y, z, r)
  • sphereOffset – offset where the sphere data will be written
Throws:
  • IllegalArgumentException – if positions is null, positionsOffset < 0, positionsOffset > positions.length - positionsCount, sphere is null, sphereOffset < 0, sphereOffset > sphere.length - 4.
/** * Compute a bounding sphere for a set of points. It is approximately the * minimal bounding sphere of an axis-aligned box that bounds the points. * * @param positions positions in x, y, z triples * @param positionsOffset offset into positions array * @param positionsCount number of position triples to process * @param sphere array containing the output as (x, y, z, r) * @param sphereOffset offset where the sphere data will be written * * @throws IllegalArgumentException if positions is null, * positionsOffset < 0, positionsOffset > positions.length - positionsCount, * sphere is null, sphereOffset < 0, sphereOffset > sphere.length - 4. */
public static native void computeBoundingSphere(float[] positions, int positionsOffset, int positionsCount, float[] sphere, int sphereOffset); }