/**@class android.opengl.GLU @extends java.lang.Object A set of GL utilities inspired by the OpenGL Utility Toolkit. */ var GLU = { /**Return an error string from a GL or GLU error code. @param {Number} error - a GL or GLU error code. @return {String} the error string for the input error code, or NULL if the input was not a valid GL or GLU error code. */ gluErrorString : function( ) {}, /**Define a viewing transformation in terms of an eye point, a center of view, and an up vector. @param {Object {GL10}} gl a GL10 interface @param {Number} eyeX eye point X @param {Number} eyeY eye point Y @param {Number} eyeZ eye point Z @param {Number} centerX center of view X @param {Number} centerY center of view Y @param {Number} centerZ center of view Z @param {Number} upX up vector X @param {Number} upY up vector Y @param {Number} upZ up vector Z */ gluLookAt : function( ) {}, /**Set up a 2D orthographic projection matrix @param {Object {GL10}} gl @param {Number} left @param {Number} right @param {Number} bottom @param {Number} top */ gluOrtho2D : function( ) {}, /**Set up a perspective projection matrix @param {Object {GL10}} gl a GL10 interface @param {Number} fovy specifies the field of view angle, in degrees, in the Y direction. @param {Number} aspect specifies the aspect ration that determins the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). @param {Number} zNear specifies the distance from the viewer to the near clipping plane (always positive). @param {Number} zFar specifies the distance from the viewer to the far clipping plane (always positive). */ gluPerspective : function( ) {}, /**Map object coordinates into window coordinates. gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in win. <p> Note that you can use the OES_matrix_get extension, if present, to get the current modelView and projection matrices. @param {Number} objX object coordinates X @param {Number} objY object coordinates Y @param {Number} objZ object coordinates Z @param {Object {float[]}} model the current modelview matrix @param {Number} modelOffset the offset into the model array where the modelview maxtrix data starts. @param {Object {float[]}} project the current projection matrix @param {Number} projectOffset the offset into the project array where the project matrix data starts. @param {Object {int[]}} view the current view, {x, y, width, height} @param {Number} viewOffset the offset into the view array where the view vector data starts. @param {Object {float[]}} win the output vector {winX, winY, winZ}, that returns the computed window coordinates. @param {Number} winOffset the offset into the win array where the win vector data starts. @return {Number} A return value of GL_TRUE indicates success, a return value of GL_FALSE indicates failure. */ gluProject : function( ) {}, /**Map window coordinates to object coordinates. gluUnProject maps the specified window coordinates into object coordinates using model, proj, and view. The result is stored in obj. <p> Note that you can use the OES_matrix_get extension, if present, to get the current modelView and projection matrices. @param {Number} winX window coordinates X @param {Number} winY window coordinates Y @param {Number} winZ window coordinates Z @param {Object {float[]}} model the current modelview matrix @param {Number} modelOffset the offset into the model array where the modelview maxtrix data starts. @param {Object {float[]}} project the current projection matrix @param {Number} projectOffset the offset into the project array where the project matrix data starts. @param {Object {int[]}} view the current view, {x, y, width, height} @param {Number} viewOffset the offset into the view array where the view vector data starts. @param {Object {float[]}} obj the output vector {objX, objY, objZ, objW}, that returns the computed homogeneous object coordinates. @param {Number} objOffset the offset into the obj array where the obj vector data starts. @return {Number} A return value of GL10.GL_TRUE indicates success, a return value of GL10.GL_FALSE indicates failure. */ gluUnProject : function( ) {}, };