| /* | |
| * Copyright 2006 The Android Open Source Project | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "include/utils/SkCamera.h" | |
| static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, | |
| const SkScalar b[], int step_b, | |
| SkScalar denom) { | |
| SkScalar prod = 0; | |
| for (int i = 0; i < count; i++) { | |
| prod += a[0] * b[0]; | |
| a += step_a; | |
| b += step_b; | |
| } | |
| return prod / denom; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkPatch3D::SkPatch3D() { | |
| this->reset(); | |
| } | |
| void SkPatch3D::reset() { | |
| fOrigin = {0, 0, 0}; | |
| fU = {SK_Scalar1, 0, 0}; | |
| fV = {0, -SK_Scalar1, 0}; | |
| } | |
| void SkPatch3D::transform(const SkM44& m, SkPatch3D* dst) const { | |
| if (dst == nullptr) { | |
| dst = const_cast<SkPatch3D*>(this); | |
| } | |
| dst->fU = m * fU; | |
| dst->fV = m * fV; | |
| auto [x,y,z,_] = m.map(fOrigin.x, fOrigin.y, fOrigin.z, 1); | |
| dst->fOrigin = {x, y, z}; | |
| } | |
| SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { | |
| SkScalar cx = fU.y * fV.z - fU.z * fV.y; | |
| SkScalar cy = fU.z * fV.x - fU.x * fV.y; | |
| SkScalar cz = fU.x * fV.y - fU.y * fV.x; | |
| return cx * dx + cy * dy + cz * dz; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkCamera3D::SkCamera3D() { | |
| this->reset(); | |
| } | |
| void SkCamera3D::reset() { | |
| fLocation = {0, 0, -SkIntToScalar(576)}; // 8 inches backward | |
| fAxis = {0, 0, SK_Scalar1}; // forward | |
| fZenith = {0, -SK_Scalar1, 0}; // up | |
| fObserver = {0, 0, fLocation.z}; | |
| fNeedToUpdate = true; | |
| } | |
| void SkCamera3D::update() { | |
| fNeedToUpdate = true; | |
| } | |
| void SkCamera3D::doUpdate() const { | |
| SkV3 axis, zenith, cross; | |
| // construct a orthonormal basis of cross (x), zenith (y), and axis (z) | |
| axis = fAxis.normalize(); | |
| zenith = fZenith - (axis * fZenith) * axis; | |
| zenith = zenith.normalize(); | |
| cross = axis.cross(zenith); | |
| { | |
| SkMatrix* orien = &fOrientation; | |
| auto [x, y, z] = fObserver; | |
| // Looking along the view axis we have: | |
| // | |
| // /|\ zenith | |
| // | | |
| // | | |
| // | * observer (projected on XY plane) | |
| // | | |
| // |____________\ cross | |
| // / | |
| // | |
| // So this does a z-shear along the view axis based on the observer's x and y values, | |
| // and scales in x and y relative to the negative of the observer's z value | |
| // (the observer is in the negative z direction). | |
| orien->set(SkMatrix::kMScaleX, x * axis.x - z * cross.x); | |
| orien->set(SkMatrix::kMSkewX, x * axis.y - z * cross.y); | |
| orien->set(SkMatrix::kMTransX, x * axis.z - z * cross.z); | |
| orien->set(SkMatrix::kMSkewY, y * axis.x - z * zenith.x); | |
| orien->set(SkMatrix::kMScaleY, y * axis.y - z * zenith.y); | |
| orien->set(SkMatrix::kMTransY, y * axis.z - z * zenith.z); | |
| orien->set(SkMatrix::kMPersp0, axis.x); | |
| orien->set(SkMatrix::kMPersp1, axis.y); | |
| orien->set(SkMatrix::kMPersp2, axis.z); | |
| } | |
| } | |
| void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { | |
| if (fNeedToUpdate) { | |
| this->doUpdate(); | |
| fNeedToUpdate = false; | |
| } | |
| const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; | |
| const SkScalar* patchPtr; | |
| SkV3 diff = quilt.fOrigin - fLocation; | |
| SkScalar dot = diff.dot({mapPtr[6], mapPtr[7], mapPtr[8]}); | |
| // This multiplies fOrientation by the matrix [quilt.fU quilt.fV diff] -- U, V, and diff are | |
| // column vectors in the matrix -- then divides by the length of the projection of diff onto | |
| // the view axis (which is 'dot'). This transforms the patch (which transforms from local path | |
| // space to world space) into view space (since fOrientation transforms from world space to | |
| // view space). | |
| // | |
| // The divide by 'dot' isn't strictly necessary as the homogeneous divide would do much the | |
| // same thing (it's just scaling the entire matrix by 1/dot). It looks like it's normalizing | |
| // the matrix into some canonical space. | |
| patchPtr = (const SkScalar*)&quilt; | |
| matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); | |
| matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); | |
| matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); | |
| patchPtr += 3; | |
| matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); | |
| matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); | |
| matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); | |
| patchPtr = (const SkScalar*)(const void*)&diff; | |
| matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); | |
| matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); | |
| matrix->set(SkMatrix::kMPersp2, SK_Scalar1); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| Sk3DView::Sk3DView() { | |
| fRec = &fInitialRec; | |
| } | |
| Sk3DView::~Sk3DView() { | |
| Rec* rec = fRec; | |
| while (rec != &fInitialRec) { | |
| Rec* next = rec->fNext; | |
| delete rec; | |
| rec = next; | |
| } | |
| } | |
| void Sk3DView::save() { | |
| Rec* rec = new Rec; | |
| rec->fNext = fRec; | |
| rec->fMatrix = fRec->fMatrix; | |
| fRec = rec; | |
| } | |
| void Sk3DView::restore() { | |
| SkASSERT(fRec != &fInitialRec); | |
| Rec* next = fRec->fNext; | |
| delete fRec; | |
| fRec = next; | |
| } | |
| #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK | |
| void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) { | |
| // the camera location is passed in inches, set in pt | |
| SkScalar lz = z * 72.0f; | |
| fCamera.fLocation = {x * 72.0f, y * 72.0f, lz}; | |
| fCamera.fObserver = {0, 0, lz}; | |
| fCamera.update(); | |
| } | |
| SkScalar Sk3DView::getCameraLocationX() const { | |
| return fCamera.fLocation.x / 72.0f; | |
| } | |
| SkScalar Sk3DView::getCameraLocationY() const { | |
| return fCamera.fLocation.y / 72.0f; | |
| } | |
| SkScalar Sk3DView::getCameraLocationZ() const { | |
| return fCamera.fLocation.z / 72.0f; | |
| } | |
| #endif | |
| void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { | |
| fRec->fMatrix.preTranslate(x, y, z); | |
| } | |
| void Sk3DView::rotateX(SkScalar deg) { | |
| fRec->fMatrix.preConcat(SkM44::Rotate({1, 0, 0}, deg * SK_ScalarPI / 180)); | |
| } | |
| void Sk3DView::rotateY(SkScalar deg) { | |
| fRec->fMatrix.preConcat(SkM44::Rotate({0,-1, 0}, deg * SK_ScalarPI / 180)); | |
| } | |
| void Sk3DView::rotateZ(SkScalar deg) { | |
| fRec->fMatrix.preConcat(SkM44::Rotate({0, 0, 1}, deg * SK_ScalarPI / 180)); | |
| } | |
| SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const { | |
| SkPatch3D patch; | |
| patch.transform(fRec->fMatrix); | |
| return patch.dotWith(x, y, z); | |
| } | |
| void Sk3DView::getMatrix(SkMatrix* matrix) const { | |
| if (matrix != nullptr) { | |
| SkPatch3D patch; | |
| patch.transform(fRec->fMatrix); | |
| fCamera.patchToMatrix(patch, matrix); | |
| } | |
| } | |
| #include "include/core/SkCanvas.h" | |
| void Sk3DView::applyToCanvas(SkCanvas* canvas) const { | |
| SkMatrix matrix; | |
| this->getMatrix(&matrix); | |
| canvas->concat(matrix); | |
| } |