| /* | |
| * Copyright 2018 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "Sk3D.h" | |
| static void set_col(SkMatrix44* m, int col, const SkPoint3& v) { | |
| m->set(0, col, v.fX); | |
| m->set(1, col, v.fY); | |
| m->set(2, col, v.fZ); | |
| } | |
| static SkPoint3 cross(const SkPoint3& a, const SkPoint3& b) { | |
| return { | |
| a.fY * b.fZ - a.fZ * b.fY, | |
| a.fZ * b.fX - a.fX * b.fZ, | |
| a.fX * b.fY - a.fY * b.fX, | |
| }; | |
| } | |
| void Sk3LookAt(SkMatrix44* dst, const SkPoint3& eye, const SkPoint3& center, const SkPoint3& up) { | |
| SkPoint3 f = center - eye; | |
| f.normalize(); | |
| SkPoint3 u = up; | |
| u.normalize(); | |
| SkPoint3 s = cross(f, u); | |
| s.normalize(); | |
| u = cross(s, f); | |
| dst->setIdentity(); | |
| set_col(dst, 0, s); | |
| set_col(dst, 1, u); | |
| set_col(dst, 2, -f); | |
| set_col(dst, 3, eye); | |
| dst->invert(dst); | |
| } | |
| bool Sk3Perspective(SkMatrix44* dst, float near, float far, float angle) { | |
| SkASSERT(far > near); | |
| float denomInv = sk_ieee_float_divide(1, far - near); | |
| float halfAngle = angle * 0.5f; | |
| float cot = sk_float_cos(halfAngle) / sk_float_sin(halfAngle); | |
| dst->setIdentity(); | |
| dst->set(0, 0, cot); | |
| dst->set(1, 1, cot); | |
| dst->set(2, 2, (far + near) * denomInv); | |
| dst->set(2, 3, 2 * far * near * denomInv); | |
| dst->set(3, 2, -1); | |
| return true; | |
| } | |
| void Sk3MapPts(SkPoint dst[], const SkMatrix44& m4, const SkPoint3 src[], int count) { | |
| for (int i = 0; i < count; ++i) { | |
| SkVector4 v = m4 * SkVector4{ src[i].fX, src[i].fY, src[i].fZ, 1 }; | |
| // clip v; | |
| dst[i] = { v.fData[0] / v.fData[3], v.fData[1] / v.fData[3] }; | |
| } | |
| } | |