| /* | |
| * 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 "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; | |
| } | |
| static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, | |
| const SkScalar b[], int step_b) { | |
| SkScalar prod = 0; | |
| for (int i = 0; i < count; i++) { | |
| prod += a[0] * b[0]; | |
| a += step_a; | |
| b += step_b; | |
| } | |
| return prod; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkScalar SkPoint3D::normalize(SkUnit3D* unit) const { | |
| SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ); | |
| if (mag) { | |
| SkScalar scale = SkScalarInvert(mag); | |
| unit->fX = fX * scale; | |
| unit->fY = fY * scale; | |
| unit->fZ = fZ * scale; | |
| } else { | |
| unit->fX = unit->fY = unit->fZ = 0; | |
| } | |
| return mag; | |
| } | |
| SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) { | |
| return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ; | |
| } | |
| void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { | |
| SkASSERT(cross); | |
| // use x,y,z, in case &a == cross or &b == cross | |
| SkScalar x = a.fY * b.fZ - a.fZ * b.fY; | |
| SkScalar y = a.fZ * b.fX - a.fX * b.fY; | |
| SkScalar z = a.fX * b.fY - a.fY * b.fX; | |
| cross->set(x, y, z); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkPatch3D::SkPatch3D() { | |
| this->reset(); | |
| } | |
| void SkPatch3D::reset() { | |
| fOrigin.set(0, 0, 0); | |
| fU.set(SK_Scalar1, 0, 0); | |
| fV.set(0, -SK_Scalar1, 0); | |
| } | |
| void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const { | |
| if (dst == NULL) { | |
| dst = (SkPatch3D*)this; | |
| } | |
| m.mapVector(fU, &dst->fU); | |
| m.mapVector(fV, &dst->fV); | |
| m.mapPoint(fOrigin, &dst->fOrigin); | |
| } | |
| SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { | |
| SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY); | |
| SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY); | |
| SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX); | |
| return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| void SkMatrix3D::reset() { | |
| memset(fMat, 0, sizeof(fMat)); | |
| fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1; | |
| } | |
| void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) { | |
| memset(fMat, 0, sizeof(fMat)); | |
| fMat[0][0] = x; | |
| fMat[1][1] = y; | |
| fMat[2][2] = z; | |
| } | |
| void SkMatrix3D::setRotateX(SkScalar degX) { | |
| SkScalar s, c; | |
| s = SkScalarSinCos(SkDegreesToRadians(degX), &c); | |
| this->setRow(0, SK_Scalar1, 0, 0); | |
| this->setRow(1, 0, c, -s); | |
| this->setRow(2, 0, s, c); | |
| } | |
| void SkMatrix3D::setRotateY(SkScalar degY) { | |
| SkScalar s, c; | |
| s = SkScalarSinCos(SkDegreesToRadians(degY), &c); | |
| this->setRow(0, c, 0, -s); | |
| this->setRow(1, 0, SK_Scalar1, 0); | |
| this->setRow(2, s, 0, c); | |
| } | |
| void SkMatrix3D::setRotateZ(SkScalar degZ) { | |
| SkScalar s, c; | |
| s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); | |
| this->setRow(0, c, -s, 0); | |
| this->setRow(1, s, c, 0); | |
| this->setRow(2, 0, 0, SK_Scalar1); | |
| } | |
| void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) { | |
| SkScalar col[3] = { x, y, z}; | |
| for (int i = 0; i < 3; i++) { | |
| fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1); | |
| } | |
| } | |
| void SkMatrix3D::preRotateX(SkScalar degX) { | |
| SkMatrix3D m; | |
| m.setRotateX(degX); | |
| this->setConcat(*this, m); | |
| } | |
| void SkMatrix3D::preRotateY(SkScalar degY) { | |
| SkMatrix3D m; | |
| m.setRotateY(degY); | |
| this->setConcat(*this, m); | |
| } | |
| void SkMatrix3D::preRotateZ(SkScalar degZ) { | |
| SkMatrix3D m; | |
| m.setRotateZ(degZ); | |
| this->setConcat(*this, m); | |
| } | |
| void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) { | |
| SkMatrix3D tmp; | |
| SkMatrix3D* c = this; | |
| if (this == &a || this == &b) { | |
| c = &tmp; | |
| } | |
| for (int i = 0; i < 3; i++) { | |
| for (int j = 0; j < 3; j++) { | |
| c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4); | |
| } | |
| c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, | |
| &b.fMat[0][3], 4) + a.fMat[i][3]; | |
| } | |
| if (c == &tmp) { | |
| *this = tmp; | |
| } | |
| } | |
| void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const { | |
| SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3]; | |
| SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3]; | |
| SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3]; | |
| dst->set(x, y, z); | |
| } | |
| void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const { | |
| SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1); | |
| SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1); | |
| SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1); | |
| dst->set(x, y, z); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkCamera3D::SkCamera3D() { | |
| this->reset(); | |
| } | |
| void SkCamera3D::reset() { | |
| fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward | |
| fAxis.set(0, 0, SK_Scalar1); // forward | |
| fZenith.set(0, -SK_Scalar1, 0); // up | |
| fObserver.set(0, 0, fLocation.fZ); | |
| fNeedToUpdate = true; | |
| } | |
| void SkCamera3D::update() { | |
| fNeedToUpdate = true; | |
| } | |
| void SkCamera3D::doUpdate() const { | |
| SkUnit3D axis, zenith, cross; | |
| fAxis.normalize(&axis); | |
| { | |
| SkScalar dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&fZenith), axis); | |
| zenith.fX = fZenith.fX - dot * axis.fX; | |
| zenith.fY = fZenith.fY - dot * axis.fY; | |
| zenith.fZ = fZenith.fZ - dot * axis.fZ; | |
| SkTCast<SkPoint3D*>(&zenith)->normalize(&zenith); | |
| } | |
| SkUnit3D::Cross(axis, zenith, &cross); | |
| { | |
| SkMatrix* orien = &fOrientation; | |
| SkScalar x = fObserver.fX; | |
| SkScalar y = fObserver.fY; | |
| SkScalar z = fObserver.fZ; | |
| orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX); | |
| orien->set(SkMatrix::kMSkewX, x * axis.fY - z * cross.fY); | |
| orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ); | |
| orien->set(SkMatrix::kMSkewY, y * axis.fX - z * zenith.fX); | |
| orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY); | |
| orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ); | |
| orien->set(SkMatrix::kMPersp0, axis.fX); | |
| orien->set(SkMatrix::kMPersp1, axis.fY); | |
| orien->set(SkMatrix::kMPersp2, axis.fZ); | |
| } | |
| } | |
| 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; | |
| SkPoint3D diff; | |
| SkScalar dot; | |
| diff.fX = quilt.fOrigin.fX - fLocation.fX; | |
| diff.fY = quilt.fOrigin.fY - fLocation.fY; | |
| diff.fZ = quilt.fOrigin.fZ - fLocation.fZ; | |
| dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&diff), | |
| *SkTCast<const SkUnit3D*>(SkTCast<const SkScalar*>(&fOrientation) + 6)); | |
| 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() { | |
| fInitialRec.fMatrix.reset(); | |
| fRec = &fInitialRec; | |
| } | |
| Sk3DView::~Sk3DView() { | |
| Rec* rec = fRec; | |
| while (rec != &fInitialRec) { | |
| Rec* next = rec->fNext; | |
| SkDELETE(rec); | |
| rec = next; | |
| } | |
| } | |
| void Sk3DView::save() { | |
| Rec* rec = SkNEW(Rec); | |
| rec->fNext = fRec; | |
| rec->fMatrix = fRec->fMatrix; | |
| fRec = rec; | |
| } | |
| void Sk3DView::restore() { | |
| SkASSERT(fRec != &fInitialRec); | |
| Rec* next = fRec->fNext; | |
| SkDELETE(fRec); | |
| fRec = next; | |
| } | |
| #ifdef SK_BUILD_FOR_ANDROID | |
| 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.set(x * 72.0f, y * 72.0f, lz); | |
| fCamera.fObserver.set(0, 0, lz); | |
| fCamera.update(); | |
| } | |
| SkScalar Sk3DView::getCameraLocationX() { | |
| return fCamera.fLocation.fX / 72.0f; | |
| } | |
| SkScalar Sk3DView::getCameraLocationY() { | |
| return fCamera.fLocation.fY / 72.0f; | |
| } | |
| SkScalar Sk3DView::getCameraLocationZ() { | |
| return fCamera.fLocation.fZ / 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.preRotateX(deg); | |
| } | |
| void Sk3DView::rotateY(SkScalar deg) { | |
| fRec->fMatrix.preRotateY(deg); | |
| } | |
| void Sk3DView::rotateZ(SkScalar deg) { | |
| fRec->fMatrix.preRotateZ(deg); | |
| } | |
| 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 != NULL) { | |
| SkPatch3D patch; | |
| patch.transform(fRec->fMatrix); | |
| fCamera.patchToMatrix(patch, matrix); | |
| } | |
| } | |
| #include "SkCanvas.h" | |
| void Sk3DView::applyToCanvas(SkCanvas* canvas) const { | |
| SkMatrix matrix; | |
| this->getMatrix(&matrix); | |
| canvas->concat(matrix); | |
| } |