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- /*
- * 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;
- }
- 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 == nullptr) {
- 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 = fU.fY * fV.fZ - fU.fZ * fV.fY;
- SkScalar cy = fU.fZ * fV.fX - fU.fX * fV.fY;
- SkScalar cz = fU.fX * fV.fY - fU.fY * fV.fX;
- return cx * dx + cy * dy + 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 r = SkDegreesToRadians(degX),
- s = SkScalarSin(r),
- c = SkScalarCos(r);
- 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 r = SkDegreesToRadians(degY),
- s = SkScalarSin(r),
- c = SkScalarCos(r);
- 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 r = SkDegreesToRadians(degZ),
- s = SkScalarSin(r),
- c = SkScalarCos(r);
- 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;
- // construct a orthonormal basis of cross (x), zenith (y), and axis (z)
- fAxis.normalize(&axis);
- {
- SkScalar dot = SkUnit3D::Dot(SkUnit3D{fZenith.fX, fZenith.fY, fZenith.fZ}, axis);
- zenith.fX = fZenith.fX - dot * axis.fX;
- zenith.fY = fZenith.fY - dot * axis.fY;
- zenith.fZ = fZenith.fZ - dot * axis.fZ;
- SkPoint3D{zenith.fX, zenith.fY, zenith.fZ}.normalize(&zenith);
- }
- SkUnit3D::Cross(axis, zenith, &cross);
- {
- SkMatrix* orien = &fOrientation;
- SkScalar x = fObserver.fX;
- SkScalar y = fObserver.fY;
- SkScalar z = fObserver.fZ;
- // 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.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(SkUnit3D{diff.fX, diff.fY, diff.fZ},
- SkUnit3D{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() {
- fInitialRec.fMatrix.reset();
- 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.set(x * 72.0f, y * 72.0f, lz);
- fCamera.fObserver.set(0, 0, lz);
- fCamera.update();
- }
- SkScalar Sk3DView::getCameraLocationX() const {
- return fCamera.fLocation.fX / 72.0f;
- }
- SkScalar Sk3DView::getCameraLocationY() const {
- return fCamera.fLocation.fY / 72.0f;
- }
- SkScalar Sk3DView::getCameraLocationZ() const {
- 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 != 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);
- }
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