| /* |
| * 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 "include/utils/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] }; |
| } |
| } |
| |