| /* |
| * 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 == 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 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; |
| |
| // 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 |
| 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 != nullptr) { |
| 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); |
| } |