/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkCamera.h"
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static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
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const SkScalar b[], int step_b,
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SkScalar denom) {
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SkScalar prod = 0;
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for (int i = 0; i < count; i++) {
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prod += a[0] * b[0];
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a += step_a;
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b += step_b;
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}
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return prod / denom;
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}
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static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
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const SkScalar b[], int step_b) {
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SkScalar prod = 0;
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for (int i = 0; i < count; i++) {
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prod += a[0] * b[0];
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a += step_a;
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b += step_b;
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}
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return prod;
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}
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///////////////////////////////////////////////////////////////////////////////
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SkScalar SkPoint3D::normalize(SkUnit3D* unit) const {
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SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ);
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if (mag) {
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SkScalar scale = SkScalarInvert(mag);
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unit->fX = fX * scale;
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unit->fY = fY * scale;
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unit->fZ = fZ * scale;
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} else {
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unit->fX = unit->fY = unit->fZ = 0;
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}
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return mag;
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}
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SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
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return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
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}
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void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
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SkASSERT(cross);
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// use x,y,z, in case &a == cross or &b == cross
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SkScalar x = a.fY * b.fZ - a.fZ * b.fY;
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SkScalar y = a.fZ * b.fX - a.fX * b.fY;
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SkScalar z = a.fX * b.fY - a.fY * b.fX;
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cross->set(x, y, z);
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}
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///////////////////////////////////////////////////////////////////////////////
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SkPatch3D::SkPatch3D() {
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this->reset();
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}
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void SkPatch3D::reset() {
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fOrigin.set(0, 0, 0);
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fU.set(SK_Scalar1, 0, 0);
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fV.set(0, -SK_Scalar1, 0);
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}
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void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
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if (dst == nullptr) {
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dst = (SkPatch3D*)this;
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}
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m.mapVector(fU, &dst->fU);
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m.mapVector(fV, &dst->fV);
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m.mapPoint(fOrigin, &dst->fOrigin);
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}
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SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
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SkScalar cx = fU.fY * fV.fZ - fU.fZ * fV.fY;
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SkScalar cy = fU.fZ * fV.fX - fU.fX * fV.fY;
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SkScalar cz = fU.fX * fV.fY - fU.fY * fV.fX;
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return cx * dx + cy * dy + cz * dz;
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}
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///////////////////////////////////////////////////////////////////////////////
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void SkMatrix3D::reset() {
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memset(fMat, 0, sizeof(fMat));
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fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
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}
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void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
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memset(fMat, 0, sizeof(fMat));
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fMat[0][0] = x;
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fMat[1][1] = y;
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fMat[2][2] = z;
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}
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void SkMatrix3D::setRotateX(SkScalar degX) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
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this->setRow(0, SK_Scalar1, 0, 0);
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this->setRow(1, 0, c, -s);
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this->setRow(2, 0, s, c);
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}
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void SkMatrix3D::setRotateY(SkScalar degY) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
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this->setRow(0, c, 0, -s);
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this->setRow(1, 0, SK_Scalar1, 0);
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this->setRow(2, s, 0, c);
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}
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void SkMatrix3D::setRotateZ(SkScalar degZ) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
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this->setRow(0, c, -s, 0);
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this->setRow(1, s, c, 0);
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this->setRow(2, 0, 0, SK_Scalar1);
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}
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void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
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SkScalar col[3] = { x, y, z};
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for (int i = 0; i < 3; i++) {
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fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
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}
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}
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void SkMatrix3D::preRotateX(SkScalar degX) {
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SkMatrix3D m;
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m.setRotateX(degX);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::preRotateY(SkScalar degY) {
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SkMatrix3D m;
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m.setRotateY(degY);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::preRotateZ(SkScalar degZ) {
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SkMatrix3D m;
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m.setRotateZ(degZ);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
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SkMatrix3D tmp;
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SkMatrix3D* c = this;
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if (this == &a || this == &b) {
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c = &tmp;
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}
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
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}
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c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
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&b.fMat[0][3], 4) + a.fMat[i][3];
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}
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if (c == &tmp) {
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*this = tmp;
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}
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}
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void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
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SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
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SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
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SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
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dst->set(x, y, z);
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}
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void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
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SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
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SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
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SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
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dst->set(x, y, z);
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}
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///////////////////////////////////////////////////////////////////////////////
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SkCamera3D::SkCamera3D() {
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this->reset();
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}
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void SkCamera3D::reset() {
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fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward
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fAxis.set(0, 0, SK_Scalar1); // forward
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fZenith.set(0, -SK_Scalar1, 0); // up
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fObserver.set(0, 0, fLocation.fZ);
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fNeedToUpdate = true;
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}
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void SkCamera3D::update() {
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fNeedToUpdate = true;
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}
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void SkCamera3D::doUpdate() const {
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SkUnit3D axis, zenith, cross;
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// construct a orthonormal basis of cross (x), zenith (y), and axis (z)
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fAxis.normalize(&axis);
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{
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SkScalar dot = SkUnit3D::Dot(SkUnit3D{fZenith.fX, fZenith.fY, fZenith.fZ}, axis);
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zenith.fX = fZenith.fX - dot * axis.fX;
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zenith.fY = fZenith.fY - dot * axis.fY;
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zenith.fZ = fZenith.fZ - dot * axis.fZ;
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SkPoint3D{zenith.fX, zenith.fY, zenith.fZ}.normalize(&zenith);
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}
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SkUnit3D::Cross(axis, zenith, &cross);
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{
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SkMatrix* orien = &fOrientation;
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SkScalar x = fObserver.fX;
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SkScalar y = fObserver.fY;
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SkScalar z = fObserver.fZ;
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// Looking along the view axis we have:
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//
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// /|\ zenith
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// |
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// |
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// | * observer (projected on XY plane)
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// |
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// |____________\ cross
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// /
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//
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// So this does a z-shear along the view axis based on the observer's x and y values,
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// and scales in x and y relative to the negative of the observer's z value
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// (the observer is in the negative z direction).
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orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX);
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orien->set(SkMatrix::kMSkewX, x * axis.fY - z * cross.fY);
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orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ);
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orien->set(SkMatrix::kMSkewY, y * axis.fX - z * zenith.fX);
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orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY);
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orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ);
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orien->set(SkMatrix::kMPersp0, axis.fX);
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orien->set(SkMatrix::kMPersp1, axis.fY);
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orien->set(SkMatrix::kMPersp2, axis.fZ);
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}
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}
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void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
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if (fNeedToUpdate) {
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this->doUpdate();
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fNeedToUpdate = false;
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}
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const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
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const SkScalar* patchPtr;
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SkPoint3D diff;
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SkScalar dot;
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diff.fX = quilt.fOrigin.fX - fLocation.fX;
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diff.fY = quilt.fOrigin.fY - fLocation.fY;
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diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
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dot = SkUnit3D::Dot(SkUnit3D{diff.fX, diff.fY, diff.fZ},
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SkUnit3D{mapPtr[6], mapPtr[7], mapPtr[8]});
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// This multiplies fOrientation by the matrix [quilt.fU quilt.fV diff] -- U, V, and diff are
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// column vectors in the matrix -- then divides by the length of the projection of diff onto
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// the view axis (which is 'dot'). This transforms the patch (which transforms from local path
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// space to world space) into view space (since fOrientation transforms from world space to
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// view space).
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//
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// The divide by 'dot' isn't strictly necessary as the homogeneous divide would do much the
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// same thing (it's just scaling the entire matrix by 1/dot). It looks like it's normalizing
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// the matrix into some canonical space.
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patchPtr = (const SkScalar*)&quilt;
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matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
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matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
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matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
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patchPtr += 3;
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matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
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matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
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matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
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patchPtr = (const SkScalar*)(const void*)&diff;
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matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
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matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
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matrix->set(SkMatrix::kMPersp2, SK_Scalar1);
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}
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///////////////////////////////////////////////////////////////////////////////
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Sk3DView::Sk3DView() {
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fInitialRec.fMatrix.reset();
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fRec = &fInitialRec;
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}
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Sk3DView::~Sk3DView() {
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Rec* rec = fRec;
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while (rec != &fInitialRec) {
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Rec* next = rec->fNext;
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delete rec;
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rec = next;
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}
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}
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void Sk3DView::save() {
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Rec* rec = new Rec;
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rec->fNext = fRec;
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rec->fMatrix = fRec->fMatrix;
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fRec = rec;
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}
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void Sk3DView::restore() {
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SkASSERT(fRec != &fInitialRec);
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Rec* next = fRec->fNext;
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delete fRec;
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fRec = next;
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}
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#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
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void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
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// the camera location is passed in inches, set in pt
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SkScalar lz = z * 72.0f;
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fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
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fCamera.fObserver.set(0, 0, lz);
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fCamera.update();
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}
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SkScalar Sk3DView::getCameraLocationX() const {
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return fCamera.fLocation.fX / 72.0f;
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}
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SkScalar Sk3DView::getCameraLocationY() const {
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return fCamera.fLocation.fY / 72.0f;
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}
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SkScalar Sk3DView::getCameraLocationZ() const {
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return fCamera.fLocation.fZ / 72.0f;
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}
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#endif
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void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
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fRec->fMatrix.preTranslate(x, y, z);
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}
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void Sk3DView::rotateX(SkScalar deg) {
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fRec->fMatrix.preRotateX(deg);
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}
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void Sk3DView::rotateY(SkScalar deg) {
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fRec->fMatrix.preRotateY(deg);
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}
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void Sk3DView::rotateZ(SkScalar deg) {
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fRec->fMatrix.preRotateZ(deg);
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}
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SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
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SkPatch3D patch;
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patch.transform(fRec->fMatrix);
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return patch.dotWith(x, y, z);
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}
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void Sk3DView::getMatrix(SkMatrix* matrix) const {
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if (matrix != nullptr) {
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SkPatch3D patch;
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patch.transform(fRec->fMatrix);
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fCamera.patchToMatrix(patch, matrix);
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}
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}
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#include "SkCanvas.h"
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void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
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SkMatrix matrix;
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this->getMatrix(&matrix);
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canvas->concat(matrix);
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}
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