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1 /* |
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2 * Copyright 2006 The Android Open Source Project |
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3 * |
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4 * Use of this source code is governed by a BSD-style license that can be |
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5 * found in the LICENSE file. |
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6 */ |
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7 |
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8 #include "SkCamera.h" |
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9 |
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10 static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, |
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11 const SkScalar b[], int step_b, |
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12 SkScalar denom) { |
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13 SkScalar prod = 0; |
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14 for (int i = 0; i < count; i++) { |
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15 prod += a[0] * b[0]; |
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16 a += step_a; |
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17 b += step_b; |
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18 } |
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19 return prod / denom; |
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20 } |
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21 |
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22 static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, |
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23 const SkScalar b[], int step_b) { |
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24 SkScalar prod = 0; |
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25 for (int i = 0; i < count; i++) { |
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26 prod += a[0] * b[0]; |
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27 a += step_a; |
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28 b += step_b; |
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29 } |
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30 return prod; |
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31 } |
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32 |
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33 /////////////////////////////////////////////////////////////////////////////// |
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34 |
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35 SkScalar SkPoint3D::normalize(SkUnit3D* unit) const { |
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36 SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ); |
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37 if (mag) { |
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38 SkScalar scale = SkScalarInvert(mag); |
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39 unit->fX = fX * scale; |
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40 unit->fY = fY * scale; |
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41 unit->fZ = fZ * scale; |
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42 } else { |
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43 unit->fX = unit->fY = unit->fZ = 0; |
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44 } |
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45 return mag; |
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46 } |
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47 |
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48 SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) { |
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49 return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ; |
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50 } |
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51 |
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52 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { |
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53 SkASSERT(cross); |
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54 |
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55 // use x,y,z, in case &a == cross or &b == cross |
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56 |
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57 SkScalar x = a.fY * b.fZ - a.fZ * b.fY; |
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58 SkScalar y = a.fZ * b.fX - a.fX * b.fY; |
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59 SkScalar z = a.fX * b.fY - a.fY * b.fX; |
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60 |
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61 cross->set(x, y, z); |
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62 } |
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63 |
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64 /////////////////////////////////////////////////////////////////////////////// |
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65 |
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66 SkPatch3D::SkPatch3D() { |
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67 this->reset(); |
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68 } |
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69 |
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70 void SkPatch3D::reset() { |
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71 fOrigin.set(0, 0, 0); |
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72 fU.set(SK_Scalar1, 0, 0); |
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73 fV.set(0, -SK_Scalar1, 0); |
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74 } |
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75 |
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76 void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const { |
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77 if (dst == NULL) { |
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78 dst = (SkPatch3D*)this; |
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79 } |
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80 m.mapVector(fU, &dst->fU); |
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81 m.mapVector(fV, &dst->fV); |
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82 m.mapPoint(fOrigin, &dst->fOrigin); |
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83 } |
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84 |
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85 SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { |
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86 SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY); |
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87 SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY); |
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88 SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX); |
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89 |
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90 return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); |
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91 } |
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92 |
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93 /////////////////////////////////////////////////////////////////////////////// |
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94 |
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95 void SkMatrix3D::reset() { |
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96 memset(fMat, 0, sizeof(fMat)); |
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97 fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1; |
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98 } |
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99 |
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100 void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) { |
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101 memset(fMat, 0, sizeof(fMat)); |
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102 fMat[0][0] = x; |
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103 fMat[1][1] = y; |
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104 fMat[2][2] = z; |
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105 } |
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106 |
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107 void SkMatrix3D::setRotateX(SkScalar degX) { |
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108 SkScalar s, c; |
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109 |
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110 s = SkScalarSinCos(SkDegreesToRadians(degX), &c); |
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111 this->setRow(0, SK_Scalar1, 0, 0); |
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112 this->setRow(1, 0, c, -s); |
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113 this->setRow(2, 0, s, c); |
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114 } |
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115 |
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116 void SkMatrix3D::setRotateY(SkScalar degY) { |
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117 SkScalar s, c; |
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118 |
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119 s = SkScalarSinCos(SkDegreesToRadians(degY), &c); |
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120 this->setRow(0, c, 0, -s); |
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121 this->setRow(1, 0, SK_Scalar1, 0); |
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122 this->setRow(2, s, 0, c); |
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123 } |
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124 |
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125 void SkMatrix3D::setRotateZ(SkScalar degZ) { |
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126 SkScalar s, c; |
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127 |
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128 s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); |
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129 this->setRow(0, c, -s, 0); |
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130 this->setRow(1, s, c, 0); |
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131 this->setRow(2, 0, 0, SK_Scalar1); |
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132 } |
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133 |
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134 void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) { |
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135 SkScalar col[3] = { x, y, z}; |
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136 |
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137 for (int i = 0; i < 3; i++) { |
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138 fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1); |
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139 } |
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140 } |
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141 |
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142 void SkMatrix3D::preRotateX(SkScalar degX) { |
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143 SkMatrix3D m; |
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144 m.setRotateX(degX); |
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145 this->setConcat(*this, m); |
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146 } |
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147 |
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148 void SkMatrix3D::preRotateY(SkScalar degY) { |
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149 SkMatrix3D m; |
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150 m.setRotateY(degY); |
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151 this->setConcat(*this, m); |
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152 } |
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153 |
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154 void SkMatrix3D::preRotateZ(SkScalar degZ) { |
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155 SkMatrix3D m; |
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156 m.setRotateZ(degZ); |
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157 this->setConcat(*this, m); |
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158 } |
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159 |
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160 void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) { |
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161 SkMatrix3D tmp; |
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162 SkMatrix3D* c = this; |
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163 |
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164 if (this == &a || this == &b) { |
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165 c = &tmp; |
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166 } |
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167 for (int i = 0; i < 3; i++) { |
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168 for (int j = 0; j < 3; j++) { |
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169 c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4); |
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170 } |
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171 c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, |
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172 &b.fMat[0][3], 4) + a.fMat[i][3]; |
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173 } |
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174 |
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175 if (c == &tmp) { |
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176 *this = tmp; |
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177 } |
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178 } |
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179 |
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180 void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const { |
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181 SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3]; |
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182 SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3]; |
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183 SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3]; |
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184 dst->set(x, y, z); |
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185 } |
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186 |
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187 void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const { |
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188 SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1); |
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189 SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1); |
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190 SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1); |
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191 dst->set(x, y, z); |
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192 } |
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193 |
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194 /////////////////////////////////////////////////////////////////////////////// |
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195 |
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196 SkCamera3D::SkCamera3D() { |
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197 this->reset(); |
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198 } |
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199 |
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200 void SkCamera3D::reset() { |
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201 fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward |
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202 fAxis.set(0, 0, SK_Scalar1); // forward |
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203 fZenith.set(0, -SK_Scalar1, 0); // up |
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204 |
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205 fObserver.set(0, 0, fLocation.fZ); |
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206 |
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207 fNeedToUpdate = true; |
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208 } |
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209 |
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210 void SkCamera3D::update() { |
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211 fNeedToUpdate = true; |
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212 } |
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213 |
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214 void SkCamera3D::doUpdate() const { |
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215 SkUnit3D axis, zenith, cross; |
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216 |
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217 fAxis.normalize(&axis); |
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218 |
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219 { |
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220 SkScalar dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&fZenith), axis); |
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221 |
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222 zenith.fX = fZenith.fX - dot * axis.fX; |
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223 zenith.fY = fZenith.fY - dot * axis.fY; |
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224 zenith.fZ = fZenith.fZ - dot * axis.fZ; |
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225 |
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226 SkTCast<SkPoint3D*>(&zenith)->normalize(&zenith); |
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227 } |
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228 |
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229 SkUnit3D::Cross(axis, zenith, &cross); |
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230 |
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231 { |
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232 SkMatrix* orien = &fOrientation; |
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233 SkScalar x = fObserver.fX; |
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234 SkScalar y = fObserver.fY; |
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235 SkScalar z = fObserver.fZ; |
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236 |
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237 orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX); |
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238 orien->set(SkMatrix::kMSkewX, x * axis.fY - z * cross.fY); |
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239 orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ); |
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240 orien->set(SkMatrix::kMSkewY, y * axis.fX - z * zenith.fX); |
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241 orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY); |
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242 orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ); |
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243 orien->set(SkMatrix::kMPersp0, axis.fX); |
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244 orien->set(SkMatrix::kMPersp1, axis.fY); |
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245 orien->set(SkMatrix::kMPersp2, axis.fZ); |
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246 } |
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247 } |
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248 |
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249 void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { |
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250 if (fNeedToUpdate) { |
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251 this->doUpdate(); |
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252 fNeedToUpdate = false; |
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253 } |
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254 |
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255 const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; |
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256 const SkScalar* patchPtr; |
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257 SkPoint3D diff; |
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258 SkScalar dot; |
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259 |
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260 diff.fX = quilt.fOrigin.fX - fLocation.fX; |
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261 diff.fY = quilt.fOrigin.fY - fLocation.fY; |
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262 diff.fZ = quilt.fOrigin.fZ - fLocation.fZ; |
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263 |
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264 dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&diff), |
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265 *SkTCast<const SkUnit3D*>(SkTCast<const SkScalar*>(&fOrientation) + 6)); |
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266 |
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267 patchPtr = (const SkScalar*)&quilt; |
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268 matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
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269 matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
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270 matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); |
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271 |
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272 patchPtr += 3; |
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273 matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
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274 matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
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275 matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); |
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276 |
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277 patchPtr = (const SkScalar*)(const void*)&diff; |
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278 matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
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279 matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
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280 matrix->set(SkMatrix::kMPersp2, SK_Scalar1); |
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281 } |
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282 |
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283 /////////////////////////////////////////////////////////////////////////////// |
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284 |
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285 Sk3DView::Sk3DView() { |
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286 fInitialRec.fMatrix.reset(); |
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287 fRec = &fInitialRec; |
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288 } |
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289 |
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290 Sk3DView::~Sk3DView() { |
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291 Rec* rec = fRec; |
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292 while (rec != &fInitialRec) { |
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293 Rec* next = rec->fNext; |
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294 SkDELETE(rec); |
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295 rec = next; |
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296 } |
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297 } |
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298 |
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299 void Sk3DView::save() { |
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300 Rec* rec = SkNEW(Rec); |
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301 rec->fNext = fRec; |
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302 rec->fMatrix = fRec->fMatrix; |
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303 fRec = rec; |
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304 } |
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305 |
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306 void Sk3DView::restore() { |
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307 SkASSERT(fRec != &fInitialRec); |
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308 Rec* next = fRec->fNext; |
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309 SkDELETE(fRec); |
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310 fRec = next; |
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311 } |
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312 |
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313 #ifdef SK_BUILD_FOR_ANDROID |
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314 void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) { |
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315 // the camera location is passed in inches, set in pt |
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316 SkScalar lz = z * 72.0f; |
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317 fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz); |
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318 fCamera.fObserver.set(0, 0, lz); |
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319 fCamera.update(); |
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320 |
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321 } |
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322 |
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323 SkScalar Sk3DView::getCameraLocationX() { |
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324 return fCamera.fLocation.fX / 72.0f; |
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325 } |
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326 |
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327 SkScalar Sk3DView::getCameraLocationY() { |
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328 return fCamera.fLocation.fY / 72.0f; |
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329 } |
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330 |
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331 SkScalar Sk3DView::getCameraLocationZ() { |
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332 return fCamera.fLocation.fZ / 72.0f; |
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333 } |
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334 #endif |
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335 |
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336 void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { |
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337 fRec->fMatrix.preTranslate(x, y, z); |
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338 } |
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339 |
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340 void Sk3DView::rotateX(SkScalar deg) { |
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341 fRec->fMatrix.preRotateX(deg); |
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342 } |
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343 |
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344 void Sk3DView::rotateY(SkScalar deg) { |
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345 fRec->fMatrix.preRotateY(deg); |
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346 } |
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347 |
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348 void Sk3DView::rotateZ(SkScalar deg) { |
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349 fRec->fMatrix.preRotateZ(deg); |
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350 } |
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351 |
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352 SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const { |
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353 SkPatch3D patch; |
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354 patch.transform(fRec->fMatrix); |
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355 return patch.dotWith(x, y, z); |
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356 } |
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357 |
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358 void Sk3DView::getMatrix(SkMatrix* matrix) const { |
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359 if (matrix != NULL) { |
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360 SkPatch3D patch; |
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361 patch.transform(fRec->fMatrix); |
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362 fCamera.patchToMatrix(patch, matrix); |
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363 } |
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364 } |
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365 |
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366 #include "SkCanvas.h" |
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367 |
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368 void Sk3DView::applyToCanvas(SkCanvas* canvas) const { |
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369 SkMatrix matrix; |
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370 |
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371 this->getMatrix(&matrix); |
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372 canvas->concat(matrix); |
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373 } |