michael@0: /* michael@0: * Copyright 2006 The Android Open Source Project michael@0: * michael@0: * Use of this source code is governed by a BSD-style license that can be michael@0: * found in the LICENSE file. michael@0: */ michael@0: michael@0: #include "SkCamera.h" michael@0: michael@0: static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, michael@0: const SkScalar b[], int step_b, michael@0: SkScalar denom) { michael@0: SkScalar prod = 0; michael@0: for (int i = 0; i < count; i++) { michael@0: prod += a[0] * b[0]; michael@0: a += step_a; michael@0: b += step_b; michael@0: } michael@0: return prod / denom; michael@0: } michael@0: michael@0: static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, michael@0: const SkScalar b[], int step_b) { michael@0: SkScalar prod = 0; michael@0: for (int i = 0; i < count; i++) { michael@0: prod += a[0] * b[0]; michael@0: a += step_a; michael@0: b += step_b; michael@0: } michael@0: return prod; michael@0: } michael@0: michael@0: /////////////////////////////////////////////////////////////////////////////// michael@0: michael@0: SkScalar SkPoint3D::normalize(SkUnit3D* unit) const { michael@0: SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ); michael@0: if (mag) { michael@0: SkScalar scale = SkScalarInvert(mag); michael@0: unit->fX = fX * scale; michael@0: unit->fY = fY * scale; michael@0: unit->fZ = fZ * scale; michael@0: } else { michael@0: unit->fX = unit->fY = unit->fZ = 0; michael@0: } michael@0: return mag; michael@0: } michael@0: michael@0: SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) { michael@0: return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ; michael@0: } michael@0: michael@0: void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { michael@0: SkASSERT(cross); michael@0: michael@0: // use x,y,z, in case &a == cross or &b == cross michael@0: michael@0: SkScalar x = a.fY * b.fZ - a.fZ * b.fY; michael@0: SkScalar y = a.fZ * b.fX - a.fX * b.fY; michael@0: SkScalar z = a.fX * b.fY - a.fY * b.fX; michael@0: michael@0: cross->set(x, y, z); michael@0: } michael@0: michael@0: /////////////////////////////////////////////////////////////////////////////// michael@0: michael@0: SkPatch3D::SkPatch3D() { michael@0: this->reset(); michael@0: } michael@0: michael@0: void SkPatch3D::reset() { michael@0: fOrigin.set(0, 0, 0); michael@0: fU.set(SK_Scalar1, 0, 0); michael@0: fV.set(0, -SK_Scalar1, 0); michael@0: } michael@0: michael@0: void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const { michael@0: if (dst == NULL) { michael@0: dst = (SkPatch3D*)this; michael@0: } michael@0: m.mapVector(fU, &dst->fU); michael@0: m.mapVector(fV, &dst->fV); michael@0: m.mapPoint(fOrigin, &dst->fOrigin); michael@0: } michael@0: michael@0: SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { michael@0: SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY); michael@0: SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY); michael@0: SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX); michael@0: michael@0: return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); michael@0: } michael@0: michael@0: /////////////////////////////////////////////////////////////////////////////// michael@0: michael@0: void SkMatrix3D::reset() { michael@0: memset(fMat, 0, sizeof(fMat)); michael@0: fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1; michael@0: } michael@0: michael@0: void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) { michael@0: memset(fMat, 0, sizeof(fMat)); michael@0: fMat[0][0] = x; michael@0: fMat[1][1] = y; michael@0: fMat[2][2] = z; michael@0: } michael@0: michael@0: void SkMatrix3D::setRotateX(SkScalar degX) { michael@0: SkScalar s, c; michael@0: michael@0: s = SkScalarSinCos(SkDegreesToRadians(degX), &c); michael@0: this->setRow(0, SK_Scalar1, 0, 0); michael@0: this->setRow(1, 0, c, -s); michael@0: this->setRow(2, 0, s, c); michael@0: } michael@0: michael@0: void SkMatrix3D::setRotateY(SkScalar degY) { michael@0: SkScalar s, c; michael@0: michael@0: s = SkScalarSinCos(SkDegreesToRadians(degY), &c); michael@0: this->setRow(0, c, 0, -s); michael@0: this->setRow(1, 0, SK_Scalar1, 0); michael@0: this->setRow(2, s, 0, c); michael@0: } michael@0: michael@0: void SkMatrix3D::setRotateZ(SkScalar degZ) { michael@0: SkScalar s, c; michael@0: michael@0: s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); michael@0: this->setRow(0, c, -s, 0); michael@0: this->setRow(1, s, c, 0); michael@0: this->setRow(2, 0, 0, SK_Scalar1); michael@0: } michael@0: michael@0: void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) { michael@0: SkScalar col[3] = { x, y, z}; michael@0: michael@0: for (int i = 0; i < 3; i++) { michael@0: fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1); michael@0: } michael@0: } michael@0: michael@0: void SkMatrix3D::preRotateX(SkScalar degX) { michael@0: SkMatrix3D m; michael@0: m.setRotateX(degX); michael@0: this->setConcat(*this, m); michael@0: } michael@0: michael@0: void SkMatrix3D::preRotateY(SkScalar degY) { michael@0: SkMatrix3D m; michael@0: m.setRotateY(degY); michael@0: this->setConcat(*this, m); michael@0: } michael@0: michael@0: void SkMatrix3D::preRotateZ(SkScalar degZ) { michael@0: SkMatrix3D m; michael@0: m.setRotateZ(degZ); michael@0: this->setConcat(*this, m); michael@0: } michael@0: michael@0: void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) { michael@0: SkMatrix3D tmp; michael@0: SkMatrix3D* c = this; michael@0: michael@0: if (this == &a || this == &b) { michael@0: c = &tmp; michael@0: } michael@0: for (int i = 0; i < 3; i++) { michael@0: for (int j = 0; j < 3; j++) { michael@0: c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4); michael@0: } michael@0: c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, michael@0: &b.fMat[0][3], 4) + a.fMat[i][3]; michael@0: } michael@0: michael@0: if (c == &tmp) { michael@0: *this = tmp; michael@0: } michael@0: } michael@0: michael@0: void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const { michael@0: SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3]; michael@0: SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3]; michael@0: SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3]; michael@0: dst->set(x, y, z); michael@0: } michael@0: michael@0: void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const { michael@0: SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1); michael@0: SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1); michael@0: SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1); michael@0: dst->set(x, y, z); michael@0: } michael@0: michael@0: /////////////////////////////////////////////////////////////////////////////// michael@0: michael@0: SkCamera3D::SkCamera3D() { michael@0: this->reset(); michael@0: } michael@0: michael@0: void SkCamera3D::reset() { michael@0: fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward michael@0: fAxis.set(0, 0, SK_Scalar1); // forward michael@0: fZenith.set(0, -SK_Scalar1, 0); // up michael@0: michael@0: fObserver.set(0, 0, fLocation.fZ); michael@0: michael@0: fNeedToUpdate = true; michael@0: } michael@0: michael@0: void SkCamera3D::update() { michael@0: fNeedToUpdate = true; michael@0: } michael@0: michael@0: void SkCamera3D::doUpdate() const { michael@0: SkUnit3D axis, zenith, cross; michael@0: michael@0: fAxis.normalize(&axis); michael@0: michael@0: { michael@0: SkScalar dot = SkUnit3D::Dot(*SkTCast(&fZenith), axis); michael@0: michael@0: zenith.fX = fZenith.fX - dot * axis.fX; michael@0: zenith.fY = fZenith.fY - dot * axis.fY; michael@0: zenith.fZ = fZenith.fZ - dot * axis.fZ; michael@0: michael@0: SkTCast(&zenith)->normalize(&zenith); michael@0: } michael@0: michael@0: SkUnit3D::Cross(axis, zenith, &cross); michael@0: michael@0: { michael@0: SkMatrix* orien = &fOrientation; michael@0: SkScalar x = fObserver.fX; michael@0: SkScalar y = fObserver.fY; michael@0: SkScalar z = fObserver.fZ; michael@0: michael@0: orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX); michael@0: orien->set(SkMatrix::kMSkewX, x * axis.fY - z * cross.fY); michael@0: orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ); michael@0: orien->set(SkMatrix::kMSkewY, y * axis.fX - z * zenith.fX); michael@0: orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY); michael@0: orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ); michael@0: orien->set(SkMatrix::kMPersp0, axis.fX); michael@0: orien->set(SkMatrix::kMPersp1, axis.fY); michael@0: orien->set(SkMatrix::kMPersp2, axis.fZ); michael@0: } michael@0: } michael@0: michael@0: void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { michael@0: if (fNeedToUpdate) { michael@0: this->doUpdate(); michael@0: fNeedToUpdate = false; michael@0: } michael@0: michael@0: const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; michael@0: const SkScalar* patchPtr; michael@0: SkPoint3D diff; michael@0: SkScalar dot; michael@0: michael@0: diff.fX = quilt.fOrigin.fX - fLocation.fX; michael@0: diff.fY = quilt.fOrigin.fY - fLocation.fY; michael@0: diff.fZ = quilt.fOrigin.fZ - fLocation.fZ; michael@0: michael@0: dot = SkUnit3D::Dot(*SkTCast(&diff), michael@0: *SkTCast(SkTCast(&fOrientation) + 6)); michael@0: michael@0: patchPtr = (const SkScalar*)&quilt; michael@0: matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); michael@0: matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); michael@0: matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); michael@0: michael@0: patchPtr += 3; michael@0: matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); michael@0: matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); michael@0: matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); michael@0: michael@0: patchPtr = (const SkScalar*)(const void*)&diff; michael@0: matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); michael@0: matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); michael@0: matrix->set(SkMatrix::kMPersp2, SK_Scalar1); michael@0: } michael@0: michael@0: /////////////////////////////////////////////////////////////////////////////// michael@0: michael@0: Sk3DView::Sk3DView() { michael@0: fInitialRec.fMatrix.reset(); michael@0: fRec = &fInitialRec; michael@0: } michael@0: michael@0: Sk3DView::~Sk3DView() { michael@0: Rec* rec = fRec; michael@0: while (rec != &fInitialRec) { michael@0: Rec* next = rec->fNext; michael@0: SkDELETE(rec); michael@0: rec = next; michael@0: } michael@0: } michael@0: michael@0: void Sk3DView::save() { michael@0: Rec* rec = SkNEW(Rec); michael@0: rec->fNext = fRec; michael@0: rec->fMatrix = fRec->fMatrix; michael@0: fRec = rec; michael@0: } michael@0: michael@0: void Sk3DView::restore() { michael@0: SkASSERT(fRec != &fInitialRec); michael@0: Rec* next = fRec->fNext; michael@0: SkDELETE(fRec); michael@0: fRec = next; michael@0: } michael@0: michael@0: #ifdef SK_BUILD_FOR_ANDROID michael@0: void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) { michael@0: // the camera location is passed in inches, set in pt michael@0: SkScalar lz = z * 72.0f; michael@0: fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz); michael@0: fCamera.fObserver.set(0, 0, lz); michael@0: fCamera.update(); michael@0: michael@0: } michael@0: michael@0: SkScalar Sk3DView::getCameraLocationX() { michael@0: return fCamera.fLocation.fX / 72.0f; michael@0: } michael@0: michael@0: SkScalar Sk3DView::getCameraLocationY() { michael@0: return fCamera.fLocation.fY / 72.0f; michael@0: } michael@0: michael@0: SkScalar Sk3DView::getCameraLocationZ() { michael@0: return fCamera.fLocation.fZ / 72.0f; michael@0: } michael@0: #endif michael@0: michael@0: void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { michael@0: fRec->fMatrix.preTranslate(x, y, z); michael@0: } michael@0: michael@0: void Sk3DView::rotateX(SkScalar deg) { michael@0: fRec->fMatrix.preRotateX(deg); michael@0: } michael@0: michael@0: void Sk3DView::rotateY(SkScalar deg) { michael@0: fRec->fMatrix.preRotateY(deg); michael@0: } michael@0: michael@0: void Sk3DView::rotateZ(SkScalar deg) { michael@0: fRec->fMatrix.preRotateZ(deg); michael@0: } michael@0: michael@0: SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const { michael@0: SkPatch3D patch; michael@0: patch.transform(fRec->fMatrix); michael@0: return patch.dotWith(x, y, z); michael@0: } michael@0: michael@0: void Sk3DView::getMatrix(SkMatrix* matrix) const { michael@0: if (matrix != NULL) { michael@0: SkPatch3D patch; michael@0: patch.transform(fRec->fMatrix); michael@0: fCamera.patchToMatrix(patch, matrix); michael@0: } michael@0: } michael@0: michael@0: #include "SkCanvas.h" michael@0: michael@0: void Sk3DView::applyToCanvas(SkCanvas* canvas) const { michael@0: SkMatrix matrix; michael@0: michael@0: this->getMatrix(&matrix); michael@0: canvas->concat(matrix); michael@0: }