diff options
author | reed@google.com <reed@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81> | 2011-04-18 18:47:46 +0000 |
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committer | reed@google.com <reed@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81> | 2011-04-18 18:47:46 +0000 |
commit | 91408cc296eb6d65ea14c34fb3d559b1c1f9aac9 (patch) | |
tree | 2fd4a3bec7f641bc6397652b1c64a84a47375e96 /src/utils/SkCamera.cpp | |
parent | d5683e2caac8dcfc6328547077ff9dc965d172e8 (diff) |
fix warnings
code style
git-svn-id: http://skia.googlecode.com/svn/trunk@1147 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src/utils/SkCamera.cpp')
-rw-r--r-- | src/utils/SkCamera.cpp | 179 |
1 files changed, 70 insertions, 109 deletions
diff --git a/src/utils/SkCamera.cpp b/src/utils/SkCamera.cpp index 87d2aad586..3e7315b07f 100644 --- a/src/utils/SkCamera.cpp +++ b/src/utils/SkCamera.cpp @@ -19,12 +19,10 @@ static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, const SkScalar b[], int step_b, - SkScalar denom) -{ + SkScalar denom) { #ifdef SK_SCALAR_IS_FLOAT float prod = 0; - for (int i = 0; i < count; i++) - { + for (int i = 0; i < count; i++) { prod += a[0] * b[0]; a += step_a; b += step_b; @@ -34,8 +32,7 @@ static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, Sk64 prod, tmp; prod.set(0); - for (int i = 0; i < count; i++) - { + for (int i = 0; i < count; i++) { tmp.setMul(a[0], b[0]); prod.add(tmp); a += step_a; @@ -47,12 +44,10 @@ static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, } static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, - const SkScalar b[], int step_b) -{ + const SkScalar b[], int step_b) { #ifdef SK_SCALAR_IS_FLOAT float prod = 0; - for (int i = 0; i < count; i++) - { + for (int i = 0; i < count; i++) { prod += a[0] * b[0]; a += step_a; b += step_b; @@ -62,8 +57,7 @@ static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, Sk64 prod, tmp; prod.set(0); - for (int i = 0; i < count; i++) - { + for (int i = 0; i < count; i++) { tmp.setMul(a[0], b[0]); prod.add(tmp); a += step_a; @@ -73,18 +67,18 @@ static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, #endif } -////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const -{ +SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const { #ifdef SK_SCALAR_IS_FLOAT float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ); - if (mag) - { + if (mag) { float scale = 1.0f / mag; unit->fX = fX * scale; unit->fY = fY * scale; unit->fZ = fZ * scale; + } else { + unit->fX = unit->fY = unit->fZ = 0; } #else Sk64 tmp1, tmp2; @@ -96,32 +90,30 @@ SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const tmp1.add(tmp2); SkFixed mag = tmp1.getSqrt(); - if (mag) - { + if (mag) { // what if mag < SK_Fixed1 ??? we will underflow the fixdiv SkFixed scale = SkFixedDiv(SK_Fract1, mag); unit->fX = SkFixedMul(fX, scale); unit->fY = SkFixedMul(fY, scale); unit->fZ = SkFixedMul(fZ, scale); + } else { + unit->fX = unit->fY = unit->fZ = 0; } #endif return mag; } -SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) -{ +SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) { return SkUnitScalarMul(a.fX, b.fX) + SkUnitScalarMul(a.fY, b.fY) + SkUnitScalarMul(a.fZ, b.fZ); } -void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) -{ +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 = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY); SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY); SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX); @@ -129,32 +121,28 @@ void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) cross->set(x, y, z); } -/////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -SkPatch3D::SkPatch3D() -{ +SkPatch3D::SkPatch3D() { this->reset(); } -void SkPatch3D::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 == NULL) +void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const { + if (dst == NULL) { 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 SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY); SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY); SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX); @@ -162,24 +150,21 @@ SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); } -/////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -void SkMatrix3D::reset() -{ +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) -{ +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) -{ +void SkMatrix3D::setRotateX(SkScalar degX) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degX), &c); @@ -188,8 +173,7 @@ void SkMatrix3D::setRotateX(SkScalar degX) this->setRow(2, 0, s, c); } -void SkMatrix3D::setRotateY(SkScalar degY) -{ +void SkMatrix3D::setRotateY(SkScalar degY) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degY), &c); @@ -198,8 +182,7 @@ void SkMatrix3D::setRotateY(SkScalar degY) this->setRow(2, s, 0, c); } -void SkMatrix3D::setRotateZ(SkScalar degZ) -{ +void SkMatrix3D::setRotateZ(SkScalar degZ) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); @@ -208,78 +191,73 @@ void SkMatrix3D::setRotateZ(SkScalar degZ) this->setRow(2, 0, 0, SK_Scalar1); } -void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) -{ +void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) { SkScalar col[3] = { x, y, z}; - for (int i = 0; i < 3; i++) + 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; +void SkMatrix3D::preRotateX(SkScalar degX) { + SkMatrix3D m; m.setRotateX(degX); this->setConcat(*this, m); } -void SkMatrix3D::preRotateY(SkScalar degY) -{ - SkMatrix3D m; +void SkMatrix3D::preRotateY(SkScalar degY) { + SkMatrix3D m; m.setRotateY(degY); this->setConcat(*this, m); } -void SkMatrix3D::preRotateZ(SkScalar degZ) -{ - SkMatrix3D m; +void SkMatrix3D::preRotateZ(SkScalar degZ) { + SkMatrix3D m; m.setRotateZ(degZ); this->setConcat(*this, m); } -void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) -{ +void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) { SkMatrix3D tmp; SkMatrix3D* c = this; - if (this == &a || this == &b) + if (this == &a || this == &b) { c = &tmp; - + } for (int i = 0; i < 3; i++) { - for (int j = 0; j < 3; j++) + 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]; + } + c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, + &b.fMat[0][3], 4) + a.fMat[i][3]; } - if (c == &tmp) + if (c == &tmp) { *this = tmp; + } } -void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const -{ +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 -{ +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() -{ +SkCamera3D::SkCamera3D() { this->reset(); } -void SkCamera3D::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 @@ -289,13 +267,11 @@ void SkCamera3D::reset() fNeedToUpdate = true; } -void SkCamera3D::update() -{ +void SkCamera3D::update() { fNeedToUpdate = true; } -void SkCamera3D::doUpdate() const -{ +void SkCamera3D::doUpdate() const { SkUnit3D axis, zenith, cross; fAxis.normalize(&axis); @@ -330,10 +306,8 @@ void SkCamera3D::doUpdate() const } } -void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const -{ - if (fNeedToUpdate) - { +void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { + if (fNeedToUpdate) { this->doUpdate(); fNeedToUpdate = false; } @@ -366,16 +340,14 @@ void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1); } -/////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -Sk3DView::Sk3DView() -{ +Sk3DView::Sk3DView() { fInitialRec.fMatrix.reset(); fRec = &fInitialRec; } -Sk3DView::~Sk3DView() -{ +Sk3DView::~Sk3DView() { Rec* rec = fRec; while (rec != &fInitialRec) { Rec* next = rec->fNext; @@ -384,16 +356,14 @@ Sk3DView::~Sk3DView() } } -void Sk3DView::save() -{ +void Sk3DView::save() { Rec* rec = SkNEW(Rec); rec->fNext = fRec; rec->fMatrix = fRec->fMatrix; fRec = rec; } -void Sk3DView::restore() -{ +void Sk3DView::restore() { SkASSERT(fRec != &fInitialRec); Rec* next = fRec->fNext; SkDELETE(fRec); @@ -401,8 +371,7 @@ void Sk3DView::restore() } #ifdef ANDROID -void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) -{ +void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) { // the camera location is passed in inches, set in pt SkScalar lz = z * SkFloatToScalar(72.0f); fCamera.fLocation.set(x * SkFloatToScalar(72.0f), y * SkFloatToScalar(72.0f), lz); @@ -412,37 +381,30 @@ void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) } #endif -void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) -{ +void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { fRec->fMatrix.preTranslate(x, y, z); } -void Sk3DView::rotateX(SkScalar deg) -{ +void Sk3DView::rotateX(SkScalar deg) { fRec->fMatrix.preRotateX(deg); } -void Sk3DView::rotateY(SkScalar deg) -{ +void Sk3DView::rotateY(SkScalar deg) { fRec->fMatrix.preRotateY(deg); } -void Sk3DView::rotateZ(SkScalar deg) -{ +void Sk3DView::rotateZ(SkScalar deg) { fRec->fMatrix.preRotateZ(deg); } -SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const -{ +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 != NULL) - { +void Sk3DView::getMatrix(SkMatrix* matrix) const { + if (matrix != NULL) { SkPatch3D patch; patch.transform(fRec->fMatrix); fCamera.patchToMatrix(patch, matrix); @@ -451,8 +413,7 @@ void Sk3DView::getMatrix(SkMatrix* matrix) const #include "SkCanvas.h" -void Sk3DView::applyToCanvas(SkCanvas* canvas) const -{ +void Sk3DView::applyToCanvas(SkCanvas* canvas) const { SkMatrix matrix; this->getMatrix(&matrix); |