/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "Sk3D.h" static void set_col(SkMatrix44* m, int col, const SkPoint3& v) { m->set(0, col, v.fX); m->set(1, col, v.fY); m->set(2, col, v.fZ); } static SkPoint3 cross(const SkPoint3& a, const SkPoint3& b) { return { a.fY * b.fZ - a.fZ * b.fY, a.fZ * b.fX - a.fX * b.fZ, a.fX * b.fY - a.fY * b.fX, }; } void Sk3LookAt(SkMatrix44* dst, const SkPoint3& eye, const SkPoint3& center, const SkPoint3& up) { SkPoint3 f = center - eye; f.normalize(); SkPoint3 u = up; u.normalize(); SkPoint3 s = cross(f, u); s.normalize(); u = cross(s, f); dst->setIdentity(); set_col(dst, 0, s); set_col(dst, 1, u); set_col(dst, 2, -f); set_col(dst, 3, eye); dst->invert(dst); } bool Sk3Perspective(SkMatrix44* dst, float near, float far, float angle) { SkASSERT(far > near); float denomInv = sk_ieee_float_divide(1, far - near); float halfAngle = angle * 0.5f; float cot = sk_float_cos(halfAngle) / sk_float_sin(halfAngle); dst->setIdentity(); dst->set(0, 0, cot); dst->set(1, 1, cot); dst->set(2, 2, (far + near) * denomInv); dst->set(2, 3, 2 * far * near * denomInv); dst->set(3, 2, -1); return true; } void Sk3MapPts(SkPoint dst[], const SkMatrix44& m4, const SkPoint3 src[], int count) { for (int i = 0; i < count; ++i) { SkVector4 v = m4 * SkVector4{ src[i].fX, src[i].fY, src[i].fZ, 1 }; // clip v; dst[i] = { v.fData[0] / v.fData[3], v.fData[1] / v.fData[3] }; } }