/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkCamera.h" static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, const SkScalar b[], int step_b, SkScalar denom) { #ifdef SK_SCALAR_IS_FLOAT float prod = 0; for (int i = 0; i < count; i++) { prod += a[0] * b[0]; a += step_a; b += step_b; } return prod / denom; #else Sk64 prod, tmp; prod.set(0); for (int i = 0; i < count; i++) { tmp.setMul(a[0], b[0]); prod.add(tmp); a += step_a; b += step_b; } prod.div(denom, Sk64::kRound_DivOption); return prod.get32(); #endif } static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, const SkScalar b[], int step_b) { #ifdef SK_SCALAR_IS_FLOAT float prod = 0; for (int i = 0; i < count; i++) { prod += a[0] * b[0]; a += step_a; b += step_b; } return prod; #else Sk64 prod, tmp; prod.set(0); for (int i = 0; i < count; i++) { tmp.setMul(a[0], b[0]); prod.add(tmp); a += step_a; b += step_b; } return prod.getFixed(); #endif } /////////////////////////////////////////////////////////////////////////////// SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const { #ifdef SK_SCALAR_IS_FLOAT float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ); 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; tmp1.setMul(fX, fX); tmp2.setMul(fY, fY); tmp1.add(tmp2); tmp2.setMul(fZ, fZ); tmp1.add(tmp2); SkFixed mag = tmp1.getSqrt(); 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) { 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) { 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); cross->set(x, y, z); } /////////////////////////////////////////////////////////////////////////////// SkPatch3D::SkPatch3D() { this->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) { 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 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); return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); } /////////////////////////////////////////////////////////////////////////////// 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) { memset(fMat, 0, sizeof(fMat)); fMat[0][0] = x; fMat[1][1] = y; fMat[2][2] = z; } void SkMatrix3D::setRotateX(SkScalar degX) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degX), &c); this->setRow(0, SK_Scalar1, 0, 0); this->setRow(1, 0, c, -s); this->setRow(2, 0, s, c); } void SkMatrix3D::setRotateY(SkScalar degY) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degY), &c); this->setRow(0, c, 0, -s); this->setRow(1, 0, SK_Scalar1, 0); this->setRow(2, s, 0, c); } void SkMatrix3D::setRotateZ(SkScalar degZ) { SkScalar s, c; s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); this->setRow(0, c, -s, 0); this->setRow(1, s, c, 0); this->setRow(2, 0, 0, SK_Scalar1); } void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) { SkScalar col[3] = { x, y, z}; 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; m.setRotateX(degX); this->setConcat(*this, m); } void SkMatrix3D::preRotateY(SkScalar degY) { SkMatrix3D m; m.setRotateY(degY); this->setConcat(*this, m); } void SkMatrix3D::preRotateZ(SkScalar degZ) { SkMatrix3D m; m.setRotateZ(degZ); this->setConcat(*this, m); } void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) { SkMatrix3D tmp; SkMatrix3D* c = this; if (this == &a || this == &b) { c = &tmp; } for (int i = 0; i < 3; i++) { 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]; } if (c == &tmp) { *this = tmp; } } 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 { 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() { this->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 fObserver.set(0, 0, fLocation.fZ); fNeedToUpdate = true; } void SkCamera3D::update() { fNeedToUpdate = true; } void SkCamera3D::doUpdate() const { SkUnit3D axis, zenith, cross; fAxis.normalize(&axis); { SkScalar dot = SkUnit3D::Dot(*SkTCast(&fZenith), axis); zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX); zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY); zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ); SkTCast(&zenith)->normalize(&zenith); } SkUnit3D::Cross(axis, zenith, &cross); { SkMatrix* orien = &fOrientation; SkScalar x = fObserver.fX; SkScalar y = fObserver.fY; SkScalar z = fObserver.fZ; orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX)); orien->set(SkMatrix::kMSkewX, SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY)); orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ)); orien->set(SkMatrix::kMSkewY, SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX)); orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY)); orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ)); orien->set(SkMatrix::kMPersp0, axis.fX); orien->set(SkMatrix::kMPersp1, axis.fY); orien->set(SkMatrix::kMPersp2, axis.fZ); } } void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { if (fNeedToUpdate) { this->doUpdate(); fNeedToUpdate = false; } const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; const SkScalar* patchPtr; SkPoint3D diff; SkScalar dot; diff.fX = quilt.fOrigin.fX - fLocation.fX; diff.fY = quilt.fOrigin.fY - fLocation.fY; diff.fZ = quilt.fOrigin.fZ - fLocation.fZ; dot = SkUnit3D::Dot(*SkTCast(&diff), *SkTCast(SkTCast(&fOrientation) + 6)); patchPtr = (const SkScalar*)&quilt; matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); patchPtr += 3; matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); patchPtr = (const SkScalar*)(const void*)&diff; matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1); } /////////////////////////////////////////////////////////////////////////////// Sk3DView::Sk3DView() { fInitialRec.fMatrix.reset(); fRec = &fInitialRec; } Sk3DView::~Sk3DView() { Rec* rec = fRec; while (rec != &fInitialRec) { Rec* next = rec->fNext; SkDELETE(rec); rec = next; } } void Sk3DView::save() { Rec* rec = SkNEW(Rec); rec->fNext = fRec; rec->fMatrix = fRec->fMatrix; fRec = rec; } void Sk3DView::restore() { SkASSERT(fRec != &fInitialRec); Rec* next = fRec->fNext; SkDELETE(fRec); fRec = next; } #ifdef SK_BUILD_FOR_ANDROID 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); fCamera.fObserver.set(0, 0, lz); fCamera.update(); } SkScalar Sk3DView::getCameraLocationX() { return fCamera.fLocation.fX / SkFloatToScalar(72.0f); } SkScalar Sk3DView::getCameraLocationY() { return fCamera.fLocation.fY / SkFloatToScalar(72.0f); } SkScalar Sk3DView::getCameraLocationZ() { return fCamera.fLocation.fZ / SkFloatToScalar(72.0f); } #endif void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { fRec->fMatrix.preTranslate(x, y, z); } void Sk3DView::rotateX(SkScalar deg) { fRec->fMatrix.preRotateX(deg); } void Sk3DView::rotateY(SkScalar deg) { fRec->fMatrix.preRotateY(deg); } void Sk3DView::rotateZ(SkScalar deg) { fRec->fMatrix.preRotateZ(deg); } 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) { SkPatch3D patch; patch.transform(fRec->fMatrix); fCamera.patchToMatrix(patch, matrix); } } #include "SkCanvas.h" void Sk3DView::applyToCanvas(SkCanvas* canvas) const { SkMatrix matrix; this->getMatrix(&matrix); canvas->concat(matrix); }