1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
|
/*
* 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) {
SkScalar prod = 0;
for (int i = 0; i < count; i++) {
prod += a[0] * b[0];
a += step_a;
b += step_b;
}
return prod / denom;
}
static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
const SkScalar b[], int step_b) {
SkScalar prod = 0;
for (int i = 0; i < count; i++) {
prod += a[0] * b[0];
a += step_a;
b += step_b;
}
return prod;
}
///////////////////////////////////////////////////////////////////////////////
SkScalar SkPoint3D::normalize(SkUnit3D* unit) const {
SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ);
if (mag) {
SkScalar scale = SkScalarInvert(mag);
unit->fX = fX * scale;
unit->fY = fY * scale;
unit->fZ = fZ * scale;
} else {
unit->fX = unit->fY = unit->fZ = 0;
}
return mag;
}
SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
return a.fX * b.fX + a.fY * b.fY + 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 = a.fY * b.fZ - a.fZ * b.fY;
SkScalar y = a.fZ * b.fX - a.fX * b.fY;
SkScalar z = a.fX * b.fY - 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 == nullptr) {
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 = fU.fY * fV.fZ - fU.fZ * fV.fY;
SkScalar cy = fU.fZ * fV.fX - fU.fX * fV.fY;
SkScalar cz = fU.fX * fV.fY - fU.fY * fV.fX;
return cx * dx + cy * dy + 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;
// construct a orthonormal basis of cross (x), zenith (y), and axis (z)
fAxis.normalize(&axis);
{
SkScalar dot = SkUnit3D::Dot(SkUnit3D{fZenith.fX, fZenith.fY, fZenith.fZ}, axis);
zenith.fX = fZenith.fX - dot * axis.fX;
zenith.fY = fZenith.fY - dot * axis.fY;
zenith.fZ = fZenith.fZ - dot * axis.fZ;
SkPoint3D{zenith.fX, zenith.fY, zenith.fZ}.normalize(&zenith);
}
SkUnit3D::Cross(axis, zenith, &cross);
{
SkMatrix* orien = &fOrientation;
SkScalar x = fObserver.fX;
SkScalar y = fObserver.fY;
SkScalar z = fObserver.fZ;
// Looking along the view axis we have:
//
// /|\ zenith
// |
// |
// | * observer (projected on XY plane)
// |
// |____________\ cross
// /
//
// So this does a z-shear along the view axis based on the observer's x and y values,
// and scales in x and y relative to the negative of the observer's z value
// (the observer is in the negative z direction).
orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX);
orien->set(SkMatrix::kMSkewX, x * axis.fY - z * cross.fY);
orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ);
orien->set(SkMatrix::kMSkewY, y * axis.fX - z * zenith.fX);
orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY);
orien->set(SkMatrix::kMTransY, y * axis.fZ - 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(SkUnit3D{diff.fX, diff.fY, diff.fZ},
SkUnit3D{mapPtr[6], mapPtr[7], mapPtr[8]});
// This multiplies fOrientation by the matrix [quilt.fU quilt.fV diff] -- U, V, and diff are
// column vectors in the matrix -- then divides by the length of the projection of diff onto
// the view axis (which is 'dot'). This transforms the patch (which transforms from local path
// space to world space) into view space (since fOrientation transforms from world space to
// view space).
//
// The divide by 'dot' isn't strictly necessary as the homogeneous divide would do much the
// same thing (it's just scaling the entire matrix by 1/dot). It looks like it's normalizing
// the matrix into some canonical space.
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_Scalar1);
}
///////////////////////////////////////////////////////////////////////////////
Sk3DView::Sk3DView() {
fInitialRec.fMatrix.reset();
fRec = &fInitialRec;
}
Sk3DView::~Sk3DView() {
Rec* rec = fRec;
while (rec != &fInitialRec) {
Rec* next = rec->fNext;
delete rec;
rec = next;
}
}
void Sk3DView::save() {
Rec* rec = new Rec;
rec->fNext = fRec;
rec->fMatrix = fRec->fMatrix;
fRec = rec;
}
void Sk3DView::restore() {
SkASSERT(fRec != &fInitialRec);
Rec* next = fRec->fNext;
delete 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 * 72.0f;
fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
fCamera.fObserver.set(0, 0, lz);
fCamera.update();
}
SkScalar Sk3DView::getCameraLocationX() {
return fCamera.fLocation.fX / 72.0f;
}
SkScalar Sk3DView::getCameraLocationY() {
return fCamera.fLocation.fY / 72.0f;
}
SkScalar Sk3DView::getCameraLocationZ() {
return fCamera.fLocation.fZ / 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 != nullptr) {
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);
}
|