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1 /*
2  * Copyright 2006 The Android Open Source Project
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 //  Inspired by Rob Johnson's most excellent QuickDraw GX sample code
9 
10 #ifndef SkCamera_DEFINED
11 #define SkCamera_DEFINED
12 
13 #include "SkMatrix.h"
14 
15 class SkCanvas;
16 
17 struct SkUnit3D {
18     SkScalar fX, fY, fZ;
19 
setSkUnit3D20     void set(SkScalar x, SkScalar y, SkScalar z) {
21         fX = x; fY = y; fZ = z;
22     }
23     static SkScalar Dot(const SkUnit3D&, const SkUnit3D&);
24     static void Cross(const SkUnit3D&, const SkUnit3D&, SkUnit3D* cross);
25 };
26 
27 struct SkPoint3D {
28     SkScalar    fX, fY, fZ;
29 
setSkPoint3D30     void set(SkScalar x, SkScalar y, SkScalar z) {
31         fX = x; fY = y; fZ = z;
32     }
33     SkScalar    normalize(SkUnit3D*) const;
34 };
35 typedef SkPoint3D SkVector3D;
36 
37 struct SkMatrix3D {
38     SkScalar    fMat[3][4];
39 
40     void reset();
41 
42     void setRow(int row, SkScalar a, SkScalar b, SkScalar c, SkScalar d = 0) {
43         SkASSERT((unsigned)row < 3);
44         fMat[row][0] = a;
45         fMat[row][1] = b;
46         fMat[row][2] = c;
47         fMat[row][3] = d;
48     }
49 
50     void setRotateX(SkScalar deg);
51     void setRotateY(SkScalar deg);
52     void setRotateZ(SkScalar deg);
53     void setTranslate(SkScalar x, SkScalar y, SkScalar z);
54 
55     void preRotateX(SkScalar deg);
56     void preRotateY(SkScalar deg);
57     void preRotateZ(SkScalar deg);
58     void preTranslate(SkScalar x, SkScalar y, SkScalar z);
59 
60     void setConcat(const SkMatrix3D& a, const SkMatrix3D& b);
61     void mapPoint(const SkPoint3D& src, SkPoint3D* dst) const;
62     void mapVector(const SkVector3D& src, SkVector3D* dst) const;
63 
mapPointSkMatrix3D64     void mapPoint(SkPoint3D* v) const {
65         this->mapPoint(*v, v);
66     }
67 
mapVectorSkMatrix3D68     void mapVector(SkVector3D* v) const {
69         this->mapVector(*v, v);
70     }
71 };
72 
73 class SkPatch3D {
74 public:
75     SkPatch3D();
76 
77     void    reset();
78     void    transform(const SkMatrix3D&, SkPatch3D* dst = NULL) const;
79 
80     // dot a unit vector with the patch's normal
81     SkScalar dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const;
dotWith(const SkVector3D & v)82     SkScalar dotWith(const SkVector3D& v) const {
83         return this->dotWith(v.fX, v.fY, v.fZ);
84     }
85 
86     // deprecated, but still here for animator (for now)
rotate(SkScalar x,SkScalar y,SkScalar z)87     void rotate(SkScalar x, SkScalar y, SkScalar z) {}
rotateDegrees(SkScalar x,SkScalar y,SkScalar z)88     void rotateDegrees(SkScalar x, SkScalar y, SkScalar z) {}
89 
90 private:
91 public: // make public for SkDraw3D for now
92     SkVector3D  fU, fV;
93     SkPoint3D   fOrigin;
94 
95     friend class SkCamera3D;
96 };
97 
98 class SkCamera3D {
99 public:
100     SkCamera3D();
101 
102     void reset();
103     void update();
104     void patchToMatrix(const SkPatch3D&, SkMatrix* matrix) const;
105 
106     SkPoint3D   fLocation;
107     SkPoint3D   fAxis;
108     SkPoint3D   fZenith;
109     SkPoint3D   fObserver;
110 
111 private:
112     mutable SkMatrix    fOrientation;
113     mutable bool        fNeedToUpdate;
114 
115     void doUpdate() const;
116 };
117 
118 class Sk3DView : SkNoncopyable {
119 public:
120     Sk3DView();
121     ~Sk3DView();
122 
123     void save();
124     void restore();
125 
126     void translate(SkScalar x, SkScalar y, SkScalar z);
127     void rotateX(SkScalar deg);
128     void rotateY(SkScalar deg);
129     void rotateZ(SkScalar deg);
130 
131 #ifdef SK_BUILD_FOR_ANDROID
132     void setCameraLocation(SkScalar x, SkScalar y, SkScalar z);
133     SkScalar getCameraLocationX();
134     SkScalar getCameraLocationY();
135     SkScalar getCameraLocationZ();
136 #endif
137 
138     void getMatrix(SkMatrix*) const;
139     void applyToCanvas(SkCanvas*) const;
140 
141     SkScalar dotWithNormal(SkScalar dx, SkScalar dy, SkScalar dz) const;
142 
143 private:
144     struct Rec {
145         Rec*        fNext;
146         SkMatrix3D  fMatrix;
147     };
148     Rec*        fRec;
149     Rec         fInitialRec;
150     SkCamera3D  fCamera;
151 };
152 
153 #endif
154