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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 #include "SkCamera.h"
9 
SkScalarDotDiv(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b,SkScalar denom)10 static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
11                                const SkScalar b[], int step_b,
12                                SkScalar denom) {
13     SkScalar prod = 0;
14     for (int i = 0; i < count; i++) {
15         prod += a[0] * b[0];
16         a += step_a;
17         b += step_b;
18     }
19     return prod / denom;
20 }
21 
SkScalarDot(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b)22 static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
23                                        const SkScalar b[], int step_b) {
24     SkScalar prod = 0;
25     for (int i = 0; i < count; i++) {
26         prod += a[0] * b[0];
27         a += step_a;
28         b += step_b;
29     }
30     return prod;
31 }
32 
33 ///////////////////////////////////////////////////////////////////////////////
34 
normalize(SkUnit3D * unit) const35 SkScalar SkPoint3D::normalize(SkUnit3D* unit) const {
36     SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ);
37     if (mag) {
38         SkScalar scale = SkScalarInvert(mag);
39         unit->fX = fX * scale;
40         unit->fY = fY * scale;
41         unit->fZ = fZ * scale;
42     } else {
43         unit->fX = unit->fY = unit->fZ = 0;
44     }
45     return mag;
46 }
47 
Dot(const SkUnit3D & a,const SkUnit3D & b)48 SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
49     return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
50 }
51 
Cross(const SkUnit3D & a,const SkUnit3D & b,SkUnit3D * cross)52 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
53     SkASSERT(cross);
54 
55     // use x,y,z, in case &a == cross or &b == cross
56 
57     SkScalar x = a.fY * b.fZ - a.fZ * b.fY;
58     SkScalar y = a.fZ * b.fX - a.fX * b.fY;
59     SkScalar z = a.fX * b.fY - a.fY * b.fX;
60 
61     cross->set(x, y, z);
62 }
63 
64 ///////////////////////////////////////////////////////////////////////////////
65 
SkPatch3D()66 SkPatch3D::SkPatch3D() {
67     this->reset();
68 }
69 
reset()70 void SkPatch3D::reset() {
71     fOrigin.set(0, 0, 0);
72     fU.set(SK_Scalar1, 0, 0);
73     fV.set(0, -SK_Scalar1, 0);
74 }
75 
transform(const SkMatrix3D & m,SkPatch3D * dst) const76 void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
77     if (dst == nullptr) {
78         dst = (SkPatch3D*)this;
79     }
80     m.mapVector(fU, &dst->fU);
81     m.mapVector(fV, &dst->fV);
82     m.mapPoint(fOrigin, &dst->fOrigin);
83 }
84 
dotWith(SkScalar dx,SkScalar dy,SkScalar dz) const85 SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
86     SkScalar cx = fU.fY * fV.fZ - fU.fZ * fV.fY;
87     SkScalar cy = fU.fZ * fV.fX - fU.fX * fV.fY;
88     SkScalar cz = fU.fX * fV.fY - fU.fY * fV.fX;
89 
90     return cx * dx + cy * dy + cz * dz;
91 }
92 
93 ///////////////////////////////////////////////////////////////////////////////
94 
reset()95 void SkMatrix3D::reset() {
96     memset(fMat, 0, sizeof(fMat));
97     fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
98 }
99 
setTranslate(SkScalar x,SkScalar y,SkScalar z)100 void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
101     memset(fMat, 0, sizeof(fMat));
102     fMat[0][0] = x;
103     fMat[1][1] = y;
104     fMat[2][2] = z;
105 }
106 
setRotateX(SkScalar degX)107 void SkMatrix3D::setRotateX(SkScalar degX) {
108     SkScalar    s, c;
109 
110     s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
111     this->setRow(0, SK_Scalar1, 0, 0);
112     this->setRow(1, 0, c, -s);
113     this->setRow(2, 0, s, c);
114 }
115 
setRotateY(SkScalar degY)116 void SkMatrix3D::setRotateY(SkScalar degY) {
117     SkScalar    s, c;
118 
119     s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
120     this->setRow(0, c, 0, -s);
121     this->setRow(1, 0, SK_Scalar1, 0);
122     this->setRow(2, s, 0, c);
123 }
124 
setRotateZ(SkScalar degZ)125 void SkMatrix3D::setRotateZ(SkScalar degZ) {
126     SkScalar    s, c;
127 
128     s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
129     this->setRow(0, c, -s, 0);
130     this->setRow(1, s, c, 0);
131     this->setRow(2, 0, 0, SK_Scalar1);
132 }
133 
preTranslate(SkScalar x,SkScalar y,SkScalar z)134 void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
135     SkScalar col[3] = { x, y, z};
136 
137     for (int i = 0; i < 3; i++) {
138         fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
139     }
140 }
141 
preRotateX(SkScalar degX)142 void SkMatrix3D::preRotateX(SkScalar degX) {
143     SkMatrix3D m;
144     m.setRotateX(degX);
145     this->setConcat(*this, m);
146 }
147 
preRotateY(SkScalar degY)148 void SkMatrix3D::preRotateY(SkScalar degY) {
149     SkMatrix3D m;
150     m.setRotateY(degY);
151     this->setConcat(*this, m);
152 }
153 
preRotateZ(SkScalar degZ)154 void SkMatrix3D::preRotateZ(SkScalar degZ) {
155     SkMatrix3D m;
156     m.setRotateZ(degZ);
157     this->setConcat(*this, m);
158 }
159 
setConcat(const SkMatrix3D & a,const SkMatrix3D & b)160 void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
161     SkMatrix3D  tmp;
162     SkMatrix3D* c = this;
163 
164     if (this == &a || this == &b) {
165         c = &tmp;
166     }
167     for (int i = 0; i < 3; i++) {
168         for (int j = 0; j < 3; j++) {
169             c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
170         }
171         c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
172                                     &b.fMat[0][3], 4) + a.fMat[i][3];
173     }
174 
175     if (c == &tmp) {
176         *this = tmp;
177     }
178 }
179 
mapPoint(const SkPoint3D & src,SkPoint3D * dst) const180 void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
181     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
182     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
183     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
184     dst->set(x, y, z);
185 }
186 
mapVector(const SkVector3D & src,SkVector3D * dst) const187 void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
188     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
189     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
190     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
191     dst->set(x, y, z);
192 }
193 
194 ///////////////////////////////////////////////////////////////////////////////
195 
SkCamera3D()196 SkCamera3D::SkCamera3D() {
197     this->reset();
198 }
199 
reset()200 void SkCamera3D::reset() {
201     fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
202     fAxis.set(0, 0, SK_Scalar1);                // forward
203     fZenith.set(0, -SK_Scalar1, 0);             // up
204 
205     fObserver.set(0, 0, fLocation.fZ);
206 
207     fNeedToUpdate = true;
208 }
209 
update()210 void SkCamera3D::update() {
211     fNeedToUpdate = true;
212 }
213 
doUpdate() const214 void SkCamera3D::doUpdate() const {
215     SkUnit3D    axis, zenith, cross;
216 
217     // construct a orthonormal basis of cross (x), zenith (y), and axis (z)
218     fAxis.normalize(&axis);
219 
220     {
221         SkScalar dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&fZenith), axis);
222 
223         zenith.fX = fZenith.fX - dot * axis.fX;
224         zenith.fY = fZenith.fY - dot * axis.fY;
225         zenith.fZ = fZenith.fZ - dot * axis.fZ;
226 
227         SkTCast<SkPoint3D*>(&zenith)->normalize(&zenith);
228     }
229 
230     SkUnit3D::Cross(axis, zenith, &cross);
231 
232     {
233         SkMatrix* orien = &fOrientation;
234         SkScalar x = fObserver.fX;
235         SkScalar y = fObserver.fY;
236         SkScalar z = fObserver.fZ;
237 
238         // Looking along the view axis we have:
239         //
240         //   /|\ zenith
241         //    |
242         //    |
243         //    |  * observer (projected on XY plane)
244         //    |
245         //    |____________\ cross
246         //                 /
247         //
248         // So this does a z-shear along the view axis based on the observer's x and y values,
249         // and scales in x and y relative to the negative of the observer's z value
250         // (the observer is in the negative z direction).
251 
252         orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX);
253         orien->set(SkMatrix::kMSkewX,  x * axis.fY - z * cross.fY);
254         orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ);
255         orien->set(SkMatrix::kMSkewY,  y * axis.fX - z * zenith.fX);
256         orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY);
257         orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ);
258         orien->set(SkMatrix::kMPersp0, axis.fX);
259         orien->set(SkMatrix::kMPersp1, axis.fY);
260         orien->set(SkMatrix::kMPersp2, axis.fZ);
261     }
262 }
263 
patchToMatrix(const SkPatch3D & quilt,SkMatrix * matrix) const264 void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
265     if (fNeedToUpdate) {
266         this->doUpdate();
267         fNeedToUpdate = false;
268     }
269 
270     const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
271     const SkScalar* patchPtr;
272     SkPoint3D       diff;
273     SkScalar        dot;
274 
275     diff.fX = quilt.fOrigin.fX - fLocation.fX;
276     diff.fY = quilt.fOrigin.fY - fLocation.fY;
277     diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
278 
279     dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&diff),
280                         *SkTCast<const SkUnit3D*>(SkTCast<const SkScalar*>(&fOrientation) + 6));
281 
282     // This multiplies fOrientation by the matrix [quilt.fU quilt.fV diff] -- U, V, and diff are
283     // column vectors in the matrix -- then divides by the length of the projection of diff onto
284     // the view axis (which is 'dot'). This transforms the patch (which transforms from local path
285     // space to world space) into view space (since fOrientation transforms from world space to
286     // view space).
287     //
288     // The divide by 'dot' isn't strictly necessary as the homogeneous divide would do much the
289     // same thing (it's just scaling the entire matrix by 1/dot). It looks like it's normalizing
290     // the matrix into some canonical space.
291     patchPtr = (const SkScalar*)&quilt;
292     matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
293     matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
294     matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
295 
296     patchPtr += 3;
297     matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
298     matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
299     matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
300 
301     patchPtr = (const SkScalar*)(const void*)&diff;
302     matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
303     matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
304     matrix->set(SkMatrix::kMPersp2, SK_Scalar1);
305 }
306 
307 ///////////////////////////////////////////////////////////////////////////////
308 
Sk3DView()309 Sk3DView::Sk3DView() {
310     fInitialRec.fMatrix.reset();
311     fRec = &fInitialRec;
312 }
313 
~Sk3DView()314 Sk3DView::~Sk3DView() {
315     Rec* rec = fRec;
316     while (rec != &fInitialRec) {
317         Rec* next = rec->fNext;
318         delete rec;
319         rec = next;
320     }
321 }
322 
save()323 void Sk3DView::save() {
324     Rec* rec = new Rec;
325     rec->fNext = fRec;
326     rec->fMatrix = fRec->fMatrix;
327     fRec = rec;
328 }
329 
restore()330 void Sk3DView::restore() {
331     SkASSERT(fRec != &fInitialRec);
332     Rec* next = fRec->fNext;
333     delete fRec;
334     fRec = next;
335 }
336 
337 #ifdef SK_BUILD_FOR_ANDROID
setCameraLocation(SkScalar x,SkScalar y,SkScalar z)338 void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
339     // the camera location is passed in inches, set in pt
340     SkScalar lz = z * 72.0f;
341     fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
342     fCamera.fObserver.set(0, 0, lz);
343     fCamera.update();
344 
345 }
346 
getCameraLocationX()347 SkScalar Sk3DView::getCameraLocationX() {
348     return fCamera.fLocation.fX / 72.0f;
349 }
350 
getCameraLocationY()351 SkScalar Sk3DView::getCameraLocationY() {
352     return fCamera.fLocation.fY / 72.0f;
353 }
354 
getCameraLocationZ()355 SkScalar Sk3DView::getCameraLocationZ() {
356     return fCamera.fLocation.fZ / 72.0f;
357 }
358 #endif
359 
translate(SkScalar x,SkScalar y,SkScalar z)360 void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
361     fRec->fMatrix.preTranslate(x, y, z);
362 }
363 
rotateX(SkScalar deg)364 void Sk3DView::rotateX(SkScalar deg) {
365     fRec->fMatrix.preRotateX(deg);
366 }
367 
rotateY(SkScalar deg)368 void Sk3DView::rotateY(SkScalar deg) {
369     fRec->fMatrix.preRotateY(deg);
370 }
371 
rotateZ(SkScalar deg)372 void Sk3DView::rotateZ(SkScalar deg) {
373     fRec->fMatrix.preRotateZ(deg);
374 }
375 
dotWithNormal(SkScalar x,SkScalar y,SkScalar z) const376 SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
377     SkPatch3D   patch;
378     patch.transform(fRec->fMatrix);
379     return patch.dotWith(x, y, z);
380 }
381 
getMatrix(SkMatrix * matrix) const382 void Sk3DView::getMatrix(SkMatrix* matrix) const {
383     if (matrix != nullptr) {
384         SkPatch3D   patch;
385         patch.transform(fRec->fMatrix);
386         fCamera.patchToMatrix(patch, matrix);
387     }
388 }
389 
390 #include "SkCanvas.h"
391 
applyToCanvas(SkCanvas * canvas) const392 void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
393     SkMatrix    matrix;
394 
395     this->getMatrix(&matrix);
396     canvas->concat(matrix);
397 }
398