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 "include/utils/SkCamera.h" |
9 | |
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 | |
22 | /////////////////////////////////////////////////////////////////////////////// |
23 | |
24 | SkPatch3D::SkPatch3D() { |
25 | this->reset(); |
26 | } |
27 | |
28 | void SkPatch3D::reset() { |
29 | fOrigin = {0, 0, 0}; |
30 | fU = {SK_Scalar1, 0, 0}; |
31 | fV = {0, -SK_Scalar1, 0}; |
32 | } |
33 | |
34 | void SkPatch3D::transform(const SkM44& m, SkPatch3D* dst) const { |
35 | if (dst == nullptr) { |
36 | dst = (SkPatch3D*)this; |
37 | } |
38 | dst->fU = m * fU; |
39 | dst->fV = m * fV; |
40 | auto [x,y,z,_] = m.map(fOrigin.x, fOrigin.y, fOrigin.z, 1); |
41 | dst->fOrigin = {x, y, z}; |
42 | } |
43 | |
44 | SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const { |
45 | SkScalar cx = fU.y * fV.z - fU.z * fV.y; |
46 | SkScalar cy = fU.z * fV.x - fU.x * fV.y; |
47 | SkScalar cz = fU.x * fV.y - fU.y * fV.x; |
48 | |
49 | return cx * dx + cy * dy + cz * dz; |
50 | } |
51 | |
52 | /////////////////////////////////////////////////////////////////////////////// |
53 | |
54 | SkCamera3D::SkCamera3D() { |
55 | this->reset(); |
56 | } |
57 | |
58 | void SkCamera3D::reset() { |
59 | fLocation = {0, 0, -SkIntToScalar(576)}; // 8 inches backward |
60 | fAxis = {0, 0, SK_Scalar1}; // forward |
61 | fZenith = {0, -SK_Scalar1, 0}; // up |
62 | |
63 | fObserver = {0, 0, fLocation.z}; |
64 | |
65 | fNeedToUpdate = true; |
66 | } |
67 | |
68 | void SkCamera3D::update() { |
69 | fNeedToUpdate = true; |
70 | } |
71 | |
72 | void SkCamera3D::doUpdate() const { |
73 | SkV3 axis, zenith, cross; |
74 | |
75 | // construct a orthonormal basis of cross (x), zenith (y), and axis (z) |
76 | axis = fAxis.normalize(); |
77 | |
78 | zenith = fZenith - (axis * fZenith) * axis; |
79 | zenith = zenith.normalize(); |
80 | |
81 | cross = axis.cross(zenith); |
82 | |
83 | { |
84 | SkMatrix* orien = &fOrientation; |
85 | auto [x, y, z] = fObserver; |
86 | |
87 | // Looking along the view axis we have: |
88 | // |
89 | // /|\ zenith |
90 | // | |
91 | // | |
92 | // | * observer (projected on XY plane) |
93 | // | |
94 | // |____________\ cross |
95 | // / |
96 | // |
97 | // So this does a z-shear along the view axis based on the observer's x and y values, |
98 | // and scales in x and y relative to the negative of the observer's z value |
99 | // (the observer is in the negative z direction). |
100 | |
101 | orien->set(SkMatrix::kMScaleX, x * axis.x - z * cross.x); |
102 | orien->set(SkMatrix::kMSkewX, x * axis.y - z * cross.y); |
103 | orien->set(SkMatrix::kMTransX, x * axis.z - z * cross.z); |
104 | orien->set(SkMatrix::kMSkewY, y * axis.x - z * zenith.x); |
105 | orien->set(SkMatrix::kMScaleY, y * axis.y - z * zenith.y); |
106 | orien->set(SkMatrix::kMTransY, y * axis.z - z * zenith.z); |
107 | orien->set(SkMatrix::kMPersp0, axis.x); |
108 | orien->set(SkMatrix::kMPersp1, axis.y); |
109 | orien->set(SkMatrix::kMPersp2, axis.z); |
110 | } |
111 | } |
112 | |
113 | void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const { |
114 | if (fNeedToUpdate) { |
115 | this->doUpdate(); |
116 | fNeedToUpdate = false; |
117 | } |
118 | |
119 | const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; |
120 | const SkScalar* patchPtr; |
121 | |
122 | SkV3 diff = quilt.fOrigin - fLocation; |
123 | SkScalar dot = diff.dot({mapPtr[6], mapPtr[7], mapPtr[8]}); |
124 | |
125 | // This multiplies fOrientation by the matrix [quilt.fU quilt.fV diff] -- U, V, and diff are |
126 | // column vectors in the matrix -- then divides by the length of the projection of diff onto |
127 | // the view axis (which is 'dot'). This transforms the patch (which transforms from local path |
128 | // space to world space) into view space (since fOrientation transforms from world space to |
129 | // view space). |
130 | // |
131 | // The divide by 'dot' isn't strictly necessary as the homogeneous divide would do much the |
132 | // same thing (it's just scaling the entire matrix by 1/dot). It looks like it's normalizing |
133 | // the matrix into some canonical space. |
134 | patchPtr = (const SkScalar*)&quilt; |
135 | matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
136 | matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
137 | matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); |
138 | |
139 | patchPtr += 3; |
140 | matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
141 | matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
142 | matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); |
143 | |
144 | patchPtr = (const SkScalar*)(const void*)&diff; |
145 | matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); |
146 | matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); |
147 | matrix->set(SkMatrix::kMPersp2, SK_Scalar1); |
148 | } |
149 | |
150 | /////////////////////////////////////////////////////////////////////////////// |
151 | |
152 | Sk3DView::Sk3DView() { |
153 | fRec = &fInitialRec; |
154 | } |
155 | |
156 | Sk3DView::~Sk3DView() { |
157 | Rec* rec = fRec; |
158 | while (rec != &fInitialRec) { |
159 | Rec* next = rec->fNext; |
160 | delete rec; |
161 | rec = next; |
162 | } |
163 | } |
164 | |
165 | void Sk3DView::save() { |
166 | Rec* rec = new Rec; |
167 | rec->fNext = fRec; |
168 | rec->fMatrix = fRec->fMatrix; |
169 | fRec = rec; |
170 | } |
171 | |
172 | void Sk3DView::restore() { |
173 | SkASSERT(fRec != &fInitialRec); |
174 | Rec* next = fRec->fNext; |
175 | delete fRec; |
176 | fRec = next; |
177 | } |
178 | |
179 | #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK |
180 | void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) { |
181 | // the camera location is passed in inches, set in pt |
182 | SkScalar lz = z * 72.0f; |
183 | fCamera.fLocation = {x * 72.0f, y * 72.0f, lz}; |
184 | fCamera.fObserver = {0, 0, lz}; |
185 | fCamera.update(); |
186 | |
187 | } |
188 | |
189 | SkScalar Sk3DView::getCameraLocationX() const { |
190 | return fCamera.fLocation.x / 72.0f; |
191 | } |
192 | |
193 | SkScalar Sk3DView::getCameraLocationY() const { |
194 | return fCamera.fLocation.y / 72.0f; |
195 | } |
196 | |
197 | SkScalar Sk3DView::getCameraLocationZ() const { |
198 | return fCamera.fLocation.z / 72.0f; |
199 | } |
200 | #endif |
201 | |
202 | void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { |
203 | fRec->fMatrix.preTranslate(x, y, z); |
204 | } |
205 | |
206 | void Sk3DView::rotateX(SkScalar deg) { |
207 | fRec->fMatrix.preConcat(SkM44::Rotate({1, 0, 0}, deg * SK_ScalarPI / 180)); |
208 | } |
209 | |
210 | void Sk3DView::rotateY(SkScalar deg) { |
211 | fRec->fMatrix.preConcat(SkM44::Rotate({0,-1, 0}, deg * SK_ScalarPI / 180)); |
212 | } |
213 | |
214 | void Sk3DView::rotateZ(SkScalar deg) { |
215 | fRec->fMatrix.preConcat(SkM44::Rotate({0, 0, 1}, deg * SK_ScalarPI / 180)); |
216 | } |
217 | |
218 | SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const { |
219 | SkPatch3D patch; |
220 | patch.transform(fRec->fMatrix); |
221 | return patch.dotWith(x, y, z); |
222 | } |
223 | |
224 | void Sk3DView::getMatrix(SkMatrix* matrix) const { |
225 | if (matrix != nullptr) { |
226 | SkPatch3D patch; |
227 | patch.transform(fRec->fMatrix); |
228 | fCamera.patchToMatrix(patch, matrix); |
229 | } |
230 | } |
231 | |
232 | #include "include/core/SkCanvas.h" |
233 | |
234 | void Sk3DView::applyToCanvas(SkCanvas* canvas) const { |
235 | SkMatrix matrix; |
236 | |
237 | this->getMatrix(&matrix); |
238 | canvas->concat(matrix); |
239 | } |
240 | |