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 | 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 | |
35 | 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 | |
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 | |
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 | |
66 | SkPatch3D::SkPatch3D() { |
67 | this->reset(); |
68 | } |
69 | |
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 | |
76 | 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 | |
85 | 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 | |
95 | void SkMatrix3D::reset() { |
96 | memset(fMat, 0, sizeof(fMat)); |
97 | fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1; |
98 | } |
99 | |
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 | |
107 | void SkMatrix3D::setRotateX(SkScalar degX) { |
108 | SkScalar r = SkDegreesToRadians(degX), |
109 | s = SkScalarSin(r), |
110 | c = SkScalarCos(r); |
111 | this->setRow(0, SK_Scalar1, 0, 0); |
112 | this->setRow(1, 0, c, -s); |
113 | this->setRow(2, 0, s, c); |
114 | } |
115 | |
116 | void SkMatrix3D::setRotateY(SkScalar degY) { |
117 | SkScalar r = SkDegreesToRadians(degY), |
118 | s = SkScalarSin(r), |
119 | c = SkScalarCos(r); |
120 | this->setRow(0, c, 0, -s); |
121 | this->setRow(1, 0, SK_Scalar1, 0); |
122 | this->setRow(2, s, 0, c); |
123 | } |
124 | |
125 | void SkMatrix3D::setRotateZ(SkScalar degZ) { |
126 | SkScalar r = SkDegreesToRadians(degZ), |
127 | s = SkScalarSin(r), |
128 | c = SkScalarCos(r); |
129 | this->setRow(0, c, -s, 0); |
130 | this->setRow(1, s, c, 0); |
131 | this->setRow(2, 0, 0, SK_Scalar1); |
132 | } |
133 | |
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 | |
142 | void SkMatrix3D::preRotateX(SkScalar degX) { |
143 | SkMatrix3D m; |
144 | m.setRotateX(degX); |
145 | this->setConcat(*this, m); |
146 | } |
147 | |
148 | void SkMatrix3D::preRotateY(SkScalar degY) { |
149 | SkMatrix3D m; |
150 | m.setRotateY(degY); |
151 | this->setConcat(*this, m); |
152 | } |
153 | |
154 | void SkMatrix3D::preRotateZ(SkScalar degZ) { |
155 | SkMatrix3D m; |
156 | m.setRotateZ(degZ); |
157 | this->setConcat(*this, m); |
158 | } |
159 | |
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 | |
180 | 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 | |
187 | 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 | |
196 | SkCamera3D::SkCamera3D() { |
197 | this->reset(); |
198 | } |
199 | |
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 | |
210 | void SkCamera3D::update() { |
211 | fNeedToUpdate = true; |
212 | } |
213 | |
214 | 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(SkUnit3D{fZenith.fX, fZenith.fY, fZenith.fZ}, 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 | SkPoint3D{zenith.fX, zenith.fY, zenith.fZ}.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 | |
264 | 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(SkUnit3D{diff.fX, diff.fY, diff.fZ}, |
280 | SkUnit3D{mapPtr[6], mapPtr[7], mapPtr[8]}); |
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 | |
309 | Sk3DView::Sk3DView() { |
310 | fInitialRec.fMatrix.reset(); |
311 | fRec = &fInitialRec; |
312 | } |
313 | |
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 | |
323 | void Sk3DView::save() { |
324 | Rec* rec = new Rec; |
325 | rec->fNext = fRec; |
326 | rec->fMatrix = fRec->fMatrix; |
327 | fRec = rec; |
328 | } |
329 | |
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_FRAMEWORK |
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 | |
347 | SkScalar Sk3DView::getCameraLocationX() const { |
348 | return fCamera.fLocation.fX / 72.0f; |
349 | } |
350 | |
351 | SkScalar Sk3DView::getCameraLocationY() const { |
352 | return fCamera.fLocation.fY / 72.0f; |
353 | } |
354 | |
355 | SkScalar Sk3DView::getCameraLocationZ() const { |
356 | return fCamera.fLocation.fZ / 72.0f; |
357 | } |
358 | #endif |
359 | |
360 | void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) { |
361 | fRec->fMatrix.preTranslate(x, y, z); |
362 | } |
363 | |
364 | void Sk3DView::rotateX(SkScalar deg) { |
365 | fRec->fMatrix.preRotateX(deg); |
366 | } |
367 | |
368 | void Sk3DView::rotateY(SkScalar deg) { |
369 | fRec->fMatrix.preRotateY(deg); |
370 | } |
371 | |
372 | void Sk3DView::rotateZ(SkScalar deg) { |
373 | fRec->fMatrix.preRotateZ(deg); |
374 | } |
375 | |
376 | 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 | |
382 | 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 "include/core/SkCanvas.h" |
391 | |
392 | void Sk3DView::applyToCanvas(SkCanvas* canvas) const { |
393 | SkMatrix matrix; |
394 | |
395 | this->getMatrix(&matrix); |
396 | canvas->concat(matrix); |
397 | } |
398 | |