зеркало из https://github.com/mozilla/moz-skia.git
177 строки
4.3 KiB
C++
177 строки
4.3 KiB
C++
/*
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* Copyright (C) 2006 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Inspired by Rob Johnson's most excellent QuickDraw GX sample code
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#ifndef SkCamera_DEFINED
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#define SkCamera_DEFINED
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#include "Sk64.h"
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#include "SkMatrix.h"
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class SkCanvas;
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#ifdef SK_SCALAR_IS_FIXED
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typedef SkFract SkUnitScalar;
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#define SK_UnitScalar1 SK_Fract1
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#define SkUnitScalarMul(a, b) SkFractMul(a, b)
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#define SkUnitScalarDiv(a, b) SkFractDiv(a, b)
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#else
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typedef float SkUnitScalar;
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#define SK_UnitScalar1 SK_Scalar1
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#define SkUnitScalarMul(a, b) SkScalarMul(a, b)
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#define SkUnitScalarDiv(a, b) SkScalarDiv(a, b)
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#endif
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struct SkUnit3D {
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SkUnitScalar fX, fY, fZ;
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void set(SkUnitScalar x, SkUnitScalar y, SkUnitScalar z)
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{
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fX = x; fY = y; fZ = z;
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}
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static SkUnitScalar Dot(const SkUnit3D&, const SkUnit3D&);
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static void Cross(const SkUnit3D&, const SkUnit3D&, SkUnit3D* cross);
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};
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struct SkPoint3D {
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SkScalar fX, fY, fZ;
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void set(SkScalar x, SkScalar y, SkScalar z)
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{
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fX = x; fY = y; fZ = z;
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}
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SkScalar normalize(SkUnit3D*) const;
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};
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typedef SkPoint3D SkVector3D;
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struct SkMatrix3D {
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SkScalar fMat[3][4];
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void reset();
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void setRow(int row, SkScalar a, SkScalar b, SkScalar c, SkScalar d = 0)
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{
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SkASSERT((unsigned)row < 3);
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fMat[row][0] = a;
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fMat[row][1] = b;
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fMat[row][2] = c;
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fMat[row][3] = d;
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}
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void setRotateX(SkScalar deg);
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void setRotateY(SkScalar deg);
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void setRotateZ(SkScalar deg);
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void setTranslate(SkScalar x, SkScalar y, SkScalar z);
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void preRotateX(SkScalar deg);
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void preRotateY(SkScalar deg);
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void preRotateZ(SkScalar deg);
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void preTranslate(SkScalar x, SkScalar y, SkScalar z);
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void setConcat(const SkMatrix3D& a, const SkMatrix3D& b);
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void mapPoint(const SkPoint3D& src, SkPoint3D* dst) const;
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void mapVector(const SkVector3D& src, SkVector3D* dst) const;
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void mapPoint(SkPoint3D* v) const
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{
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this->mapPoint(*v, v);
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}
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void mapVector(SkVector3D* v) const
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{
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this->mapVector(*v, v);
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}
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};
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class SkPatch3D {
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public:
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SkPatch3D();
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void reset();
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void transform(const SkMatrix3D&, SkPatch3D* dst = NULL) const;
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// dot a unit vector with the patch's normal
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SkScalar dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const;
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SkScalar dotWith(const SkVector3D& v) const
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{
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return this->dotWith(v.fX, v.fY, v.fZ);
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}
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// depreicated, but still here for animator (for now)
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void rotate(SkScalar x, SkScalar y, SkScalar z) {}
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void rotateDegrees(SkScalar x, SkScalar y, SkScalar z) {}
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private:
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public: // make public for SkDraw3D for now
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SkVector3D fU, fV;
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SkPoint3D fOrigin;
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friend class SkCamera3D;
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};
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class SkCamera3D {
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public:
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SkCamera3D();
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void reset();
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void update();
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void patchToMatrix(const SkPatch3D&, SkMatrix* matrix) const;
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SkPoint3D fLocation;
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SkPoint3D fAxis;
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SkPoint3D fZenith;
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SkPoint3D fObserver;
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private:
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mutable SkMatrix fOrientation;
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mutable bool fNeedToUpdate;
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void doUpdate() const;
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};
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class Sk3DView : SkNoncopyable {
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public:
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Sk3DView();
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~Sk3DView();
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void save();
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void restore();
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void translate(SkScalar x, SkScalar y, SkScalar z);
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void rotateX(SkScalar deg);
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void rotateY(SkScalar deg);
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void rotateZ(SkScalar deg);
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void getMatrix(SkMatrix*) const;
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void applyToCanvas(SkCanvas*) const;
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SkScalar dotWithNormal(SkScalar dx, SkScalar dy, SkScalar dz) const;
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private:
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struct Rec {
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Rec* fNext;
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SkMatrix3D fMatrix;
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};
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Rec* fRec;
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Rec fInitialRec;
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SkCamera3D fCamera;
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};
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#endif
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