fix warnings
code style git-svn-id: http://skia.googlecode.com/svn/trunk@1147 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
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d5683e2caa
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91408cc296
@ -19,12 +19,10 @@
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static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
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const SkScalar b[], int step_b,
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SkScalar denom)
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{
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SkScalar denom) {
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#ifdef SK_SCALAR_IS_FLOAT
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float prod = 0;
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for (int i = 0; i < count; i++)
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{
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for (int i = 0; i < count; i++) {
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prod += a[0] * b[0];
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a += step_a;
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b += step_b;
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@ -34,8 +32,7 @@ static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
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Sk64 prod, tmp;
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prod.set(0);
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for (int i = 0; i < count; i++)
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{
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for (int i = 0; i < count; i++) {
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tmp.setMul(a[0], b[0]);
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prod.add(tmp);
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a += step_a;
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@ -47,12 +44,10 @@ static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
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}
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static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
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const SkScalar b[], int step_b)
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{
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const SkScalar b[], int step_b) {
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#ifdef SK_SCALAR_IS_FLOAT
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float prod = 0;
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for (int i = 0; i < count; i++)
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{
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for (int i = 0; i < count; i++) {
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prod += a[0] * b[0];
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a += step_a;
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b += step_b;
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@ -62,8 +57,7 @@ static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
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Sk64 prod, tmp;
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prod.set(0);
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for (int i = 0; i < count; i++)
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{
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for (int i = 0; i < count; i++) {
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tmp.setMul(a[0], b[0]);
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prod.add(tmp);
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a += step_a;
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@ -73,18 +67,18 @@ static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const
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{
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SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const {
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#ifdef SK_SCALAR_IS_FLOAT
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float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
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if (mag)
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{
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if (mag) {
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float scale = 1.0f / mag;
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unit->fX = fX * scale;
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unit->fY = fY * scale;
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unit->fZ = fZ * scale;
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} else {
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unit->fX = unit->fY = unit->fZ = 0;
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}
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#else
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Sk64 tmp1, tmp2;
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@ -96,32 +90,30 @@ SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const
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tmp1.add(tmp2);
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SkFixed mag = tmp1.getSqrt();
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if (mag)
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{
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if (mag) {
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// what if mag < SK_Fixed1 ??? we will underflow the fixdiv
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SkFixed scale = SkFixedDiv(SK_Fract1, mag);
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unit->fX = SkFixedMul(fX, scale);
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unit->fY = SkFixedMul(fY, scale);
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unit->fZ = SkFixedMul(fZ, scale);
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} else {
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unit->fX = unit->fY = unit->fZ = 0;
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}
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#endif
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return mag;
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}
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SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b)
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{
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SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
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return SkUnitScalarMul(a.fX, b.fX) +
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SkUnitScalarMul(a.fY, b.fY) +
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SkUnitScalarMul(a.fZ, b.fZ);
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}
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void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross)
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{
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void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
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SkASSERT(cross);
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// use x,y,z, in case &a == cross or &b == cross
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SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY);
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SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY);
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SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX);
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@ -129,32 +121,28 @@ void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross)
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cross->set(x, y, z);
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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SkPatch3D::SkPatch3D()
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{
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SkPatch3D::SkPatch3D() {
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this->reset();
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}
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void SkPatch3D::reset()
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{
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void SkPatch3D::reset() {
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fOrigin.set(0, 0, 0);
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fU.set(SK_Scalar1, 0, 0);
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fV.set(0, -SK_Scalar1, 0);
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}
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void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const
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{
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if (dst == NULL)
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void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
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if (dst == NULL) {
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dst = (SkPatch3D*)this;
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}
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m.mapVector(fU, &dst->fU);
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m.mapVector(fV, &dst->fV);
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m.mapPoint(fOrigin, &dst->fOrigin);
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}
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SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const
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{
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SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
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SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
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SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
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SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
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@ -162,24 +150,21 @@ SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const
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return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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void SkMatrix3D::reset()
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{
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void SkMatrix3D::reset() {
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memset(fMat, 0, sizeof(fMat));
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fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
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}
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void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z)
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{
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void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
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memset(fMat, 0, sizeof(fMat));
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fMat[0][0] = x;
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fMat[1][1] = y;
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fMat[2][2] = z;
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}
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void SkMatrix3D::setRotateX(SkScalar degX)
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{
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void SkMatrix3D::setRotateX(SkScalar degX) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
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@ -188,8 +173,7 @@ void SkMatrix3D::setRotateX(SkScalar degX)
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this->setRow(2, 0, s, c);
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}
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void SkMatrix3D::setRotateY(SkScalar degY)
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{
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void SkMatrix3D::setRotateY(SkScalar degY) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
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@ -198,8 +182,7 @@ void SkMatrix3D::setRotateY(SkScalar degY)
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this->setRow(2, s, 0, c);
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}
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void SkMatrix3D::setRotateZ(SkScalar degZ)
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{
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void SkMatrix3D::setRotateZ(SkScalar degZ) {
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SkScalar s, c;
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s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
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@ -208,78 +191,73 @@ void SkMatrix3D::setRotateZ(SkScalar degZ)
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this->setRow(2, 0, 0, SK_Scalar1);
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}
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void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z)
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{
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void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
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SkScalar col[3] = { x, y, z};
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++) {
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fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
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}
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}
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void SkMatrix3D::preRotateX(SkScalar degX)
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{
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void SkMatrix3D::preRotateX(SkScalar degX) {
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SkMatrix3D m;
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m.setRotateX(degX);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::preRotateY(SkScalar degY)
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{
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void SkMatrix3D::preRotateY(SkScalar degY) {
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SkMatrix3D m;
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m.setRotateY(degY);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::preRotateZ(SkScalar degZ)
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{
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void SkMatrix3D::preRotateZ(SkScalar degZ) {
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SkMatrix3D m;
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m.setRotateZ(degZ);
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this->setConcat(*this, m);
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}
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void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b)
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{
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void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
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SkMatrix3D tmp;
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SkMatrix3D* c = this;
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if (this == &a || this == &b)
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if (this == &a || this == &b) {
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c = &tmp;
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}
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++)
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for (int j = 0; j < 3; j++) {
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c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
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c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][3], 4) + a.fMat[i][3];
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}
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c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
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&b.fMat[0][3], 4) + a.fMat[i][3];
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}
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if (c == &tmp)
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if (c == &tmp) {
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*this = tmp;
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}
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}
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void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const
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{
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void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
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SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
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SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
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SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
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dst->set(x, y, z);
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}
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void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const
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{
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void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
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SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
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SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
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SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
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dst->set(x, y, z);
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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SkCamera3D::SkCamera3D()
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{
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SkCamera3D::SkCamera3D() {
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this->reset();
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}
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void SkCamera3D::reset()
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{
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void SkCamera3D::reset() {
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fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward
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fAxis.set(0, 0, SK_Scalar1); // forward
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fZenith.set(0, -SK_Scalar1, 0); // up
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@ -289,13 +267,11 @@ void SkCamera3D::reset()
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fNeedToUpdate = true;
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}
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void SkCamera3D::update()
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{
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void SkCamera3D::update() {
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fNeedToUpdate = true;
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}
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void SkCamera3D::doUpdate() const
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{
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void SkCamera3D::doUpdate() const {
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SkUnit3D axis, zenith, cross;
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fAxis.normalize(&axis);
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@ -330,10 +306,8 @@ void SkCamera3D::doUpdate() const
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}
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}
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void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const
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{
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if (fNeedToUpdate)
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{
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void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
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if (fNeedToUpdate) {
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this->doUpdate();
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fNeedToUpdate = false;
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}
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@ -366,16 +340,14 @@ void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const
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matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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Sk3DView::Sk3DView()
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{
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Sk3DView::Sk3DView() {
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fInitialRec.fMatrix.reset();
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fRec = &fInitialRec;
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}
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Sk3DView::~Sk3DView()
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{
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Sk3DView::~Sk3DView() {
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Rec* rec = fRec;
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while (rec != &fInitialRec) {
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Rec* next = rec->fNext;
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@ -384,16 +356,14 @@ Sk3DView::~Sk3DView()
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}
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}
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void Sk3DView::save()
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{
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void Sk3DView::save() {
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Rec* rec = SkNEW(Rec);
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rec->fNext = fRec;
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rec->fMatrix = fRec->fMatrix;
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fRec = rec;
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}
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void Sk3DView::restore()
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{
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void Sk3DView::restore() {
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SkASSERT(fRec != &fInitialRec);
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Rec* next = fRec->fNext;
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SkDELETE(fRec);
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@ -401,8 +371,7 @@ void Sk3DView::restore()
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}
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#ifdef ANDROID
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void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z)
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{
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void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
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// the camera location is passed in inches, set in pt
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SkScalar lz = z * SkFloatToScalar(72.0f);
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fCamera.fLocation.set(x * SkFloatToScalar(72.0f), y * SkFloatToScalar(72.0f), lz);
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@ -412,37 +381,30 @@ void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z)
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}
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#endif
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void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z)
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{
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void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
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fRec->fMatrix.preTranslate(x, y, z);
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}
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void Sk3DView::rotateX(SkScalar deg)
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{
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void Sk3DView::rotateX(SkScalar deg) {
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fRec->fMatrix.preRotateX(deg);
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}
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void Sk3DView::rotateY(SkScalar deg)
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{
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void Sk3DView::rotateY(SkScalar deg) {
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fRec->fMatrix.preRotateY(deg);
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}
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void Sk3DView::rotateZ(SkScalar deg)
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{
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void Sk3DView::rotateZ(SkScalar deg) {
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fRec->fMatrix.preRotateZ(deg);
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}
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SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const
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{
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SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
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SkPatch3D patch;
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patch.transform(fRec->fMatrix);
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return patch.dotWith(x, y, z);
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}
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void Sk3DView::getMatrix(SkMatrix* matrix) const
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{
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if (matrix != NULL)
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{
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void Sk3DView::getMatrix(SkMatrix* matrix) const {
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if (matrix != NULL) {
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SkPatch3D patch;
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patch.transform(fRec->fMatrix);
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fCamera.patchToMatrix(patch, matrix);
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@ -451,8 +413,7 @@ void Sk3DView::getMatrix(SkMatrix* matrix) const
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#include "SkCanvas.h"
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void Sk3DView::applyToCanvas(SkCanvas* canvas) const
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{
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void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
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SkMatrix matrix;
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this->getMatrix(&matrix);
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