/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ // Inspired by Rob Johnson's most excellent QuickDraw GX sample code #ifndef SkCamera_DEFINED #define SkCamera_DEFINED #include "../private/SkNoncopyable.h" #include "SkMatrix.h" class SkCanvas; struct SkUnit3D { SkScalar fX, fY, fZ; void set(SkScalar x, SkScalar y, SkScalar z) { fX = x; fY = y; fZ = z; } static SkScalar Dot(const SkUnit3D&, const SkUnit3D&); static void Cross(const SkUnit3D&, const SkUnit3D&, SkUnit3D* cross); }; struct SkPoint3D { SkScalar fX, fY, fZ; void set(SkScalar x, SkScalar y, SkScalar z) { fX = x; fY = y; fZ = z; } SkScalar normalize(SkUnit3D*) const; }; typedef SkPoint3D SkVector3D; struct SkMatrix3D { SkScalar fMat[3][4]; void reset(); void setRow(int row, SkScalar a, SkScalar b, SkScalar c, SkScalar d = 0) { SkASSERT((unsigned)row < 3); fMat[row][0] = a; fMat[row][1] = b; fMat[row][2] = c; fMat[row][3] = d; } void setRotateX(SkScalar deg); void setRotateY(SkScalar deg); void setRotateZ(SkScalar deg); void setTranslate(SkScalar x, SkScalar y, SkScalar z); void preRotateX(SkScalar deg); void preRotateY(SkScalar deg); void preRotateZ(SkScalar deg); void preTranslate(SkScalar x, SkScalar y, SkScalar z); void setConcat(const SkMatrix3D& a, const SkMatrix3D& b); void mapPoint(const SkPoint3D& src, SkPoint3D* dst) const; void mapVector(const SkVector3D& src, SkVector3D* dst) const; void mapPoint(SkPoint3D* v) const { this->mapPoint(*v, v); } void mapVector(SkVector3D* v) const { this->mapVector(*v, v); } }; class SkPatch3D { public: SkPatch3D(); void reset(); void transform(const SkMatrix3D&, SkPatch3D* dst = nullptr) const; // dot a unit vector with the patch's normal SkScalar dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const; SkScalar dotWith(const SkVector3D& v) const { return this->dotWith(v.fX, v.fY, v.fZ); } // deprecated, but still here for animator (for now) void rotate(SkScalar /*x*/, SkScalar /*y*/, SkScalar /*z*/) {} void rotateDegrees(SkScalar /*x*/, SkScalar /*y*/, SkScalar /*z*/) {} private: public: // make public for SkDraw3D for now SkVector3D fU, fV; SkPoint3D fOrigin; friend class SkCamera3D; }; class SkCamera3D { public: SkCamera3D(); void reset(); void update(); void patchToMatrix(const SkPatch3D&, SkMatrix* matrix) const; SkPoint3D fLocation; // origin of the camera's space SkPoint3D fAxis; // view direction SkPoint3D fZenith; // up direction SkPoint3D fObserver; // eye position (may not be the same as the origin) private: mutable SkMatrix fOrientation; mutable bool fNeedToUpdate; void doUpdate() const; }; class SK_API Sk3DView : SkNoncopyable { public: Sk3DView(); ~Sk3DView(); void save(); void restore(); void translate(SkScalar x, SkScalar y, SkScalar z); void rotateX(SkScalar deg); void rotateY(SkScalar deg); void rotateZ(SkScalar deg); #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK void setCameraLocation(SkScalar x, SkScalar y, SkScalar z); SkScalar getCameraLocationX() const; SkScalar getCameraLocationY() const; SkScalar getCameraLocationZ() const; #endif void getMatrix(SkMatrix*) const; void applyToCanvas(SkCanvas*) const; SkScalar dotWithNormal(SkScalar dx, SkScalar dy, SkScalar dz) const; private: struct Rec { Rec* fNext; SkMatrix3D fMatrix; }; Rec* fRec; Rec fInitialRec; SkCamera3D fCamera; }; #endif