c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
158 lines
4.1 KiB
C
158 lines
4.1 KiB
C
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkPoint3_DEFINED
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#define SkPoint3_DEFINED
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#include "include/core/SkPoint.h"
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struct SK_API SkPoint3 {
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SkScalar fX, fY, fZ;
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static SkPoint3 Make(SkScalar x, SkScalar y, SkScalar z) {
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SkPoint3 pt;
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pt.set(x, y, z);
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return pt;
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}
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SkScalar x() const { return fX; }
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SkScalar y() const { return fY; }
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SkScalar z() const { return fZ; }
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void set(SkScalar x, SkScalar y, SkScalar z) { fX = x; fY = y; fZ = z; }
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friend bool operator==(const SkPoint3& a, const SkPoint3& b) {
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return a.fX == b.fX && a.fY == b.fY && a.fZ == b.fZ;
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}
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friend bool operator!=(const SkPoint3& a, const SkPoint3& b) {
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return !(a == b);
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}
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/** Returns the Euclidian distance from (0,0,0) to (x,y,z)
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*/
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static SkScalar Length(SkScalar x, SkScalar y, SkScalar z);
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/** Return the Euclidian distance from (0,0,0) to the point
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*/
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SkScalar length() const { return SkPoint3::Length(fX, fY, fZ); }
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/** Set the point (vector) to be unit-length in the same direction as it
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already points. If the point has a degenerate length (i.e., nearly 0)
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then set it to (0,0,0) and return false; otherwise return true.
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*/
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bool normalize();
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/** Return a new point whose X, Y and Z coordinates are scaled.
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*/
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SkPoint3 makeScale(SkScalar scale) const {
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SkPoint3 p;
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p.set(scale * fX, scale * fY, scale * fZ);
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return p;
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}
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/** Scale the point's coordinates by scale.
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*/
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void scale(SkScalar value) {
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fX *= value;
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fY *= value;
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fZ *= value;
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}
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/** Return a new point whose X, Y and Z coordinates are the negative of the
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original point's
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*/
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SkPoint3 operator-() const {
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SkPoint3 neg;
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neg.fX = -fX;
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neg.fY = -fY;
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neg.fZ = -fZ;
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return neg;
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}
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/** Returns a new point whose coordinates are the difference between
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a and b (i.e., a - b)
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*/
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friend SkPoint3 operator-(const SkPoint3& a, const SkPoint3& b) {
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SkPoint3 v;
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v.set(a.fX - b.fX, a.fY - b.fY, a.fZ - b.fZ);
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return v;
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}
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/** Returns a new point whose coordinates are the sum of a and b (a + b)
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*/
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friend SkPoint3 operator+(const SkPoint3& a, const SkPoint3& b) {
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SkPoint3 v;
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v.set(a.fX + b.fX, a.fY + b.fY, a.fZ + b.fZ);
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return v;
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}
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/** Add v's coordinates to the point's
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*/
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void operator+=(const SkPoint3& v) {
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fX += v.fX;
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fY += v.fY;
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fZ += v.fZ;
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}
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/** Subtract v's coordinates from the point's
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*/
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void operator-=(const SkPoint3& v) {
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fX -= v.fX;
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fY -= v.fY;
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fZ -= v.fZ;
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}
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/** Returns true if fX, fY, and fZ are measurable values.
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@return true for values other than infinities and NaN
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*/
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bool isFinite() const {
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SkScalar accum = 0;
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accum *= fX;
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accum *= fY;
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accum *= fZ;
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// accum is either NaN or it is finite (zero).
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SkASSERT(0 == accum || SkScalarIsNaN(accum));
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// value==value will be true iff value is not NaN
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// TODO: is it faster to say !accum or accum==accum?
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return !SkScalarIsNaN(accum);
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}
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/** Returns the dot product of a and b, treating them as 3D vectors
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*/
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static SkScalar DotProduct(const SkPoint3& a, const SkPoint3& b) {
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return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
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}
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SkScalar dot(const SkPoint3& vec) const {
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return DotProduct(*this, vec);
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}
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/** Returns the cross product of a and b, treating them as 3D vectors
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*/
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static SkPoint3 CrossProduct(const SkPoint3& a, const SkPoint3& b) {
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SkPoint3 result;
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result.fX = a.fY*b.fZ - a.fZ*b.fY;
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result.fY = a.fZ*b.fX - a.fX*b.fZ;
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result.fZ = a.fX*b.fY - a.fY*b.fX;
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return result;
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}
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SkPoint3 cross(const SkPoint3& vec) const {
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return CrossProduct(*this, vec);
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}
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};
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typedef SkPoint3 SkVector3;
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typedef SkPoint3 SkColor3f;
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#endif
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