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SCamera.cpp
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#include <souistd.h>
8#include "matrix/SCamera.h"
9
10SNSBEGIN
11
12/**
13 * Use to cast a pointer to a different type, and maintaining strict-aliasing
14 */
15template <typename Dst>
16Dst SkTCast(const void *ptr)
17{
18 union {
19 const void *src;
20 Dst dst;
21 } data;
22 data.src = ptr;
23 return data.dst;
24}
25
26struct SkUnit3D
27{
28 float fX, fY, fZ;
29
30 void set(float x, float y, float z)
31 {
32 fX = x;
33 fY = y;
34 fZ = z;
35 }
36 static float Dot(const SkUnit3D &, const SkUnit3D &);
37 static void Cross(const SkUnit3D &, const SkUnit3D &, SkUnit3D *cross);
38};
39
40struct SkPoint3D
41{
42 float fX, fY, fZ;
43
44 void set(float x, float y, float z)
45 {
46 fX = x;
47 fY = y;
48 fZ = z;
49 }
50 float normalize(SkUnit3D *) const;
51};
52typedef SkPoint3D SkVector3D;
53
54struct SkMatrix3D
55{
56 float fMat[3][4];
57
58 void reset();
59
60 void setRow(int row, float a, float b, float c, float d = 0)
61 {
62 SASSERT((unsigned)row < 3);
63 fMat[row][0] = a;
64 fMat[row][1] = b;
65 fMat[row][2] = c;
66 fMat[row][3] = d;
67 }
68
69 void setRotateX(float deg);
70 void setRotateY(float deg);
71 void setRotateZ(float deg);
72 void setTranslate(float x, float y, float z);
73
74 void preRotateX(float deg);
75 void preRotateY(float deg);
76 void preRotateZ(float deg);
77 void preTranslate(float x, float y, float z);
78
79 void setConcat(const SkMatrix3D &a, const SkMatrix3D &b);
80 void mapPoint(const SkPoint3D &src, SkPoint3D *dst) const;
81 void mapVector(const SkVector3D &src, SkVector3D *dst) const;
82
83 void mapPoint(SkPoint3D *v) const
84 {
85 this->mapPoint(*v, v);
86 }
87
88 void mapVector(SkVector3D *v) const
89 {
90 this->mapVector(*v, v);
91 }
92};
93
94class SkPatch3D {
95 public:
96 SkPatch3D();
97
98 void reset();
99 void transform(const SkMatrix3D &, SkPatch3D *dst = NULL) const;
100
101 // dot a unit vector with the patch's normal
102 float dotWith(float dx, float dy, float dz) const;
103 float dotWith(const SkVector3D &v) const
104 {
105 return this->dotWith(v.fX, v.fY, v.fZ);
106 }
107
108 public: // make public for SkDraw3D for now
109 SkVector3D fU, fV;
110 SkPoint3D fOrigin;
111
112 friend class SkCamera3D;
113};
114
115class SkCamera3D {
116 public:
117 SkCamera3D();
118
119 void reset();
120 void update();
121 void patchToMatrix(const SkPatch3D &, SMatrix *matrix) const;
122
123 SkPoint3D fLocation;
124 SkPoint3D fAxis;
125 SkPoint3D fZenith;
126 SkPoint3D fObserver;
127
128 private:
129 mutable SMatrix fOrientation;
130 mutable bool fNeedToUpdate;
131
132 void doUpdate() const;
133};
134
135class S3DView {
136 public:
137 S3DView();
138 ~S3DView();
139
140 void save();
141 void restore();
142
143 void translate(float x, float y, float z);
144 void rotateX(float deg);
145 void rotateY(float deg);
146 void rotateZ(float deg);
147
148 void setCameraLocation(float x, float y, float z);
149 float getCameraLocationX();
150 float getCameraLocationY();
151 float getCameraLocationZ();
152
153 void getMatrix(SMatrix *) const;
154
155 float dotWithNormal(float dx, float dy, float dz) const;
156
157 private:
158 struct Rec
159 {
160 Rec *fNext;
161 SkMatrix3D fMatrix;
162 };
163 Rec *fRec;
164 Rec fInitialRec;
165 SkCamera3D fCamera;
166};
167
168static float SFloatDotDiv(int count, const float a[], int step_a, const float b[], int step_b, float denom)
169{
170 float prod = 0;
171 for (int i = 0; i < count; i++)
172 {
173 prod += a[0] * b[0];
174 a += step_a;
175 b += step_b;
176 }
177 return prod / denom;
178}
179
180static float SFloatDot(int count, const float a[], int step_a, const float b[], int step_b)
181{
182 float prod = 0;
183 for (int i = 0; i < count; i++)
184 {
185 prod += a[0] * b[0];
186 a += step_a;
187 b += step_b;
188 }
189 return prod;
190}
191
192///////////////////////////////////////////////////////////////////////////////
193
194float SkPoint3D::normalize(SkUnit3D *unit) const
195{
196 float mag = SFloatSqrt(fX * fX + fY * fY + fZ * fZ);
197 if (mag)
198 {
199 float scale = SFloatInvert(mag);
200 unit->fX = fX * scale;
201 unit->fY = fY * scale;
202 unit->fZ = fZ * scale;
203 }
204 else
205 {
206 unit->fX = unit->fY = unit->fZ = 0;
207 }
208 return mag;
209}
210
211float SkUnit3D::Dot(const SkUnit3D &a, const SkUnit3D &b)
212{
213 return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
214}
215
216void SkUnit3D::Cross(const SkUnit3D &a, const SkUnit3D &b, SkUnit3D *cross)
217{
218 SASSERT(cross);
219
220 // use x,y,z, in case &a == cross or &b == cross
221
222 float x = a.fY * b.fZ - a.fZ * b.fY;
223 float y = a.fZ * b.fX - a.fX * b.fY;
224 float z = a.fX * b.fY - a.fY * b.fX;
225
226 cross->set(x, y, z);
227}
228
229///////////////////////////////////////////////////////////////////////////////
230
231SkPatch3D::SkPatch3D()
232{
233 this->reset();
234}
235
236void SkPatch3D::reset()
237{
238 fOrigin.set(0, 0, 0);
239 fU.set(SK_Scalar1, 0, 0);
240 fV.set(0, -SK_Scalar1, 0);
241}
242
243void SkPatch3D::transform(const SkMatrix3D &m, SkPatch3D *dst) const
244{
245 if (dst == NULL)
246 {
247 dst = (SkPatch3D *)this;
248 }
249 m.mapVector(fU, &dst->fU);
250 m.mapVector(fV, &dst->fV);
251 m.mapPoint(fOrigin, &dst->fOrigin);
252}
253
254float SkPatch3D::dotWith(float dx, float dy, float dz) const
255{
256 float cx = SFloatMul(fU.fY, fV.fZ) - SFloatMul(fU.fZ, fV.fY);
257 float cy = SFloatMul(fU.fZ, fV.fX) - SFloatMul(fU.fX, fV.fY);
258 float cz = SFloatMul(fU.fX, fV.fY) - SFloatMul(fU.fY, fV.fX);
259
260 return SFloatMul(cx, dx) + SFloatMul(cy, dy) + SFloatMul(cz, dz);
261}
262
263///////////////////////////////////////////////////////////////////////////////
264
265void SkMatrix3D::reset()
266{
267 memset(fMat, 0, sizeof(fMat));
268 fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
269}
270
271void SkMatrix3D::setTranslate(float x, float y, float z)
272{
273 memset(fMat, 0, sizeof(fMat));
274 fMat[0][0] = x;
275 fMat[1][1] = y;
276 fMat[2][2] = z;
277}
278
279void SkMatrix3D::setRotateX(float degX)
280{
281 float s, c;
282
283 s = SMatrix::SFloatSinCos(SkDegreesToRadians(degX), &c);
284 this->setRow(0, SK_Scalar1, 0, 0);
285 this->setRow(1, 0, c, -s);
286 this->setRow(2, 0, s, c);
287}
288
289void SkMatrix3D::setRotateY(float degY)
290{
291 float s, c;
292
293 s = SMatrix::SFloatSinCos(SkDegreesToRadians(degY), &c);
294 this->setRow(0, c, 0, -s);
295 this->setRow(1, 0, SK_Scalar1, 0);
296 this->setRow(2, s, 0, c);
297}
298
299void SkMatrix3D::setRotateZ(float degZ)
300{
301 float s, c;
302
303 s = SMatrix::SFloatSinCos(SkDegreesToRadians(degZ), &c);
304 this->setRow(0, c, -s, 0);
305 this->setRow(1, s, c, 0);
306 this->setRow(2, 0, 0, SK_Scalar1);
307}
308
309void SkMatrix3D::preTranslate(float x, float y, float z)
310{
311 float col[3] = { x, y, z };
312
313 for (int i = 0; i < 3; i++)
314 {
315 fMat[i][3] += SFloatDot(3, &fMat[i][0], 1, col, 1);
316 }
317}
318
319void SkMatrix3D::preRotateX(float degX)
320{
321 SkMatrix3D m;
322 m.setRotateX(degX);
323 this->setConcat(*this, m);
324}
325
326void SkMatrix3D::preRotateY(float degY)
327{
328 SkMatrix3D m;
329 m.setRotateY(degY);
330 this->setConcat(*this, m);
331}
332
333void SkMatrix3D::preRotateZ(float degZ)
334{
335 SkMatrix3D m;
336 m.setRotateZ(degZ);
337 this->setConcat(*this, m);
338}
339
340void SkMatrix3D::setConcat(const SkMatrix3D &a, const SkMatrix3D &b)
341{
342 SkMatrix3D tmp;
343 SkMatrix3D *c = this;
344
345 if (this == &a || this == &b)
346 {
347 c = &tmp;
348 }
349 for (int i = 0; i < 3; i++)
350 {
351 for (int j = 0; j < 3; j++)
352 {
353 c->fMat[i][j] = SFloatDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
354 }
355 c->fMat[i][3] = SFloatDot(3, &a.fMat[i][0], 1, &b.fMat[0][3], 4) + a.fMat[i][3];
356 }
357
358 if (c == &tmp)
359 {
360 *this = tmp;
361 }
362}
363
364void SkMatrix3D::mapPoint(const SkPoint3D &src, SkPoint3D *dst) const
365{
366 float x = SFloatDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
367 float y = SFloatDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
368 float z = SFloatDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
369 dst->set(x, y, z);
370}
371
372void SkMatrix3D::mapVector(const SkVector3D &src, SkVector3D *dst) const
373{
374 float x = SFloatDot(3, &fMat[0][0], 1, &src.fX, 1);
375 float y = SFloatDot(3, &fMat[1][0], 1, &src.fX, 1);
376 float z = SFloatDot(3, &fMat[2][0], 1, &src.fX, 1);
377 dst->set(x, y, z);
378}
379
380///////////////////////////////////////////////////////////////////////////////
381
382SkCamera3D::SkCamera3D()
383{
384 this->reset();
385}
386
387void SkCamera3D::reset()
388{
389 fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward
390 fAxis.set(0, 0, SK_Scalar1); // forward
391 fZenith.set(0, -SK_Scalar1, 0); // up
392
393 fObserver.set(0, 0, fLocation.fZ);
394
395 fNeedToUpdate = true;
396}
397
398void SkCamera3D::update()
399{
400 fNeedToUpdate = true;
401}
402
403void SkCamera3D::doUpdate() const
404{
405 SkUnit3D axis, zenith, cross;
406
407 fAxis.normalize(&axis);
408
409 {
410 float dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D *>(&fZenith), axis);
411
412 zenith.fX = fZenith.fX - dot * axis.fX;
413 zenith.fY = fZenith.fY - dot * axis.fY;
414 zenith.fZ = fZenith.fZ - dot * axis.fZ;
415
416 SkTCast<SkPoint3D *>(&zenith)->normalize(&zenith);
417 }
418
419 SkUnit3D::Cross(axis, zenith, &cross);
420
421 {
422 SMatrix *orien = &fOrientation;
423 float x = fObserver.fX;
424 float y = fObserver.fY;
425 float z = fObserver.fZ;
426
427 orien->set(kMScaleX, x * axis.fX - z * cross.fX);
428 orien->set(kMSkewX, x * axis.fY - z * cross.fY);
429 orien->set(kMTransX, x * axis.fZ - z * cross.fZ);
430 orien->set(kMSkewY, y * axis.fX - z * zenith.fX);
431 orien->set(kMScaleY, y * axis.fY - z * zenith.fY);
432 orien->set(kMTransY, y * axis.fZ - z * zenith.fZ);
433 orien->set(kMPersp0, axis.fX);
434 orien->set(kMPersp1, axis.fY);
435 orien->set(kMPersp2, axis.fZ);
436 }
437}
438
439void SkCamera3D::patchToMatrix(const SkPatch3D &quilt, SMatrix *matrix) const
440{
441 if (fNeedToUpdate)
442 {
443 this->doUpdate();
444 fNeedToUpdate = false;
445 }
446
447 const float *mapPtr = fOrientation.fMat;
448 const float *patchPtr;
449 SkPoint3D diff;
450 float dot;
451
452 diff.fX = quilt.fOrigin.fX - fLocation.fX;
453 diff.fY = quilt.fOrigin.fY - fLocation.fY;
454 diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
455
456 dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D *>(&diff), *SkTCast<const SkUnit3D *>(fOrientation.fMat + 6));
457
458 patchPtr = (const float *)&quilt;
459 matrix->set(kMScaleX, SFloatDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
460 matrix->set(kMSkewY, SFloatDotDiv(3, patchPtr, 1, mapPtr + 3, 1, dot));
461 matrix->set(kMPersp0, SFloatDotDiv(3, patchPtr, 1, mapPtr + 6, 1, dot));
462
463 patchPtr += 3;
464 matrix->set(kMSkewX, SFloatDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
465 matrix->set(kMScaleY, SFloatDotDiv(3, patchPtr, 1, mapPtr + 3, 1, dot));
466 matrix->set(kMPersp1, SFloatDotDiv(3, patchPtr, 1, mapPtr + 6, 1, dot));
467
468 patchPtr = (const float *)(const void *)&diff;
469 matrix->set(kMTransX, SFloatDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
470 matrix->set(kMTransY, SFloatDotDiv(3, patchPtr, 1, mapPtr + 3, 1, dot));
471 matrix->set(kMPersp2, SK_Scalar1);
472}
473
474///////////////////////////////////////////////////////////////////////////////
475
476S3DView::S3DView()
477{
478 fInitialRec.fMatrix.reset();
479 fRec = &fInitialRec;
480}
481
482S3DView::~S3DView()
483{
484 Rec *rec = fRec;
485 while (rec != &fInitialRec)
486 {
487 Rec *next = rec->fNext;
488 delete rec;
489 rec = next;
490 }
491}
492
493void S3DView::save()
494{
495 Rec *rec = new Rec;
496 rec->fNext = fRec;
497 rec->fMatrix = fRec->fMatrix;
498 fRec = rec;
499}
500
501void S3DView::restore()
502{
503 SASSERT(fRec != &fInitialRec);
504 Rec *next = fRec->fNext;
505 delete fRec;
506 fRec = next;
507}
508
509void S3DView::setCameraLocation(float x, float y, float z)
510{
511 // the camera location is passed in inches, set in pt
512 float lz = z * 72.0f;
513 fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
514 fCamera.fObserver.set(0, 0, lz);
515 fCamera.update();
516}
517
518float S3DView::getCameraLocationX()
519{
520 return fCamera.fLocation.fX / 72.0f;
521}
522
523float S3DView::getCameraLocationY()
524{
525 return fCamera.fLocation.fY / 72.0f;
526}
527
528float S3DView::getCameraLocationZ()
529{
530 return fCamera.fLocation.fZ / 72.0f;
531}
532
533void S3DView::translate(float x, float y, float z)
534{
535 fRec->fMatrix.preTranslate(x, y, z);
536}
537
538void S3DView::rotateX(float deg)
539{
540 fRec->fMatrix.preRotateX(deg);
541}
542
543void S3DView::rotateY(float deg)
544{
545 fRec->fMatrix.preRotateY(deg);
546}
547
548void S3DView::rotateZ(float deg)
549{
550 fRec->fMatrix.preRotateZ(deg);
551}
552
553float S3DView::dotWithNormal(float x, float y, float z) const
554{
555 SkPatch3D patch;
556 patch.transform(fRec->fMatrix);
557 return patch.dotWith(x, y, z);
558}
559
560void S3DView::getMatrix(SMatrix *matrix) const
561{
562 if (matrix != NULL)
563 {
564 SkPatch3D patch;
565 patch.transform(fRec->fMatrix);
566 fCamera.patchToMatrix(patch, matrix);
567 }
568}
569
570////////////////////////////////////////////////////////////////////
571SCamera::SCamera()
572 : m_priv(new (S3DView))
573{
574}
575
576SCamera::~SCamera()
577{
578 delete m_priv;
579}
580
581void SCamera::save()
582{
583 m_priv->save();
584}
585
586void SCamera::restore()
587{
588 m_priv->restore();
589}
590
591void SCamera::translate(float x, float y, float z)
592{
593 m_priv->translate(x, y, z);
594}
595
596void SCamera::rotateX(float deg)
597{
598 m_priv->rotateX(deg);
599}
600
601void SCamera::rotateY(float deg)
602{
603 m_priv->rotateY(deg);
604}
605
606void SCamera::rotateZ(float deg)
607{
608 m_priv->rotateZ(deg);
609}
610
611void SCamera::setCameraLocation(float x, float y, float z)
612{
613 m_priv->setCameraLocation(x, y, z);
614}
615
616float SCamera::getCameraLocationX()
617{
618 return m_priv->getCameraLocationX();
619 ;
620}
621
622float SCamera::getCameraLocationY()
623{
624 return m_priv->getCameraLocationY();
625}
626
627float SCamera::getCameraLocationZ()
628{
629 return m_priv->getCameraLocationZ();
630}
631
632void SCamera::getMatrix(SMatrix *out) const
633{
634 return m_priv->getMatrix(out);
635}
636
637SNSEND
The SMatrix class holds a 3x3 matrix for transforming coordinates. SMatrix does not have a constructo...
Definition SMatrix.h:22
void set(int index, float value)
Sets the matrix element at the specified index.
Definition SMatrix.h:345