grab from latest android



git-svn-id: http://skia.googlecode.com/svn/trunk@27 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/utils/SkCamera.cpp b/src/utils/SkCamera.cpp
new file mode 100644
index 0000000..b02499f
--- /dev/null
+++ b/src/utils/SkCamera.cpp
@@ -0,0 +1,449 @@
+/* libs/graphics/effects/SkCamera.cpp
+**
+** Copyright 2006, The Android Open Source Project
+**
+** Licensed under the Apache License, Version 2.0 (the "License"); 
+** you may not use this file except in compliance with the License. 
+** You may obtain a copy of the License at 
+**
+**     http://www.apache.org/licenses/LICENSE-2.0 
+**
+** Unless required by applicable law or agreed to in writing, software 
+** distributed under the License is distributed on an "AS IS" BASIS, 
+** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 
+** See the License for the specific language governing permissions and 
+** limitations under the License.
+*/
+
+#include "SkCamera.h"
+
+static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
+                               const SkScalar b[], int step_b,
+                               SkScalar denom)
+{
+#ifdef SK_SCALAR_IS_FLOAT
+    float prod = 0;
+    for (int i = 0; i < count; i++)
+    {
+        prod += a[0] * b[0];
+        a += step_a;
+        b += step_b;
+    }
+    return prod / denom;
+#else
+    Sk64    prod, tmp;
+
+    prod.set(0);
+    for (int i = 0; i < count; i++)
+    {
+        tmp.setMul(a[0], b[0]);
+        prod.add(tmp);
+        a += step_a;
+        b += step_b;
+    }
+    prod.div(denom, Sk64::kRound_DivOption);
+    return prod.get32();
+#endif
+}
+
+static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
+                                       const SkScalar b[], int step_b)
+{
+#ifdef SK_SCALAR_IS_FLOAT
+    float prod = 0;
+    for (int i = 0; i < count; i++)
+    {
+        prod += a[0] * b[0];
+        a += step_a;
+        b += step_b;
+    }
+    return prod;
+#else
+    Sk64    prod, tmp;
+
+    prod.set(0);
+    for (int i = 0; i < count; i++)
+    {
+        tmp.setMul(a[0], b[0]);
+        prod.add(tmp);
+        a += step_a;
+        b += step_b;
+    }
+    return prod.getFixed();
+#endif
+}
+
+//////////////////////////////////////////////////////////////////////////
+
+SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const
+{
+#ifdef SK_SCALAR_IS_FLOAT
+    float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
+    if (mag)
+    {
+        float scale = 1.0f / mag;
+        unit->fX = fX * scale;
+        unit->fY = fY * scale;
+        unit->fZ = fZ * scale;
+    }
+#else
+    Sk64    tmp1, tmp2;
+
+    tmp1.setMul(fX, fX);
+    tmp2.setMul(fY, fY);
+    tmp1.add(tmp2);
+    tmp2.setMul(fZ, fZ);
+    tmp1.add(tmp2);
+
+    SkFixed mag = tmp1.getSqrt();
+    if (mag)
+    {
+        // what if mag < SK_Fixed1 ??? we will underflow the fixdiv
+        SkFixed scale = SkFixedDiv(SK_Fract1, mag);
+        unit->fX = SkFixedMul(fX, scale);
+        unit->fY = SkFixedMul(fY, scale);
+        unit->fZ = SkFixedMul(fZ, scale);
+    }
+#endif
+    return mag;
+}
+
+SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b)
+{
+    return  SkUnitScalarMul(a.fX, b.fX) +
+            SkUnitScalarMul(a.fY, b.fY) +
+            SkUnitScalarMul(a.fZ, b.fZ);
+}
+
+void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross)
+{
+    SkASSERT(cross);
+
+    // use x,y,z, in case &a == cross or &b == cross
+
+
+    SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY);
+    SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY);
+    SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX);
+
+    cross->set(x, y, z);
+}
+
+///////////////////////////////////////////////////////////////////////////
+
+SkPatch3D::SkPatch3D()
+{
+    this->reset();
+}
+
+void SkPatch3D::reset()
+{
+    fOrigin.set(0, 0, 0);
+    fU.set(SK_Scalar1, 0, 0);
+    fV.set(0, -SK_Scalar1, 0);
+}
+
+void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const
+{
+    if (dst == NULL)
+        dst = (SkPatch3D*)this;
+
+    m.mapVector(fU, &dst->fU);
+    m.mapVector(fV, &dst->fV);
+    m.mapPoint(fOrigin, &dst->fOrigin);
+}
+
+SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const
+{
+    SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
+    SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
+    SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
+
+    return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
+}
+
+///////////////////////////////////////////////////////////////////////////
+
+void SkMatrix3D::reset()
+{
+    memset(fMat, 0, sizeof(fMat));
+    fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
+}
+
+void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z)
+{
+    memset(fMat, 0, sizeof(fMat));
+    fMat[0][0] = x;
+    fMat[1][1] = y;
+    fMat[2][2] = z;
+}
+
+void SkMatrix3D::setRotateX(SkScalar degX)
+{
+    SkScalar    s, c;
+
+    s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
+    this->setRow(0, SK_Scalar1, 0, 0);
+    this->setRow(1, 0, c, -s);
+    this->setRow(2, 0, s, c);
+}
+
+void SkMatrix3D::setRotateY(SkScalar degY)
+{
+    SkScalar    s, c;
+
+    s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
+    this->setRow(0, c, 0, -s);
+    this->setRow(1, 0, SK_Scalar1, 0);
+    this->setRow(2, s, 0, c);
+}
+
+void SkMatrix3D::setRotateZ(SkScalar degZ)
+{
+    SkScalar    s, c;
+
+    s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
+    this->setRow(0, c, -s, 0);
+    this->setRow(1, s, c, 0);
+    this->setRow(2, 0, 0, SK_Scalar1);
+}
+
+void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z)
+{
+    SkScalar col[3] = { x, y, z};
+
+    for (int i = 0; i < 3; i++)
+        fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
+}
+
+void SkMatrix3D::preRotateX(SkScalar degX)
+{
+    SkMatrix3D m;    
+    m.setRotateX(degX);
+    this->setConcat(*this, m);
+}
+
+void SkMatrix3D::preRotateY(SkScalar degY)
+{
+    SkMatrix3D m;    
+    m.setRotateY(degY);
+    this->setConcat(*this, m);
+}
+
+void SkMatrix3D::preRotateZ(SkScalar degZ)
+{
+    SkMatrix3D m;    
+    m.setRotateZ(degZ);
+    this->setConcat(*this, m);
+}
+
+void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b)
+{
+    SkMatrix3D  tmp;
+    SkMatrix3D* c = this;
+
+    if (this == &a || this == &b)
+        c = &tmp;
+
+    for (int i = 0; i < 3; i++) {
+        for (int j = 0; j < 3; j++)
+            c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
+        c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][3], 4) + a.fMat[i][3];
+    }
+
+    if (c == &tmp)
+        *this = tmp;
+}
+
+void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const
+{
+    SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
+    SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
+    SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
+    dst->set(x, y, z);
+}
+
+void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const
+{
+    SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
+    SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
+    SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
+    dst->set(x, y, z);
+}
+
+///////////////////////////////////////////////////////////////////////////
+
+SkCamera3D::SkCamera3D()
+{
+    this->reset();
+}
+
+void SkCamera3D::reset()
+{
+    fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
+    fAxis.set(0, 0, SK_Scalar1);                // forward
+    fZenith.set(0, -SK_Scalar1, 0);             // up
+
+    fObserver.set(0, 0, fLocation.fZ);
+
+    fNeedToUpdate = true;
+}
+
+void SkCamera3D::update()
+{
+    fNeedToUpdate = true;
+}
+
+void SkCamera3D::doUpdate() const
+{
+    SkUnit3D    axis, zenith, cross;
+
+    fAxis.normalize(&axis);
+
+    {
+        SkScalar dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&fZenith, axis);
+
+        zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX);
+        zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY);
+        zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ);
+
+        (void)((SkPoint3D*)(void*)&zenith)->normalize(&zenith);
+    }
+
+    SkUnit3D::Cross(axis, zenith, &cross);
+
+    {
+        SkMatrix* orien = &fOrientation;
+        SkScalar x = fObserver.fX;
+        SkScalar y = fObserver.fY;
+        SkScalar z = fObserver.fZ;
+
+        orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX));
+        orien->set(SkMatrix::kMSkewX,  SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY));
+        orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ));
+        orien->set(SkMatrix::kMSkewY,  SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX));
+        orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY));
+        orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ));
+        orien->set(SkMatrix::kMPersp0, axis.fX);
+        orien->set(SkMatrix::kMPersp1, axis.fY);
+        orien->set(SkMatrix::kMPersp2, axis.fZ);
+    }
+}
+
+void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const
+{
+    if (fNeedToUpdate)
+    {
+        this->doUpdate();
+        fNeedToUpdate = false;
+    }
+
+    const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
+    const SkScalar* patchPtr;
+    SkPoint3D       diff;
+    SkScalar        dot;
+
+    diff.fX = quilt.fOrigin.fX - fLocation.fX;
+    diff.fY = quilt.fOrigin.fY - fLocation.fY;
+    diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
+
+    dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&diff,
+                        *(const SkUnit3D*)(((const SkScalar*)(const void*)&fOrientation) + 6));
+
+    patchPtr = (const SkScalar*)&quilt;
+    matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
+    matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
+    matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
+
+    patchPtr += 3;
+    matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
+    matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
+    matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
+
+    patchPtr = (const SkScalar*)(const void*)&diff;
+    matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
+    matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
+    matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+Sk3DView::Sk3DView()
+{
+    fInitialRec.fMatrix.reset();
+    fRec = &fInitialRec;
+}
+
+Sk3DView::~Sk3DView()
+{
+    Rec* rec = fRec;
+    while (rec != &fInitialRec) {
+        Rec* next = rec->fNext;
+        SkDELETE(rec);
+        rec = next;
+    }
+}
+
+void Sk3DView::save()
+{
+    Rec* rec = SkNEW(Rec);
+    rec->fNext = fRec;
+    rec->fMatrix = fRec->fMatrix;
+    fRec = rec;
+}
+
+void Sk3DView::restore()
+{
+    SkASSERT(fRec != &fInitialRec);
+    Rec* next = fRec->fNext;
+    SkDELETE(fRec);
+    fRec = next;
+}
+
+void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z)
+{
+    fRec->fMatrix.preTranslate(x, y, z);
+}
+
+void Sk3DView::rotateX(SkScalar deg)
+{
+    fRec->fMatrix.preRotateX(deg);
+}
+
+void Sk3DView::rotateY(SkScalar deg)
+{
+    fRec->fMatrix.preRotateY(deg);
+}
+
+void Sk3DView::rotateZ(SkScalar deg)
+{
+    fRec->fMatrix.preRotateZ(deg);
+}
+
+SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const
+{
+    SkPatch3D   patch;
+    patch.transform(fRec->fMatrix);
+    return patch.dotWith(x, y, z);
+}
+
+void Sk3DView::getMatrix(SkMatrix* matrix) const
+{
+    if (matrix != NULL)
+    {
+        SkPatch3D   patch;
+        patch.transform(fRec->fMatrix);
+        fCamera.patchToMatrix(patch, matrix);
+    }
+}
+
+#include "SkCanvas.h"
+
+void Sk3DView::applyToCanvas(SkCanvas* canvas) const
+{
+    SkMatrix    matrix;
+    
+    this->getMatrix(&matrix);
+    canvas->concat(matrix);
+}
+