You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

108 lines
2.5 KiB

/*
* 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 "include/core/SkM44.h"
#include "include/core/SkMatrix.h"
#include "include/private/SkNoncopyable.h"
// NOTE -- This entire header / impl is deprecated, and will be removed from Skia soon.
//
// Skia now has support for a 4x matrix (SkM44) in SkCanvas.
//
class SkCanvas;
// DEPRECATED
class SkPatch3D {
public:
SkPatch3D();
void reset();
void transform(const SkM44&, 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 SkV3& v) const {
return this->dotWith(v.x, v.y, v.z);
}
// 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
SkV3 fU, fV;
SkV3 fOrigin;
friend class SkCamera3D;
};
// DEPRECATED
class SkCamera3D {
public:
SkCamera3D();
void reset();
void update();
void patchToMatrix(const SkPatch3D&, SkMatrix* matrix) const;
SkV3 fLocation; // origin of the camera's space
SkV3 fAxis; // view direction
SkV3 fZenith; // up direction
SkV3 fObserver; // eye position (may not be the same as the origin)
private:
mutable SkMatrix fOrientation;
mutable bool fNeedToUpdate;
void doUpdate() const;
};
// DEPRECATED
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;
SkM44 fMatrix;
};
Rec* fRec;
Rec fInitialRec;
SkCamera3D fCamera;
};
#endif