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Side by Side Diff: chrome/browser/android/vr_shell/ui_elements.cc

Issue 2301633002: Refactor Vr activity into ChromeTabbedActivity. (Closed)
Patch Set: UiElements are now structs Created 4 years, 3 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "chrome/browser/android/vr_shell/ui_elements.h"
6
7 #include <cmath>
8 #include <vector>
9
10 namespace vr_shell {
11
12 namespace {
13
14 float GetRayPlaneIntersection(gvr::Vec3f ray_origin,
15 gvr::Vec3f ray_vector,
16 gvr::Vec3f plane_origin,
17 gvr::Vec3f plane_normal) {
18 float denom = vr_shell::VectorDot(ray_vector, plane_normal);
19 if (denom == 0) {
20 // TODO(mthiesse): Line could be contained in the plane, do we care?
21 return -std::numeric_limits<float>::infinity();
22 }
23 gvr::Vec3f rel;
24 rel.x = ray_origin.x - plane_origin.x;
25 rel.y = ray_origin.y - plane_origin.y;
26 rel.z = ray_origin.z - plane_origin.z;
27
28 return -vr_shell::VectorDot(plane_normal, rel) / denom;
29 }
30
31 } // namespace
32
33 ReversibleTransform::ReversibleTransform() { MakeIdentity(); }
34
35 void ReversibleTransform::MakeIdentity() {
36 SetIdentityM(to_world);
37 SetIdentityM(from_world);
38 orientation.qx = orientation.qy = orientation.qz = 0.0f;
39 orientation.qw = 1.0f;
40 }
41
42 void ReversibleTransform::Rotate(gvr::Quatf quat) {
43 orientation = QuatMultiply(quat, orientation);
44
45 // TODO(klausw): use specialized rotation code? Constructing the matrix
46 // via axis-angle quaternion is inefficient.
47 gvr::Mat4f forward = QuatToMatrix(quat);
48 to_world = MatrixMul(forward, to_world);
49 gvr::Mat4f reverse = MatrixTranspose(forward);
50 from_world = MatrixMul(from_world, reverse);
51 }
52
53 void ReversibleTransform::Rotate(float ax, float ay, float az, float rad) {
54 // TODO(klausw): use specialized rotation code? Constructing the matrix
55 // via axis-angle quaternion is inefficient.
56 Rotate(QuatFromAxisAngle(ax, ay, az, rad));
57 }
58
59 void ReversibleTransform::Translate(float tx, float ty, float tz) {
60 TranslateM(to_world, to_world, tx, ty, tz);
61 TranslateMRight(from_world, from_world, -tx, -ty, -tz);
62 }
63
64 void ReversibleTransform::Scale(float sx, float sy, float sz) {
65 ScaleM(to_world, to_world, sx, sy, sz);
66 ScaleMRight(from_world, from_world, 1.0f / sx, 1.0f / sy, 1.0f / sz);
67 }
68
69 gvr::Vec3f WorldRectangle::GetCenter() const {
70 const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f};
71 return MatrixVectorMul(transform.to_world, kOrigin);
72 }
73
74 gvr::Vec3f WorldRectangle::GetNormal() const {
75 const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f};
76 return MatrixVectorRotate(transform.to_world, kNormalOrig);
77 }
78
79 float WorldRectangle::GetRayDistance(gvr::Vec3f ray_origin,
80 gvr::Vec3f ray_vector) const {
81 return GetRayPlaneIntersection(ray_origin, ray_vector, GetCenter(),
82 GetNormal());
83 }
84
85 ContentRectangle::ContentRectangle() = default;
86
87 ContentRectangle::~ContentRectangle() = default;
88
89 } // namespace vr_shell
90
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