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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: Address comments 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 #include "base/logging.h"
11
12 namespace vr_shell {
13
14 namespace {
15
16 float getRayPlaneIntersection(gvr::Vec3f rayOrigin,
David Trainor- moved to gerrit 2016/09/08 05:49:29 get -> Get. Fix naming scheme on variables too ab
mthiesse 2016/09/08 17:44:40 Done.
17 gvr::Vec3f rayVector,
18 gvr::Vec3f planeOrigin,
19 gvr::Vec3f planeNormal) {
20 float denom = vr_shell::VectorDot(rayVector, planeNormal);
21 if (denom == 0) {
bsheedy_google 2016/09/07 16:47:06 Means that the line and plane are parallel, but th
mthiesse 2016/09/08 17:44:40 I don't think we care as especially in 3DOF world
22 return -std::numeric_limits<float>::infinity();
23 }
24 gvr::Vec3f rel;
25 rel.x = rayOrigin.x - planeOrigin.x;
26 rel.y = rayOrigin.y - planeOrigin.y;
27 rel.z = rayOrigin.z - planeOrigin.z;
28
29 return -vr_shell::VectorDot(planeNormal, rel) / denom;
30 }
31
32 } // namespace
33
34 ReversibleTransform::ReversibleTransform() { SetIdentity(); }
35
36 void ReversibleTransform::SetIdentity() {
bsheedy_google 2016/09/07 16:47:06 Might want to consider renaming for clarity. SetId
David Trainor- moved to gerrit 2016/09/08 05:49:29 MakeIdentity()? That's what gfx::Transform does.
mthiesse 2016/09/08 17:44:40 Done.
37 setIdentityM(mToWorld);
38 setIdentityM(mFromWorld);
39 mOrientation.qx = mOrientation.qy = mOrientation.qz = 0.0f;
40 mOrientation.qw = 1.0f;
41 }
42
43 void ReversibleTransform::Rotate(gvr::Quatf quat) {
44 mOrientation = QuatMultiply(quat, mOrientation);
45
46 // TODO(klausw): use specialized rotation code? Constructing the matrix
47 // via axis-angle quaternion is inefficient.
48 gvr::Mat4f forward = QuatToMatrix(quat);
49 mToWorld = MatrixMul(forward, mToWorld);
50 gvr::Mat4f reverse = MatrixTranspose(forward);
51 mFromWorld = MatrixMul(mFromWorld, reverse);
52 }
53
54 void ReversibleTransform::Rotate(float ax, float ay, float az, float rad) {
55 // TODO(klausw): use specialized rotation code? Constructing the matrix
56 // via axis-angle quaternion is inefficient.
57 Rotate(QuatFromAxisAngle(ax, ay, az, rad));
58 }
59
60 void ReversibleTransform::Translate(float tx, float ty, float tz) {
61 translateM(mToWorld, mToWorld, tx, ty, tz);
62 translateMRight(mFromWorld, mFromWorld, -tx, -ty, -tz);
63 }
64
65 void ReversibleTransform::Scale(float sx, float sy, float sz) {
66 scaleM(mToWorld, mToWorld, sx, sy, sz);
67 scaleMRight(mFromWorld, mFromWorld, 1.0f / sx, 1.0f / sy, 1.0f / sz);
68 }
69
70 gvr::Vec3f WorldRectangle::getCenter() const {
71 const gvr::Vec3f origin = {0.0f, 0.0f, 0.0f};
David Trainor- moved to gerrit 2016/09/08 05:49:29 kOrigin
mthiesse 2016/09/08 17:44:40 Done.
72 return MatrixVectorMul(mTransform.mToWorld, origin);
73 }
74
75 gvr::Vec3f WorldRectangle::getNormal() const {
76 const gvr::Vec3f normalOrig = {0.0f, 0.0f, -1.0f};
David Trainor- moved to gerrit 2016/09/08 05:49:29 kNormalOrig
mthiesse 2016/09/08 17:44:40 Done.
77 return MatrixVectorRotate(mTransform.mToWorld, normalOrig);
78 }
79
80 float WorldRectangle::getRayDistance(gvr::Vec3f rayOrigin,
81 gvr::Vec3f rayVector) const {
82 return getRayPlaneIntersection(rayOrigin, rayVector, getCenter(),
83 getNormal());
84 }
85
86 ContentRectangle::ContentRectangle() {}
David Trainor- moved to gerrit 2016/09/08 05:49:29 = default
mthiesse 2016/09/08 17:44:40 Done.
87
88 ContentRectangle::~ContentRectangle() {}
David Trainor- moved to gerrit 2016/09/08 05:49:29 = default
mthiesse 2016/09/08 17:44:40 Done.
89
90 } // namespace vr_shell
91
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