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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. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "chrome/browser/android/vr_shell/vr_util.h"
6
5 #include <array> 7 #include <array>
6 #include <cmath> 8 #include <cmath>
7 9
8 #include "chrome/browser/android/vr_shell/vr_util.h"
9 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g vr_types.h" 10 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g vr_types.h"
10 11
11 namespace vr_shell { 12 namespace vr_shell {
12 13
14 // Internal matrix layout:
15 //
16 // m[0][0], m[0][1], m[0][2], m[0][3],
17 // m[1][0], m[1][1], m[1][2], m[1][3],
18 // m[2][0], m[2][1], m[2][2], m[2][3],
19 // m[3][0], m[3][1], m[3][2], m[3][3],
20 //
21 // The translation component is in the right column m[i][3].
22 //
23 // The bottom row m[3][i] is (0, 0, 0, 1) for non-perspective transforms.
24 //
25 // These matrices are intended to be used to premultiply column vectors
26 // for transforms, so successive transforms need to be left-multiplied.
27
28 void setIdentityM(gvr::Mat4f& mat) {
29 float* m = (float*)mat.m;
30 for (int i = 0; i < 16; i++) {
31 m[i] = 0;
32 }
33 for (int i = 0; i < 16; i += 5) {
34 m[i] = 1.0f;
35 }
36 }
37
38 // Left multiply a translation matrix.
39 void translateM(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) {
40 if (&tmat != &mat) {
41 for (int i = 0; i < 4; ++i) {
42 for (int j = 0; j < 4; ++j) {
43 tmat.m[i][j] = mat.m[i][j];
44 }
45 }
46 }
47 tmat.m[0][3] += x;
48 tmat.m[1][3] += y;
49 tmat.m[2][3] += z;
50 }
51
52 // Right multiply a translation matrix.
53 void translateMRight(gvr::Mat4f& tmat,
54 gvr::Mat4f& mat,
55 float x,
56 float y,
57 float z) {
58 if (&tmat != &mat) {
59 for (int i = 0; i < 4; ++i) {
60 for (int j = 0; j < 3; ++j) {
61 tmat.m[i][j] = mat.m[i][j];
62 }
63 }
64 }
65
66 for (int i = 0; i < 4; i++) {
67 tmat.m[i][3] =
68 mat.m[i][0] * x + mat.m[i][1] * y + mat.m[i][2] * z + mat.m[i][3];
69 }
70 }
71
72 // Left multiply a scale matrix.
73 void scaleM(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) {
74 if (&tmat != &mat) {
75 for (int i = 0; i < 4; ++i) {
76 for (int j = 0; j < 3; ++j) {
77 tmat.m[i][j] = mat.m[i][j];
78 }
79 }
80 }
81 // Multiply all rows including translation components.
82 for (int j = 0; j < 4; ++j) {
83 tmat.m[0][j] *= x;
84 tmat.m[1][j] *= y;
85 tmat.m[2][j] *= z;
86 }
87 }
88
89 // Right multiply a scale matrix.
90 void scaleMRight(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) {
91 if (&tmat != &mat) {
92 for (int i = 0; i < 4; ++i) {
93 for (int j = 0; j < 3; ++j) {
94 tmat.m[i][j] = mat.m[i][j];
95 }
96 }
97 }
98 // Multiply columns, don't change translation components.
99 for (int i = 0; i < 3; ++i) {
100 tmat.m[i][0] *= x;
101 tmat.m[i][1] *= y;
102 tmat.m[i][2] *= z;
103 }
104 }
105
13 std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) { 106 std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) {
14 // Note that this performs a *transpose* to a column-major matrix array, as 107 // Note that this performs a *transpose* to a column-major matrix array, as
15 // expected by GL. The input matrix has translation components at [i][3] for 108 // expected by GL. The input matrix has translation components at [i][3] for
16 // use with row vectors and premultiplied transforms. In the output, the 109 // use with row vectors and premultiplied transforms. In the output, the
17 // translation elements are at the end at positions 3*4+i. 110 // translation elements are at the end at positions 3*4+i.
18 std::array<float, 16> result; 111 std::array<float, 16> result;
19 for (int i = 0; i < 4; ++i) { 112 for (int i = 0; i < 4; ++i) {
20 for (int j = 0; j < 4; ++j) { 113 for (int j = 0; j < 4; ++j) {
21 result[j * 4 + i] = matrix.m[i][j]; 114 result[j * 4 + i] = matrix.m[i][j];
22 } 115 }
23 } 116 }
24 return result; 117 return result;
25 } 118 }
26 119
27 gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) { 120 gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
28 gvr::Mat4f result; 121 gvr::Mat4f result;
29 for (int i = 0; i < 4; ++i) { 122 for (int i = 0; i < 4; ++i) {
30 for (int k = 0; k < 4; ++k) { 123 for (int k = 0; k < 4; ++k) {
31 result.m[i][k] = mat.m[k][i]; 124 result.m[i][k] = mat.m[k][i];
32 } 125 }
33 } 126 }
34 return result; 127 return result;
35 } 128 }
36 129
130 std::array<float, 4> MatrixVectorMul(const gvr::Mat4f& matrix,
131 const std::array<float, 4>& vec) {
132 std::array<float, 4> result;
133 for (int i = 0; i < 4; ++i) {
134 result[i] = 0;
135 for (int k = 0; k < 4; ++k) {
136 result[i] += matrix.m[i][k] * vec[k];
137 }
138 }
139 return result;
140 }
141
142 std::array<float, 3> MatrixVectorMul(const gvr::Mat4f& matrix,
143 const std::array<float, 3>& vec) {
144 // Use homogeneous coordinates for the multiplication.
145 std::array<float, 4> vec_h = {{vec[0], vec[1], vec[2], 1.0f}};
146 std::array<float, 4> result;
147 for (int i = 0; i < 4; ++i) {
148 result[i] = 0;
149 for (int k = 0; k < 4; ++k) {
150 result[i] += matrix.m[i][k] * vec_h[k];
151 }
152 }
153 // Convert back from homogeneous coordinates.
154 float rw = 1.0f / result[3];
155 return {{rw * result[0], rw * result[1], rw * result[2]}};
156 }
157
158 gvr::Vec3f MatrixVectorMul(const gvr::Mat4f& m, gvr::Vec3f v) {
159 gvr::Vec3f res;
160 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3];
161 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3];
162 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3];
163 return res;
164 }
165
166 // Rotation only, ignore translation components.
167 gvr::Vec3f MatrixVectorRotate(const gvr::Mat4f& m, gvr::Vec3f v) {
168 gvr::Vec3f res;
169 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z;
170 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z;
171 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z;
172 return res;
173 }
174
37 gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) { 175 gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) {
38 gvr::Mat4f result; 176 gvr::Mat4f result;
39 for (int i = 0; i < 4; ++i) { 177 for (int i = 0; i < 4; ++i) {
40 for (int j = 0; j < 4; ++j) { 178 for (int j = 0; j < 4; ++j) {
41 result.m[i][j] = 0.0f; 179 result.m[i][j] = 0.0f;
42 for (int k = 0; k < 4; ++k) { 180 for (int k = 0; k < 4; ++k) {
43 result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j]; 181 result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j];
44 } 182 }
45 } 183 }
46 } 184 }
47 return result; 185 return result;
48 } 186 }
49 187
188 gvr::Mat4f invertM(gvr::Mat4f mat) {
189 gvr::Mat4f resm;
190 float* result = (float*)resm.m;
191 float* m = (float*)mat.m;
192 // Invert a 4 x 4 matrix using Cramer's Rule
David Trainor- moved to gerrit 2016/09/08 05:49:30 End these comments with ., first letter upper case
mthiesse 2016/09/08 17:44:41 Done.
193
194 // transpose matrix
195 const float src0 = m[0];
196 const float src4 = m[1];
197 const float src8 = m[2];
198 const float src12 = m[3];
199
200 const float src1 = m[4];
201 const float src5 = m[5];
202 const float src9 = m[6];
203 const float src13 = m[7];
204
205 const float src2 = m[8];
206 const float src6 = m[9];
207 const float src10 = m[10];
208 const float src14 = m[11];
209
210 const float src3 = m[12];
211 const float src7 = m[13];
212 const float src11 = m[14];
213 const float src15 = m[15];
214
215 // calculate pairs for first 8 elements (cofactors)
216 const float atmp0 = src10 * src15;
217 const float atmp1 = src11 * src14;
218 const float atmp2 = src9 * src15;
219 const float atmp3 = src11 * src13;
220 const float atmp4 = src9 * src14;
221 const float atmp5 = src10 * src13;
222 const float atmp6 = src8 * src15;
223 const float atmp7 = src11 * src12;
224 const float atmp8 = src8 * src14;
225 const float atmp9 = src10 * src12;
226 const float atmp10 = src8 * src13;
227 const float atmp11 = src9 * src12;
228
229 // calculate first 8 elements (cofactors)
230 const float dst0 = (atmp0 * src5 + atmp3 * src6 + atmp4 * src7) -
231 (atmp1 * src5 + atmp2 * src6 + atmp5 * src7);
232 const float dst1 = (atmp1 * src4 + atmp6 * src6 + atmp9 * src7) -
233 (atmp0 * src4 + atmp7 * src6 + atmp8 * src7);
234 const float dst2 = (atmp2 * src4 + atmp7 * src5 + atmp10 * src7) -
235 (atmp3 * src4 + atmp6 * src5 + atmp11 * src7);
236 const float dst3 = (atmp5 * src4 + atmp8 * src5 + atmp11 * src6) -
237 (atmp4 * src4 + atmp9 * src5 + atmp10 * src6);
238 const float dst4 = (atmp1 * src1 + atmp2 * src2 + atmp5 * src3) -
239 (atmp0 * src1 + atmp3 * src2 + atmp4 * src3);
240 const float dst5 = (atmp0 * src0 + atmp7 * src2 + atmp8 * src3) -
241 (atmp1 * src0 + atmp6 * src2 + atmp9 * src3);
242 const float dst6 = (atmp3 * src0 + atmp6 * src1 + atmp11 * src3) -
243 (atmp2 * src0 + atmp7 * src1 + atmp10 * src3);
244 const float dst7 = (atmp4 * src0 + atmp9 * src1 + atmp10 * src2) -
245 (atmp5 * src0 + atmp8 * src1 + atmp11 * src2);
246
247 // calculate pairs for second 8 elements (cofactors)
248 const float btmp0 = src2 * src7;
249 const float btmp1 = src3 * src6;
250 const float btmp2 = src1 * src7;
251 const float btmp3 = src3 * src5;
252 const float btmp4 = src1 * src6;
253 const float btmp5 = src2 * src5;
254 const float btmp6 = src0 * src7;
255 const float btmp7 = src3 * src4;
256 const float btmp8 = src0 * src6;
257 const float btmp9 = src2 * src4;
258 const float btmp10 = src0 * src5;
259 const float btmp11 = src1 * src4;
260
261 // calculate second 8 elements (cofactors)
262 const float dst8 = (btmp0 * src13 + btmp3 * src14 + btmp4 * src15) -
263 (btmp1 * src13 + btmp2 * src14 + btmp5 * src15);
264 const float dst9 = (btmp1 * src12 + btmp6 * src14 + btmp9 * src15) -
265 (btmp0 * src12 + btmp7 * src14 + btmp8 * src15);
266 const float dst10 = (btmp2 * src12 + btmp7 * src13 + btmp10 * src15) -
267 (btmp3 * src12 + btmp6 * src13 + btmp11 * src15);
268 const float dst11 = (btmp5 * src12 + btmp8 * src13 + btmp11 * src14) -
269 (btmp4 * src12 + btmp9 * src13 + btmp10 * src14);
270 const float dst12 = (btmp2 * src10 + btmp5 * src11 + btmp1 * src9) -
271 (btmp4 * src11 + btmp0 * src9 + btmp3 * src10);
272 const float dst13 = (btmp8 * src11 + btmp0 * src8 + btmp7 * src10) -
273 (btmp6 * src10 + btmp9 * src11 + btmp1 * src8);
274 const float dst14 = (btmp6 * src9 + btmp11 * src11 + btmp3 * src8) -
275 (btmp10 * src11 + btmp2 * src8 + btmp7 * src9);
276 const float dst15 = (btmp10 * src10 + btmp4 * src8 + btmp9 * src9) -
277 (btmp8 * src9 + btmp11 * src10 + btmp5 * src8);
278
279 // calculate determinant
280 float det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;
281
282 if (det == 0.0f) {
283 det = 1E-20;
284 }
285
286 // calculate matrix inverse
287 const float invdet = 1.0f / det;
288 result[0] = dst0 * invdet;
289 result[1] = dst1 * invdet;
290 result[2] = dst2 * invdet;
291 result[3] = dst3 * invdet;
292
293 result[4] = dst4 * invdet;
294 result[5] = dst5 * invdet;
295 result[6] = dst6 * invdet;
296 result[7] = dst7 * invdet;
297
298 result[8] = dst8 * invdet;
299 result[9] = dst9 * invdet;
300 result[10] = dst10 * invdet;
301 result[11] = dst11 * invdet;
302
303 result[12] = dst12 * invdet;
304 result[13] = dst13 * invdet;
305 result[14] = dst14 * invdet;
306 result[15] = dst15 * invdet;
307
308 return resm;
309 }
310
50 gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov, 311 gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
51 float z_near, 312 float z_near,
52 float z_far) { 313 float z_far) {
53 gvr::Mat4f result; 314 gvr::Mat4f result;
54 const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near; 315 const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near;
55 const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near; 316 const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near;
56 const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near; 317 const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near;
57 const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near; 318 const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near;
58 319
59 assert(x_left < x_right && y_bottom < y_top && z_near < z_far && 320 assert(x_left < x_right && y_bottom < y_top && z_near < z_far &&
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
91 const gvr::Rectf& texture_rect) { 352 const gvr::Rectf& texture_rect) {
92 float width = static_cast<float>(texture_size.width); 353 float width = static_cast<float>(texture_size.width);
93 float height = static_cast<float>(texture_size.height); 354 float height = static_cast<float>(texture_size.height);
94 gvr::Rectf rect = ModulateRect(texture_rect, width, height); 355 gvr::Rectf rect = ModulateRect(texture_rect, width, height);
95 gvr::Recti result = { 356 gvr::Recti result = {
96 static_cast<int>(rect.left), static_cast<int>(rect.right), 357 static_cast<int>(rect.left), static_cast<int>(rect.right),
97 static_cast<int>(rect.bottom), static_cast<int>(rect.top)}; 358 static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
98 return result; 359 return result;
99 } 360 }
100 361
362 /**
363 * Provides the direction the head is looking towards as a 3x1 unit vector.
364 * </p><p>
365 * Note that in OpenGL the forward vector points into the -Z direction.
366 * Make sure to invert it if ever used to compute the basis of a right-handed
367 * system.
368 *
369 */
370 gvr::Vec3f getForwardVector(gvr::Mat4f matrix) {
371 gvr::Vec3f forward;
372 float* fp = &forward.x;
373 // Same as multiplying the inverse of the rotation component of the matrix by
374 // (0, 0, -1, 0).
375 for (int i = 0; i < 3; ++i) {
376 fp[i] = -matrix.m[2][i];
377 }
378 return forward;
379 }
380
381 /**
382 * Provides the relative translation of the head as a 3x1 vector.
383 *
384 */
385 gvr::Vec3f getTranslation(gvr::Mat4f matrix) {
386 gvr::Vec3f translation;
387 float* tp = &translation.x;
388 // Same as multiplying the matrix by (0, 0, 0, 1).
389 for (int i = 0; i < 3; ++i) {
390 tp[i] = matrix.m[i][3];
391 }
392 return translation;
393 }
394
101 GLuint CompileShader(GLenum shader_type, 395 GLuint CompileShader(GLenum shader_type,
102 const GLchar* shader_source, 396 const GLchar* shader_source,
103 std::string& error) { 397 std::string& error) {
104 GLuint shader_handle = glCreateShader(shader_type); 398 GLuint shader_handle = glCreateShader(shader_type);
105 if (shader_handle != 0) { 399 if (shader_handle != 0) {
106 // Pass in the shader source. 400 // Pass in the shader source.
107 int len = strlen(shader_source); 401 int len = strlen(shader_source);
108 glShaderSource(shader_handle, 1, &shader_source, &len); 402 glShaderSource(shader_handle, 1, &shader_source, &len);
109 // Compile the shader. 403 // Compile the shader.
110 glCompileShader(shader_handle); 404 glCompileShader(shader_handle);
111 // Get the compilation status. 405 // Get the compilation status.
112 GLint status; 406 GLint status;
113 glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status); 407 glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
114 if (status == GL_FALSE) { 408 if (status == GL_FALSE) {
115 GLint info_log_length; 409 GLint info_log_length;
116 glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length); 410 glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
117 GLchar* str_info_log = new GLchar[info_log_length + 1]; 411 GLchar* str_info_log = new GLchar[info_log_length + 1];
118 glGetShaderInfoLog(shader_handle, info_log_length, NULL, str_info_log); 412 glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log);
119 error = "Error compiling shader: "; 413 error = "Error compiling shader: ";
120 error += str_info_log; 414 error += str_info_log;
121 delete[] str_info_log; 415 delete[] str_info_log;
122 glDeleteShader(shader_handle); 416 glDeleteShader(shader_handle);
123 shader_handle = 0; 417 shader_handle = 0;
124 } 418 }
125 } 419 }
126 420
127 return shader_handle; 421 return shader_handle;
128 } 422 }
(...skipping 27 matching lines...) Expand all
156 // Get the link status. 450 // Get the link status.
157 GLint link_status; 451 GLint link_status;
158 glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status); 452 glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
159 453
160 // If the link failed, delete the program. 454 // If the link failed, delete the program.
161 if (link_status == GL_FALSE) { 455 if (link_status == GL_FALSE) {
162 GLint info_log_length; 456 GLint info_log_length;
163 glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length); 457 glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
164 458
165 GLchar* str_info_log = new GLchar[info_log_length + 1]; 459 GLchar* str_info_log = new GLchar[info_log_length + 1];
166 glGetProgramInfoLog(program_handle, info_log_length, NULL, str_info_log); 460 glGetProgramInfoLog(program_handle, info_log_length, nullptr,
461 str_info_log);
167 error = "Error compiling program: "; 462 error = "Error compiling program: ";
168 error += str_info_log; 463 error += str_info_log;
169 delete[] str_info_log; 464 delete[] str_info_log;
170 glDeleteProgram(program_handle); 465 glDeleteProgram(program_handle);
171 program_handle = 0; 466 program_handle = 0;
172 } 467 }
173 } 468 }
174 469
175 return program_handle; 470 return program_handle;
176 } 471 }
177 472
473 float VectorLength(const gvr::Vec3f& vec) {
474 return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
475 }
476
477 void NormalizeVector(gvr::Vec3f& vec) {
478 float len = VectorLength(vec);
479 vec.x /= len;
480 vec.y /= len;
481 vec.z /= len;
482 }
483
484 float VectorDot(gvr::Vec3f& a, gvr::Vec3f& b) {
485 return a.x * b.x + a.y * b.y + a.z * b.z;
486 }
487
488 void NormalizeQuat(gvr::Quatf& quat) {
489 float len = sqrt(quat.qx * quat.qx + quat.qy * quat.qy + quat.qz * quat.qz +
490 quat.qw * quat.qw);
491 quat.qx /= len;
492 quat.qy /= len;
493 quat.qz /= len;
494 quat.qw /= len;
495 }
496
497 gvr::Quatf QuatFromAxisAngle(float x, float y, float z, float angle) {
498 gvr::Quatf res;
499 float s = sin(angle / 2);
500 res.qx = x * s;
501 res.qy = y * s;
502 res.qz = z * s;
503 res.qw = cos(angle / 2);
504 return res;
505 }
506
507 gvr::Quatf QuatMultiply(const gvr::Quatf& a, const gvr::Quatf& b) {
508 gvr::Quatf res;
509 res.qw = a.qw * b.qw - a.qx * b.qx - a.qy * b.qy - a.qz * b.qz;
510 res.qx = a.qw * b.qx + a.qx * b.qw + a.qy * b.qz - a.qz * b.qy;
511 res.qy = a.qw * b.qy - a.qx * b.qz + a.qy * b.qw + a.qz * b.qx;
512 res.qz = a.qw * b.qz + a.qx * b.qy - a.qy * b.qx + a.qz * b.qw;
513 return res;
514 }
515
516 gvr::Mat4f QuatToMatrix(const gvr::Quatf& quat) {
517 // const float x = quat.qx;
518 const float x2 = quat.qx * quat.qx;
519 // const float y = quat.qy;
520 const float y2 = quat.qy * quat.qy;
521 // const float z = quat.qz;
522 const float z2 = quat.qz * quat.qz;
523 // const float w = quat.qw;
524 const float xy = quat.qx * quat.qy;
525 const float xz = quat.qx * quat.qz;
526 const float xw = quat.qx * quat.qw;
527 const float yz = quat.qy * quat.qz;
528 const float yw = quat.qy * quat.qw;
529 const float zw = quat.qz * quat.qw;
530
531 const float m11 = 1.0f - 2.0f * y2 - 2.0f * z2;
532 const float m12 = 2.0f * (xy - zw);
533 const float m13 = 2.0f * (xz + yw);
534 const float m21 = 2.0f * (xy + zw);
535 const float m22 = 1.0f - 2.0f * x2 - 2.0f * z2;
536 const float m23 = 2.0f * (yz - xw);
537 const float m31 = 2.0f * (xz - yw);
538 const float m32 = 2.0f * (yz + xw);
539 const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2;
540
541 float ret[16] = {m11, m12, m13, 0.0f, m21, m22, m23, 0.0f,
542 m31, m32, m33, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
543
544 return *((gvr::Mat4f*)&ret);
545 }
546
178 } // namespace vr_shell 547 } // namespace vr_shell
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