Index: chrome/browser/android/vr_shell/vr_shell.cc |
diff --git a/chrome/browser/android/vr_shell/vr_shell.cc b/chrome/browser/android/vr_shell/vr_shell.cc |
index 73ba89603e74d3e46372d56d37b0b4adec9c04ae..8a6b659a80986dbfe45a65c9b4b57ac71e811e26 100644 |
--- a/chrome/browser/android/vr_shell/vr_shell.cc |
+++ b/chrome/browser/android/vr_shell/vr_shell.cc |
@@ -162,7 +162,7 @@ void VrShell::InitializeGl(JNIEnv* env, |
std::vector<gvr::BufferSpec> specs; |
specs.push_back(gvr_api_->CreateBufferSpec()); |
render_size_ = specs[0].GetSize(); |
- swap_chain_.reset(new gvr::SwapChain(gvr_api_->CreateSwapChain(specs))); |
+ swap_chain_.reset(new gvr::SwapChain(gvr_api_->CreateSwapchain(specs))); |
vr_shell_renderer_.reset(new VrShellRenderer()); |
buffer_viewport_list_.reset( |
@@ -236,14 +236,38 @@ void VrShell::UpdateController() { |
} |
} |
+void ApplyNeckModel(gvr::Mat4f& mat_forward) { |
+ // This assumes that the input matrix is a pure rotation matrix. The |
+ // input object_from_reference matrix has the inverse rotation of |
+ // the head rotation. Invert it (this is just a transpose). |
+ gvr::Mat4f mat = MatrixTranspose(mat_forward); |
+ |
+ // Position of the point between the eyes, relative to the neck pivot: |
+ const float kNeckHorizontalOffset = -0.080f; // meters in Z |
+ const float kNeckVerticalOffset = 0.075f; // meters in Y |
+ |
+ std::array<float, 4> neckOffset = { |
+ {0.0f, kNeckVerticalOffset, kNeckHorizontalOffset, 1.0f}}; |
+ |
+ // Rotate eyes around neck pivot point. |
+ auto offset = MatrixVectorMul(mat, neckOffset); |
+ |
+ // Measure new position relative to original center of head, because |
+ // applying a neck model should not elevate the camera. |
+ offset[1] -= kNeckVerticalOffset; |
+ |
+ // Right-multiply the inverse translation onto the |
+ // object_from_reference_matrix. |
+ TranslateMRight(mat_forward, mat_forward, -offset[0], -offset[1], -offset[2]); |
+} |
+ |
void VrShell::DrawFrame(JNIEnv* env, const JavaParamRef<jobject>& obj) { |
buffer_viewport_list_->SetToRecommendedBufferViewports(); |
gvr::Frame frame = swap_chain_->AcquireFrame(); |
gvr::ClockTimePoint target_time = gvr::GvrApi::GetTimePointNow(); |
target_time.monotonic_system_time_nanos += kPredictionTimeWithoutVsyncNanos; |
- head_pose_ = gvr_api_->GetHeadSpaceFromStartSpaceRotation(target_time); |
- head_pose_ = gvr_api_->ApplyNeckModel(head_pose_, 1.0f); |
+ head_pose_ = gvr_api_->GetHeadPoseInStartSpace(target_time); |
// Bind back to the default framebuffer. |
frame.BindBuffer(0); |
@@ -261,6 +285,16 @@ void VrShell::DrawFrame(JNIEnv* env, const JavaParamRef<jobject>& obj) { |
void VrShell::DrawVrShell(int64_t time) { |
float screen_tilt = desktop_screen_tilt_ * M_PI / 180.0f; |
+ gvr::Vec3f headPos = getTranslation(head_pose_); |
+ if (headPos.x == 0.0f && headPos.y == 0.0f && headPos.z == 0.0f) { |
+ // This appears to be a 3DOF pose without a neck model. Add one. |
+ // The head pose has redundant data. Assume we're only using the |
+ // object_from_reference_matrix, we're not updating position_external. |
+ // TODO: Not sure what object_from_reference_matrix is. The new api removed |
+ // it. For now, removing it seems working fine. |
+ ApplyNeckModel(head_pose_); |
+ } |
+ |
forward_vector_ = getForwardVector(head_pose_); |
desktop_plane_->translation = desktop_position_; |
@@ -401,7 +435,6 @@ void VrShell::DrawWebVr() { |
glDisable(GL_POLYGON_OFFSET_FILL); |
// Don't need to clear, since we're drawing over the entire render target. |
- glClear(GL_COLOR_BUFFER_BIT); |
glViewport(0, 0, render_size_.width, render_size_.height); |
vr_shell_renderer_->GetWebVrRenderer()->Draw(content_texture_id_); |