| OLD | NEW |
| 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/ui_elements.h" | 5 #include "chrome/browser/android/vr_shell/ui_elements.h" |
| 6 | 6 |
| 7 #include <limits> | 7 #include <limits> |
| 8 | 8 |
| 9 #include "base/logging.h" | 9 #include "base/logging.h" |
| 10 #include "chrome/browser/android/vr_shell/animation.h" | 10 #include "chrome/browser/android/vr_shell/animation.h" |
| 11 #include "chrome/browser/android/vr_shell/easing.h" | 11 #include "chrome/browser/android/vr_shell/easing.h" |
| 12 | 12 |
| 13 namespace vr_shell { | 13 namespace vr_shell { |
| 14 | 14 |
| 15 namespace { | 15 namespace { |
| 16 | 16 |
| 17 float GetRayPlaneIntersection(gvr::Vec3f ray_origin, | 17 bool GetRayPlaneDistance(const gvr::Vec3f& ray_origin, |
| 18 gvr::Vec3f ray_vector, | 18 const gvr::Vec3f& ray_vector, |
| 19 gvr::Vec3f plane_origin, | 19 const gvr::Vec3f& plane_origin, |
| 20 gvr::Vec3f plane_normal) { | 20 const gvr::Vec3f& plane_normal, |
| 21 float* distance) { |
| 21 float denom = vr_shell::VectorDot(ray_vector, plane_normal); | 22 float denom = vr_shell::VectorDot(ray_vector, plane_normal); |
| 22 if (denom == 0) { | 23 if (denom == 0) { |
| 23 // TODO(mthiesse): Line could be contained in the plane, do we care? | 24 return false; |
| 24 return -std::numeric_limits<float>::infinity(); | |
| 25 } | 25 } |
| 26 gvr::Vec3f rel; | 26 gvr::Vec3f rel; |
| 27 rel.x = ray_origin.x - plane_origin.x; | 27 rel.x = ray_origin.x - plane_origin.x; |
| 28 rel.y = ray_origin.y - plane_origin.y; | 28 rel.y = ray_origin.y - plane_origin.y; |
| 29 rel.z = ray_origin.z - plane_origin.z; | 29 rel.z = ray_origin.z - plane_origin.z; |
| 30 | 30 *distance = -vr_shell::VectorDot(plane_normal, rel) / denom; |
| 31 return -vr_shell::VectorDot(plane_normal, rel) / denom; | 31 return true; |
| 32 } | 32 } |
| 33 | 33 |
| 34 } // namespace | 34 } // namespace |
| 35 | 35 |
| 36 ReversibleTransform::ReversibleTransform() { | 36 Transform::Transform() { |
| 37 MakeIdentity(); | 37 MakeIdentity(); |
| 38 } | 38 } |
| 39 | 39 |
| 40 void ReversibleTransform::MakeIdentity() { | 40 void Transform::MakeIdentity() { |
| 41 SetIdentityM(to_world); | 41 SetIdentityM(to_world); |
| 42 SetIdentityM(from_world); | |
| 43 orientation.qx = orientation.qy = orientation.qz = 0.0f; | |
| 44 orientation.qw = 1.0f; | |
| 45 } | 42 } |
| 46 | 43 |
| 47 void ReversibleTransform::Rotate(gvr::Quatf quat) { | 44 void Transform::Rotate(gvr::Quatf quat) { |
| 48 orientation = QuatMultiply(quat, orientation); | |
| 49 | |
| 50 // TODO(klausw): use specialized rotation code? Constructing the matrix | 45 // TODO(klausw): use specialized rotation code? Constructing the matrix |
| 51 // via axis-angle quaternion is inefficient. | 46 // via axis-angle quaternion is inefficient. |
| 52 gvr::Mat4f forward = QuatToMatrix(quat); | 47 gvr::Mat4f forward = QuatToMatrix(quat); |
| 53 to_world = MatrixMul(forward, to_world); | 48 to_world = MatrixMul(forward, to_world); |
| 54 gvr::Mat4f reverse = MatrixTranspose(forward); | |
| 55 from_world = MatrixMul(from_world, reverse); | |
| 56 } | 49 } |
| 57 | 50 |
| 58 void ReversibleTransform::Rotate(float ax, float ay, float az, float rad) { | 51 void Transform::Rotate(float ax, float ay, float az, float rad) { |
| 59 // TODO(klausw): use specialized rotation code? Constructing the matrix | |
| 60 // via axis-angle quaternion is inefficient. | |
| 61 Rotate(QuatFromAxisAngle({ax, ay, az}, rad)); | 52 Rotate(QuatFromAxisAngle({ax, ay, az}, rad)); |
| 62 } | 53 } |
| 63 | 54 |
| 64 void ReversibleTransform::Translate(float tx, float ty, float tz) { | 55 void Transform::Translate(float tx, float ty, float tz) { |
| 65 TranslateM(to_world, to_world, tx, ty, tz); | 56 TranslateM(to_world, to_world, tx, ty, tz); |
| 66 TranslateMRight(from_world, from_world, -tx, -ty, -tz); | |
| 67 } | 57 } |
| 68 | 58 |
| 69 void ReversibleTransform::Scale(float sx, float sy, float sz) { | 59 void Transform::Scale(float sx, float sy, float sz) { |
| 70 ScaleM(to_world, to_world, sx, sy, sz); | 60 ScaleM(to_world, to_world, sx, sy, sz); |
| 71 ScaleMRight(from_world, from_world, 1.0f / sx, 1.0f / sy, 1.0f / sz); | 61 } |
| 62 |
| 63 const gvr::Mat4f& WorldRectangle::TransformMatrix() const { |
| 64 return transform_.to_world; |
| 65 } |
| 66 |
| 67 void WorldRectangle::SetTransform(const Transform& transform) { |
| 68 transform_ = transform; |
| 72 } | 69 } |
| 73 | 70 |
| 74 gvr::Vec3f WorldRectangle::GetCenter() const { | 71 gvr::Vec3f WorldRectangle::GetCenter() const { |
| 75 const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f}; | 72 const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f}; |
| 76 return MatrixVectorMul(transform.to_world, kOrigin); | 73 return MatrixVectorMul(transform_.to_world, kOrigin); |
| 74 } |
| 75 |
| 76 gvr::Vec2f WorldRectangle::GetUnitRectangleCoordinates( |
| 77 const gvr::Vec3f& world_point) { |
| 78 const gvr::Mat4f& transform = transform_.to_world; |
| 79 gvr::Vec3f origin = MatrixVectorMul(transform, gvr::Vec3f({0, 0, 0})); |
| 80 gvr::Vec3f xAxis = MatrixVectorMul(transform, gvr::Vec3f({1, 0, 0})); |
| 81 gvr::Vec3f yAxis = MatrixVectorMul(transform, gvr::Vec3f({0, 1, 0})); |
| 82 xAxis = VectorSubtract(xAxis, origin); |
| 83 yAxis = VectorSubtract(yAxis, origin); |
| 84 gvr::Vec3f point = VectorSubtract(world_point, origin); |
| 85 |
| 86 float x = VectorDot(point, xAxis) / VectorDot(xAxis, xAxis); |
| 87 float y = VectorDot(point, yAxis) / VectorDot(yAxis, yAxis); |
| 88 return {x, y}; |
| 77 } | 89 } |
| 78 | 90 |
| 79 gvr::Vec3f WorldRectangle::GetNormal() const { | 91 gvr::Vec3f WorldRectangle::GetNormal() const { |
| 80 const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f}; | 92 const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f}; |
| 81 return MatrixVectorRotate(transform.to_world, kNormalOrig); | 93 return MatrixVectorRotate(transform_.to_world, kNormalOrig); |
| 82 } | 94 } |
| 83 | 95 |
| 84 float WorldRectangle::GetRayDistance(gvr::Vec3f ray_origin, | 96 bool WorldRectangle::GetRayDistance(const gvr::Vec3f& ray_origin, |
| 85 gvr::Vec3f ray_vector) const { | 97 const gvr::Vec3f& ray_vector, |
| 86 return GetRayPlaneIntersection(ray_origin, ray_vector, GetCenter(), | 98 float* distance) const { |
| 87 GetNormal()); | 99 return GetRayPlaneDistance(ray_origin, ray_vector, GetCenter(), GetNormal(), |
| 100 distance); |
| 88 } | 101 } |
| 89 | 102 |
| 90 ContentRectangle::ContentRectangle() = default; | 103 ContentRectangle::ContentRectangle() = default; |
| 91 | 104 |
| 92 ContentRectangle::~ContentRectangle() = default; | 105 ContentRectangle::~ContentRectangle() = default; |
| 93 | 106 |
| 94 void ContentRectangle::Animate(int64_t time) { | 107 void ContentRectangle::Animate(int64_t time) { |
| 95 for (auto& it : animations) { | 108 for (auto& it : animations) { |
| 96 Animation& animation = *it; | 109 Animation& animation = *it; |
| 97 if (time < animation.start) | 110 if (time < animation.start) |
| (...skipping 97 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 195 | 208 |
| 196 bool ContentRectangle::IsVisible() const { | 209 bool ContentRectangle::IsVisible() const { |
| 197 return visible && computed_opacity > 0.0f; | 210 return visible && computed_opacity > 0.0f; |
| 198 } | 211 } |
| 199 | 212 |
| 200 bool ContentRectangle::IsHitTestable() const { | 213 bool ContentRectangle::IsHitTestable() const { |
| 201 return IsVisible() && hit_testable; | 214 return IsVisible() && hit_testable; |
| 202 } | 215 } |
| 203 | 216 |
| 204 } // namespace vr_shell | 217 } // namespace vr_shell |
| OLD | NEW |