Chromium Code Reviews| Index: chrome/browser/android/vr_shell/ui_elements.h |
| diff --git a/chrome/browser/android/vr_shell/ui_elements.h b/chrome/browser/android/vr_shell/ui_elements.h |
| index ec6d78a0f93bcecc35efc457764660aca2e877ab..17adc48167305c5716b71c8d77136c464804e35f 100644 |
| --- a/chrome/browser/android/vr_shell/ui_elements.h |
| +++ b/chrome/browser/android/vr_shell/ui_elements.h |
| @@ -44,8 +44,8 @@ enum Fill { |
| CONTENT = 4, |
| }; |
| -struct ReversibleTransform { |
| - ReversibleTransform(); |
| +struct Transform { |
| + Transform(); |
| void MakeIdentity(); |
| void Rotate(gvr::Quatf quat); |
| @@ -54,23 +54,22 @@ struct ReversibleTransform { |
| void Scale(float sx, float sy, float sz); |
| gvr::Mat4f to_world; |
| - gvr::Mat4f from_world; |
| - |
| - // This object-to-world orientation quaternion is technically |
| - // redundant, but it's easy to track it here for use as needed. |
| - // TODO(klausw): use this instead of MatrixVectorRotation()? |
| - // Would need quat * vector implementation. |
| - gvr::Quatf orientation = {0.0f, 0.0f, 0.0f, 1.0f}; |
| }; |
| -struct WorldObject { |
| - ReversibleTransform transform; |
| -}; |
| +class WorldRectangle { |
| + public: |
| + const gvr::Mat4f& TransformMatrix() const; |
| + void SetTransform(const Transform& transform); |
| -struct WorldRectangle : public WorldObject { |
| gvr::Vec3f GetCenter() const; |
| gvr::Vec3f GetNormal() const; |
| - float GetRayDistance(gvr::Vec3f rayOrigin, gvr::Vec3f rayVector) const; |
| + bool GetRayDistance(const gvr::Vec3f& ray_origin, |
|
tiborg
2017/03/06 17:51:43
Add comment to describe the return type and parame
cjgrant
2017/03/06 18:41:47
Done.
|
| + const gvr::Vec3f& ray_vector, |
| + float* distance) const; |
| + gvr::Vec2f GetUnitRectangleCoordinates(const gvr::Vec3f& world_point); |
|
tiborg
2017/03/06 17:51:43
Also here I would say comments help a lot (return
cjgrant
2017/03/06 18:41:47
Done.
|
| + |
| + private: |
| + Transform transform_; |
| }; |
| struct ContentRectangle : public WorldRectangle { |