| 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 edcbb68f0fe05e2c0f75e96229e281b9e33a5b32..c9b38bf58480e1b017b17a2792e954f4486c69ea 100644
|
| --- a/chrome/browser/android/vr_shell/vr_shell.cc
|
| +++ b/chrome/browser/android/vr_shell/vr_shell.cc
|
| @@ -22,6 +22,7 @@
|
| #include "chrome/browser/android/vr_shell/vr_compositor.h"
|
| #include "chrome/browser/android/vr_shell/vr_gl_thread.h"
|
| #include "chrome/browser/android/vr_shell/vr_input_manager.h"
|
| +#include "chrome/browser/android/vr_shell/vr_math.h"
|
| #include "chrome/browser/android/vr_shell/vr_shell_delegate.h"
|
| #include "chrome/browser/android/vr_shell/vr_shell_gl.h"
|
| #include "chrome/browser/android/vr_shell/vr_usage_monitor.h"
|
| @@ -655,7 +656,9 @@ void VrShell::RegisterGamepadDataFetcher(
|
| }
|
|
|
| /* static */
|
| -device::mojom::VRPosePtr VrShell::VRPosePtrFromGvrPose(gvr::Mat4f head_mat) {
|
| +device::mojom::VRPosePtr VrShell::VRPosePtrFromGvrPose(gvr::Mat4f head_mat,
|
| + gvr::Mat4f head_mat_2,
|
| + int64_t epsilon_nanos) {
|
| device::mojom::VRPosePtr pose = device::mojom::VRPose::New();
|
|
|
| pose->orientation.emplace(4);
|
| @@ -682,6 +685,51 @@ device::mojom::VRPosePtr VrShell::VRPosePtrFromGvrPose(gvr::Mat4f head_mat) {
|
| pose->position.value()[2] = decomposed_transform.translate[2];
|
| }
|
|
|
| + // The angular velocity is a 3-element vector pointing along the rotation
|
| + // axis with magnitude equal to rotation speed in radians/second, expressed
|
| + // in the seated frame of reference.
|
| + //
|
| + // The spec isn't very clear on details, clarification requested in
|
| + // https://github.com/w3c/webvr/issues/212 .
|
| + //
|
| + // Assuming that pose prediction is simply based on adding a time * angular
|
| + // velocity rotation to the pose, we can approximate the angular velocity
|
| + // from the difference between two successive poses. This is a first order
|
| + // estimate that assumes small enough rotations so that we can do linear
|
| + // approximation.
|
| + //
|
| + // See:
|
| + // https://en.wikipedia.org/wiki/Angular_velocity#Calculation_from_the_orientation_matrix
|
| + pose->angularVelocity.emplace(3);
|
| + // Assume that epsilon is nonzero since it's a compile-time constant
|
| + // provided by the caller.
|
| + double epsilon_seconds = epsilon_nanos * 1e-9;
|
| + gvr::Mat4f delta_mat;
|
| + gvr::Mat4f inverse_head_mat;
|
| + // Calculate difference matrix, and inverse head matrix rotation.
|
| + // For the inverse rotation, just transpose the 3x3 subsection.
|
| + for (int j = 0; j < 3; ++j) {
|
| + for (int i = 0; i < 3; ++i) {
|
| + delta_mat.m[j][i] =
|
| + (head_mat_2.m[j][i] - head_mat.m[j][i]) / epsilon_seconds;
|
| + inverse_head_mat.m[j][i] = head_mat.m[i][j];
|
| + }
|
| + delta_mat.m[j][3] = delta_mat.m[3][j] = 0.0;
|
| + inverse_head_mat.m[j][3] = inverse_head_mat.m[3][j] = 0.0;
|
| + }
|
| + delta_mat.m[3][3] = 1.0;
|
| + inverse_head_mat.m[3][3] = 1.0;
|
| + gvr::Mat4f omega_mat = MatrixMul(delta_mat, inverse_head_mat);
|
| + gvr::Vec3f omega_vec;
|
| + omega_vec.x = -omega_mat.m[2][1];
|
| + omega_vec.y = omega_mat.m[2][0];
|
| + omega_vec.z = -omega_mat.m[1][0];
|
| +
|
| + // Rotate by inverse head matrix to bring into seated space.
|
| + gvr::Vec3f angular_velocity = MatrixVectorRotate(inverse_head_mat, omega_vec);
|
| + pose->angularVelocity.value()[0] = angular_velocity.x;
|
| + pose->angularVelocity.value()[1] = angular_velocity.y;
|
| + pose->angularVelocity.value()[2] = angular_velocity.z;
|
| return pose;
|
| }
|
|
|
|
|