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Issue 2777633003: Avoid duplicate math when computing VR scene hierarchy. (Closed)
Patch Set: s/GetTransform()/mutable_transform()/ Created 3 years, 9 months ago
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1 // Copyright (c) 2016 The Chromium Authors. All rights reserved. 1 // Copyright (c) 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_scene.h" 5 #include "chrome/browser/android/vr_shell/ui_scene.h"
6 6
7 #define _USE_MATH_DEFINES // For M_PI in MSVC. 7 #define _USE_MATH_DEFINES // For M_PI in MSVC.
8 #include <cmath> 8 #include <cmath>
9 #include <utility> 9 #include <utility>
10 #include <vector> 10 #include <vector>
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119 element->size = {1, 1, 1}; 119 element->size = {1, 1, 1};
120 element->scale = {2, 2, 1}; 120 element->scale = {2, 2, 1};
121 element->rotation = {0, 0, 1, M_PI / 2}; 121 element->rotation = {0, 0, 1, M_PI / 2};
122 element->translation = {3, 0, 0}; 122 element->translation = {3, 0, 0};
123 scene.AddUiElement(std::move(element)); 123 scene.AddUiElement(std::move(element));
124 const ContentRectangle* child = scene.GetUiElementById(1); 124 const ContentRectangle* child = scene.GetUiElementById(1);
125 125
126 const gvr::Vec3f origin({0, 0, 0}); 126 const gvr::Vec3f origin({0, 0, 0});
127 const gvr::Vec3f point({1, 0, 0}); 127 const gvr::Vec3f point({1, 0, 0});
128 128
129 // Check resulting transform with no screen tilt.
130 scene.UpdateTransforms(0); 129 scene.UpdateTransforms(0);
131 auto new_origin = MatrixVectorMul(child->TransformMatrix(), origin); 130 auto new_origin = MatrixVectorMul(child->TransformMatrix(), origin);
132 auto new_point = MatrixVectorMul(child->TransformMatrix(), point); 131 auto new_point = MatrixVectorMul(child->TransformMatrix(), point);
133 EXPECT_VEC3F_NEAR(gvr::Vec3f({6, 10, 0}), new_origin); 132 EXPECT_VEC3F_NEAR(gvr::Vec3f({6, 10, 0}), new_origin);
134 EXPECT_VEC3F_NEAR(gvr::Vec3f({0, 10, 0}), new_point); 133 EXPECT_VEC3F_NEAR(gvr::Vec3f({0, 10, 0}), new_point);
135 } 134 }
136 135
137 TEST(UiScene, Opacity) { 136 TEST(UiScene, Opacity) {
138 UiScene scene; 137 UiScene scene;
139 138
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434 EXPECT_FLOAT_EQ(animation->from[0], 300); 433 EXPECT_FLOAT_EQ(animation->from[0], 300);
435 EXPECT_FLOAT_EQ(animation->from[1], 301); 434 EXPECT_FLOAT_EQ(animation->from[1], 301);
436 EXPECT_FLOAT_EQ(animation->from[2], 302); 435 EXPECT_FLOAT_EQ(animation->from[2], 302);
437 EXPECT_FLOAT_EQ(animation->from[3], 303); 436 EXPECT_FLOAT_EQ(animation->from[3], 303);
438 437
439 EXPECT_EQ(animation->start, 22345000); 438 EXPECT_EQ(animation->start, 22345000);
440 EXPECT_EQ(animation->duration, 54321000); 439 EXPECT_EQ(animation->duration, 54321000);
441 } 440 }
442 441
443 } // namespace vr_shell 442 } // namespace vr_shell
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