| Index: chrome/browser/android/vr_shell/vr_shell_gl.cc
|
| diff --git a/chrome/browser/android/vr_shell/vr_shell_gl.cc b/chrome/browser/android/vr_shell/vr_shell_gl.cc
|
| index 04576097918cdeb873940654a892d8a31229dee4..b5cae58d5f22566b787c3ad694ca37381b33b421 100644
|
| --- a/chrome/browser/android/vr_shell/vr_shell_gl.cc
|
| +++ b/chrome/browser/android/vr_shell/vr_shell_gl.cc
|
| @@ -48,15 +48,8 @@ static constexpr float kReticleHeight = 0.025f;
|
|
|
| static constexpr float kLaserWidth = 0.01f;
|
|
|
| -// Angle (radians) the beam down from the controller axis, for wrist comfort.
|
| -static constexpr float kErgoAngleOffset = 0.26f;
|
| -
|
| static constexpr gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f};
|
|
|
| -// In lieu of an elbow model, we assume a position for the user's hand.
|
| -// TODO(mthiesse): Handedness options.
|
| -static constexpr gvr::Vec3f kHandPosition = {0.2f, -0.5f, -0.2f};
|
| -
|
| // Fraction of the distance to the object the cursor is drawn at to avoid
|
| // rounding errors drawing the cursor behind the object.
|
| static constexpr float kReticleOffset = 0.99f;
|
| @@ -469,15 +462,16 @@ void VrShellGl::InitializeRenderer() {
|
| FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
|
| }
|
|
|
| -void VrShellGl::UpdateController() {
|
| - controller_->UpdateState();
|
| +void VrShellGl::UpdateController(const gvr::Vec3f& head_direction) {
|
| + controller_->UpdateState(head_direction);
|
| + pointer_start_ = controller_->GetPointerStart();
|
|
|
| device::GvrGamepadData pad = controller_->GetGamepadData();
|
| main_thread_task_runner_->PostTask(
|
| FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
|
| }
|
|
|
| -void VrShellGl::HandleControllerInput(const gvr::Vec3f& forward_vector) {
|
| +void VrShellGl::HandleControllerInput(const gvr::Vec3f& head_direction) {
|
| if (ShouldDrawWebVr()) {
|
| // Process screen touch events for Cardboard button compatibility.
|
| // Also send tap events for controller "touchpad click" events.
|
| @@ -501,7 +495,7 @@ void VrShellGl::HandleControllerInput(const gvr::Vec3f& forward_vector) {
|
| // No controller detected, set up a gaze cursor that tracks the
|
| // forward direction.
|
| ergo_neutral_pose = {0.0f, 0.0f, -1.0f};
|
| - controller_quat_ = GetRotationFromZAxis(forward_vector);
|
| + controller_quat_ = GetRotationFromZAxis(head_direction);
|
| } else {
|
| ergo_neutral_pose = {0.0f, -sin(kErgoAngleOffset), -cos(kErgoAngleOffset)};
|
| controller_quat_ = controller_->Orientation();
|
| @@ -531,7 +525,7 @@ void VrShellGl::HandleControllerInput(const gvr::Vec3f& forward_vector) {
|
| // that the sphere is centered at the controller, rather than the eye, for
|
| // simplicity.
|
| float distance = scene_->GetBackgroundDistance();
|
| - target_point_ = GetRayPoint(kHandPosition, controller_direction, distance);
|
| + target_point_ = GetRayPoint(pointer_start_, controller_direction, distance);
|
| gvr::Vec3f eye_to_target = target_point_;
|
| NormalizeVector(eye_to_target);
|
|
|
| @@ -819,7 +813,7 @@ void VrShellGl::DrawFrame(int16_t frame_index) {
|
| // 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.
|
| - gvr_api_->ApplyNeckModel(head_pose, 1.0f);
|
| + head_pose = gvr_api_->ApplyNeckModel(head_pose, 1.0f);
|
| }
|
|
|
| // Update the render position of all UI elements (including desktop).
|
| @@ -829,8 +823,9 @@ void VrShellGl::DrawFrame(int16_t frame_index) {
|
| // TODO(crbug.com/704690): Acquire controller state in a way that's timely
|
| // for both the gamepad API and UI input handling.
|
| TRACE_EVENT0("gpu", "VrShellGl::UpdateController");
|
| - UpdateController();
|
| - HandleControllerInput(GetForwardVector(head_pose));
|
| + auto head_direction = GetForwardVector(head_pose);
|
| + UpdateController(head_direction);
|
| + HandleControllerInput(head_direction);
|
| }
|
|
|
| DrawWorldElements(head_pose);
|
| @@ -934,8 +929,8 @@ void VrShellGl::DrawUiView(const gvr::Mat4f& head_pose,
|
|
|
| DrawElements(render_matrix, elementsInDrawOrder);
|
| if (draw_cursor) {
|
| - DrawCursor(render_matrix);
|
| DrawController(render_matrix);
|
| + DrawCursor(render_matrix);
|
| }
|
| }
|
| }
|
| @@ -1057,7 +1052,7 @@ void VrShellGl::DrawCursor(const gvr::Mat4f& render_matrix) {
|
| // Draw the laser.
|
|
|
| // Find the length of the beam (from hand to target).
|
| - const float laser_length = Distance(kHandPosition, target_point_);
|
| + const float laser_length = Distance(pointer_start_, target_point_);
|
|
|
| // Build a beam, originating from the origin.
|
| SetIdentityM(mat);
|
| @@ -1070,12 +1065,13 @@ void VrShellGl::DrawCursor(const gvr::Mat4f& render_matrix) {
|
| const gvr::Quatf q = QuatFromAxisAngle({1.0f, 0.0f, 0.0f}, -M_PI / 2);
|
| mat = MatrixMul(QuatToMatrix(q), mat);
|
|
|
| - const gvr::Vec3f beam_direction = {target_point_.x - kHandPosition.x,
|
| - target_point_.y - kHandPosition.y,
|
| - target_point_.z - kHandPosition.z};
|
| + const gvr::Vec3f beam_direction = {target_point_.x - pointer_start_.x,
|
| + target_point_.y - pointer_start_.y,
|
| + target_point_.z - pointer_start_.z};
|
| const gvr::Mat4f beam_direction_mat =
|
| QuatToMatrix(GetRotationFromZAxis(beam_direction));
|
|
|
| + float opacity = controller_->GetOpacity();
|
| // Render multiple faces to make the laser appear cylindrical.
|
| const int faces = 4;
|
| for (int i = 0; i < faces; i++) {
|
| @@ -1088,20 +1084,21 @@ void VrShellGl::DrawCursor(const gvr::Mat4f& render_matrix) {
|
| face_transform = MatrixMul(beam_direction_mat, face_transform);
|
|
|
| // Move the beam origin to the hand.
|
| - TranslateM(face_transform, face_transform, kHandPosition.x, kHandPosition.y,
|
| - kHandPosition.z);
|
| + TranslateM(face_transform, face_transform, pointer_start_.x,
|
| + pointer_start_.y, pointer_start_.z);
|
|
|
| transform = MatrixMul(render_matrix, face_transform);
|
| - vr_shell_renderer_->GetLaserRenderer()->Draw(transform);
|
| + vr_shell_renderer_->GetLaserRenderer()->Draw(opacity, transform);
|
| }
|
| }
|
|
|
| void VrShellGl::DrawController(const gvr::Mat4f& view_proj_matrix) {
|
| if (!vr_shell_renderer_->GetControllerRenderer()->IsSetUp())
|
| return;
|
| - auto transform = MatrixMul(view_proj_matrix, controller_->GetTransform());
|
| auto state = controller_->GetModelState();
|
| - vr_shell_renderer_->GetControllerRenderer()->Draw(state, transform);
|
| + auto opacity = controller_->GetOpacity();
|
| + auto transform = MatrixMul(view_proj_matrix, controller_->GetTransform());
|
| + vr_shell_renderer_->GetControllerRenderer()->Draw(state, opacity, transform);
|
| }
|
|
|
| bool VrShellGl::ShouldDrawWebVr() {
|
|
|