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Unified Diff: chrome/browser/android/vr_shell/vr_shell_gl.cc

Issue 2795793002: Implementation of elbow model for the controller position and rotation. (Closed)
Patch Set: Created 3 years, 9 months ago
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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() {

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