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| 1 // Copyright 2016 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "chrome/browser/android/vr_shell/vr_math.h" | |
| 6 | |
| 7 #include <cmath> | |
| 8 | |
| 9 #include "base/logging.h" | |
| 10 | |
| 11 namespace vr_shell { | |
| 12 | |
| 13 // Internal matrix layout: | |
| 14 // | |
| 15 // m[0][0], m[0][1], m[0][2], m[0][3], | |
| 16 // m[1][0], m[1][1], m[1][2], m[1][3], | |
| 17 // m[2][0], m[2][1], m[2][2], m[2][3], | |
| 18 // m[3][0], m[3][1], m[3][2], m[3][3], | |
| 19 // | |
| 20 // The translation component is in the right column m[i][3]. | |
| 21 // | |
| 22 // The bottom row m[3][i] is (0, 0, 0, 1) for non-perspective transforms. | |
| 23 // | |
| 24 // These matrices are intended to be used to premultiply column vectors | |
| 25 // for transforms, so successive transforms need to be left-multiplied. | |
| 26 | |
| 27 void SetIdentityM(gvr::Mat4f& mat) { | |
| 28 float* m = reinterpret_cast<float*>(mat.m); | |
| 29 for (int i = 0; i < 16; i++) { | |
| 30 m[i] = 0; | |
| 31 } | |
| 32 for (int i = 0; i < 16; i += 5) { | |
| 33 m[i] = 1.0f; | |
| 34 } | |
| 35 } | |
| 36 | |
| 37 // Left multiply a translation matrix. | |
| 38 void TranslateM(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) { | |
| 39 if (&tmat != &mat) { | |
| 40 for (int i = 0; i < 4; ++i) { | |
| 41 for (int j = 0; j < 4; ++j) { | |
| 42 tmat.m[i][j] = mat.m[i][j]; | |
| 43 } | |
| 44 } | |
| 45 } | |
| 46 tmat.m[0][3] += x; | |
| 47 tmat.m[1][3] += y; | |
| 48 tmat.m[2][3] += z; | |
| 49 } | |
| 50 | |
| 51 // Left multiply a scale matrix. | |
| 52 void ScaleM(gvr::Mat4f& tmat, | |
| 53 const gvr::Mat4f& mat, | |
| 54 float x, | |
| 55 float y, | |
| 56 float z) { | |
| 57 if (&tmat != &mat) { | |
| 58 for (int i = 0; i < 4; ++i) { | |
| 59 for (int j = 0; j < 3; ++j) { | |
| 60 tmat.m[i][j] = mat.m[i][j]; | |
| 61 } | |
| 62 } | |
| 63 } | |
| 64 // Multiply all rows including translation components. | |
| 65 for (int j = 0; j < 4; ++j) { | |
| 66 tmat.m[0][j] *= x; | |
| 67 tmat.m[1][j] *= y; | |
| 68 tmat.m[2][j] *= z; | |
| 69 } | |
| 70 } | |
| 71 | |
| 72 gvr::Vec3f MatrixVectorMul(const gvr::Mat4f& m, const gvr::Vec3f& v) { | |
| 73 gvr::Vec3f res; | |
| 74 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3]; | |
| 75 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3]; | |
| 76 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3]; | |
| 77 return res; | |
| 78 } | |
| 79 | |
| 80 // Rotation only, ignore translation components. | |
| 81 gvr::Vec3f MatrixVectorRotate(const gvr::Mat4f& m, const gvr::Vec3f& v) { | |
| 82 gvr::Vec3f res; | |
| 83 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z; | |
| 84 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z; | |
| 85 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z; | |
| 86 return res; | |
| 87 } | |
| 88 | |
| 89 gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) { | |
| 90 gvr::Mat4f result; | |
| 91 for (int i = 0; i < 4; ++i) { | |
| 92 for (int j = 0; j < 4; ++j) { | |
| 93 result.m[i][j] = 0.0f; | |
| 94 for (int k = 0; k < 4; ++k) { | |
| 95 result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j]; | |
| 96 } | |
| 97 } | |
| 98 } | |
| 99 return result; | |
| 100 } | |
| 101 | |
| 102 gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov, | |
| 103 float z_near, | |
| 104 float z_far) { | |
| 105 gvr::Mat4f result; | |
| 106 const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near; | |
| 107 const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near; | |
| 108 const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near; | |
| 109 const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near; | |
| 110 | |
| 111 DCHECK(x_left < x_right && y_bottom < y_top && z_near < z_far && | |
| 112 z_near > 0.0f && z_far > 0.0f); | |
| 113 const float X = (2 * z_near) / (x_right - x_left); | |
| 114 const float Y = (2 * z_near) / (y_top - y_bottom); | |
| 115 const float A = (x_right + x_left) / (x_right - x_left); | |
| 116 const float B = (y_top + y_bottom) / (y_top - y_bottom); | |
| 117 const float C = (z_near + z_far) / (z_near - z_far); | |
| 118 const float D = (2 * z_near * z_far) / (z_near - z_far); | |
| 119 | |
| 120 for (int i = 0; i < 4; ++i) { | |
| 121 for (int j = 0; j < 4; ++j) { | |
| 122 result.m[i][j] = 0.0f; | |
| 123 } | |
| 124 } | |
| 125 result.m[0][0] = X; | |
| 126 result.m[0][2] = A; | |
| 127 result.m[1][1] = Y; | |
| 128 result.m[1][2] = B; | |
| 129 result.m[2][2] = C; | |
| 130 result.m[2][3] = D; | |
| 131 result.m[3][2] = -1; | |
| 132 | |
| 133 return result; | |
| 134 } | |
| 135 | |
| 136 gvr::Vec3f GetForwardVector(const gvr::Mat4f& matrix) { | |
| 137 // Same as multiplying the inverse of the rotation component of the matrix by | |
| 138 // (0, 0, -1, 0). | |
| 139 return {-matrix.m[2][0], -matrix.m[2][1], -matrix.m[2][2]}; | |
| 140 } | |
| 141 | |
| 142 gvr::Vec3f GetTranslation(const gvr::Mat4f& matrix) { | |
| 143 return {matrix.m[0][3], matrix.m[1][3], matrix.m[2][3]}; | |
| 144 } | |
| 145 | |
| 146 float VectorLength(const gvr::Vec3f& vec) { | |
| 147 return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z); | |
| 148 } | |
| 149 | |
| 150 gvr::Vec3f VectorSubtract(const gvr::Vec3f& a, const gvr::Vec3f& b) { | |
| 151 return {a.x - b.x, a.y - b.y, a.z - b.z}; | |
| 152 } | |
| 153 | |
| 154 float NormalizeVector(gvr::Vec3f& vec) { | |
| 155 float len = VectorLength(vec); | |
| 156 vec.x /= len; | |
| 157 vec.y /= len; | |
| 158 vec.z /= len; | |
| 159 return len; | |
| 160 } | |
| 161 | |
| 162 float VectorDot(const gvr::Vec3f& a, const gvr::Vec3f& b) { | |
| 163 return a.x * b.x + a.y * b.y + a.z * b.z; | |
| 164 } | |
| 165 | |
| 166 void NormalizeQuat(gvr::Quatf& quat) { | |
| 167 float len = sqrt(quat.qx * quat.qx + quat.qy * quat.qy + quat.qz * quat.qz + | |
| 168 quat.qw * quat.qw); | |
| 169 quat.qx /= len; | |
| 170 quat.qy /= len; | |
| 171 quat.qz /= len; | |
| 172 quat.qw /= len; | |
| 173 } | |
| 174 | |
| 175 gvr::Quatf QuatFromAxisAngle(const gvr::Vec3f& axis, float angle) { | |
| 176 // Rotation angle is the product of |angle| and the magnitude of |axis|. | |
| 177 gvr::Vec3f normal = axis; | |
| 178 float length = NormalizeVector(normal); | |
| 179 angle *= length; | |
| 180 | |
| 181 gvr::Quatf res; | |
| 182 float s = sin(angle / 2); | |
| 183 res.qx = normal.x * s; | |
| 184 res.qy = normal.y * s; | |
| 185 res.qz = normal.z * s; | |
| 186 res.qw = cos(angle / 2); | |
| 187 return res; | |
| 188 } | |
| 189 | |
| 190 gvr::Quatf QuatMultiply(const gvr::Quatf& a, const gvr::Quatf& b) { | |
| 191 gvr::Quatf res; | |
| 192 res.qw = a.qw * b.qw - a.qx * b.qx - a.qy * b.qy - a.qz * b.qz; | |
| 193 res.qx = a.qw * b.qx + a.qx * b.qw + a.qy * b.qz - a.qz * b.qy; | |
| 194 res.qy = a.qw * b.qy - a.qx * b.qz + a.qy * b.qw + a.qz * b.qx; | |
| 195 res.qz = a.qw * b.qz + a.qx * b.qy - a.qy * b.qx + a.qz * b.qw; | |
| 196 return res; | |
| 197 } | |
| 198 | |
| 199 gvr::Mat4f QuatToMatrix(const gvr::Quatf& quat) { | |
| 200 const float x2 = quat.qx * quat.qx; | |
| 201 const float y2 = quat.qy * quat.qy; | |
| 202 const float z2 = quat.qz * quat.qz; | |
| 203 const float xy = quat.qx * quat.qy; | |
| 204 const float xz = quat.qx * quat.qz; | |
| 205 const float xw = quat.qx * quat.qw; | |
| 206 const float yz = quat.qy * quat.qz; | |
| 207 const float yw = quat.qy * quat.qw; | |
| 208 const float zw = quat.qz * quat.qw; | |
| 209 | |
| 210 const float m11 = 1.0f - 2.0f * y2 - 2.0f * z2; | |
| 211 const float m12 = 2.0f * (xy - zw); | |
| 212 const float m13 = 2.0f * (xz + yw); | |
| 213 const float m21 = 2.0f * (xy + zw); | |
| 214 const float m22 = 1.0f - 2.0f * x2 - 2.0f * z2; | |
| 215 const float m23 = 2.0f * (yz - xw); | |
| 216 const float m31 = 2.0f * (xz - yw); | |
| 217 const float m32 = 2.0f * (yz + xw); | |
| 218 const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2; | |
| 219 | |
| 220 return {{{m11, m12, m13, 0.0f}, | |
| 221 {m21, m22, m23, 0.0f}, | |
| 222 {m31, m32, m33, 0.0f}, | |
| 223 {0.0f, 0.0f, 0.0f, 1.0f}}}; | |
| 224 } | |
| 225 | |
| 226 gvr::Vec3f GetRayPoint(const gvr::Vec3f& rayOrigin, | |
| 227 const gvr::Vec3f& rayVector, | |
| 228 float scale) { | |
| 229 gvr::Vec3f v; | |
| 230 v.x = rayOrigin.x + scale * rayVector.x; | |
| 231 v.y = rayOrigin.y + scale * rayVector.y; | |
| 232 v.z = rayOrigin.z + scale * rayVector.z; | |
| 233 return v; | |
| 234 } | |
| 235 | |
| 236 float Distance(const gvr::Vec3f& vec1, const gvr::Vec3f& vec2) { | |
| 237 return VectorLength(VectorSubtract(vec1, vec2)); | |
| 238 } | |
| 239 | |
| 240 bool XZAngle(const gvr::Vec3f& vec1, const gvr::Vec3f& vec2, float* angle) { | |
| 241 float len1 = VectorLength(vec1); | |
| 242 float len2 = VectorLength(vec2); | |
| 243 if (len1 == 0 || len2 == 0) | |
| 244 return false; | |
| 245 float cross_p = vec1.x * vec2.z - vec1.z * vec2.x; | |
| 246 *angle = asin(cross_p / (len1 * len2)); | |
| 247 return true; | |
| 248 } | |
| 249 | |
| 250 } // namespace vr_shell | |
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