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

Issue 2814443004: Refactor VR math off of GVR types, onto gfx types where possible. (Closed)
Patch Set: Fix tests Created 3 years, 8 months ago
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Index: chrome/browser/android/vr_shell/ui_elements.cc
diff --git a/chrome/browser/android/vr_shell/ui_elements.cc b/chrome/browser/android/vr_shell/ui_elements.cc
index 82d1cdb0c65c6840d26c20a80bce6da67b717a17..c2232713ba42146ee3f8606ca9adc5d1fd339751 100644
--- a/chrome/browser/android/vr_shell/ui_elements.cc
+++ b/chrome/browser/android/vr_shell/ui_elements.cc
@@ -10,25 +10,23 @@
#include "base/time/time.h"
#include "chrome/browser/android/vr_shell/animation.h"
#include "chrome/browser/android/vr_shell/easing.h"
+#include "device/vr/vr_math.h"
namespace vr_shell {
namespace {
-bool GetRayPlaneDistance(const gvr::Vec3f& ray_origin,
- const gvr::Vec3f& ray_vector,
- const gvr::Vec3f& plane_origin,
- const gvr::Vec3f& plane_normal,
+bool GetRayPlaneDistance(const gfx::Point3F& ray_origin,
+ const gfx::Vector3dF& ray_vector,
+ const gfx::Point3F& plane_origin,
+ const gfx::Vector3dF& plane_normal,
float* distance) {
- float denom = vr_shell::VectorDot(ray_vector, plane_normal);
+ float denom = gfx::DotProduct(ray_vector, plane_normal);
if (denom == 0) {
return false;
}
- gvr::Vec3f rel;
- rel.x = ray_origin.x - plane_origin.x;
- rel.y = ray_origin.y - plane_origin.y;
- rel.z = ray_origin.z - plane_origin.z;
- *distance = -vr_shell::VectorDot(plane_normal, rel) / denom;
+ gfx::Vector3dF rel = ray_origin - plane_origin;
+ *distance = -gfx::DotProduct(plane_normal, rel) / denom;
return true;
}
@@ -39,59 +37,65 @@ Transform::Transform() {
}
void Transform::MakeIdentity() {
- SetIdentityM(to_world);
+ vr::SetIdentityM(&to_world);
}
-void Transform::Rotate(gvr::Quatf quat) {
+void Transform::Rotate(const vr::Quatf& quat) {
// TODO(klausw): use specialized rotation code? Constructing the matrix
// via axis-angle quaternion is inefficient.
- gvr::Mat4f forward = QuatToMatrix(quat);
- to_world = MatrixMul(forward, to_world);
+ vr::Mat4f forward;
+ vr::QuatToMatrix(quat, &forward);
+ vr::MatrixMul(forward, to_world, &to_world);
}
-void Transform::Rotate(float ax, float ay, float az, float rad) {
- Rotate(QuatFromAxisAngle({ax, ay, az}, rad));
+void Transform::Rotate(const vr::RotationAxisAngle& axis_angle) {
+ Rotate(vr::QuatFromAxisAngle(axis_angle));
}
-void Transform::Translate(float tx, float ty, float tz) {
- TranslateM(to_world, to_world, tx, ty, tz);
+void Transform::Translate(const gfx::Vector3dF& translation) {
+ vr::TranslateM(to_world, translation, &to_world);
}
-void Transform::Scale(float sx, float sy, float sz) {
- ScaleM(to_world, to_world, sx, sy, sz);
+void Transform::Scale(const gfx::Vector3dF& scale) {
+ vr::ScaleM(to_world, scale, &to_world);
}
-const gvr::Mat4f& WorldRectangle::TransformMatrix() const {
+const vr::Mat4f& WorldRectangle::TransformMatrix() const {
return transform_.to_world;
}
-gvr::Vec3f WorldRectangle::GetCenter() const {
- const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f};
- return MatrixVectorMul(transform_.to_world, kOrigin);
+gfx::Point3F WorldRectangle::GetCenter() const {
+ const gfx::Point3F kOrigin(0.0f, 0.0f, 0.0f);
+ return kOrigin + vr::GetTranslation(transform_.to_world);
}
-gvr::Vec2f WorldRectangle::GetUnitRectangleCoordinates(
- const gvr::Vec3f& world_point) {
- const gvr::Mat4f& transform = transform_.to_world;
- gvr::Vec3f origin = MatrixVectorMul(transform, gvr::Vec3f({0, 0, 0}));
- gvr::Vec3f xAxis = MatrixVectorMul(transform, gvr::Vec3f({1, 0, 0}));
- gvr::Vec3f yAxis = MatrixVectorMul(transform, gvr::Vec3f({0, 1, 0}));
- xAxis = VectorSubtract(xAxis, origin);
- yAxis = VectorSubtract(yAxis, origin);
- gvr::Vec3f point = VectorSubtract(world_point, origin);
-
- float x = VectorDot(point, xAxis) / VectorDot(xAxis, xAxis);
- float y = VectorDot(point, yAxis) / VectorDot(yAxis, yAxis);
- return {x, y};
+gfx::PointF WorldRectangle::GetUnitRectangleCoordinates(
+ const gfx::Point3F& world_point) {
+ // TODO(acondor): Simplify the math in this function.
+ const vr::Mat4f& transform = transform_.to_world;
+ gfx::Vector3dF origin =
+ vr::MatrixVectorMul(transform, gfx::Vector3dF(0, 0, 0));
+ gfx::Vector3dF x_axis =
+ vr::MatrixVectorMul(transform, gfx::Vector3dF(1, 0, 0));
+ gfx::Vector3dF y_axis =
+ vr::MatrixVectorMul(transform, gfx::Vector3dF(0, 1, 0));
+ x_axis.Subtract(origin);
+ y_axis.Subtract(origin);
+ gfx::Point3F point = world_point - origin;
+ gfx::Vector3dF v_point(point.x(), point.y(), point.z());
+
+ float x = gfx::DotProduct(v_point, x_axis) / gfx::DotProduct(x_axis, x_axis);
+ float y = gfx::DotProduct(v_point, y_axis) / gfx::DotProduct(y_axis, y_axis);
+ return gfx::PointF(x, y);
}
-gvr::Vec3f WorldRectangle::GetNormal() const {
- const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f};
- return MatrixVectorRotate(transform_.to_world, kNormalOrig);
+gfx::Vector3dF WorldRectangle::GetNormal() const {
+ const gfx::Vector3dF kNormalOrig = {0.0f, 0.0f, -1.0f};
+ return vr::MatrixVectorRotate(transform_.to_world, kNormalOrig);
}
-bool WorldRectangle::GetRayDistance(const gvr::Vec3f& ray_origin,
- const gvr::Vec3f& ray_vector,
+bool WorldRectangle::GetRayDistance(const gfx::Point3F& ray_origin,
+ const gfx::Vector3dF& ray_vector,
float* distance) const {
return GetRayPlaneDistance(ray_origin, ray_vector, GetCenter(), GetNormal(),
distance);
@@ -111,19 +115,19 @@ void ContentRectangle::Animate(const base::TimeTicks& time) {
if (animation.from.size() == 0) {
switch (animation.property) {
case Animation::COPYRECT:
- animation.from.push_back(copy_rect.x);
- animation.from.push_back(copy_rect.y);
- animation.from.push_back(copy_rect.width);
- animation.from.push_back(copy_rect.height);
+ animation.from.push_back(copy_rect.x());
+ animation.from.push_back(copy_rect.y());
+ animation.from.push_back(copy_rect.width());
+ animation.from.push_back(copy_rect.height());
break;
case Animation::SIZE:
- animation.from.push_back(size.x);
- animation.from.push_back(size.y);
+ animation.from.push_back(size.x());
+ animation.from.push_back(size.y());
break;
case Animation::SCALE:
- animation.from.push_back(scale.x);
- animation.from.push_back(scale.y);
- animation.from.push_back(scale.z);
+ animation.from.push_back(scale.x());
+ animation.from.push_back(scale.y());
+ animation.from.push_back(scale.z());
break;
case Animation::ROTATION:
animation.from.push_back(rotation.x);
@@ -132,9 +136,9 @@ void ContentRectangle::Animate(const base::TimeTicks& time) {
animation.from.push_back(rotation.angle);
break;
case Animation::TRANSLATION:
- animation.from.push_back(translation.x);
- animation.from.push_back(translation.y);
- animation.from.push_back(translation.z);
+ animation.from.push_back(translation.x());
+ animation.from.push_back(translation.y());
+ animation.from.push_back(translation.z());
break;
case Animation::OPACITY:
animation.from.push_back(opacity);
@@ -159,21 +163,16 @@ void ContentRectangle::Animate(const base::TimeTicks& time) {
switch (animation.property) {
case Animation::COPYRECT:
CHECK_EQ(animation.from.size(), 4u);
- copy_rect.x = values[0];
- copy_rect.y = values[1];
- copy_rect.width = values[2];
- copy_rect.height = values[3];
+ copy_rect.SetRect(values[0], values[1], values[2], values[3]);
break;
case Animation::SIZE:
CHECK_EQ(animation.from.size(), 2u);
- size.x = values[0];
- size.y = values[1];
+ size.set_x(values[0]);
+ size.set_y(values[1]);
break;
case Animation::SCALE:
CHECK_EQ(animation.from.size(), 3u);
- scale.x = values[0];
- scale.y = values[1];
- scale.z = values[2];
+ scale = {values[0], values[1], values[2]};
break;
case Animation::ROTATION:
CHECK_EQ(animation.from.size(), 4u);
@@ -184,9 +183,7 @@ void ContentRectangle::Animate(const base::TimeTicks& time) {
break;
case Animation::TRANSLATION:
CHECK_EQ(animation.from.size(), 3u);
- translation.x = values[0];
- translation.y = values[1];
- translation.z = values[2];
+ translation = {values[0], values[1], values[2]};
break;
case Animation::OPACITY:
CHECK_EQ(animation.from.size(), 1u);
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