Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(179)

Unified Diff: device/vr/vr_math.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
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « device/vr/vr_math.h ('k') | device/vr/vr_types.h » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: device/vr/vr_math.cc
diff --git a/device/vr/vr_math.cc b/device/vr/vr_math.cc
new file mode 100644
index 0000000000000000000000000000000000000000..776139635a08aea35963795576f7adfacc004fe0
--- /dev/null
+++ b/device/vr/vr_math.cc
@@ -0,0 +1,232 @@
+// Copyright 2016 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "device/vr/vr_math.h"
+
+#include <cmath>
+
+#include "base/logging.h"
+
+namespace vr {
+
+namespace {
+Mat4f CopyMat(const Mat4f& mat) {
+ Mat4f ret = mat;
+ return ret;
+}
+}
+
+// Internal matrix layout:
+//
+// m[0][0], m[0][1], m[0][2], m[0][3],
+// m[1][0], m[1][1], m[1][2], m[1][3],
+// m[2][0], m[2][1], m[2][2], m[2][3],
+// m[3][0], m[3][1], m[3][2], m[3][3],
+//
+// The translation component is in the right column m[i][3].
+//
+// The bottom row m[3][i] is (0, 0, 0, 1) for non-perspective transforms.
+//
+// These matrices are intended to be used to premultiply column vectors
+// for transforms, so successive transforms need to be left-multiplied.
+
+void SetIdentityM(Mat4f* mat) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ (*mat)[i][j] = i == j ? 1 : 0;
+ }
+ }
+}
+
+// Left multiply a translation matrix.
+void TranslateM(const Mat4f& mat,
+ const gfx::Vector3dF& translation,
+ Mat4f* out) {
+ if (out != &mat) {
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ (*out)[i][j] = mat[i][j];
+ }
+ }
+ }
+ (*out)[0][3] += translation.x();
+ (*out)[1][3] += translation.y();
+ (*out)[2][3] += translation.z();
+}
+
+// Left multiply a scale matrix.
+void ScaleM(const Mat4f& mat, const gfx::Vector3dF& scale, Mat4f* out) {
+ if (out != &mat) {
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 3; ++j) {
+ (*out)[i][j] = mat[i][j];
+ }
+ }
+ }
+ // Multiply all rows including translation components.
+ for (int j = 0; j < 4; ++j) {
+ (*out)[0][j] *= scale.x();
+ (*out)[1][j] *= scale.y();
+ (*out)[2][j] *= scale.z();
+ }
+}
+
+gfx::Vector3dF MatrixVectorMul(const Mat4f& m, const gfx::Vector3dF& v) {
+ return gfx::Vector3dF(
+ m[0][0] * v.x() + m[0][1] * v.y() + m[0][2] * v.z() + m[0][3],
+ m[1][0] * v.x() + m[1][1] * v.y() + m[1][2] * v.z() + m[1][3],
+ m[2][0] * v.x() + m[2][1] * v.y() + m[2][2] * v.z() + m[2][3]);
+}
+
+// Rotation only, ignore translation components.
+gfx::Vector3dF MatrixVectorRotate(const Mat4f& m, const gfx::Vector3dF& v) {
+ return gfx::Vector3dF(m[0][0] * v.x() + m[0][1] * v.y() + m[0][2] * v.z(),
+ m[1][0] * v.x() + m[1][1] * v.y() + m[1][2] * v.z(),
+ m[2][0] * v.x() + m[2][1] * v.y() + m[2][2] * v.z());
+}
+
+void MatrixMul(const Mat4f& matrix1, const Mat4f& matrix2, Mat4f* out) {
+ const Mat4f& mat1 = (out == &matrix1) ? CopyMat(matrix1) : matrix1;
+ const Mat4f& mat2 = (out == &matrix2) ? CopyMat(matrix2) : matrix2;
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ (*out)[i][j] = 0.0f;
+ for (int k = 0; k < 4; ++k) {
+ (*out)[i][j] += mat1[i][k] * mat2[k][j];
+ }
+ }
+ }
+}
+
+void PerspectiveMatrixFromView(const gfx::RectF& fov,
+ float z_near,
+ float z_far,
+ Mat4f* out) {
+ const float x_left = -std::tan(fov.x() * M_PI / 180.0f) * z_near;
+ const float x_right = std::tan(fov.right() * M_PI / 180.0f) * z_near;
+ const float y_bottom = -std::tan(fov.bottom() * M_PI / 180.0f) * z_near;
+ const float y_top = std::tan(fov.y() * M_PI / 180.0f) * z_near;
+
+ DCHECK(x_left < x_right && y_bottom < y_top && z_near < z_far &&
+ z_near > 0.0f && z_far > 0.0f);
+ const float X = (2 * z_near) / (x_right - x_left);
+ const float Y = (2 * z_near) / (y_top - y_bottom);
+ const float A = (x_right + x_left) / (x_right - x_left);
+ const float B = (y_top + y_bottom) / (y_top - y_bottom);
+ const float C = (z_near + z_far) / (z_near - z_far);
+ const float D = (2 * z_near * z_far) / (z_near - z_far);
+
+ for (int i = 0; i < 4; ++i) {
+ (*out)[i].fill(0.0f);
+ }
+ (*out)[0][0] = X;
+ (*out)[0][2] = A;
+ (*out)[1][1] = Y;
+ (*out)[1][2] = B;
+ (*out)[2][2] = C;
+ (*out)[2][3] = D;
+ (*out)[3][2] = -1;
+}
+
+gfx::Vector3dF GetForwardVector(const Mat4f& matrix) {
+ // Same as multiplying the inverse of the rotation component of the matrix by
+ // (0, 0, -1, 0).
+ return gfx::Vector3dF(-matrix[2][0], -matrix[2][1], -matrix[2][2]);
+}
+
+gfx::Vector3dF GetTranslation(const Mat4f& matrix) {
+ return gfx::Vector3dF(matrix[0][3], matrix[1][3], matrix[2][3]);
+}
+
+float NormalizeVector(gfx::Vector3dF* vec) {
+ float len = vec->Length();
+ if (len == 0)
+ return 0;
+ vec->Scale(1.0f / len);
+ return len;
+}
+
+void NormalizeQuat(Quatf* quat) {
+ float len = sqrt(quat->qx * quat->qx + quat->qy * quat->qy +
+ quat->qz * quat->qz + quat->qw * quat->qw);
+ quat->qx /= len;
+ quat->qy /= len;
+ quat->qz /= len;
+ quat->qw /= len;
+}
+
+Quatf QuatFromAxisAngle(const RotationAxisAngle& axis_angle) {
+ // Rotation angle is the product of |angle| and the magnitude of |axis|.
+ gfx::Vector3dF normal(axis_angle.x, axis_angle.y, axis_angle.z);
+ float length = NormalizeVector(&normal);
+ float angle = axis_angle.angle * length;
+
+ Quatf res;
+ float s = sin(angle / 2);
+ res.qx = normal.x() * s;
+ res.qy = normal.y() * s;
+ res.qz = normal.z() * s;
+ res.qw = cos(angle / 2);
+ return res;
+}
+
+Quatf QuatMultiply(const Quatf& a, const Quatf& b) {
+ Quatf res;
+ res.qw = a.qw * b.qw - a.qx * b.qx - a.qy * b.qy - a.qz * b.qz;
+ res.qx = a.qw * b.qx + a.qx * b.qw + a.qy * b.qz - a.qz * b.qy;
+ res.qy = a.qw * b.qy - a.qx * b.qz + a.qy * b.qw + a.qz * b.qx;
+ res.qz = a.qw * b.qz + a.qx * b.qy - a.qy * b.qx + a.qz * b.qw;
+ return res;
+}
+
+void QuatToMatrix(const Quatf& quat, Mat4f* out) {
+ const float x2 = quat.qx * quat.qx;
+ const float y2 = quat.qy * quat.qy;
+ const float z2 = quat.qz * quat.qz;
+ const float xy = quat.qx * quat.qy;
+ const float xz = quat.qx * quat.qz;
+ const float xw = quat.qx * quat.qw;
+ const float yz = quat.qy * quat.qz;
+ const float yw = quat.qy * quat.qw;
+ const float zw = quat.qz * quat.qw;
+
+ const float m11 = 1.0f - 2.0f * y2 - 2.0f * z2;
+ const float m12 = 2.0f * (xy - zw);
+ const float m13 = 2.0f * (xz + yw);
+ const float m21 = 2.0f * (xy + zw);
+ const float m22 = 1.0f - 2.0f * x2 - 2.0f * z2;
+ const float m23 = 2.0f * (yz - xw);
+ const float m31 = 2.0f * (xz - yw);
+ const float m32 = 2.0f * (yz + xw);
+ const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2;
+
+ *out = {{{{m11, m12, m13, 0.0f}},
+ {{m21, m22, m23, 0.0f}},
+ {{m31, m32, m33, 0.0f}},
+ {{0.0f, 0.0f, 0.0f, 1.0f}}}};
+}
+
+gfx::Point3F GetRayPoint(const gfx::Point3F& rayOrigin,
+ const gfx::Vector3dF& rayVector,
+ float scale) {
+ return rayOrigin + gfx::ScaleVector3d(rayVector, scale);
+}
+
+float Distance(const gfx::Point3F& p1, const gfx::Point3F& p2) {
+ return std::sqrt(p1.SquaredDistanceTo(p2));
+}
+
+bool XZAngle(const gfx::Vector3dF& vec1,
+ const gfx::Vector3dF& vec2,
+ float* angle) {
+ float len1 = vec1.Length();
+ float len2 = vec2.Length();
+ if (len1 == 0 || len2 == 0)
+ return false;
+ float cross_p = vec1.x() * vec2.z() - vec1.z() * vec2.x();
+ *angle = asin(cross_p / (len1 * len2));
+ return true;
+}
+
+} // namespace vr
« no previous file with comments | « device/vr/vr_math.h ('k') | device/vr/vr_types.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698