blob: a13cc0dce1d6c6c85a9f520697b06b3624ee87d0 [file] [log] [blame]
// 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 "modules/vr/VRFrameData.h"
#include "modules/vr/VREyeParameters.h"
#include "modules/vr/VRPose.h"
#include <cmath>
namespace blink {
// TODO(bajones): All of the matrix math here is temporary. It will be removed
// once the VRService has been updated to allow the underlying VR APIs to
// provide the projection and view matrices directly.
// Build a projection matrix from a field of view and near/far planes.
void projectionFromFieldOfView(DOMFloat32Array* outArray, VRFieldOfView* fov, float depthNear, float depthFar)
{
float upTan = tanf(fov->upDegrees() * M_PI / 180.0);
float downTan = tanf(fov->downDegrees() * M_PI / 180.0);
float leftTan = tanf(fov->leftDegrees() * M_PI / 180.0);
float rightTan = tanf(fov->rightDegrees() * M_PI / 180.0);
float xScale = 2.0f / (leftTan + rightTan);
float yScale = 2.0f / (upTan + downTan);
float* out = outArray->data();
out[0] = xScale;
out[1] = 0.0f;
out[2] = 0.0f;
out[3] = 0.0f;
out[4] = 0.0f;
out[5] = yScale;
out[6] = 0.0f;
out[7] = 0.0f;
out[8] = -((leftTan - rightTan) * xScale * 0.5);
out[9] = ((upTan - downTan) * yScale * 0.5);
out[10] = depthFar / (depthNear - depthFar);
out[11] = -1.0f;
out[12] = 0.0f;
out[13] = 0.0f;
out[14] = (depthFar * depthNear) / (depthNear - depthFar);
out[15] = 0.0f;
}
// Create a matrix from a rotation and translation.
void matrixfromRotationTranslation(DOMFloat32Array* outArray, const mojo::WTFArray<float>& rotation, const mojo::WTFArray<float>& translation)
{
// Quaternion math
float x = rotation.is_null() ? 0.0f : rotation[0];
float y = rotation.is_null() ? 0.0f : rotation[1];
float z = rotation.is_null() ? 0.0f : rotation[2];
float w = rotation.is_null() ? 1.0f : rotation[3];
float x2 = x + x;
float y2 = y + y;
float z2 = z + z;
float xx = x * x2;
float xy = x * y2;
float xz = x * z2;
float yy = y * y2;
float yz = y * z2;
float zz = z * z2;
float wx = w * x2;
float wy = w * y2;
float wz = w * z2;
float* out = outArray->data();
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = translation.is_null() ? 0.0f : translation[0];
out[13] = translation.is_null() ? 0.0f : translation[1];
out[14] = translation.is_null() ? 0.0f : translation[2];
out[15] = 1;
}
// Translate a matrix
void matrixTranslate(DOMFloat32Array* outArray, const DOMFloat32Array* translation)
{
if (!translation)
return;
float x = translation->data()[0];
float y = translation->data()[1];
float z = translation->data()[2];
float* out = outArray->data();
out[12] = out[0] * x + out[4] * y + out[8] * z + out[12];
out[13] = out[1] * x + out[5] * y + out[9] * z + out[13];
out[14] = out[2] * x + out[6] * y + out[10] * z + out[14];
out[15] = out[3] * x + out[7] * y + out[11] * z + out[15];
}
bool matrixInvert(DOMFloat32Array* outArray)
{
float* out = outArray->data();
float a00 = out[0];
float a01 = out[1];
float a02 = out[2];
float a03 = out[3];
float a10 = out[4];
float a11 = out[5];
float a12 = out[6];
float a13 = out[7];
float a20 = out[8];
float a21 = out[9];
float a22 = out[10];
float a23 = out[11];
float a30 = out[12];
float a31 = out[13];
float a32 = out[14];
float a33 = out[15];
float b00 = a00 * a11 - a01 * a10;
float b01 = a00 * a12 - a02 * a10;
float b02 = a00 * a13 - a03 * a10;
float b03 = a01 * a12 - a02 * a11;
float b04 = a01 * a13 - a03 * a11;
float b05 = a02 * a13 - a03 * a12;
float b06 = a20 * a31 - a21 * a30;
float b07 = a20 * a32 - a22 * a30;
float b08 = a20 * a33 - a23 * a30;
float b09 = a21 * a32 - a22 * a31;
float b10 = a21 * a33 - a23 * a31;
float b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
return false;
det = 1.0 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return true;
};
VRFrameData::VRFrameData()
: m_timestamp(0.0)
{
m_leftProjectionMatrix = DOMFloat32Array::create(16);
m_leftViewMatrix = DOMFloat32Array::create(16);
m_rightProjectionMatrix = DOMFloat32Array::create(16);
m_rightViewMatrix = DOMFloat32Array::create(16);
m_pose = VRPose::create();
}
bool VRFrameData::update(const device::blink::VRPosePtr& pose, VREyeParameters* leftEye, VREyeParameters* rightEye, float depthNear, float depthFar)
{
if (!pose)
return false;
m_timestamp = pose->timestamp;
// Build the projection matrices
projectionFromFieldOfView(m_leftProjectionMatrix, leftEye->fieldOfView(), depthNear, depthFar);
projectionFromFieldOfView(m_rightProjectionMatrix, rightEye->fieldOfView(), depthNear, depthFar);
// Build the view matrices
matrixfromRotationTranslation(m_leftViewMatrix, pose->orientation, pose->position);
matrixTranslate(m_leftViewMatrix, leftEye->offset());
if (!matrixInvert(m_leftViewMatrix))
return false;
matrixfromRotationTranslation(m_rightViewMatrix, pose->orientation, pose->position);
matrixTranslate(m_rightViewMatrix, rightEye->offset());
if (!matrixInvert(m_rightViewMatrix))
return false;
// Set the pose
m_pose->setPose(pose);
return true;
}
DEFINE_TRACE(VRFrameData)
{
visitor->trace(m_leftProjectionMatrix);
visitor->trace(m_leftViewMatrix);
visitor->trace(m_rightProjectionMatrix);
visitor->trace(m_rightViewMatrix);
visitor->trace(m_pose);
}
} // namespace blink