2015-09-18 00:23:13 +03:00
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include <math.h>
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#include "VRDeviceProxyOrientationFallBack.h"
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#include "mozilla/dom/ScreenOrientation.h" // for ScreenOrientationInternal
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#include "mozilla/Hal.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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// 1/sqrt(2) (aka sqrt(2)/2)
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#ifndef M_SQRT1_2
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# define M_SQRT1_2 0.70710678118654752440
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#endif
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#ifdef ANDROID
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#include <android/log.h>
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#define LOG(args...) __android_log_print(ANDROID_LOG_INFO, "GeckoVR" , ## args)
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#else
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#define LOG(...) do { } while(0)
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#endif
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namespace {
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// some utility functions
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// This remaps axes in the given matrix to a new configuration based on the
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// screen orientation. Similar to what Android SensorManager.remapCoordinateSystem
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// does, except only for a fixed number of transforms that we need.
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Matrix4x4
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RemapMatrixForOrientation(dom::ScreenOrientationInternal screenConfig, const Matrix4x4& aMatrix)
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{
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Matrix4x4 out;
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const float *in = &aMatrix._11;
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float *o = &out._11;
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if (screenConfig == dom::eScreenOrientation_LandscapePrimary) {
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// remap X,Y -> Y,-X
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o[0] = -in[1]; o[1] = in[0]; o[2] = in[2];
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o[4] = -in[5]; o[5] = in[4]; o[6] = in[6];
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o[8] = -in[9]; o[9] = in[8]; o[10] = in[10];
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} else if (screenConfig == dom::eScreenOrientation_LandscapeSecondary) {
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// remap X,Y -> -Y,X
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o[0] = in[1]; o[1] = -in[0]; o[2] = in[2];
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o[4] = in[5]; o[5] = -in[4]; o[6] = in[6];
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o[8] = in[9]; o[9] = -in[8]; o[10] = in[10];
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} else if (screenConfig == dom::eScreenOrientation_PortraitPrimary) {
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out = aMatrix;
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} else if (screenConfig == dom::eScreenOrientation_PortraitSecondary) {
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// remap X,Y -> X,-Z
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o[0] = in[0]; o[1] = in[2]; o[2] = -in[1];
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o[4] = in[4]; o[5] = in[6]; o[6] = -in[5];
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o[8] = in[8]; o[9] = in[10]; o[10] = -in[9];
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} else {
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MOZ_ASSERT(0, "gfxVRCardboard::RemapMatrixForOrientation invalid screenConfig");
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}
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return out;
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}
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} // namespace
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namespace mozilla {
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namespace gfx {
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VRDeviceProxyOrientationFallBack::VRDeviceProxyOrientationFallBack(const VRDeviceUpdate& aDeviceUpdate)
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: VRDeviceProxy(aDeviceUpdate)
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, mOrient(dom::eScreenOrientation_PortraitPrimary)
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, mTracking(false)
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{
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MOZ_COUNT_CTOR_INHERITED(VRDeviceProxyOrientationFallBack, VRDeviceProxy);
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}
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VRDeviceProxyOrientationFallBack::~VRDeviceProxyOrientationFallBack()
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{
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StopSensorTracking();
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MOZ_COUNT_DTOR_INHERITED(VRDeviceProxyOrientationFallBack, VRDeviceProxy);
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}
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void
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VRDeviceProxyOrientationFallBack::StartSensorTracking()
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{
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if (!mTracking) {
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// it's never been started before; initialize observers and
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// initial state.
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hal::ScreenConfiguration sconfig;
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hal::GetCurrentScreenConfiguration(&sconfig);
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this->Notify(sconfig);
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hal::RegisterSensorObserver(hal::SENSOR_GAME_ROTATION_VECTOR, this);
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hal::RegisterScreenConfigurationObserver(this);
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mSensorState.Clear();
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mTracking = true;
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}
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}
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void
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VRDeviceProxyOrientationFallBack::StopSensorTracking()
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{
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if (mTracking) {
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hal::UnregisterScreenConfigurationObserver(this);
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hal::UnregisterSensorObserver(hal::SENSOR_GAME_ROTATION_VECTOR, this);
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mTracking = false;
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}
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}
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// Android sends us events that have a 90-degree rotation about
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// the x axis compared to what we want (phone flat vs. phone held in front of the eyes).
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// Correct for this by applying a transform to undo this rotation.
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void
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VRDeviceProxyOrientationFallBack::Notify(const hal::ScreenConfiguration& config)
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{
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mOrient = config.orientation();
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if (mOrient == dom::eScreenOrientation_LandscapePrimary) {
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mScreenTransform = Quaternion(-0.5f, 0.5f, 0.5f, 0.5f);
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} else if (mOrient == dom::eScreenOrientation_LandscapeSecondary) {
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mScreenTransform = Quaternion(-0.5f, -0.5f, -0.5f, 0.5f);
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} else if (mOrient == dom::eScreenOrientation_PortraitPrimary) {
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mScreenTransform = Quaternion((float) -M_SQRT1_2, 0.f, 0.f, (float) M_SQRT1_2);
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} else if (mOrient == dom::eScreenOrientation_PortraitSecondary) {
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// Currently, PortraitSecondary event doesn't be triggered.
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mScreenTransform = Quaternion((float) M_SQRT1_2, 0.f, 0.f, (float) M_SQRT1_2);
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}
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}
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void
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VRDeviceProxyOrientationFallBack::Notify(const hal::SensorData& data)
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{
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if (data.sensor() != hal::SENSOR_GAME_ROTATION_VECTOR)
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return;
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const nsTArray<float>& sensorValues = data.values();
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// This is super chatty
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//LOG("HMDInfoCardboard::Notify %f %f %f %f\n", sensorValues[0], sensorValues[1], sensorValues[2], sensorValues[3]);
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mSavedLastSensor.Set(sensorValues[0], sensorValues[1], sensorValues[2], sensorValues[3]);
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mSavedLastSensorTime = data.timestamp();
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mNeedsSensorCompute = true;
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}
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void
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VRDeviceProxyOrientationFallBack::ZeroSensor()
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{
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mSensorZeroInverse = mSavedLastSensor;
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mSensorZeroInverse.Invert();
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}
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void
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VRDeviceProxyOrientationFallBack::ComputeStateFromLastSensor()
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{
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if (!mNeedsSensorCompute)
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return;
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// apply the zero orientation
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Quaternion q = mSensorZeroInverse * mSavedLastSensor;
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// make a matrix from the quat
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Matrix4x4 qm;
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qm.SetRotationFromQuaternion(q);
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// remap the coordinate space, based on the orientation
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Matrix4x4 qmRemapped = RemapMatrixForOrientation(mOrient, qm);
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// turn it back into a quat
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q.SetFromRotationMatrix(qmRemapped);
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// apply adjustment based on what's been done to the screen and the original zero
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// position of the base coordinate space
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q = mScreenTransform * q;
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mSensorState.flags |= VRStateValidFlags::State_Orientation;
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mSensorState.orientation[0] = q.x;
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mSensorState.orientation[1] = q.y;
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mSensorState.orientation[2] = q.z;
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mSensorState.orientation[3] = q.w;
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mSensorState.timestamp = mSavedLastSensorTime / 1000000.0;
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mNeedsSensorCompute = false;
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}
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VRHMDSensorState
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2016-02-16 23:53:33 +03:00
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VRDeviceProxyOrientationFallBack::GetSensorState()
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2015-09-18 00:23:13 +03:00
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{
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StartSensorTracking();
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ComputeStateFromLastSensor();
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return mSensorState;
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}
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2016-02-16 23:53:33 +03:00
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VRHMDSensorState
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VRDeviceProxyOrientationFallBack::GetImmediateSensorState()
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{
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// XXX TODO - Should return actual immediate sensor state
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return GetSensorState();
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}
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2015-09-18 00:23:13 +03:00
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} // namespace gfx
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} // namespace mozilla
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