зеркало из https://github.com/mozilla/gecko-dev.git
236 строки
6.9 KiB
C++
236 строки
6.9 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "gfxVR.h"
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#include "mozilla/dom/GamepadEventTypes.h"
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#include "mozilla/dom/GamepadBinding.h"
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#include "VRDisplayHost.h"
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#ifndef M_PI
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# define M_PI 3.14159265358979323846
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#endif
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using namespace mozilla;
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using namespace mozilla::gfx;
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Atomic<uint32_t> VRSystemManager::sDisplayBase(0);
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Atomic<uint32_t> VRSystemManager::sControllerBase(0);
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/* static */ uint32_t
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VRSystemManager::AllocateDisplayID()
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{
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return ++sDisplayBase;
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}
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/* static */ uint32_t
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VRSystemManager::AllocateControllerID()
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{
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return ++sControllerBase;
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}
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/**
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* VRSystemManager::NotifyVsync must be called even when a WebVR site is
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* not active, in order to poll for respond to VR Platform API requests.
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* This should be called very often, ideally once per frame.
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* VRSystemManager::Refresh will not activate VR hardware or
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* initialize VR runtimes that have not already been activated.
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*/
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void
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VRSystemManager::NotifyVSync()
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{
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// VRDisplayHost::NotifyVSync may modify mVRDisplays, so we iterate
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// through a local copy here.
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nsTArray<RefPtr<VRDisplayHost>> displays;
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GetHMDs(displays);
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for (const auto& display : displays) {
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display->NotifyVSync();
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}
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// Ensure that the controller state is updated at least
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// on every 2d display VSync when not in a VR presentation.
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if (!GetIsPresenting()) {
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HandleInput();
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}
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}
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/**
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* VRSystemManager::GetHMDs must not be called unless
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* VRSystemManager::ShouldInhibitEnumeration is called
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* on all VRSystemManager instances and they all return
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* false.
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*
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* This is used to ensure that VR devices that can be
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* enumerated by multiple API's are only enumerated by
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* one API.
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*
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* GetHMDs is called for the most specific API
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* (ie. Oculus SDK) first before calling GetHMDs on
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* more generic api's (ie. OpenVR) to ensure that a device
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* is accessed using the API most optimized for it.
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*
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* ShouldInhibitEnumeration may also be used to prevent
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* devices from jumping to other API's when they are
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* intentionally ignored, such as when responding to
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* requests by the VR platform to unload the libraries
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* for runtime software updates.
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*/
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bool
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VRSystemManager::ShouldInhibitEnumeration()
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{
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return false;
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}
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Matrix4x4
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VRFieldOfView::ConstructProjectionMatrix(float zNear, float zFar,
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bool rightHanded) const
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{
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float upTan = tan(upDegrees * M_PI / 180.0);
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float downTan = tan(downDegrees * M_PI / 180.0);
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float leftTan = tan(leftDegrees * M_PI / 180.0);
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float rightTan = tan(rightDegrees * M_PI / 180.0);
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float handednessScale = rightHanded ? -1.0 : 1.0;
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float pxscale = 2.0f / (leftTan + rightTan);
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float pxoffset = (leftTan - rightTan) * pxscale * 0.5;
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float pyscale = 2.0f / (upTan + downTan);
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float pyoffset = (upTan - downTan) * pyscale * 0.5;
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Matrix4x4 mobj;
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float *m = &mobj._11;
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m[0*4+0] = pxscale;
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m[2*4+0] = pxoffset * handednessScale;
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m[1*4+1] = pyscale;
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m[2*4+1] = -pyoffset * handednessScale;
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m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
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m[3*4+2] = (zFar * zNear) / (zNear - zFar);
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m[2*4+3] = handednessScale;
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m[3*4+3] = 0.0f;
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return mobj;
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}
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void
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VRSystemManager::AddGamepad(const VRControllerInfo& controllerInfo)
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{
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dom::GamepadAdded a(NS_ConvertUTF8toUTF16(controllerInfo.GetControllerName()),
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controllerInfo.GetMappingType(),
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controllerInfo.GetHand(),
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controllerInfo.GetDisplayID(),
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controllerInfo.GetNumButtons(),
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controllerInfo.GetNumAxes(),
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controllerInfo.GetNumHaptics());
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadAdded>(mControllerCount, a);
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}
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void
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VRSystemManager::RemoveGamepad(uint32_t aIndex)
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{
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dom::GamepadRemoved a;
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadRemoved>(aIndex, a);
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}
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void
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VRSystemManager::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed, bool aTouched, double aValue)
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{
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dom::GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadButtonInformation>(aIndex, a);
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}
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void
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VRSystemManager::NewAxisMove(uint32_t aIndex, uint32_t aAxis,
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double aValue)
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{
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dom::GamepadAxisInformation a(aAxis, aValue);
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadAxisInformation>(aIndex, a);
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}
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void
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VRSystemManager::NewPoseState(uint32_t aIndex,
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const dom::GamepadPoseState& aPose)
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{
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dom::GamepadPoseInformation a(aPose);
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadPoseInformation>(aIndex, a);
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}
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void
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VRSystemManager::NewHandChangeEvent(uint32_t aIndex,
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const dom::GamepadHand aHand)
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{
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dom::GamepadHandInformation a(aHand);
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VRManager* vm = VRManager::Get();
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vm->NotifyGamepadChange<dom::GamepadHandInformation>(aIndex, a);
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}
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void
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VRHMDSensorState::CalcViewMatrices(const gfx::Matrix4x4* aHeadToEyeTransforms)
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{
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gfx::Matrix4x4 matHead;
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if (flags & VRDisplayCapabilityFlags::Cap_Orientation) {
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matHead.SetRotationFromQuaternion(gfx::Quaternion(pose.orientation[0], pose.orientation[1],
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pose.orientation[2], pose.orientation[3]));
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}
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matHead.PreTranslate(-pose.position[0], -pose.position[1], -pose.position[2]);
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gfx::Matrix4x4 matView = matHead * aHeadToEyeTransforms[VRDisplayState::Eye_Left];
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matView.Normalize();
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memcpy(leftViewMatrix, matView.components, sizeof(matView.components));
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matView = matHead * aHeadToEyeTransforms[VRDisplayState::Eye_Right];
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matView.Normalize();
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memcpy(rightViewMatrix, matView.components, sizeof(matView.components));
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}
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const IntSize
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VRDisplayInfo::SuggestedEyeResolution() const
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{
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return IntSize(mDisplayState.mEyeResolution.width,
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mDisplayState.mEyeResolution.height);
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}
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const Point3D
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VRDisplayInfo::GetEyeTranslation(uint32_t whichEye) const
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{
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return Point3D(mDisplayState.mEyeTranslation[whichEye].x,
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mDisplayState.mEyeTranslation[whichEye].y,
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mDisplayState.mEyeTranslation[whichEye].z);
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}
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const Size
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VRDisplayInfo::GetStageSize() const
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{
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return Size(mDisplayState.mStageSize.width,
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mDisplayState.mStageSize.height);
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}
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const Matrix4x4
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VRDisplayInfo::GetSittingToStandingTransform() const
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{
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Matrix4x4 m;
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// If we could replace Matrix4x4 with a pod type, we could
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// use it directly from the VRDisplayInfo struct.
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memcpy(m.components, mDisplayState.mSittingToStandingTransform, sizeof(float) * 16);
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return m;
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}
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