зеркало из https://github.com/mozilla/gecko-dev.git
151 строка
4.4 KiB
C++
151 строка
4.4 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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#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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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(orientation[0], orientation[1],
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orientation[2], orientation[3]));
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}
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matHead.PreTranslate(-position[0], -position[1], -position[2]);
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gfx::Matrix4x4 matView = matHead * aHeadToEyeTransforms[VRDisplayInfo::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[VRDisplayInfo::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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