зеркало из https://github.com/mozilla/gecko-dev.git
203 строки
7.1 KiB
C++
203 строки
7.1 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/dom/XRFrame.h"
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#include "mozilla/dom/XRRenderState.h"
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#include "mozilla/dom/XRRigidTransform.h"
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#include "mozilla/dom/XRViewerPose.h"
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#include "mozilla/dom/XRView.h"
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#include "mozilla/dom/XRReferenceSpace.h"
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#include "VRDisplayClient.h"
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namespace mozilla::dom {
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(XRFrame, mParent, mSession)
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XRFrame::XRFrame(nsISupports* aParent, XRSession* aXRSession)
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: mParent(aParent),
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mSession(aXRSession),
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mActive(false),
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mAnimationFrame(false) {}
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JSObject* XRFrame::WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) {
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return XRFrame_Binding::Wrap(aCx, this, aGivenProto);
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}
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XRSession* XRFrame::Session() { return mSession; }
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already_AddRefed<XRViewerPose> XRFrame::GetViewerPose(
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const XRReferenceSpace& aReferenceSpace, ErrorResult& aRv) {
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if (!mActive || !mAnimationFrame) {
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aRv.ThrowInvalidStateError(
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"GetViewerPose can only be called on an XRFrame during an "
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"XRSession.requestAnimationFrame callback.");
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return nullptr;
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}
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if (aReferenceSpace.GetSession() != mSession) {
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aRv.ThrowInvalidStateError(
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"The XRReferenceSpace passed to GetViewerPose must belong to the "
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"XRSession that GetViewerPose is called on.");
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return nullptr;
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}
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if (!mSession->CanReportPoses()) {
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aRv.ThrowSecurityError(
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"The visibilityState of the XRSpace's XRSession "
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"that is passed to GetViewerPose must be 'visible'.");
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return nullptr;
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}
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// TODO (Bug 1616393) - Check if poses must be limited:
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// https://immersive-web.github.io/webxr/#poses-must-be-limited
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bool emulatedPosition = aReferenceSpace.IsPositionEmulated();
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XRRenderState* renderState = mSession->GetActiveRenderState();
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float depthNear = (float)renderState->DepthNear();
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float depthFar = (float)renderState->DepthFar();
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RefPtr<XRViewerPose> viewerPose;
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gfx::VRDisplayClient* display = mSession->GetDisplayClient();
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if (display) {
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// Have a VRDisplayClient
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const gfx::VRDisplayInfo& displayInfo =
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mSession->GetDisplayClient()->GetDisplayInfo();
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const gfx::VRHMDSensorState& sensorState = display->GetSensorState();
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gfx::PointDouble3D viewerPosition = gfx::PointDouble3D(
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sensorState.pose.position[0], sensorState.pose.position[1],
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sensorState.pose.position[2]);
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gfx::QuaternionDouble viewerOrientation = gfx::QuaternionDouble(
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sensorState.pose.orientation[0], sensorState.pose.orientation[1],
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sensorState.pose.orientation[2], sensorState.pose.orientation[3]);
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gfx::Matrix4x4Double headTransform;
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headTransform.SetRotationFromQuaternion(viewerOrientation);
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headTransform.PostTranslate(viewerPosition);
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gfx::Matrix4x4Double originTransform;
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originTransform.SetRotationFromQuaternion(
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aReferenceSpace.GetEffectiveOriginOrientation().Inverse());
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originTransform.PreTranslate(-aReferenceSpace.GetEffectiveOriginPosition());
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headTransform *= originTransform;
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viewerPose = mSession->PooledViewerPose(headTransform, emulatedPosition);
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auto updateEye = [&](int32_t viewIndex, gfx::VRDisplayState::Eye eye) {
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auto offset = displayInfo.GetEyeTranslation(eye);
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auto eyeFromHead = gfx::Matrix4x4Double::Translation(
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gfx::PointDouble3D(offset.x, offset.y, offset.z));
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auto eyeTransform = eyeFromHead * headTransform;
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gfx::PointDouble3D eyePosition;
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gfx::QuaternionDouble eyeRotation;
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gfx::PointDouble3D eyeScale;
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eyeTransform.Decompose(eyePosition, eyeRotation, eyeScale);
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const gfx::VRFieldOfView fov = displayInfo.mDisplayState.eyeFOV[eye];
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gfx::Matrix4x4 projection =
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fov.ConstructProjectionMatrix(depthNear, depthFar, true);
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viewerPose->GetEye(viewIndex)->Update(eyePosition, eyeRotation,
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projection);
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};
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updateEye(0, gfx::VRDisplayState::Eye_Left);
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updateEye(1, gfx::VRDisplayState::Eye_Right);
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} else {
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auto inlineVerticalFov = renderState->GetInlineVerticalFieldOfView();
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const double fov =
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inlineVerticalFov.IsNull() ? M_PI * 0.5f : inlineVerticalFov.Value();
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HTMLCanvasElement* canvas = renderState->GetOutputCanvas();
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float aspect = 1.0f;
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if (canvas) {
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aspect = (float)canvas->Width() / (float)canvas->Height();
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}
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gfx::Matrix4x4 projection =
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ConstructInlineProjection((float)fov, aspect, depthNear, depthFar);
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viewerPose =
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mSession->PooledViewerPose(gfx::Matrix4x4Double(), emulatedPosition);
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viewerPose->GetEye(0)->Update(gfx::PointDouble3D(), gfx::QuaternionDouble(),
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projection);
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}
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return viewerPose.forget();
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}
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already_AddRefed<XRPose> XRFrame::GetPose(const XRSpace& aSpace,
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const XRSpace& aBaseSpace,
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ErrorResult& aRv) {
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if (!mActive) {
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aRv.ThrowInvalidStateError(
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"GetPose can not be called on an XRFrame that is not active.");
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return nullptr;
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}
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if (aSpace.GetSession() != mSession || aBaseSpace.GetSession() != mSession) {
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aRv.ThrowInvalidStateError(
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"The XRSpace passed to GetPose must belong to the "
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"XRSession that GetPose is called on.");
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return nullptr;
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}
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if (!mSession->CanReportPoses()) {
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aRv.ThrowSecurityError(
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"The visibilityState of the XRSpace's XRSession "
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"that is passed to GetPose must be 'visible'.");
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return nullptr;
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}
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// TODO (Bug 1616393) - Check if poses must be limited:
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// https://immersive-web.github.io/webxr/#poses-must-be-limited
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const bool emulatedPosition = aSpace.IsPositionEmulated();
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gfx::Matrix4x4Double base;
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base.SetRotationFromQuaternion(
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aBaseSpace.GetEffectiveOriginOrientation().Inverse());
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base.PreTranslate(-aBaseSpace.GetEffectiveOriginPosition());
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gfx::Matrix4x4Double matrix = aSpace.GetEffectiveOriginTransform() * base;
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RefPtr<XRRigidTransform> transform = new XRRigidTransform(mParent, matrix);
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RefPtr<XRPose> pose = new XRPose(mParent, transform, emulatedPosition);
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return pose.forget();
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}
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void XRFrame::StartAnimationFrame() {
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mActive = true;
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mAnimationFrame = true;
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}
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void XRFrame::EndAnimationFrame() { mActive = false; }
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void XRFrame::StartInputSourceEvent() { mActive = true; }
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void XRFrame::EndInputSourceEvent() { mActive = false; }
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gfx::Matrix4x4 XRFrame::ConstructInlineProjection(float aFov, float aAspect,
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float aNear, float aFar) {
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gfx::Matrix4x4 m;
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const float depth = aFar - aNear;
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const float invDepth = 1 / depth;
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if (aFov == 0) {
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aFov = 0.5f * M_PI;
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}
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m._22 = 1.0f / tan(0.5f * aFov);
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m._11 = -m._22 / aAspect;
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m._33 = depth * invDepth;
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m._43 = (-aFar * aNear) * invDepth;
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m._34 = 1.0f;
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return m;
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}
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} // namespace mozilla::dom
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