gecko-dev/gfx/vr/VRDeviceProxyOrientationFal...

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