gecko-dev/gfx/vr/gfxVR.cpp
Daniel Holbert 126bd9e1a4 Bug 1412427 part 8: (automated patch) Switch a bunch of C++ files in gfx to use our standard mode lines. r=jrmuizel
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py

For every file that is modified in this patch, the changes are as follows:
 (1) The patch changes the file to use the exact C++ mode lines from the
     Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line

 (2) The patch deletes any blank lines between the mode line & the MPL
     boilerplate comment.

 (3) If the file previously had the mode lines and MPL boilerplate in a
     single contiguous C++ comment, then the patch splits them into
     separate C++ comments, to match the boilerplate in the coding style.

MozReview-Commit-ID: 77D61xpSmIl

--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
2017-10-27 16:10:06 -07:00

151 lines
4.4 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "gfxVR.h"
#include "mozilla/dom/GamepadEventTypes.h"
#include "mozilla/dom/GamepadBinding.h"
#ifndef M_PI
# define M_PI 3.14159265358979323846
#endif
using namespace mozilla;
using namespace mozilla::gfx;
Atomic<uint32_t> VRSystemManager::sDisplayBase(0);
Atomic<uint32_t> VRSystemManager::sControllerBase(0);
/* static */ uint32_t
VRSystemManager::AllocateDisplayID()
{
return ++sDisplayBase;
}
/* static */ uint32_t
VRSystemManager::AllocateControllerID()
{
return ++sControllerBase;
}
Matrix4x4
VRFieldOfView::ConstructProjectionMatrix(float zNear, float zFar,
bool rightHanded) const
{
float upTan = tan(upDegrees * M_PI / 180.0);
float downTan = tan(downDegrees * M_PI / 180.0);
float leftTan = tan(leftDegrees * M_PI / 180.0);
float rightTan = tan(rightDegrees * M_PI / 180.0);
float handednessScale = rightHanded ? -1.0 : 1.0;
float pxscale = 2.0f / (leftTan + rightTan);
float pxoffset = (leftTan - rightTan) * pxscale * 0.5;
float pyscale = 2.0f / (upTan + downTan);
float pyoffset = (upTan - downTan) * pyscale * 0.5;
Matrix4x4 mobj;
float *m = &mobj._11;
m[0*4+0] = pxscale;
m[2*4+0] = pxoffset * handednessScale;
m[1*4+1] = pyscale;
m[2*4+1] = -pyoffset * handednessScale;
m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
m[3*4+2] = (zFar * zNear) / (zNear - zFar);
m[2*4+3] = handednessScale;
m[3*4+3] = 0.0f;
return mobj;
}
void
VRSystemManager::AddGamepad(const VRControllerInfo& controllerInfo)
{
dom::GamepadAdded a(NS_ConvertUTF8toUTF16(controllerInfo.GetControllerName()),
controllerInfo.GetMappingType(),
controllerInfo.GetHand(),
controllerInfo.GetDisplayID(),
controllerInfo.GetNumButtons(),
controllerInfo.GetNumAxes(),
controllerInfo.GetNumHaptics());
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadAdded>(mControllerCount, a);
}
void
VRSystemManager::RemoveGamepad(uint32_t aIndex)
{
dom::GamepadRemoved a;
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadRemoved>(aIndex, a);
}
void
VRSystemManager::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
bool aPressed, bool aTouched, double aValue)
{
dom::GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadButtonInformation>(aIndex, a);
}
void
VRSystemManager::NewAxisMove(uint32_t aIndex, uint32_t aAxis,
double aValue)
{
dom::GamepadAxisInformation a(aAxis, aValue);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadAxisInformation>(aIndex, a);
}
void
VRSystemManager::NewPoseState(uint32_t aIndex,
const dom::GamepadPoseState& aPose)
{
dom::GamepadPoseInformation a(aPose);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadPoseInformation>(aIndex, a);
}
void
VRSystemManager::NewHandChangeEvent(uint32_t aIndex,
const dom::GamepadHand aHand)
{
dom::GamepadHandInformation a(aHand);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadHandInformation>(aIndex, a);
}
void
VRHMDSensorState::CalcViewMatrices(const gfx::Matrix4x4* aHeadToEyeTransforms)
{
gfx::Matrix4x4 matHead;
if (flags & VRDisplayCapabilityFlags::Cap_Orientation) {
matHead.SetRotationFromQuaternion(gfx::Quaternion(orientation[0], orientation[1],
orientation[2], orientation[3]));
}
matHead.PreTranslate(-position[0], -position[1], -position[2]);
gfx::Matrix4x4 matView = matHead * aHeadToEyeTransforms[VRDisplayInfo::Eye_Left];
matView.Normalize();
memcpy(leftViewMatrix, matView.components, sizeof(matView.components));
matView = matHead * aHeadToEyeTransforms[VRDisplayInfo::Eye_Right];
matView.Normalize();
memcpy(rightViewMatrix, matView.components, sizeof(matView.components));
}