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gfxVR.cpp
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gfxVR.cpp
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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 "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()),
mControllerCount,
controllerInfo.GetMappingType(),
controllerInfo.GetHand(),
dom::GamepadServiceType::VR,
controllerInfo.GetDisplayID(),
controllerInfo.GetNumButtons(),
controllerInfo.GetNumAxes(),
controllerInfo.GetNumHaptics());
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadAdded>(a);
}
void
VRSystemManager::RemoveGamepad(uint32_t aIndex)
{
dom::GamepadRemoved a(aIndex, dom::GamepadServiceType::VR);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadRemoved>(a);
}
void
VRSystemManager::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
bool aPressed, bool aTouched, double aValue)
{
dom::GamepadButtonInformation a(aIndex, dom::GamepadServiceType::VR,
aButton, aValue, aPressed, aTouched);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadButtonInformation>(a);
}
void
VRSystemManager::NewAxisMove(uint32_t aIndex, uint32_t aAxis,
double aValue)
{
dom::GamepadAxisInformation a(aIndex, dom::GamepadServiceType::VR,
aAxis, aValue);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadAxisInformation>(a);
}
void
VRSystemManager::NewPoseState(uint32_t aIndex,
const dom::GamepadPoseState& aPose)
{
dom::GamepadPoseInformation a(aIndex, dom::GamepadServiceType::VR,
aPose);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadPoseInformation>(a);
}
void
VRSystemManager::NewHandChangeEvent(uint32_t aIndex,
const dom::GamepadHand aHand)
{
dom::GamepadHandInformation a(aIndex, dom::GamepadServiceType::VR,
aHand);
VRManager* vm = VRManager::Get();
vm->NotifyGamepadChange<dom::GamepadHandInformation>(a);
}