/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* 3DMacroscopic implementation */ #include "sles_allinclusive.h" static SLresult I3DMacroscopic_SetSize(SL3DMacroscopicItf self, SLmillimeter width, SLmillimeter height, SLmillimeter depth) { SL_ENTER_INTERFACE if (!((0 <= width) && (width <= SL_MILLIMETER_MAX) && (0 <= height) && (height <= SL_MILLIMETER_MAX) && (0 <= depth) && (depth <= SL_MILLIMETER_MAX))) { result = SL_RESULT_PARAMETER_INVALID; } else { I3DMacroscopic *this = (I3DMacroscopic *) self; interface_lock_exclusive(this); this->mSize.mWidth = width; this->mSize.mHeight = height; this->mSize.mDepth = depth; interface_unlock_exclusive(this); result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static SLresult I3DMacroscopic_GetSize(SL3DMacroscopicItf self, SLmillimeter *pWidth, SLmillimeter *pHeight, SLmillimeter *pDepth) { SL_ENTER_INTERFACE if (NULL == pWidth || NULL == pHeight || NULL == pDepth) { result = SL_RESULT_PARAMETER_INVALID; } else { I3DMacroscopic *this = (I3DMacroscopic *) self; interface_lock_shared(this); SLmillimeter width = this->mSize.mWidth; SLmillimeter height = this->mSize.mHeight; SLmillimeter depth = this->mSize.mDepth; interface_unlock_shared(this); *pWidth = width; *pHeight = height; *pDepth = depth; result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static SLresult I3DMacroscopic_SetOrientationAngles(SL3DMacroscopicItf self, SLmillidegree heading, SLmillidegree pitch, SLmillidegree roll) { SL_ENTER_INTERFACE if (!((-360000 <= heading) && (heading <= 360000) && (-90000 <= pitch) && (pitch <= 90000) && (-360000 <= roll) && (roll <= 360000))) { result = SL_RESULT_PARAMETER_INVALID; } else { I3DMacroscopic *this = (I3DMacroscopic *) self; interface_lock_exclusive(this); this->mOrientationAngles.mHeading = heading; this->mOrientationAngles.mPitch = pitch; this->mOrientationAngles.mRoll = roll; this->mOrientationActive = ANGLES_SET_VECTORS_UNKNOWN; this->mRotatePending = SL_BOOLEAN_FALSE; // ++this->mGeneration; interface_unlock_exclusive(this); result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static SLresult I3DMacroscopic_SetOrientationVectors(SL3DMacroscopicItf self, const SLVec3D *pFront, const SLVec3D *pAbove) { SL_ENTER_INTERFACE if (NULL == pFront || NULL == pAbove) { result = SL_RESULT_PARAMETER_INVALID; } else { I3DMacroscopic *this = (I3DMacroscopic *) self; SLVec3D front = *pFront; SLVec3D above = *pAbove; // NTH Check for vectors close to zero or close to parallel interface_lock_exclusive(this); this->mOrientationVectors.mFront = front; this->mOrientationVectors.mAbove = above; this->mOrientationVectors.mUp = above; // wrong this->mOrientationActive = ANGLES_UNKNOWN_VECTORS_SET; this->mRotatePending = SL_BOOLEAN_FALSE; interface_unlock_exclusive(this); result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static SLresult I3DMacroscopic_Rotate(SL3DMacroscopicItf self, SLmillidegree theta, const SLVec3D *pAxis) { SL_ENTER_INTERFACE if (!((-360000 <= theta) && (theta <= 360000)) || NULL == pAxis) { result = SL_RESULT_PARAMETER_INVALID; } else { SLVec3D axis = *pAxis; // NTH Check that axis is not (close to) zero vector, length does not matter I3DMacroscopic *this = (I3DMacroscopic *) self; interface_lock_exclusive(this); while (this->mRotatePending) interface_cond_wait(this); this->mTheta = theta; this->mAxis = axis; this->mRotatePending = SL_BOOLEAN_TRUE; interface_unlock_exclusive(this); result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static SLresult I3DMacroscopic_GetOrientationVectors(SL3DMacroscopicItf self, SLVec3D *pFront, SLVec3D *pUp) { SL_ENTER_INTERFACE if (NULL == pFront || NULL == pUp) { result = SL_RESULT_PARAMETER_INVALID; } else { I3DMacroscopic *this = (I3DMacroscopic *) self; interface_lock_exclusive(this); for (;;) { enum AnglesVectorsActive orientationActive = this->mOrientationActive; switch (orientationActive) { case ANGLES_COMPUTED_VECTORS_SET: // not in 1.0.1 case ANGLES_REQUESTED_VECTORS_SET: // not in 1.0.1 case ANGLES_UNKNOWN_VECTORS_SET: case ANGLES_SET_VECTORS_COMPUTED: { SLVec3D front = this->mOrientationVectors.mFront; SLVec3D up = this->mOrientationVectors.mUp; interface_unlock_exclusive(this); *pFront = front; *pUp = up; } break; case ANGLES_SET_VECTORS_UNKNOWN: this->mOrientationActive = ANGLES_SET_VECTORS_REQUESTED; // fall through case ANGLES_SET_VECTORS_REQUESTED: // matched by cond_broadcast in case multiple requesters #if 0 interface_cond_wait(this); #else this->mOrientationActive = ANGLES_SET_VECTORS_COMPUTED; #endif continue; default: interface_unlock_exclusive(this); assert(SL_BOOLEAN_FALSE); pFront->x = 0; pFront->y = 0; pFront->z = 0; pUp->x = 0; pUp->y = 0; pUp->z = 0; break; } break; } result = SL_RESULT_SUCCESS; } SL_LEAVE_INTERFACE } static const struct SL3DMacroscopicItf_ I3DMacroscopic_Itf = { I3DMacroscopic_SetSize, I3DMacroscopic_GetSize, I3DMacroscopic_SetOrientationAngles, I3DMacroscopic_SetOrientationVectors, I3DMacroscopic_Rotate, I3DMacroscopic_GetOrientationVectors }; void I3DMacroscopic_init(void *self) { I3DMacroscopic *this = (I3DMacroscopic *) self; this->mItf = &I3DMacroscopic_Itf; this->mSize.mWidth = 0; this->mSize.mHeight = 0; this->mSize.mDepth = 0; this->mOrientationAngles.mHeading = 0; this->mOrientationAngles.mPitch = 0; this->mOrientationAngles.mRoll = 0; memset(&this->mOrientationVectors, 0x55, sizeof(this->mOrientationVectors)); this->mOrientationVectors.mFront.x = 0; this->mOrientationVectors.mFront.y = 0; this->mOrientationVectors.mFront.z = -1000; this->mOrientationVectors.mUp.x = 0; this->mOrientationVectors.mUp.y = 1000; this->mOrientationVectors.mUp.z = 0; this->mOrientationVectors.mAbove.x = 0; this->mOrientationVectors.mAbove.y = 0; this->mOrientationVectors.mAbove.z = 0; this->mOrientationActive = ANGLES_SET_VECTORS_COMPUTED; this->mTheta = 0x55555555; this->mAxis.x = 0x55555555; this->mAxis.y = 0x55555555; this->mAxis.z = 0x55555555; this->mRotatePending = SL_BOOLEAN_FALSE; }