/*
* 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;
}