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/*
* Copyright 2017 Google Inc. All Rights Reserved.
*
* 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.
*/
#ifndef C_ARCORE_HELLOE_AR_UTIL_H_
#define C_ARCORE_HELLOE_AR_UTIL_H_
#include "include/core/SkMatrix44.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/asset_manager.h>
#include <android/log.h>
#include <cstdint>
#include <cstdlib>
#include <errno.h>
#include <jni.h>
#include <vector>
#include "arcore_c_api.h"
#include "platform_tools/android/apps/arcore/src/main/cpp/glm.h"
#ifndef LOGI
#define LOGI(...) \
__android_log_print(ANDROID_LOG_INFO, "hello_ar_example_c", __VA_ARGS__)
#endif // LOGI
#ifndef LOGE
#define LOGE(...) \
__android_log_print(ANDROID_LOG_ERROR, "hello_ar_example_c", __VA_ARGS__)
#endif // LOGE
#ifndef CHECK
#define CHECK(condition) \
if (!(condition)) { \
LOGE("*** CHECK FAILED at %s:%d: %s", __FILE__, __LINE__, #condition); \
abort(); \
}
#endif // CHECK
namespace hello_ar {
// Utilities
namespace util {
// Provides a scoped allocated instance of Anchor.
// Can be treated as an ArAnchor*.
class ScopedArPose {
public:
explicit ScopedArPose(const ArSession *session) {
ArPose_create(session, nullptr, &pose_);
}
~ScopedArPose() { ArPose_destroy(pose_); }
ArPose *GetArPose() { return pose_; }
// Delete copy constructors.
ScopedArPose(const ScopedArPose &) = delete;
void operator=(const ScopedArPose &) = delete;
private:
ArPose *pose_;
};
/* GL Utils */
// Check GL error, and abort if an error is encountered.
//
// @param operation, the name of the GL function call.
void CheckGlError(const char *operation);
// Create a shader program ID.
//
// @param vertex_source, the vertex shader source.
// @param fragment_source, the fragment shader source.
// @return
GLuint CreateProgram(const char *vertex_source, const char *fragment_source);
// Load png file from assets folder and then assign it to the OpenGL target.
// This method must be called from the renderer thread since it will result in
// OpenGL calls to assign the image to the texture target.
//
// @param target, openGL texture target to load the image into.
// @param path, path to the file, relative to the assets folder.
// @return true if png is loaded correctly, otherwise false.
bool LoadPngFromAssetManager(int target, const std::string &path);
/* ARCore utils */
void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model_mat);
// Get the plane's normal from center pose.
glm::vec3 GetPlaneNormal(const ArSession *ar_session, const ArPose &plane_pose);
// Calculate the normal distance to plane from cameraPose, the given planePose
// should have y axis parallel to plane's normal, for example plane's center
// pose or hit test pose.
float CalculateDistanceToPlane(const ArSession *ar_session, const ArPose &plane_pose, const ArPose &camera_pose);
// Outputs the camera rotation using display orientation
glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]);
// Computes camera position and orientation (using GetCameraRotationMatrix)
void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& cameraRotation);
/* Matrix conversion */
SkMatrix44 GlmMatToSkMat(const glm::mat4 m);
glm::mat4 SkMatToGlmMat(const SkMatrix44 m);
/* Logging utils */
//Row major output
void Log4x4Matrix(float raw_matrix[16]);
//Column major output
void LogGlmMat(glm::mat4 m, char *type);
void LogSkMat44(SkMatrix44 m, char *type);
void LogSkMat(SkMatrix m, char *type);
void LogOrientation(float rotationDirection, float angleRad, char *type);
/* Vector ops */
float Dot(glm::vec3 u, glm::vec3 v);
float Magnitude(glm::vec3 u);
float AngleRad(glm::vec3 u, glm::vec3 v);
glm::vec3 ProjectOntoPlane(glm::vec3 in, glm::vec3 normal);
} // namespace util
} // namespace hello_ar
#endif // C_ARCORE_HELLOE_AR_UTIL_H_