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-rw-r--r--components/script/dom/webxr/xrray.rs174
1 files changed, 174 insertions, 0 deletions
diff --git a/components/script/dom/webxr/xrray.rs b/components/script/dom/webxr/xrray.rs
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+++ b/components/script/dom/webxr/xrray.rs
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+/* 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 https://mozilla.org/MPL/2.0/. */
+
+use dom_struct::dom_struct;
+use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
+use js::rust::HandleObject;
+use js::typedarray::{Float32, Float32Array};
+use webxr_api::{ApiSpace, Ray};
+
+use crate::dom::bindings::buffer_source::HeapBufferSource;
+use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
+use crate::dom::bindings::codegen::Bindings::XRRayBinding::{XRRayDirectionInit, XRRayMethods};
+use crate::dom::bindings::error::{Error, Fallible};
+use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject, Reflector};
+use crate::dom::bindings::root::DomRoot;
+use crate::dom::dompointreadonly::DOMPointReadOnly;
+use crate::dom::globalscope::GlobalScope;
+use crate::dom::window::Window;
+use crate::dom::xrrigidtransform::XRRigidTransform;
+use crate::script_runtime::{CanGc, JSContext};
+
+#[dom_struct]
+pub struct XRRay {
+ reflector_: Reflector,
+ #[ignore_malloc_size_of = "defined in webxr"]
+ #[no_trace]
+ ray: Ray<ApiSpace>,
+ #[ignore_malloc_size_of = "defined in mozjs"]
+ matrix: HeapBufferSource<Float32>,
+}
+
+impl XRRay {
+ fn new_inherited(ray: Ray<ApiSpace>) -> XRRay {
+ XRRay {
+ reflector_: Reflector::new(),
+ ray,
+ matrix: HeapBufferSource::default(),
+ }
+ }
+
+ fn new(
+ global: &GlobalScope,
+ proto: Option<HandleObject>,
+ ray: Ray<ApiSpace>,
+ can_gc: CanGc,
+ ) -> DomRoot<XRRay> {
+ reflect_dom_object_with_proto(Box::new(XRRay::new_inherited(ray)), global, proto, can_gc)
+ }
+
+ pub fn ray(&self) -> Ray<ApiSpace> {
+ self.ray
+ }
+}
+
+impl XRRayMethods<crate::DomTypeHolder> for XRRay {
+ /// <https://immersive-web.github.io/hit-test/#dom-xrray-xrray>
+ fn Constructor(
+ window: &Window,
+ proto: Option<HandleObject>,
+ can_gc: CanGc,
+ origin: &DOMPointInit,
+ direction: &XRRayDirectionInit,
+ ) -> Fallible<DomRoot<Self>> {
+ if origin.w != 1.0 {
+ return Err(Error::Type("Origin w coordinate must be 1".into()));
+ }
+ if *direction.w != 0.0 {
+ return Err(Error::Type("Direction w coordinate must be 0".into()));
+ }
+ if *direction.x == 0.0 && *direction.y == 0.0 && *direction.z == 0.0 {
+ return Err(Error::Type(
+ "Direction vector cannot have zero length".into(),
+ ));
+ }
+
+ let origin = Vector3D::new(origin.x as f32, origin.y as f32, origin.z as f32);
+ let direction = Vector3D::new(
+ *direction.x as f32,
+ *direction.y as f32,
+ *direction.z as f32,
+ )
+ .normalize();
+
+ Ok(Self::new(
+ &window.global(),
+ proto,
+ Ray { origin, direction },
+ can_gc,
+ ))
+ }
+
+ /// <https://immersive-web.github.io/hit-test/#dom-xrray-xrray-transform>
+ fn Constructor_(
+ window: &Window,
+ proto: Option<HandleObject>,
+ can_gc: CanGc,
+ transform: &XRRigidTransform,
+ ) -> Fallible<DomRoot<Self>> {
+ let transform = transform.transform();
+ let origin = transform.translation;
+ let direction = transform
+ .rotation
+ .transform_vector3d(Vector3D::new(0., 0., -1.));
+
+ Ok(Self::new(
+ &window.global(),
+ proto,
+ Ray { origin, direction },
+ can_gc,
+ ))
+ }
+
+ /// <https://immersive-web.github.io/hit-test/#dom-xrray-origin>
+ fn Origin(&self, can_gc: CanGc) -> DomRoot<DOMPointReadOnly> {
+ DOMPointReadOnly::new(
+ &self.global(),
+ self.ray.origin.x as f64,
+ self.ray.origin.y as f64,
+ self.ray.origin.z as f64,
+ 1.,
+ can_gc,
+ )
+ }
+
+ /// <https://immersive-web.github.io/hit-test/#dom-xrray-direction>
+ fn Direction(&self, can_gc: CanGc) -> DomRoot<DOMPointReadOnly> {
+ DOMPointReadOnly::new(
+ &self.global(),
+ self.ray.direction.x as f64,
+ self.ray.direction.y as f64,
+ self.ray.direction.z as f64,
+ 0.,
+ can_gc,
+ )
+ }
+
+ /// <https://immersive-web.github.io/hit-test/#dom-xrray-matrix>
+ fn Matrix(&self, _cx: JSContext) -> Float32Array {
+ // https://immersive-web.github.io/hit-test/#xrray-obtain-the-matrix
+ if !self.matrix.is_initialized() {
+ // Step 1
+ let z = Vector3D::new(0., 0., -1.);
+ // Step 2
+ let axis = z.cross(self.ray.direction);
+ // Step 3
+ let cos_angle = z.dot(self.ray.direction);
+ // Step 4
+ let rotation = if cos_angle > -1. && cos_angle < 1. {
+ Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
+ } else if cos_angle == -1. {
+ let axis = Vector3D::new(1., 0., 0.);
+ Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
+ } else {
+ Rotation3D::identity()
+ };
+ // Step 5
+ let translation = self.ray.origin;
+ // Step 6
+ // According to the spec all matrices are column-major,
+ // however euclid uses row vectors so we use .to_array()
+ let arr = RigidTransform3D::new(rotation, translation)
+ .to_transform()
+ .to_array();
+ self.matrix
+ .set_data(_cx, &arr)
+ .expect("Failed to set matrix data on XRRAy.")
+ }
+
+ self.matrix
+ .get_buffer()
+ .expect("Failed to get matrix from XRRay.")
+ }
+}