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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 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, DomObject, Reflector};
use crate::dom::bindings::root::DomRoot;
use crate::dom::bindings::utils::create_typed_array;
use crate::dom::dompointreadonly::DOMPointReadOnly;
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
use crate::dom::xrrigidtransform::XRRigidTransform;
use crate::script_runtime::JSContext;
use dom_struct::dom_struct;
use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
use js::jsapi::{Heap, JSObject};
use std::ptr::NonNull;
use webxr_api::{ApiSpace, Ray};
#[dom_struct]
pub struct XRRay {
reflector_: Reflector,
#[ignore_malloc_size_of = "defined in webxr"]
ray: Ray<ApiSpace>,
#[ignore_malloc_size_of = "defined in mozjs"]
matrix: Heap<*mut JSObject>,
}
impl XRRay {
fn new_inherited(ray: Ray<ApiSpace>) -> XRRay {
XRRay {
reflector_: Reflector::new(),
ray,
matrix: Heap::default(),
}
}
pub fn new(global: &GlobalScope, ray: Ray<ApiSpace>) -> DomRoot<XRRay> {
reflect_dom_object(Box::new(XRRay::new_inherited(ray)), global)
}
#[allow(non_snake_case)]
/// https://immersive-web.github.io/hit-test/#dom-xrray-xrray
pub fn Constructor(
window: &Window,
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(), Ray { origin, direction }))
}
#[allow(non_snake_case)]
/// https://immersive-web.github.io/hit-test/#dom-xrray-xrray-transform
pub fn Constructor_(window: &Window, 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(), Ray { origin, direction }))
}
pub fn ray(&self) -> Ray<ApiSpace> {
self.ray
}
}
impl XRRayMethods for XRRay {
/// https://immersive-web.github.io/hit-test/#dom-xrray-origin
fn Origin(&self) -> 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.,
)
}
/// https://immersive-web.github.io/hit-test/#dom-xrray-direction
fn Direction(&self) -> 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.,
)
}
/// https://immersive-web.github.io/hit-test/#dom-xrray-matrix
fn Matrix(&self, _cx: JSContext) -> NonNull<JSObject> {
// https://immersive-web.github.io/hit-test/#xrray-obtain-the-matrix
// Step 1
if self.matrix.get().is_null() {
let cx = self.global().get_cx();
// Step 2
let z = Vector3D::new(0., 0., -1.);
// Step 3
let axis = z.cross(self.ray.direction);
// Step 4
let cos_angle = z.dot(self.ray.direction);
// Step 5
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 6
let translation = self.ray.origin;
// Step 7
// According to the spec all matrices are column-major,
// however euclid uses row vectors so we use .to_row_major_array()
let arr = RigidTransform3D::new(rotation, translation)
.to_transform()
.to_row_major_array();
create_typed_array(cx, &arr, &self.matrix);
}
NonNull::new(self.matrix.get()).unwrap()
}
}
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