Precompute XRRigidTransform's matrices

This commit is contained in:
Manish Goregaokar 2019-03-25 23:48:28 -07:00
parent 77e857891a
commit 6fda2f28a6
2 changed files with 27 additions and 14 deletions

View file

@ -56,7 +56,7 @@ use cssparser::RGBA;
use devtools_traits::{CSSError, TimelineMarkerType, WorkerId};
use encoding_rs::{Decoder, Encoding};
use euclid::Length as EuclidLength;
use euclid::{Point2D, Rect, Transform2D, Transform3D, TypedScale, TypedSize2D, Vector2D};
use euclid::{Point2D, Rect, Rotation3D, Transform2D, Transform3D, TypedScale, TypedSize2D, Vector2D};
use html5ever::buffer_queue::BufferQueue;
use html5ever::{LocalName, Namespace, Prefix, QualName};
use http::header::HeaderMap;
@ -582,6 +582,13 @@ where
}
}
unsafe impl JSTraceable for Rotation3D<f64> {
#[inline]
unsafe fn trace(&self, _trc: *mut JSTracer) {
// Do nothing
}
}
unsafe impl JSTraceable for Transform2D<f32> {
#[inline]
unsafe fn trace(&self, _trc: *mut JSTracer) {

View file

@ -20,6 +20,10 @@ pub struct XRRigidTransform {
reflector_: Reflector,
position: Dom<DOMPointReadOnly>,
orientation: Dom<DOMPointReadOnly>,
#[ignore_malloc_size_of = "defined in euclid"]
translate: Transform3D<f64>,
#[ignore_malloc_size_of = "defined in euclid"]
rotate: Rotation3D<f64>,
}
impl XRRigidTransform {
@ -27,10 +31,22 @@ impl XRRigidTransform {
position: &DOMPointReadOnly,
orientation: &DOMPointReadOnly,
) -> XRRigidTransform {
let translate = Transform3D::create_translation(
position.X() as f64,
position.Y() as f64,
position.Z() as f64,
);
let rotate = Rotation3D::unit_quaternion(
orientation.X() as f64,
orientation.Y() as f64,
orientation.Z() as f64,
orientation.W() as f64,
);
XRRigidTransform {
reflector_: Reflector::new(),
position: Dom::from_ref(position),
orientation: Dom::from_ref(orientation),
translate, rotate
}
}
@ -86,18 +102,8 @@ impl XRRigidTransformMethods for XRRigidTransform {
impl XRRigidTransform {
pub fn matrix(&self) -> Transform3D<f64> {
// XXXManishearth compute this during initialization
let translate = Transform3D::create_translation(
self.position.X(),
self.position.Y(),
self.position.Z(),
);
let rotation = Rotation3D::unit_quaternion(
self.orientation.X(),
self.orientation.Y(),
self.orientation.Z(),
self.orientation.W(),
);
translate.pre_mul(&rotation.to_transform())
// Spec says the orientation applies first,
// so post-multiply (?)
self.translate.post_mul(&self.rotate.to_transform())
}
}