script: Use FLoat32Array in XRRay (#31087)

* use FLoat32Array in XRRay

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

* Apply suggestions from code review

---------

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
Co-authored-by: Martin Robinson <mrobinson@igalia.com>
This commit is contained in:
Taym Haddadi 2024-01-17 11:38:01 +01:00 committed by GitHub
parent d43adb1a92
commit f76982e2e7
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 20 additions and 19 deletions

View file

@ -1461,7 +1461,7 @@ def getConversionConfigForType(type, isEnforceRange, isClamp, treatNullAs):
def todo_switch_float_32(des):
return des.interface.identifier.name in ['XRRay', 'GamepadPose']
return des.interface.identifier.name in ['GamepadPose']
def builtin_return_type(returnType):

View file

@ -2,12 +2,10 @@
* 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 std::ptr::NonNull;
use dom_struct::dom_struct;
use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
use js::jsapi::{Heap, JSObject};
use js::rust::HandleObject;
use js::typedarray::Float32Array;
use webxr_api::{ApiSpace, Ray};
use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
@ -15,7 +13,7 @@ use crate::dom::bindings::codegen::Bindings::XRRayBinding::{XRRayDirectionInit,
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::bindings::utils::create_typed_array;
use crate::dom::bindings::typedarrays::HeapFloat32Array;
use crate::dom::dompointreadonly::DOMPointReadOnly;
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
@ -29,7 +27,7 @@ pub struct XRRay {
#[no_trace]
ray: Ray<ApiSpace>,
#[ignore_malloc_size_of = "defined in mozjs"]
matrix: Heap<*mut JSObject>,
matrix: HeapFloat32Array,
}
impl XRRay {
@ -37,7 +35,7 @@ impl XRRay {
XRRay {
reflector_: Reflector::new(),
ray,
matrix: Heap::default(),
matrix: HeapFloat32Array::default(),
}
}
@ -133,18 +131,16 @@ impl XRRayMethods for XRRay {
}
/// https://immersive-web.github.io/hit-test/#dom-xrray-matrix
fn Matrix(&self, _cx: JSContext) -> NonNull<JSObject> {
fn Matrix(&self, _cx: JSContext) -> Float32Array {
// https://immersive-web.github.io/hit-test/#xrray-obtain-the-matrix
// Step 1
if self.matrix.get().is_null() {
let cx = GlobalScope::get_cx();
// Step 2
if !self.matrix.is_initialized() {
// Step 1
let z = Vector3D::new(0., 0., -1.);
// Step 3
// Step 2
let axis = z.cross(self.ray.direction);
// Step 4
// Step 3
let cos_angle = z.dot(self.ray.direction);
// Step 5
// 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. {
@ -153,16 +149,21 @@ impl XRRayMethods for XRRay {
} else {
Rotation3D::identity()
};
// Step 6
// Step 5
let translation = self.ray.origin;
// Step 7
// 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();
create_typed_array(cx, &arr, &self.matrix);
self.matrix
.set_data(_cx, &arr)
.expect("Failed to set matrix data on XRRAy.")
}
NonNull::new(self.matrix.get()).unwrap()
self.matrix
.get_internal()
.expect("Failed to get matrix from XRRay.")
}
}