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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>
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2 changed files with 20 additions and 19 deletions
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@ -1461,7 +1461,7 @@ def getConversionConfigForType(type, isEnforceRange, isClamp, treatNullAs):
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def todo_switch_float_32(des):
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def todo_switch_float_32(des):
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return des.interface.identifier.name in ['XRRay', 'GamepadPose']
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return des.interface.identifier.name in ['GamepadPose']
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def builtin_return_type(returnType):
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def builtin_return_type(returnType):
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@ -2,12 +2,10 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use std::ptr::NonNull;
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use dom_struct::dom_struct;
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use dom_struct::dom_struct;
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use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
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use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
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use js::jsapi::{Heap, JSObject};
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use js::rust::HandleObject;
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use js::rust::HandleObject;
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use js::typedarray::Float32Array;
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use webxr_api::{ApiSpace, Ray};
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use webxr_api::{ApiSpace, Ray};
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use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
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use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
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@ -15,7 +13,7 @@ use crate::dom::bindings::codegen::Bindings::XRRayBinding::{XRRayDirectionInit,
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use crate::dom::bindings::error::{Error, Fallible};
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use crate::dom::bindings::error::{Error, Fallible};
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use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject, Reflector};
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use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject, Reflector};
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use crate::dom::bindings::root::DomRoot;
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use crate::dom::bindings::root::DomRoot;
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use crate::dom::bindings::utils::create_typed_array;
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use crate::dom::bindings::typedarrays::HeapFloat32Array;
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use crate::dom::dompointreadonly::DOMPointReadOnly;
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use crate::dom::dompointreadonly::DOMPointReadOnly;
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use crate::dom::globalscope::GlobalScope;
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use crate::dom::globalscope::GlobalScope;
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use crate::dom::window::Window;
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use crate::dom::window::Window;
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@ -29,7 +27,7 @@ pub struct XRRay {
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#[no_trace]
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#[no_trace]
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ray: Ray<ApiSpace>,
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ray: Ray<ApiSpace>,
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#[ignore_malloc_size_of = "defined in mozjs"]
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#[ignore_malloc_size_of = "defined in mozjs"]
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matrix: Heap<*mut JSObject>,
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matrix: HeapFloat32Array,
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}
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}
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impl XRRay {
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impl XRRay {
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@ -37,7 +35,7 @@ impl XRRay {
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XRRay {
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XRRay {
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reflector_: Reflector::new(),
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reflector_: Reflector::new(),
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ray,
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ray,
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matrix: Heap::default(),
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matrix: HeapFloat32Array::default(),
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}
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}
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}
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}
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@ -133,18 +131,16 @@ impl XRRayMethods for XRRay {
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}
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}
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/// https://immersive-web.github.io/hit-test/#dom-xrray-matrix
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/// https://immersive-web.github.io/hit-test/#dom-xrray-matrix
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fn Matrix(&self, _cx: JSContext) -> NonNull<JSObject> {
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fn Matrix(&self, _cx: JSContext) -> Float32Array {
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// https://immersive-web.github.io/hit-test/#xrray-obtain-the-matrix
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// https://immersive-web.github.io/hit-test/#xrray-obtain-the-matrix
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// Step 1
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if !self.matrix.is_initialized() {
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if self.matrix.get().is_null() {
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// Step 1
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let cx = GlobalScope::get_cx();
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// Step 2
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let z = Vector3D::new(0., 0., -1.);
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let z = Vector3D::new(0., 0., -1.);
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// Step 3
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// Step 2
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let axis = z.cross(self.ray.direction);
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let axis = z.cross(self.ray.direction);
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// Step 4
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// Step 3
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let cos_angle = z.dot(self.ray.direction);
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let cos_angle = z.dot(self.ray.direction);
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// Step 5
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// Step 4
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let rotation = if cos_angle > -1. && cos_angle < 1. {
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let rotation = if cos_angle > -1. && cos_angle < 1. {
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Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
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Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
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} else if cos_angle == -1. {
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} else if cos_angle == -1. {
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@ -153,16 +149,21 @@ impl XRRayMethods for XRRay {
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} else {
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} else {
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Rotation3D::identity()
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Rotation3D::identity()
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};
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};
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// Step 6
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// Step 5
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let translation = self.ray.origin;
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let translation = self.ray.origin;
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// Step 7
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// Step 6
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// According to the spec all matrices are column-major,
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// According to the spec all matrices are column-major,
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// however euclid uses row vectors so we use .to_array()
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// however euclid uses row vectors so we use .to_array()
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let arr = RigidTransform3D::new(rotation, translation)
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let arr = RigidTransform3D::new(rotation, translation)
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.to_transform()
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.to_transform()
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.to_array();
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.to_array();
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create_typed_array(cx, &arr, &self.matrix);
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self.matrix
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.set_data(_cx, &arr)
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.expect("Failed to set matrix data on XRRAy.")
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}
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}
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NonNull::new(self.matrix.get()).unwrap()
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self.matrix
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.get_internal()
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.expect("Failed to get matrix from XRRay.")
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}
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}
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}
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}
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