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* Add all constructors, special operations, and static methods to generated DOM interface traits. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Move all constructors and static methods defined in bare impl blocks inside FooMethods trait impls. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Add missing doc links. Signed-off-by: Josh Matthews <josh@joshmatthews.net> --------- Signed-off-by: Josh Matthews <josh@joshmatthews.net>
172 lines
5.6 KiB
Rust
172 lines
5.6 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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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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use dom_struct::dom_struct;
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use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
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use js::rust::HandleObject;
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use js::typedarray::{Float32, Float32Array};
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use webxr_api::{ApiSpace, Ray};
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use super::bindings::buffer_source::HeapBufferSource;
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use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
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use crate::dom::bindings::codegen::Bindings::XRRayBinding::{XRRayDirectionInit, XRRayMethods};
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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::root::DomRoot;
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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::window::Window;
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use crate::dom::xrrigidtransform::XRRigidTransform;
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use crate::script_runtime::{CanGc, JSContext};
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#[dom_struct]
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pub struct XRRay {
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reflector_: Reflector,
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#[ignore_malloc_size_of = "defined in webxr"]
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#[no_trace]
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ray: Ray<ApiSpace>,
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#[ignore_malloc_size_of = "defined in mozjs"]
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matrix: HeapBufferSource<Float32>,
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}
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impl XRRay {
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fn new_inherited(ray: Ray<ApiSpace>) -> XRRay {
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XRRay {
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reflector_: Reflector::new(),
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ray,
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matrix: HeapBufferSource::default(),
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}
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}
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fn new(
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global: &GlobalScope,
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proto: Option<HandleObject>,
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ray: Ray<ApiSpace>,
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can_gc: CanGc,
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) -> DomRoot<XRRay> {
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reflect_dom_object_with_proto(Box::new(XRRay::new_inherited(ray)), global, proto, can_gc)
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}
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pub fn ray(&self) -> Ray<ApiSpace> {
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self.ray
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}
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}
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impl XRRayMethods for XRRay {
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/// <https://immersive-web.github.io/hit-test/#dom-xrray-xrray>
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fn Constructor(
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window: &Window,
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proto: Option<HandleObject>,
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can_gc: CanGc,
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origin: &DOMPointInit,
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direction: &XRRayDirectionInit,
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) -> Fallible<DomRoot<Self>> {
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if origin.w != 1.0 {
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return Err(Error::Type("Origin w coordinate must be 1".into()));
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}
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if *direction.w != 0.0 {
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return Err(Error::Type("Direction w coordinate must be 0".into()));
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}
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if *direction.x == 0.0 && *direction.y == 0.0 && *direction.z == 0.0 {
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return Err(Error::Type(
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"Direction vector cannot have zero length".into(),
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));
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}
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let origin = Vector3D::new(origin.x as f32, origin.y as f32, origin.z as f32);
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let direction = Vector3D::new(
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*direction.x as f32,
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*direction.y as f32,
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*direction.z as f32,
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)
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.normalize();
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Ok(Self::new(
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&window.global(),
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proto,
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Ray { origin, direction },
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can_gc,
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))
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}
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/// <https://immersive-web.github.io/hit-test/#dom-xrray-xrray-transform>
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fn Constructor_(
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window: &Window,
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proto: Option<HandleObject>,
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can_gc: CanGc,
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transform: &XRRigidTransform,
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) -> Fallible<DomRoot<Self>> {
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let transform = transform.transform();
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let origin = transform.translation;
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let direction = transform
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.rotation
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.transform_vector3d(Vector3D::new(0., 0., -1.));
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Ok(Self::new(
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&window.global(),
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proto,
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Ray { origin, direction },
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can_gc,
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))
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}
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/// <https://immersive-web.github.io/hit-test/#dom-xrray-origin>
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fn Origin(&self) -> DomRoot<DOMPointReadOnly> {
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DOMPointReadOnly::new(
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&self.global(),
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self.ray.origin.x as f64,
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self.ray.origin.y as f64,
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self.ray.origin.z as f64,
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1.,
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)
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}
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/// <https://immersive-web.github.io/hit-test/#dom-xrray-direction>
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fn Direction(&self) -> DomRoot<DOMPointReadOnly> {
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DOMPointReadOnly::new(
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&self.global(),
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self.ray.direction.x as f64,
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self.ray.direction.y as f64,
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self.ray.direction.z as f64,
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0.,
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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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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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if !self.matrix.is_initialized() {
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// Step 1
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let z = Vector3D::new(0., 0., -1.);
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// Step 2
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let axis = z.cross(self.ray.direction);
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// Step 3
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let cos_angle = z.dot(self.ray.direction);
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// Step 4
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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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} else if cos_angle == -1. {
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let axis = Vector3D::new(1., 0., 0.);
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Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
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} else {
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Rotation3D::identity()
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};
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// Step 5
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let translation = self.ray.origin;
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// Step 6
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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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let arr = RigidTransform3D::new(rotation, translation)
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.to_transform()
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.to_array();
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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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self.matrix
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.get_buffer()
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.expect("Failed to get matrix from XRRay.")
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}
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}
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