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179 lines
5.4 KiB
Rust
179 lines
5.4 KiB
Rust
use crate::ApiSpace;
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use crate::Native;
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use crate::Space;
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use euclid::Point3D;
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use euclid::RigidTransform3D;
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use euclid::Rotation3D;
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use euclid::Vector3D;
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use std::f32::EPSILON;
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use std::iter::FromIterator;
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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/// https://immersive-web.github.io/hit-test/#xrray
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pub struct Ray<Space> {
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/// The origin of the ray
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pub origin: Vector3D<f32, Space>,
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/// The direction of the ray. Must be normalized.
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pub direction: Vector3D<f32, Space>,
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}
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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/// https://immersive-web.github.io/hit-test/#enumdef-xrhittesttrackabletype
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pub enum EntityType {
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Point,
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Plane,
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Mesh,
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}
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#[derive(Copy, Clone, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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/// https://immersive-web.github.io/hit-test/#dictdef-xrhittestoptionsinit
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pub struct HitTestSource {
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pub id: HitTestId,
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pub space: Space,
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pub ray: Ray<ApiSpace>,
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pub types: EntityTypes,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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pub struct HitTestId(pub u32);
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#[derive(Copy, Clone, Debug, Default)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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/// Vec<EntityType>, but better
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pub struct EntityTypes {
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pub point: bool,
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pub plane: bool,
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pub mesh: bool,
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}
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#[derive(Copy, Clone, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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pub struct HitTestResult {
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pub id: HitTestId,
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pub space: RigidTransform3D<f32, HitTestSpace, Native>,
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}
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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/// The coordinate space of a hit test result
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pub struct HitTestSpace;
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#[derive(Copy, Clone, Debug)]
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#[cfg_attr(feature = "ipc", derive(serde::Serialize, serde::Deserialize))]
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pub struct Triangle {
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pub first: Point3D<f32, Native>,
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pub second: Point3D<f32, Native>,
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pub third: Point3D<f32, Native>,
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}
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impl EntityTypes {
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pub fn is_type(self, ty: EntityType) -> bool {
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match ty {
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EntityType::Point => self.point,
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EntityType::Plane => self.plane,
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EntityType::Mesh => self.mesh,
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}
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}
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pub fn add_type(&mut self, ty: EntityType) {
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match ty {
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EntityType::Point => self.point = true,
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EntityType::Plane => self.plane = true,
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EntityType::Mesh => self.mesh = true,
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}
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}
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}
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impl FromIterator<EntityType> for EntityTypes {
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fn from_iter<T>(iter: T) -> Self
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where
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T: IntoIterator<Item = EntityType>,
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{
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iter.into_iter().fold(Default::default(), |mut acc, e| {
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acc.add_type(e);
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acc
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})
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}
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}
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impl Triangle {
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/// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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pub fn intersect(
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self,
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ray: Ray<Native>,
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) -> Option<RigidTransform3D<f32, HitTestSpace, Native>> {
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let Triangle {
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first: v0,
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second: v1,
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third: v2,
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} = self;
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let edge1 = v1 - v0;
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let edge2 = v2 - v0;
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let h = ray.direction.cross(edge2);
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let a = edge1.dot(h);
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if a > -EPSILON && a < EPSILON {
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// ray is parallel to triangle
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return None;
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}
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let f = 1. / a;
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let s = ray.origin - v0.to_vector();
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// barycentric coordinate of intersection point u
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let u = f * s.dot(h);
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// barycentric coordinates have range (0, 1)
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if u < 0. || u > 1. {
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// the intersection is outside the triangle
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return None;
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}
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let q = s.cross(edge1);
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// barycentric coordinate of intersection point v
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let v = f * ray.direction.dot(q);
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// barycentric coordinates have range (0, 1)
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// and their sum must not be greater than 1
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if v < 0. || u + v > 1. {
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// the intersection is outside the triangle
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return None;
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}
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let t = f * edge2.dot(q);
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if t > EPSILON {
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let origin = ray.origin + ray.direction * t;
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// this is not part of the Möller-Trumbore algorithm, the hit test spec
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// requires it has an orientation such that the Y axis points along
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// the triangle normal
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let normal = edge1.cross(edge2).normalize();
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let y = Vector3D::new(0., 1., 0.);
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let dot = normal.dot(y);
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let rotation = if dot > -EPSILON && dot < EPSILON {
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// vectors are parallel, return the vector itself
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// XXXManishearth it's possible for the vectors to be
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// antiparallel, unclear if normals need to be flipped
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Rotation3D::identity()
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} else {
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let axis = normal.cross(y);
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let cos = normal.dot(y);
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// This is Rotation3D::around_axis(axis.normalize(), theta), however
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// that is just Rotation3D::quaternion(axis.normalize().xyz * sin, cos),
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// which is Rotation3D::quaternion(cross, dot)
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Rotation3D::quaternion(axis.x, axis.y, axis.z, cos)
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};
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return Some(RigidTransform3D::new(rotation, origin));
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}
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// triangle is behind ray
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None
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}
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}
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