servo/components/shared/webxr/hittest.rs
Martin Robinson 534e78db53
Merge webxr repository (#35228)
Signed-off-by: Martin Robinson <mrobinson@igalia.com>
2025-01-30 19:07:35 +00:00

179 lines
5.4 KiB
Rust

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