use dom_struct::dom_struct;
use euclid::{Angle, RigidTransform3D, Rotation3D, Vector3D};
use js::rust::HandleObject;
use js::typedarray::{Float32, Float32Array};
use webxr_api::{ApiSpace, Ray};
use crate::dom::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::DOMPointBinding::DOMPointInit;
use crate::dom::bindings::codegen::Bindings::XRRayBinding::{XRRayDirectionInit, XRRayMethods};
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::dompointreadonly::DOMPointReadOnly;
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
use crate::dom::xrrigidtransform::XRRigidTransform;
use crate::script_runtime::{CanGc, JSContext};
#[dom_struct]
pub struct XRRay {
reflector_: Reflector,
#[ignore_malloc_size_of = "defined in webxr"]
#[no_trace]
ray: Ray<ApiSpace>,
#[ignore_malloc_size_of = "defined in mozjs"]
matrix: HeapBufferSource<Float32>,
}
impl XRRay {
fn new_inherited(ray: Ray<ApiSpace>) -> XRRay {
XRRay {
reflector_: Reflector::new(),
ray,
matrix: HeapBufferSource::default(),
}
}
fn new(
global: &GlobalScope,
proto: Option<HandleObject>,
ray: Ray<ApiSpace>,
can_gc: CanGc,
) -> DomRoot<XRRay> {
reflect_dom_object_with_proto(Box::new(XRRay::new_inherited(ray)), global, proto, can_gc)
}
pub fn ray(&self) -> Ray<ApiSpace> {
self.ray
}
}
impl XRRayMethods<crate::DomTypeHolder> for XRRay {
fn Constructor(
window: &Window,
proto: Option<HandleObject>,
can_gc: CanGc,
origin: &DOMPointInit,
direction: &XRRayDirectionInit,
) -> Fallible<DomRoot<Self>> {
if origin.w != 1.0 {
return Err(Error::Type("Origin w coordinate must be 1".into()));
}
if *direction.w != 0.0 {
return Err(Error::Type("Direction w coordinate must be 0".into()));
}
if *direction.x == 0.0 && *direction.y == 0.0 && *direction.z == 0.0 {
return Err(Error::Type(
"Direction vector cannot have zero length".into(),
));
}
let origin = Vector3D::new(origin.x as f32, origin.y as f32, origin.z as f32);
let direction = Vector3D::new(
*direction.x as f32,
*direction.y as f32,
*direction.z as f32,
)
.normalize();
Ok(Self::new(
&window.global(),
proto,
Ray { origin, direction },
can_gc,
))
}
fn Constructor_(
window: &Window,
proto: Option<HandleObject>,
can_gc: CanGc,
transform: &XRRigidTransform,
) -> Fallible<DomRoot<Self>> {
let transform = transform.transform();
let origin = transform.translation;
let direction = transform
.rotation
.transform_vector3d(Vector3D::new(0., 0., -1.));
Ok(Self::new(
&window.global(),
proto,
Ray { origin, direction },
can_gc,
))
}
fn Origin(&self, can_gc: CanGc) -> DomRoot<DOMPointReadOnly> {
DOMPointReadOnly::new(
&self.global(),
self.ray.origin.x as f64,
self.ray.origin.y as f64,
self.ray.origin.z as f64,
1.,
can_gc,
)
}
fn Direction(&self, can_gc: CanGc) -> DomRoot<DOMPointReadOnly> {
DOMPointReadOnly::new(
&self.global(),
self.ray.direction.x as f64,
self.ray.direction.y as f64,
self.ray.direction.z as f64,
0.,
can_gc,
)
}
fn Matrix(&self, _cx: JSContext) -> Float32Array {
if !self.matrix.is_initialized() {
let z = Vector3D::new(0., 0., -1.);
let axis = z.cross(self.ray.direction);
let cos_angle = z.dot(self.ray.direction);
let rotation = if cos_angle > -1. && cos_angle < 1. {
Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
} else if cos_angle == -1. {
let axis = Vector3D::new(1., 0., 0.);
Rotation3D::around_axis(axis, Angle::radians(cos_angle.acos()))
} else {
Rotation3D::identity()
};
let translation = self.ray.origin;
let arr = RigidTransform3D::new(rotation, translation)
.to_transform()
.to_array();
self.matrix
.set_data(_cx, &arr)
.expect("Failed to set matrix data on XRRAy.")
}
self.matrix
.get_buffer()
.expect("Failed to get matrix from XRRay.")
}
}