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/*
* Copyright (C) 2025 Igalia S.L. All rights reserved.
* Copyright (C) 2018 The Chromium Authors
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "WebXRRay.h"
#include <wtf/TZoneMallocInlines.h>
#if ENABLE(WEBXR_HIT_TEST)
#include "DOMPointReadOnly.h"
#include "WebXRRigidTransform.h"
#include "XRRayDirectionInit.h"
namespace WebCore {
WTF_MAKE_TZONE_OR_ISO_ALLOCATED_IMPL(WebXRRay);
// https://immersive-web.github.io/hit-test/#dom-xrray-xrray
ExceptionOr<Ref<WebXRRay>> WebXRRay::create(const DOMPointInit& origin, const XRRayDirectionInit& direction)
{
if (!direction.x && !direction.y && !direction.z)
return Exception { ExceptionCode::TypeError };
if (direction.w)
return Exception { ExceptionCode::TypeError };
if (origin.w != 1)
return Exception { ExceptionCode::TypeError };
Ref<DOMPointReadOnly> dpOrigin = DOMPointReadOnly::fromPoint(origin);
std::optional<Ref<DOMPointReadOnly>> dpDirection;
double length = std::hypot(direction.x, direction.y, direction.z);
if (length)
dpDirection = DOMPointReadOnly::create(direction.x / length, direction.y / length, direction.z / length, 0);
else
dpDirection = DOMPointReadOnly::create(0, 0, -1, 0);
return adoptRef(*new WebXRRay(WTFMove(dpOrigin), *WTFMove(dpDirection)));
}
Ref<WebXRRay> WebXRRay::create(WebXRRigidTransform& transform)
{
FloatPoint3D origin = transform.rawTransform().mapPoint({ 0, 0, 0 });
FloatPoint3D z = transform.rawTransform().mapPoint({ 0, 0, -1 });
FloatPoint3D direction = z - origin;
Ref dpDirection = DOMPointReadOnly::create(direction.x(), direction.y(), direction.z(), 0);
return adoptRef(*new WebXRRay(DOMPointReadOnly::fromFloatPoint(origin), WTFMove(dpDirection)));
}
WebXRRay::WebXRRay(Ref<DOMPointReadOnly>&& origin, Ref<DOMPointReadOnly>&& direction)
: m_origin(WTFMove(origin))
, m_direction(WTFMove(direction))
{
}
WebXRRay::~WebXRRay() = default;
const DOMPointReadOnly& WebXRRay::origin()
{
return m_origin;
}
const DOMPointReadOnly& WebXRRay::direction()
{
return m_direction;
}
// https://immersive-web.github.io/hit-test/#dom-xrray-matrix
const Float32Array& WebXRRay::matrix()
{
if (m_matrix && !m_matrix->isDetached())
return *m_matrix;
TransformationMatrix transform;
transform.translate3d(m_origin->x(), m_origin->y(), m_origin->z());
FloatPoint3D z { 0, 0, -1 };
FloatPoint3D direction(m_direction->x(), m_direction->y(), m_direction->z());
float cosAngle = z.dot(direction);
if (cosAngle > 0.9999) {
// Vectors are co-linear or almost co-linear & face the same direction,
// no rotation is needed.
} else if (cosAngle < -0.9999) {
// Vectors are co-linear or almost co-linear & face the opposite
// direction, rotation by 180 degrees is needed & can be around any vector
// perpendicular to (0,0,-1) so let's rotate about the x-axis.
transform.rotate3d(1, 0, 0, 180);
} else {
// Rotation needed - create it from axis-angle.
FloatPoint3D axis = z.cross(direction);
transform.rotate3d(axis.x(), axis.y(), axis.z(), rad2deg(std::acos(cosAngle)));
}
auto matrixData = transform.toColumnMajorFloatArray();
m_matrix = Float32Array::create(matrixData.data(), matrixData.size());
return *m_matrix;
}
} // namespace WebCore
#endif // ENABLE(WEBXR_HIT_TEST)
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