gecko/browser/devtools/tilt/TiltWorkerPicker.js
Jim Blandy 4d6a633bba Bug 914753: Make Emacs file variable header lines correct, or at least consistent. DONTBUILD r=ehsan
The -*- file variable lines -*- establish per-file settings that Emacs will
pick up. This patch makes the following changes to those lines (and touches
nothing else):

 - Never set the buffer's mode.

   Years ago, Emacs did not have a good JavaScript mode, so it made sense
   to use Java or C++ mode in .js files. However, Emacs has had js-mode for
   years now; it's perfectly serviceable, and is available and enabled by
   default in all major Emacs packagings.

   Selecting a mode in the -*- file variable line -*- is almost always the
   wrong thing to do anyway. It overrides Emacs's default choice, which is
   (now) reasonable; and even worse, it overrides settings the user might
   have made in their '.emacs' file for that file extension. It's only
   useful when there's something specific about that particular file that
   makes a particular mode appropriate.

 - Correctly propagate settings that establish the correct indentation
   level for this file: c-basic-offset and js2-basic-offset should be
   js-indent-level. Whatever value they're given should be preserved;
   different parts of our tree use different indentation styles.

 - We don't use tabs in Mozilla JS code. Always set indent-tabs-mode: nil.
   Remove tab-width: settings, at least in files that don't contain tab
   characters.

 - Remove js2-mode settings that belong in the user's .emacs file, like
   js2-skip-preprocessor-directives.
2014-06-24 22:12:07 -07:00

187 lines
5.6 KiB
JavaScript

/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
/* vim: set ts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
/**
* This worker handles picking, given a set of vertices and a ray (calculates
* the intersection points and offers back information about the closest hit).
*
* Used in the TiltVisualization.Presenter object.
*/
self.onmessage = function TWP_onMessage(event)
{
let data = event.data;
let vertices = data.vertices;
let ray = data.ray;
let intersection = null;
let hit = [];
// calculates the squared distance between two points
function dsq(p1, p2) {
let xd = p2[0] - p1[0];
let yd = p2[1] - p1[1];
let zd = p2[2] - p1[2];
return xd * xd + yd * yd + zd * zd;
}
// check each stack face in the visualization mesh for intersections with
// the mouse ray (using a ray picking algorithm)
for (let i = 0, len = vertices.length; i < len; i += 36) {
// the front quad
let v0f = [vertices[i], vertices[i + 1], vertices[i + 2]];
let v1f = [vertices[i + 3], vertices[i + 4], vertices[i + 5]];
let v2f = [vertices[i + 6], vertices[i + 7], vertices[i + 8]];
let v3f = [vertices[i + 9], vertices[i + 10], vertices[i + 11]];
// the back quad
let v0b = [vertices[i + 24], vertices[i + 25], vertices[i + 26]];
let v1b = [vertices[i + 27], vertices[i + 28], vertices[i + 29]];
let v2b = [vertices[i + 30], vertices[i + 31], vertices[i + 32]];
let v3b = [vertices[i + 33], vertices[i + 34], vertices[i + 35]];
// don't do anything with degenerate quads
if (!v0f[0] && !v1f[0] && !v2f[0] && !v3f[0]) {
continue;
}
// for each triangle in the stack box, check for the intersections
if (self.intersect(v0f, v1f, v2f, ray, hit) || // front left
self.intersect(v0f, v2f, v3f, ray, hit) || // front right
self.intersect(v0b, v1b, v1f, ray, hit) || // left back
self.intersect(v0b, v1f, v0f, ray, hit) || // left front
self.intersect(v3f, v2b, v3b, ray, hit) || // right back
self.intersect(v3f, v2f, v2b, ray, hit) || // right front
self.intersect(v0b, v0f, v3f, ray, hit) || // top left
self.intersect(v0b, v3f, v3b, ray, hit) || // top right
self.intersect(v1f, v1b, v2b, ray, hit) || // bottom left
self.intersect(v1f, v2b, v2f, ray, hit)) { // bottom right
// calculate the distance between the intersection hit point and camera
let d = dsq(hit, ray.origin);
// we're picking the closest stack in the mesh from the camera
if (intersection === null || d < intersection.distance) {
intersection = {
// each mesh stack is composed of 12 vertices, so there's information
// about a node once in 12 * 3 = 36 iterations (to avoid duplication)
index: i / 36,
distance: d
};
}
}
}
self.postMessage(intersection);
close();
};
/**
* Utility function for finding intersections between a ray and a triangle.
*/
self.intersect = (function() {
// creates a new instance of a vector
function create() {
return new Float32Array(3);
}
// performs a vector addition
function add(aVec, aVec2, aDest) {
aDest[0] = aVec[0] + aVec2[0];
aDest[1] = aVec[1] + aVec2[1];
aDest[2] = aVec[2] + aVec2[2];
return aDest;
}
// performs a vector subtraction
function subtract(aVec, aVec2, aDest) {
aDest[0] = aVec[0] - aVec2[0];
aDest[1] = aVec[1] - aVec2[1];
aDest[2] = aVec[2] - aVec2[2];
return aDest;
}
// performs a vector scaling
function scale(aVec, aVal, aDest) {
aDest[0] = aVec[0] * aVal;
aDest[1] = aVec[1] * aVal;
aDest[2] = aVec[2] * aVal;
return aDest;
}
// generates the cross product of two vectors
function cross(aVec, aVec2, aDest) {
let x = aVec[0];
let y = aVec[1];
let z = aVec[2];
let x2 = aVec2[0];
let y2 = aVec2[1];
let z2 = aVec2[2];
aDest[0] = y * z2 - z * y2;
aDest[1] = z * x2 - x * z2;
aDest[2] = x * y2 - y * x2;
return aDest;
}
// calculates the dot product of two vectors
function dot(aVec, aVec2) {
return aVec[0] * aVec2[0] + aVec[1] * aVec2[1] + aVec[2] * aVec2[2];
}
let edge1 = create();
let edge2 = create();
let pvec = create();
let tvec = create();
let qvec = create();
let lvec = create();
// checks for ray-triangle intersections using the Fast Minimum-Storage
// (simplified) algorithm by Tomas Moller and Ben Trumbore
return function intersect(aVert0, aVert1, aVert2, aRay, aDest) {
let dir = aRay.direction;
let orig = aRay.origin;
// find vectors for two edges sharing vert0
subtract(aVert1, aVert0, edge1);
subtract(aVert2, aVert0, edge2);
// begin calculating determinant - also used to calculate the U parameter
cross(dir, edge2, pvec);
// if determinant is near zero, ray lines in plane of triangle
let inv_det = 1 / dot(edge1, pvec);
// calculate distance from vert0 to ray origin
subtract(orig, aVert0, tvec);
// calculate U parameter and test bounds
let u = dot(tvec, pvec) * inv_det;
if (u < 0 || u > 1) {
return false;
}
// prepare to test V parameter
cross(tvec, edge1, qvec);
// calculate V parameter and test bounds
let v = dot(dir, qvec) * inv_det;
if (v < 0 || u + v > 1) {
return false;
}
// calculate T, ray intersects triangle
let t = dot(edge2, qvec) * inv_det;
scale(dir, t, lvec);
add(orig, lvec, aDest);
return true;
};
}());