diff --git a/testing/web-platform/tests/webxr/resources/webxr_math_utils.js b/testing/web-platform/tests/webxr/resources/webxr_math_utils.js new file mode 100644 index 000000000000..bb55fb729786 --- /dev/null +++ b/testing/web-platform/tests/webxr/resources/webxr_math_utils.js @@ -0,0 +1,61 @@ +// |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w) +let transform_point_by_matrix = function(matrix, input) { + return { + x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w, + y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w, + z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w, + w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w, + }; +} + +// Creates a unit-length quaternion. +// |input| - point-like dict (must have x, y, z, w) +let normalize_quaternion = function(input) { + const length_squared = input.x * input.x + input.y * input.y + input.z * input.z + input.w * input.w; + const length = Math.sqrt(length_squared); + + return {x : input.x / length, y : input.y / length, z : input.z / length, w : input.w / length}; +} + +// |input| - point-like dict (must have x, y, z, w) +let conjugate_quaternion = function(input) { + return {x : -input.x, y : -input.y, z : -input.z, w : input.w}; +} + +let multiply_quaternions = function(q1, q2) { + return { + w : q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z, + x : q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y, + y : q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x, + z : q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w, + } +} + +// |point| - point-like dict (must have x, y, z, w) +let normalize_perspective = function(point) { + if(point.w == 0 || point.w == 1) return point; + + return { + x : point.x / point.w, + y : point.y / point.w, + z : point.z / point.w, + w : 1 + }; +} + +// |quaternion| - point-like dict (must have x, y, z, w), +// |input| - point-like dict (must have x, y, z, w) +let transform_point_by_quaternion = function(quaternion, input) { + const q_normalized = normalize_quaternion(quaternion); + const q_conj = conjugate_quaternion(q_normalized); + const p_in = normalize_perspective(input); + + // construct a quaternion out of the point (take xyz & zero the real part). + const p = {x : p_in.x, y : p_in.y, z : p_in.z, w : 0}; + + // transform the input point + const p_mul = multiply_quaternions( q_normalized, multiply_quaternions(p, q_conj) ); + + // add back the w component of the input + return { x : p_mul.x, y : p_mul.y, z : p_mul.z, w : p_in.w }; +} diff --git a/testing/web-platform/tests/webxr/xrRay_matrix.https.html b/testing/web-platform/tests/webxr/xrRay_matrix.https.html index 3c9cea0849f7..85d7bffb87b7 100644 --- a/testing/web-platform/tests/webxr/xrRay_matrix.https.html +++ b/testing/web-platform/tests/webxr/xrRay_matrix.https.html @@ -3,31 +3,10 @@ + + + + + + +