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Diffstat (limited to '')
-rw-r--r-- | gfx/vr/VRDisplayClient.cpp | 665 |
1 files changed, 665 insertions, 0 deletions
diff --git a/gfx/vr/VRDisplayClient.cpp b/gfx/vr/VRDisplayClient.cpp new file mode 100644 index 0000000000..002bbefaef --- /dev/null +++ b/gfx/vr/VRDisplayClient.cpp @@ -0,0 +1,665 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=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/. */ + +#include <math.h> + +#include "prlink.h" +#include "prenv.h" + +#include "nsIGlobalObject.h" +#include "nsRefPtrHashtable.h" +#include "nsString.h" +#include "mozilla/dom/GamepadHandle.h" +#include "mozilla/dom/GamepadManager.h" +#include "mozilla/dom/Gamepad.h" +#include "mozilla/dom/XRSession.h" +#include "mozilla/dom/XRInputSourceArray.h" +#include "mozilla/Preferences.h" +#include "mozilla/Unused.h" +#include "mozilla/StaticPrefs_dom.h" +#include "mozilla/Telemetry.h" +#include "mozilla/dom/WebXRBinding.h" +#include "nsServiceManagerUtils.h" + +#ifdef XP_WIN +# include "../layers/d3d11/CompositorD3D11.h" +#endif + +#include "VRDisplayClient.h" +#include "VRDisplayPresentation.h" +#include "VRManagerChild.h" +#include "VRLayerChild.h" + +using namespace mozilla; +using namespace mozilla::gfx; + +using mozilla::dom::GamepadHandle; +using mozilla::dom::GamepadHandleKind; + +VRDisplayClient::VRDisplayClient(const VRDisplayInfo& aDisplayInfo) + : mDisplayInfo(aDisplayInfo), + bLastEventWasMounted(false), + bLastEventWasPresenting(false), + mPresentationCount(0), + mLastEventFrameId(0), + mLastPresentingGeneration(0), + mLastEventControllerState{}, + // For now WebVR is default to prevent a VRDisplay restore bug in WebVR + // compatibility mode. See Bug 1630512 + mAPIMode(VRAPIMode::WebVR) { + MOZ_COUNT_CTOR(VRDisplayClient); +} + +VRDisplayClient::~VRDisplayClient() { MOZ_COUNT_DTOR(VRDisplayClient); } + +void VRDisplayClient::UpdateDisplayInfo(const VRDisplayInfo& aDisplayInfo) { + mDisplayInfo = aDisplayInfo; + FireEvents(); +} + +already_AddRefed<VRDisplayPresentation> VRDisplayClient::BeginPresentation( + const nsTArray<mozilla::dom::VRLayer>& aLayers, uint32_t aGroup) { + PresentationCreated(); + RefPtr<VRDisplayPresentation> presentation = + new VRDisplayPresentation(this, aLayers, aGroup); + return presentation.forget(); +} + +void VRDisplayClient::PresentationCreated() { ++mPresentationCount; } + +void VRDisplayClient::PresentationDestroyed() { --mPresentationCount; } + +void VRDisplayClient::SessionStarted(dom::XRSession* aSession) { + PresentationCreated(); + MakePresentationGenerationCurrent(); + mSessions.AppendElement(aSession); +} +void VRDisplayClient::SessionEnded(dom::XRSession* aSession) { + mSessions.RemoveElement(aSession); + PresentationDestroyed(); +} + +void VRDisplayClient::StartFrame() { + RefPtr<VRManagerChild> vm = VRManagerChild::Get(); + vm->RunFrameRequestCallbacks(); + + nsTArray<RefPtr<dom::XRSession>> sessions; + sessions.AppendElements(mSessions); + for (auto session : sessions) { + session->StartFrame(); + } +} + +void VRDisplayClient::SetGroupMask(uint32_t aGroupMask) { + VRManagerChild* vm = VRManagerChild::Get(); + vm->SendSetGroupMask(mDisplayInfo.mDisplayID, aGroupMask); +} + +bool VRDisplayClient::IsPresentationGenerationCurrent() const { + if (mLastPresentingGeneration != + mDisplayInfo.mDisplayState.presentingGeneration) { + return false; + } + + return true; +} + +void VRDisplayClient::MakePresentationGenerationCurrent() { + mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration; +} + +gfx::VRAPIMode VRDisplayClient::GetXRAPIMode() const { return mAPIMode; } + +void VRDisplayClient::SetXRAPIMode(gfx::VRAPIMode aMode) { + mAPIMode = aMode; + Telemetry::Accumulate(Telemetry::WEBXR_API_MODE, + static_cast<uint32_t>(mAPIMode)); +} + +void VRDisplayClient::FireEvents() { + RefPtr<VRManagerChild> vm = VRManagerChild::Get(); + // Only fire these events for non-chrome VR sessions + bool isPresenting = (mDisplayInfo.mPresentingGroups & kVRGroupContent) != 0; + + // Check if we need to trigger onVRDisplayPresentChange event + if (bLastEventWasPresenting != isPresenting) { + bLastEventWasPresenting = isPresenting; + vm->FireDOMVRDisplayPresentChangeEvent(mDisplayInfo.mDisplayID); + } + + // Check if we need to trigger onvrdisplayactivate event + if (!bLastEventWasMounted && mDisplayInfo.mDisplayState.isMounted) { + bLastEventWasMounted = true; + if (StaticPrefs::dom_vr_autoactivate_enabled()) { + vm->FireDOMVRDisplayMountedEvent(mDisplayInfo.mDisplayID); + } + } + + // Check if we need to trigger onvrdisplaydeactivate event + if (bLastEventWasMounted && !mDisplayInfo.mDisplayState.isMounted) { + bLastEventWasMounted = false; + if (StaticPrefs::dom_vr_autoactivate_enabled()) { + vm->FireDOMVRDisplayUnmountedEvent(mDisplayInfo.mDisplayID); + } + } + + if (mLastPresentingGeneration != + mDisplayInfo.mDisplayState.presentingGeneration) { + mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration; + vm->NotifyPresentationGenerationChanged(mDisplayInfo.mDisplayID); + } + + // In WebXR spec, Gamepad instances returned by an XRInputSource's gamepad + // attribute MUST NOT be included in the array returned by + // navigator.getGamepads(). + if (mAPIMode == VRAPIMode::WebVR) { + FireGamepadEvents(); + } + // Update controller states into XRInputSourceArray. + for (auto& session : mSessions) { + dom::XRInputSourceArray* inputs = session->InputSources(); + if (inputs) { + inputs->Update(session); + } + } + + // Check if we need to trigger VRDisplay.requestAnimationFrame + if (mLastEventFrameId != mDisplayInfo.mFrameId) { + mLastEventFrameId = mDisplayInfo.mFrameId; + StartFrame(); + } +} + +void VRDisplayClient::GamepadMappingForWebVR( + VRControllerState& aControllerState) { + float triggerValue[kVRControllerMaxButtons]; + memcpy(triggerValue, aControllerState.triggerValue, + sizeof(aControllerState.triggerValue)); + const uint64_t buttonPressed = aControllerState.buttonPressed; + const uint64_t buttonTouched = aControllerState.buttonTouched; + + auto SetTriggerValue = [&](uint64_t newSlot, uint64_t oldSlot) { + aControllerState.triggerValue[newSlot] = triggerValue[oldSlot]; + }; + auto ShiftButtonBitForNewSlot = [&](uint64_t newSlot, uint64_t oldSlot, + bool aIsTouch = false) { + if (aIsTouch) { + return ((buttonTouched & (1ULL << oldSlot)) != 0) * (1ULL << newSlot); + } + SetTriggerValue(newSlot, oldSlot); + return ((buttonPressed & (1ULL << oldSlot)) != 0) * (1ULL << newSlot); + }; + + switch (aControllerState.type) { + case VRControllerType::HTCVive: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) | + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(3, 4); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 1, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(3, 4, true); + aControllerState.numButtons = 4; + aControllerState.numAxes = 2; + break; + case VRControllerType::MSMR: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) | + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(3, 3) | + ShiftButtonBitForNewSlot(4, 4); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(3, 3, true) | + ShiftButtonBitForNewSlot(4, 4, true); + aControllerState.numButtons = 5; + aControllerState.numAxes = 4; + break; + case VRControllerType::HTCViveCosmos: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 0) | ShiftButtonBitForNewSlot(1, 1) | + ShiftButtonBitForNewSlot(4, 3) | ShiftButtonBitForNewSlot(2, 4) | + ShiftButtonBitForNewSlot(3, 5) | ShiftButtonBitForNewSlot(5, 6); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 0, true) | + ShiftButtonBitForNewSlot(1, 1, true) | + ShiftButtonBitForNewSlot(4, 3, true) | + ShiftButtonBitForNewSlot(2, 4, true) | + ShiftButtonBitForNewSlot(3, 5, true) | + ShiftButtonBitForNewSlot(5, 6, true); + aControllerState.axisValue[0] = aControllerState.axisValue[2]; + aControllerState.axisValue[1] = aControllerState.axisValue[3]; + aControllerState.numButtons = 6; + aControllerState.numAxes = 2; + break; + case VRControllerType::HTCViveFocus: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(1, 0, true); + aControllerState.numButtons = 2; + aControllerState.numAxes = 2; + break; + case VRControllerType::HTCViveFocusPlus: { + aControllerState.buttonPressed = ShiftButtonBitForNewSlot(0, 2) | + ShiftButtonBitForNewSlot(1, 0) | + ShiftButtonBitForNewSlot(2, 1); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true); + aControllerState.numButtons = 3; + aControllerState.numAxes = 2; + + static Matrix4x4 focusPlusTransform; + Matrix4x4 originalMtx; + if (focusPlusTransform.IsIdentity()) { + focusPlusTransform.RotateX(-0.70f); + focusPlusTransform.PostTranslate(0.0f, 0.0f, 0.01f); + focusPlusTransform.Inverse(); + } + gfx::Quaternion quat(aControllerState.pose.orientation[0], + aControllerState.pose.orientation[1], + aControllerState.pose.orientation[2], + aControllerState.pose.orientation[3]); + originalMtx.SetRotationFromQuaternion(quat); + originalMtx._41 = aControllerState.pose.position[0]; + originalMtx._42 = aControllerState.pose.position[1]; + originalMtx._43 = aControllerState.pose.position[2]; + originalMtx = focusPlusTransform * originalMtx; + + gfx::Point3D pos, scale; + originalMtx.Decompose(pos, quat, scale); + + aControllerState.pose.position[0] = pos.x; + aControllerState.pose.position[1] = pos.y; + aControllerState.pose.position[2] = pos.z; + + aControllerState.pose.orientation[0] = quat.x; + aControllerState.pose.orientation[1] = quat.y; + aControllerState.pose.orientation[2] = quat.z; + aControllerState.pose.orientation[3] = quat.w; + break; + } + case VRControllerType::OculusGo: { + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(1, 0, true); + aControllerState.numButtons = 2; + aControllerState.numAxes = 2; + + static Matrix4x4 goTransform; + Matrix4x4 originalMtx; + + if (goTransform.IsIdentity()) { + goTransform.RotateX(-0.60f); + goTransform.Inverse(); + } + gfx::Quaternion quat(aControllerState.pose.orientation[0], + aControllerState.pose.orientation[1], + aControllerState.pose.orientation[2], + aControllerState.pose.orientation[3]); + originalMtx.SetRotationFromQuaternion(quat); + originalMtx._41 = aControllerState.pose.position[0]; + originalMtx._42 = aControllerState.pose.position[1]; + originalMtx._43 = aControllerState.pose.position[2]; + originalMtx = goTransform * originalMtx; + + gfx::Point3D pos, scale; + originalMtx.Decompose(pos, quat, scale); + + aControllerState.pose.position[0] = pos.x; + aControllerState.pose.position[1] = pos.y; + aControllerState.pose.position[2] = pos.z; + + aControllerState.pose.orientation[0] = quat.x; + aControllerState.pose.orientation[1] = quat.y; + aControllerState.pose.orientation[2] = quat.z; + aControllerState.pose.orientation[3] = quat.w; + break; + } + case VRControllerType::OculusTouch: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) | + ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) | + ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) | + ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(3, 4, true) | + ShiftButtonBitForNewSlot(4, 5, true) | + ShiftButtonBitForNewSlot(5, 6, true); + aControllerState.axisValue[0] = aControllerState.axisValue[2]; + aControllerState.axisValue[1] = aControllerState.axisValue[3]; + aControllerState.numButtons = 6; + aControllerState.numAxes = 2; + break; + case VRControllerType::OculusTouch2: { + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) | + ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) | + ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) | + ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(3, 4, true) | + ShiftButtonBitForNewSlot(4, 5, true) | + ShiftButtonBitForNewSlot(5, 6, true); + aControllerState.axisValue[0] = aControllerState.axisValue[2]; + aControllerState.axisValue[1] = aControllerState.axisValue[3]; + aControllerState.numButtons = 6; + aControllerState.numAxes = 2; + + static Matrix4x4 touch2Transform; + Matrix4x4 originalMtx; + + if (touch2Transform.IsIdentity()) { + touch2Transform.RotateX(-0.77f); + touch2Transform.PostTranslate(0.0f, 0.0f, -0.025f); + touch2Transform.Inverse(); + } + gfx::Quaternion quat(aControllerState.pose.orientation[0], + aControllerState.pose.orientation[1], + aControllerState.pose.orientation[2], + aControllerState.pose.orientation[3]); + originalMtx.SetRotationFromQuaternion(quat); + originalMtx._41 = aControllerState.pose.position[0]; + originalMtx._42 = aControllerState.pose.position[1]; + originalMtx._43 = aControllerState.pose.position[2]; + originalMtx = touch2Transform * originalMtx; + + gfx::Point3D pos, scale; + originalMtx.Decompose(pos, quat, scale); + + aControllerState.pose.position[0] = pos.x; + aControllerState.pose.position[1] = pos.y; + aControllerState.pose.position[2] = pos.z; + + aControllerState.pose.orientation[0] = quat.x; + aControllerState.pose.orientation[1] = quat.y; + aControllerState.pose.orientation[2] = quat.z; + aControllerState.pose.orientation[3] = quat.w; + break; + } + case VRControllerType::ValveIndex: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) | + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(5, 3) | + ShiftButtonBitForNewSlot(3, 4) | ShiftButtonBitForNewSlot(4, 5) | + ShiftButtonBitForNewSlot(6, 6) | ShiftButtonBitForNewSlot(7, 7) | + ShiftButtonBitForNewSlot(8, 8) | ShiftButtonBitForNewSlot(9, 9); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(5, 3, true) | + ShiftButtonBitForNewSlot(3, 4, true) | + ShiftButtonBitForNewSlot(4, 5, true) | + ShiftButtonBitForNewSlot(6, 6, true) | + ShiftButtonBitForNewSlot(7, 7, true) | + ShiftButtonBitForNewSlot(8, 8, true) | + ShiftButtonBitForNewSlot(9, 9, true); + aControllerState.numButtons = 10; + aControllerState.numAxes = 4; + break; + case VRControllerType::PicoGaze: + aControllerState.buttonPressed = ShiftButtonBitForNewSlot(0, 0); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 0, true); + aControllerState.numButtons = 1; + aControllerState.numAxes = 0; + break; + case VRControllerType::PicoG2: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) | + ShiftButtonBitForNewSlot(1, 0, true); + aControllerState.numButtons = 2; + aControllerState.numAxes = 2; + break; + case VRControllerType::PicoNeo2: + aControllerState.buttonPressed = + ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) | + ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) | + ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6); + aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) | + ShiftButtonBitForNewSlot(1, 0, true) | + ShiftButtonBitForNewSlot(2, 1, true) | + ShiftButtonBitForNewSlot(3, 4, true) | + ShiftButtonBitForNewSlot(4, 5, true) | + ShiftButtonBitForNewSlot(5, 6, true); + aControllerState.axisValue[0] = aControllerState.axisValue[2]; + aControllerState.axisValue[1] = aControllerState.axisValue[3]; + aControllerState.numButtons = 6; + aControllerState.numAxes = 2; + break; + default: + // Undefined controller types, we will keep its the same order. + break; + } +} + +void VRDisplayClient::FireGamepadEvents() { + RefPtr<dom::GamepadManager> gamepadManager(dom::GamepadManager::GetService()); + if (!gamepadManager) { + return; + } + for (int stateIndex = 0; stateIndex < kVRControllerMaxCount; stateIndex++) { + VRControllerState state = {}, lastState = {}; + memcpy(&state, &mDisplayInfo.mControllerState[stateIndex], + sizeof(VRControllerState)); + memcpy(&lastState, &mLastEventControllerState[stateIndex], + sizeof(VRControllerState)); + GamepadMappingForWebVR(state); + GamepadMappingForWebVR(lastState); + + uint32_t gamepadHandleValue = + mDisplayInfo.mDisplayID * kVRControllerMaxCount + stateIndex; + + GamepadHandle gamepadHandle{gamepadHandleValue, GamepadHandleKind::VR}; + + bool bIsNew = false; + + // Send events to notify that controllers are removed + if (state.controllerName[0] == '\0') { + // Controller is not present + if (lastState.controllerName[0] != '\0') { + // Controller has been removed + dom::GamepadRemoved info; + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + } + // Do not process any further events for removed controllers + continue; + } + + // Send events to notify that new controllers are added + RefPtr<dom::Gamepad> existing = gamepadManager->GetGamepad(gamepadHandle); + // ControllerState in OpenVR action-based API gets delay to query btn and + // axis count. So, we need to check if they are more than zero. + if ((lastState.controllerName[0] == '\0' || !existing) && + (state.numButtons > 0 || state.numAxes > 0)) { + dom::GamepadAdded info(NS_ConvertUTF8toUTF16(state.controllerName), + dom::GamepadMappingType::_empty, state.hand, + mDisplayInfo.mDisplayID, state.numButtons, + state.numAxes, state.numHaptics, 0, 0); + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + bIsNew = true; + } + + // Send events for handedness changes + if (state.hand != lastState.hand) { + dom::GamepadHandInformation info(state.hand); + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + } + + // Send events for axis value changes + for (uint32_t axisIndex = 0; axisIndex < state.numAxes; axisIndex++) { + if (state.axisValue[axisIndex] != lastState.axisValue[axisIndex]) { + dom::GamepadAxisInformation info(axisIndex, state.axisValue[axisIndex]); + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + } + } + + // Send events for trigger, touch, and button value changes + if (!bIsNew) { + // When a new controller is added, we do not emit button events for + // the initial state of the inputs. + for (uint32_t buttonIndex = 0; buttonIndex < state.numButtons; + buttonIndex++) { + bool bPressed = (state.buttonPressed & (1ULL << buttonIndex)) != 0; + bool bTouched = (state.buttonTouched & (1ULL << buttonIndex)) != 0; + bool bLastPressed = + (lastState.buttonPressed & (1ULL << buttonIndex)) != 0; + bool bLastTouched = + (lastState.buttonTouched & (1ULL << buttonIndex)) != 0; + + if (state.triggerValue[buttonIndex] != + lastState.triggerValue[buttonIndex] || + bPressed != bLastPressed || bTouched != bLastTouched) { + dom::GamepadButtonInformation info( + buttonIndex, state.triggerValue[buttonIndex], bPressed, bTouched); + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + } + } + } + + // Send events for pose changes + // Note that VRPose is asserted to be a POD type so memcmp is safe + if (state.flags != lastState.flags || + state.isPositionValid != lastState.isPositionValid || + state.isOrientationValid != lastState.isOrientationValid || + memcmp(&state.pose, &lastState.pose, sizeof(VRPose)) != 0) { + // Convert pose to GamepadPoseState + dom::GamepadPoseState poseState; + poseState.Clear(); + poseState.flags = state.flags; + + // Orientation values + poseState.isOrientationValid = state.isOrientationValid; + poseState.orientation[0] = state.pose.orientation[0]; + poseState.orientation[1] = state.pose.orientation[1]; + poseState.orientation[2] = state.pose.orientation[2]; + poseState.orientation[3] = state.pose.orientation[3]; + poseState.angularVelocity[0] = state.pose.angularVelocity[0]; + poseState.angularVelocity[1] = state.pose.angularVelocity[1]; + poseState.angularVelocity[2] = state.pose.angularVelocity[2]; + poseState.angularAcceleration[0] = state.pose.angularAcceleration[0]; + poseState.angularAcceleration[1] = state.pose.angularAcceleration[1]; + poseState.angularAcceleration[2] = state.pose.angularAcceleration[2]; + + // Position values + poseState.isPositionValid = state.isPositionValid; + poseState.position[0] = state.pose.position[0]; + poseState.position[1] = state.pose.position[1]; + poseState.position[2] = state.pose.position[2]; + poseState.linearVelocity[0] = state.pose.linearVelocity[0]; + poseState.linearVelocity[1] = state.pose.linearVelocity[1]; + poseState.linearVelocity[2] = state.pose.linearVelocity[2]; + poseState.linearAcceleration[0] = state.pose.linearAcceleration[0]; + poseState.linearAcceleration[1] = state.pose.linearAcceleration[1]; + poseState.linearAcceleration[2] = state.pose.linearAcceleration[2]; + + // Send the event + dom::GamepadPoseInformation info(poseState); + dom::GamepadChangeEventBody body(info); + dom::GamepadChangeEvent event(gamepadHandle, body); + gamepadManager->Update(event); + } + } + + // Note that VRControllerState is asserted to be a POD type and memcpy is + // safe. + memcpy(mLastEventControllerState, mDisplayInfo.mControllerState, + sizeof(VRControllerState) * kVRControllerMaxCount); +} + +const VRHMDSensorState& VRDisplayClient::GetSensorState() const { + return mDisplayInfo.GetSensorState(); +} + +bool VRDisplayClient::GetIsConnected() const { + return mDisplayInfo.GetIsConnected(); +} + +bool VRDisplayClient::IsPresenting() { + return mDisplayInfo.mPresentingGroups != 0; +} + +void VRDisplayClient::NotifyDisconnected() { + mDisplayInfo.mDisplayState.isConnected = false; +} + +void VRDisplayClient::UpdateSubmitFrameResult( + const VRSubmitFrameResultInfo& aResult) { + mSubmitFrameResult = aResult; +} + +void VRDisplayClient::GetSubmitFrameResult(VRSubmitFrameResultInfo& aResult) { + aResult = mSubmitFrameResult; +} + +void VRDisplayClient::StartVRNavigation() { + /** + * A VR-to-VR site navigation has started, notify VRManager + * so we don't drop out of VR during the transition + */ + VRManagerChild* vm = VRManagerChild::Get(); + vm->SendStartVRNavigation(mDisplayInfo.mDisplayID); +} + +void VRDisplayClient::StopVRNavigation(const TimeDuration& aTimeout) { + /** + * A VR-to-VR site navigation has ended and the new site + * has received a vrdisplayactivate event. + * Don't actually consider the navigation transition over + * until aTimeout has elapsed. + * This may be called multiple times, in which case the timeout + * should be reset to aTimeout. + * When aTimeout is TimeDuration(0), we should consider the + * transition immediately ended. + */ + VRManagerChild* vm = VRManagerChild::Get(); + vm->SendStopVRNavigation(mDisplayInfo.mDisplayID, aTimeout); +} + +bool VRDisplayClient::IsReferenceSpaceTypeSupported( + dom::XRReferenceSpaceType aType) const { + /** + * https://immersive-web.github.io/webxr/#reference-space-is-supported + * + * We do not yet support local or local-floor for inline sessions. + * This could be expanded if we later support WebXR for inline-ar + * sessions on Firefox Fenix. + * + * We do not yet support unbounded reference spaces. + */ + switch (aType) { + case dom::XRReferenceSpaceType::Viewer: + // Viewer is always supported, for both inline and immersive sessions + return true; + case dom::XRReferenceSpaceType::Local: + case dom::XRReferenceSpaceType::Local_floor: + // Local and Local_Floor are always supported for immersive sessions + return bool(mDisplayInfo.GetCapabilities() & + (VRDisplayCapabilityFlags::Cap_ImmersiveVR | + VRDisplayCapabilityFlags::Cap_ImmersiveAR)); + case dom::XRReferenceSpaceType::Bounded_floor: + return bool(mDisplayInfo.GetCapabilities() & + VRDisplayCapabilityFlags::Cap_StageParameters); + default: + NS_WARNING( + "Unknown XRReferenceSpaceType passed to " + "VRDisplayClient::IsReferenceSpaceTypeSupported"); + return false; + } +} |