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/* -*- 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/. */
#ifndef mozilla_dom_gamepad_GamepadPoseState_h_
#define mozilla_dom_gamepad_GamepadPoseState_h_
namespace mozilla {
namespace dom {
enum class GamepadCapabilityFlags : uint16_t {
Cap_None = 0,
/**
* Cap_Position is set if the Gamepad is capable of tracking its position.
*/
Cap_Position = 1 << 1,
/**
* Cap_Orientation is set if the Gamepad is capable of tracking its
* orientation.
*/
Cap_Orientation = 1 << 2,
/**
* Cap_AngularAcceleration is set if the Gamepad is capable of tracking its
* angular acceleration.
*/
Cap_AngularAcceleration = 1 << 3,
/**
* Cap_LinearAcceleration is set if the Gamepad is capable of tracking its
* linear acceleration.
*/
Cap_LinearAcceleration = 1 << 4,
/**
* Cap_GripSpacePosition is set if the Gamepad has a grip space position.
*/
Cap_GripSpacePosition = 1 << 5,
/**
* Cap_PositionEmulated is set if the VRDisplay is capable of setting a
* emulated position (e.g. neck model) even if still doesn't support 6DOF
* tracking.
*/
Cap_PositionEmulated = 1 << 6,
/**
* Cap_All used for validity checking during IPC serialization
*/
Cap_All = (1 << 7) - 1
};
MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags)
struct GamepadPoseState {
GamepadCapabilityFlags flags;
float orientation[4];
float position[3];
float angularVelocity[3];
float angularAcceleration[3];
float linearVelocity[3];
float linearAcceleration[3];
bool isPositionValid;
bool isOrientationValid;
GamepadPoseState()
: flags(GamepadCapabilityFlags::Cap_None),
orientation{0, 0, 0, 0},
position{0, 0, 0},
angularVelocity{0, 0, 0},
angularAcceleration{0, 0, 0},
linearVelocity{0, 0, 0},
linearAcceleration{0, 0, 0},
isPositionValid(false),
isOrientationValid(false) {}
bool operator==(const GamepadPoseState& aPose) const {
return flags == aPose.flags && orientation[0] == aPose.orientation[0] &&
orientation[1] == aPose.orientation[1] &&
orientation[2] == aPose.orientation[2] &&
orientation[3] == aPose.orientation[3] &&
position[0] == aPose.position[0] &&
position[1] == aPose.position[1] &&
position[2] == aPose.position[2] &&
angularVelocity[0] == aPose.angularVelocity[0] &&
angularVelocity[1] == aPose.angularVelocity[1] &&
angularVelocity[2] == aPose.angularVelocity[2] &&
angularAcceleration[0] == aPose.angularAcceleration[0] &&
angularAcceleration[1] == aPose.angularAcceleration[1] &&
angularAcceleration[2] == aPose.angularAcceleration[2] &&
linearVelocity[0] == aPose.linearVelocity[0] &&
linearVelocity[1] == aPose.linearVelocity[1] &&
linearVelocity[2] == aPose.linearVelocity[2] &&
linearAcceleration[0] == aPose.linearAcceleration[0] &&
linearAcceleration[1] == aPose.linearAcceleration[1] &&
linearAcceleration[2] == aPose.linearAcceleration[2] &&
isPositionValid == aPose.isPositionValid &&
isOrientationValid == aPose.isOrientationValid;
}
bool operator!=(const GamepadPoseState& aPose) const {
return !(*this == aPose);
}
void Clear() {
memset(&flags, 0,
reinterpret_cast<char*>(&isOrientationValid) +
sizeof(isOrientationValid) - reinterpret_cast<char*>(&flags));
}
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_gamepad_GamepadPoseState_h_
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