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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /dom/gamepad/GamepadPoseState.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/GamepadPoseState.h')
-rw-r--r-- | dom/gamepad/GamepadPoseState.h | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadPoseState.h b/dom/gamepad/GamepadPoseState.h new file mode 100644 index 0000000000..2272b84c76 --- /dev/null +++ b/dom/gamepad/GamepadPoseState.h @@ -0,0 +1,110 @@ +/* -*- 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::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 mozilla::dom + +#endif // mozilla_dom_gamepad_GamepadPoseState_h_ |