/* -*- 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(&isOrientationValid) + sizeof(isOrientationValid) - reinterpret_cast(&flags)); } }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_gamepad_GamepadPoseState_h_