1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ 2 /* vim: set ts=8 sts=2 et sw=2 tw=80: */ 3 /* This Source Code Form is subject to the terms of the Mozilla Public 4 * License, v. 2.0. If a copy of the MPL was not distributed with this 5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ 6 7 #ifndef mozilla_dom_gamepad_GamepadPoseState_h_ 8 #define mozilla_dom_gamepad_GamepadPoseState_h_ 9 10 namespace mozilla { 11 namespace dom { 12 13 enum class GamepadCapabilityFlags : uint16_t { 14 Cap_None = 0, 15 /** 16 * Cap_Position is set if the Gamepad is capable of tracking its position. 17 */ 18 Cap_Position = 1 << 1, 19 /** 20 * Cap_Orientation is set if the Gamepad is capable of tracking its 21 * orientation. 22 */ 23 Cap_Orientation = 1 << 2, 24 /** 25 * Cap_AngularAcceleration is set if the Gamepad is capable of tracking its 26 * angular acceleration. 27 */ 28 Cap_AngularAcceleration = 1 << 3, 29 /** 30 * Cap_LinearAcceleration is set if the Gamepad is capable of tracking its 31 * linear acceleration. 32 */ 33 Cap_LinearAcceleration = 1 << 4, 34 /** 35 * Cap_GripSpacePosition is set if the Gamepad has a grip space position. 36 */ 37 Cap_GripSpacePosition = 1 << 5, 38 /** 39 * Cap_PositionEmulated is set if the VRDisplay is capable of setting a 40 * emulated position (e.g. neck model) even if still doesn't support 6DOF 41 * tracking. 42 */ 43 Cap_PositionEmulated = 1 << 6, 44 /** 45 * Cap_All used for validity checking during IPC serialization 46 */ 47 Cap_All = (1 << 7) - 1 48 }; 49 50 MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(GamepadCapabilityFlags) 51 52 struct GamepadPoseState { 53 GamepadCapabilityFlags flags; 54 float orientation[4]; 55 float position[3]; 56 float angularVelocity[3]; 57 float angularAcceleration[3]; 58 float linearVelocity[3]; 59 float linearAcceleration[3]; 60 bool isPositionValid; 61 bool isOrientationValid; 62 GamepadPoseStateGamepadPoseState63 GamepadPoseState() 64 : flags(GamepadCapabilityFlags::Cap_None), 65 orientation{0, 0, 0, 0}, 66 position{0, 0, 0}, 67 angularVelocity{0, 0, 0}, 68 angularAcceleration{0, 0, 0}, 69 linearVelocity{0, 0, 0}, 70 linearAcceleration{0, 0, 0}, 71 isPositionValid(false), 72 isOrientationValid(false) {} 73 74 bool operator==(const GamepadPoseState& aPose) const { 75 return flags == aPose.flags && orientation[0] == aPose.orientation[0] && 76 orientation[1] == aPose.orientation[1] && 77 orientation[2] == aPose.orientation[2] && 78 orientation[3] == aPose.orientation[3] && 79 position[0] == aPose.position[0] && 80 position[1] == aPose.position[1] && 81 position[2] == aPose.position[2] && 82 angularVelocity[0] == aPose.angularVelocity[0] && 83 angularVelocity[1] == aPose.angularVelocity[1] && 84 angularVelocity[2] == aPose.angularVelocity[2] && 85 angularAcceleration[0] == aPose.angularAcceleration[0] && 86 angularAcceleration[1] == aPose.angularAcceleration[1] && 87 angularAcceleration[2] == aPose.angularAcceleration[2] && 88 linearVelocity[0] == aPose.linearVelocity[0] && 89 linearVelocity[1] == aPose.linearVelocity[1] && 90 linearVelocity[2] == aPose.linearVelocity[2] && 91 linearAcceleration[0] == aPose.linearAcceleration[0] && 92 linearAcceleration[1] == aPose.linearAcceleration[1] && 93 linearAcceleration[2] == aPose.linearAcceleration[2] && 94 isPositionValid == aPose.isPositionValid && 95 isOrientationValid == aPose.isOrientationValid; 96 } 97 98 bool operator!=(const GamepadPoseState& aPose) const { 99 return !(*this == aPose); 100 } 101 ClearGamepadPoseState102 void Clear() { 103 memset(&flags, 0, 104 reinterpret_cast<char*>(&isOrientationValid) + 105 sizeof(isOrientationValid) - reinterpret_cast<char*>(&flags)); 106 } 107 }; 108 109 } // namespace dom 110 } // namespace mozilla 111 112 #endif // mozilla_dom_gamepad_GamepadPoseState_h_ 113