| // Copyright 2016 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "modules/gamepad/GamepadPose.h" |
| |
| namespace blink { |
| |
| namespace { |
| |
| DOMFloat32Array* vecToFloat32Array(const WebGamepadVector& vec) { |
| if (vec.notNull) { |
| DOMFloat32Array* out = DOMFloat32Array::create(3); |
| out->data()[0] = vec.x; |
| out->data()[1] = vec.y; |
| out->data()[2] = vec.z; |
| return out; |
| } |
| return nullptr; |
| } |
| |
| DOMFloat32Array* quatToFloat32Array(const WebGamepadQuaternion& quat) { |
| if (quat.notNull) { |
| DOMFloat32Array* out = DOMFloat32Array::create(4); |
| out->data()[0] = quat.x; |
| out->data()[1] = quat.y; |
| out->data()[2] = quat.z; |
| out->data()[3] = quat.w; |
| return out; |
| } |
| return nullptr; |
| } |
| |
| } // namespace |
| |
| GamepadPose::GamepadPose() {} |
| |
| void GamepadPose::setPose(const WebGamepadPose& state) { |
| if (state.notNull) { |
| m_hasOrientation = state.hasOrientation; |
| m_hasPosition = state.hasPosition; |
| |
| m_orientation = quatToFloat32Array(state.orientation); |
| m_position = vecToFloat32Array(state.position); |
| m_angularVelocity = vecToFloat32Array(state.angularVelocity); |
| m_linearVelocity = vecToFloat32Array(state.linearVelocity); |
| m_angularAcceleration = vecToFloat32Array(state.angularAcceleration); |
| m_linearAcceleration = vecToFloat32Array(state.linearAcceleration); |
| } |
| } |
| |
| DEFINE_TRACE(GamepadPose) { |
| visitor->trace(m_orientation); |
| visitor->trace(m_position); |
| visitor->trace(m_angularVelocity); |
| visitor->trace(m_linearVelocity); |
| visitor->trace(m_angularAcceleration); |
| visitor->trace(m_linearAcceleration); |
| } |
| |
| } // namespace blink |