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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "modules/gamepad/GamepadPose.h" | 5 #include "modules/gamepad/GamepadPose.h" |
6 | 6 |
7 namespace blink { | 7 namespace blink { |
8 | 8 |
9 namespace { | 9 namespace { |
10 | 10 |
11 DOMFloat32Array* VecToFloat32Array(const WebGamepadVector& vec) { | 11 DOMFloat32Array* VecToFloat32Array(const device::GamepadVector& vec) { |
12 if (vec.not_null) { | 12 if (vec.not_null) { |
13 DOMFloat32Array* out = DOMFloat32Array::Create(3); | 13 DOMFloat32Array* out = DOMFloat32Array::Create(3); |
14 out->Data()[0] = vec.x; | 14 out->Data()[0] = vec.x; |
15 out->Data()[1] = vec.y; | 15 out->Data()[1] = vec.y; |
16 out->Data()[2] = vec.z; | 16 out->Data()[2] = vec.z; |
17 return out; | 17 return out; |
18 } | 18 } |
19 return nullptr; | 19 return nullptr; |
20 } | 20 } |
21 | 21 |
22 DOMFloat32Array* QuatToFloat32Array(const WebGamepadQuaternion& quat) { | 22 DOMFloat32Array* QuatToFloat32Array(const device::GamepadQuaternion& quat) { |
23 if (quat.not_null) { | 23 if (quat.not_null) { |
24 DOMFloat32Array* out = DOMFloat32Array::Create(4); | 24 DOMFloat32Array* out = DOMFloat32Array::Create(4); |
25 out->Data()[0] = quat.x; | 25 out->Data()[0] = quat.x; |
26 out->Data()[1] = quat.y; | 26 out->Data()[1] = quat.y; |
27 out->Data()[2] = quat.z; | 27 out->Data()[2] = quat.z; |
28 out->Data()[3] = quat.w; | 28 out->Data()[3] = quat.w; |
29 return out; | 29 return out; |
30 } | 30 } |
31 return nullptr; | 31 return nullptr; |
32 } | 32 } |
33 | 33 |
34 } // namespace | 34 } // namespace |
35 | 35 |
36 GamepadPose::GamepadPose() {} | 36 GamepadPose::GamepadPose() {} |
37 | 37 |
38 void GamepadPose::SetPose(const WebGamepadPose& state) { | 38 void GamepadPose::SetPose(const device::GamepadPose& state) { |
39 if (state.not_null) { | 39 if (state.not_null) { |
40 has_orientation_ = state.has_orientation; | 40 has_orientation_ = state.has_orientation; |
41 has_position_ = state.has_position; | 41 has_position_ = state.has_position; |
42 | 42 |
43 orientation_ = QuatToFloat32Array(state.orientation); | 43 orientation_ = QuatToFloat32Array(state.orientation); |
44 position_ = VecToFloat32Array(state.position); | 44 position_ = VecToFloat32Array(state.position); |
45 angular_velocity_ = VecToFloat32Array(state.angular_velocity); | 45 angular_velocity_ = VecToFloat32Array(state.angular_velocity); |
46 linear_velocity_ = VecToFloat32Array(state.linear_velocity); | 46 linear_velocity_ = VecToFloat32Array(state.linear_velocity); |
47 angular_acceleration_ = VecToFloat32Array(state.angular_acceleration); | 47 angular_acceleration_ = VecToFloat32Array(state.angular_acceleration); |
48 linear_acceleration_ = VecToFloat32Array(state.linear_acceleration); | 48 linear_acceleration_ = VecToFloat32Array(state.linear_acceleration); |
49 } | 49 } |
50 } | 50 } |
51 | 51 |
52 DEFINE_TRACE(GamepadPose) { | 52 DEFINE_TRACE(GamepadPose) { |
53 visitor->Trace(orientation_); | 53 visitor->Trace(orientation_); |
54 visitor->Trace(position_); | 54 visitor->Trace(position_); |
55 visitor->Trace(angular_velocity_); | 55 visitor->Trace(angular_velocity_); |
56 visitor->Trace(linear_velocity_); | 56 visitor->Trace(linear_velocity_); |
57 visitor->Trace(angular_acceleration_); | 57 visitor->Trace(angular_acceleration_); |
58 visitor->Trace(linear_acceleration_); | 58 visitor->Trace(linear_acceleration_); |
59 } | 59 } |
60 | 60 |
61 } // namespace blink | 61 } // namespace blink |
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