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/* -*- 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/. */
#include <math.h>
#include "prlink.h"
#include "prenv.h"
#include "nsIGlobalObject.h"
#include "nsRefPtrHashtable.h"
#include "nsString.h"
#include "mozilla/dom/GamepadHandle.h"
#include "mozilla/dom/GamepadManager.h"
#include "mozilla/dom/Gamepad.h"
#include "mozilla/dom/XRSession.h"
#include "mozilla/dom/XRInputSourceArray.h"
#include "mozilla/Preferences.h"
#include "mozilla/Unused.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/Telemetry.h"
#include "mozilla/dom/WebXRBinding.h"
#include "nsServiceManagerUtils.h"
#ifdef XP_WIN
# include "../layers/d3d11/CompositorD3D11.h"
#endif
#include "VRDisplayClient.h"
#include "VRDisplayPresentation.h"
#include "VRManagerChild.h"
#include "VRLayerChild.h"
using namespace mozilla;
using namespace mozilla::gfx;
using mozilla::dom::GamepadHandle;
using mozilla::dom::GamepadHandleKind;
VRDisplayClient::VRDisplayClient(const VRDisplayInfo& aDisplayInfo)
: mDisplayInfo(aDisplayInfo),
bLastEventWasMounted(false),
bLastEventWasPresenting(false),
mPresentationCount(0),
mLastEventFrameId(0),
mLastPresentingGeneration(0),
mLastEventControllerState{},
// For now WebVR is default to prevent a VRDisplay restore bug in WebVR
// compatibility mode. See Bug 1630512
mAPIMode(VRAPIMode::WebVR) {
MOZ_COUNT_CTOR(VRDisplayClient);
}
VRDisplayClient::~VRDisplayClient() { MOZ_COUNT_DTOR(VRDisplayClient); }
void VRDisplayClient::UpdateDisplayInfo(const VRDisplayInfo& aDisplayInfo) {
mDisplayInfo = aDisplayInfo;
FireEvents();
}
already_AddRefed<VRDisplayPresentation> VRDisplayClient::BeginPresentation(
const nsTArray<mozilla::dom::VRLayer>& aLayers, uint32_t aGroup) {
PresentationCreated();
RefPtr<VRDisplayPresentation> presentation =
new VRDisplayPresentation(this, aLayers, aGroup);
return presentation.forget();
}
void VRDisplayClient::PresentationCreated() { ++mPresentationCount; }
void VRDisplayClient::PresentationDestroyed() { --mPresentationCount; }
void VRDisplayClient::SessionStarted(dom::XRSession* aSession) {
PresentationCreated();
MakePresentationGenerationCurrent();
mSessions.AppendElement(aSession);
}
void VRDisplayClient::SessionEnded(dom::XRSession* aSession) {
mSessions.RemoveElement(aSession);
PresentationDestroyed();
}
void VRDisplayClient::StartFrame() {
RefPtr<VRManagerChild> vm = VRManagerChild::Get();
vm->RunFrameRequestCallbacks();
nsTArray<RefPtr<dom::XRSession>> sessions;
sessions.AppendElements(mSessions);
for (auto session : sessions) {
session->StartFrame();
}
}
void VRDisplayClient::SetGroupMask(uint32_t aGroupMask) {
VRManagerChild* vm = VRManagerChild::Get();
vm->SendSetGroupMask(mDisplayInfo.mDisplayID, aGroupMask);
}
bool VRDisplayClient::IsPresentationGenerationCurrent() const {
if (mLastPresentingGeneration !=
mDisplayInfo.mDisplayState.presentingGeneration) {
return false;
}
return true;
}
void VRDisplayClient::MakePresentationGenerationCurrent() {
mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration;
}
gfx::VRAPIMode VRDisplayClient::GetXRAPIMode() const { return mAPIMode; }
void VRDisplayClient::SetXRAPIMode(gfx::VRAPIMode aMode) {
mAPIMode = aMode;
Telemetry::Accumulate(Telemetry::WEBXR_API_MODE,
static_cast<uint32_t>(mAPIMode));
}
void VRDisplayClient::FireEvents() {
RefPtr<VRManagerChild> vm = VRManagerChild::Get();
// Only fire these events for non-chrome VR sessions
bool isPresenting = (mDisplayInfo.mPresentingGroups & kVRGroupContent) != 0;
// Check if we need to trigger onVRDisplayPresentChange event
if (bLastEventWasPresenting != isPresenting) {
bLastEventWasPresenting = isPresenting;
vm->FireDOMVRDisplayPresentChangeEvent(mDisplayInfo.mDisplayID);
}
// Check if we need to trigger onvrdisplayactivate event
if (!bLastEventWasMounted && mDisplayInfo.mDisplayState.isMounted) {
bLastEventWasMounted = true;
if (StaticPrefs::dom_vr_autoactivate_enabled()) {
vm->FireDOMVRDisplayMountedEvent(mDisplayInfo.mDisplayID);
}
}
// Check if we need to trigger onvrdisplaydeactivate event
if (bLastEventWasMounted && !mDisplayInfo.mDisplayState.isMounted) {
bLastEventWasMounted = false;
if (StaticPrefs::dom_vr_autoactivate_enabled()) {
vm->FireDOMVRDisplayUnmountedEvent(mDisplayInfo.mDisplayID);
}
}
if (mLastPresentingGeneration !=
mDisplayInfo.mDisplayState.presentingGeneration) {
mLastPresentingGeneration = mDisplayInfo.mDisplayState.presentingGeneration;
vm->NotifyPresentationGenerationChanged(mDisplayInfo.mDisplayID);
}
// In WebXR spec, Gamepad instances returned by an XRInputSource's gamepad
// attribute MUST NOT be included in the array returned by
// navigator.getGamepads().
if (mAPIMode == VRAPIMode::WebVR) {
FireGamepadEvents();
}
// Update controller states into XRInputSourceArray.
for (auto& session : mSessions) {
dom::XRInputSourceArray* inputs = session->InputSources();
if (inputs) {
inputs->Update(session);
}
}
// Check if we need to trigger VRDisplay.requestAnimationFrame
if (mLastEventFrameId != mDisplayInfo.mFrameId) {
mLastEventFrameId = mDisplayInfo.mFrameId;
StartFrame();
}
}
void VRDisplayClient::GamepadMappingForWebVR(
VRControllerState& aControllerState) {
float triggerValue[kVRControllerMaxButtons];
memcpy(triggerValue, aControllerState.triggerValue,
sizeof(aControllerState.triggerValue));
const uint64_t buttonPressed = aControllerState.buttonPressed;
const uint64_t buttonTouched = aControllerState.buttonTouched;
auto SetTriggerValue = [&](uint64_t newSlot, uint64_t oldSlot) {
aControllerState.triggerValue[newSlot] = triggerValue[oldSlot];
};
auto ShiftButtonBitForNewSlot = [&](uint64_t newSlot, uint64_t oldSlot,
bool aIsTouch = false) {
if (aIsTouch) {
return ((buttonTouched & (1ULL << oldSlot)) != 0) * (1ULL << newSlot);
}
SetTriggerValue(newSlot, oldSlot);
return ((buttonPressed & (1ULL << oldSlot)) != 0) * (1ULL << newSlot);
};
switch (aControllerState.type) {
case VRControllerType::HTCVive:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) |
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(3, 4);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 1, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(3, 4, true);
aControllerState.numButtons = 4;
aControllerState.numAxes = 2;
break;
case VRControllerType::MSMR:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) |
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(3, 3) |
ShiftButtonBitForNewSlot(4, 4);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(3, 3, true) |
ShiftButtonBitForNewSlot(4, 4, true);
aControllerState.numButtons = 5;
aControllerState.numAxes = 4;
break;
case VRControllerType::HTCViveCosmos:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 0) | ShiftButtonBitForNewSlot(1, 1) |
ShiftButtonBitForNewSlot(4, 3) | ShiftButtonBitForNewSlot(2, 4) |
ShiftButtonBitForNewSlot(3, 5) | ShiftButtonBitForNewSlot(5, 6);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 0, true) |
ShiftButtonBitForNewSlot(1, 1, true) |
ShiftButtonBitForNewSlot(4, 3, true) |
ShiftButtonBitForNewSlot(2, 4, true) |
ShiftButtonBitForNewSlot(3, 5, true) |
ShiftButtonBitForNewSlot(5, 6, true);
aControllerState.axisValue[0] = aControllerState.axisValue[2];
aControllerState.axisValue[1] = aControllerState.axisValue[3];
aControllerState.numButtons = 6;
aControllerState.numAxes = 2;
break;
case VRControllerType::HTCViveFocus:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(1, 0, true);
aControllerState.numButtons = 2;
aControllerState.numAxes = 2;
break;
case VRControllerType::HTCViveFocusPlus: {
aControllerState.buttonPressed = ShiftButtonBitForNewSlot(0, 2) |
ShiftButtonBitForNewSlot(1, 0) |
ShiftButtonBitForNewSlot(2, 1);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true);
aControllerState.numButtons = 3;
aControllerState.numAxes = 2;
static Matrix4x4 focusPlusTransform;
Matrix4x4 originalMtx;
if (focusPlusTransform.IsIdentity()) {
focusPlusTransform.RotateX(-0.70f);
focusPlusTransform.PostTranslate(0.0f, 0.0f, 0.01f);
focusPlusTransform.Inverse();
}
gfx::Quaternion quat(aControllerState.pose.orientation[0],
aControllerState.pose.orientation[1],
aControllerState.pose.orientation[2],
aControllerState.pose.orientation[3]);
originalMtx.SetRotationFromQuaternion(quat);
originalMtx._41 = aControllerState.pose.position[0];
originalMtx._42 = aControllerState.pose.position[1];
originalMtx._43 = aControllerState.pose.position[2];
originalMtx = focusPlusTransform * originalMtx;
gfx::Point3D pos, scale;
originalMtx.Decompose(pos, quat, scale);
aControllerState.pose.position[0] = pos.x;
aControllerState.pose.position[1] = pos.y;
aControllerState.pose.position[2] = pos.z;
aControllerState.pose.orientation[0] = quat.x;
aControllerState.pose.orientation[1] = quat.y;
aControllerState.pose.orientation[2] = quat.z;
aControllerState.pose.orientation[3] = quat.w;
break;
}
case VRControllerType::OculusGo: {
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(1, 0, true);
aControllerState.numButtons = 2;
aControllerState.numAxes = 2;
static Matrix4x4 goTransform;
Matrix4x4 originalMtx;
if (goTransform.IsIdentity()) {
goTransform.RotateX(-0.60f);
goTransform.Inverse();
}
gfx::Quaternion quat(aControllerState.pose.orientation[0],
aControllerState.pose.orientation[1],
aControllerState.pose.orientation[2],
aControllerState.pose.orientation[3]);
originalMtx.SetRotationFromQuaternion(quat);
originalMtx._41 = aControllerState.pose.position[0];
originalMtx._42 = aControllerState.pose.position[1];
originalMtx._43 = aControllerState.pose.position[2];
originalMtx = goTransform * originalMtx;
gfx::Point3D pos, scale;
originalMtx.Decompose(pos, quat, scale);
aControllerState.pose.position[0] = pos.x;
aControllerState.pose.position[1] = pos.y;
aControllerState.pose.position[2] = pos.z;
aControllerState.pose.orientation[0] = quat.x;
aControllerState.pose.orientation[1] = quat.y;
aControllerState.pose.orientation[2] = quat.z;
aControllerState.pose.orientation[3] = quat.w;
break;
}
case VRControllerType::OculusTouch:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) |
ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) |
ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) |
ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(3, 4, true) |
ShiftButtonBitForNewSlot(4, 5, true) |
ShiftButtonBitForNewSlot(5, 6, true);
aControllerState.axisValue[0] = aControllerState.axisValue[2];
aControllerState.axisValue[1] = aControllerState.axisValue[3];
aControllerState.numButtons = 6;
aControllerState.numAxes = 2;
break;
case VRControllerType::OculusTouch2:
case VRControllerType::OculusTouch3: {
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) |
ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) |
ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) |
ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(3, 4, true) |
ShiftButtonBitForNewSlot(4, 5, true) |
ShiftButtonBitForNewSlot(5, 6, true);
aControllerState.axisValue[0] = aControllerState.axisValue[2];
aControllerState.axisValue[1] = aControllerState.axisValue[3];
aControllerState.numButtons = 6;
aControllerState.numAxes = 2;
static Matrix4x4 touchTransform;
Matrix4x4 originalMtx;
if (touchTransform.IsIdentity()) {
touchTransform.RotateX(-0.77f);
touchTransform.PostTranslate(0.0f, 0.0f, -0.025f);
touchTransform.Inverse();
}
gfx::Quaternion quat(aControllerState.pose.orientation[0],
aControllerState.pose.orientation[1],
aControllerState.pose.orientation[2],
aControllerState.pose.orientation[3]);
originalMtx.SetRotationFromQuaternion(quat);
originalMtx._41 = aControllerState.pose.position[0];
originalMtx._42 = aControllerState.pose.position[1];
originalMtx._43 = aControllerState.pose.position[2];
originalMtx = touchTransform * originalMtx;
gfx::Point3D pos, scale;
originalMtx.Decompose(pos, quat, scale);
aControllerState.pose.position[0] = pos.x;
aControllerState.pose.position[1] = pos.y;
aControllerState.pose.position[2] = pos.z;
aControllerState.pose.orientation[0] = quat.x;
aControllerState.pose.orientation[1] = quat.y;
aControllerState.pose.orientation[2] = quat.z;
aControllerState.pose.orientation[3] = quat.w;
break;
}
case VRControllerType::ValveIndex:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(1, 0) | ShiftButtonBitForNewSlot(2, 1) |
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(5, 3) |
ShiftButtonBitForNewSlot(3, 4) | ShiftButtonBitForNewSlot(4, 5) |
ShiftButtonBitForNewSlot(6, 6) | ShiftButtonBitForNewSlot(7, 7) |
ShiftButtonBitForNewSlot(8, 8) | ShiftButtonBitForNewSlot(9, 9);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(5, 3, true) |
ShiftButtonBitForNewSlot(3, 4, true) |
ShiftButtonBitForNewSlot(4, 5, true) |
ShiftButtonBitForNewSlot(6, 6, true) |
ShiftButtonBitForNewSlot(7, 7, true) |
ShiftButtonBitForNewSlot(8, 8, true) |
ShiftButtonBitForNewSlot(9, 9, true);
aControllerState.numButtons = 10;
aControllerState.numAxes = 4;
break;
case VRControllerType::PicoGaze:
aControllerState.buttonPressed = ShiftButtonBitForNewSlot(0, 0);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 0, true);
aControllerState.numButtons = 1;
aControllerState.numAxes = 0;
break;
case VRControllerType::PicoG2:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 2) | ShiftButtonBitForNewSlot(1, 0);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 2, true) |
ShiftButtonBitForNewSlot(1, 0, true);
aControllerState.numButtons = 2;
aControllerState.numAxes = 2;
break;
case VRControllerType::PicoNeo2:
aControllerState.buttonPressed =
ShiftButtonBitForNewSlot(0, 3) | ShiftButtonBitForNewSlot(1, 0) |
ShiftButtonBitForNewSlot(2, 1) | ShiftButtonBitForNewSlot(3, 4) |
ShiftButtonBitForNewSlot(4, 5) | ShiftButtonBitForNewSlot(5, 6);
aControllerState.buttonTouched = ShiftButtonBitForNewSlot(0, 3, true) |
ShiftButtonBitForNewSlot(1, 0, true) |
ShiftButtonBitForNewSlot(2, 1, true) |
ShiftButtonBitForNewSlot(3, 4, true) |
ShiftButtonBitForNewSlot(4, 5, true) |
ShiftButtonBitForNewSlot(5, 6, true);
aControllerState.axisValue[0] = aControllerState.axisValue[2];
aControllerState.axisValue[1] = aControllerState.axisValue[3];
aControllerState.numButtons = 6;
aControllerState.numAxes = 2;
break;
default:
// Undefined controller types, we will keep its the same order.
break;
}
}
void VRDisplayClient::FireGamepadEvents() {
RefPtr<dom::GamepadManager> gamepadManager(dom::GamepadManager::GetService());
if (!gamepadManager) {
return;
}
for (int stateIndex = 0; stateIndex < kVRControllerMaxCount; stateIndex++) {
VRControllerState state = {}, lastState = {};
memcpy(&state, &mDisplayInfo.mControllerState[stateIndex],
sizeof(VRControllerState));
memcpy(&lastState, &mLastEventControllerState[stateIndex],
sizeof(VRControllerState));
GamepadMappingForWebVR(state);
GamepadMappingForWebVR(lastState);
uint32_t gamepadHandleValue =
mDisplayInfo.mDisplayID * kVRControllerMaxCount + stateIndex;
GamepadHandle gamepadHandle{gamepadHandleValue, GamepadHandleKind::VR};
bool bIsNew = false;
// Send events to notify that controllers are removed
if (state.controllerName[0] == '\0') {
// Controller is not present
if (lastState.controllerName[0] != '\0') {
// Controller has been removed
dom::GamepadRemoved info;
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
}
// Do not process any further events for removed controllers
continue;
}
// Send events to notify that new controllers are added
RefPtr<dom::Gamepad> existing = gamepadManager->GetGamepad(gamepadHandle);
// ControllerState in OpenVR action-based API gets delay to query btn and
// axis count. So, we need to check if they are more than zero.
if ((lastState.controllerName[0] == '\0' || !existing) &&
(state.numButtons > 0 || state.numAxes > 0)) {
dom::GamepadAdded info(NS_ConvertUTF8toUTF16(state.controllerName),
dom::GamepadMappingType::_empty, state.hand,
mDisplayInfo.mDisplayID, state.numButtons,
state.numAxes, state.numHaptics, 0, 0);
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
bIsNew = true;
}
// Send events for handedness changes
if (state.hand != lastState.hand) {
dom::GamepadHandInformation info(state.hand);
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
}
// Send events for axis value changes
for (uint32_t axisIndex = 0; axisIndex < state.numAxes; axisIndex++) {
if (state.axisValue[axisIndex] != lastState.axisValue[axisIndex]) {
dom::GamepadAxisInformation info(axisIndex, state.axisValue[axisIndex]);
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
}
}
// Send events for trigger, touch, and button value changes
if (!bIsNew) {
// When a new controller is added, we do not emit button events for
// the initial state of the inputs.
for (uint32_t buttonIndex = 0; buttonIndex < state.numButtons;
buttonIndex++) {
bool bPressed = (state.buttonPressed & (1ULL << buttonIndex)) != 0;
bool bTouched = (state.buttonTouched & (1ULL << buttonIndex)) != 0;
bool bLastPressed =
(lastState.buttonPressed & (1ULL << buttonIndex)) != 0;
bool bLastTouched =
(lastState.buttonTouched & (1ULL << buttonIndex)) != 0;
if (state.triggerValue[buttonIndex] !=
lastState.triggerValue[buttonIndex] ||
bPressed != bLastPressed || bTouched != bLastTouched) {
dom::GamepadButtonInformation info(
buttonIndex, state.triggerValue[buttonIndex], bPressed, bTouched);
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
}
}
}
// Send events for pose changes
// Note that VRPose is asserted to be a POD type so memcmp is safe
if (state.flags != lastState.flags ||
state.isPositionValid != lastState.isPositionValid ||
state.isOrientationValid != lastState.isOrientationValid ||
memcmp(&state.pose, &lastState.pose, sizeof(VRPose)) != 0) {
// Convert pose to GamepadPoseState
dom::GamepadPoseState poseState;
poseState.Clear();
poseState.flags = state.flags;
// Orientation values
poseState.isOrientationValid = state.isOrientationValid;
poseState.orientation[0] = state.pose.orientation[0];
poseState.orientation[1] = state.pose.orientation[1];
poseState.orientation[2] = state.pose.orientation[2];
poseState.orientation[3] = state.pose.orientation[3];
poseState.angularVelocity[0] = state.pose.angularVelocity[0];
poseState.angularVelocity[1] = state.pose.angularVelocity[1];
poseState.angularVelocity[2] = state.pose.angularVelocity[2];
poseState.angularAcceleration[0] = state.pose.angularAcceleration[0];
poseState.angularAcceleration[1] = state.pose.angularAcceleration[1];
poseState.angularAcceleration[2] = state.pose.angularAcceleration[2];
// Position values
poseState.isPositionValid = state.isPositionValid;
poseState.position[0] = state.pose.position[0];
poseState.position[1] = state.pose.position[1];
poseState.position[2] = state.pose.position[2];
poseState.linearVelocity[0] = state.pose.linearVelocity[0];
poseState.linearVelocity[1] = state.pose.linearVelocity[1];
poseState.linearVelocity[2] = state.pose.linearVelocity[2];
poseState.linearAcceleration[0] = state.pose.linearAcceleration[0];
poseState.linearAcceleration[1] = state.pose.linearAcceleration[1];
poseState.linearAcceleration[2] = state.pose.linearAcceleration[2];
// Send the event
dom::GamepadPoseInformation info(poseState);
dom::GamepadChangeEventBody body(info);
dom::GamepadChangeEvent event(gamepadHandle, body);
gamepadManager->Update(event);
}
}
// Note that VRControllerState is asserted to be a POD type and memcpy is
// safe.
memcpy(mLastEventControllerState, mDisplayInfo.mControllerState,
sizeof(VRControllerState) * kVRControllerMaxCount);
}
const VRHMDSensorState& VRDisplayClient::GetSensorState() const {
return mDisplayInfo.GetSensorState();
}
bool VRDisplayClient::GetIsConnected() const {
return mDisplayInfo.GetIsConnected();
}
bool VRDisplayClient::IsPresenting() {
return mDisplayInfo.mPresentingGroups != 0;
}
void VRDisplayClient::NotifyDisconnected() {
mDisplayInfo.mDisplayState.isConnected = false;
}
void VRDisplayClient::UpdateSubmitFrameResult(
const VRSubmitFrameResultInfo& aResult) {
mSubmitFrameResult = aResult;
}
void VRDisplayClient::GetSubmitFrameResult(VRSubmitFrameResultInfo& aResult) {
aResult = mSubmitFrameResult;
}
void VRDisplayClient::StartVRNavigation() {
/**
* A VR-to-VR site navigation has started, notify VRManager
* so we don't drop out of VR during the transition
*/
VRManagerChild* vm = VRManagerChild::Get();
vm->SendStartVRNavigation(mDisplayInfo.mDisplayID);
}
void VRDisplayClient::StopVRNavigation(const TimeDuration& aTimeout) {
/**
* A VR-to-VR site navigation has ended and the new site
* has received a vrdisplayactivate event.
* Don't actually consider the navigation transition over
* until aTimeout has elapsed.
* This may be called multiple times, in which case the timeout
* should be reset to aTimeout.
* When aTimeout is TimeDuration(0), we should consider the
* transition immediately ended.
*/
VRManagerChild* vm = VRManagerChild::Get();
vm->SendStopVRNavigation(mDisplayInfo.mDisplayID, aTimeout);
}
bool VRDisplayClient::IsReferenceSpaceTypeSupported(
dom::XRReferenceSpaceType aType) const {
/**
*
* We do not yet support local or local-floor for inline sessions.
* This could be expanded if we later support WebXR for inline-ar
* sessions on Firefox Fenix.
*
* We do not yet support unbounded reference spaces.
*/
switch (aType) {
case dom::XRReferenceSpaceType::Viewer:
// Viewer is always supported, for both inline and immersive sessions
return true;
case dom::XRReferenceSpaceType::Local:
case dom::XRReferenceSpaceType::Local_floor:
// Local and Local_Floor are always supported for immersive sessions
return bool(mDisplayInfo.GetCapabilities() &
(VRDisplayCapabilityFlags::Cap_ImmersiveVR |
VRDisplayCapabilityFlags::Cap_ImmersiveAR));
case dom::XRReferenceSpaceType::Bounded_floor:
return bool(mDisplayInfo.GetCapabilities() &
VRDisplayCapabilityFlags::Cap_StageParameters);
default:
NS_WARNING(
"Unknown XRReferenceSpaceType passed to "
"VRDisplayClient::IsReferenceSpaceTypeSupported");
return false;
}
}