using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
////REVIEW: expose euler angle subcontrols?
namespace UnityEngine.InputSystem.Controls
{
///
/// A generic input control reading quaternion (rotation) values.
///
[Scripting.Preserve]
public class QuaternionControl : InputControl
{
// Accessing these components as individual controls usually doesn't make too much sense,
// but having these controls allows changing the state format on the quaternion without
// requiring the control to explicitly support the various different storage formats.
// Also, it allows putting processors on the individual components which may be necessary
// to properly convert the source data.
///
/// The X component of the quaternion.
///
/// Control representing the X component.
[InputControl(displayName = "X")]
public AxisControl x { get; private set; }
///
/// The Y component of the quaternion.
///
/// Control representing the Y component.
[InputControl(displayName = "Y")]
public AxisControl y { get; private set; }
///
/// The Z component of the quaternion.
///
/// Control representing the Z component.
[InputControl(displayName = "Z")]
public AxisControl z { get; private set; }
///
/// The W component of the quaternion.
///
/// Control representing the W component.
[InputControl(displayName = "W")]
public AxisControl w { get; private set; }
///
/// Default-initialize the control.
///
public QuaternionControl()
{
m_StateBlock.sizeInBits = sizeof(float) * 4 * 8;
m_StateBlock.format = InputStateBlock.FormatQuaternion;
}
///
protected override void FinishSetup()
{
x = GetChildControl("x");
y = GetChildControl("y");
z = GetChildControl("z");
w = GetChildControl("w");
base.FinishSetup();
}
///
public override unsafe Quaternion ReadUnprocessedValueFromState(void* statePtr)
{
return new Quaternion(x.ReadValueFromState(statePtr), y.ReadValueFromState(statePtr), z.ReadValueFromState(statePtr),
w.ReadUnprocessedValueFromState(statePtr));
}
///
public override unsafe void WriteValueIntoState(Quaternion value, void* statePtr)
{
x.WriteValueIntoState(value.x, statePtr);
y.WriteValueIntoState(value.y, statePtr);
z.WriteValueIntoState(value.z, statePtr);
w.WriteValueIntoState(value.w, statePtr);
}
}
}