- From: chris van wiemeersch <notifications@github.com>
- Date: Sat, 30 Jul 2016 00:52:12 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Message-ID: <w3c/gamepad/pull/25/r72883779@github.com>
> + <dd> > + Angular acceleration of the gamepad in meters per second. MUST be null > + if the sensor is incapable of providing angular acceleration. When not > + null MUST be a three-element array. > + </dd> > + </dl> > + </section> > + > + <section> > + <h2><dfn>GamepadCapabilities</dfn> Interface</h2> > + <p> > + This interface defines the gamepad's hardware capabilities. > + </p> > + > + <dl title='interface GamepadCapabilities' class='idl'> > + <dt>readonly attribute boolean hasPosition</dt> I'd opt for #1. In a follow-up PR, instead of a `GamepadCapabilities` that seems specific to VR, can we rename the properties or have a nested object for VR-specific properties? What about just having `GamepadPose#position` return `undefined` if the gamepad does not support positional tracking? Do you think we can perhaps opt for returning `undefined`, `null`, and `Float32Array`s instead of introducing a new interface? (Or even maybe instead of having a separate `GamepadCapabilities` interface, could we just make `hasPosition`, `hasOrientation`, etc. be part of `GamepadPose`? What are your thoughts? (P.S. Sorry for the delays. Just got back from PTO.) --- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/pull/25/files/352f178964cf1c7c81fb2323d41d50d07c73e366#r72883779
Received on Saturday, 30 July 2016 07:52:47 UTC