W3cubDocs

/DOM

VRPose

This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The VRPose interface of the WebVR API represents the state of a VR sensor at a given timestamp (which includes orientation, position, velocity, and acceleration information.)

This interface is accessible through the VRDisplay.getPose() and VRDisplay.getFrameData() methods. VRDisplay.getPose() is deprecated.

Properties

VRPose.position Read only
Returns the position of the VRDisplay at the current VRPose.timestamp as a 3D vector
VRPose.linearVelocity Read only
Returns the linear velocity of the VRDisplay at the current VRPose.timestamp, in meters per second.
VRPose.linearAcceleration Read only
Returns the linear acceleration of the VRDisplay at the current VRPose.timestamp, in meters per second per second.
VRPose.orientation Read only
Returns the orientation of the sensor at the current VRPose.timestamp, as a quarternion value.
VRPose.angularVelocity Read only
Returns the angular velocity of the VRDisplay at the current VRPose.timestamp, in radians per second.
VRPose.angularAcceleration Read only
Returns the angular acceleration of the VRDisplay at the current VRPose.timestamp, in meters per second per second.

Obsolete properties

VRPose.timeStamp Read only
Returns the current time stamp of the system — a monotonically increasing value useful for determining if position data has been updated, and what order updates have occured in. This version of timestamp has been removed from the spec — instead, timestamps are now returned when VRDisplay.getFrameData() is called — see VRFrameData.timestamp.

Examples

var frameData = new VRFrameData();
var vrDisplay;

navigator.getVRDisplays().then(function(displays) {
  vrDisplay = displays[0];
  console.log('Display found');
  // Starting the presentation when the button is clicked: It can only be called in response to a user gesture
  btn.addEventListener('click', function() {
    vrDisplay.requestPresent([{ source: canvas }]).then(function() {        
      drawVRScene();
    });
  });
});

// WebVR: Draw the scene for the WebVR display.
function drawVRScene() {
  // WebVR: Request the next frame of the animation
  vrSceneFrame = vrDisplay.requestAnimationFrame(drawVRScene);

  // Populate frameData with the data of the next frame to display
  vrDisplay.getFrameData(frameData);

  // You can get the position, orientation, etc. of the display from the current frame's pose
  // curFramePose is a VRPose object
  var curFramePose = frameData.pose;
  var curPos = curFramePose.position;
  var curOrient = curFramePose.orientation;

  // Clear the canvas before we start drawing on it.

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  // WebVR: Create the required projection and view matrix locations needed
  // for passing into the uniformMatrix4fv methods below

  var projectionMatrixLocation = gl.getUniformLocation(shaderProgram, "projMatrix");
  var viewMatrixLocation = gl.getUniformLocation(shaderProgram, "viewMatrix");

  // WebVR: Render the left eye’s view to the left half of the canvas
  gl.viewport(0, 0, canvas.width * 0.5, canvas.height);
  gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.leftProjectionMatrix);
  gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.leftViewMatrix);
  drawGeometry();

  // WebVR: Render the right eye’s view to the right half of the canvas
  gl.viewport(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height);
  gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.rightProjectionMatrix);
  gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.rightViewMatrix);
  drawGeometry();

  function drawGeometry() {
    // draw the view for each eye 
  }

    ...

  // WebVR: Indicate that we are ready to present the rendered frame to the VR display
  vrDisplay.submitFrame();
}

Note: You can see this complete code at raw-webgl-example.

Specifications

Specification Status Comment
WebVR 1.1
The definition of 'VRPose' in that specification.
Editor's Draft Initial definition

Browser compatibility

Feature Chrome Edge Firefox Internet Explorer Opera Safari
Basic support Yes1 2 Yes

553

584

No ? ?
angularAcceleration Yes1 2 Yes

553

584

No ? ?
angularVelocity Yes1 2 Yes

553

584

No ? ?
hasOrientation No No No No ? ?
hasPosition No No No No ? ?
linearAcceleration Yes1 2 Yes

553

584

No ? ?
linearVelocity Yes1 2 Yes

553

584

No ? ?
position Yes1 2 Yes

553

584

No ? ?
orientation Yes1 2 Yes

553

584

No ? ?
timestamp No No No No ? ?
Feature Android webview Chrome for Android Edge mobile Firefox for Android IE mobile Opera Android iOS Safari
Basic support No Yes5 ? ? No ? ?
angularAcceleration No Yes5 ? ? No ? ?
angularVelocity No Yes5 ? ? No ? ?
hasOrientation No No No ? No ? ?
hasPosition No No No ? No ? ?
linearAcceleration No Yes5 ? ? No ? ?
linearVelocity No Yes5 ? ? No ? ?
position No Yes5 ? ? No ? ?
orientation No Yes5 ? ? No ? ?
timestamp No No No ? No ? ?

1. Only works on desktop in an experimental version of Chrome (other builds won't return any devices when Navigator.getVRDisplays() is invoked).

2. This feature is behind the WebVR preference. To change preferences in Chrome, visit chrome://flags.

3. Windows support was enabled in Firefox 55.

4. macOS support was enabled in Firefox 58.

5. Currently supported only by Google Daydream.

See also

© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/VRPose