gecko-dev/dom/webidl/VRDisplay.webidl

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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/.
*
* The origin of this IDL file is
* https://immersive-web.github.io/webvr/spec/1.1/
*/
enum VREye {
"left",
"right"
};
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRFieldOfView {
readonly attribute double upDegrees;
readonly attribute double rightDegrees;
readonly attribute double downDegrees;
readonly attribute double leftDegrees;
};
typedef (HTMLCanvasElement or OffscreenCanvas) VRSource;
dictionary VRLayer {
/**
* XXX - When WebVR in WebWorkers is implemented, HTMLCanvasElement below
* should be replaced with VRSource.
*/
HTMLCanvasElement? source = null;
/**
* The left and right viewports contain 4 values defining the viewport
* rectangles within the canvas to present to the eye in UV space.
* [0] left offset of the viewport (0.0 - 1.0)
* [1] top offset of the viewport (0.0 - 1.0)
* [2] width of the viewport (0.0 - 1.0)
* [3] height of the viewport (0.0 - 1.0)
*
* When no values are passed, they will be processed as though the left
* and right sides of the viewport were passed:
*
* leftBounds: [0.0, 0.0, 0.5, 1.0]
* rightBounds: [0.5, 0.0, 0.5, 1.0]
*/
sequence<float> leftBounds = [];
sequence<float> rightBounds = [];
};
/**
* Values describing the capabilities of a VRDisplay.
* These are expected to be static per-device/per-user.
*/
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRDisplayCapabilities {
/**
* hasPosition is true if the VRDisplay is capable of tracking its position.
*/
readonly attribute boolean hasPosition;
/**
* hasOrientation is true if the VRDisplay is capable of tracking its orientation.
*/
readonly attribute boolean hasOrientation;
/**
* Whether the VRDisplay is separate from the devices
* primary display. If presenting VR content will obscure
* other content on the device, this should be false. When
* false, the application should not attempt to mirror VR content
* or update non-VR UI because that content will not be visible.
*/
readonly attribute boolean hasExternalDisplay;
/**
* Whether the VRDisplay is capable of presenting content to an HMD or similar device.
* Can be used to indicate “magic window” devices that are capable of 6DoF tracking but for
* which requestPresent is not meaningful. If false then calls to requestPresent should
* always fail, and getEyeParameters should return null.
*/
readonly attribute boolean canPresent;
/**
* Indicates the maximum length of the array that requestPresent() will accept. MUST be 1 if
canPresent is true, 0 otherwise.
*/
readonly attribute unsigned long maxLayers;
};
/**
* Values describing the the stage / play area for devices
* that support room-scale experiences.
*/
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRStageParameters {
/**
* A 16-element array containing the components of a column-major 4x4
* affine transform matrix. This matrix transforms the sitting-space position
* returned by get{Immediate}Pose() to a standing-space position.
*/
[Throws] readonly attribute Float32Array sittingToStandingTransform;
/**
* Dimensions of the play-area bounds. The bounds are defined
* as an axis-aligned rectangle on the floor.
* The center of the rectangle is at (0,0,0) in standing-space
* coordinates.
* These bounds are defined for safety purposes.
* Content should not require the user to move beyond these
* bounds; however, it is possible for the user to ignore
* the bounds resulting in position values outside of
* this rectangle.
*/
readonly attribute float sizeX;
readonly attribute float sizeZ;
};
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRPose
{
/**
* position, linearVelocity, and linearAcceleration are 3-component vectors.
* position is relative to a sitting space. Transforming this point with
* VRStageParameters.sittingToStandingTransform converts this to standing space.
*/
[Constant, Throws] readonly attribute Float32Array? position;
[Constant, Throws] readonly attribute Float32Array? linearVelocity;
[Constant, Throws] readonly attribute Float32Array? linearAcceleration;
/* orientation is a 4-entry array representing the components of a quaternion. */
[Constant, Throws] readonly attribute Float32Array? orientation;
/* angularVelocity and angularAcceleration are the components of 3-dimensional vectors. */
[Constant, Throws] readonly attribute Float32Array? angularVelocity;
[Constant, Throws] readonly attribute Float32Array? angularAcceleration;
};
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRFrameData {
constructor();
readonly attribute DOMHighResTimeStamp timestamp;
[Throws, Pure] readonly attribute Float32Array leftProjectionMatrix;
[Throws, Pure] readonly attribute Float32Array leftViewMatrix;
[Throws, Pure] readonly attribute Float32Array rightProjectionMatrix;
[Throws, Pure] readonly attribute Float32Array rightViewMatrix;
[Pure] readonly attribute VRPose pose;
};
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VREyeParameters {
/**
* offset is a 3-component vector representing an offset to
* translate the eye. This value may vary from frame
* to frame if the user adjusts their headset ipd.
*/
[Constant, Throws] readonly attribute Float32Array offset;
/* These values may vary as the user adjusts their headset ipd. */
[Constant] readonly attribute VRFieldOfView fieldOfView;
/**
* renderWidth and renderHeight specify the recommended render target
* size of each eye viewport, in pixels. If multiple eyes are rendered
* in a single render target, then the render target should be made large
* enough to fit both viewports.
*/
[Constant] readonly attribute unsigned long renderWidth;
[Constant] readonly attribute unsigned long renderHeight;
};
[Pref="dom.vr.enabled",
HeaderFile="mozilla/dom/VRDisplay.h",
SecureContext,
Exposed=Window]
interface VRDisplay : EventTarget {
/**
* presentingGroups is a bitmask indicating which VR session groups
* have an active VR presentation.
*/
[ChromeOnly] readonly attribute unsigned long presentingGroups;
/**
* Setting groupMask causes submitted frames by VR sessions that
* aren't included in the bitmasked groups to be ignored.
* Non-chrome content is not aware of the value of groupMask.
* VRDisplay.RequestAnimationFrame will still fire for VR sessions
* that are hidden by groupMask, enabling their performance to be
* measured by chrome UI that is presented in other groups.
* This is expected to be used in cases where chrome UI is presenting
* information during link traversal or presenting options when content
* performance is too low for comfort.
* The VR refresh / VSync cycle is driven by the visible content
* and the non-visible content may have a throttled refresh rate.
*/
[ChromeOnly] attribute unsigned long groupMask;
readonly attribute boolean isConnected;
readonly attribute boolean isPresenting;
/**
* Dictionary of capabilities describing the VRDisplay.
*/
[Constant] readonly attribute VRDisplayCapabilities capabilities;
/**
* If this VRDisplay supports room-scale experiences, the optional
* stage attribute contains details on the room-scale parameters.
*/
readonly attribute VRStageParameters? stageParameters;
/* Return the current VREyeParameters for the given eye. */
VREyeParameters getEyeParameters(VREye whichEye);
/**
* An identifier for this distinct VRDisplay. Used as an
* association point in the Gamepad API.
*/
[Constant] readonly attribute unsigned long displayId;
/**
* A display name, a user-readable name identifying it.
*/
[Constant] readonly attribute DOMString displayName;
/**
* Populates the passed VRFrameData with the information required to render
* the current frame.
*/
boolean getFrameData(VRFrameData frameData);
/**
* Return a VRPose containing the future predicted pose of the VRDisplay
* when the current frame will be presented. Subsequent calls to getPose()
* MUST return a VRPose with the same values until the next call to
* submitFrame().
*
* The VRPose will contain the position, orientation, velocity,
* and acceleration of each of these properties.
*/
[NewObject] VRPose getPose();
/**
* Reset the pose for this display, treating its current position and
* orientation as the "origin/zero" values. VRPose.position,
* VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
* updated when calling resetPose(). This should be called in only
* sitting-space experiences.
*/
void resetPose();
/**
* z-depth defining the near plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 0.01.
*/
attribute double depthNear;
/**
* z-depth defining the far plane of the eye view frustum
* enables mapping of values in the render target depth
* attachment to scene coordinates. Initially set to 10000.0.
*/
attribute double depthFar;
/**
* The callback passed to `requestAnimationFrame` will be called
* any time a new frame should be rendered. When the VRDisplay is
* presenting the callback will be called at the native refresh
* rate of the HMD. When not presenting this function acts
* identically to how window.requestAnimationFrame acts. Content should
* make no assumptions of frame rate or vsync behavior as the HMD runs
* asynchronously from other displays and at differing refresh rates.
*/
[Throws] long requestAnimationFrame(FrameRequestCallback callback);
/**
* Passing the value returned by `requestAnimationFrame` to
* `cancelAnimationFrame` will unregister the callback.
*/
[Throws] void cancelAnimationFrame(long handle);
/**
* Begin presenting to the VRDisplay. Must be called in response to a user gesture.
* Repeat calls while already presenting will update the VRLayers being displayed.
*/
[Throws, NeedsCallerType] Promise<void> requestPresent(sequence<VRLayer> layers);
/**
* Stops presenting to the VRDisplay.
*/
[Throws] Promise<void> exitPresent();
/**
* Get the layers currently being presented.
*/
sequence<VRLayer> getLayers();
/**
* The VRLayer provided to the VRDisplay will be captured and presented
* in the HMD. Calling this function has the same effect on the source
* canvas as any other operation that uses its source image, and canvases
* created without preserveDrawingBuffer set to true will be cleared.
*/
void submitFrame();
};