/* -*- 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 leftBounds = []; sequence 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 device’s * 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. */ undefined 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] undefined 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. */ [NewObject, NeedsCallerType] Promise requestPresent(sequence layers); /** * Stops presenting to the VRDisplay. */ [NewObject] Promise exitPresent(); /** * Get the layers currently being presented. */ sequence 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. */ undefined submitFrame(); };