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Add definitions for finalized WebVR API (#9541)
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@@ -1,6 +1,6 @@
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/// <reference path="./webvr-api.d.ts" />
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function fieldOfViewToProjectionMatrix(fov: WebVRApi.VRFieldOfView, zNear: number, zFar: number) {
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function fieldOfViewToProjectionMatrix(fov: VRFieldOfView, zNear: number, zFar: number) {
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var upTan = Math.tan(fov.upDegrees * Math.PI/180.0);
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var downTan = Math.tan(fov.downDegrees * Math.PI/180.0);
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var leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0);
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@@ -29,34 +29,23 @@ function fieldOfViewToProjectionMatrix(fov: WebVRApi.VRFieldOfView, zNear: numbe
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return out;
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}
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var hmd: HMDVRDevice;
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var hmd: VRDisplay;
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var leftEyeParams = hmd.getEyeParameters("left");
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var rightEyeParams = hmd.getEyeParameters("right");
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var leftEyeRect = leftEyeParams.renderRect;
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var rightEyeRect = rightEyeParams.renderRect;
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var leftEyeRect = { width: leftEyeParams.renderWidth, height: leftEyeParams.renderHeight };
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var rightEyeRect = { width: rightEyeParams.renderWidth, height: rightEyeParams.renderHeight };
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var canvas: HTMLCanvasElement;
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canvas.width = rightEyeRect.x + rightEyeRect.width;
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canvas.height = Math.max(leftEyeRect.y + leftEyeRect.height, rightEyeRect.y + rightEyeRect.height);
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canvas.width = rightEyeParams.renderWidth * 2;
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canvas.height = Math.max(leftEyeRect.height, rightEyeRect.height);
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var gHMD: WebVRApi.VRDevice;
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var gPositionSensor: WebVRApi.VRDevice;
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var gHMD: VRDisplay;
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navigator.getVRDevices().then(function(devices) {
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navigator.getVRDisplays().then(function(devices) {
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for (var i = 0; i < devices.length; ++i) {
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if (devices[i] instanceof HMDVRDevice) {
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if (devices[i] instanceof VRDisplay) {
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gHMD = devices[i];
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break;
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}
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}
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if (gHMD) {
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for (var i = 0; i < devices.length; ++i) {
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if (devices[i] instanceof PositionSensorVRDevice &&
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devices[i].hardwareUnitId == gHMD.hardwareUnitId) {
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gPositionSensor = devices[i];
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break;
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}
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}
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}
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});
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318
webvr-api/webvr-api.d.ts
vendored
318
webvr-api/webvr-api.d.ts
vendored
@@ -1,173 +1,187 @@
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// Type definitions for WebVR API
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// Project: http://mozvr.github.io/webvr-spec/webvr.html
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// Definitions by: Toshiya Nakakura <https://github.com/nakakura>
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// Project: https://w3c.github.io/webvr/
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// Definitions by: six a <https://github.com/lostfictions>
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// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
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/// <reference path="../geometry-dom/geometry-dom.d.ts" />
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declare class VRDisplay extends EventTarget {
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isConnected: boolean;
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isPresenting: boolean;
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declare type VREye = string;
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/**
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* Dictionary of capabilities describing the VRDisplay.
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*/
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capabilities: VRDisplayCapabilities;
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declare namespace WebVRApi {
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export interface VRFieldOfViewReadOnly {
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upDegrees: number;
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rightDegrees: number;
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downDegrees: number;
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leftDegrees: number;
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}
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/**
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* If this VRDisplay supports room-scale experiences, the optional
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* stage attribute contains details on the room-scale parameters.
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*/
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stageParameters: VRStageParameters;
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export interface VRFieldOfViewInit {
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upDegrees: number;
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rightDegrees: number;
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downDegrees: number;
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leftDegrees: number;
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}
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/* Return the current VREyeParameters for the given eye. */
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getEyeParameters(whichEye: VREye): VREyeParameters;
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export interface VRFieldOfView extends VRFieldOfViewReadOnly {
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constructor(upDegrees:number, rightDegrees:number, downDegrees:number, leftDegrees:number): VRFieldOfView;
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upDegrees: number;
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rightDegrees: number;
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downDegrees: number;
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leftDegrees: number;
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}
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/**
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* An identifier for this distinct VRDisplay. Used as an
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* association point in the Gamepad API.
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*/
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displayId: number;
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export interface VRPositionState {
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/**
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* Monotonically increasing value that allows the author to determine if position state data been updated from the hardware.
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*/
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timeStamp: number;
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/**
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* True if the position attribute is valid. If false position MUST be null.
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*/
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hasPosition: boolean;
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/**
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* Position of the sensor at timeStamp as a 3D vector.
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*/
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position?: GeometryDom.DOMPoint;
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/**
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* Linear velocity of the sensor at timeStamp.
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*/
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linearVelocity?: GeometryDom.DOMPoint;
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/**
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* Linear acceleration of the sensor at timeStamp.
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*/
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linearAcceleration?: GeometryDom.DOMPoint;
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/**
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* True if the orientation attribute is valid. If false orientation MUST be null.
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*/
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hasOrientation: boolean;
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/**
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* Orientation of the sensor at timeStamp as a quaternion.
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*/
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orientation?: GeometryDom.DOMPoint;
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/**
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* Angular velocity of the sensor at timeStamp.
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*/
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angularVelocity?: GeometryDom.DOMPoint;
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/**
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* Angular acceleration of the sensor at timeStamp.
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*/
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angularAcceleration?: GeometryDom.DOMPoint;
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}
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/**
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* A display name, a user-readable name identifying it.
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*/
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displayName: string;
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export interface VREyeParameters {
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/**
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* Describes the minimum supported field of view for the eye.
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*/
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minimumFieldOfView: VRFieldOfView;
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/**
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* Describes the maximum supported field of view for the eye.
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*/
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maximumFieldOfView: VRFieldOfView;
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/**
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* Describes the recommended field of view for the eye.
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*/
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recommendedFieldOfView: VRFieldOfView;
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/**
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* Offset from the center of the users head to the eye in meters.
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*/
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eyeTranslation: GeometryDom.DOMPoint;
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/**
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* The current field of view for the eye, as specified by setFieldOfView.
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*/
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currentFieldOfView: VRFieldOfView;
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/**
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* Describes the viewport of a canvas into which visuals for this eye should be rendered.
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*/
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renderRect: GeometryDom.DOMRect;
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}
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/**
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* Return a VRPose containing the future predicted pose of the VRDisplay
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* when the current frame will be presented. The value returned will not
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* change until JavaScript has returned control to the browser.
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*
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* The VRPose will contain the position, orientation, velocity,
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* and acceleration of each of these properties.
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*/
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getPose() : VRPose;
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export interface VRDevice {
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/**
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* An identifier for the distinct hardware unit that this VRDevice is a part of.
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*/
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hardwareUnitId: string;
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/**
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* An identifier for this distinct sensor/device on a physical hardware device.
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*/
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deviceId: string;
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/**
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* A user-readable name identifying the device.
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*/
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deviceName: string;
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}
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/**
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* Return the current instantaneous pose of the VRDisplay, with no
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* prediction applied.
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*/
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getImmediatePose(): VRPose;
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/**
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* Reset the pose for this display, treating its current position and
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* orientation as the "origin/zero" values. VRPose.position,
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* VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
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* updated when calling resetPose(). This should be called in only
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* sitting-space experiences.
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*/
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resetPose(): void;
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/**
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* z-depth defining the near plane of the eye view frustum
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* enables mapping of values in the render target depth
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* attachment to scene coordinates. Initially set to 0.01.
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*/
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depthNear: number;
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/**
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* z-depth defining the far plane of the eye view frustum
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* enables mapping of values in the render target depth
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* attachment to scene coordinates. Initially set to 10000.0.
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*/
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depthFar: number;
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/**
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* The callback passed to `requestAnimationFrame` will be called
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* any time a new frame should be rendered. When the VRDisplay is
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* presenting the callback will be called at the native refresh
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* rate of the HMD. When not presenting this function acts
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* identically to how window.requestAnimationFrame acts. Content should
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* make no assumptions of frame rate or vsync behavior as the HMD runs
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* asynchronously from other displays and at differing refresh rates.
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*/
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requestAnimationFrame(callback: FrameRequestCallback): number;
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/**
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* Passing the value returned by `requestAnimationFrame` to
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* `cancelAnimationFrame` will unregister the callback.
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*/
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cancelAnimationFrame(handle: number): void;
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/**
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* Begin presenting to the VRDisplay. Must be called in response to a user gesture.
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* Repeat calls while already presenting will update the VRLayers being displayed.
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*/
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requestPresent(layers: Array<VRLayer>): Promise<void>;
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/**
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* Stops presenting to the VRDisplay.
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*/
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exitPresent(): Promise<void>;
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/**
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* Get the layers currently being presented.
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*/
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getLayers(): Array<VRLayer>;
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/**
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* The VRLayer provided to the VRDisplay will be captured and presented
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* in the HMD. Calling this function has the same effect on the source
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* canvas as any other operation that uses its source image, and canvases
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* created without preserveDrawingBuffer set to true will be cleared.
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*/
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submitFrame(pose?: VRPose): void;
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}
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declare class HMDVRDevice implements WebVRApi.VRDevice {
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/**
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* An identifier for the distinct hardware unit that this VRDevice is a part of.
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*/
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hardwareUnitId: string;
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/**
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* An identifier for this distinct sensor/device on a physical hardware device.
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*/
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deviceId: string;
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/**
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* A user-readable name identifying the device.
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*/
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deviceName: string;
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type VRSource = HTMLCanvasElement;
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/**
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* Return the current VREyeParameters for the given eye.
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*/
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getEyeParameters(whichEye: VREye): WebVRApi.VREyeParameters;
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/**
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* Set the field of view for both eyes. If
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*/
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setFieldOfView(leftFOV?: WebVRApi.VRFieldOfViewInit, rightFOV?: WebVRApi.VRFieldOfViewInit, zNear?: number, zFar?: number): void;
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type VRLayer = {
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source?: VRSource;
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leftBounds?: Array<number>;
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rightBounds?: Array<number>;
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};
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interface VRDisplayCapabilities {
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hasPosition: boolean;
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hasOrientation: boolean;
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hasExternalDisplay: boolean;
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canPresent: boolean;
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maxLayers: number;
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}
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declare class PositionSensorVRDevice implements WebVRApi.VRDevice {
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/**
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* An identifier for the distinct hardware unit that this VRDevice is a part of.
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*/
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hardwareUnitId: string;
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/**
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* An identifier for this distinct sensor/device on a physical hardware device.
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*/
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deviceId: string;
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/**
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* A user-readable name identifying the device.
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*/
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deviceName: string;
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type VREye = "left" | "right";
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/**
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* Return a VRPositionState dictionary containing the state of this position sensor state for the current frame (if within a requestAnimationFrame context) or for the previous frame.
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*/
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getState(): WebVRApi.VRPositionState;
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/**
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* Return the current instantaneous sensor state.
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*/
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getImmediateState(): WebVRApi.VRPositionState;
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interface VRFieldOfView {
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upDegrees: number;
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rightDegrees: number;
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downDegrees: number;
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leftDegrees: number;
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}
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/**
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* Reset this sensor, treating its current position and orientation yaw as the "origin/zero" values.
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*/
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resetSensor(): void;
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interface VRPose {
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timestamp: number;
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position: Float32Array;
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linearVelocity: Float32Array;
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linearAcceleration: Float32Array;
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orientation: Float32Array;
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angularVelocity: Float32Array;
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angularAcceleration: Float32Array;
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}
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interface VREyeParameters {
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offset: Float32Array;
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fieldOfView: VRFieldOfView;
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renderWidth: number;
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renderHeight: number;
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}
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interface VRStageParameters {
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sittingToStandingTransform: Float32Array;
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sizeX: number;
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sizeZ: number;
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}
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interface Navigator {
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/**
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* Return a Promise which resolves to a list of available VRDevices.
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*/
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getVRDevices(): Promise<Array<WebVRApi.VRDevice>>;
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getVRDisplays(): Promise<Array<VRDisplay>>;
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activeVRDisplays: Array<VRDisplay>;
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}
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interface Window {
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onvrdisplayconnected: (ev: Event) => any;
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onvrdisplaydisconnected: (ev: Event) => any;
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onvrdisplaypresentchange: (ev: Event) => any;
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addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
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addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
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addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
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}
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interface Gamepad {
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displayId: number;
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}
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