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188 lines
5.2 KiB
TypeScript
188 lines
5.2 KiB
TypeScript
// Type definitions for WebVR API
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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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declare class VRDisplay extends EventTarget {
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isConnected: boolean;
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isPresenting: boolean;
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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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/**
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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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/* Return the current VREyeParameters for the given eye. */
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getEyeParameters(whichEye: VREye): VREyeParameters;
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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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/**
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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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/**
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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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/**
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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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type VRSource = HTMLCanvasElement;
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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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type VREye = "left" | "right";
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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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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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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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