VRPose.orientation - Web APIs 编辑

Experimental

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

The orientation read-only property of the VRPositionState interface returns the orientation of the sensor at the current VRPose.timestamp, as a quarternion value.

The value is a Float32Array, made up of the following values:

  • pitch — rotation around the X axis.
  • yaw — rotation around the Y axis.
  • roll — rotation around the Z axis.
  • w — the fourth dimension (usually 1).

The orientation yaw (rotation around the y axis) is relative to the initial yaw of the sensor when it was first read or the yaw of the sensor at the point that VRDisplay.resetPose() was last called.

Syntax

var myOrientation = VRPose.orientation;

Value

A Float32Array, or null if the VR sensor is not able to provide orientation data.

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.

Note: An orientation of { x: 0, y: 0, z: 0, w: 1 } is considered to be "forward".

Specifications

SpecificationStatusComment
WebVR 1.1
The definition of 'orientation' in that specification.
DraftInitial definition

Browser compatibility

BCD tables only load in the browser

See also

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