// Type definitions for WebVR API // Project: https://w3c.github.io/webvr/ // Definitions by: six a // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped interface VRDisplay extends EventTarget { /** * Dictionary of capabilities describing the VRDisplay. */ readonly capabilities: VRDisplayCapabilities; /** * 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. */ depthFar: number; /** * 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. */ depthNear: number; /** * An identifier for this distinct VRDisplay. Used as an * association point in the Gamepad API. */ readonly displayId: number; /** * A display name, a user-readable name identifying it. */ readonly displayName: string; readonly isConnected: boolean; readonly isPresenting: boolean; /** * If this VRDisplay supports room-scale experiences, the optional * stage attribute contains details on the room-scale parameters. */ readonly stageParameters: VRStageParameters | null; /** * Passing the value returned by `requestAnimationFrame` to * `cancelAnimationFrame` will unregister the callback. * @param handle Define the hanle of the request to cancel */ cancelAnimationFrame(handle: number): void; /** * Stops presenting to the VRDisplay. * @returns a promise to know when it stopped */ exitPresent(): Promise; /** * Return the current VREyeParameters for the given eye. * @param whichEye Define the eye we want the parameter for * @returns the eye parameters */ getEyeParameters(whichEye: string): VREyeParameters; /** * Populates the passed VRFrameData with the information required to render * the current frame. * @param frameData Define the data structure to populate * @returns true if ok otherwise false */ getFrameData(frameData: VRFrameData): boolean; /** * Get the layers currently being presented. * @returns the list of VR layers */ getLayers(): VRLayer[]; /** * Return a VRPose containing the future predicted pose of the VRDisplay * when the current frame will be presented. The value returned will not * change until JavaScript has returned control to the browser. * * The VRPose will contain the position, orientation, velocity, * and acceleration of each of these properties. * @returns the pose object */ getPose(): VRPose; /** * Return the current instantaneous pose of the VRDisplay, with no * prediction applied. * @returns the current instantaneous pose */ getImmediatePose(): VRPose; /** * 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. * @param callback Define the eaction to run next frame * @returns the request handle it */ requestAnimationFrame(callback: FrameRequestCallback): number; /** * 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. * @param layers Define the list of layer to present * @returns a promise to know when the request has been fulfilled */ requestPresent(layers: VRLayer[]): Promise; /** * 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. */ resetPose(): void; /** * 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. * @param pose Define the pose to submit */ submitFrame(pose?: VRPose): void; } declare var VRDisplay: { prototype: VRDisplay; new(): VRDisplay; }; interface VRLayer { leftBounds?: number[] | Float32Array | null; rightBounds?: number[] | Float32Array | null; source?: HTMLCanvasElement | null; } interface VRDisplayCapabilities { readonly canPresent: boolean; readonly hasExternalDisplay: boolean; readonly hasOrientation: boolean; readonly hasPosition: boolean; readonly maxLayers: number; } interface VREyeParameters { /** @deprecated */ readonly fieldOfView: VRFieldOfView; readonly offset: Float32Array; readonly renderHeight: number; readonly renderWidth: number; } interface VRFieldOfView { readonly downDegrees: number; readonly leftDegrees: number; readonly rightDegrees: number; readonly upDegrees: number; } interface VRFrameData { readonly leftProjectionMatrix: Float32Array; readonly leftViewMatrix: Float32Array; readonly pose: VRPose; readonly rightProjectionMatrix: Float32Array; readonly rightViewMatrix: Float32Array; readonly timestamp: number; } interface VRPose { readonly angularAcceleration: Float32Array | null; readonly angularVelocity: Float32Array | null; readonly linearAcceleration: Float32Array | null; readonly linearVelocity: Float32Array | null; readonly orientation: Float32Array | null; readonly position: Float32Array | null; readonly timestamp: number; } interface VRStageParameters { sittingToStandingTransform?: Float32Array; sizeX?: number; sizeY?: number; } interface Navigator { getVRDisplays(): Promise; readonly activeVRDisplays: ReadonlyArray; } interface Window { onvrdisplayconnected: ((this: Window, ev: Event) => any) | null; onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null; onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null; addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void; addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void; addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void; } interface Gamepad { readonly displayId: number; }