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WebVR provides support for exposing virtual reality devices — for example head-mounted displays like the Oculus Rift — to web apps, enabling developers to translate position and movement information from the display into movement around a 3D scene. This has numerous very interesting applications, from virtual product tours and interactive training apps to super immersive first person games.
Concepts and usage
Any VR devices attached to your computer will be returned by the
Navigator.getVRDevices() method. This returns an array of objects to represent the attached devices, which inherit from the general
VRDevice object — generally a head mounted display will have two devices — the head mounted display itself, represented by
HMDVRDevice, and a position sensor camera that keeps track of your head position, represented by
PositionSensorVRDevice object contains the
getState() method, which returns a
VRPositionState object — this represents the sensor’s state at a given timestamp, and includes properties containing useful data such as current velocity, acceleration, and orientation, useful for updating the rendering of a scene on each frame according to the movement of the VR head mounted display.
HMDVRDevice.getEyeParameters() method returns a
VREyeParameters object, which can be used to return field of view information — how much of the scene the head mounted display can see. The
VREyeParameters.currentFieldOfView returns a
VRFieldOfView object that contains 4 angles describing the current view from a center point. You can also change the field of view using
- Represents any VR device supported by this API. It includes generic information such as device IDs and descriptions, as well as methods for starting to present a VR scene, retrieving eye parameters and display capabilities, and other important functionality.
- Describes the capabilities of a
VRDisplay— it's features can be used to perform VR device capability tests, for example can it return position information.
- Represents the position state at a given timestamp (which includes orientation, position, velocity, and acceleration.)
- Provides access to all the information required to correctly render a scene for each given eye, including field of view information.
- Represents a field of view defined by 4 different degree values describing the view from a center point.
- Represents a layer to be presented in a
- Represents the values describing the the stage area for devices that support room-scale experiences.
Extensions to other interfaces
- Returns the
VRDisplay.displayIdof the associated
VRDisplaythat the gamepad is controlling the displayed scene of.
- Returns an array containing every
VRDisplayobject that is currently presenting (
- Returns a promise that resolves to an array of
VRDisplayobjects representing any available VR devices connected to the computer.
- Represents an event handler that will run when a compatible VR device has been connected to the computer (when the
- Represents an event handler that will run when a compatible VR device has been disconnected from the computer (when the
- represents an event handler that will run when the presenting state of a VR device changes — i.e. goes from presenting to not presenting, or vice versa (when the
You can find a number of examples at these Github repos:
- mdn/webvr-tests: Simple demos built to illiustrate basic feature usage.
- MozVR team: More advanced demos, the WebVR spec source, and more!
|Firefox Mobile (Gecko)
|Chrome for Android
|Samsung Internet for GearVR
- WebVR environment setup
- WebVR concepts
- Using the WebVR API
- MozVr.com — demos, downloads, and other resources from the Mozilla VR team.
- Console Game on Web — a collection of interesting game concept demos, some of which include WebVR.
- threejs-vr-boilerplate — a very useful starter template for writing WebVR apps into.
- Oculus Rift homepage
© 2016 Mozilla Contributors
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.