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WebXRManager: Get linear/angular velocity for targetRay and grip poses if available. #21524
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…able WebXR spec has been updated allowing the User Agent to pass along linear and angular velocity values for the controller poses. Read this if it's available and pass attach to the _targetRay and _grip structures. See https://immersive-web.github.io/webxr/#xrpose-interface for more info.
@davehill00 Why was this closed? 🤔 |
After I submitted the PR, I realized it needed some more work to get it working properly on devices that don't support linear/angular (e.g., it was crashing in the WebXR emulator) and didn't have time to fix it so just bailed on the PR until I have something that's working correctly. 🙂
…-dh
________________________________
From: Mr.doob ***@***.***>
Sent: Friday, March 26, 2021 7:25 AM
To: mrdoob/three.js ***@***.***>
Cc: Dave Hill ***@***.***>; Mention ***@***.***>
Subject: Re: [mrdoob/three.js] Get linear/angular velocity for targetRay and grip poses if available (#21524)
@davehill00<https://github.com/davehill00> Why was this closed? 🤔
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…ully when not present
Clean up code style.
@davehill00 are the booleans there because |
I wasn't sure of a better way to handle the case where this is running on a browser that doesn't support these values. The WebXR spec treats these as optional values that not every implementation needs to implement. But in theory, it's also true (and spec compliant) that a browser might not have these these values available in all frames. |
Okay 👍 |
Thanks! |
Hmm, I guess we'll have to do loose checks... b82d7bd The /fyi @takahirox |
I already opened MozillaReality/WebXR-emulator-extension#274 Maybe I would set them to |
Description
The WebXR spec has been updated allowing the User Agent to pass along linear and angular velocity values for the controller poses. Read this if it's available and pass attach to the _targetRay and _grip structures.
See https://immersive-web.github.io/webxr/#xrpose-interface for more info.