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playcanvas

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PlayCanvas WebGL game engine

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/** * Inline - always available type of session. It has limited features availability and is rendered * into HTML element. * * @category XR */ const XRTYPE_INLINE = 'inline'; /** * Immersive VR - session that provides exclusive access to VR device with best available tracking * features. * * @category XR */ const XRTYPE_VR = 'immersive-vr'; /** * Immersive AR - session that provides exclusive access to VR/AR device that is intended to be * blended with real-world environment. * * @category XR */ const XRTYPE_AR = 'immersive-ar'; /** * Viewer - always supported space with some basic tracking capabilities. * * @category XR */ const XRSPACE_VIEWER = 'viewer'; /** * Local - represents a tracking space with a native origin near the viewer at the time of * creation. The exact position and orientation will be initialized based on the conventions of the * underlying platform. When using this reference space the user is not expected to move beyond * their initial position much, if at all, and tracking is optimized for that purpose. For devices * with 6DoF tracking, local reference spaces should emphasize keeping the origin stable relative * to the user's environment. * * @category XR */ const XRSPACE_LOCAL = 'local'; /** * Local Floor - represents a tracking space with a native origin at the floor in a safe position * for the user to stand. The y axis equals 0 at floor level, with the x and z position and * orientation initialized based on the conventions of the underlying platform. Floor level value * might be estimated by the underlying platform. When using this reference space, the user is not * expected to move beyond their initial position much, if at all, and tracking is optimized for * that purpose. For devices with 6DoF tracking, local-floor reference spaces should emphasize * keeping the origin stable relative to the user's environment. * * @category XR */ const XRSPACE_LOCALFLOOR = 'local-floor'; /** * Bounded Floor - represents a tracking space with its native origin at the floor, where the user * is expected to move within a pre-established boundary. Tracking in a bounded-floor reference * space is optimized for keeping the native origin and bounds geometry stable relative to the * user's environment. * * @category XR */ const XRSPACE_BOUNDEDFLOOR = 'bounded-floor'; /** * Unbounded - represents a tracking space where the user is expected to move freely around their * environment, potentially even long distances from their starting point. Tracking in an unbounded * reference space is optimized for stability around the user's current position, and as such the * native origin may drift over time. * * @category XR */ const XRSPACE_UNBOUNDED = 'unbounded'; /** * Gaze - indicates the target ray will originate at the viewer and follow the direction it is * facing. This is commonly referred to as a "gaze input" device in the context of head-mounted * displays. * * @category XR */ const XRTARGETRAY_GAZE = 'gaze'; /** * Screen - indicates that the input source was an interaction with the canvas element associated * with an inline session's output context, such as a mouse click or touch event. * * @category XR */ const XRTARGETRAY_SCREEN = 'screen'; /** * Tracked Pointer - indicates that the target ray originates from either a handheld device or * other hand-tracking mechanism and represents that the user is using their hands or the held * device for pointing. * * @category XR */ const XRTARGETRAY_POINTER = 'tracked-pointer'; /** * None - view associated with a monoscopic screen, such as mobile phone screens. * * @category XR */ const XREYE_NONE = 'none'; /** * Left - view associated with left eye. * * @category XR */ const XREYE_LEFT = 'left'; /** * Right - view associated with right eye. * * @category XR */ const XREYE_RIGHT = 'right'; /** * None - input source is not meant to be held in hands. * * @category XR */ const XRHAND_NONE = 'none'; /** * Left - indicates that input source is meant to be held in left hand. * * @category XR */ const XRHAND_LEFT = 'left'; /** * Right - indicates that input source is meant to be held in right hand. * * @category XR */ const XRHAND_RIGHT = 'right'; /** * Point - indicates that the hit test results will be computed based on the feature points * detected by the underlying Augmented Reality system. * * @category XR */ const XRTRACKABLE_POINT = 'point'; /** * Plane - indicates that the hit test results will be computed based on the planes detected by the * underlying Augmented Reality system. * * @category XR */ const XRTRACKABLE_PLANE = 'plane'; /** * Mesh - indicates that the hit test results will be computed based on the meshes detected by the * underlying Augmented Reality system. * * @category XR */ const XRTRACKABLE_MESH = 'mesh'; /** * CPU - indicates that depth sensing preferred usage is CPU. This usage path is guaranteed to be * supported. * * @category XR */ const XRDEPTHSENSINGUSAGE_CPU = 'cpu-optimized'; /** * GPU - indicates that depth sensing preferred usage is GPU. * * @category XR */ const XRDEPTHSENSINGUSAGE_GPU = 'gpu-optimized'; /** * Luminance Alpha - indicates that depth sensing preferred raw data format is Luminance Alpha (8bit + 8bit). * This format is guaranteed to be supported. * * @category XR */ const XRDEPTHSENSINGFORMAT_L8A8 = 'luminance-alpha'; /** * Unsigned Short - indicates that depth sensing preferred raw data format is Unsigned Short (16 bit). * * @category XR */ const XRDEPTHSENSINGFORMAT_R16U = 'unsigned-short'; /** * Float 32 - indicates that depth sensing preferred raw data format is Float (32 bit). * * @category XR */ const XRDEPTHSENSINGFORMAT_F32 = 'float32'; export { XRDEPTHSENSINGFORMAT_F32, XRDEPTHSENSINGFORMAT_L8A8, XRDEPTHSENSINGFORMAT_R16U, XRDEPTHSENSINGUSAGE_CPU, XRDEPTHSENSINGUSAGE_GPU, XREYE_LEFT, XREYE_NONE, XREYE_RIGHT, XRHAND_LEFT, XRHAND_NONE, XRHAND_RIGHT, XRSPACE_BOUNDEDFLOOR, XRSPACE_LOCAL, XRSPACE_LOCALFLOOR, XRSPACE_UNBOUNDED, XRSPACE_VIEWER, XRTARGETRAY_GAZE, XRTARGETRAY_POINTER, XRTARGETRAY_SCREEN, XRTRACKABLE_MESH, XRTRACKABLE_PLANE, XRTRACKABLE_POINT, XRTYPE_AR, XRTYPE_INLINE, XRTYPE_VR };