On 3/25/23 1:13 PM, Rik Cabanier wrote:
Specification
https://immersive-web.github.io/webxr/#dom-xrpose-linearvelocity
Summary
Allows querying for the linear acceleration and linear velocity on an XRPose if
the underlying runtime supports providing this information.
Alex, did you mean to say angular and linear velocity?
As someone who doesn't work in the XR space, can you explain how this is useful
for developers, i.e., what kind of use cases does this unlock?
Very often in AR/VR experiences, you would like to know the linear and
angular velocity of an object so you know how it interacts with the
virtual world
For instance, if you hit a tennis ball with your hand/controller, its
following speed and trajectory will depend on the speed of your
controller. For a curve ball, you can use the angular velocity to
calculate its spin.
An XR experience can make a rough estimation of this by keeping track
of the position of the controller over time but it's not very precise
especially for angular velocity. Controllers have built-in
accelerometers that will give you precise tracking. The runtime will
also "timewarp" the velocities so they apply to the point in time that
the current frame is shown.
You can find a more detailed explanation in the issue:
https://github.com/immersive-web/webxr/issues/619
Thank you - super useful.
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