This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The VRPose interface of the WebVR API represents the state of a VR sensor at a given timestamp (which includes orientation, position, velocity, and acceleration information.)

This interface is accessible through the VRDisplay.getPose() and VRDisplay.getFrameData() methods. VRDisplay.getPose() is deprecated.

Properties

VRPose.position Read only
Returns the position of the VRDisplay at the current VRPose.timestamp as a 3D vector
VRPose.linearVelocity Read only
Returns the linear velocity of the VRDisplay at the current VRPose.timestamp, in meters per second.
VRPose.linearAcceleration Read only
Returns the linear acceleration of the VRDisplay at the current VRPose.timestamp, in meters per second per second.
VRPose.orientation Read only
Returns the orientation of the sensor at the current VRPose.timestamp, as a quarternion value.
VRPose.angularVelocity Read only
Returns the angular velocity of the VRDisplay at the current VRPose.timestamp, in radians per second.
VRPose.angularAcceleration Read only
Returns the angular acceleration of the VRDisplay at the current VRPose.timestamp, in meters per second per second.

Obsolete properties

VRPose.timeStamp Read only
Returns the current time stamp of the system — a monotonically increasing value useful for determining if position data has been updated, and what order updates have occured in. This version of timestamp has been removed from the spec — instead, timestamps are now returned when VRDisplay.getFrameData() is called — see VRFrameData.timestamp.

Examples

var frameData = new VRFrameData();
var vrDisplay;

navigator.getVRDisplays().then(function(displays) {
  vrDisplay = displays[0];
  console.log('Display found');
  // Starting the presentation when the button is clicked: It can only be called in response to a user gesture
  btn.addEventListener('click', function() {
    vrDisplay.requestPresent([{ source: canvas }]).then(function() {        
      drawVRScene();
    });
  });
});

// WebVR: Draw the scene for the WebVR display.
function drawVRScene() {
  // WebVR: Request the next frame of the animation
  vrSceneFrame = vrDisplay.requestAnimationFrame(drawVRScene);

  // Populate frameData with the data of the next frame to display
  vrDisplay.getFrameData(frameData);

  // You can get the position, orientation, etc. of the display from the current frame's pose
  // curFramePose is a VRPose object
  var curFramePose = frameData.pose;
  var curPos = curFramePose.position;
  var curOrient = curFramePose.orientation;

  // Clear the canvas before we start drawing on it.

  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  // WebVR: Create the required projection and view matrix locations needed
  // for passing into the uniformMatrix4fv methods below

  var projectionMatrixLocation = gl.getUniformLocation(shaderProgram, "projMatrix");
  var viewMatrixLocation = gl.getUniformLocation(shaderProgram, "viewMatrix");

  // WebVR: Render the left eye’s view to the left half of the canvas
  gl.viewport(0, 0, canvas.width * 0.5, canvas.height);
  gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.leftProjectionMatrix);
  gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.leftViewMatrix);
  drawGeometry();

  // WebVR: Render the right eye’s view to the right half of the canvas
  gl.viewport(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height);
  gl.uniformMatrix4fv(projectionMatrixLocation, false, frameData.rightProjectionMatrix);
  gl.uniformMatrix4fv(viewMatrixLocation, false, frameData.rightViewMatrix);
  drawGeometry();

  function drawGeometry() {
    // draw the view for each eye 
  }

    ...

  // WebVR: Indicate that we are ready to present the rendered frame to the VR display
  vrDisplay.submitFrame();
}

Note: You can see this complete code at raw-webgl-example.

Specifications

Specification Status Comment
WebVR 1.1
The definition of 'VRPose' in that specification.
Draft Initial definition

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafari
Basic support No Yes

555

606

No ? ?
angularAcceleration No15

555

606

No ? ?
angularVelocity No15

555

606

No ? ?
hasOrientation No No No No ? ?
hasPosition No No No No ? ?
linearAcceleration No15

555

606

No ? ?
linearVelocity No15

555

606

No ? ?
position No15

555

606

No ? ?
orientation No15

555

606

No ? ?
timestamp No15 No No ? ?
FeatureAndroid webviewChrome for AndroidEdge mobileFirefox for AndroidOpera AndroidiOS SafariSamsung Internet
Basic support No561 2 3 4 ? ? ? ?6.0
angularAcceleration No561 2 3 4 ? ? ? ?6.0
angularVelocity No561 2 3 4 ? ? ? ?6.0
hasOrientation No No No ? ? ? No
hasPosition No No No ? ? ? No
linearAcceleration No561 2 3 4 ? ? ? ?6.0
linearVelocity No561 2 3 4 ? ? ? ?6.0
position No561 2 3 4 ? ? ? ?6.0
orientation No561 2 3 4 ? ? ? ?6.0
timestamp No No No ? ? ? No

1. Only works in an experimental version of Chrome. (Other builds won't return any devices when Navigator.getVRDisplays() is invoked.)

2. Daydream View supported in Chrome 56.

3. Google Cardboard supported in Chrome 57.

4. From version 56: this feature is behind the WebVR preference. To change preferences in Chrome, visit chrome://flags.

5. Windows support was enabled in Firefox 55.

6. macOS support was enabled in Firefox 60.

See also

Document Tags and Contributors

Contributors to this page: jpmedley, fscholz, chrisdavidmills, abbycar, Sebastianz
Last updated by: jpmedley,