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data/mdn-content/files/en-us/web/api/uievent | data/mdn-content/files/en-us/web/api/uievent/which/index.md | ---
title: "UIEvent: which property"
short-title: which
slug: Web/API/UIEvent/which
page-type: web-api-instance-property
status:
- deprecated
browser-compat: api.UIEvent.which
---
{{APIRef("UI Events")}}{{Deprecated_Header}}
The **`UIEvent.which`** read-only property of the {{domxref("UIEvent")}} interface returns a number that indicates which button was pressed on the mouse, or the numeric `keyCode` or the character code (`charCode`) of the key pressed on the keyboard.
## Value
### Value for KeyboardEvent {{Non-standard_Inline}}
For {{domxref("KeyboardEvent")}}, `event.which` contains the numeric code for a particular key pressed, depending on whether an alphanumeric or non-alphanumeric key was pressed.
Please see deprecated {{domxref("KeyboardEvent.charCode")}} and {{domxref("KeyboardEvent.keyCode")}} for more details.
> **Note:** Consider {{domxref("KeyboardEvent.key")}} or {{domxref("KeyboardEvent.code")}} for new code.
### Value for MouseEvent {{Non-standard_Inline}}
For {{domxref("MouseEvent")}}, `event.which` is a number representing a given button:
- `0`: No button
- `1`: Left button
- `2`: Middle button (if present)
- `3`: Right button
For a mouse configured for left-handed use, the button actions are reversed.
In this case, the values are read from right to left.
> **Note:** Consider {{domxref("MouseEvent.button")}} for new code.
## Examples
```html
<html lang="en">
<head>
<title>charCode/keyCode/which example</title>
<script>
function showKeyPress(evt) {
alert(
`onkeypress handler:\n` +
`keyCode property: ${evt.keyCode}\n` +
`which property: ${evt.which}\n` +
`charCode property: ${evt.charCode}\n` +
`Character Key Pressed: ${String.fromCharCode(evt.charCode)}\n`,
);
}
function keyDown(evt) {
alert(
`onkeydown handler:\n` +
`keyCode property: ${evt.keyCode}\n` +
`which property: ${evt.which}\n`,
);
}
</script>
</head>
<body onkeypress="showKeyPress(event);" onkeydown="keyDown(event);">
<p>Please press any key.</p>
</body>
</html>
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("KeyboardEvent")}}
- {{domxref("MouseEvent")}}
| 0 |
data/mdn-content/files/en-us/web/api/uievent | data/mdn-content/files/en-us/web/api/uievent/detail/index.md | ---
title: "UIEvent: detail property"
short-title: detail
slug: Web/API/UIEvent/detail
page-type: web-api-instance-property
browser-compat: api.UIEvent.detail
---
{{APIRef("UI Events")}}
The **`UIEvent.detail`** read-only property, when non-zero, provides the current (or next, depending on the event) click count.
For {{domxref("Element/click_event", "click")}} or {{domxref("Element/dblclick_event", "dblclick")}} events, `UIEvent.detail` is the current click count.
For {{domxref("Element/mousedown_event", "mousedown")}} or {{domxref("Element/mouseup_event", "mouseup")}} events, `UIEvent.detail` is _1 plus_ the current click count.
For all other {{domxref("UIEvent")}} objects, `UIEvent.detail` is always zero.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/uievent | data/mdn-content/files/en-us/web/api/uievent/uievent/index.md | ---
title: "UIEvent: UIEvent() constructor"
short-title: UIEvent()
slug: Web/API/UIEvent/UIEvent
page-type: web-api-constructor
browser-compat: api.UIEvent.UIEvent
---
{{APIRef("UI Events")}}
The **`UIEvent()`** constructor creates a new {{domxref("UIEvent")}} object.
> **Note:** If you construct a synthetic event using this constructor, that event will not be _trusted_, for security reasons.
> Only browser-generated `UIEvent` objects are trusted and only trusted events trigger default actions.
## Syntax
```js-nolint
new UIEvent(type)
new UIEvent(type, options)
```
### Parameters
- `type`
- : A string with the name of the event.
It is case-sensitive and browsers set it to `load`, `unload`, `abort`, `error`, or `select`.
- `options` {{optional_inline}}
- : An object that, _in addition of the properties defined in {{domxref("Event/Event", "Event()")}}_, can have the following properties:
- `detail` {{optional_inline}}
- : A number that is an event-dependent value associated with the event.
It defaults to `0` and {{domxref("UIEvent.detail")}} lists the semantic for standard events.
- `view` {{optional_inline}}
- : The {{domxref("Window")}} associated with the event. Its default value is `null`.
- `sourceCapabilities` {{optional_inline}} {{non-standard_inline}}
- : An {{domxref("InputDeviceCapabilities")}} object which provides information
about the physical device responsible for generating a touch event.
### Result value
A new {{domxref("UIEvent")}} object.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("UIEvent")}}, the interface of the objects it constructs.
| 0 |
data/mdn-content/files/en-us/web/api/uievent | data/mdn-content/files/en-us/web/api/uievent/view/index.md | ---
title: "UIEvent: view property"
short-title: view
slug: Web/API/UIEvent/view
page-type: web-api-instance-property
browser-compat: api.UIEvent.view
---
{{APIRef("UI Events")}}
The **`UIEvent.view`** read-only property returns the
{{glossary("WindowProxy")}} object from which the event was generated. In browsers, this
is the {{ domxref("Window") }} object the event happened in.
## Value
A reference to an `AbstractView` object.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/index.md | ---
title: RTCRtpStreamStats
slug: Web/API/RTCRtpStreamStats
page-type: web-api-interface
browser-compat: api.RTCRtpStreamStats
---
{{APIRef("WebRTC")}}
The {{domxref("RTCRtpStreamStats")}} dictionary is returned by the {{domxref("RTCPeerConnection.getStats()")}}, {{domxref("RTCRtpSender.getStats()")}}, and {{domxref("RTCRtpReceiver.getStats()")}} methods to provide detailed statistics about WebRTC connectivity.
While the dictionary has a base set of properties that are present in each of these cases, there are also additional properties added depending on which interface the method is called on.
`RTCRtpStreamStats` is the base class for all RTP-related statistics reports.
> **Note:** This interface was called `RTCRTPStreamStats` until a specification update in the spring of 2017.
> Check the [Browser compatibility](#browser_compatibility) table to know if and when the name change was implemented in specific browsers.
## Instance properties
### Standard fields included for all media types
- {{domxref("RTCRtpStreamStats.codecId", "codecId")}}
- : A string which uniquely identifies the object which was inspected to produce the {{domxref("RTCCodecStats")}} object associated with this {{Glossary("RTP")}} stream.
- {{domxref("RTCRtpStreamStats.kind", "kind")}}
- : A string whose value is `"audio"` if the associated {{domxref("MediaStreamTrack")}} is audio-only or `"video"` if the track contains video. This value will match that of the media type indicated by {{domxref("RTCCodecStats.codec")}}, as well as the track's {{domxref("MediaStreamTrack.kind", "kind")}} property. Previously called `mediaType`.
- {{domxref("RTCRtpStreamStats.ssrc", "ssrc")}}
- : The 32-bit integer which identifies the source of the RTP packets this `RTCRtpStreamStats` object covers. This value is generated per the {{RFC(3550)}} specification.
- {{domxref("RTCRtpStreamStats.trackId", "trackId")}}
- : A string which uniquely identifies the {{domxref("RTCMediaStreamTrackStats")}} object representing the associated {{domxref("MediaStreamTrack")}}. This is _not_ the same as the value of {{domxref("MediaStreamTrack.id")}}.
- {{domxref("RTCRtpStreamStats.transportId", "transportId")}}
- : A string uniquely identifying the object which was inspected to produce the {{domxref("RTCTransportStats")}} object associated with this RTP stream.
### Common instance properties
The following properties are common to all WebRTC statistics objects.
<!-- RTCStats -->
- `id
- : A string that uniquely identifies the object that is being monitored to produce this set of statistics.
- `timestamp`
- : A {{domxref("DOMHighResTimeStamp")}} object indicating the time at which the sample was taken for this statistics object.
- `type`
- : A string that indicates the type of statistics that the object contains.
### Local-only measurements
These properties are computed locally, and are only available to the device receiving the media stream. Their primary purpose is to examine the error resiliency of the connection, as they provide information about lost packets, lost frames, and how heavily compressed the data is.
- {{domxref("RTCRtpStreamStats.firCount", "firCount")}}
- : A count of the total number of Full Intra Request (FIR) packets received by the sender. This statistic is only available to the device which is receiving the stream and is only available for video tracks. A FIR packet is sent by the receiving end of the stream when it falls behind or has lost packets and is unable to continue decoding the stream; the sending end of the stream receives the FIR packet and responds by sending a full frame instead of a delta frame, thereby letting the receiver "catch up." The higher this number is, the more often a problem of this nature arose, which can be a sign of network congestion or an overburdened receiving device.
- {{domxref("RTCRtpStreamStats.nackCount", "nackCount")}}
- : The number of times the receiver notified the sender that one or more RTP packets has been lost by sending a Negative ACKnowledgement (NACK, also called "Generic NACK") packet to the sender. This value is only available to the receiver.
- {{domxref("RTCRtpStreamStats.pliCount", "pliCount")}}
- : The number of times the receiving end of the stream sent a Picture Loss Indication (PLI) packet to the sender, indicating that it has lost some amount of encoded video data for one or more frames. Only the receiver has this value, and it's only valid for video tracks.
- {{domxref("RTCRtpStreamStats.qpSum", "qpSum")}}
- : The sum of the Quantization Parameter (QP) values associated with every frame received to date on the video track described by this `RTCRtpStreamStats` object. In general, the higher this number is, the more heavily compressed the video track was. Combined with {{domxref("RTCReceivedRtpStreamStats.framesDecoded")}} or {{domxref("RTCSentRtpStreamStats.framesEncoded")}}, you can approximate the average QP over those frames, keeping in mind that codecs often vary the quantizer values even within frames. Also keep in mind that the values of QP can vary from codec to codec, so this value is only potentially useful when compared against the same codec.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/transportid/index.md | ---
title: "RTCRtpStreamStats: transportId property"
short-title: transportId
slug: Web/API/RTCRtpStreamStats/transportId
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.transportId
---
{{APIRef("WebRTC")}}
The {{domxref("RTCRtpStreamStats")}} dictionary's
**`transportId`** property is a string which uniquely
identifies the object from which the statistics contained in the
{{domxref("RTCTransportStats")}} properties in the
{{domxref("RTCStatsReport")}}.
## Value
A string uniquely identifying the source of the statistics contained
the {{domxref("RTCTransportStats")}} properties in the {{domxref("RTCStatsReport")}}.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/plicount/index.md | ---
title: "RTCRtpStreamStats: pliCount property"
short-title: pliCount
slug: Web/API/RTCRtpStreamStats/pliCount
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.pliCount
---
{{APIRef("WebRTC")}}
The **`pliCount`** property of the
{{domxref("RTCRtpStreamStats")}} dictionary states the number of times the stream's
receiving end sent a **Picture Loss Indication** (**PLI**)
packet to the sender.
A PLI packet indicates that some amount of encoded video
data has been lost for one or more frames.
## Value
An integer value indicating the number of times a PLI packet was sent by the stream's
receiver to the sender.
A PLI message is used by video decoders (running on the receiving end of the stream) to
notify the encoder (the sender) that an undefined amount of coded video data, which may
span frame boundaries, has been lost.
This may trigger the sender to send a full frame in order to allow the receiver to
re-synchronize, since lost data may be an irrecoverable situation for decoding media.
However, the primary purpose of this message is to allow the sender to consider
techniques to mitigate network performance issues. This is often achieved by methods
such as increasing the compression, lowering resolution, or finding other ways to reduce
the bit rate of the stream.
> **Note:** This value is only available on the receiver, and only for
> video media.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{RFC(4585, "", "6.3.1")}}: Definition of "PLI messages" in the document _Extended
RTP Profile for Real-time Transport Control Protocol (RTCP)-Based Feedback
(RTP/AVPF)_.
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/trackid/index.md | ---
title: "RTCRtpStreamStats: trackId property"
short-title: trackId
slug: Web/API/RTCRtpStreamStats/trackId
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.trackId
---
{{APIRef("WebRTC")}}
The {{domxref("RTCRtpStreamStats")}} dictionary's
**`trackId`** property is a string which uniquely identifies
the {{domxref("RTCMediaStreamTrackStats")}} object which contains the track statistics
for the {{domxref("MediaStreamTrack")}} for which statistics are provided in this
object.
## Value
A string which uniquely identifies the
{{domxref("RTCMediaStreamTrackStats")}} object that provides statistics for the track
for which statistics are being collected by this {{domxref("RTCStatsReport")}}.
> **Note:** This value is _not_ the same as the value of
> {{domxref("MediaStreamTrack.id")}}.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/ssrc/index.md | ---
title: "RTCRtpStreamStats: ssrc property"
short-title: ssrc
slug: Web/API/RTCRtpStreamStats/ssrc
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.ssrc
---
{{APIRef("WebRTC")}}
The {{domxref("RTCRtpStreamStats")}} dictionary's
**`ssrc`** property provides the Synchronization Source
(SSRC), an integer which uniquely identifies the source of the {{Glossary("RTP")}}
packets whose statistics are covered by the {{domxref("RTCStatsReport")}} that
includes this `RTCRtpStreamStats` dictionary.
## Value
The Synchronization Source (SSRC) is a 32-bit integer uniquely identifying the source
of the RTP packets whose statistics are covered by the {{domxref("RTCStatsReport")}}
object of which this `RTCRtpStreamStats` object is a component.
The manner in which these values are generated is not mandated by the specification,
although it does make recommendations. You should not make any assumptions based on the
value of `ssrc` other than that any two objects with the same
`ssrc` value refer to the same source. See {{RFC("3550", "", "8")}} for
additional information about `ssrc`.
> **Note:** The specification includes an example that generates values
> for `ssrc` using MD5. While not part of the standard, exactly, it is a good
> mechanism that may be used by some browsers; others may use other methods, such as
> random number generators. _Do not_ rely upon these values meaning anything
> other than "these objects are associated with the same source."
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/fircount/index.md | ---
title: "RTCRtpStreamStats: firCount property"
short-title: firCount
slug: Web/API/RTCRtpStreamStats/firCount
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.firCount
---
{{APIRef("WebRTC")}}
The **`firCount`** property of the
{{domxref("RTCRtpStreamStats")}} dictionary indicates the number of **Full Intra
Request** (**FIR**) packets have been sent by the receiver to
the sender.
This is a measure of how often the stream falls behind and has to
skip frames in order to catch up.
## Value
An integer value indicating how many FIR packets have been received by the sender
during the current connection. This value is available only on receivers for video
tracks.
The receiver sends a FIR packet to the sender any time it falls behind or loses packets
and cannot decode the incoming stream any longer because of the lost data. This tells
the sender to send a full frame instead of a delta frame, so that the receiver can catch
up.
The higher `firCount` is, the more often frames were dropped, which may be
an indication that the media's bit rate is too high for the available bandwidth, or that
the receiving device is overburdened and is therefore unable to process the incoming
data.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/qpsum/index.md | ---
title: "RTCRtpStreamStats: qpSum property"
short-title: qpSum
slug: Web/API/RTCRtpStreamStats/qpSum
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.qpSum
---
{{APIRef("WebRTC")}}
The **`qpSum`** property of the
{{domxref("RTCRtpStreamStats")}} dictionary is a value generated by adding the
**Quantization Parameter** (**QP**) values for every frame
sent or received to date on the video track corresponding to this
`RTCRtpStreamStats` object.
In general, the higher this number is,
the more heavily compressed the video data is.
## Value
An unsigned 64-bit integer value which indicates the sum of the quantization parameter
(QP) value for every frame sent or received so far on the track described by the
{{domxref("RTCRtpStreamStats")}} object. Since the value of QP is typically larger to
indicate higher compression factors, the larger this sum is, the more heavily compressed
the stream generally has been.
> **Note:** This value is only available for video media.
## Usage notes
[Quantization](https://en.wikipedia.org/wiki/Quantization) is the process of applying lossy compression
to a range of values, resulting in a single **quantum value**. This value
takes the place of the range of values, thereby reducing the number of different values
that appear in the overall data set, making the data more compressible. The quantization
process and the amount of compression can be controlled using one or more parameters.
It's important to keep in mind that the value of QP can change periodically—even every
frame—so it's difficult to know for certain how substantial the compression is. The best
you can do is make an estimate. You can, for example, use the value of
{{domxref("RTCReceivedRtpStreamStats.framesDecoded")}} if receiving the media or
{{domxref("RTCSentRtpStreamStats.framesEncoded")}} if sending it to get the number of
frames handled so far, and compute an average from there. See [Calculating average quantization](#calculating_average_quantization) below for a function that does this.
Also, the exact meaning of the QP value depends on the {{Glossary("codec")}} being
used. For example, for the VP8 codec, the QP value can be anywhere from 1 to 127 and is
found in the frame header element `"y_ac_qi"`, whose value is defined in
{{RFC(6386, "", "19.2")}}. H.264 uses a QP which ranges from 0 to 51; in this case, it's an
index used to derive a scaling matrix used during the quantization process.
Additionally, QP is not likely to be the only parameter the codec uses to adjust the
compression. See the individual codec specifications for details.
## Examples
### Calculating average quantization
The `calculateAverageQP()` function shown below computes the average QP for
the given {{domxref("RTCRtpStreamStats")}} object, returning 0 if the object doesn't
describe an RTP stream.
```js
function calculateAverageQP(stats) {
let frameCount = 0;
switch (stats.type) {
case "inbound-rtp":
case "remote-inbound-rtp":
frameCount = stats.framesDecoded;
break;
case "outbound-rtp":
case "remote-outbound-rtp":
frameCount = stats.framesEncoded;
break;
default:
return 0;
}
return status.qpSum / frameCount;
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/codecid/index.md | ---
title: "RTCRtpStreamStats: codecId property"
short-title: codecId
slug: Web/API/RTCRtpStreamStats/codecId
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.codecId
---
{{APIRef("WebRTC")}}
The {{domxref("RTCRtpStreamStats")}} dictionary's
**`codecId`** property is a string which uniquely identifies
the object that was inspected to produce the data in the {{domxref("RTCCodecStats")}}
for the {{Glossary("RTP")}} stream.
## Value
A string which uniquely identifies the object from which the contents
of the stream's {{domxref("RTCCodecStats")}} are derived.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/kind/index.md | ---
title: "RTCRtpStreamStats: kind property"
short-title: kind
slug: Web/API/RTCRtpStreamStats/kind
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.kind
---
{{APIRef("WebRTC")}}
The **`kind`** property of the
{{domxref("RTCRtpStreamStats")}} dictionary is a string indicating whether the
described {{Glossary("RTP")}} stream contains audio or video media.
Its value
is always either `"audio"` or `"video"`.
This property was previously called `mediaType`. The name was changed in the
specification in February, 2018. See [Browser compatibility](#browser_compatibility) below to
determine how this affects the browsers you're targeting.
## Value
A string whose value is `"audio"` if the track whose
statistics are given by the `RTCRtpStreamStats` object contains audio, or
`"video"` if the track contains video media.
This string will always be the same as the one provided by the associated
{{domxref("MediaStreamTrack")}} object's {{domxref("MediaStreamTrack.kind", "kind")}}
property. It will also match the statistics object's {{domxref("RTCCodecStats.codec")}}
property's media type.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcrtpstreamstats | data/mdn-content/files/en-us/web/api/rtcrtpstreamstats/nackcount/index.md | ---
title: "RTCRtpStreamStats: nackCount property"
short-title: nackCount
slug: Web/API/RTCRtpStreamStats/nackCount
page-type: web-api-instance-property
browser-compat: api.RTCRtpStreamStats.nackCount
---
{{APIRef("WebRTC")}}
The **`nackCount`** property of the
{{domxref("RTCRtpStreamStats")}} dictionary is a numeric value indicating the number
of times the receiver sent a **NACK packet** to the sender.
A NACK
(Negative ACKnowledgement, also called "Generic NACK") packet tells the sender that one
or more of the {{Glossary("RTP")}} packets it sent were lost in transport.
## Value
An integer value indicating how many times the receiver sent a NACK packet to the
sender after detecting that one or more packets were lost during transport.
> **Note:** This value is only available on the receiver.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/svggeometryelement/index.md | ---
title: SVGGeometryElement
slug: Web/API/SVGGeometryElement
page-type: web-api-interface
browser-compat: api.SVGGeometryElement
---
{{APIRef("SVG")}}
The `SVGGeometryElement` interface represents SVG elements whose rendering is defined by geometry with an equivalent path, and which can be filled and stroked. This includes paths and the basic shapes.
{{InheritanceDiagram}}
## Instance properties
_This interface also inherits properties from its parent, {{domxref("SVGGraphicsElement")}}._
- {{domxref("SVGGeometryElement.pathLength")}} {{ReadOnlyInline}}
- : This property reflects the {{SVGAttr("pathLength")}} attribute.
## Instance methods
_This interface also inherits methods from its parent, {{domxref("SVGGraphicsElement")}}._
- {{domxref("SVGGeometryElement.isPointInFill()")}}
- : Determines whether a given point is within the fill shape of an element. Normal hit testing rules apply; the value of the {{cssxref("pointer-events")}} property on the element determines whether a point is considered to be within the fill.
- {{domxref("SVGGeometryElement.isPointInStroke()")}}
- : Determines whether a given point is within the stroke shape of an element. Normal hit testing rules apply; the value of the {{cssxref("pointer-events")}} property on the element determines whether a point is considered to be within the stroke.
- {{domxref("SVGGeometryElement.getTotalLength()")}}
- : Returns the user agent's computed value for the total length of the path in user units.
- {{domxref("SVGGeometryElement.getPointAtLength()")}}
- : Returns the point at a given distance along the path.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/svggeometryelement | data/mdn-content/files/en-us/web/api/svggeometryelement/getpointatlength/index.md | ---
title: "SVGGeometryElement: getPointAtLength() method"
short-title: getPointAtLength()
slug: Web/API/SVGGeometryElement/getPointAtLength
page-type: web-api-instance-method
browser-compat: api.SVGGeometryElement.getPointAtLength
---
{{APIRef("SVG")}}
The
**`SVGGeometryElement.getPointAtLength()`** method returns the
point at a given distance along the path.
## Syntax
```js-nolint
getPointAtLength(distance)
```
### Parameters
- `distance`
- : A float referring to the distance along the path.
### Return value
A {{domxref("DOMPoint")}} indicating the point at a given distance along the path.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/svggeometryelement | data/mdn-content/files/en-us/web/api/svggeometryelement/ispointinstroke/index.md | ---
title: "SVGGeometryElement: isPointInStroke() method"
short-title: isPointInStroke()
slug: Web/API/SVGGeometryElement/isPointInStroke
page-type: web-api-instance-method
browser-compat: api.SVGGeometryElement.isPointInStroke
---
{{APIRef("SVG")}}
The **`SVGGeometryElement.isPointInStroke()`** method
determines whether a given point is within the stroke shape of an element. Normal hit
testing rules apply; the value of the {{cssxref("pointer-events")}} property on the
element determines whether a point is considered to be within the stroke. The
`point` argument is interpreted as a point in the local coordinate system of
the element.
## Syntax
```js-nolint
isPointInStroke(point)
```
### Parameters
- `point`
- : An object interpreted as a point in the local coordinate system
of the element.
### Return value
A boolean indicating whether the given point is within the stroke or not.
## Examples
### SVG
```html
<svg
viewBox="0 0 100 100"
width="150"
height="150"
xmlns="http://www.w3.org/2000/svg">
<circle
id="circle"
cx="50"
cy="50"
r="45"
fill="white"
stroke="black"
stroke-width="10" />
</svg>
```
### JavaScript
```js
const svg = document.getElementsByTagName("svg")[0];
const circle = document.getElementById("circle");
const points = [
["10", "10"],
["40", "30"],
["70", "40"],
["15", "75"],
["83", "83"],
];
for (const point of points) {
let isPointInStroke;
try {
const pointObj = new DOMPoint(point[0], point[1]);
isPointInFill = circle.isPointInStroke(pointObj);
} catch (e) {
// Fallback for browsers that don't support DOMPoint as an argument
const pointObj = svg.createSVGPoint();
pointObj.x = point[0];
pointObj.y = point[1];
isPointInStroke = circle.isPointInStroke(pointObj);
}
console.log(`Point at ${point[0]},${point[1]}: ${isPointInStroke}`);
const pointEl = document.createElementNS(
"http://www.w3.org/2000/svg",
"circle",
);
pointEl.style.cx = point[0];
pointEl.style.cy = point[1];
pointEl.style.r = 5;
pointEl.style.fill = isPointInStroke ? "seagreen" : "rgb(255 0 0 / 50%)";
svg.appendChild(pointEl);
}
```
### Result
{{EmbedLiveSample("Examples", "150", "150")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/svggeometryelement | data/mdn-content/files/en-us/web/api/svggeometryelement/pathlength/index.md | ---
title: "SVGGeometryElement: pathLength property"
short-title: pathLength
slug: Web/API/SVGGeometryElement/pathLength
page-type: web-api-instance-property
browser-compat: api.SVGGeometryElement.pathLength
---
{{APIRef("SVG")}}
The **`SVGGeometryElement.pathLength`** property reflects the
{{SVGAttr("pathLength")}} attribute and returns the total length of the path, in user units.
## Value
A number.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/svggeometryelement | data/mdn-content/files/en-us/web/api/svggeometryelement/ispointinfill/index.md | ---
title: "SVGGeometryElement: isPointInFill() method"
short-title: isPointInFill()
slug: Web/API/SVGGeometryElement/isPointInFill
page-type: web-api-instance-method
browser-compat: api.SVGGeometryElement.isPointInFill
---
{{APIRef("SVG")}}
The **`SVGGeometryElement.isPointInFill()`** method determines
whether a given point is within the fill shape of an element. Normal hit testing rules
apply; the value of the {{cssxref("pointer-events")}} property on the element determines
whether a point is considered to be within the fill. The `point` argument is
interpreted as a point in the local coordinate system of the element.
## Syntax
```js-nolint
isPointInFill(point)
```
### Parameters
- `point`
- : A DOMPointInit object interpreted as a point in the local coordinate system
of the element.
### Return value
A boolean indicating whether the given point is within the fill or not.
## Examples
### SVG
```html
<svg
viewBox="0 0 100 100"
width="150"
height="150"
xmlns="http://www.w3.org/2000/svg">
<circle
id="circle"
cx="50"
cy="50"
r="45"
fill="white"
stroke="black"
stroke-width="10" />
</svg>
```
### JavaScript
```js
const svg = document.getElementsByTagName("svg")[0];
const circle = document.getElementById("circle");
const points = [
["10", "10"],
["40", "30"],
["70", "40"],
["15", "75"],
["83", "83"],
];
for (const point of points) {
let isPointInFill;
try {
const pointObj = new DOMPoint(point[0], point[1]);
isPointInFill = circle.isPointInFill(pointObj);
} catch (e) {
// Fallback for browsers that don't support DOMPoint as an argument
const pointObj = svg.createSVGPoint();
pointObj.x = point[0];
pointObj.y = point[1];
isPointInFill = circle.isPointInFill(pointObj);
}
console.log(`Point at ${point[0]},${point[1]}: ${isPointInFill}`);
const pointEl = document.createElementNS(
"http://www.w3.org/2000/svg",
"circle",
);
pointEl.style.cx = point[0];
pointEl.style.cy = point[1];
pointEl.style.r = 5;
pointEl.style.fill = isPointInFill ? "seagreen" : "rgb(255 0 0 / 50%)";
svg.appendChild(pointEl);
}
```
### Result
{{EmbedLiveSample("Examples", "150", "155")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/svggeometryelement | data/mdn-content/files/en-us/web/api/svggeometryelement/gettotallength/index.md | ---
title: "SVGGeometryElement: getTotalLength() method"
short-title: getTotalLength()
slug: Web/API/SVGGeometryElement/getTotalLength
page-type: web-api-instance-method
browser-compat: api.SVGGeometryElement.getTotalLength
---
{{APIRef("SVG")}}
The **`SVGGeometryElement.getTotalLength()`** method returns
the user agent's computed value for the total length of the path in user units.
## Syntax
```js-nolint
getTotalLength()
```
### Parameters
None.
### Return value
A float indicating the total length of the path in user units.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/textencoder/index.md | ---
title: TextEncoder
slug: Web/API/TextEncoder
page-type: web-api-interface
browser-compat: api.TextEncoder
---
{{APIRef("Encoding API")}}
The **`TextEncoder`** interface takes a stream of code points as input and emits a stream of UTF-8 bytes.
{{AvailableInWorkers}}
## Constructor
- {{DOMxRef("TextEncoder.TextEncoder", "TextEncoder()")}}
- : Returns a newly constructed `TextEncoder` that will generate a byte stream with UTF-8 encoding.
## Instance properties
_The `TextEncoder` interface doesn't inherit any properties._
- {{DOMxRef("TextEncoder.encoding")}} {{ReadOnlyInline}}
- : Always returns `utf-8`.
## Instance methods
_The `TextEncoder` interface doesn't inherit any methods_.
- {{DOMxRef("TextEncoder.encode()")}}
- : Takes a string as input, and returns a {{jsxref("Uint8Array")}} containing UTF-8 encoded text.
- {{DOMxRef("TextEncoder.encodeInto()")}}
- : Takes a string to encode and a destination {{jsxref("Uint8Array")}} to put resulting UTF-8 encoded text into, and returns an object indicating the progress of the encoding.
This is potentially more performant than the older `encode()` method.
## Examples
```js
const encoder = new TextEncoder();
const view = encoder.encode("€");
console.log(view); // Uint8Array(3) [226, 130, 172]
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{DOMxRef("TextDecoder")}} interface describing the inverse operation.
- [Node.js supports global export from v11.0.0](https://nodejs.org/api/util.html#util_class_util_textencoder)
| 0 |
data/mdn-content/files/en-us/web/api/textencoder | data/mdn-content/files/en-us/web/api/textencoder/textencoder/index.md | ---
title: "TextEncoder: TextEncoder() constructor"
short-title: TextEncoder()
slug: Web/API/TextEncoder/TextEncoder
page-type: web-api-constructor
browser-compat: api.TextEncoder.TextEncoder
---
{{APIRef("Encoding API")}}
The **`TextEncoder()`** constructor returns a newly created {{DOMxRef("TextEncoder")}} object that will generate a byte stream with UTF-8 encoding.
## Syntax
```js-nolint
new TextEncoder()
```
### Parameters
None.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{DOMxRef("TextEncoder")}} interface it belongs to.
| 0 |
data/mdn-content/files/en-us/web/api/textencoder | data/mdn-content/files/en-us/web/api/textencoder/encoding/index.md | ---
title: "TextEncoder: encoding property"
short-title: encoding
slug: Web/API/TextEncoder/encoding
page-type: web-api-instance-property
browser-compat: api.TextEncoder.encoding
---
{{APIRef("Encoding API")}}
The **`TextEncoder.encoding`** read-only property returns a string containing the name of the encoding algorithm used by the specific encoder.
It can only have the following value `utf-8`.
## Value
A string with the value `utf-8`.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{DOMxRef("TextEncoder")}} interface it belongs to.
| 0 |
data/mdn-content/files/en-us/web/api/textencoder | data/mdn-content/files/en-us/web/api/textencoder/encode/index.md | ---
title: "TextEncoder: encode() method"
short-title: encode()
slug: Web/API/TextEncoder/encode
page-type: web-api-instance-method
browser-compat: api.TextEncoder.encode
---
{{APIRef("Encoding API")}}
The **`TextEncoder.encode()`** method takes a string as input, and returns a {{jsxref("Global_Objects/Uint8Array", "Uint8Array")}} containing the text given in parameters encoded with the specific method for that {{domxref("TextEncoder")}} object.
## Syntax
```js-nolint
encode(string)
```
### Parameters
- `string`
- : A string containing the text to encode.
### Return value
A {{jsxref("Uint8Array")}} object.
## Examples
```html
<p class="source">This is a sample paragraph.</p>
<p class="result">Encoded result:</p>
```
```js
const sourcePara = document.querySelector(".source");
const resultPara = document.querySelector(".result");
const string = sourcePara.textContent;
const textEncoder = new TextEncoder();
let encoded = textEncoder.encode(string);
resultPara.textContent += encoded;
```
{{EmbedLiveSample('Examples')}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{DOMxRef("TextEncoder")}} interface it belongs to.
| 0 |
data/mdn-content/files/en-us/web/api/textencoder | data/mdn-content/files/en-us/web/api/textencoder/encodeinto/index.md | ---
title: "TextEncoder: encodeInto() method"
short-title: encodeInto()
slug: Web/API/TextEncoder/encodeInto
page-type: web-api-instance-method
browser-compat: api.TextEncoder.encodeInto
---
{{APIRef("Encoding API")}}
The **`TextEncoder.encodeInto()`** method takes a
string to encode and a destination {{jsxref("Uint8Array")}} to put resulting UTF-8 encoded text into, and returns a dictionary object indicating the
progress of the encoding.
This is potentially more performant than the older `encode()` method — especially when the target buffer is a view into a Wasm heap.
## Syntax
```js-nolint
encodeInto(string, uint8Array)
```
### Parameters
- `string`
- : A string containing the text to encode.
- `uint8Array`
- : A {{jsxref("Uint8Array")}} object instance to place the resulting UTF-8 encoded text into.
### Return value
An object, which contains two members:
- `read`
- : The number of UTF-16 units of code from the source that has been converted over to UTF-8.
This may be less than `string.length` if `uint8Array` did not have enough space.
- `written`
- : The number of bytes modified in the destination `Uint8Array`.
The bytes written are guaranteed to form complete UTF-8 byte sequences.
## Encode into a specific position
_encoder_`.encodeInto()` always puts its output at the start of the array.
However, it is sometimes useful to make the output start at a particular index.
The solution is [`TypedArray.prototype.subarray()`](/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/subarray):
```js
const encoder = new TextEncoder();
function encodeIntoAtPosition(string, u8array, position) {
return encoder.encodeInto(
string,
position ? u8array.subarray(position | 0) : u8array,
);
}
const u8array = new Uint8Array(8);
encodeIntoAtPosition("hello", u8array, 2);
console.log(u8array.join()); // 0,0,104,101,108,108,111,0
```
## Buffer sizing
To convert a JavaScript string `s`, the output space needed for full conversion is never less than `s.length` bytes and never greater than `s.length * 3` bytes.
If the output allocation (typically within Wasm heap) is expected to be short-lived, it makes sense to allocate `s.length * 3` bytes for the output, in which case the first conversion attempt is guaranteed to convert the whole string.
Note that the `s.length * 3` is rare because the string would have to be packed with some of the few characters that expand into 3 bytes.
It is unlikely that long text will exceed `s.length * 2` bytes in length.
Thus, a more optimistic approach might be to allocate `s.length * 2 + 5` bytes, and perform reallocation in the rare circumstance that the optimistic prediction was wrong.
If the output is expected to be long-lived, it makes sense to compute minimum allocation `roundUpToBucketSize(s.length)`, the maximum allocation size `s.length * 3`, and to have a chosen (as a tradeoff between memory usage and speed) threshold `t` such that if `roundUpToBucketSize(s.length) + t >= s.length * 3`, you allocate for `s.length * 3`.
Otherwise, first allocate for `roundUpToBucketSize(s.length)` and convert.
If the `read` item it the return dictionary is `s.length`, the conversion is done.
If not, reallocate the target buffer to `written + (s.length - read) * 3` and then convert the rest by taking a substring of `s` starting from index `read` and a subbuffer of the target buffer starting from index `written`.
Above `roundUpToBucketSize()` is a function that rounds up to the allocator bucket size.
For example, if your Wasm allocator is known to use power-of-two buckets, `roundUpToBucketSize()` should return the argument if it is a power-of-two or the next power-of-two otherwise.
If the behavior of the Wasm allocator is unknown, `roundUpToBucketSize()` should be an identity function.
If the behavior of your allocator is unknown, you might want to have up to two reallocation steps and make the first reallocation step multiply the _remaining unconverted_ length by two instead of three.
However, in that case, it makes sense not to implement the usual multiplying by two of the _already written_ buffer length, because in such a case if a second reallocation happened, it would always over-allocate compared to the original length times three.
The above advice assumes that you don't need to allocate space for a zero terminator.
That is, on the Wasm side you are working with Rust strings or a non-zero-terminating C++ class.
If you are working with C++ `std::string`, even though the logical length is shown to you, you need to take the extra terminator byte into account when computing rounding up to allocator bucket size.
See the next section about C strings.
## No Zero-termination
If the input string contains the character U+0000 in the input, `encodeInto()` will write a 0x00 byte in the output.
`encodeInto()` _does not_ write a C-style 0x00 sentinel byte after the logical output.
If your Wasm program uses C strings, it's your responsibility to write the `0x00` sentinel and you can't prevent your Wasm program from seeing a logically truncated string if the JavaScript string contained `U+0000`.
Observe:
```js
const encoder = new TextEncoder();
function encodeIntoWithSentinel(string, u8array, position) {
const stats = encoder.encodeInto(
string,
position ? u8array.subarray(position | 0) : u8array,
);
if (stats.written < u8array.length) u8array[stats.written] = 0; // append null if room
return stats;
}
```
## Examples
```html
<p class="source">This is a sample paragraph.</p>
<p class="result"></p>
```
```js
const sourcePara = document.querySelector(".source");
const resultPara = document.querySelector(".result");
const string = sourcePara.textContent;
const textEncoder = new TextEncoder();
const utf8 = new Uint8Array(string.length);
const encodedResults = textEncoder.encodeInto(string, utf8);
resultPara.textContent +=
`Bytes read: ${encodedResults.read}` +
` | Bytes written: ${encodedResults.written}` +
` | Encoded result: ${utf8}`;
```
{{EmbedLiveSample('Examples')}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{DOMxRef("TextEncoder")}} interface it belongs to.
- {{DOMxRef("TextEncoder.encode()")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/sensor_apis/index.md | ---
title: Sensor APIs
slug: Web/API/Sensor_APIs
page-type: web-api-overview
browser-compat:
- api.Sensor
- api.Accelerometer
- api.OrientationSensor
- api.Gyroscope
- api.Magnetometer
- api.AmbientLightSensor
spec-urls:
- https://w3c.github.io/sensors/
- https://w3c.github.io/accelerometer/
- https://w3c.github.io/orientation-sensor/
- https://w3c.github.io/ambient-light/
- https://w3c.github.io/gyroscope/
- https://w3c.github.io/magnetometer/
---
{{securecontext_header}}{{DefaultAPISidebar("Sensor API")}}
The **Sensor APIs** are a set of interfaces built to a common design that expose device sensors in a consistent way to the web platform.
## Concepts and usage
Although the Generic Sensor API specification defines a {{domxref('Sensor')}} interface, as a web developer you will never use it. Instead you'll use one of its subclasses to retrieve specific kinds of sensor data. For example, the {{domxref('Accelerometer')}} interface returns the acceleration of the device along all three axes at the time it is read.
Sensors may or may not correspond exactly to a physical device sensor. For example, the {{domxref('Gyroscope')}} interface corresponds exactly to a physical device interface. Alternatively, the {{domxref('AbsoluteOrientationSensor')}} interface provides information that is algorithmically aggregated from two or more device sensors. These sensor types are referred to as _low-level_ and _high-level_ respectively. The latter type of sensor is also called a fusion sensor (alternatively, virtual or synthetic sensors).
### Feature detection
Sensor interfaces are only proxies for the underlying device sensors. Consequently, feature detection is more complicated for sensors than it is for other APIs. The presence of a sensor API does not tell you whether that API is connected to a real hardware sensor, whether that sensor works, if it's still connected, or even whether the user has granted access to it. Making all this information consistently available is costly to performance and battery life.
Therefore, feature detection for sensor APIs must include both detection of the APIs themselves and [defensive programming strategies (see below)](#defensive_programming).
The examples below show three methods for detecting sensor APIs. Additionally you can put object instantiation inside a {{jsxref('statements/try...catch', 'try...catch')}} block. Notice that detection through the {{domxref('Navigator')}} interface is not one of the available options.
```js
if (typeof Gyroscope === "function") {
// run in circles…
}
if ("ProximitySensor" in window) {
// watch out!
}
if (window.AmbientLightSensor) {
// go dark…
}
```
### Defensive programming
As stated in Feature Detection, checking for a particular sensor API is insufficient for feature detection. The existence of an actual sensor must be confirmed as well. This is where defensive programming is needed. Defensive programming requires three strategies.
- Checking for thrown errors when instantiating a sensor object.
- Listening for errors thrown during its use.
- Handling the errors gracefully so that the user experience is enhanced rather than degraded.
The code example below illustrates these principles. The {{jsxref('statements/try...catch', 'try...catch')}} block catches errors thrown during sensor instantiation. It listens for {{domxref('Sensor.error_event', 'error')}} events to catch errors thrown during use. The only time anything is shown to the user is when [permissions](/en-US/docs/Web/API/Permissions_API) need to be requested and when the sensor type isn't supported by the device.
In addition, this feature may be blocked by a [Permissions Policy](/en-US/docs/Web/HTTP/Permissions_Policy) set on your server.
```js
let accelerometer = null;
try {
accelerometer = new Accelerometer({ referenceFrame: "device" });
accelerometer.addEventListener("error", (event) => {
// Handle runtime errors.
if (event.error.name === "NotAllowedError") {
// Branch to code for requesting permission.
} else if (event.error.name === "NotReadableError") {
console.log("Cannot connect to the sensor.");
}
});
accelerometer.addEventListener("reading", () => reloadOnShake(accelerometer));
accelerometer.start();
} catch (error) {
// Handle construction errors.
if (error.name === "SecurityError") {
// See the note above about permissions policy.
console.log("Sensor construction was blocked by a permissions policy.");
} else if (error.name === "ReferenceError") {
console.log("Sensor is not supported by the User Agent.");
} else {
throw error;
}
}
```
### Permissions and Permissions Policy
Sensor readings may not be taken unless the user grants permission to a specific sensor type using the [Permissions API](/en-US/docs/Web/API/Permissions_API) and/or if access is not blocked by the server {{httpheader('Permissions-Policy')}}.
The example below shows how to request user-permission before attempting to use the sensor.
```js
navigator.permissions.query({ name: "accelerometer" }).then((result) => {
if (result.state === "denied") {
console.log("Permission to use accelerometer sensor is denied.");
return;
}
// Use the sensor.
});
```
An alternative approach is to attempt to use the sensor and listen for the `SecurityError`.
```js
const sensor = new AbsoluteOrientationSensor();
sensor.start();
sensor.addEventListener("error", (error) => {
if (event.error.name === "SecurityError")
console.log("No permissions to use AbsoluteOrientationSensor.");
});
```
The following table describes for each sensor type, the name required for the Permissions API, the {{HTMLElement('iframe')}} element's `allow` attribute and the {{httpheader('Permissions-Policy')}} directive.
| Sensor | Permission Policy Name |
| --------------------------- | ------------------------------------------------------ |
| `AbsoluteOrientationSensor` | `'accelerometer'`, `'gyroscope'`, and `'magnetometer'` |
| `Accelerometer` | `'accelerometer'` |
| `AmbientLightSensor` | `'ambient-light-sensor'` |
| `GravitySensor` | `'accelerometer'` |
| `Gyroscope` | `'gyroscope'` |
| `LinearAccelerationSensor` | `'accelerometer'` |
| `Magnetometer` | `'magnetometer'` |
| `RelativeOrientationSensor` | `'accelerometer'`, and `'gyroscope'` |
### Readings
Sensor readings are received through the {{domxref('Sensor.reading_event', 'reading')}} event callback which is inherited by all sensor types. Reading frequency is decided by you, accomplished with an option passed to a sensor's constructor. The option is a number that specifies the number of readings per second. A whole number or decimal may be used, the latter for frequencies less than a second. The actual reading frequency depends on device hardware and consequently may be less than requested.
The following example illustrates this using the {{domxref('Magnetometer')}} sensor.
```js
let magSensor = new Magnetometer({ frequency: 60 });
magSensor.addEventListener("reading", (e) => {
console.log(`Magnetic field along the X-axis ${magSensor.x}`);
console.log(`Magnetic field along the Y-axis ${magSensor.y}`);
console.log(`Magnetic field along the Z-axis ${magSensor.z}`);
});
magSensor.addEventListener("error", (event) => {
console.log(event.error.name, event.error.message);
});
magSensor.start();
```
## Interfaces
- {{domxref('AbsoluteOrientationSensor')}} {{securecontext_inline}}
- : Describes the device's physical orientation in relation to the Earth's reference coordinate system.
- {{domxref('Accelerometer')}} {{securecontext_inline}}
- : Provides the acceleration applied to the device along all three axes.
- {{domxref('AmbientLightSensor')}} {{securecontext_inline}}
- : Returns the current light level or illuminance of the ambient light around the hosting device.
- {{domxref('GravitySensor')}} {{securecontext_inline}}
- : Provides the gravity applied to the device along all three axes.
- {{domxref('Gyroscope')}} {{securecontext_inline}}
- : Provides the angular velocity of the device along all three axes.
- {{domxref('LinearAccelerationSensor')}} {{securecontext_inline}}
- : Provides the acceleration applied to the device along all three axes, but without the contribution of gravity.
- {{domxref('Magnetometer')}} {{securecontext_inline}}
- : Provides information about the magnetic field as detected by the device's primary magnetometer sensor.
- {{domxref('OrientationSensor')}} {{securecontext_inline}}
- : The base class for the {{domxref('AbsoluteOrientationSensor')}}. This interface cannot be used directly, instead it provides properties and methods accessed by interfaces that inherit from it.
- {{domxref('RelativeOrientationSensor')}} {{securecontext_inline}}
- : Describes the device's physical orientation without regard to the Earth's reference coordinate system.
- {{domxref('Sensor')}} {{securecontext_inline}}
- : The base class for all the other sensor interfaces. This interface cannot be used directly. Instead, it provides properties, event handlers, and methods accessed by interfaces that inherit from it.
- {{domxref('SensorErrorEvent')}} {{securecontext_inline}}
- : Provides information about errors thrown by a {{domxref('Sensor')}} or related interface.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/trustedhtml/index.md | ---
title: TrustedHTML
slug: Web/API/TrustedHTML
page-type: web-api-interface
browser-compat: api.TrustedHTML
---
{{DefaultAPISidebar("Trusted Types API")}}
The **`TrustedHTML`** interface of the {{domxref('Trusted Types API')}} represents a string that a developer can insert into an [injection sink](/en-US/docs/Web/API/Trusted_Types_API#injection_sinks) that will render it as HTML. These objects are created via {{domxref("TrustedTypePolicy.createHTML", "TrustedTypePolicy.createHTML()")}} and therefore have no constructor.
The value of a **TrustedHTML** object is set when the object is created and cannot be changed by JavaScript as there is no setter exposed.
## Instance methods
- {{domxref("TrustedHTML.toJSON()")}}
- : Returns a JSON representation of the stored data.
- {{domxref("TrustedHTML.toString()")}}
- : A string containing the sanitized HTML.
## Examples
In the below example we create a policy that will create {{domxref("TrustedHTML")}} objects using {{domxref("TrustedTypePolicyFactory.createPolicy()")}}. We can then use {{domxref("TrustedTypePolicy.createHTML")}} to create a sanitized HTML string to be inserted into the document.
The sanitized value can then be used with {{domxref("Element.innerHTML")}} to ensure that no new HTML elements can be injected.
```html
<div id="myDiv"></div>
```
```js
const escapeHTMLPolicy = trustedTypes.createPolicy("myEscapePolicy", {
createHTML: (string) => string.replace(/</g, "<"),
});
let el = document.getElementById("myDiv");
const escaped = escapeHTMLPolicy.createHTML("<img src=x onerror=alert(1)>");
console.log(escaped instanceof TrustedHTML); // true
el.innerHTML = escaped;
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Prevent DOM-based cross-site scripting vulnerabilities with Trusted Types](https://web.dev/articles/trusted-types)
| 0 |
data/mdn-content/files/en-us/web/api/trustedhtml | data/mdn-content/files/en-us/web/api/trustedhtml/tostring/index.md | ---
title: "TrustedHTML: toString() method"
short-title: toString()
slug: Web/API/TrustedHTML/toString
page-type: web-api-instance-method
browser-compat: api.TrustedHTML.toString
---
{{DefaultAPISidebar("Trusted Types API")}}
The **`toString()`** method of the {{domxref("TrustedHTML")}} interface returns a string which may safely inserted into an injection sink.
## Syntax
```js-nolint
toString()
```
### Parameters
None.
### Return value
A string containing the sanitized HTML.
## Examples
The constant `escaped` is an object created via the Trusted Types policy escapeHTMLPolicy. The `toString()` method returns a string to safely insert into a document.
```js
const escapeHTMLPolicy = trustedTypes.createPolicy("myEscapePolicy", {
createHTML: (string) => string.replace(/>/g, "<"),
});
const escaped = escapeHTMLPolicy.createHTML("<img src=x onerror=alert(1)>");
console.log(escaped.toString());
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/trustedhtml | data/mdn-content/files/en-us/web/api/trustedhtml/tojson/index.md | ---
title: "TrustedHTML: toJSON() method"
short-title: toJSON()
slug: Web/API/TrustedHTML/toJSON
page-type: web-api-instance-method
browser-compat: api.TrustedHTML.toJSON
---
{{DefaultAPISidebar("Trusted Types API")}}
The **`toJSON()`** method of the {{domxref("TrustedHTML")}} interface returns a JSON representation of the stored data.
## Syntax
```js-nolint
toJSON()
```
### Parameters
None.
### Return value
A string containing a JSON representation of the stored data.
## Examples
The constant `escaped` is an object created via the Trusted Types policy escapeHTMLPolicy. The `toString()` method returns a string to safely insert into a document.
```js
const escapeHTMLPolicy = trustedTypes.createPolicy("myEscapePolicy", {
createHTML: (string) => string.replace(/>/g, "<"),
});
const escaped = escapeHTMLPolicy.createHTML("<img src=x onerror=alert(1)>");
console.log(escaped.toJSON());
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/webxr_device_api/index.md | ---
title: WebXR Device API
slug: Web/API/WebXR_Device_API
page-type: web-api-overview
status:
- experimental
browser-compat: api.Navigator.xr
---
{{DefaultAPISidebar("WebXR Device API")}}{{SecureContext_Header}}{{SeeCompatTable}}
**WebXR** is a group of standards which are used together to support rendering 3D scenes to hardware designed for presenting virtual worlds (**virtual reality**, or **VR**), or for adding graphical imagery to the real world, (**augmented reality**, or **AR**). The **WebXR Device API** implements the core of the WebXR feature set, managing the selection of output devices, render the 3D scene to the chosen device at the appropriate frame rate, and manage motion vectors created using input controllers.
WebXR-compatible devices include fully-immersive 3D headsets with motion and orientation tracking, eyeglasses which overlay graphics atop the real-world scene passing through the frames, and handheld mobile phones which augment reality by capturing the world with a camera and augment that scene with computer-generated imagery.
To accomplish these things, the WebXR Device API provides the following key capabilities:
- Find compatible VR or AR output devices
- Render a 3D scene to the device at an appropriate frame rate
- (Optionally) mirror the output to a 2D display
- Create vectors representing the movements of input controls
At the most basic level, a scene is presented in 3D by computing the perspective to apply to the scene in order to render it from the viewpoint of each of the user's eyes by computing the position of each eye and rendering the scene from that position, looking in the direction the user is currently facing. Each of these two images is rendered into a single framebuffer, with the left eye's rendered image on the left and the right eye's viewpoint rendered into the right half of the buffer. Once both eyes' perspectives on the scene have been rendered, the resulting framebuffer is delivered to the WebXR device to be presented to the user through their headset or other appropriate display device.
While the older [WebVR API](/en-US/docs/Web/API/WebVR_API) was designed solely to support Virtual Reality (VR), WebXR provides support for both VR and Augmented Reality (AR) on the web. Support for AR functionality is added by the WebXR Augmented Reality Module.
A typical XR device can have either 3 or 6 degrees of freedom and might or might not have an external positional sensor.
The equipment may also include an accelerometer, barometer, or other sensors which are used to sense when the user moves through space, rotates their head, or the like.
## WebXR reference docs
<div class="index">
### Initialization
- {{domxref("navigator.xr")}}
- {{domxref("XRSystem")}}
- {{domxref("XRPermissionStatus")}}
- `Permissions-Policy`: [`xr-spatial-tracking`](/en-US/docs/Web/HTTP/Headers/Permissions-Policy/xr-spatial-tracking)
### Session
- {{DOMxRef("XRSession")}}
- {{domxref("XRSessionEvent")}}
- {{DOMxRef("XRRenderState")}}
### Frame loop
- {{DOMxRef("XRFrame")}}
### Spaces
- {{DOMxRef("XRSpace")}}
- {{DOMxRef("XRReferenceSpace")}}
- {{DOMxRef("XRBoundedReferenceSpace")}}
- {{domxref("XRReferenceSpaceEvent")}}
- {{domxref("XRJointSpace")}}
### Views
- {{DOMxRef("XRView")}}
- {{DOMxRef("XRViewport")}}
### Geometric primitives
- {{DOMxRef("XRRigidTransform")}}
### Pose
- {{DOMxRef("XRPose")}}
- {{DOMxRef("XRJointPose")}}
- {{DOMxRef("XRViewerPose")}}
### Input
- {{DOMxRef("XRHand")}}
- {{DOMxRef("XRInputSource")}}
- {{DOMxRef("XRInputSourceArray")}}
- {{domxref("XRInputSourceEvent")}}
- {{domxref("XRInputSourcesChangeEvent")}}
### Layers
- {{DOMxRef("XRLayer")}}
- {{DOMxRef("XRLayerEvent")}}
- {{DOMxRef("XRCompositionLayer")}}
- {{DOMxRef("XRCubeLayer")}}
- {{DOMxRef("XRCylinderLayer")}}
- {{DOMxRef("XREquirectLayer")}}
- {{DOMxRef("XRProjectionLayer")}}
- {{DOMxRef("XRQuadLayer")}}
- {{DOMxRef("XRMediaBinding")}}
### WebGL binding
- {{DOMxRef("XRWebGLBinding")}}
- {{domxref("WebGLRenderingContext.makeXRCompatible()")}}
- {{DOMxRef("XRWebGLLayer")}}
- {{DOMxRef("XRSubImage")}}
- {{DOMxRef("XRWebGLSubImage")}}
### Anchors
- {{domxref("XRAnchor")}}
- {{domxref("XRAnchorSet")}}
### Depth sensing
- {{domxref("XRDepthInformation")}}
- {{domxref("XRCPUDepthInformation")}}
- {{domxref("XRWebGLDepthInformation")}}
### Hit testing
- {{domxref("XRHitTestSource")}}
- {{domxref("XRTransientInputHitTestSource")}}
- {{domxref("XRHitTestResult")}}
- {{domxref("XRTransientInputHitTestResult")}}
- {{domxref("XRRay")}}
### Lighting estimation
- {{domxref("XRLightEstimate")}}
- {{domxref("XRLightProbe")}}
</div>
## Guides and tutorials
The following guides and tutorials are a great resource to learn how to comprehend WebXR and the underlying 3D and VR/AR graphics concepts.
<div class="index">
### Foundations and basics
- [Fundamentals of WebXR](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals)
- [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web)
- [WebXR application life cycle](/en-US/docs/Web/API/WebXR_Device_API/Lifecycle)
### Creating a mixed reality experience
- [Starting up and shutting down a WebXR session](/en-US/docs/Web/API/WebXR_Device_API/Startup_and_shutdown)
- [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking)
- [Rendering and the WebXR frame animation callback](/en-US/docs/Web/API/WebXR_Device_API/Rendering)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
- [A perspective retrospective for WebXR developers](/en-US/docs/Web/API/WebXR_Device_API/Perspective)
- [Lighting a WebXR setting](/en-US/docs/Web/API/WebXR_Device_API/Lighting)
- [Using bounded reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Bounded_reference_spaces)
### Making it interactive
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
- [Inputs and input sources](/en-US/docs/Web/API/WebXR_Device_API/Inputs)
- [Targeting and hit detection](/en-US/docs/Web/API/WebXR_Device_API/Targeting)
### Performance and security
- [WebXR performance guide](/en-US/docs/Web/API/WebXR_Device_API/Performance)
- [Permissions and security for WebXR](/en-US/docs/Web/API/WebXR_Device_API/Permissions_and_security)
</div>
## Specifications
<table>
<thead>
<tr>
<th>Specification</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="https://immersive-web.github.io/webxr/"><strong>WebXR Device API</strong></a>
(<a href="https://github.com/immersive-web/webxr">Source</a>,
<a href="https://github.com/immersive-web/webxr/issues">Issues</a>,
<a href="https://github.com/immersive-web/webxr/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/anchors/"><strong>WebXR Anchors Module</strong></a>
(<a href="https://github.com/immersive-web/anchors">Source</a>,
<a href="https://github.com/immersive-web/anchors/issues">Issues</a>,
<a href="https://github.com/immersive-web/anchors/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/webxr-ar-module/"><strong>WebXR Augmented Reality Module</strong></a>
(<a href="https://github.com/immersive-web/webxr-ar-module">Source</a>,
<a href="https://github.com/immersive-web/webxr-ar-module/issues">Issues</a>,
<a href="https://github.com/immersive-web/webxr-ar-module/blob/master/ar-module-explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/depth-sensing/"><strong>WebXR Depth Sensing Module</strong></a>
(<a href="https://github.com/immersive-web/depth-sensing">Source</a>,
<a href="https://github.com/immersive-web/depth-sensing/issues">Issues</a>,
<a href="https://github.com/immersive-web/depth-sensing/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/dom-overlays"><strong>WebXR DOM Overlays Module</strong></a>
(<a href="https://github.com/immersive-web/dom-overlays">Source</a>,
<a href="https://github.com/immersive-web/dom-overlays/issues">Issues</a>,
<a href="https://github.com/immersive-web/dom-overlays/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/webxr-gamepads-module/"><strong>WebXR Gamepads Module</strong></a>
(<a href="https://github.com/immersive-web/webxr-gamepads-module">Source</a>,
<a href="https://github.com/immersive-web/webxr-gamepads-module/issues">Issues</a>,
<a href="https://github.com/immersive-web/webxr-gamepads-module/blob/master/gamepads-module-explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/webxr-hand-input/"><strong>WebXR Hand Input Module</strong></a>
(<a href="https://github.com/immersive-web/webxr-hand-input">Source</a>,
<a href="https://github.com/immersive-web/webxr-hand-input/issues">Issues</a>,
<a href="https://github.com/immersive-web/webxr-hand-input/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/hit-test"><strong>WebXR Hit Test Module</strong></a>
(<a href="https://github.com/immersive-web/hit-test">Source</a>,
<a href="https://github.com/immersive-web/hit-test/issues">Issues</a>,
<a href="https://github.com/immersive-web/hit-test/blob/master/hit-testing-explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/layers/"><strong>WebXR Layers API</strong></a>
(<a href="https://github.com/immersive-web/layers">Source</a>,
<a href="https://github.com/immersive-web/layers/issues">Issues</a>,
<a href="https://github.com/immersive-web/layers/blob/master/explainer.md">Explainer</a>)</td>
</tr>
<tr>
<td><a href="https://immersive-web.github.io/lighting-estimation/"><strong>WebXR Lighting Estimation API</strong></a>
(<a href="https://github.com/immersive-web/lighting-estimation">Source</a>,
<a href="https://github.com/immersive-web/lighting-estimation/issues">Issues</a>,
<a href="https://github.com/immersive-web/lighting-estimation/blob/master/lighting-estimation-explainer.md">Explainer</a>)</td>
</tr>
</tbody>
</table>
## Browser compatibility
{{Compat}}
## See also
- [Graphics on the web](/en-US/docs/Learn/HTML/Multimedia_and_embedding/Images_in_HTML#other_graphics_on_the_web)
- [Drawing graphics](/en-US/docs/Learn/JavaScript/Client-side_web_APIs/Drawing_graphics)
- [WebGL API](/en-US/docs/Web/API/WebGL_API): Accelerated 2D and 3D graphics on the web
- [Canvas API](/en-US/docs/Web/API/Canvas_API): 2D drawing for the web
- [Canvas tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial)
| 0 |
data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/startup_and_shutdown/index.md | ---
title: Starting up and shutting down a WebXR session
slug: Web/API/WebXR_Device_API/Startup_and_shutdown
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}{{SecureContext_header}}
Assuming you're already familiar with 3D graphics in general and WebGL in particular, taking that next bold step into mixed reality—the idea of presenting artificial scenery or objects in addition to or in place of the real world—is not overly complicated. Before you can begin to render your augmented or virtual reality scenario, you need to create and set up the WebXR session, and you should know how to shut it down properly as well. You will learn how to do these things in this article.
## Accessing the WebXR API
Your app's access to the WebXR API begins with the {{domxref("XRSystem")}} object. This object represents the overall WebXR device suite available to you through the hardware and drivers available on the user's equipment. There is a global `XRSystem` object available for use by your document through the {{domxref("Navigator")}} property {{domxref("Navigator.xr", "xr")}}, which returns the `XRSystem` object if suitable XR hardware is available for your use given the hardware available and your document's environment.
Thus the simplest code that fetches the `XRSystem` object is:
```js
const xr = navigator.xr;
```
The value of `xr` will be `null` or `undefined` if WebXR isn't available.
### WebXR availability
As a new and still in development API, WebXR support is limited to specific devices and browsers; and even on those, it may not be enabled by default. There may be options available to allow you to experiment with WebXR even if you don't have a compatible system, however.
#### WebXR polyfill
The team designing the WebXR specification has published a [WebXR polyfill](https://github.com/immersive-web/webxr-polyfill) which you can use to simulate WebXR on browsers which don't have support for the WebXR APIs. If the browser supports the older [WebVR API](/en-US/docs/Web/API/WebVR_API), that is used. Otherwise, the polyfill falls back to an implementation which uses Google's Cardboard VR API.
The polyfill is maintained alongside the specification, and is kept up to date with the specification. Additionally, it is updated to maintain compatibility with browsers as their support for WebXR and other technologies related to it and to the implementation of the polyfill change over time.
Be sure to read the readme carefully; the polyfill comes in several versions depending on what degree of compatibility with newer JavaScript features your target browsers include.
#### WebXR API Emulator extension
Mozilla WebXR team has created a [WebXR API Emulator](https://blog.mozvr.com/webxr-emulator-extension/) browser extension, compatible with both Firefox and Chrome, which emulates the WebXR API, simulating a variety of compatible devices such as the HTC Vive, the Oculus Go and Oculus Quest, Samsung Gear, and Google Cardboard. With the extension in place, you can open up a developer tools panel that lets you control the position and orientation of the headset and any hand controllers, as well as button presses on the controllers.
##### Emulator usage
While somewhat awkward compared to using an actual headset, this makes it possible to experiment with and developer WebXR code on a desktop computer, where WebXR isn't normally available. It also lets you perform some basic testing before taking your code to a real device. Be aware, however, that the emulator does not yet completely emulate all of the WebXR API, so you may run into problems you're not expecting. Again, carefully read the readme file and make sure you're aware of the limitations before you begin.
**Important:** You should _always_ test your code on actual AR and/or VR hardware before releasing or shipping a product! Emulated, simulated, or polyfilled environments are _not_ an adequate substitute for actual testing on physical devices.
##### Getting the extension
Download the WebXR API Emulator for your supported browser below:
- [Google Chrome](https://chrome.google.com/webstore/detail/webxr-api-emulator/mjddjgeghkdijejnciaefnkjmkafnnje)
- [Mozilla Firefox](https://addons.mozilla.org/en-US/firefox/addon/webxr-api-emulator/)
The [source code for the extension](https://github.com/MozillaReality/WebXR-emulator-extension) is also available on GitHub.
##### Emulator issues and notes
While this isn't the place for a full article about the extension, there are some specific things worth mentioning.
Version 0.4.0 of the extension was announced on March 26, 2020. It introduced support for augmented reality (AR) through the [WebXR AR Module](https://www.w3.org/TR/webxr-ar-module-1/), which has is approaching a stable state. Documentation for AR is forthcoming shortly here on MDN.
Other improvements include updating the emulator to rename the `XR` interface to {{domxref("XRSystem")}}, introduce support for squeeze (grip) input sources, and add support for the {{domxref("XRInputSource")}} property {{domxref("XRInputSource.profiles", "profiles")}}.
### Context requirements
A WebXR compatible environment starts with a securely-loaded document. Your document needs to either have been loaded from the local drive (such as by using a URL such as `http://localhost/…`), or using {{Glossary("HTTPS")}} when loading the page. The JavaScript code must, likewise, have been loaded securely.
If the document wasn't loaded securely, you won't get very far. The {{domxref("navigator.xr")}} property doesn't even exist if the document wasn't loaded securely. This may also be the case if there is no compatible XR hardware available. Either way, you need to be prepared for the lack of an `xr` property and either gracefully handle the error or provide some form of fallback.
### Falling back to the WebXR polyfill
One fallback option is the [WebXR polyfill](https://github.com/immersive-web/webxr-polyfill/), provided by the [Immersive Web Working Group](https://www.w3.org/immersive-web/) that's in charge of the WebXR standardization process. The {{Glossary("polyfill")}} brings support for WebXR to browsers that don't have native WebXR support, and smooths out the inconsistencies among implementations in the browsers that do have it, so it can sometimes also be useful even if WebXR is natively available.
Here we define a `getXR()` function, which returns the {{domxref("XRSystem")}} object after optionally installing the polyfill, assuming that the polyfill has been included or loaded using a prior {{HTMLElement("script")}} tag.
```js
let webxrPolyfill = null;
function getXR(usePolyfill) {
let tempXR;
switch (usePolyfill) {
case "if-needed":
tempXR = navigator.xr;
if (!tempXR) {
webxrPolyfill = new WebXRPolyfill();
tempXR = webxrPolyfill;
}
break;
case "yes":
webxrPolyfill = new WebXRPolyfill();
tempXR = webxrPolyfill;
break;
case "no":
default:
tempXR = navigator.xr;
break;
}
return tempXR;
}
const nativeXr = getXR("no"); // Get the native XRSystem object
const polyfilledXr = getXR("yes"); // Always returns an XRSystem from the polyfill
const xr = getXR("if-needed"); // Use the polyfill only if navigator.xr missing
```
The returned `XRSystem` object can then be used according to the documentation provided here on MDN. The global variable `webxrPolyfill` is used only to retain a reference to the polyfill in order to ensure that it remains available until you no longer need it. Setting it to `null` signals that the polyfill can be garbage collected when no objects depending on it are using it anymore.
Of course, you can simplify this depending on your needs; since your app is probably not going to go back and forth much on whether or not to use the polyfill, you can simplify this to just the specific case you need.
### Permissions and security
There are a number of security measures in place revolving around WebXR. First among these is that use of `immersive-vr` mode—which entirely replaces the user's view of the world—requires that the `xr-spatial-tracking` [permission policy](/en-US/docs/Web/HTTP/Permissions_Policy) be in place. On top of that, the document needs to be secure and currently focused. Finally, you must call {{domxref("XRSystem.requestSession", "requestSession()")}} from a user event handler, such as the handler for the {{domxref("Element.click_event", "click")}} event.
For more specifics about securing WebXR activities and usage, see the article [Permissions and security for WebXR](/en-US/docs/Web/API/WebXR_Device_API/Permissions_and_security).
### Confirming the session type you need is available
Before trying to create a new WebXR session, it's often wise to first check to see if the user's hardware and software support the presentation mode you wish to use. This can also be used to determine whether to use an immersive or an inline presentation, for example.
To find out if a given mode is supported, call the {{domxref("XRSystem")}} method {{domxref("XRSystem.isSessionSupported", "isSessionSupported()")}}. This returns a promise which resolves to `true` if the given type of session is available for use or `false` otherwise.
```js
const immersiveOK = await navigator.xr.isSessionSupported("immersive-vr");
if (immersiveOK) {
// Create and use an immersive VR session
} else {
// Create an inline session instead, or tell the user about the
// incompatibility if inline is required
}
```
## Creating and starting the session
A WebXR session is represented by an {{domxref("XRSession")}} object. To obtain an `XRSession`, you call your {{domxref("XRSystem")}}'s {{domxref("XRSystem.requestSession", "requestSession()")}} method, which returns a promise that resolves with an `XRSession` if it's able to establish one successfully. Fundamentally, that looks like this:
```js
xr.requestSession("immersive-vr").then((session) => {
xrSession = session;
/* continue to set up the session */
});
```
Note the parameter passed into `requestSession()` in this code snippet: `immersive-vr`. This string specifies the type of WebXR session you want to establish—in this case, a fully-immersive virtual reality experience. There are three options:
- `immersive-vr`
- : A fully-immersive virtual reality session using a headset or similar device that fully replaces the world around the user with the images you present.
- `immersive-ar`
- : An augmented reality session in which images are added to the real world using a headset or similar apparatus. _This option is not yet widely supported, as the AR specification is in flux._
- `inline`
- : An on-screen presentation of the XR imagery within the context of the document window.
If the session couldn't be created for some reason—such as feature policy disallowing its use or the user declining to grant permission to use the headset—the promise gets rejected. So a more complete function that starts up and returns a WebXR session could look like this:
```js
async function createImmersiveSession(xr) {
session = await xr.requestSession("immersive-vr");
return session;
}
```
This function returns the new {{domxref("XRSession")}} or throws an exception if an error occurs while creating the session.
### Customizing the session
In addition to the display mode, the {{domxref("XRSystem.requestSession", "requestSession()")}} method can take an optional object with initialization parameters to customize the session. Currently, the only configurable aspect of the session is which of the reference spaces should be used to represent the world's coordinate system. You can specify either required or optional reference spaces in order to obtain a session compatible with the reference spaces you need or prefer to use.
For example, if you need an `unbounded` reference space, you can specify that as a required feature in order to ensure that the session you get can use unbounded spaces:
```js
async function createImmersiveSession(xr) {
session = await xr.requestSession("immersive-vr", {
requiredFeatures: ["unbounded"],
});
return session;
}
```
On the other hand, if you need an _inline_ session and would prefer a `local` reference space, you can do this:
```js
async function createInlineSession(xr) {
session = await xr.requestSession("inline", {
optionalFeatures: ["local"],
});
return session;
}
```
This `createInlineSession()` function will try to create an inline session that's compatible with the `local` reference space. When you're ready to create your reference space, you can try for a local space, and if that fails, fall back to a `viewer` reference space, which all devices are required to support.
### Preparing the new session for use
Once the {{domxref("XRSystem.requestSession", "requestSession()")}} method's returned promise successfully resolves, you know you have a usable WebXR session in hand. You can then proceed to prepare the session for use and begin your animations.
The key things you need (or may need) to do in order to finish the configuration of your session include:
- Add handlers for the events you need to watch. This most likely includes the {{domxref("XRSession.end_event", "end")}} at a minimum, so you can detect when the session is over.
- If you use XR input controllers, watch the {{domxref("XRSession.inputsourceschange_event", "inputsourceschange")}} event to detect the addition or removal of XR input controllers, and the various [select and squeeze action events](/en-US/docs/Web/API/WebXR_Device_API/Inputs#actions).
- You may want to watch for the {{domxref("XRSystem")}} event {{domxref("XRSystem.devicechange_event", "devicechange")}} so you can be advised when the set of available immersive devices changes.
- Obtain a WebGL context for the canvas into which you intend to render your frames by calling the {{domxref("HTMLCanvasElement")}} method {{domxref("HTMLCanvasElement.getContext", "getContext()")}} on the target context.
- Set up your WebGL data and models and prepare to render the scene.
- Set the WebGL context as the source for the XR system by creating an {{domxref("XRWebGLLayer")}} and passing set the value of the session's {{domxref("XRRenderState", "renderState")}} property {{domxref("XRRenderState.baseLayer", "baseLayer")}}.
- Perform calculations for the initial position and scale of your objects as needed.
- Begin the [frame rendering cycle](/en-US/docs/Web/API/WebXR_Device_API/Rendering).
In basic form, code to do this final setup might look something like this:
```js
async function runSession(session) {
session.addEventListener("end", onSessionEnd);
const canvas = document.querySelector("canvas");
const gl = canvas.getContext("webgl", { xrCompatible: true });
// Set up WebGL data and such
const worldData = loadGLPrograms(session, "worlddata.xml");
if (!worldData) {
return null;
}
// Finish configuring WebGL
worldData.session.updateRenderState({
baseLayer: new XRWebGLLayer(worldData.session, gl),
});
// Start rendering the scene
referenceSpace = await worldData.session.requestReferenceSpace("unbounded");
worldData.referenceSpace = referenceSpace.getOffsetReferenceSpace(
new XRRigidTransform(
worldData.playerSpawnPosition,
worldData.playerSpawnOrientation,
),
);
worldData.animationFrameRequestID =
worldData.session.requestAnimationFrame(onDrawFrame);
return worldData;
}
```
For the purposes of this example, an object named `worldData` gets created to encapsulate data about the world and rendering environment. This includes the {{domxref("XRSession")}} itself, all of the data used to render the scene in WebGL, the world reference space, and the ID returned by {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}.
First, a handler for the {{domxref("XRSession.end_event", "end")}} event is set up. Then the rendering canvas is obtained and a reference to its WebGL context is retrieved, specifying the `xrCompatible` option when calling {{domxref("HTMLCanvasElement.getContext", "getContext()")}}.
Next, any data and setup needed for the WebGL renderer is performed before then configuring WebGL to use the framebuffer of the WebGL context as its own framebuffer. This is done using the {{domxref("XRSession")}} method {{domxref("XRSession.updateRenderState", "updateRenderState()")}} to set the render state's {{domxref("XRRenderState.baseLayer", "baseLayer")}} to a newly-created {{domxref("XRWebGLLayer")}} encapsulating the WebGL context.
### Preparing to render the scene
At this point, the `XRSession` itself has been fully configured, so we can begin rendering. First, we need a reference space within which coordinates for the world will be stated. We can get the initial reference space for the session by calling the `XRSession`'s {{domxref("XRSession.requestReferenceSpace", "requestReferenceSpace()")}} method. We specify when calling `requestReferenceSpace()` the name of the type of reference space we want; in this case, `unbounded`. You might just as easily specify `local` or `viewer`, depending on your needs.
> **Note:** To understand how to select the right reference space for your needs, see [Selecting the reference space type](/en-US/docs/Web/API/WebXR_Device_API/Geometry#selecting_the_reference_space_type).
The reference space returned by `requestReferenceSpace()` places the origin (0, 0, 0) in the center of the space. This is great—if your player's viewpoint starts in the exact center of the world. But most likely, that's not the case at all. If that's so, you call {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}} on the initial reference space to create a _new_ reference space [which offsets the coordinate system](/en-US/docs/Web/API/WebXR_Device_API/Geometry#establishing_the_reference_space) so that (0, 0, 0) is located at the position of the viewer, with the orientation likewise shifted to face in the desired direction. The input value into `getOffsetReferenceSpace()` is an {{domxref("XRRigidTransform")}} encapsulating the player's position and orientation as specified in the default world coordinates.
With the new reference space in hand and stored into the `worldData` object for safe-keeping, we call the session's {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} method to schedule a callback to be executed when it's time to render the next frame of animation for the WebXR session. The returned value is an ID we can use later to cancel the request if need be, so we save that into `worldData` as well.
In the end, the `worldData` object is returned to the caller to allow the main code to reference the data it needs later. At this point, the setup process is complete and we've entered the rendering stage of our application. To learn more about rendering, see the article [Rendering and the WebXR frame animation callback](/en-US/docs/Web/API/WebXR_Device_API/Rendering).
### On operational details
Obviously, this was a just an example. You don't need a `worldData` object to store everything; you can store the information you need to maintain any way you want to. You may need different information or have different specific requirements that cause you to do things differently, or in a different order.
Similarly, the specific methodology you use for loading models and other information and setting up your WebGL data—textures, vertex buffers, shaders, and so on—will vary a great deal depending on your needs, what if any frameworks you're using, and the like.
## Important session maintenance events
Over the course of your WebXR session, you may receive any of a number of events which indicate changes to the state of the session, or which let you know about things you need to do to keep the session operating properly.
### Detecting changes to session's visibility state
When the state of the `XRSession`'s visibility changes—such as when the session is hidden or displayed, or when the user has focused another context—the session receives an {{domxref("XRSession.visibilitychange_event", "visibilitychange")}} event.
```js
session.onvisibilitychange = (event) => {
switch (event.session.visibilityState) {
case "hidden":
myFrameRate = 10;
break;
case "blurred-visible":
myFrameRate = 30;
break;
case "visible":
default:
myFrameRate = 60;
break;
}
};
```
This example changes a variable `myFrameRate` depending on the visibility state as it changes. Presumably the renderer uses this value to compute how often to render new frames as the animation loop progresses, thus rendering less frequently the more "blurred" the scene becomes.
### Detecting reference space resets
Occasionally, discontinuities or jumps in the [native origin](/en-US/docs/Web/API/WebXR_Device_API/Geometry#on_the_origins_of_spaces) may occur while tracking the user's position in the world. The most common scenarios in which this happens are when the user requests a recalibration of their XR device or when a hiccup or glitch occurs in the flow of tracking data received from the XR hardware. These situations cause the native origin to jump abruptly by the distance and directional angle necessary to bring the native origin back into alignment with the user's position and facing direction.
When this happens, a {{domxref("XRReferenceSpace.reset_event", "reset")}} event is sent to the session's {{domxref("XRReferenceSpace")}}. The event's {{domxref("XRReferenceSpaceEvent.transform", "transform")}} property is an {{domxref("XRRigidTransform")}} detailing the transform needed to realign the native origin.
> **Note:** The `reset` event is fired at the {{domxref("XRReferenceSpace")}}, not the {{domxref("XRSession")}}!
Another common cause for `reset` events is when a bounded reference space (`bounded-floor`) has its geometry as specified by the {{domxref("XRBoundedReferenceSpace")}}'s property {{domxref("XRBoundedReferenceSpace.boundsGeometry", "boundsGeometry")}} change.
For more common causes of reference space resets and more details and sample code, see the documentation for the {{domxref("XRReferenceSpace.reset_event", "reset")}} event.
### Detecting when the available set of WebXR input controls changes
WebXR maintains a list of input controls which is specific to the WebXR system. These devices include things such as the handheld controllers, motion-sensing cameras, motion-sensitive gloves and other feedback devices. When the user connects or disconnects a WebXR controller device, the {{domxref("XRSession.inputsourceschange_event", "inputsourceschange")}} event is dispatched to the `XRSession`. This is an opportunity to notify the user of the device's availability, begin to monitor it for inputs, offer configuration options, or whatever you need to do with it.
## Ending the WebXR session
When the user's VR or AR session draws to a close, the session ends. The shutdown of an {{domxref("XRSession")}} can happen either due to the session itself deciding it's time to shut down (such as if the user turns off their XR device), because the user has clicked a button to end the session, or some other situation as appropriate for your application.
Here we discuss both how to request a shutdown of the WebXR session and how to detect when the session has ended, whether by your request or otherwise.
### Shutting down the session
To cleanly shut down the WebXR session when you're done with it, you should call the session's {{domxref("XRSession.end", "end()")}} method. This returns a [promise](/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise) you can use to know when the shutdown is complete.
```js
async function shutdownXR(session) {
if (session) {
await session.end();
/* At this point, WebXR is fully shut down */
}
}
```
When `shutdownXR()` returns to its caller, the WebXR session is fully and safely shut down.
If you have work that must be done when the session ends, such as releasing resources and the like, you should do that work in your {{domxref("XRSession.end_event", "end")}} event handler rather than in your main code body. That way, you handle the cleanup regardless of whether the shutdown was automatically or manually triggered.
### Detecting when the session has ended
As previously established, you can detect when the WebXR session has ended—whether because you've called its {{domxref("XRSession.end", "end()")}} method, the user turned off their headset, or some sort of irresolvable error occurred in the XR system—by watching for the {{domxref("XRSession.end_event", "end")}} event to be sent to the {{domxref("XRSession")}}.
```js
session.onend = (event) => {
/* the session has shut down */
freeResources();
};
```
Here, when the session has ended and the `end` event is received, a `freeResources()` function is called to release the resources previously allocated and/or loaded to handle the XR presentation. By calling `freeResources()` in the `end` event handler, we call it both when the user clicks a button that triggers a shutdown such as by calling the `shutdownXR()` function shown above _and_ when the session ends automatically, whether due to an error or some other reason.
## See also
- [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API)
- [Fundamentals of WebXR](/en-US/docs/Web/API/WebXR_Device_API/Fundamentals)
- [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
- [Using bounded reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Bounded_reference_spaces)
- [Inputs and input sources](/en-US/docs/Web/API/WebXR_Device_API/Inputs)
| 0 |
data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/movement_and_motion/index.md | ---
title: "Movement, orientation, and motion: A WebXR example"
slug: Web/API/WebXR_Device_API/Movement_and_motion
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
In this article, we'll make use of information introduced in the previous articles in our [WebXR](/en-US/docs/Web/API/WebXR_Device_API) tutorial series to construct an example which animates a rotating cube around which the user can move freely using a VR headset, keyboard, and/or mouse. This will help to solidify your understanding of how the geometry of 3D graphics and VR work, as well as to help ensure you understand the way the functions and data that are used during XR rendering work together.
**Figure: Screenshot of this example in action**

The core of this example—the spinning, textured, lighted cube—is taken from our WebGL tutorial series; namely, the penultimate article in the series, covering [lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL).
While reading this article and the accompanying source code, it's helpful to keep in mind that the display for a 3D headset is a single screen, divided in half. The left half of the screen is seen only by the left eye, while the right half is only seen by the right eye. Rendering the scene for immersive presentation requires multiple renders of the scene—once from the perspective of each eye.
When rendering the left eye, the {{domxref("XRWebGLLayer")}} has its {{domxref("XRWebGLLayer.viewport", "viewport")}} configured to restrict drawing to the left half of the drawing surface. Contrarily, when rendering the right eye, the viewport is set to restrict drawing to the right half of the surface.
This example demonstrates this by showing the canvas on the screen, even when presenting a scene as an immersive display using an XR device.
## Dependencies
While we will not rely upon any 3D graphics frameworks such as [`three.js`](https://threejs.org/) or the like for this example, we do use the [`glMatrix`](https://glmatrix.net/) library for matrix math, which we've used in other examples in the past. This example also imports the [WebXR polyfill](https://github.com/immersive-web/webxr-polyfill/) maintained by the Immersive Web Working Group, which is the team responsible for the WebXR API's specification. By importing this polyfill, we allow the example to work on many browsers that don't yet have WebXR implementations in place, and we smooth out any transient deviations from the specification that occur during these still somewhat experimental days of the WebXR specification.
## Options
This example has a number of options you can configure by adjusting the values of constants before you load it in the browser. The code looks like this:
```js
const xRotationDegreesPerSecond = 25;
const yRotationDegreesPerSecond = 15;
const zRotationDegreesPerSecond = 35;
const enableRotation = true;
const allowMouseRotation = true;
const allowKeyboardMotion = true;
const enableForcePolyfill = false;
//const SESSION_TYPE = "immersive-vr";
const SESSION_TYPE = "inline";
const MOUSE_SPEED = 0.003;
```
- `xRotationDegreesPerSecond`
- : The number of degrees of rotation to apply around the X axis per second.
- `yRotationDegreesPerSecond`
- : The number of degrees to rotate around the Y axis each second.
- `zRotationDegreesPerSecond`
- : The number of degrees per second to rotate around the Z axis.
- `enableRotation`
- : A Boolean indicating whether or not to enable the rotation of the cube at all.
- `allowMouseRotation`
- : If `true`, you can use the mouse to pitch and yaw the view angle.
- `allowKeyboardMotion`
- : If `true`, the W, A, S, and D keys move the viewer up, left, down, and to the right, while the up and down arrow keys move forward and backward. If `false`, only XR device changes to the view are permitted.
- `enableForcePolyfill`
- : If this Boolean is `true`, the example will attempt to use the WebXR polyfill even if the browser actually has support for WebXR. If `false`, the polyfill is only used if the browser doesn't implement {{domxref("navigator.xr")}}.
- `SESSION_TYPE`
- : The type of XR session to create: `inline` for an inline session presented in the context of the document and `immersive-vr` to present the scene to an immersive VR headset.
- `MOUSE_SPEED`
- : A multiplier used to scale the inputs from the mouse used for pitch and yaw control.
- `MOVE_DISTANCE`
- : The distance to move in response to any of the keys used to move the viewer through the scene.
> **Note:** This example always displays what it renders on the screen, even if using `immersive-vr` mode. This lets you compare any differences in rendering between the two modes, and lets you see output from immersive mode even if you don't have a headset.
## Setup and utility functions
Next, we declare the variables and constants used throughout the application, starting with those used to store WebGL and WebXR specific information:
```js
let polyfill = null;
let xrSession = null;
let xrInputSources = null;
let xrReferenceSpace = null;
let xrButton = null;
let gl = null;
let animationFrameRequestID = 0;
let shaderProgram = null;
let programInfo = null;
let buffers = null;
let texture = null;
let mouseYaw = 0;
let mousePitch = 0;
```
This is followed by a set of constants, mostly to contain various vectors and matrices used while rendering the scene.
```js
const viewerStartPosition = vec3.fromValues(0, 0, -10);
const viewerStartOrientation = vec3.fromValues(0, 0, 1.0);
const cubeOrientation = vec3.create();
const cubeMatrix = mat4.create();
const mouseMatrix = mat4.create();
const inverseOrientation = quat.create();
const RADIANS_PER_DEGREE = Math.PI / 180.0;
```
The first two—`viewerStartPosition` and `viewerStartOrientation`—indicate where the viewer will be placed relative to the center of the space, and the direction in which they'll initially be looking. `cubeOrientation` will store the current orientation of the cube, while `cubeMatrix` and `mouseMatrix` are storage for matrices used during the rendering of the scene. `inverseOrientation` is a quaternion which will be used to represent the rotation to apply to the reference space for the object in the frame being rendered.
`RADIANS_PER_DEGREE` is the value to multiply an angle in degrees by to convert the angle into radians.
The last four variables declared are storage for references to the {{HTMLElement("div")}} elements into which we'll output the matrices when we want to show them to the user.
### Logging errors
A function called `LogGLError()` is implemented to provide an easily customized way to output logging information for errors that occur while executing WebGL functions.
```js
function LogGLError(where) {
let err = gl.getError();
if (err) {
console.error(`WebGL error returned by ${where}: ${err}`);
}
}
```
This takes as its only input a string, `where`, which is used to indicate what part of the program generated the error, since similar errors can have in multiple situations.
### The vertex and fragment shaders
The vertex and fragment shaders are both exactly the same as those used in the example for our article [Lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL). [Refer to that](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL#update_the_shaders) if you're interested in the [GLSL](/en-US/docs/Web/API/WebGL_API/By_example/Hello_GLSL) source code for the basic shaders used here.
Suffice it to say that the vertex shader computes the position of each vertex given the initial positions of each vertex and the transforms that need to be applied to convert them to simulate the viewer's current position and orientation. The fragment shader returns the color of each vertex, interpolating as needed from the values found in the texture and applying the lighting effects.
## Starting up and shutting down WebXR
Upon initially loading the script, we install a handler for the {{domxref("Window.load_event", "load")}} event, so that we can perform initialization.
```js
window.addEventListener("load", onLoad);
function onLoad() {
xrButton = document.querySelector("#enter-xr");
xrButton.addEventListener("click", onXRButtonClick);
projectionMatrixOut = document.querySelector("#projection-matrix div");
modelMatrixOut = document.querySelector("#model-view-matrix div");
cameraMatrixOut = document.querySelector("#camera-matrix div");
mouseMatrixOut = document.querySelector("#mouse-matrix div");
if (!navigator.xr || enableForcePolyfill) {
console.log("Using the polyfill");
polyfill = new WebXRPolyfill();
}
setupXRButton();
}
```
The `load` event handler gets a reference to the button that toggles WebXR on and off into `xrButton`, then adds a handler for {{domxref("Element.click_event", "click")}} events. Then references are obtained to the four {{HTMLElement("div")}} blocks into which we'll output the current contents of each of the key matrices for informational purposes while our scene is running.
Then we look to see if {{domxref("navigator.xr")}} is defined. If it isn't—and/or the `enableForcePolyfill` configuration constant is set to `true`—we install the WebXR polyfill by instantiating the `WebXRPolyfill` class.
### Handling the startup and shutdown UI
Then we call the `setupXRButton()` function, which handles configuring the "Enter/Exit WebXR" button to enable or disable it as necessary depending on the availability of WebXR support for the session type specified in the `SESSION_TYPE` constant.
```js
function setupXRButton() {
if (navigator.xr.isSessionSupported) {
navigator.xr.isSessionSupported(SESSION_TYPE).then((supported) => {
xrButton.disabled = !supported;
});
} else {
navigator.xr
.supportsSession(SESSION_TYPE)
.then(() => {
xrButton.disabled = false;
})
.catch(() => {
xrButton.disabled = true;
});
}
}
```
The label of the button gets adjusted in the code that actually handles starting and stopping the WebXR session; we'll see that below.
The WebXR session is toggled on and off by the handler for {{domxref("Element.click_event", "click")}} events on the button, whose label is appropriately set to either "Enter WebXR" or "Exit WebXR". This is done by the `onXRButtonClick()` event handler.
```js
async function onXRButtonClick(event) {
if (!xrSession) {
navigator.xr.requestSession(SESSION_TYPE).then(sessionStarted);
} else {
await xrSession.end();
if (xrSession) {
sessionEnded();
}
}
}
```
This begins by looking at the value of `xrSession` to see if we already have a {{domxref("XRSession")}} object representing an ongoing WebXR session. If we don't, the click represents a request to enable WebXR mode, so call {{domxref("XRSystem.requestSession", "requestSession()")}} to request a WebXR session of the desired WebXR session type, and then call `sessionStarted()` to begin running the scene in that WebXR session.
If we already have an ongoing session, on the other hand, we call its {{domxref("XRSession.end", "end()")}} method to stop the session.
The last thing we do in this code is to check to see if `xrSession` is still non-`NULL`. If it is, we call `sessionEnded()`, the handler for the {{domxref("XRSession.end_event", "end")}} event. This code should not be necessary, but there appears to be an issue in which at least some browsers are not correctly firing the `end` event. By running the event handler directly, we complete the close-out process manually in this situation.
### Starting up the WebXR session
The `sessionStarted()` function handles actually setting up and starting the session, by setting up event handlers, compiling and installing the GLSL code for the vertex and fragment shaders, and attaching the WebGL layer to the WebXR session before kicking off the rendering loop. It gets called as the handler for the promise returned by {{domxref("XRSystem.requestSession", "requestSession()")}}.
```js
function sessionStarted(session) {
let refSpaceType;
xrSession = session;
xrButton.innerText = "Exit WebXR";
xrSession.addEventListener("end", sessionEnded);
let canvas = document.querySelector("canvas");
gl = canvas.getContext("webgl", { xrCompatible: true });
if (allowMouseRotation) {
canvas.addEventListener("pointermove", handlePointerMove);
canvas.addEventListener("contextmenu", (event) => {
event.preventDefault();
});
}
if (allowKeyboardMotion) {
document.addEventListener("keydown", handleKeyDown);
}
shaderProgram = initShaderProgram(gl, vsSource, fsSource);
programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
vertexNormal: gl.getAttribLocation(shaderProgram, "aVertexNormal"),
textureCoord: gl.getAttribLocation(shaderProgram, "aTextureCoord"),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(
shaderProgram,
"uProjectionMatrix",
),
modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
normalMatrix: gl.getUniformLocation(shaderProgram, "uNormalMatrix"),
uSampler: gl.getUniformLocation(shaderProgram, "uSampler"),
},
};
buffers = initBuffers(gl);
texture = loadTexture(
gl,
"https://cdn.glitch.com/a9381af1-18a9-495e-ad01-afddfd15d000%2Ffirefox-logo-solid.png?v=1575659351244",
);
xrSession.updateRenderState({
baseLayer: new XRWebGLLayer(xrSession, gl),
});
const isImmersiveVr = SESSION_TYPE === "immersive-vr";
refSpaceType = isImmersiveVr ? "local" : "viewer";
mat4.fromTranslation(cubeMatrix, viewerStartPosition);
vec3.copy(cubeOrientation, viewerStartOrientation);
xrSession.requestReferenceSpace(refSpaceType).then((refSpace) => {
xrReferenceSpace = refSpace.getOffsetReferenceSpace(
new XRRigidTransform(viewerStartPosition, cubeOrientation),
);
animationFrameRequestID = xrSession.requestAnimationFrame(drawFrame);
});
return xrSession;
}
```
After storing the newly-created {{domxref("XRSession")}} object into `xrSession`, the label of the button is set to "Exit WebXR" to indicate its new function after starting the scene, and a handler is installed for the {{domxref("XRSession.end_event", "end")}} event, so we get notified when the `XRSession` ends.
Then we get a reference to the {{HTMLElement("canvas")}} found in our HTML—as well as its WebGL rendering context—which will be used as the drawing surface for the scene. The `xrCompatible` property is requested when calling {{domxref("HTMLCanvasElement.getContext", "getContext()")}} on the element to gain access to the WebGL rendering context for the canvas. This ensures that the context is configured for use as a source for WebXR rendering.
Next, we add event handlers for the {{domxref("Element.mousemove_event", "mousemove")}} and {{domxref("Element.contextmenu_event","contextmenu")}}, but only if the `allowMouseRotation` constant is `true`. The `mousemove` handler will deal with the pitching and yawing of the view based upon the movement of the mouse. Since the "mouselook" feature functions only while the right mouse button is held down, and clicking using the right mouse button triggers the context menu, we add a handler for the `contextmenu` event to the canvas to prevent the context menu from appearing when the user initially begins their drag of the mouse.
Next, we compile the shader programs; get references to its variables; initialize the buffers that store the array of each position; the indexes into the position table for each vertex; the vertex normals; and the texture coordinates for each vertex. This is all taken directly from the WebGL sample code, so refer to [Lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL) and its preceding articles [Creating 3D objects using WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Creating_3D_objects_using_WebGL) and [Using textures in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL). Then our `loadTexture()` function is called to load the texture file.
Now that the rendering structures and data are loaded, we start preparing to run the `XRSession`. We connect the session to the WebGL layer so it knows what to use as a rendering surface by calling {{domxref("XRSession.updateRenderState()")}} with a `baseLayer` set to a new {{domxref("XRWebGLLayer")}}.
We then look at the value of the `SESSION_TYPE` constant to see whether the WebXR context should be immersive or inline. Immersive sessions use the `local` reference space, while inline sessions use the `viewer` reference space.
The `glMatrix` library's `fromTranslation()` function for 4x4 matrices is used to convert the viewer's start position as given in the `viewerStartPosition` constant into a transform matrix, `cubeMatrix`. The viewer's starting orientation, `viewerStartOrientation` constant, is copied into the `cubeOrientation`, which will be used to track the rotation of the cube over time.
`sessionStarted()` finishes up by calling the session's {{domxref("XRSession.requestReferenceSpace", "requestReferenceSpace()")}} method to get a reference space object describing the space in which the object is being created. When the promise returned resolves to a {{domxref("XRReferenceSpace")}} object, we call its {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace")}} method to obtain a reference space object to represent the object's coordinate system. The origin of the new space is located at the world coordinates specified by the `viewerStartPosition` and its orientation set to `cubeOrientation`. Then we let the session know we're ready to draw a frame by calling its {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} method. We record the returned request ID in case we need to cancel the request later.
Finally, `sessionStarted()` returns the {{domxref("XRSession")}} representing the user's WebXR session.
### When the session ends
When the WebXR session ends—either because it's being shut down by the user or by calling {{domxref("XRSession.end()")}}—the {{domxref("XRSession.end_event", "end")}} event is sent; we have set this up to call a function called `sessionEnded()`.
```js
function sessionEnded() {
xrButton.innerText = "Enter WebXR";
if (animationFrameRequestID) {
xrSession.cancelAnimationFrame(animationFrameRequestID);
animationFrameRequestID = 0;
}
xrSession = null;
}
```
We can also call `sessionEnded()` directly if we wish to programmatically end the WebXR session. In either case, the label of the button is updated to indicate that a click will start a session, and then, if there is a pending request for an animation frame, we cancel it by calling {{domxref("XRSession.cancelAnimationFrame", "cancelAnimationFrame")}}
Once that's done, the value of `xrSession` is changed to `NULL` to indicate that we're done with the session.
## Implementing the controls
Now let's take a look at the code that handles turning keyboard and mouse events into something usable for controlling an avatar in a WebXR scenario.
### Moving using the keyboard
In order to allow the user to move through the 3D world even if they don't have a WebXR device with the inputs to perform movement through space, our handler for {{domxref("Element.keydown_event", "keydown")}} events, `handleKeyDown()`, responds by updating offsets from the object's origin based on which key was pressed.
```js
function handleKeyDown(event) {
switch (event.key) {
case "w":
case "W":
verticalDistance -= MOVE_DISTANCE;
break;
case "s":
case "S":
verticalDistance += MOVE_DISTANCE;
break;
case "a":
case "A":
transverseDistance += MOVE_DISTANCE;
break;
case "d":
case "D":
transverseDistance -= MOVE_DISTANCE;
break;
case "ArrowUp":
axialDistance += MOVE_DISTANCE;
break;
case "ArrowDown":
axialDistance -= MOVE_DISTANCE;
break;
case "r":
case "R":
transverseDistance = axialDistance = verticalDistance = 0;
mouseYaw = mousePitch = 0;
break;
default:
break;
}
}
```
The keys and their effects are:
- The
<kbd>W</kbd>
key moves the viewer upward by `MOVE_DISTANCE`.
- The
<kbd>S</kbd>
key moves the viewer downward by `MOVE_DISTANCE`.
- The
<kbd>A</kbd>
key slides the viewer to the left by `MOVE_DISTANCE`.
- The
<kbd>D</kbd>
key slides the viewer to the right by `MOVE_DISTANCE`.
- The up arrow key,
<kbd>↑</kbd>
, slides the viewer forward by `MOVE_DISTANCE`.
- The down arrow key,
<kbd>↓</kbd>
, slides the viewer backward by `MOVE_DISTANCE`.
- The
<kbd>R</kbd>
key resets the viewer to their starting position and orientation by resetting the input offsets all to 0.
These offsets will be applied by the renderer starting with the next frame drawn.
### Pitching and yawing with the mouse
We also have a {{domxref("Element.mousemove_event", "mousemove")}} event handler which checks to see if the right mouse button is down, and if so, calls the `rotateViewBy()` function, defined next, to calculate and store the new pitch (looking up and down) and yaw (looking left and right) values.
```js
function handlePointerMove(event) {
if (event.buttons & 2) {
rotateViewBy(event.movementX, event.movementY);
}
}
```
Calculating the new pitch and yaw values is handled by the function `rotateViewBy()`:
```js
function rotateViewBy(dx, dy) {
mouseYaw -= dx * MOUSE_SPEED;
mousePitch -= dy * MOUSE_SPEED;
if (mousePitch < -Math.PI * 0.5) {
mousePitch = -Math.PI * 0.5;
} else if (mousePitch > Math.PI * 0.5) {
mousePitch = Math.PI * 0.5;
}
}
```
Given as input the mouse deltas, `dx` and `dy`, the new yaw value is computed by subtracting from the current value of `mouseYaw` the product of `dx` and the `MOUSE_SPEED` scaling constant. You can, then, control how responsive the mouse is by increasing the value of `MOUSE_SPEED`.
## Drawing a frame
Our callback for {{domxref("XRSession.requestAnimationFrame()")}} is implemented in the `drawFrame()` function shown below. Its job is to obtain the viewer's reference space, compute how much movement needs to be applied to any animated objects given the amount of time that's elapsed since the last frame, and then to render each of the views specified by the viewer's {{domxref("XRPose")}}.
```js
let lastFrameTime = 0;
function drawFrame(time, frame) {
const session = frame.session;
let adjustedRefSpace = xrReferenceSpace;
let pose = null;
animationFrameRequestID = session.requestAnimationFrame(drawFrame);
adjustedRefSpace = applyViewerControls(xrReferenceSpace);
pose = frame.getViewerPose(adjustedRefSpace);
if (pose) {
const glLayer = session.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
LogGLError("bindFrameBuffer");
gl.clearColor(0, 0, 0, 1.0);
gl.clearDepth(1.0); // Clear everything
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
LogGLError("glClear");
const deltaTime = (time - lastFrameTime) * 0.001; // Convert to seconds
lastFrameTime = time;
for (const view of pose.views) {
const viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
LogGLError(`Setting viewport for eye: ${view.eye}`);
gl.canvas.width = viewport.width * pose.views.length;
gl.canvas.height = viewport.height;
renderScene(gl, view, programInfo, buffers, texture, deltaTime);
}
}
}
```
The first thing we do is call {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} to request that `drawFrame()` be called again for the next frame to be rendered. Then we pass the object's reference space into the `applyViewerControls()` function, which returns a revised {{domxref("XRReferenceSpace")}} that transforms the position and orientation of the object to take into account the movement, pitch, and yaw applied by the user using the keyboard and mouse. Remember that, as always, the world's objects are moved and reoriented, not the viewer. The returned reference space makes it easy for us to do just that.
With the new reference space in hand, we get the {{domxref("XRViewerPose")}} representing the viewer's point of view—for both of their eyes. If that's successful, we begin preparing to render by getting the {{domxref("XRWebGLLayer")}} being used by the session and binding its frame buffer to be used as the WebGL frame buffer (so that rendering WebGL draws into the layer and therefore the XR device's display). With WebGL now configured to render to the XR device, we clear the frame to black and are ready to begin rendering.
The time elapsed since the last frame was rendered (in seconds) is computed by subtracting the previous frame's timestamp, `lastFrameTime`, from the current time as specified by the `time` parameter and then multiplying by 0.001 to convert milliseconds to seconds. The current time is then saved into `lastFrameTime`;
The `drawFrame()` function ends by iterating over every view found in the {{domxref("XRViewerPose")}}, setting up the viewport for the view, and calling `renderScene()` to render the frame. By setting the viewport for each view, we handle the typical scenario in which the views for each eye are each rendered onto half of the WebGL frame. The XR hardware then handles ensuring that each eye only sees the portion of that image that is intended for that eye.
> **Note:** In this example, we're visually presenting the frame both on the XR device _and_ on the screen. To ensure that the on-screen canvas is the right size to allow us to do this, we set its width to be equal to the individual {{domxref("XRView")}} width multiplied by the number of views; the canvas height is always the same as the viewport's height. The two lines of code that adjust the canvas size are not needed in regular WebXR rendering loops.
### Applying the user inputs
The `applyViewerControls()` function, which is called by `drawFrame()` before beginning to render anything, takes the offsets in each of the three directions, the yaw offset, and the pitch offset as recorded by the `handleKeyDown()` and `handlePointerMove()` functions in response to the user pressing keys and dragging their mouse with the right mouse button pressed. It takes as input the base reference space for the object, and returns a new reference space that alters the location and orientation of the object on match the result of the inputs.
```js
function applyViewerControls(refSpace) {
if (
!mouseYaw &&
!mousePitch &&
!axialDistance &&
!transverseDistance &&
!verticalDistance
) {
return refSpace;
}
quat.identity(inverseOrientation);
quat.rotateX(inverseOrientation, inverseOrientation, -mousePitch);
quat.rotateY(inverseOrientation, inverseOrientation, -mouseYaw);
let newTransform = new XRRigidTransform(
{ x: transverseDistance, y: verticalDistance, z: axialDistance },
{
x: inverseOrientation[0],
y: inverseOrientation[1],
z: inverseOrientation[2],
w: inverseOrientation[3],
},
);
mat4.copy(mouseMatrix, newTransform.matrix);
return refSpace.getOffsetReferenceSpace(newTransform);
}
```
If all the input offsets are zero, we just return the original reference space. Otherwise, we create from the orientation changes in `mousePitch` and `mouseYaw` a quaternion specifying the inverse of that orientation, so that applying the `inverseOrientation` to the cube will correctly appear to reflect the viewer's movement.
Then it's time to create a new {{domxref("XRRigidTransform")}} object representing the transform that will be used to create the new {{domxref("XRReferenceSpace")}} for the moved and/or re-oriented object. The position is a new vector whose `x`, `y`, and `z` correspond to the offsets moved along each of those axes. The orientation is the `inverseOrientation` quaternion.
We copy the transform's {{domxref("XRRigidTransform.matrix", "matrix")}} into `mouseMatrix`, which we'll use later to display the mouse tracking matrix to the user (so this is a step you normally can skip). Finally, we pass the `XRRigidTransform` into the object's current {{domxref("XRReferenceSpace")}} in order to obtain the reference space that integrates this transform to represent the placement of the cube relative to the user given the user's movements. That new reference space is returned to the caller.
### Rendering the scene
The `renderScene()` function is called to actually render the parts of the world that are visible to the user at the moment. It's called once for each eye, with slightly different positions for each eye, in order to establish the 3D effect needed for XR gear.
Most of this code is typical WebGL rendering code, taken directly from the `drawScene()` function in the [Lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL) article, and it's there that you should look for details on the WebGL rendering parts of this example \[[view the code on GitHub](https://github.com/mdn/dom-examples/blob/main/webgl-examples/tutorial/sample7/webgl-demo.js)]. But here it begins with some code specific to this example, so we'll take a deeper look at that part.
```js
const normalMatrix = mat4.create();
const modelViewMatrix = mat4.create();
function renderScene(gl, view, programInfo, buffers, texture, deltaTime) {
const xRotationForTime =
xRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
const yRotationForTime =
yRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
const zRotationForTime =
zRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
if (enableRotation) {
mat4.rotate(
cubeMatrix, // destination matrix
cubeMatrix, // matrix to rotate
zRotationForTime, // amount to rotate in radians
[0, 0, 1],
); // axis to rotate around (Z)
mat4.rotate(
cubeMatrix, // destination matrix
cubeMatrix, // matrix to rotate
yRotationForTime, // amount to rotate in radians
[0, 1, 0],
); // axis to rotate around (Y)
mat4.rotate(
cubeMatrix, // destination matrix
cubeMatrix, // matrix to rotate
xRotationForTime, // amount to rotate in radians
[1, 0, 0],
); // axis to rotate around (X)
}
mat4.multiply(modelViewMatrix, view.transform.inverse.matrix, cubeMatrix);
mat4.invert(normalMatrix, modelViewMatrix);
mat4.transpose(normalMatrix, normalMatrix);
displayMatrix(view.projectionMatrix, 4, projectionMatrixOut);
displayMatrix(modelViewMatrix, 4, modelMatrixOut);
displayMatrix(view.transform.matrix, 4, cameraMatrixOut);
displayMatrix(mouseMatrix, 4, mouseMatrixOut);
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexPosition,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
}
{
const numComponents = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord);
gl.vertexAttribPointer(
programInfo.attribLocations.textureCoord,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
}
{
const numComponents = 3;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
gl.vertexAttribPointer(
programInfo.attribLocations.vertexNormal,
numComponents,
type,
normalize,
stride,
offset,
);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexNormal);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
gl.useProgram(programInfo.program);
gl.uniformMatrix4fv(
programInfo.uniformLocations.projectionMatrix,
false,
view.projectionMatrix,
);
gl.uniformMatrix4fv(
programInfo.uniformLocations.modelViewMatrix,
false,
modelViewMatrix,
);
gl.uniformMatrix4fv(
programInfo.uniformLocations.normalMatrix,
false,
normalMatrix,
);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
{
const vertexCount = 36;
const type = gl.UNSIGNED_SHORT;
const offset = 0;
gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
}
}
```
`renderScene()` begins by calculating how much rotation should occur around each of the three axes in the amount of time that has elapsed since the previous frame was rendered. These values let us adjust the rotation of our animating cube the right amount to ensure that its movement speed stays consistent regardless of variations in the frame rate that may occur due to system load. These values are calculated as the number of radians of rotation to apply given the elapsed time and stored into the constants `xRotationForTime`, `yRotationForTime`, and `zRotationForTime`.
After enabling and configuring depth testing, we check the value of the `enableRotation` constant to see if rotation of the cube is enabled; if it is, we use glMatrix to rotate the `cubeMatrix` (representing the cube's current orientation relative to the world space) around the three axes. With the cube's global orientation established, we then multiply that by the inverse of the view's transform matrix to get the final model view matrix—the matrix to apply to the object to both rotate it for its animation purposes, but to also move and reorient it to simulate the viewer's motion through the space.
Then the view's normal matrix is computed by taking the model view matrix, inverting it, and transposing it (swapping its columns and rows).
The last few lines of code added for this example are four calls to `displayMatrix()`, a function which displays the contents of a matrix for analysis by the user. The remainder of the function is identical or essentially identical to the older WebGL sample from which this code is derived.
### Displaying a matrix
For instructive purposes, this example displays the contents of the important matrices used while rendering the scene. The `displayMatrix()` function is used for this; this function uses MathML to render the matrix, falling back to a more array-like format if MathML isn't supported by the user's browser.
```js
function displayMatrix(mat, rowLength, target) {
let outHTML = "";
if (mat && rowLength && rowLength <= mat.length) {
let numRows = mat.length / rowLength;
outHTML =
"<math xmlns='http://www.w3.org/1998/Math/MathML' display='block'>\n<mrow>\n<mo>[</mo>\n<mtable>\n";
for (let y = 0; y < numRows; y++) {
outHTML += "<mtr>\n";
for (let x = 0; x < rowLength; x++) {
outHTML += `<mtd><mn>${mat[x * rowLength + y].toFixed(2)}</mn></mtd>\n`;
}
outHTML += "</mtr>\n";
}
outHTML += "</mtable>\n<mo>]</mo>\n</mrow>\n</math>";
}
target.innerHTML = outHTML;
}
```
This replaces the contents of the element specified by `target` with a newly-created {{MathMLElement("math")}} element which contains the 4x4 matrix. Each entry is displayed with up to two decimal places.
### Everything else
The rest of the code is identical to that found in the earlier examples:
- `initShaderProgram()`
- : Initializes the GLSL shader program, calling `loadShader()` to load and compile each shader's program, then attaching each one to the WebGL context. Once they're compiled, the program is linked and returned to the caller.
- `loadShader()`
- : Creates a shader object and loads the specified source code into it before compiling the code and checking to ensure that the compiler succeeded before returning the newly compiled shader to the caller. If an error occurs, `NULL` is returned instead.
- `initBuffers()`
- : Initializes the buffers that contain data to be passed into WebGL. These buffers include the array of vertex positions, the array of vertex normals, the texture coordinates for each surface of the cube, and the array of vertex indices (specifying which entry in the vertex list represents each corner of the cube).
- `loadTexture()`
- : Loads the image at a given URL and creates a WebGL texture from it. If the image's dimensions aren't both powers of two (see the `isPowerOf2()` function), mipmapping is disabled and wrapping is clamped to the edges. This is because optimized rendering of mipmapped textures only works for textures whose dimensions are powers of two in WebGL 1. WebGL 2 supports arbitrarily-sized textures for mipmapping.
- `isPowerOf2()`
- : Returns `true` if the specified value is a power of two; otherwise returns `false`.
### Putting it all together
When you take all of this code and add in the HTML and the other JavaScript code not included above, you get what you see when you [try out this example on Glitch](https://webxr-experiment.glitch.me/). Remember: as you wander around, if you get lost, just hit the <kbd>R</kbd> key to reset yourself to the beginning.
A tip: if you don't have an XR device, you may be able to get some of the 3D effect if you bring your face very close to the screen, with your nose centered along the border between the left and right eye images in the canvas. By carefully focusing through the screen at the image, and slowly moving forward and backward, you should eventually be able to bring the 3D image into focus. It can take practice, and your nose may literally be touching the screen, depending on how sharp your eyesight is.
There are plenty of things you can do using this example as a starting point. Try adding more objects to the world, or improve the movement controls to move more realistically. Add walls, ceiling, and floor to enclose you in a space instead of having an infinite-seeming universe to get lost in. Add collision testing or hit testing, or the ability to change the texture of each face of the cube.
There are few limitations on what can be done if you set yourself to it.
## See also
- [Learn WebGL](https://learnwebgl.brown37.net/#) (includes some great visualizations of the camera and how it relates to the virtual world)
- [WebGL Fundamentals](https://webglfundamentals.org)
- [Learn OpenGL](https://learnopengl.com/)
| 0 |
data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/rendering/index.md | ---
title: Rendering and the WebXR frame animation callback
slug: Web/API/WebXR_Device_API/Rendering
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
Once your WebXR environment has been set up and an {{domxref("XRSession")}} created to represent an ongoing XR environment session, you need to provide frames of the scene to the XR device for rendering. This article covers the process of driving the frames of the XR scene to the device in the rendering loop, using the {{domxref("XRSession")}} to obtain an {{domxref("XRFrame")}} object representing each frame, which is then used to prepare the framebuffer for delivery to the XR device.
Before you can render the virtual environment, you need to establish a WebXR session by creating an {{domxref("XRSession")}} using the [`navigator.xr.requestSession()`](/en-US/docs/Web/API/XRSystem/requestSession) method; you also need to associate the session with a framebuffer and perform other setup tasks. These setup tasks are described in the article [Starting up and shutting down a WebXR session](/en-US/docs/Web/API/WebXR_Device_API/Startup_and_shutdown).
## Preparing the renderer
Once the XR session has been set up, with the WebGL framebuffer connected and WebGL primed with the data it needs in order to render the scene, you can set up the renderer to start running. This begins with getting the reference space in which you want to draw, with its origin and orientation set at the viewer's starting position and viewing direction. Once that's in hand, you request that the browser call your rendering function the next time it needs a framebuffer to render your scene. This is done by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}.
Kicking off the renderer thus looks like this:
```js
let worldRefSpace;
async function runXR(xrSession) {
worldRefSpace = await xrSession.requestReferenceSpace("local");
if (worldRefSpace) {
viewerRefSpace = worldRefSpace.getOffsetReferenceSpace(
new XRRigidTransform(viewerStartPosition, viewerStartOrientation),
);
animationFrameRequestID = xrSession.requestAnimationFrame(myDrawFrame);
}
}
```
After getting a reference space for the immersive world, this creates an offset reference space representing the position and orientation of the viewer by creating an {{domxref("XRRigidTransform")}} representing that position and orientation, then calling the {{domxref("XRReferenceSpace")}} method {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}}.
Then the first animation frame is scheduled by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}, providing a callback function, `myDrawFrame()`, whose job is to render the frame.
Note that this code doesn't have a loop! Instead, the frame rendering code—in this case, a function named `myDrawFrame()`—is responsible for scheduling time to draw another frame by once again calling `requestAnimationFrame()`.
## Refresh rate and frame rate
Assuming you've called the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} since the last time the screen refreshed, the browser will call your frame rendering callback every time it's ready to repaint your app or site window. In this context, "repaint" means the process of ensuring that the screen's displayed content matches what the DOM and the elements within are trying to present at the moment.
### Hardware vertical refresh rate
When the browser is ready to refresh the {{HTMLElement("canvas")}} within which your WebXR content is displayed, it calls your frame rendering callback, which uses the specified timestamp and any other relevant data, such as models and textures, as well as application state, to render the scene—as it should appear at the specified time—into the WebGL backbuffer. When your callback returns, the browser transfers that backbuffer to the display or XR device, along with anything else that's changed since the last time the screen was refreshed.
Historically, displays have refreshed 60 times per second. This is due to early displays using the AC electrical grid's current flow waveform, which cycles 60 times per second in the United States (50 in Europe), for timing purposes. This figure goes by a number of different names, but they're all equivalent or nearly so:
- Refresh rate
- Vertical refresh rate
- Vertical blanking rate (VBL)
- Vertical sync rate
There are other similar terms used as well, but regardless of what it's called, the unit of measurement applied is the Hertz, or Hz. A display that refreshes 60 times per second has a 60 Hz refresh rate. That means that the maximum number of frames it can display in a second is 60. No matter how many frames per second you render beyond that, only 60 of them will make it to the screen in the course of a second.
But not all displays run at 60 Hz; nowadays, higher performance displays are beginning to use much higher refresh rates. 120 Hz—or 120 frame per second—displays are increasingly common, for example. The browser always tries to refresh at the same rate as the display, which means that on some computers, your callback will be run a maximum of 60 times per second, while on others it might be called 90 or 120 times per second or even more, depending on the frame rate.
### Time available to render each frame
This makes using the most of the time available between frames critical. If the user's device is using a 60 Hz display, your callback will be called up to 60 times per second, and your goal is to do what you can to ensure that it doesn't get called less often than that. You achieve this by doing as much as is practicable off the main thread and by keeping your frame rendering callback as efficient as possible. The division of time into 60 Hz blocks with each block being used at least in part to render the scene is shown in the diagram below.

This is important because as the computer becomes increasingly busy, it may not be able to accurately call your callback every frame and may have to skip frames. This is called **dropping frames**. This happens when the amount of time it takes to render a frame exceeds the time available between frames, whether because rendering was delayed or because rendering itself took more time than was available.

In the diagram above, frame 3 is dropped because frame 2 did not complete rendering until after frame 3 was due to be painted. The next frame drawn will be frame 4 instead. This is another reason the timestamp passed into your rendering callback is useful. By configuring the scene based on time rather than frame number, you can ensure your rendered frames match what's expected instead of falling behind.
When a frame is dropped, the contents of the affected display area don't change for that pass through the frame loop. For that reason, the occasional dropped frame isn't usually particularly noticeable, but if it starts to happen a lot—especially if several frames are dropped in a very short span of time—it can become jarring or even leave your display unusable.
Fortunately, you can easily compute how much time you're allowed to use between frames as `1/refreshRate` seconds. That is, by dividing 1 by the display's refresh rate. The resulting value is the amount of time available for each frame to be rendered in order to not drop the frame. For example, a 60 Hz display has 1/60th of a second to render a single frame, or 0.0166667 seconds. And if the device's refresh rate is 120 Hz, you only have 0.00883333 seconds to render each frame if you want to avoid dropping frames.
Even if the hardware is actually 120 Hz, though, you can get by with just refreshing 60 times per second anyway, and targeting that is usually a good baseline to follow. 60 FPS is already beyond the point at which most people can easily detect that the animation isn't a series of still images going by really fast. In other words, when in doubt, you can assume that the display is refreshing at 60 Hz. As long as your code is written properly, everything will be fine.
### Renderer performance concerns
Clearly, you have very little time to render your scene each frame. Not only that, but if your renderer itself runs longer than that amount of time, you can cause not just the frame to get dropped, but that time to be wasted entirely, blocking other code from getting to run at all for that frame.
Not only that, but if your rendering crosses the vertical refresh boundary, you can wind up with a **tearing** effect. Tearing occurs when the display hardware starts the next refresh cycle while the previous frame is still being drawn to the screen. As a result, you wind up with the visual effect of the top part of the screen showing the new frame, while the bottom part of the frame shows some combination of the previous frame and possibly even the frame before that one.
Your mission, then, is to keep your code tight and lightweight enough that you don't overrun the time available to you or otherwise cause dropped frames or excessively abuse the main thread.
For these reasons, unless your renderer is fairly small and lightweight, with little to do, you should consider offloading everything you can to a worker so you can be computing the next frame while the browser handles other things. By having your computations and data ready before the frame is actually called for, you can make your site or app render much more efficiently, improving main thread performance and generally making the user experience better.
Fortunately, there are some tricks you can use to further reduce your impact and optimize performance if your rendering needs are particularly heavy. See the [WebXR performance guide](/en-US/docs/Web/API/WebXR_Device_API/Performance) for recommendations and tips that will help you ensure your performance is as good as it can be.
## WebXR frames
Your frame rendering callback function receives as input two parameters: the time to which the frame corresponds, and an {{domxref("XRFrame")}} object describing the state of the scene as of that time.
### The optics of 3D
We have two eyes for a reason: by having two eyes, each inherently sees the world from a slightly different angle. Since they're a known, fixed distance apart, our brains can do basic geometry and trigonometry and figure out the 3D nature of reality from that information. We also make use of perspective, size differences, and even our understanding of how things usually look to figure out the details of that third dimension. These factors, among others, are the source of our [depth perception](https://en.wikipedia.org/wiki/Depth_perception).
To create the illusion of three dimensions when rendering graphics, we need to simulate as many of these factors as we can. The more of these we simulate—and the more accurately we do so—the better we are able to trick the human brain into perceiving our images in 3D. The advantage to XR is that not only can we use the classic monocular techniques to simulate 3D graphics (perspective, size, and simulated parallax), but we can also simulate binocular vision—that is, vision using two eyes—by rendering the scene twice for each frame of animation—once for each eye.
The typical human's [pupillary distance](https://en.wikipedia.org/wiki/Pupillary_distance)—the distance between the centers of the pupils—is between 54 and 74 millimeters (0.054 to 0.074 meters). So if the center of the viewer's head is located at `[0.0, 2.0, 0.0]` (about two meters above ground level at the center of the space horizontally), we first need to render the scene from, say, `[-0.032, 2.0, 0.0]` (32mm to the left of center) and then render it again at `[0.032, 2.0, 0.0]` (32mm right of center.) This way, we place the positions of the viewer's eyes at an average human pupillary distance of 64mm.
That distance (or whatever pupillary distance the XR system is configured to use) is enough to allow our minds to see just enough difference due to retinal disparity (the difference in what each retina sees) and the parallax effect to allow our brains to calculate the distance to and depth of objects, thus enabling us to perceive three dimensions despite our retinas only being 2D surfaces.
This is illustrated in the diagram below, in which we see how each eye perceives a die located directly in front of the viewer. While this diagram exaggerates the effect in some respects for illustrative purposes, the concept is the same. Each eye sees an area whose boundaries make up an arc in front of the eye. Because each eye is offset to one side or the other of the head's centerline, and each eye sees about the same field of view, the result is that each eye sees a slightly different part of the world in front of it, and from a slightly different angle.

The left eye sees the die from a little bit to the left of center, and the right eye sees it from a bit to the right of center. As a result, the left eye sees just a little bit more of the left side of the object and a little bit less of the right, and vice versa. These two images are focused onto the retinas and the resulting signal transmitted over the optic nerves to the brain's visual cortex, located at the back of the occipital lobe.
The brain takes those signals from the left and right eyes and constructs a single, unified, 3D image of the world in the viewer's brain, and that image is what is seen. And because of those differences between what is seen by the left eye versus the right eye, the brain is able to infer a great deal of information about how deep the object is, its size, and more. By combining that inferred depth information with other cues such as perspective, shadows, memories of what these relationships mean, and so forth, we can figure out a great deal about the world around us.
### Frames, poses, views, and framebuffers
Once you have an `XRFrame` representing the state of the scene at a moment in time, you need to determine the positions of objects within the scene relative to the viewer so that you can render them. The viewer's position and orientation relative to a reference space is represented by an {{domxref("XRViewerPose")}} obtained by calling the {{domxref("XRFrame")}} method {{domxref("XRFrame.getViewerPose", "getViewerPose()")}}.
The `XRFrame` doesn't directly keep track of the positions or orientations of the objects in your world. Instead, it offers a way to convert positions and orientations into the scene's coordinate system, and it collects the viewer's position and orientation data from the XR hardware, converts it into the reference space you've configured, and delivers it to your frame rendering code with a timestamp. You use that timestamp and your own data to determine how to render the scene.
After rendering the scene twice—once into the left half of the framebuffer and once into the right half of the framebuffer—the framebuffer is sent to the XR hardware, which displays each half of the framebuffer to the corresponding eye. This is often (but not always) done by drawing the image to a single screen and using lenses to transfer the correct half of that image to each eye.
You can learn more about how 3D is represented by WebXR in [Representing 3D with WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras#representing_3d_with_webxr).
## Drawing the scene
When the time comes to prepare the framebuffer so the browser can paint the next frame of your scene, the function you provided to `requestAnimationFrame()` is invoked. It receives as input the time at which the frame being drawn and an {{domxref("XRFrame")}} object providing details about the state of the scene for the frame you need to render.
Ideally, you want this code to be fast enough that it can maintain a 60 FPS frame rate, or as close to that as possible, remembering that there's more going on than just your code in this one function. You need to make sure that the main thread doesn't need to run for more time per frame than the duration of the frame itself.
### A basic renderer
In this version of the WebXR rendering callback, we use a very straightforward approach that works great for relatively simple projects. This pseudocode outlines that process:
```plain
for each view in the pose's views list:
get the WebXR GL layer's viewport
set the WebGL viewport to match
for each object in the scene
bindProgram()
bindVertices()
bindMatrices()
bindUniforms()
bindBuffers()
bindTextures()
drawMyObject()
```
Put, this form of renderer is using **view-first order**. Each of the two views making up the XR device's display are rendered back to back, where every object is drawn on one view before rendering the same set of objects on the other view. As a result, there's a good bit of replicated effort, since much of the data needed to draw an object winds up getting sent to the GPU twice per frame. However, it simplifies porting existing WebGL code and is frequently good enough to do the job, so we'll look at this method first.
See [Optimizing by rendering in object-first order](#optimizing_by_rendering_in_object-first_order) for an alternative approach that renders each object twice back-to-back, once for each eye, before moving on to the next object that makes up the scene for that frame; that is, rendering in **object-first order**.
#### Sample rendering callback
Let's take a look at some real code that follows this basic pattern. Since in the example above we gave this function the name `myDrawFrame()`, we'll continue to use that here.
```js
let lastFrameTime = 0;
function myDrawFrame(currentFrameTime, frame) {
const session = frame.session;
let viewerPose;
// Schedule the next frame to be painted when the time comes.
animationFrameRequestID = session.requestAnimationFrame(myDrawFrame);
// Get an XRViewerPose representing the position and
// orientation of the viewer. If successful, render the
// frame.
viewerPose = frame.getViewerPose(viewerRefSpace);
if (viewerPose) {
const glLayer = session.renderState.baseLayer;
gl.bindFrameBuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
// Start by erasing the color and depth framebuffers.
gl.clearColor(0, 0, 0, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Compute the time elapsed since the last frame was rendered.
// Use this value to ensure your animation runs at the exact
// rate you intend.
const deltaTime = currentFrameTime - lastFrameTime;
lastFrameTime = currentFrameTime;
// Now call the scene rendering code once for each of
// the session's views.
for (const view of viewerPose.views) {
const viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
myDrawSceneIntoView(view, deltaTime);
}
}
}
```
The `myDrawFrame()` function grabs the {{domxref("XRSession")}} from the {{domxref("XRFrame")}} object specified by the `frame` parameter, then calls the session's {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} method to immediately schedule the rendering of the next frame. This ensures we get into the queue right away, allowing the rest of the time spent in this iteration of the `myDrawFrame()` function to count toward the timing of drawing the next frame.
We then get the {{domxref("XRViewerPose")}} object that describes the viewer's pose—their position and orientation—using the frame's {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} method, passing in the viewer's reference space from the `viewerRefSpace` previously obtained [while setting up the WebXR session](#preparing_the_renderer).
With the viewer's pose in hand, we can then begin to render the frame. The first step is to obtain access to the framebuffer into which the WebXR device wants the frame drawn; this is done by getting the target WebGL layer from the session's {{domxref("XRSession.renderState", "renderState")}} object's {{domxref("XRRenderState.baseLayer", "baseLayer")}} property, then getting the {{domxref("XRWebGLLayer.framebuffer", "framebuffer")}} from that {{domxref("XRWebGLLayer")}} object. We then call [`gl.bindFrameBuffer()`](/en-US/docs/Web/API/WebGLRenderingContext/bindFramebuffer) to bind that framebuffer as the target for all upcoming drawing commands.
The next step is to erase the framebuffer. While you can in theory skip this step—_if and only if your rendering code is guaranteed to write every single pixel in the framebuffer_—it's generally safest to just go ahead and clear it before you begin to draw, unless you need to eke out every ounce of performance you can and know you're touching all the pixels anyway. The background color is set to fully opaque black using [`gl.clearColor()`](/en-US/docs/Web/API/WebGLRenderingContext/clearColor); the clear depth is set to 1.0 by calling [`gl.cleardepth()`](/en-US/docs/Web/API/WebGLRenderingContext/clearDepth), in order to clear all pixels regardless of how far away the object they're part of is; and finally, the frame's pixel and depth buffers are both erased by calling [`gl.clear()`](/en-US/docs/Web/API/WebGLRenderingContext/clear), passing in a bit mask in which both `COLOR_BUFFER_BIT` and `DEPTH_BUFFER_BIT` are set.
Since WebXR uses a single framebuffer for every view, with viewports upon the view being used to separate each eye's viewpoint within the framebuffer, we only need to clear a single framebuffer rather than cleaning it for each eye (or other viewpoints, if any) individually.
Next, the time elapsed since the previous frame was rendered is calculated by subtracting from the current time as specified by the `currentFrameTime` parameter the saved time at which the last frame was rendered, `lastFrameTime`. The result is a {{domxref("DOMHighResTimeStamp")}} value indicating the number of milliseconds that have elapsed since the last frame was rendered. We can use this value while drawing the scene to ensure we move everything the appropriate distance given the true elapsed time, rather than assuming that the callback will be fired at a consistent frame rate. This elapsed time is saved in the variable `deltaTime`, and the value of `lastFrameTime` is replaced with this frame's time, ready to compute the differential for the next frame.
It's now time to actually render the scene for each eye. We iterate over the views within the viewer poses's {{domxref("XRViewerPose.views", "views")}} array. For each of these {{domxref("XRView")}} objects representing an eye's perspective on the scene, we need to begin by limiting drawing to the area of the framebuffer which represents the current eye's visible image.
We begin by preparing WebGL to render the eye's contents by getting the viewport that restricts drawing to the area within the framebuffer that's reserved for the current eye's image by calling the {{domxref("XRWebGLLayer")}} method {{domxref("XRWebGLLayer.getViewport", "getViewport()")}}. We then set the WebGL viewport to match, passing in the X and Y origin of the viewport along with its width and height into [`gl.viewport()`](/en-US/docs/Web/API/WebGLRenderingContext/viewport).
Finally, we call our method `myDrawSceneIntoView()` to actually use WebGL to render the scene. Into this, we pass the {{domxref("XRView")}} representing the eye we're drawing for (in order to perform perspective mapping and the like) and `deltaTime`, so the scene drawing code can accurately represent the elapsed time when determining the positions of objects moving over time.
When the loop that's iterating over the views ends, every image required to represent the scene to the viewer has been rendered, and upon return, the framebuffer makes its way through the GPU and eventually to the XR device's display or displays. Since we called {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} at the top of the function, our callback will be invoked once again when it's time to render the next frame of the scene's animation.
#### Drawbacks to this approach
Since it's important to minimize how much time you spend in this function as much as possible, the more time you spend handling state changes, the less time you have to actually draw things. This technique works very well for a small number of objects, but because it has to re-bind all the data for each object twice (once for the left eye, and once for the right), you're spending a lot of time adjusting the state, uploading buffers and textures, and so forth. In the next section, we look at an altered approach that reduces these state changes substantially, providing a potentially much faster rendering approach, especially as your object count goes up.
### Optimizing by rendering in object-first order
An advantage of WebXR's approach of using a single WebGL framebuffer to contain both the left and right eye's views in a single framebuffer makes it possible to substantially improve rendering performance by rearranging the order in which things are done. Instead of setting up the viewport for a given view (such as the left eye), then rendering every object visible to the left eye, one by one, reconfiguring buffers for each object as you go, you can instead render each object twice in a row, once for each eye, thereby only needing to set up the buffers, uniforms, and so forth once for both eyes.
The resulting pseudocode looks like this:
```plain
for each object in the scene
bindProgram()
bindUniforms()
bindBuffers()
bindTextures()
for each view in the pose's views list
get the XRWebGLLayer's viewport
set the WebGL viewport to match
bindVertices()
bindMatrices()
drawMyObject()
```
By changing things up in this way, we only bind programs, uniforms, buffers, textures, and potentially other things once per frame instead of twice for each object found in the scene. This reduces overhead by a potentially very large margin.
### Limiting the frame rate
If you need to intentionally cap your frame rate in order to establish a baseline frame rate to try to maintain while allowing more time for other code to run, you can do so by skipping frames intentionally, on a timed basis.
For example, to reduce the frame rate by 50%, just skip every other frame:
```js
let tick = 0;
function drawFrame(time, frame) {
animationFrameRequestID = frame.session.requestAnimationFrame(drawFrame);
if (!(tick % 2)) {
/* Draw the scene */
}
tick++;
}
```
This version of the rendering callback maintains a `tick` counter. The frame is only rendered if `tick` is an even number value. This way, only every other frame gets rendered.
You can similarly render every fourth frame using `!(tick % 4)`, and so forth.
### Matching your animation to the elapsed time
The rendering callback receives a `time` parameter for a good reason. This {{domxref("DOMHighResTimeStamp")}} value is a floating-point value indicating the time at which the frame was scheduled for rendering. Because the execution of your callback is not going to happen at precise 1/60th of a second intervals—and, indeed, could happen at other rates if the user's display has a different frame rate—you can't rely on the simple fact that your code is running to assume that it's been 1/60th of a second since the last frame.
For that reason, you need to use the timestamp provided to ensure your animation renders at precisely the desired speed. To do so, the first thing you need to do is to compute the time that has elapsed since the last frame was rendered:
```js
let lastFrameTime = 0;
function drawFrame(time, frame) {
// schedule next frame, prepare the buffer, etc.
const deltaTime = (time - lastFrameTime) * 0.001;
lastFrameTime = time;
for (const view of pose.views) {
/* render each view */
}
}
```
This maintains a global (or an object property) called `lastFrameTime` which contains the previous frame's time of rendering. In this case, since the time values are stored in milliseconds, we multiply by 0.001 to convert the time into seconds. In some cases, this saves time later. In other situations, you need the time in milliseconds, so you wouldn't need to change anything.
With the elapsed time in hand, your rendering code has the means to compute just how much every moving object has moved in the time elapsed. For instance, if an object is rotating, you might apply the rotation like this:
```js
const xDeltaRotation =
xRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
const yDeltaRotation =
yRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
const zDeltaRotation =
zRotationDegreesPerSecond * RADIANS_PER_DEGREE * deltaTime;
```
This computes the amount by which the object has rotated around each of the three axes since the last time the frame was drawn. Without this, the shape would rotate by the given amount every frame, regardless of the elapsed time. This could cause substantial stutter in many cases.
The same concept applied for objects that are moving rather than rotating:
```js
const xDistanceMoved = xSpeedPerSecond * deltaTime;
const yDistanceMoved = ySpeedPerSecond * deltaTime;
const ZDistanceMoved = zSpeedPerSecond * deltaTime;
```
`xSpeedPerSecond`, `ySpeedPerSecond`, and `zSpeedPerSecond` each contain that axis's component of the object's velocity. In other words, `[xDistanceMoved, yDistanceMoved, zDistanceMoved]` is a vector representing the velocity of the object.
## Additional tasks related to animating the scene
There are, of course, other things that probably need to happen each pass through the renderer. Two of the most common are [handling of user inputs](/en-US/docs/Web/API/WebXR_Device_API/Inputs) and performing updates to the positions of objects (or the viewer) based on known factors, such as those user control states or known animation paths of the objects in the scene.
### Handling user control inputs
There are three methods by which users might provide input while using a WebXR application. First, WebXR supports directly handling inputs from the controllers which are integrated with the XR hardware itself. These input sources may include devices such as hand controllers, optical tracking systems, accelerometers and magnetometers, and other devices of that nature.
The second type of input is a gamepad that's connected through the XR system. This uses interfaces inherited from the [Gamepad API](/en-US/docs/Web/API/Gamepad_API) but you interact with them through WebXR.
The third and final type of input is the traditional non-XR input device such as keyboards, mice, trackpads, touch screens, and non-XR gamepads and joysticks.
Orientation and position information that can be collected from the XR hardware directly is applied automatically. Thus it's the other kinds of input that you need to handle yourself:
- Pointing device target and button presses
- Gamepad inputs
- Non-XR input device inputs
To learn more about how to handle user inputs while presenting a scene using WebXR, see the article [Inputs and input sources](/en-US/docs/Web/API/WebXR_Device_API/Inputs).
### Updating object positions
Most (though not all) scenes include some form of animation, in which things move and react to one another in appropriate ways.
For example, a virtual reality or augmented reality game might have enemy non-player characters being controlled by the computer and moving around the scene. Not only are their locations in the world changing over time, but each NPC likely has body parts or components that are moving in relation to one another. Arms and legs swing as a creature walks, heads bob and turn, hair bounces and sways, torsos expand and contract as the character breathes.
In addition, there may be objects and structures in motion. In a sports game, there may be a ball arcing through the air, its movement needing to be simulated. In racing games there may be cars or other vehicles, with moving parts to animate including the wheels. If there's water in the scene, it needs ripples or waves to look realistic. Parts of structures may be moving, such as doors, walls and floors (for some types of games), and so forth.
Another common source of motion is the player themselves. After interpreting inputs from the controls (both XR-affiliated and otherwise), you need to apply those changes to the scene in order to simulate the user's movement. See the article [Movement, orientation, and motion](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion) for details and a thorough example of how this works.
## Next steps
Once you've got your renderer written—or at least got something that works, even if it's not finished—you can begin to deal with the camera and its movement through the scene. This is covered in our article about [viewpoints and viewers](/en-US/docs/Web/API/WebXR_Device_API/Cameras) in WebXR.
## See also
- [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
- [WebXR performance guide](/en-US/docs/Web/API/WebXR_Device_API/Performance)
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<tspan font-family="Verdana" font-size="16" font-weight="400" x="0" y="16">50.0 ms</tspan>
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<tspan font-family="Verdana" font-size="16" font-weight="400" x="0" y="16">66.667 ms</tspan>
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<tspan font-family="Verdana" font-size="16" font-weight="400" x="0" y="16">Frame 1</tspan>
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<tspan font-family="Verdana" font-size="16" font-weight="400" x="0" y="16">Frame 2</tspan>
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<tspan font-family="Verdana" font-size="16" font-weight="400" fill="#000" x="8.297" y="35">Frame 3</tspan>
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<tspan font-family="Verdana" font-size="16" font-weight="400" x="0" y="16">Frame 4</tspan>
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" 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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/lifecycle/index.md | ---
title: WebXR application life cycle
slug: Web/API/WebXR_Device_API/Lifecycle
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
In this guide, we'll get a birds-eye view of what's involved in creating and driving a WebXR application, without diving down to the code level in detail. This serves as preparation for the next few articles in these WebXR guides, which cover [starting up and shutting down](/en-US/docs/Web/API/WebXR_Device_API/Startup_and_shutdown) a WebXR session, [geometry](/en-US/docs/Web/API/WebXR_Device_API/Geometry), [simulating cameras](/en-US/docs/Web/API/WebXR_Device_API/Cameras), [spatial tracking](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking), and more.
## Life cycle outline
Most applications using WebXR will follow a similar overall design pattern:
1. Check to see if the user's device and browser are both capable of presenting the XR experience you want to provide.
1. Make sure the WebXR API is available; if {{domxref("navigator.xr")}} is undefined, you can assume the user's browser and/or device doesn't support WebXR. If it's not supported, disable any user interface used to activate XR features and abort any attempts to enter XR mode.
2. Call {{DOMxRef("XRSystem/isSessionSupported","navigator.xr.isSessionSupported()")}}, specifying the WebXR experience mode you want to provide: `inline`, `immersive-vr`, or `immersive-ar`, in order to determine whether or not the type of session you wish to provide is available.
3. If the session type you want to use is available, provide the appropriate interface to the user to allow them to activate it.
2. When the user requests the activation of WebXR functionality by engaging with the user interface enabled above, request an {{DOMxRef("XRSession")}} using the desired mode. This is done by calling {{DOMxRef("XRSystem/requestSession","navigator.xr.requestSession()")}}, again specifying the string indicating the mode you want to enable: `inline`, `immersive-vr`, or `immersive-ar`.
3. If the promise returned by `requestSession()` resolves, use the new {{domxref("XRSession")}} to manage the WebXR session for the duration of the WebXR experience. This will involve managing inputs, animations, and rendering.
1. Call the {{domxref("XRSession")}} method {{DOMxRef("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} to schedule the first frame render for the XR device.
2. If your scene is complex, you should consider creating a {{domxref("Worker")}}—or using one that you've previously created for this purpose—to perform the computations needed for each frame to be rendered. This will reduce the chance that the rendering process will noticeably stall the app.
3. Each `requestAnimationFrame()` callback should use the information provided about the objects located in the 3D world to render the frame using WebGL.
4. Each time the callback is invoked, it should call {{DOMxRef("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} again in order to let the browser know that the callback needs to be run again when it's time to render the next frame.
4. When the time comes (such as when the user exits your app or navigates away from your site), end the XR session; otherwise, continue the loop until the user chooses to exit XR mode.
1. To end the XR session yourself, call {{DOMxRef("XRSession.end", "XRSession.end()")}}.
2. Include a handler for the {{domxref("XRSession")}} event {{domxref("XRSession.end_event", "end")}} event to be informed when the session is ending, regardless of whether your code, the user, or the browser initiated the termination of the session.
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/permissions_and_security/index.md | ---
title: WebXR permissions and security
slug: Web/API/WebXR_Device_API/Permissions_and_security
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
The [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API) has several areas of security to contend with, from establishing [Permissions Policy](/en-US/docs/Web/HTTP/Permissions_Policy) to ensuring the user intends to use the mixed reality presentation before activating it. Among other things, you need to confirm access to device features such as the microphone and/or camera, get permission to use immersive VR mode (if applicable), and so forth. The variety of hardware and software involved in XR brings multiple APIs and technologies into play. In this guide, we'll cover how to ensure your app has the permissions it needs to provide a secure and private XR experience.
The WebXR Device API is subject to a number of permission and security controls. While not onerous, they are worth being aware of. These mostly revolve around the fully-immersive `immersive-vr` session mode, but there are things to be aware of when setting up an AR session, as well.
## Immersive presentation of VR
First, any requests to activate the `immersive-vr` mode are rejected if the domain issuing the request does not have permission to enable an immersive session. This permission comes from the `xr-spatial-tracking` [Permissions Policy](/en-US/docs/Web/HTTP/Permissions_Policy).
Once that check is passed, the request to enter `immersive-vr` mode is allowed if all of the following are true:
- The `requestSession()` call was issued by code executing within the handler for a user event, or the from the startup code for a user-launched [web application](/en-US/docs/Web/Progressive_web_apps).
- The document is considered trustworthy, in that it is responsible and is both currently active and has focus.
- The user's intent to enter immersive VR mode is well understood; see [User intent](#user_intent) below for details.
If all of that is true, the promise returned by `requestSession()` is resolved, and the new {{domxref("XRSession")}} object is passed into the fulfillment handler. Otherwise, an appropriate exception is thrown, such as `SecurityError` if the document doesn't have permission to enter immersive mode.
## Inline presentation
When you request an {{domxref("XRSession")}} with the mode set to `inline`, and any features are required or requested, the browser will only allow the session to be created if the call to {{domxref("XRSystem/requestSession", "requestSession()")}} was made by code which is executing expressly due to **user intent**.
Specifically:
- If the `requestSession()` call isn't coming from within the handler executed in response to a user event, and is not being issued while launching a web application, the request is denied and `false` is delivered to the promise's fulfillment handler.
- If the document making the request isn't the one which is responsible for the script, the request is denied.
- If the document making the request isn't trustworthy, the request is denied and `false` is returned through the promise's fulfillment routine. A trustworthy document is one which is both responsible and active, and which currently has focus.
- If the user's intent to open an inline XR presentation is not well understood, the request is denied. Understanding of the [user's intent](#user_intent) may be either implicit or explicit.
> **Note:** Additional requirements may be put into effect due to the specific features requested by the options object when calling `requestSession()`.
## User intent
**User intent** is the concept of whether or not an action being performed by code is being performed because of something the user intends to do or not. There are two kinds of user intent: **implicit** and **explicit**.
**Explicit user intent** (explicit user consent) is granted when the user has specifically and expressly been asked for permission to perform an action.
**Implicit user intent** (implicit user consent) is assumed if either of the following scenarios is the case:
- The user has interacted with the document in some way which has in turn caused your request to occur. For example, if you have an "Enter XR mode" button, and the user clicks it, calling `requestSession()` from the button's {{domxref("Element.click_event", "click")}} event handler will permitted.
- If your code is executing during the launch of a web application, the runtime may consider the act of launching your web application to qualify as user intent.
| 0 |
data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/fundamentals/index.md | ---
title: Fundamentals of WebXR
slug: Web/API/WebXR_Device_API/Fundamentals
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
WebXR, with the [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API) at its core, provides the functionality needed to bring both augmented and virtual reality (AR and VR) to the web. Together, these technologies are referred to as **mixed reality (MR)** or **cross reality (XR)**. Mixed reality is a large and complex subject, with much to learn and many other APIs to bring together to create an engaging experience for users.
This guide provides an overview of what WebXR is and how it works, as well as the preliminary foundation needed to start developing augmented and virtual reality experiences for the web.
## What WebXR is and isn't
WebXR is an API for web content and apps to use to interface with mixed reality hardware such as VR headsets and glasses with integrated augmented reality features. This includes both managing the process of rendering the views needed to simulate the 3D experience and the ability to sense the movement of the headset (or other motion-sensing gear) and provide the needed data to update the imagery shown to the user.
WebXR additionally provides support for accepting inputs from control devices such as handheld VR controllers or specialized mixed reality gamepads.
_WebXR is not a rendering technology and does not provide features for managing 3D data or rendering it to the display._ This is an important fact to keep in mind. While WebXR manages the timing, scheduling, and the various points of view relevant when drawing the scene, it does _not_ know how to load and manage models, nor how to render and texture them, and so forth. That part is entirely up to you. Fortunately, WebGL and the various WebGL-based frameworks and libraries are available to make it much easier to deal with all of that.
### How is WebXR different from WebVR?
WebVR was considered an experimental API designed to help specification writers determine the best approaches for creating a virtual reality API on the Web. Browser implementors added WebVR support to browsers, allowing web developers to experiment. But soon it became clear that to finish an API for virtual reality on the web, it would make more sense to start a new specification than to try to "fix" WebVR.
That led to the birth of WebXR. The fundamental difference is that WebXR supports not only virtual reality, but also augmented reality, which blends virtual objects with the user's ambient environment.
Another key difference is that WebXR has integrated support for the advanced [input controllers](/en-US/docs/Web/API/WebXR_Device_API/Inputs) that are used with most mixed reality headsets, while WebVR relied on the [Gamepad API](/en-US/docs/Web/API/Gamepad_API) to support the controllers. In WebXR, the primary select and squeeze actions are directly supported using events, while other controls are available through a special WebXR-specific implementation of the {{domxref("Gamepad")}} object.
## Basic concepts
Before getting into too much detail, let's consider some basic concepts that you need to know before you learn how to develop XR code.
### Field of view
The term **field of view** (**FOV**) is one which applies to any visual technology, from old film cameras to modern digital video cameras, including the cameras in computers and mobile devices.

#### What is field of view?
The field of view is the extent to which you are able to see the environment. The width of the field of view, specified in either degrees or radians, is measured as the angle defining the arc from the far left edge of your field of view to the far right edge.
A human eye is able to take in a FOV of around 135°. Assuming a person has two healthy eyes, the total field of view ends up being about 200° to 220° wide. Why is the FOV wider with two eyes, but not double the single-eye FOV? It's because the two eyes' FOVs overlap a lot. That overlap gives us depth perception, which is around 115° wide. Outside the overlap area, our vision falls back to monocular.
The drawing shown here demonstrates the concept of FOV: blue wedge for the left eye, red wedge for the right eye. The light brown overlapping area is where the viewer has binocular vision and can perceive depth. If you look carefully, you'll see that each eye sees the die slightly differently, and the combined view blends the two into a 3D shape.
Generally, applications only define and manage the horizontal FOV. For more details, see [The optics of 3D](/en-US/docs/Web/API/WebXR_Device_API/Rendering#the_optics_of_3d).
#### Field of view and mixed reality devices
To achieve a wide enough field of view that the user's eyes are tricked into believing that the virtual world completely surrounds them, the FOV needs to at least approach the width of the binocular vision area. Basic headsets typically start around 90° or so, while the best headsets generally have a field of view of around 150°. Because the FOV is a matter of the size of the lenses and how close they are to the user's eyes, there are limitations on how wide the FOV can get without installing lenses into the user's eyeballs.
A wide FOV can substantially improve the user's sense of immersion. However, increasing the FOV can also increase the weight and cost of the headset.
### Degrees of freedom
The term **degrees of freedom** is an indication of how much freedom of movement the user has within the virtual world. This is directly related to how many types of movement the WebXR hardware configuration is capable of recognizing and reproducing into the virtual scene.
**Figure: Diagram showing the movements possible with 3 degree of freedom hardware: yaw, roll, and pitch.**

#### Freedom of rotational movement
The first three degrees of freedom are **rotational**. The rotational degrees of freedom are:
- Pitch: looking up and down
- Yaw: looking left and right
- Roll: tilting left and right
In all of these cases, the viewer remains in the same location in space while pivoting on one or more of the three axes to alter the direction in which they're looking. A system with two degrees of freedom can sense when the user looks left and right or up and down, but can't report any other kind of movement.
A typical baseline headset offers three degrees of freedom, recognizing rotation around all three axes. This is often referred to by the shorthand **3DoF**.
#### Freedom of translational movement
The other three degrees of freedom are translational, providing the ability to sense movement through space: forward and backward, left and right, up and down. Support for all six degrees of freedom is referred to as **6DoF**.

Some more advanced headsets provide at least minimal support for translational movement detection, but to capture more substantial movement through the space, external sensors are usually required, such as cameras (either using visible light or infrared).
### WebXR session modes
WebXR offers support for both augmented reality (AR) and virtual reality (VR) sessions, using the same API. Which type of session you want to create is specified when creating the session. This is done by specifying the appropriate session mode string for the kind of session you want to create.
#### Virtual reality
In a VR environment, the entire image is digitally created by your app or site, from foreground objects all the way to the background or skybox. Your frame drawing code will have to redraw every pixel of each view during each frame in order to avoid the potential of artifacts being left behind. Some platforms may provide previously-cleared frames to you, while others may optimize performance by not erasing the framebuffers in order to avoid having to touch each pixel twice per frame.
There are two VR session modes available in WebXR: **inline** and **immersive**. The former, specified by the session mode string `inline`, presents the rendered scene within the context of a document in a web browser, and doesn't require special XR hardware to view. The immersive session mode is indicated using the session mode `immersive-vr`. This session mode requires an XR device such as a headset, and replaces the entire world with the rendered scene using the displays shown to each of the user's eyes.
#### Augmented reality
In augmented reality (AR), the user sees the imagery you render presented on top of the physical, real-world environment around them. Because AR is always an immersive experience, in which the scene is the entire world around the user (rather than being enclosed in a box on a screen), the only AR session mode is `immersive-ar`.
There are two basic types of AR device:
- Devices which use cameras to capture the world in front of the user, render the WebXR content atop that image, then display the image on a screen. These devices include phones, which show the resulting scene on the device's screen in a 2D presentation, as well as goggles that use a pair of cameras, one for each eye, to capture the scene in stereo in order to retain the world's depth, with the WebXR scene then rendered for each eye with that eye's captured background in place.
- Devices which use transparent glasses to allow the user to see the world, while overlaying the rendered image atop the scene. The user is, thus, directly viewing the real world instead of a series of digital photos of it.
Both types of device should be capable of also presenting VR sessions. WebXR doesn't generally care which type of device you're using, and the rendering process is almost exactly the same as for VR, except you don't erase the background or skybox before rendering each frame.
## Types of WebXR hardware
The simplest XR presentation involves rendering the scene directly to the user's screen, either in the context of a web document, or in full screen mode. This is most common when the user either doesn't have a dedicated XR device, or when the user is viewing the AR or VR app on a phone or other handheld device.
Simpler and lower-priced XR devices typically use an integrated computer or connect to a smartphone, essentially using the mobile CPU and GPU to run apps, render images, and display them to the user. Higher-powered solutions typically offload application execution and graphics processing to an external device such as a desktop computer, and are either tethered to the computer using a cable or use a wireless network to receive the imagery to display to the user.
### Headsets
Most immersive VR experiences take place using goggles or a headset of some kind. A VR headset is worn on the head, with a strap that goes behind the head to fasten it in place, and one or two displays whose screens are focused into the eyes using lenses. By presenting a slightly different image to each eye, the illusion of depth is created, giving the user a simulated 3D experience.

The vast majority of headsets use a single display whose frame is divided in half, with one half focused onto each of the user's eyes. For example, if a headset uses a 2560x1440 screen, with the left half being used for the left eye's view and the right half for the right eye's view, the framebuffer is used like this:

The simplest headsets have no integrated sensors, and focus each half of the screen into the corresponding eye. A common example of this is [Google Cardboard](https://arvr.google.com/cardboard/), a type of headset first created by Google which can be cheaply created using cardboard or other inexpensive materials. These devices often work by snapping your phone into the headset so that its screen and onboard graphics processor can be used to render and display the XR scene.
More advanced headsets have integrated displays and are strapped to the head using an elastic or strap or a strap with Velcro closure. These headsets may include integrated speakers and microphone, and/or connectors to attach external ones. Additionally, these headsets may have various sensors for detecting when the headset moves through space. The types and number of sensors included will determine how many [degrees of freedom](#degrees_of_freedom) the user has.
### Goggles and glasses
XR goggles are similar to headsets in that they involve the placing of graphics display surfaces in front of the eyes in order to render the views of a scene needed to simulate the depth of the simulated scene.
The difference is that the goggles pass through the real world, overlaying the rendered image on top of the user's physical environment. This is done without digitally reproducing the world, as would be necessary with a full headset. Instead, the display surface is transparent, and if not displaying anything is essentially identical to wearing regular eyeglasses. When objects are drawn, they are drawn onto the goggles' lenses, either partially or completely blocking the physical environment from being seen through the obscured portion of the lens.
### CAVEs
A **Cave Automated Virtual Environment** (**CAVE**) is an immersive VR environment in which the scene is projected or otherwise displayed on the walls (as well as possibly the ceiling and/or floor), thus completely surrounding the user with the simulation and allowing them to be immersed in the scene. The user wears 3D glasses that both add the 3D effect to the projected image, but provide a means for the system to render foreground objects into the world.
The user's activity may be monitored using motion sensors that are worn or held by the user, or, increasingly commonly, using infrared cameras that detect the user's movements. Speakers placed around the chamber provide immersive sound as well.
These are not common among everyday users; they're mostly either experimental, used for demonstration purposes, or used by larger organizations. One drawback is that the CAVE can't simulate anything closer than the wall.
## Important health and safety reminders
Because the entire act of creating a virtual 3D world is, in essence, a trick which takes advantage of our understanding of how eyes collect light and how the brain interprets the collected data, it is important to keep in mind that as such, software designers and developers have a responsibility to be even more careful than usual to ensure that the results are correct.
### Virtual reality sickness
**[Virtual reality sickness](https://en.wikipedia.org/wiki/Virtual_reality_sickness)** is a condition in which a person experiencing virtual reality feels discomfort, disorientation, or even serious nausea during and sometimes for a short time after the experience.
There are a number of theories surrounding exactly what about virtual reality causes some people to feel uncomfortable or sick, most of which focusing on the idea that even subtle differences between what the brain thinks should be happening and what is being seen can cause these symptoms.
Defects, misalignments, or distortion can confuse the eyes and the brain, resulting in anything from aching eyes or headache to in some cases vertigo, dizziness, or potentially severe nausea. It's also important to be alert for anything you may display that may have the potential to trigger seizures, given the all-encompassing nature of a headset; the user may not be able to quickly look away from the imagery you're presenting if it's causing distress.
### Physical risks
Another potential issue with immersive virtual reality is the user colliding with physical obstacles if they're moving around their room while wearing a headset. Unless they're in a safe environment, it's important to provide cues to restrict their movement, such as by simulating a space that is known to be safe within their physical environment.
If the user's headset is tethered to a device, it's a good idea to try to ensure that the user isn't prompted or tempted to move in such a way that they pull or yank on the headset cord, which could not only cause injury, but could cause significant damage to the user's headset or device (whether it's a phone or a computer).
If you have any content that may be of risk to any users, you should provide a warning message. Likewise, it's worth reminding users to remain seated if possible, and to be cautious about moving around while wearing a headset if the experience is fully-immersive virtual reality. It's always better to be safe than sorry!
## The role of frameworks
Because 3D graphics—and mixed reality in particular—involve a lot of often intricate math, data management, and other complex tasks, it's unlikely that you'll directly use WebGL to render your scene in most cases. Instead, you'll probably do most of your work making use of one of the frameworks or libraries that are built atop WebGL to make it more convenient to use.
A particular benefit to using a framework rather than directly using the WebGL API is that libraries tend to implement virtual camera functionality. OpenGL (and thus WebGL by extension) does not directly offer a camera view, using a library that simulates one on your behalf can make your job much, much easier, especially when building code that allows free movement through your virtual world.
Since [WebGL](/en-US/docs/Web/API/WebGL_API) is used for rendering the 3D world into the WebXR session, you should first be familiar with WebGL's general usage, and with the basics of 3D graphics in general.
### General-purpose 3D frameworks
These frameworks are good for general-purpose programming as well as for game development when you want to do the logic yourself. They're designed for creating and animating 3D scenes regardless of context.
- [A-Frame](https://aframe.io/) (specifically designed for creating WebXR-based apps)
- [Babylon.js](https://www.babylonjs.com/)
- [Three.js](https://threejs.org/)
### Game toolkits
The game toolkits are designed for game developers and often include gaming-specific features such as physics models, input control systems, asset management, 3D sound playback, and the like.
- [PlayCanvas](https://playcanvas.com/)
## Next steps
With these basic facts in hand, you're ready to take those next steps into the world of mixed reality. The following articles can help.
- [WebXR application life cycle](/en-US/docs/Web/API/WebXR_Device_API/Lifecycle)
- [Starting up and shutting down a WebXR session](/en-US/docs/Web/API/WebXR_Device_API/Startup_and_shutdown)
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/lighting/index.md | ---
title: Lighting a WebXR setting
slug: Web/API/WebXR_Device_API/Lighting
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
Because the [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API) relies on other technologies—namely, [WebGL](/en-US/docs/Web/API/WebGL_API) and frameworks based upon it—to perform all rendering, texturing, and lighting of a scene, the same general lighting concepts apply to WebXR settings or scenes as to any other WebGL-generated display.
However, there are issues and details to keep in mind while creating your lighting code, especially for augmented reality (AR) applications. This guide discusses these topics. And while this article provides brief reminders as to how lighting works in general, it is not by any means a tutorial in lighting or a guide to how to create a properly-lit 3D scene.
## Flashback: Simulating lighting in 3D
Although this article isn't a comprehensive guide to lighting a 3D scene, it's useful to provide a brief reminder as to how lighting works in general. Fundamentally, simulating lighting in a virtual scene involves computing how much light from each light source is received by the eye after interacting with and reflecting off of each object in the scene.
### Reflection of light
**Figure: A diagram showing how the angle of reflection corresponds to the angle of incidence.**

Every object we see, we see because the object either emits or reflects light (or both). The incoming light ray—the **incident ray**—arrives at an angle known as the **angle of incidence**. The angle of incidence, Θᵢ, is the angle between the incident ray and the surface's [normal vector](https://en.wikipedia.org/wiki/Normal_vector).
For rough surfaces, light is reflected equally in every direction. However, glossy, mirror-like surfaces reflect most of the light in a direction whose **angle of reflection**, Θᵣ, is equal to the angle of incidence, except it's on the opposite side of the normal vector. The **reflected ray**, then, departs along at that angle off the normal. This is the **[law of reflection](https://en.wikipedia.org/wiki/Law_of_reflection)**. This is the foundation for much of what's involved in shading a scene, and comes into play in terms of how different types of light source behave.
The reflected light ray's color may, of course, be altered in intensity and/or hue due to the light's interaction with the surface, but the angle is always the same.
### Components of a light source
A light source has three major components; each component is in essence a type of light
There are three kinds of light that can affect the color and brightness of objects and their pixels as displayed on the viewer's screen or headset.
#### Ambient light
**Ambient light** is light that doesn't come from a defined source, but is just present throughout the scene. This light reaches every surface in the scene at the same intensity from every direction, and is then reflected equally in every direction. As a result, the effect applied by ambient light is universally equal all through the scene.
**Figure: A sphere with only ambient lighting. Note the total lack of any shading to indicate the depth of the sphere.**

The effect of ambient light is computed by multiplying the intensity of the light source by the reflectance of the surface at the pixel's location. The color and intensity of every pixel in the scene is affected exactly the same way, regardless of where it is in the scene or the direction it's facing. Ambient light is commonly present to prevent shadowed areas from becoming too dark, although it affects the entire scene; however, the amount of ambient light in a scene should be very low.
Because the bouncing and scattering of light can be expensive to compute in real time, especially if multiple light sources are involved, it's common to use ambient lighting to simulate the scattered light caused by all the other light sources in the scene, instead of actually calculating the true effect of light scattering. Care needs to be taken to try to match the ambient light to what would really be the effect of the scene's lighting when doing this, however.
Ambient light can also be used to apply a color tint to a scene; for example, in a game in which the player has a special pair of yellow-tinted glasses, you can add a yellow ambient light.
#### Diffuse light
**Diffuse light** is light which is evenly and directionally emitted from or reflected off a surface. This is the majority of the light we usually see. Diffuse light comes from a particular position or direction and casts shadows. Due to its directionality, the faces of an object facing a diffuse light source will be brighter than the other faces.
**Figure: Saturn's fifth-largest moon, Tethys, bathed in sunlight, coming from the lower left.**

Because the intensity of diffuse light depends on the [angle of incidence](https://en.wikipedia.org/wiki/Angle_of_incidence) (the angle between the vector representing the direction from which the light reaches the surface and the surface's normal vector or the vector perpendicular to the surface), the intensity or brightness of the light reflected by an object varies depending on the surface's orientation relative to the light source.
#### Specular light
**Specular light** is the light that makes up the highlights on reflective objects, such as gems, eyes, shiny cups and plates, and the like. Specular lights tend to appear as bright spots or squares on a surface at the point where a light source strikes the surface most directly.
**Figure: A photo taken by NASA's Cassini spacecraft showing specular reflection of light from a lake of liquid methane on the surface of Saturn's moon Titan.**

Every light source is represented by some combination of ambient, diffuse, and/or specular light. The WebGL shader program takes the color, directionality, brightness, and other factors for each light source and computes the final color of each pixel.
### Types of light source
There are four fundamental types of light source. Each one involves a source of virtual light whose distance from the object being drawn and the directionality of the light waves cause the light source to take on specific characteristics. For the most part, any real-world light source can be simulated using one or more of these light source types.
#### Ambient light sources
An **ambient light source** is a light source describing the level and color of ambient light in a scene. While there may be more than one of these in a scene, you can probably slightly improve performance by combining them into one on your own, since each one will always affect every pixel evenly anyway.
Ambient light sources generally don't correspond to any object within the scene, and have no real-world analogues, either.
#### Directional light sources
A **directional light source** is a light source that comes from a specific direction, but not from a specific source, so its emitted light rays are parallel to one another. In addition, the intensity of the light doesn't change over distance. This means that shadows cast by directional lights are very sharp, with an essentially instant transition between lighted and shadowed.
**Figure: Earth and moon both half-lit by the sun's directional lighting.**

The most common example of a directional light is the sun. While the sun is in actuality a single (large) object, it's very far away, so the rays of light coming from it are essentially parallel. While sunlight does actually fall off in intensity with distance, the rate of change is very low and is only noticed over vast distances, so the rate of intensity change of sunlight doesn't typically matter for rendering a 3D scene.
#### Point light sources
A **point light source** is a light source located at a specific location, radiating outward equally in every direction. Light bulbs, candles, and the like are examples of point light sources. The closer an object is to a point light source, the brighter the light it casts onto that object. The rate at which the brightness of a point light falls off is called **attenuation**, and is a configurable feature of the light source in WebGL and other lighting systems.
Between the law of reflection and the fact that the brightness of the light rays decreases with distance, the light emitted by a point source and reflected back tends to be brightest at the closest point to the light source and dimmer the farther away it is. Even if the surface is flat, the closest point to the light source is the center, with rays becoming increasingly long as the angle away from the normal changes.
#### Spot light sources
A **spot light source** (or **spotlight**) is a light source which is located at a specific position, emitting a cone of light in the direction of its orientation vector. A tapering rate parameter defines how quickly the brightness of the light falls off at the edges of the cone of light, and, as with point lights, an attenuation parameter controls how the light fades over distance.
**Figure: Photo of a spotlight shining upon a stucco wall at night.**

At the edge of the light cone, the light ceases to affect the surface at all.
#### Computational costs of lighting
To be visible, a scene must include lighting of some sort, so all or nearly all scenes will have at least one light source and may have a great many of them. Each light source substantially increases the amount of calculation needed to determine the final color and brightness of each displayed pixel. Performing the shading for each of these light source types is more computationally demanding than the one before it; so ambient light is the least expensive to apply, followed by directional light sources, point lights, and finally spotlights.
Additionally, the more accurate the lighting is designed to be, the more computationally expensive it becomes. Increased shadow detail, volumetric light (that is, lighting that you can see in the air, such as sunbeams or the beams of spotlights in the sky), and other lighting effects can add realism and beauty to your scene, but caution needs to be taken to ensure the scene doesn't overwhelm the GPU.
### Computing the color of a lighted pixel
Although some graphics libraries include support for light source objects and automatically calculate and apply lighting effect for you, WebGL does not. Fortunately, lighting isn't overly difficult to apply in your own vertex and fragment shaders.
For each polygon in the scene, the **vertex shader** program determines the vertices' colors, and then the **fragment shader** generates each pixel in the polygon by combining the appropriate texel from the assigned texture, any color tint or effect, and other visual data. It is at this time that the scene's lighting is considered and applied as appropriate to the pixel before the pixel is stored into the framebuffer.
The color of each pixel in the final, rendered, scene is calculated using some intricate math that factors in things like:
- The color of the **texture element** (the pixel within the texture mapped onto the object; also known as a **texel**) corresponding to the screen pixel, given the object geometry, the viewer position and orientation relative to each polygon, and so forth.
- The viewer position and distance.
- The surface material and reflectivity.
- The concavity or convexity of the surface at the target location.
- The position, color, directionality, and brightness of each light source in the scene.
- The color and brightness of any ambient light in the scene; this is light which is applied equally throughout the scene, with no source and thus no shadows or variation in brightness.
- The effect of light reflected off of other surfaces within the scene; the color, directionality, and brightness of reflected light will affect the color of the pixels the light touches.
You can learn more about how to perform lighting in WebGL in the article [Lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL).
## Lighting issues for mixed reality content
In addition to the usual issues that you need to contend with while lighting a scene, the VR or AR use case adds additional areas of concern when writing your shaders. In this section, we provide some basic mixed reality lighting guidelines to consider as you construct, render, and light your scene. While some of these are also useful in any other 3D setting, most are specific to virtual reality and, in some cases even more so, to augmented reality.
Since your scene is intended to represent a setting a person or their avatar can exist within, you should try to achieve some degree of consistency and realism in terms of the positioning and presentation of your light sources. Obviously, there are exceptions to this guideline, such as when your scene represents an otherworldly or alien setting, or when your goal is to create an unsettling visual effect.
### Realism in light source placement
When possible, you should try to make your virtual light sources correspond to objects that actually exists. If you have a virtual room that needs overhead lighting, have a model of a ceiling lamp at the location of your light source. There are exceptions, such as the ambient lighting that adds a baseline amount of lighting to your setting, and the sun, which is a directional light (that is, a light source where every light ray is parallel, coming from somewhere in the sky and ending somewhere within your scene).
Try to place light sources in realistic locations for the setting and the mood you're trying to create. A scene intended to feel like a naturally-lit, real-world setting doesn't have studio lighting. It has sunlight, possibly light reflected off of objects or water within the scene, and so forth, but not lamps directed at the faces of objects or people in the scene.
### Realism in player interactions with light
If your light source is located within the scene, you probably should try to ensure the viewer's avatar can't physically intersect with the light source. The results could be strange.
If the viewer's avatar is meant to have physical form, it should have a model, even if the viewer can never see it, so that light interacts with the avatar correctly. Minimally, this means the avatar should cast an appropriate shadow; however, depending on factors such as whether or not the avatar can be seen and the materials, texturing, and other attributes of the its model—including, especially, its reflectivity—the avatar may also need to reflect light, as well as potentially affect the coloration of the light reflected off of it.
### Realism in augmented reality
Augmented reality introduces an additional level of complexity to lighting your objects, since your virtual objects need to exist within a physical world that has its own light sources. As such, you should try to match your lighting to the real world's light sources as much as possible. This is done using a technique known as [Lighting estimation](#lighting_estimation).
Conversely, you should try to avoid having virtual objects that are themselves light sources, unless you're prepared to create code that can cast that lighting onto the real world setting. Casting light onto real-world objects is essentially the opposite of casting shadows. It can be done, but is not as widely implemented.
## Lighting estimation
**Lighting estimation** is a technique used by augmented reality platforms to attempt to match the lighting of the virtual objects in the scene to the lighting of the real world surrounding the viewer. This involves the collection of data that may come from various sensors (including the accelerometer and compass, if available), cameras, and potentially others. Other data is collected using the [Geolocation API](/en-US/docs/Web/API/Geolocation_API), and then all this data is put through algorithms and machine learning engines to generate the estimated lighting information.
At present, WebXR doesn't offer support for lighting estimation. However, a [specification is currently being drafted](https://github.com/immersive-web/lighting-estimation) under the auspices of the W3C. You can learn all about the proposed API and a fair amount about the concept of lighting estimation in the [explainer document](https://github.com/immersive-web/lighting-estimation/blob/main/lighting-estimation-explainer.md) that's included in the specification's GitHub repository.
In essence, lighting estimation collects this information about the light sources and the shape and orientation of the objects in the scene, along with information about the materials they're made of, then returns data you can use to create virtual light source objects that approximately match the real world's lighting.
The specifics of how lighting estimation works, especially in the context of the proposed API, is out of scope for the moment. Once the API has stabilized, we'll update this documentation with the details.
## Security and privacy concerns
There are a number of potential security issues involved with collecting all of this data in order to generate and apply lighting to your virtual objects using real-world data.
Of course, many AR applications make it pretty clear where the user is located. If the user is running an app called _Touring the Louvre_, there's a very good chance the user is located in the [Musée du Louvre](https://www.louvre.fr/en) in Paris, France. But browsers are required to take a number of steps to make it difficult to physically locate the user without their consent.
### Ambient Light Sensor API
The collection of light data using the [Ambient Light Sensor API](/en-US/docs/Web/API/AmbientLightSensor) introduces various potential privacy issues.
- Lighting information can leak to the web information about the user's surroundings and device usage patterns. Such information can be used to enhance user profiling and behavior analysis data.
- If two or more devices access content that uses the same third-party script, that script can be used to correlate lighting information and how it changes over time to attempt to determine a spatial relationship between the devices; this could in theory indicate that the devices are in the same general area, for example.
### How browsers mitigate these issues
In order to help mitigate these risks, browsers are required by the WebXR Lighting Estimation API specification to report lighting information that is fudged somewhat from the true value. There are many ways this could be done.
#### Spherical harmonics precision
Browsers can mitigate the risk of [fingerprinting](/en-US/docs/Glossary/Fingerprinting) by reducing the precision of [spherical harmonics](https://en.wikipedia.org/wiki/Spherical_harmonics). When performing real-time rendering—as is the case with any virtual or augmented reality application—[spherical harmonic lighting](https://en.wikipedia.org/wiki/Spherical_harmonic_lighting) is used to simplify and accelerate the process of generating highly realistic shadows and shading. By altering the accuracy of these functions, the browser makes the data less consistent, and, importantly, makes the data generated by two computers differ, even in the same setting.
#### Decoupling orientation from lighting
In an AR application that uses geolocation to determine orientation and potentially position information, avoiding having that information directly correlate to the state of the lighting is another way browsers can protect users from fingerprinting attacks. By ensuring that the compass direction and the light directionality aren't identical on every device that's near (or claims to be near) the user's location, the ability to find users based on the state of the lighting around them is removed.
When the browser provides details about a very bright, directional light source, that source probably represents the sun. The directionality of this bright light source combined with the time of day can be used to determine the user's geographic location without involving the Geolocation API. By ensuring that the coordinates of the AR scene don't align with compass coordinates, and by reducing the precision of the sun's light angle, the location can no longer be accurately estimated using this technique.
#### Temporal and spatial filtering
Consider an attack that uses a building's automated lighting system to flash the lights on and off quickly in a known pattern. Without proper precautions, the lighting estimation data could be used to detect this pattern and thus determine that a user is in a particular location. This could be done remotely, or it could be performed by an attacker who's located in the same room but wants to determine if the other person is also in the same room.
Another scenario in which lighting estimation can be used to obtain information about the user without permission: if the light sensor is close enough to the user's display to detect lighting changes caused by the contents of the display, an algorithm could be used to determine whether or not the user is watching a particular video—or even to potentially identify which of a number of videos the user is watching.
The Lighting Estimation API specification mandates that all {{Glossary("user agent", "user agents")}} perform temporal and spatial filtering to fuzz the data in a manner that reduces its usefulness for the purpose of locating the user or performing [side-channel attacks](https://en.wikipedia.org/wiki/Side-channel_attack).
## See also
- [WebXR Lighting Estimation API explainer](https://github.com/immersive-web/lighting-estimation/blob/main/lighting-estimation-explainer.md)
- [WebXR Lighting Estimation API Level 1 specification](https://github.com/immersive-web/lighting-estimation)
- [Using shaders to apply color in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Using_shaders_to_apply_color_in_WebGL)
- [Using textures in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL)
- [Lighting in WebGL](/en-US/docs/Web/API/WebGL_API/Tutorial/Lighting_in_WebGL)
- [GLSL Shaders](/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/performance/index.md | ---
title: WebXR performance guide
slug: Web/API/WebXR_Device_API/Performance
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
WebXR applications involve multiple technologies which can be highly sensitive to performance constraints. As such, you may find yourself needing to make adjustments or compromises to optimize the performance of your WebXR application to be as usable as possible on the broadest assortment of target devices. In this guide, we'll examine a variety of suggestions and recommendations that will help you make your WebXR app as performant as possible.
## Rendering tips
Talk about general stuff like limiting how many different loops there are during rendering, avoiding unnecessary drawing, etc.
Can probably also include stuff from this [explainer in the spec repo](https://github.com/immersive-web/webxr/blob/master/explainer.md#changing-the-field-of-view-for-inline-sessions)
## Managing rendering quality
This section will come in part from this [explainer in the spec repo](https://github.com/immersive-web/webxr/blob/master/explainer.md#controlling-rendering-quality)
## Managing frame rate
Content about frame rate management.
## Managing use of depth
This section will combine information from this [explainer](https://github.com/immersive-web/webxr/blob/master/explainer.md#controlling-depth-precision) and this [one](https://github.com/immersive-web/webxr/blob/master/explainer.md#preventing-the-compositor-from-using-the-depth-buffer), in the spec repository.
## Optimizing memory use
When using libraries that perform things such as matrix mathematics, you typically have a number of working variables through which various vectors, matrices, and quaternions pass over time. It makes sense, then, to have a limited set of these objects, replacing their contents with the new information each time you need to use them. They can be thought of as being similar to the registers in a microprocessor: a limited set of memory storage slots for specific kinds of data or use cases.
While an individual vector or matrix doesn't occupy an inordinate amount of memory, the sheer number of vectors and matrices and other structures that are used to build each frame of a 3D scene means the memory management becomes a problem eventually if you keep allocating and de-allocating memory objects.
Consider the following
```js
function drawScene(gl, view, programInfo, buffers, texture, deltaTime) {
// …
for (const object in scene) {
const vertexList = [
/* … */
];
const normalMatrix = mat4.create();
const modelViewMatrix = mat4.create();
const objectMatrix = mat4.create();
// Apply rotation updates to the object if needed
mat4.rotate(/* … */);
}
}
```
This renders a scene. But it's inefficient, because it allocates as local variables a number of things, including at least two matrices, an array of vertices, and more. That means that for every frame, the JavaScript runtime has to allocate memory for those and set them up—possibly triggering garbage collection—and then when each interaction of the loop is completed, the memory is released.
A simple change can optimize this significantly:
```js
const vertexList = [
/* … */
];
const normalMatrix = mat4.create();
const modelViewMatrix = mat4.create();
function drawScene(gl, view, programInfo, buffers, texture, deltaTime) {
// …
for (const object in scene) {
// …
}
}
```
Now, instead of allocating variables every loop iteration, we're using global constants(or class member constants). This has multiple benefits:
- The memory allocated for each value or structure will not need to be reallocated every frame. This reduces the potential for triggering garbage collection, and optimizes memory use.
- You can't accidentally delete the objects that contain your vectors and matrices, since they're constants.
- You can, however, still replace the _contents_ of each of these objects, so they're reusable.
You're now protected from several possible coding mistakes, and your entire animation will be smoother and more performant as well.
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/perspective/index.md | ---
title: A perspective retrospective for WebXR developers
slug: Web/API/WebXR_Device_API/Perspective
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
Because [WebXR](/en-US/docs/Web/API/WebXR_Device_API) uses [WebGL](/en-US/docs/Web/API/WebGL_API) to render the views that form the 3D environment displayed using the XR hardware, it's easy to think that the perspective-related matters are identical to those found in any WebGL project. This is largely true, but there are a few specific topics that need to be revisited and some minor additional guidelines considered in order to ensure that your app looks right and, more importantly, that your 3D world doesn't cause people to become ill from vertigo or other effects that can be caused when what's being seen doesn't match what the brain expects from reality.
In this article, we examine scenarios in which the way your project calculates, applies, and thinks about perspective may differ from code written for non-XR applications.
## Viewing frustum frustrations
Every WebXR session, represented by an {{domxref("XRSession")}} object, offers a set of options that can be configured by creating a new {{domxref("XRRenderState")}} object and activating the updated state by calling the session's {{domxref("XRSession.updateRenderState", "updateRenderState()")}} method to replace the current configuration.
The majority of these values define the XR device's [viewing frustum](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection#the_viewing_frustum); that is, the subset of the device's visual field that should be rendered. The viewing frustum can be represented using four key data points: the field of view angle, the aspect ratio of the rendered image, and the distances to the near and far clipping planes.
### Welcome to the projection matrix
Most of the time, the projection model you'll use is the perspective projection model, so its projection matrix is called the **[perspective projection matrix](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection#perspective_projection_matrix)**. This matrix is used to map each pixel from the 3D virtual world to a point in the 2D backbuffer for the view being rendered.
Under typical circumstances, you can and should get the perspective projection matrix directly from the view you're rendering. The {{domxref("XRView")}} object's {{domxref("XRView.projectionMatrix", "projectionMatrix")}} property holds the projection matrix representing the view's perspective, and should almost always be used without alteration. Changes made to the projection matrix provided by the `XRView` are likely to result in distortion or poor alignment of the rendered content relative to the real-world scenery; this could be significant enough to cause [virtual reality sickness](https://en.wikipedia.org/wiki/Virtual_reality_sickness) in at least some of your users.
For example, if your app uses a WebGL uniform named `uProjectionMatrix` to pass the projection matrix to your shaders, you might use code like this to pass the projection matrix for the `view` currently being rendered:
```js
gl.uniformMatrix4fv(uProjectionMatrix, false, view.projectionMatrix);
```
### Customizing the projection matrix
Although normally you should avoid manually building or altering the projection matrix provided by the view, you can do so in some situations. The most common reason it may make sense to do this is to alter the near and far clipping plane distances to increase or reduce the number of polygons to be rendered, for performance reasons. When games offer preferences to adjust the viewing distance, that is done by changing these plane distance values.
In immersive mode, the WebXR system obtains the default [viewing frustum](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection#the_viewing_frustum) from the software provided by the hardware vendor. This viewing frustum is based on some combination of the device's lenses, display hardware, and cameras. Everything from the size of the imaging sensor to the focal length of the lens is involved in this calculation.
Immersive experiences use hardware-defined fields of view, focal lengths, and so forth, so when using an immersive session, you can only change the near and far clipping distances. This is done by setting the values of the `XRRenderState` properties {{domxref("XRRenderState.depthNear", "depthNear")}} and {{domxref("XRRenderState.depthFar", "depthFar")}}.
In inline mode, you can also change the field of view directly by setting the value of the {{domxref("XRSession.renderState", "renderState")}}'s {{domxref("XRRenderState.inlineVerticalFieldOfView", "inlineVerticalFieldOfView")}} property. This property needs to be set to `null` for any immersive session.
Once you have the viewing frustum, you can compute the perspective projection matrix that WebGL uses when rendering the scene using a function like this:
```js
function makePerspectiveMatrix(fieldOfViewInRadians, aspectRatio, near, far) {
const f = 1.0 / Math.tan(fieldOfViewInRadians / 2);
const rangeInv = 1 / (near - far);
return [
f / aspectRatio,
0,
0,
0,
0,
f,
0,
0,
0,
0,
(near + far) * rangeInv,
-1,
0,
0,
near * far * rangeInv * 2,
0,
];
}
```
The values of `near` and `far` are obtained directly from the frustum; they're the distance from the origin to the closest point on the near clipping plane and the far clipping plane, respectively. The aspect ratio is the value obtained by dividing the width of the field of view by its height. If the target display uses a 16:9 aspect ratio, the value used for `aspectRatio` should be `16/9`, or 1.7777777778.
If you're using a library or framework that provides matrix math functions, it will almost certainly have a similar function include. For example, in the popular [glMatrix](https://glmatrix.net/) library, you'll find this in the function [`mat4.perspective()`](https://glmatrix.net/docs/module-mat4.html#.perspective).
Regardless of where it comes from, once you have the projection matrix, you can use it when calling WebGL to render your scene.
## Aligning with reality
In augmented reality (AR) applications, the contents you render are overlaid atop the real world. To do this well, your perspective calculations need to match the viewer's perspective of the world around them. If you don't, your objects won't correctly align with reality.
If your virtual camera's perspective projection matrix doesn't result in virtual objects having the same apparent perspective as the real world, the disjunction between the virtual and physical worlds could be jarring or, even worse, induce vertigo, motion sickness, or other forms of discomfort in your app's users.
A related issue is that if you use your perspective matrix to determine where to place objects, a mismatch between your perspective projection matrix and the user's physical perspective on the world could result in the objects not being positioned accurately. If your app lets the user hang virtual paintings on their walls, for example, but the perspective matrix doesn't match up, the placed paintings could wind up not actually up against the wall, partially intersecting the wall, or with one end closer to the wall than the other instead of being properly parallel to the wall.
## See also
- [WebGL model view projection](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/spatial_tracking/index.md | ---
title: "Spaces and reference spaces: Spatial tracking in WebXR"
slug: Web/API/WebXR_Device_API/Spatial_tracking
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
The WebXR APIs used for implementing augmented and virtual reality is designed specifically to provide the ability to insert a human into a virtual environment. To accomplish this, software needs the ability to not only track the locations, orientation, and movements of objects in the virtual world, but the user's location, orientation, and movement as well. But WebXR goes beyond that by adding the ability to track the location, orientation, and motion of the input devices which generate data used to determine the position and movement of individual parts of the viewer's body (with appropriate equipment).
The location and movement of the user's headset represent their head's position and orientation in the virtual environment. Hand controllers represent their hands in the same manner. Other hardware elements can be used similarly to represent other parts of the body, providing additional data to use when simulating the user's actions in their environment.
In this guide, we'll explore how WebXR uses **spaces** and, more specifically, **reference spaces**, to track the positions, orientations, and movements of objects and of the user's body in the virtual world.
> **Note:** This article presumes that you are familiar with the concepts introduced in [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry): that is, the basics of 3D coordinate systems, as well as WebXR spaces, reference spaces, and how reference spaces are used to create local coordinate systems for individual objects or movable components within a scene.
## Representing a position using a reference space
As covered in [Defining spatial relationships with reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Geometry#defining_spatial_relationships_with_reference_spaces), reference spaces establish a local coordinate system which is offset from another coordinate system that is itself defined by some other space. Thus, a reference space can be used to define the position and orientation of a point and by extension the entire object for which that point is the origin. While this is a little heavy-handed to be used for every single object in a scene, it can be very useful for a few specific objects to have their own coordinate system in this manner.
- **The world space**; the origin of this space is the origin of the [WebGL coordinate system](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection) underlying the entire 3D canvas.
- The player, avatar, or camera; the origin of this space is used as the camera position for rendering the scene to be displayed to the user.
- The hand and/or hand controller; each of these represents one of the user's hands, either in the form of the hand itself or a controller (or both). The origin is generally the center of the user's fisted hand.
- **The target ray**; each controller or other handheld device may have a targeting ray associated with it, which is represented by a space whose origin is at the point on the controller at which the ray is emitted, and is oriented so that -Z extends in the direction of the target it's pointing at.
Because each of these is defined using a reference space as its foundation, the WebXR Device API can easily be used to convert among the coordinate systems, perform operations affecting these spaces and their corresponding objects, and so forth.
## Describing a position relative to a space
There are two scenarios in which you may need to describe a position and/or orientation relative to a space. The first is [described above](#offsetting_or_moving_reference_spaces): applying a reference space to an offset (or vice versa, since the result is the same) to determine the transform matrix that represents the resulting location in the space's coordinate system.
### Poses
Once your reference space or spaces are established for the various key objects in the scene, you will have times when you need to describe another position relative to the origin of a particular reference space. This is done using poses. A pose, put, describes a position and orientation relative to the origin of the reference space from which it was created.
In WebXR, a pose is represented by an {{domxref("XRPose")}} object, whose {{domxref("XRPose.transform", "transform")}} property is an {{domxref("XRRigidTransform")}} defining the transform matrix that, applied to any coordinate, vector, or matrix in the original space, converts it to the target space. Thus a pose can be used to not only convert and determine positions, but also rotational information.
There is only one way to create an {{domxref("XRPose")}}, and that's using the {{domxref("XRFrame.getPose", "getPose()")}} method on an animation frame as given using an {{domxref("XRFrame")}} object. This means that most frequently, you'll be using poses within your frame rendering code, which is executed as a callback from the {{domxref("XRFrame")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}.
`getPose()` computes the position of an {{domxref("XRReferenceSpace")}} relative to the origin of a specified {{domxref("XRSpace")}} and then creates a pose representing the resulting position and orientation.
For example, if you wish to draw a hand controller's representation using the controller's {{domxref("XRInputSource.gripSpace", "gripSpace")}}, you can get the pose needed like this:
```js
let controlPose = frame.getPose(inputSource.gripSpace, worldRefSpace);
```
This converts the position and orientation of the input's grip space to use the world's coordinate system, then generates the corresponding `XRPose`, storing it in `controlPose`. You can then apply `controlPose`'s {{domxref("XRPose.transform", "transform")}} to the vertices in the object model representing the controller to calculate the WebGL coordinates to use when rendering the controller's representation to the framebuffer.
### Viewer poses
A specialized type of pose, the **viewer pose**, is the pose that represents the perspective of the viewer of the scene. A viewer pose is represented by WebXR's {{domxref("XRViewerPose")}} interface. When rendering a frame, you'll use the viewer pose to determine the position and facing direction of the viewer in order to [place the virtual camera](/en-US/docs/Web/API/WebXR_Device_API/Cameras) and [render the scene](/en-US/docs/Web/API/WebXR_Device_API/Rendering).
The only way to obtain a pose that adapts positional information from one space to another is through the {{domxref("XRFrame")}} object received by your frame rendering callback function specified when you called the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}.
For example, given an {{domxref("XRSession")}} whose reference space is `worldRefSpace`, the following line of code would request the first frame of animation to be scheduled:
```js
animationFrameRequestID = xrSession.requestAnimationFrame(myDrawFrame);
```
Then, the `myDrawFrame()` function—the callback executed when it's time to draw the frame—might be something like this:
```js
function myDrawFrame(currentFrameTime, frame) {
let session = frame.session;
let viewerPose = frame.getViewerPose(viewerRefSpace);
animationFrameRequestID = session.requestAnimationFrame(myDrawFrame);
if (viewerPose) {
// render the frame
}
}
```
The `frame` parameter is the {{domxref("XRFrame")}} representing the animation frame information provided by WebXR. When called, this function begins by getting the {{domxref("XRSession")}} from the frame object, then uses the frame's {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} method to compute the {{domxref("XRViewerPose")}} for the viewer, given `viewerRefSpace`, which describes the current facing direction and position of the viewer.
The returned viewer pose, `viewerPose`, can in turn be used to [compute positions and orientations to properly render](/en-US/docs/Web/API/WebXR_Device_API/Cameras) the objects in the scene given the user's point of view.
## Offsetting or moving reference spaces
While you can't change a reference space since both {{domxref("XRReferenceSpace")}} and {{domxref("XRBoundedReferenceSpace")}} are read-only, you can easily create new reference spaces by applying an offset transform to them. This is done by calling the reference space's {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}} method.
### Offsetting positions within a reference space
The simplest case for using `getOffsetReferenceSpace()` is to transform a point or matrix within the context of the same space. For example, to create a new reference space that moves the reference space `aRefSpace` a half meter in each direction, you can do something like this:
```js
let halfMeterTransform = new XRRigidTransform({
x: 0.5,
y: 0.5,
z: 0.5,
w: 1.0,
});
aRefSpace = aRefSpace.getOffsetReferenceSpace(halfMeterTransform);
```
This replaces the existing reference space `aRefSpace` with one whose coordinates and orientation have had the transform `halfMeterTransform` applied. With no orientation data included in the transform, the orientation of `aRefSpace` is unaffected.
### Converting between WebXR session types
Another common reason you may need to convert positional information from one reference space to another is when it's necessary to change the session type from `inline` to `immersive-vr` or back. This commonly happens when your user interface provides a way to preview the scene inline within the context of a web page, with a button or other control to switch to immersive mode.
Since most users would prefer that you maintain the same viewer position and facing direction while performing this transition, you can use the {{domxref("XRFrame")}} method {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} to obtain the current {{domxref("XRViewerPose")}}, switch the session, then use the saved viewer pose to restore the viewer's position and facing.
```js
let viewerPose = frame.getViewerPose(worldReferenceSpace);
let newSession = navigator.xr.requestSession("immersive-vr", {
requiredFeatures: "unbounded",
});
worldReferenceSpace = await newSession.requestReferenceSpace("unbounded");
viewerPose = worldReferenceSpace.getOffsetReferenceSpace(viewerPose.transform);
```
Here, the viewer pose is obtained, with its transform defined relative to `worldReferenceSpace`, the current session's global reference space. Then a new session is established and a reference space created to become the new world reference space.
Finally, the saved `viewerPose` is converted to the new world space's coordinate system by calling the new reference system's {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}} method. With this in hand, we can resume rendering the scene as usual, with the viewer's perspective unaffected.
### Converting between bounded and unbounded spaces
Sometimes when your primary experience uses an unbounded space, you may have a need to temporarily transition the user's experience to a bounded space. For instance, it may be easier to implement the interactions with the objects in a single room in a house by switching to a bounded space representing the single room. This might make it easier to do things like implement support for customizing the walls, placing furniture on the floor, and so forth.
In cases like this, where you need to begin tracking using a different reference space than the one you've been using, you can use a combination of {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} and some matrix computations to transition everything in your scene to be based at the new reference frame's origin.
Because `getViewerPose()` is only available in an {{domxref("XRFrame")}}, you will need to begin this process in your rendering callback, possibly using a worker to do the computations in order to reduce frame dropping.
```js
let previousViewerPose = null;
function myDrawFrame(currentFrameTime, frame) {
let session = frame.session;
let viewerPose = frame.getViewerPose(viewerRefSpace);
animationFrameRequestID = session.requestAnimationFrame(myDrawFrame);
if (viewerPose) {
if (!previousViewerPose) {
previousViewerPose = viewerPose;
}
let offsetMatrix = mat4.create();
mat4.sub(
offsetMatrix,
previousViewerPose.transform.matrix,
viewerPose.transform.matrix,
);
previousViewerPose = viewerPose;
}
}
```
## Continuity and recovery after tracking loss
Sometimes, while the user is actively using their XR hardware with your app, the flow of data containing updates as to the user's position and orientation might be lost for a period of time. Not only does your app need to determine what to show the user during these periods, but it needs to cleanly recover when tracking resumes.
Once the XR hardware begins providing tracking information, it will continue to do so until the XR session is closed. This data is obtained during each frame by calling the {{domxref("XRFrame")}} method {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} to get the position and facing direction of the viewer (defining what the user should see), and {{domxref("XRFrame.getPose", "getPose()")}} to get any other poses, such as the positions of the hand controllers and any other parts of the XR system.
### Detecting and functioning after tracking loss
If tracking fails, such as due to a temporary loss of connectivity between the headset and the user's device, the XR layer will continue to return poses, but those poses' {{domxref("XRPose.emulatedPosition", "emulatedPosition")}} property will be `true`, indicating that the computation of the pose is based on a guess of the current position of the user.
Some XR hardware uses algorithms to compute the estimated position of the user based on the movement currently ongoing, while other hardware will report no movement at all, but with `emulatedPosition` set to `true`. In either case, you may wish to adjust your rendering to compensate for the loss, depending on your specific needs.
### When tracking resumes
You can detect when tracking has resumed after being lost when the user position jumps while at the same time the value of `emulatedPosition` changes from `true` to `false`. How you handle this depends on your application. If your app provides a way for the user to move through the virtual world without physically moving in the real world (a so-called **teleportation** mechanic), you can accept the new position and continue, allowing the jump from your previously-assumed position to be immediately corrected with the new position.
On the other hand, if your app involves the user physically moving in real space to move around through your virtual world, adopting the new tracking position and jumping there can be unsettling to the user, and should be avoided if possible. Instead, use the difference between the current position and the new tracking position to compute the new teleportation offset; that is, a transform applied to everything to adapt the position and orientation data from WebXR to your needs.
You can do this by creating a new reference space that incorporates into its effective origin the distance the viewer's position jumped since the previous frame, using the {{domxref("XRReferenceSpace")}} method {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}}.
### The reset event
**_<<<--- this section probably has problems still; corrections are appreciated --->>>_**
When a discontinuity or break in the native or effective origin of a reference space occurs, the {{Glossary("user agent")}} will send the {{domxref("XRReferenceSpace")}} a {{domxref("XRReferenceSpace.reset_event", "reset")}} event. This event indicates that a significant change to the origin's position has taken place relative to the user's environment.
A `reset` may occur because the XR hardware lost connectivity for a time, resulting in the user's movements not being properly tracked for a while. Upon recovery of tracking, a `reset` means tracking has been restored and the new position information represents the actual position information provided by the XR hardware, rather than cached or "best-guess" data.
Another reason `reset` may be sent is because the user has exited the bounds of a reference space and entered another reference space, or because the user has been transitioned programmatically from one reference space to another. Any time the bounds geometry of the user's space changes, a `reset` is sent.
`reset` is only used for significant jumps or transitions; minor things will just be absorbed automatically. The event is always sent to every affected reference space, including those created using `getOffsetReferenceSpace()`, so if you listen for `reset` events, you need to be sure you retain a strong reference to any spaces you're still using.
## See also
- [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web)
- [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [Rendering and the WebXR frame animation callback](/en-US/docs/Web/API/WebXR_Device_API/Rendering)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
- [Using bounded reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Bounded_reference_spaces)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/targeting/index.md | ---
title: Targeting and hit detection
slug: Web/API/WebXR_Device_API/Targeting
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
## Virtual object hit testing
Detection of collisions with virtual objects usually doesn't actually involve testing for intersection of the ray with one of the scene's polygons, as a typical scene may have hundreds or thousands of polygons, which makes direct tracing of rays to polygons impractical in most cases. Instead, most applications find a way to simplify the implementation of their hit testing algorithms.
It's possible—or even likely—that whatever 3D graphics engine you're using offers hit testing, especially if it's designed specifically for game development.
### Simplified representative objects
One common solution is to overlay simplified, invisible objects atop the objects in your scene. These objects then serve a s. For instance, if you have a more-or-less rectangular object, use a rectangle as a surrogate for the object when performing hit testing. Likewise, if an object is essentially round, use the radius of the minimum enclosing circle to establish a collision test object.
## Real-world hit testing
The acronym "LIDAR" has multiple definitions depending on specifics of how it's implemented, but the end result is the same. Most commonly, it refers to "_Laser Imaging, Detection, And Ranging_" or "_LIght Detection and Ranging_").
Testing for collisions with the real world is a different problem, which may involve not only interpreting the imagery from the device's camera (if available) but also potentially multiple additional sensors. Some devices include infrared sensors to help range objects, and others provide powerful [LIDAR](https://en.wikipedia.org/wiki/LIDAR) systems, which use lasers (usually infrared lasers, which can't be seen by the human eye) to determine range to objects in the world.
The details of how to work with an individual platform's ranging system is beyond the scope of this article. However, there's hope: a proposal has been floated for a WebXR Hit Test Module that would layer atop WebXR to provide an API for performing hit testing and collision detection.
## See also
- [3D collision detection](/en-US/docs/Games/Techniques/3D_collision_detection)
- [HTML5 games: 3D collision detection](https://hacks.mozilla.org/2015/10/html-5-games-3d-collision-detection/) (Hacks blog)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/inputs/index.md | ---
title: Inputs and input sources
slug: Web/API/WebXR_Device_API/Inputs
page-type: guide
---
{{APIRef("WebXR Device API")}}{{SecureContext_Header}}
A full WebXR experience isn't just about showing the user a wholly virtual scene or augmenting reality by adding to or altering the world around them. In order to make an experience that's fulfilling and engaging, the user needs to be able to interact with it. To that end, WebXR provides support for a variety of kinds of input devices.
In this guide, we'll look at how to use WebXR's input device management features to determine what input sources are available and how to then monitor those sources for inputs in order to handle user interactivity with your virtual or augmented environment.
## Inputs in WebXR
Fundamentally, inputs in WebXR fall into two basic categories: targeting and actions. Targeting is the specification of a point in space by the user's input. This may involve the user tapping on a spot on the screen, tracking their eyes, or the use of a joystick or motion-sensing controller to move a cursor.
Actions include both selection actions, such as clicking on a button, and squeeze actions, such as pulling a trigger or tightening your grip while wearing haptic gloves.
By combining these two types of input with the changing of viewing position and/or orientation through the headset or other mechanisms, you can create an interactive simulated environment.
### Input device types
WebXR supports a variety of different types of devices to handle targeting and action inputs. These devices include but aren't limited to:
- Screen taps (particularly but not necessarily only on phones or tablets) can be used to simultaneously perform both targeting and selection.
- Motion-sensing controllers, which use accelerometers, magnetometers, and other sensors for motion tracking and targeting and may additionally include any number of buttons, joysticks, thumbpads, touchpads, force sensors, and so on to provide additional input sources for both targeting and selection.
- Squeezable triggers or glove grip pads to provide squeeze actions.
- Voice commands using speech recognition.
- Spatially-tracked articulated hands, such as [wired gloves](https://en.wikipedia.org/wiki/Wired_glove) can provide both targeting and squeeze actions, as well as selection if outfitted with buttons or other sources of selection actions.
- Single-button click devices.
- Gaze tracking (following the movements of the eye to choose targets).
### Input sources
Each source of WebXR input data is represented by an {{domxref("XRInputSource")}} object which describes the input source and its current state. The information for each input source includes which hand it's held in (if applicable), what targeting method it uses, {{domxref("XRSpace")}}s that can be used to draw the targeting ray and to find the targeted object or location as well as to draw objects in the user's hands, and profile strings specifying the preferred way to represent the controller in the user's viewing area as well as how the input operates.
The fundamental capabilities of an input source are:
- Targeting
- : Monitoring directional controls (either a motion-sensing pointer or a joystick or trackpad, for example) to aim in a direction, possibly at a target, though targeting is left to you to implement yourself. See [Facing and targeting](#facing_and_targeting) for further information.
- Selecting
- : Using the main "select" button or other input on the controller to choose the targeted direction (or the object at which it points), or to otherwise engage an action. For details on the primary action, see [Primary action](#primary_action).
- Squeezing
- : Squeezing the controller or a mechanism on the controller to engage a secondary action. The section [Primary squeeze action](#primary_squeeze_action) describes this in more detail.
Any additional capabilities a WebXR controller may have are accessed through the input source's {{domxref("XRInputSource.gamepad", "gamepad")}} object. This object provides access to all of the buttons, axes, trackpads, and so forth that may be a part of the controller. See [Advanced controllers using the gamepad object](#advanced_controllers_using_the_gamepad_object) to learn how to use these controllers.
### Instance properties of input sources
Each individual `XRInputSource` has a set of properties that describe the input's available axes and buttons, which hand the user's holding it in, and how the input source is used to handle targeting within the 3D space.
#### Handedness
**Handedness**, indicated by the `XRInputSource` property {{domxref("XRInputSource.handedness", "handedness")}}, is a string which indicates which of the viewer's hands the controller is in: `left` or `right`. It can also be set to `none` if the controller isn't hand-held, or if it's unknown which hand the controller is in.
Handedness can be used for various things, including selecting an appropriate mesh to use to represent the controller in the view and to help present it in the correct hand if drawing hands on the display. It can also be useful if your app uses the notion of "main hand" and "off hand" for determining the functionality of a controller; in a game, for example, the main hand controller may be the player's weapon while the off hand controller might be used to control the positioning of a shield.
#### Targeting ray mode
The targeting ray mode is a string found in the {{domxref("XRInputSource.targetRayMode", "targetRayMode")}} property. It describes the technique used to determine the targeting ray and how it should be shown to the user if presented visually.
When the targeting ray mode is `gaze`, the ray's origin is at the viewer and aims in the direction the user is facing. This gaze input method is fairly simple, and doesn't need any special controls, as it will be based on the facing direction reported by the headset or whatever device is used to determine what direction the viewer's face is pointing in. The target ray should extend outward from between the eyes in a direction perpendicular to the viewer's face.
More flexible is the `tracked-pointer` mode, in which the ray's origin is at a handheld controller or hand tracking system's origin and extends outward in the direction in which the controller is pointing. The ray extends outward in a direction defined by whatever platform and controller are being used, if that's defined; otherwise, the ray extends in the same direction the user is pointing in with their index finger, if it were currently outstretched.
The third and final target ray mode is most commonly found on mobile devices like smartphones and tablets. The `screen` mode indicates that the target ray is determined based on the user interacting with the WebXR context by engaging with the screen in some way—most likely by the viewer tapping the screen or dragging the target ray around with their fingers.
#### Target ray space
The {{domxref("XRSpace")}} used to describe the position and orientation of the target ray is found in the {{domxref("XRInputSource.targetRaySpace", "targetRaySpace")}} property. This space's native origin is located at the point from which the target ray is emitted (such as the front tip of the controller, or the end of a gun barrel if the controller is being rendered as a gun, for example), and the space's orientation vector extends outward along the path of the target ray.
You can easily obtain the target ray corresponding to the `targetRaySpace` from within the drawing handler for a given frame using {{domxref("XRFrame")}}'s {{domxref("XRFrame.getPose", "getPose()")}} method. The returned {{domxref("XRPose")}}'s {{domxref("XRPose.transform", "transform")}} is the transform corresponding to the target ray. Thus, for an input controller `primaryInput`:
```js
let targetRayPose = frame.getPose(primaryInput.targetRaySpace, viewerRefSpace);
let targetRayOrigin = targetRayPose.transform.position;
let targetRayVector = targetRayPose.transform.orientation;
```
With this, you now have the point from which the targeting ray is emitted (`targetRayOrigin`) and the direction in which it's pointing (`targetRayVector`), given in the viewer's reference space (`viewerRefSpace`). That's everything you need to be able to draw the targeting ray, determine what's being pointed at, do hit testing, and so forth.
#### Grip space
The input source's {{domxref("XRInputSource.gripSpace", "gripSpace")}} property is an `XRSpace` you can use to render objects so they appear to be held in the viewer's hand.
**Figure: The coordinate system for the left hand's grip space.**

**Figure: The coordinate system for the right hand's grip space.**

The grip space's native origin, located around the center of the player's fist, is (0, 0, 0) within the input source's local coordinate system, while the {{domxref("XRSpace")}} specified by `gripSpace` can be used at any time to convert coordinates or vectors from the input source's space into world coordinates (or vice versa).
This means that if you use a 3D model to represent your controller, your player's avatar's hands, or anything else representative of the controller's position in space, the `gripSpace` can be used as the transform matrix that correctly positions and orients the object's model for rendering. To do this, it's necessary to use the transform to convert the grip space to the world coordinate system used by WebGL for rendering purposes.
**Figure: Mapping the grip space to the world coordinate system. The distances _x_, _y_, and _z_ together make up the world coordinates (_x_, _y_, z) corresponding to the origin of the grip space _G_.**

In the diagram above, we see the grip space, whose origin is located at _G_, at the midpoint of the user's grip on the controller, which is pointing directly away from the user, parallel to the _z_ axis. Relative to the origin of the world space, _W_, the grip space's origin is located _x_ units to the right, _y_ units above, and _z_ units farther away. Given the directionality of the axes, the coordinates of the grip space can be expressed in world coordinates as (_x_, _y_, -_z_); _z_ is negative since the grip space is farther away along the _z_ axis, and is thus in the negative direction.
If the controller were instead positioned to the left of and closer to the user than the world space origin (or possibly behind the user, if the user is located at the origin, although that's an uncomfortable way to hold a controller), the coordinates would have a negative value for _x_, but a positive value for _z_. The value of _y_ would still be positive unless the controller was moved below the world space origin.
This is shown in the diagram below, in which the controller is located down and to the left of the world space's origin, with the controller also moved to be closer to us than the origin. As a result, the values of _x_ and _y_ are both negative, while _z_ is positive.
**Figure Mapping a grip space to the world origin when the controller is positioned below and to the left of the world origin, and closer to us than the world origin is.**

#### Gamepad record
Each input source has a {{domxref("XRInputSource.gamepad", "gamepad")}} property which, if not `NULL`, is a {{domxref("Gamepad")}} object describing the various controls and widgets available on the controller. If the input device only has the primary movement sensors, a squeeze control, and a button, it may not have a `Gamepad` record. If, however, the `gamepad` is present, you can use it to identify and poll the buttons and axes available on the controller.
While the `Gamepad` record is defined by the [Gamepad API](/en-US/docs/Web/API/Gamepad_API) specification, it's not actually managed by the Gamepad API, and doesn't function exactly the same way. See [Advanced controllers using the gamepad object](#advanced_controllers_using_the_gamepad_object) for more detailed information.
#### Profile strings
Each input source can have zero or more **input profile name** strings, found in the array {{domxref("XRInputSource.profiles", "profiles")}}, each of which describes a preferred visual representation of the input source within the 3D world as well as how the input source functions. The use of these profiles is briefly described under [Input profiles](#input_profiles) below.
### Transient input sources
Some devices may create **transient input sources** to be used in tandem with an action which doesn't really come from that device, but is being presented as if it is. For example, if an XR device provides a mode in which the mouse is used to simulate events on the device, a new {{domxref("XRInputSource")}} object might be created to represent the simulated input source for the duration of handling the action.
This is necessary because of the separation that's maintained between standard input devices and XR input sources. An artificial source is used to represent the external source for the duration of each [transient action](#transient_actions).
## Managing input sources
When multiple input sources are available, you need to be able to obtain information about each one, including its position and orientation, its targeting ray (if applicable to your needs), and details that can help you decide how to present the input source visually, if at all. You also need to be able to determine which input source to use for what activities; for example, if the user has two controllers, which one will be tracked for manipulating UI elements, or will both?
To manage input sources, then, you need to be able to enumerate input sources, examine profile information about each input source, and decide how to use each input controller.
### Enumerating input sources
The WebXR session represented by the {{domxref("XRSession")}} object has an {{domxref("XRSession.inputSources", "inputSources")}} property which is a _live_ list of the WebXR input devices currently connected to the XR system.
```js
let inputSourceList = xrSession.inputSources;
```
Due to the fact that the contents of the {{domxref("XRInputSource")}} objects representing each input source in the list are read-only, changes to these inputs are made by the WebXR system by deleting the source's record and adding a new one to replace it. An {{domxref("XRSession.inputsourceschange_event", "inputsourceschange")}} event is sent to your `XRSession` whenever one or more of the input sources change, or when an input source is added to or removed from the list.
For example, if you need to keep up with which controller is held in each of the player's hands, you might do something like this:
```js
let inputSourceList = NULL;
let leftHandSource = NULL;
let rightHandSource = NULL;
xrSession.addEventListener("inputsourceschange", (event) => {
inputSourceList = event.session.inputSources;
inputSourceList.forEach((source) => {
switch (source) {
case "left":
leftHandSource = source;
break;
case "right":
rightHandSource = source;
break;
}
});
});
```
The `inputsourceschange` event is also fired once when the session's creation callback first completes execution, so you can use it to fetch the input source list as soon as it's available at startup time. The event is delivered as an {{domxref("XRInputSourcesChangeEvent")}}, which includes three properties of interest:
- {{domxref("XRInputSourcesChangeEvent.session", "session")}}
- : The `XRSession` for which the input sources have changed.
- {{domxref("XRInputSourcesChangeEvent.added", "added")}}
- : An array of zero or more {{domxref("XRInputSource")}} objects indicating the input sources that have been newly added to the XR system.
- {{domxref("XRInputSourcesChangeEvent.removed", "removed")}}
- : An array of zero or more {{domxref("XRInputSource")}} objects indicating any input sources that have been removed from the XR system.
### Identifying the input's profile
Each input source has a {{domxref("XRInputSource.profiles", "profiles")}} property, which contains a live list of the WebXR input profiles which apply to the input source, in order of specificity from most-specific to least.
In order to do anything meaningful involving scanning of profiles beyond basic identification of features, you may need to import the JSON profile database from the [WebXR Input Profiles Registry](https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry).
See [Input profiles](#input_profiles) for more specific details on working with input profiles.
### Choosing the primary controller
In order to avoid having problems introduced by multiple controllers trying to inadvertently manipulate the UI at the same time, your app may need to have a "primary" controller. Not only would this controller then take the responsibility of clicking through the user interface of your app, but it would also be considered the "main hand," while other controllers would then be off-hand or additional controllers.
> **Note:** This doesn't mean your app _needs_ to decide upon a primary controller. But if it does, these strategies may help.
There are a few ways you can decide upon a primary controller. We'll look at three.
#### Handedness
The most direct way to decide which controller is primary is to have a user-definable "Handedness" preference that the user sets to indicate which of their hands is dominant. You would then look at each input source and find one matching this, if available, falling back to another controller if no controller is in that hand.
```js
const primaryInputSource =
xrSession.inputSources.find((src) => src.handedness === user.handedness) ??
xrSession.inputSources[0];
```
This snippet of code starts by assuming that the first input source is the primary, but then looks for one whose {{domxref("XRInputSource.handedness", "handedness")}} matches the one specified in the `user` object. If it matches, that input source is selected as the primary.
#### First-used
Another option is to use the first input the user triggers the select action on. The code below starts by assuming the first input source is the primary, then establishes a handler for the {{domxref("XRSession.select_event", "select")}} event that records the event's source as the primary input source. Then the `select` event handler is replaced with the function `realSelectHandler()`, which will be used for handling all future `select` events. Then we pass the event through to `realSelectHandler()` to allow the event to be processed as normal.
```js
let primaryInputSource = xrSession.inputSources[0];
xrSession.onselect = (event) => {
primaryInputSource = event.inputSource;
xrSession.onselect = realSelectHandler;
return realSelectHandler(event);
};
```
The effect is that we set the primary input source the first time a `select` event is received, regardless of which input source it comes from, handle the event as normal from there, and from then on handle the events as usual without any further worries about which input source is primary.
#### User-selected
The most complex way to determine a primary input source is highly flexible but can require a great deal of work to implement. In this scenario, you iterate over the list of input sources and their profiles to gather information about each input source, then present a user interface describing each input, allowing the user to assign uses to each of them. Doing this well could be a big job, but it might be useful for complex apps that may involve several user inputs.
Much of the information you need in order to implement this can be found in the section on [Input profiles](#input_profiles), below. Details are beyond the scope of this article, however.
## Input profiles
As mentioned above, each input source has a list of input profile names that correspond to a set of information describing that input source and how it can be used. Those names are found in the input source's {{domxref("XRInputSource.profiles", "profiles")}} property, and the official registry of these profile strings is maintained in the [WebXR Input Profiles Registry](https://github.com/immersive-web/webxr-input-profiles) on GitHub.
For example, the `generic-trigger-squeeze-touchpad` profile name can be used to locate the following JSON profile data by locating the `profileId` field that has the value `generic-trigger-squeeze-touchpad`.
```json
{
"profileId": "generic-trigger-squeeze-touchpad",
"fallbackProfileIds": [],
"layouts": {
"left-right-none": {
"selectComponentId": "xr-standard-trigger",
"components": {
"xr-standard-trigger": { "type": "trigger" },
"xr-standard-squeeze": { "type": "squeeze" },
"xr-standard-touchpad": { "type": "touchpad" }
},
"gamepad": {
"mapping": "xr-standard",
"buttons": [
"xr-standard-trigger",
"xr-standard-squeeze",
"xr-standard-touchpad"
],
"axes": [
{ "componentId": "xr-standard-touchpad", "axis": "x-axis" },
{ "componentId": "xr-standard-touchpad", "axis": "y-axis" }
]
}
}
}
}
```
This is a controller which regardless of which hand it's in (and even if it's not currently associated with a specific hand) has three components: a standard trigger, a standard squeeze input, and a touchpad. According to the `selectComponentId` property, the `xr-standard-trigger` component is the one used to perform a primary action.
Additionally, the `gamepad` object maps those inputs to the gamepad, assigning the trigger, squeeze, and touchpad tap to the input source's button list and the touchpad's "axes" to the axis list.
The list in `profiles` is in order of reverse specificity; that is, the most precise description is first, and the least precise description is last. The first entry in the list is typically indicative of the precise model of the controller, or of a model with which the controller is compatible.
For example, entry 0 in `profiles` for an Oculus Touch controller is `oculus-touch`. The next entry is `generic-trigger-squeeze-thumbstick`, indicating a generic device with a trigger, a squeeze control, and a thumbstick. While the Oculus Touch controller actually has a thumbpad rather than a thumbstick, the overall description is "close enough" that the details within the profile matching the name will let the controller be interpreted usefully.
## Actions
In WebXR, an **action** is a special type of event that's triggered by the user activating a special button on the controller. Any additional buttons (as well as things like axis controllers—joysticks, for example—and the like) are managed solely through the {{domxref("XRInputSource")}} property {{domxref("XRInputSource.gamepad", "gamepad")}}. See [Advanced controllers using the gamepad object](#advanced_controllers_using_the_gamepad_object) below for further details on supporting these extra controls and buttons.
The **primary action** is the action that is triggered when the user engages the main control element that serves a special purpose. There are currently two types of primary action:
- The **primary action** is the action which is activated when the user activates the primary or "select" input on their controller. This input may be a button, trigger, trackpad tap or click, a voice command, or special hand gesture, or possibly some other form of input. For example, on a hand controller with a trackpad that can be clicked on, a trigger control, as well as back and "menu" buttons, clicking the trackpad is likely to be the primary action. Some controllers might have a button labeled "select." On a gamepad-style controller, the "A" button is likely to be the primary action.
- The **primary squeeze action** is the action which is engaged when the user squeezes the controller. This "squeezing" may be detected by literally using a pressure sensor in the controller, or may be simulated using a trigger, hand gesture, or other mechanism. For example, if the input controller is a haptic glove, it might report that the primary squeeze action has occurred when the user makes and clenches their fist.
While a given input source can have only one primary action and one primary squeeze action, there may be more than one control on the input device configured to trigger each primary action. For example, the user might have their controller set up so that both tapping and clicking the trackpad generate a primary action.
These types of input actions are described in more detail below.
### Primary action
Each input source should define a **primary action**. A primary action (which will sometimes be shortened to "select action") is a platform-specific action which responds to the user manipulating it by delivering, in order, the events {{domxref("XRSession.selectstart_event", "selectstart")}}, {{domxref("XRSession.select_event", "select")}}, and {{domxref("XRSession.selectend_event", "selectend")}}. Each of these events is of type {{domxref("XRInputSourceEvent")}}.
> **Note:** If an input source doesn't have a primary action, the input source is considered to be an **auxiliary input source**.
When the user points a device along a target ray in your 3D space and then triggers a select action, the following events are sent to the active {{domxref("XRSession")}}:
1. A {{domxref("XRSession.selectstart_event", "selectstart")}} event, indicating that the user has performed the activity that begins the primary action. This may be a gesture, pressing a button, or the like.
2. If the primary action ends successfully (for example, due to the user releasing the button or trigger), rather than because of an error, the {{domxref("XRSession.select_event", "select")}} event is sent.
3. After the `select` event is sent _or_ if the controller on which the action is being performed is disconnected or otherwise becomes unavailable, the {{domxref("XRSession.selectend_event", "selectend")}} event is sent.
Generally speaking, the `selectstart` and `selectend` events tell you when you might want to display something to the user indicating that the primary action is going on. This might be drawing a controller with the activated button in a new color, or showing the targeted object being grabbed and moved around, starting when `selectstart` arrives and stopping when `selectend` is received.
The `select` event, on the other hand, is the event that tells your code that the user has completed the action they want to complete. This might be as simple as throwing an object or pulling the trigger of a gun in a game, or as involved as placing an object that they were dragging around the world back down again in a new location.
If your primary action is a simple trigger action and you don't need to animate anything while the trigger is engaged, you can ignore the `selectstart` and `selectend` events and act on the `select` event.
```js
xrSession.addEventListener("select", (event) => {
let inputSource = event.inputSource;
let frame = event.frame;
/* handle the event */
});
```
Some actions may send these events very quickly, one after the other. The time that elapses between these events depends on both the hardware apparatus that causes the action as well as the software drivers that interpret the hardware action and turn it into a series of events. Do not presume these events will happen with any particular amount of time between them.
For example, if the hardware that causes the primary action to occur is a button, you would receive `selectstart` when the user presses the button, then `select` and `selectend` when the user releases it.
There are a number of examples showing how to handle `select` events throughout the documentation, such as in the section on [Targeting and the targeting ray](#targeting_and_the_targeting_ray) elsewhere in this article.
### Primary squeeze action
A **primary squeeze action** is a platform-specific action which sends the {{domxref("XRSession")}} {{domxref("XRSession.squeezestart_event", "squeezestart")}}, {{domxref("XRSession.squeezeend_event", "squeezeend")}}, and {{domxref("XRSession.squeeze_event", "squeeze")}} events. This is typically generated by the user squeezing the controller, making a hand gesture that mimes grabbing something, or using (squeezing) a trigger.
The sequence of events is identical to those sent by the primary action, save for the name of each event:
1. An {{domxref("XRSession.squeezestart_event", "squeezestart")}} event is sent to the {{domxref("XRSession")}}, indicating that the user has begun a squeeze action.
2. If the primary squeeze action ends successfully, the session is sent a {{domxref("XRSession.squeeze_event", "squeeze")}} event.
3. Then, a {{domxref("XRSession.squeezeend_event", "squeezeend")}} event is sent to indicate that the squeeze action is no longer underway. This is sent whether the squeeze action succeeded or not.
Two common uses for the primary squeeze action are to grasp and/or pick up objects in the 3D world and to squeeze a trigger to fire a weapon in a game or simulation.
#### Example
This sample code shows a set of squeeze event handlers that implement these events to manage picking up and holding objects from the scene. The code presumes the existence of an `avatar` object representing the character, as used in several other examples on this page, as well as the `pickUpObject()` and `dropObject()` functions, which handle transferring an object from the world to a particular hand and releasing an object from the hand and placing it back into the world.
##### Picking up an object: handling squeezestart events
```js
xrSession.addEventListener("squeezestart", (event) => {
const targetRaySpace = event.inputSource.targetRaySpace;
const hand = event.inputSource.handedness;
let targetRayPose = event.frame.getPose(targetRaySpace, viewerRefSpace);
if (!targetRayPose) {
return;
}
let targetRayTransform = targetRayPose.transform;
let targetObject = findTargetObject(targetRayTransform);
if (targetObject) {
if (avatar.heldObject[hand]) {
dropObject(hand);
}
pickUpObject(targetObject, hand);
}
});
```
The {{domxref("XRSession.squeezestart_event", "squeezestart")}} event is handled by getting those pose and transform as usual, and getting the input source's {{domxref("XRInputSource.handedness", "handedness")}} into the local constant `hand`. We'll use that to map the hand to the object held in that hand.
The code then identifies the targeted object, then, if an object is found along the targeting ray, picks it up. Picking up an object involves first looking to see if the hand represented by dropping any object already being held in the hand represented by `avatar.heldObject[hand]`. If an object is already held in that hand, it's dropped by calling the `dropObject()` function.
Then `pickUpObject()` is called, specifying the targeted object as the object to remove from the scene and place into the specified `hand`. `pickUpObject()` also records the original position of the object so it can be returned to that spot if the squeeze is canceled or aborted.
##### Dropping the object: the squeeze event handler
The {{domxref("XRSession.squeeze_event", "squeeze")}} event is received when the user ends the squeeze action by releasing their grip. In this example, we interpret that as releasing the currently-held object, dropping it into the scene at the targeted location.
This code presumes the existence of additional functions `findTargetPosition()`, which follows the target ray until it collides with something, then returns the coordinates at which the collision occurred, and `putObject()`, which places the object held in the specified `hand` at the given position, removing it from the hand.
```js
xrSession.addEventListener("squeeze", (event) => {
const targetRaySpace = event.inputSource.targetRaySpace;
const hand = event.inputSource.handedness;
let targetRayPose = event.frame.getPose(targetRaySpace, viewerRefSpace);
if (!targetRayPose) {
return;
}
let targetRayTransform = targetRayPose.transform;
let targetPosition = findTargetPosition(targetRayTransform);
if (targetPosition) {
if (avatar.heldObject[hand]) {
putObject(hand, targetPosition);
avatar.heldObject[hand] = null;
}
}
});
```
As in the `squeezestart` handler, this begins by collecting information needed about the event, including the hand that's dropping an object and the target ray's transform. The target ray transform is passed into the presumed `findTargetPosition()` function to get the coordinates at which to position the dropped object.
With the position in hand, we can then drop the object by calling the `putObject()` function, which takes as its inputs the `hand` and the destination position. This function's job is to remove the object from the specified hand and add it back to the scene, with its position set to place it atop the coordinates returned by `findTargetPosition()`.
##### Canceling the squeeze in the squeezeend handler
The {{domxref("XRSession.squeezeend_event", "squeezeend")}} event is received after the squeeze is complete, even if it fails. We handle it by returning the currently-held object to where it was when it was picked up.
```js
xrSession.addEventListener("squeezeend", (event) => {
const targetRaySpace = event.inputSource.targetRaySpace;
const hand = event.inputSource.handedness;
if (avatar.heldObject[hand]) {
returnObject(hand);
avatar.heldObject[hand] = null;
}
});
```
Here, the `returnObject()` function is assumed to be one which knows how to return the object held in the specified `hand` to its initial position, as it was recorded by `pickUpObject()` in the `squeezestart` event handler.
Here, the `returnObject()` function is assumed to be one which knows how to return the object held in the specified `hand` to its initial position, as it was recorded by `pickUpObject()` in the `squeezestart` event handler.
### Transient actions
If an XR device uses the mouse to simulate a controller when in the `inline` mode, the approximate sequence of things takes place:
1. The user presses the mouse button while inside the {{HTMLElement("canvas")}} presenting the WebXR scene.
2. The mouse event is captured by the XR device's driver.
3. The device creates a new `XRInputSource` to represent the simulated XR input source. The {{domxref("XRInputSource.targetRayMode", "targetRayMode")}} is set to `screen`, and the other information is filled out as appropriate. This new input source is temporarily added to the list that's returned by the {{domxref("XRSession")}} property {{domxref("XRSession.inputSources", "inputSources")}}.
4. The browser delivers {{domxref("Element/pointerdown_event", "pointerdown")}} events corresponding to the action.
5. A primary action is generated and sent to the app in the form of a {{domxref("XRSession.selectstart_event", "selectstart")}} event, with its source set to the new `XRInputSource`. Or, if the mouse is being used as an off-hand or secondary controller, an auxiliary action is sent instead.
6. When the user releases the mouse button, the {{domxref("XRSession.select_event", "select")}} event is sent to the `XRSession`, then the DOM receives a {{domxref("Element.click_event", "click")}} event. The session then receives the {{domxref("XRSession.selectend_event", "selectend")}} event indicating the completion of the action.
7. When the action is completed, the browser deletes the transient input source, and any appropriate {{domxref("Element/pointerup_event", "pointerup")}} events are sent.
Thus, the transient input source is indeed transient—it exists only for the duration of handling the input and will as such not be listed in the input source list.
## Facing and targeting
**Facing** is the direction in which the viewer is looking. This isn't provided using an input source. Instead, it's obtained using the {{domxref("XRPose")}} obtained from the current animation frame's {{domxref("XRFrame.getViewerPose()")}} method. The rotation component of the viewer pose's transform matrix is the viewer's facing direction.
You can learn more about how to use this the viewer pose to determine the facing direction in the article [Viewpoints and viewers](/en-US/docs/Web/API/WebXR_Device_API/Cameras).
**Targeting** is the act of the user pointing in a particular direction using an input source. The input source's {{domxref("XRInputSource.targetRaySpace", "targetRaySpace")}} is an {{domxref("XRSpace")}} (and actually probably an {{domxref("XRReferenceSpace")}}) which can be used to determine the orientation of the target ray relative to the viewer's facing direction.
This may or may not involve actually pointing at a particular object within the 3D world; you have to determine this yourself using hit testing—that is, checking to see if the target ray intersects with any objects in your scene.
### Targeting and the targeting ray
The targeting ray, which is a ray whose origin is located at the origin of the targeting ray space and points in the direction that the user is pointing the controller device. The targeting ray is defined using an {{domxref("XRSpace")}} whose origin is located at the targeting ray's source (typically the outward-facing end of the controller or its representation in the 3D world), and whose orientation has -Z extending outward from the controller in the same direction as the {{domxref("XRInputSource")}}'s {{domxref("XRInputSource.gripSpace", "gripSpace")}}.
This space is found in the input source's {{domxref("XRInputSource.targetRaySpace", "targetRaySpace")}} property. It can be used to determine the direction the controller is pointing and to determine the origin and orientation of the target ray. That can be accomplished by doing something like the following example, which implements a {{domxref("XRSession.select_event", "select")}} event handler that needs this information. As usual, this code is assuming the use of [glMatrix](https://glmatrix.net/) to perform the matrix and vector math:
```js
xrSession.addEventListener("select", (event) => {
const targetRaySpace = event.inputSource.targetRaySpace;
let targetRayPose = event.frame.getPose(targetRaySpace, viewerRefSpace);
if (!targetRayPose) {
return;
}
let targetRayTransform = targetRayPose.transform;
let targetObject = findTargetObject(targetRayTransform);
if (targetObject) {
/* do stuff with the targeted object */
}
});
```
This obtains the origin of the targeting ray in the vector `targetSourcePoint` and the ray's orientation in the {{Glossary("quaternion")}} `targetDirection`. With either the
This starts by fetching the target ray's space into the local constant `targetRaySpace`. This is in turn used when calling the {{domxref("XRFrame")}} method {{domxref("XRFrame.getPose", "getPose()")}} to create an {{domxref("XRPose")}} object representing the position and orientation of the target ray in the viewer's reference space, `viewerRefSpace`. If this is `null`, the event handler returns without doing anything further.
The target ray's transform is obtained from the pose's {{domxref("XRPose.transform", "transform")}} property and stored in the local `targetRayTransform`. This is in turn used (in this case through a function called `findTargetObject()`) to find the first object the ray intersects with. If the targeting ray does intersect with an object in the scene, we can do whatever we need to with it.
If you need to peel out the actual position of the target ray's origin and the ray's directionality, you can do so like this:
```js
const targetRayOrigin = vec3.create();
const targetRayDirection = quat.create();
mat4.getTranslation(targetRayOrigin, viewerRefSpace);
mat4.getRotation(targetRayDirection, viewerRefSpace);
```
To determine what object is targeted, follow the targeting ray until it intersects an object. This process is called **hit testing** or **collision detection**. The approach you take to hit testing depends very much on the specific needs of your app. The first question is: are you detecting collisions with virtual objects or terrain, real-world objects or terrain, or both?
In any case, to identify the targeted object, you need to determine if the ray specified by the {{domxref("XRInputSource")}} property {{domxref("XRInputSource.targetRaySpace", "targetRaySpace")}} intersects any objects in the scene, whether they're virtual or real-world.
See [Targeting and hit detection](/en-US/docs/Web/API/WebXR_Device_API/Targeting) for a more detailed look at what's involved.
### Presenting hand-held objects
An input source's {{domxref("XRInputSource.gripSpace", "gripSpace")}} property identifies an {{domxref("XRSpace")}} describing the origin and orientation to use when rendering an object so that it appears to be held in the same hand as its input source. This space is intended to be used when drawing a model of the handheld WebXR input controller represented by the object {{domxref("XRInputSource")}}, but can just as well be used to draw any object, such as a ball, a tool, or a weapon. We covered the [grip space](#grip_space) above, but let's see how it can be used to draw objects representative of the hand or in the hand.
Since the origin of the grip space is located at the center of the hand's grip, you can use it as a starting point for rendering your object. Apply any needed offset transform to shift the origin to the start point for rendering your object as you apply any rotation needed to orient your model correctly to align with the grip space's orientation.
## Advanced controllers using the gamepad object
An {{domxref("XRInputSource")}} has a {{domxref("XRInputSource.gamepad", "gamepad")}} property whose value, if not `null`, is a {{domxref("Gamepad")}} object which provides access to gamepad-style buttons, axis controllers (such as joysticks or thumbpads), and so forth. This may include the same buttons that trigger the standard {{domxref("XRInputSource")}} actions, but may include any number of additional buttons and controls.
> **Note:** While `Gamepad` is defined by the [Gamepad API](/en-US/docs/Web/API/Gamepad_API), it is not managed by the Gamepad API, so you must not attempt to use any Gamepad API methods with it. The object type is reused as a convenience.
If the value of `gamepad` is `null`, the input source doesn't define any controls using the `Gamepad` record, either because it doesn't support it or because it doesn't have any added controls on it.
This `gamepad` object is not only used to obtain access to specialty buttons, trackpads, and so forth, but also provides a way to more directly access and monitor the controls that serve as the primary select and squeeze inputs, since these are included in its {{domxref("Gamepad.buttons", "buttons")}} list.
Because this use of the `Gamepad` interface is a convenience rather than a true application of the Gamepad API, there are several differences between how it's used with WebXR and how it's used in Gamepad API applications. The most notable—but not the only—difference is that WebXR adds the `xr-standard` gamepad mapping, see the {{domxref("XRInputSource.gamepad")}} property for additional differences. This gamepad mapping defines how the controls on a typical one-hand handheld VR controller are mapped to gamepad controls.
## Incorporating input from non-WebXR sources
Sometimes, you need to have a way to let the user provide input using controllers which are external to WebXR. Most commonly, these inputs are from keyboards and mice, but you could also use non-XR gamepad devices, network inputs, or other sources of data to simulate user controls. While WebXR offers no support for directly interfacing these input devices with the XR scene, you can collect the input data yourself and apply it yourself.
Assuming inputs are used to control an avatar within the simulation, which is the most common use case, WebXR inputs are used to affect the avatar in the following ways, using data collected from the non-XR input device:
- Position
- : The avatar's position is changed by applying a {{Glossary("delta")}} to the previously known position, then replacing the avatar's reference space with a new one whose transform reflects the new position.
- Orientation
- : The avatar's orientation or facing direction is changed by applying a delta to its rotation around the three axes, updating its orientation vector, then recomputing its reference space.
- Action
- : The avatar performs an action, such as using an object or weapon, jumping, or any other activity not related to basic movement and rotation.
Some inputs are instead used to control the application rather than the avatar. For example, a button might open an options menu used to configure the application. While that menu is open, inputs that would otherwise control the avatar might be instead applied to controlling the menu's interface.
### Using keyboard and mouse events
Capturing input from the keyboard and mouse is done just like it is in any web application. Set up handlers for the events that you need to handle in order to obtain the inputs you want. It's what you do with those inputs that's interesting.
Imagine an `avatar` object which we'll use to track information about the avatar and its worldview. We want the player to be able to use the <kbd>W</kbd>, <kbd>A</kbd>, <kbd>S</kbd>, and <kbd>D</kbd> keys to move forward, left, backward, and right. Because we are managing the avatar's position as defined by the keyboard and mouse in addition to anything the XR hardware might be doing, we need to maintain that information separately and apply it as a transform before rendering the avatar (or the world from the avatar's point of view).
To accomplish that, we include in the `avatar` object a `posDelta` property, of type {{domxref("DOMPoint")}}, which includes the offsets to apply to all three axes in order to adjust the avatar's position (the viewer pose's reference space's origin) to include movement and rotation from the keyboard and mouse.
The corresponding code for keyboard input might look something like this:
```js
document.addEventListener("keydown", (event) => {
switch (event.key) {
case "a":
case "A":
avatar.posDelta.x -= ACCEL_X;
break;
case "d":
case "D":
avatar.posDelta.x += ACCEL_X;
break;
case "w":
case "W":
avatar.posDelta.y += ACCEL_Y;
break;
case "s":
case "S":
avatar.posDelta.y -= ACCEL_Y;
break;
default:
break;
}
});
```
This is a simple example, where acceleration is constant and not particularly realistic. You can enhance this greatly by applying some knowledge of physics to have the acceleration change over time based on how long the key is held down and other factors.
### Applying inputs to the scene
Now that we have the deltas that need to be applied to the position and orientation—in our example, in the `posDelta` and `orientDelta` properties of our `avatar` object—we can write code to apply those changes. Since we're already rendering the scene on a schedule, we can just add the code to apply these changes there, along with preparing and drawing the scene.
```js
function drawFrame(time, frame) {
applyExternalInputs(avatar);
let pose = frame.getViewerPose(avatar.referenceSpace);
animationFrameRequest = session.requestAnimationFrame(drawFrame);
/* draw the frame here */
}
```
The `drawFrame()` function shown here is the callback invoked when it's time to draw the frame, as established by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}. It calls a function `applyExternalInputs()` which we'll define momentarily; it takes the `avatar` object and uses its information to update the avatar's reference frame.
After that, everything proceeds as usual, getting the viewer's pose from the updated reference frame, requesting the next frame callback through `requestAnimationFrame()`, and then continuing to set up WebGL and draw the scene. The drawing and other related code can be found in the example [Movement, orientation, and motion](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion).
The `applyExternalInputs()` method takes the `avatar` object replaces its `referenceSpace` property with a new reference space that incorporates the updated deltas.
```js
function applyExternalInputs(avatar) {
if (!avatar.posDelta.x && !avatar.posDelta.y && !avatar.posDelta.z) {
return; // Player hasn't moved with keyboard
}
let newTransform = new XRRigidTransform({
x: avatar.posDelta.x,
y: avatar.posDelta.y,
z: avatar.posDelta.z,
});
avatar.referenceSpace =
avatar.referenceSpace.getOffsetReferenceSpace(newTransform);
}
```
## See also
- [Targeting and hit detection](/en-US/docs/Web/API/WebXR_Device_API/Targeting)
- [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking)
- [Rendering and the WebXR frame animation callback](/en-US/docs/Web/API/WebXR_Device_API/Rendering)
- [Viewpoints and viewers: Simulating cameras in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Cameras)
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/cameras/index.md | ---
title: "Viewpoints and viewers: Simulating cameras in WebXR"
slug: Web/API/WebXR_Device_API/Cameras
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
The first and most important thing to understand when considering the code to manage point-of-view and cameras in your application is this: _WebXR does not have cameras_. There's no magic object provided by either the [WebGL](/en-US/docs/Web/API/WebGL_API) or the [WebXR](/en-US/docs/Web/API/WebXR_Device_API) API that represents the viewer that you can rotate and move around to automatically change what's seen on the screen. In this guide we show how use [WebGL](/en-US/docs/Web/API/WebGL_API) to simulate camera movements without having a camera to move. These techniques can be used in any WebGL (or WebXR) project.
Animating 3D graphics is an area of software development that brings together multiple disciplines in computer science, mathematics, art, graphic design, kinematics, anatomy, physiology, physics, and cinematography. Since we don't have a real camera, we imagine one, reproducing the _effect_ of having a camera, without actually having the ability to move the user around the scene.
There are a few articles about the fundamental math, geometry, and other concepts behind WebGL and WebXR which may be useful to read before or while reading this one, including:
- [Explaining basic 3D theory](/en-US/docs/Games/Techniques/3D_on_the_web/Basic_theory)
- [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web)
- [WebGL model view projection](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection)
- [Geometry and reference spaces in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
_Ed. note: Most diagrams used in this article to show how the camera moves while performing standard movements were taken from [an article on the FilmmakerIQ website](https://web.archive.org/web/20170525025459/https://filmmakeriq.com/2016/09/the-importance-and-not-so-importance-of-film-terminology/); namely, from [this image](https://filmmakeriq.com/wp-content/uploads/2016/09/Pan-Tilt.png) which is found all over the web. We assume due to their frequent reuse that they're available under a permissive license, ownership is not certain. We hope that it's freely usable; if not, and you're the owner, please let us know and we'll find or produce new diagrams. Or, if you're happy to let us continue to use the images, please let us know so we can credit you properly!_
## Cameras and relative movement
When a classic live-action movie is filmed, the actors are on a set and move about the set as they perform, with one or more cameras watching their moves. The cameras may be fixed in place, but they may also be set up to move around as well, tracking the movement of the performers, dollying in and out to achieve emotional impact, and so forth.
### Virtual cameras
In WebGL (and by extension, in WebXR), there is no camera object we can move and rotate, so we have to find a way to fake these movements. Since there is no camera, we have to find a way to fake it. Fortunately, physicists like Galileo, Newton, Lorentz, and Einstein have given us the **[principle of relativity](https://en.wikipedia.org/wiki/Principle_of_relativity)**, which states that the laws of physics have the same form in every frame of reference. That is, no matter where you're standing, the laws of physics work in the same way.
By extension, if you and another person are standing in an empty field of solid stone with nothing else visible as far as the eye can see, if you move three meters toward the other person, the result _looks the same_ as if the other person had moved three meters toward you. There is no way for either of you to see the difference. A third party can tell the difference, but the two of you cannot. If you are a camera, you can achieve the same visual result both by moving the camera _or by moving everything around the camera_.
And that's our solution. Since we can't move the camera, we move the world around it. Our renderer needs to know where we imagine the camera to be, then alter the position of every visible object to simulate that position and orientation. Thus, instead of referring to an actual camera object, the term **camera** is used in WebGL and WebXR programming to refer to an object describing the position and viewing direction of a hypothetical viewer of the scene, whether there's an actual object present in 3D space or not.
### Points of view
Since the camera is a virtual object which, rather than necessarily representing a physical object in the virtual world, represents a viewer's position and viewing direction, it's useful to think about the kinds of situation that call for the use of a camera. Gaming-related situations are listed separately since they are often a special case specific to gaming, but any of these perspectives might apply to any 3D graphics scene.
#### Generalized cameras
In general, virtual cameras may or may not be incorporated into physical objects within the scene. Indeed, outside the scope of 3D gaming, the odds are far more likely that the camera will not correspond with an object that appears in the scene at all. Some examples of ways 3D cameras are used:
- When rendering animation—whether for filmmaking or for use within the context of a presentation or game—the virtual camera is used just like a real-world film camera. As much as possible, [standard cinematographic techniques](#simulating_classic_cinematography) are used, since the viewer has likely grown up watching films using those techniques, and has subconscious expectations that a film or animation will follow those methods. Deviating from them can pull the viewer out of the moment.
- In business applications, the 3D camera is used to set the apparent size and perspective when rendering things such as graphs and charts.
- In mapping applications, the camera may either be placed directly over the scene, or might use various angles to show perspective. For 3D GPS solutions, the camera is positioned to show the area around the user, with the majority of the display showing the area ahead of the user's path of motion.
- When using WebGL to accelerate 2D graphics drawing, the camera is typically placed directly above the center of the scene with the distance and field of view set to allow the entire scene to be presented.
- When accelerating bitmapped graphics, the renderer would draw the 2D image into a WebGL texture's buffer, then redraw the texture to refresh the screen. This essentially uses the texture as a backbuffer for performing [multiple buffering](https://en.wikipedia.org/wiki/Multiple_buffering) in your 2D graphics application.
#### Cameras in gaming
There are many kinds of games, and as such, there are several ways in which cameras might be used in games. Some common situations include:
- In a first-person game, the camera is located within the player's avatar's head, facing in the same direction as the avatar's eyes. This way, the view presented on the player's screen or headset is what their avatar would be seeing.
- In some third-person games, the camera is located a short distance behind the player's avatar or vehicle, showing them from behind as they move through the game world. This is used in a lot of multiplayer online role-playing games, certain shooter games, and so forth. Popular examples include _World of Warcraft_, _Tomb Raider_, and _Fortnite_. This category also includes games where the camera is placed just over the player's shoulder.
- Some 3D games offer the ability to change your point of view, such as to look out the various windows of an aircraft in a flight simulator, or to see the views from all the security cameras within the game level (a common feature of spy and stealth-based games). This ability is also used by games offering weapons with scopes, where the view isn't quite based off the head's position in the same way anymore.
- 3D games might also provide the ability for non-players to observe the action, either by positioning an invisible avatar of sorts or by choosing a fixed virtual camera to watch from.
- In advanced 3D games, a camera or camera-like object _could_ be used to determine what a non-player character can see, relying on the same rendering and physics engine used by player characters for non-player characters.
- In single-screen 2D games, the camera is not associated directly with the player or any other character in the game, but is instead either fixed above or next to the game play area, or follows the action as the action moves around a scrolling game world. For example, a classic arcade game such as _Pac-Man_ takes place on a fixed game map, so the camera remains fixed a set distance above the map, always pointed straight down at the game world.
- In a side-scrolling or top-scrolling game such as _Super Mario Bros._, the camera moves along left and right (or up and down, or both) to ensure that the action remains visible even though the game level is much larger than the viewport.
### Positioning the camera
Since there are no standard camera objects in WebGL or WebXR, we need to simulate the camera ourselves. Before we can do so, and before we can then simulate the movement of the camera, let's actually take a look at the virtual camera and how it _can_ move, at the most fundamental level. As in all things, the **position** of an object in space—even if that space if virtual—can be represented using three numbers that indicate its position relative to the origin, whose position is defined to be (0, 0, 0).
There's another aspect of the spatial relationship of an object to the origin in space left to be considered: **perspective**. Perspective, properly applied to the objects in a scene, can take a scene that would otherwise look as flat as a typical 2D screen and make it pop as if it were truly 3D. There are several kinds of perspective; those are defined and their mathematics explained in the article [WebGL model view projection](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection). Importantly, the effect of perspective on a vector can be represented by adding a fourth component to the vector: the perspective component, called `w`.
The value of `w` is applied by dividing each of the other three components by it to get the final position or vector; that is, for a coordinate given as (`x`, `y`, `z`, `w`), the point in the 3D space is actually (`x`/`w`, `y`/`w`, `z`/`w`, 1) or (`x`/`w`, `y`/`w`, `z`/`w`). If you're not using perspective, `w` is always 1. In that situation, the complete coordinates for an object located at (1, 0, 3) are (1, 0, 3, 1).
But the location isn't enough to describe an object in 3D space because an object's state in space isn't only about its location, but about its rotation or facing direction, otherwise known as its **orientation**. The orientation can be represented using a 3D vector, which is typically normalized so that its length is 1.0. For example, if the object is facing an object located at (3, 1, -2)—that is, three meters to the right, one meter up, and two meters away from the origin point—the result is:
<math display="block"><semantics><mrow><mo>[</mo><mtable rowspacing="0.5ex"><mtr><mtd><mn>3</mn></mtd></mtr><mtr><mtd><mn>1</mn></mtd></mtr><mtr><mtd><mo>-</mo><mn>2</mn></mtd></mtr></mtable><mo>]</mo></mrow><annotation encoding="TeX">\left [ \begin{matrix} 3 \\ 1 \\ -2 \end{matrix} \right ]</annotation></semantics></math>
This can also be represented as an array:
```js
let directionVector = [3, 1, -2];
```
For the purposes of performing operations involving both the coordinates and the facing direction vector, the vector needs to include the `w` component. The value of `w` is always 0 for vectors, so the aforementioned vector can also be represented using `[3, 1, -2, 0]` or:
<math display="block"><semantics><mrow><mo>[</mo><mtable rowspacing="0.5ex"><mtr><mtd><mn>3</mn></mtd></mtr><mtr><mtd><mn>1</mn></mtd></mtr><mtr><mtd><mo>-</mo><mn>2</mn></mtd></mtr><mtr><mtd><mn>0</mn></mtd></mtr></mtable><mo>]</mo></mrow><annotation encoding="TeX">\left [ \begin{matrix} 3 \\ 1 \\ -2 \\ 0 \end{matrix} \right ]</annotation></semantics></math>
WebXR automatically normalizes vectors to have a length of 1 meter; however, you may find that it makes sense to do it yourself for various reasons, such as to improve performance of calculations by not having to repeatedly perform normalization.
Once you've determined the matrix representing the combination of movements you wish the camera to make, you need to reverse it, because you're not moving the camera. Since you're actually moving everything _except_ the camera, take the inverse of the transform matrix to get an inverse transform matrix. This inverse matrix can then be applied to the objects in the world to alter their positions and orientations to simulate the desired camera position.
This is why the {{domxref("XRRigidTransform")}} object used by WebXR to represent transforms includes an {{domxref("XRRigidTransform.inverse", "inverse")}} property. The `inverse` property is another `XRRigidTransform` object which is the inverse of the parent transform. Since the {{domxref("XRView")}} representing the view has a {{domxref("XRView.transform", "transform")}} property which is an `XRRigidTransform` providing the camera view, you can get the model view matrix—the transform matrix needed to move the world to simulate the desired camera position—like this:
```js
let viewMatrix = view.transform.inverse.matrix;
```
If the library you're using accepts an `XRRigidTransform` object directly, you can instead get `view.transform.inverse`, rather than pulling out just the array representing the view matrix.
### Composing multiple transforms
If your camera needs to be performing multiple transforms simultaneously, such as zooming and panning at the same time, you can multiply the transform matrices together to compose them into a single matrix that applies both changes at once. See [Multiplying two matrices](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#multiplying_two_matrices) in the article [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web) for a clear but readable function that does this or use your preferred matrix math library such as [glMatrix](https://glmatrix.net/) to do the work.
It's crucial to remember that unlike typical arithmetic, where multiplication is commutative (that is, you get the same answer whether you multiply left to right or right to left), matrix multiplication _is not commutative!_ This is because each transform affects the position of the object and possibly the very coordinate system itself, which can dramatically change the results of the next operation performed. So you need to be careful about the order in which you apply your transforms when building your composite transform (or directly applying transforms in sequence).
### Applying the transform
To apply the transform, you multiply the point or vector by the transform or composition of transforms.
This has been a very quick overview of the concepts of position in terms of physical location, orientation or facing direction, and perspective. For more detail on the subject, see the articles [Geometry and reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Geometry), [WebGL model view projection](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection), and [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web).
## Simulating classic cinematography
Cinematography is the art of designing, planning, and executing camera movements to create the desired look and emotion for a scene in animation or film. There are a number of terms that are helpful to understand, primarily around camera movement, as these terms are used to describe designed viewpoint changes with the virtual camera. It's also entirely possible to perform more than one of these movements at the same time; for example, you can pan the camera while also zooming in on the scene.
Keep in mind that the majority of camera movements are described relative to the camera's reference space.
The format for storing matrices is generally as a flat array in column-major order; that is, the values from the matrix are written starting with the top-left corner and moving _down_ to the bottom, then moving over to the right a row and repeating until all values are in the array.
Thus a matrix that looks like this:
<math display="block"><semantics><mrow><mo>[</mo><mtable rowspacing="0.5ex"><mtr><mtd><msub><mi>a</mi><mn>1</mn></msub></mtd><mtd><msub><mi>a</mi><mn>5</mn></msub></mtd><mtd><msub><mi>a</mi><mn>9</mn></msub></mtd><mtd><msub><mi>a</mi><mn>13</mn></msub></mtd></mtr><mtr><mtd><msub><mi>a</mi><mn>2</mn></msub></mtd><mtd><msub><mi>a</mi><mn>6</mn></msub></mtd><mtd><msub><mi>a</mi><mn>10</mn></msub></mtd><mtd><msub><mi>a</mi><mn>14</mn></msub></mtd></mtr><mtr><mtd><msub><mi>a</mi><mn>3</mn></msub></mtd><mtd><msub><mi>a</mi><mn>7</mn></msub></mtd><mtd><msub><mi>a</mi><mn>11</mn></msub></mtd><mtd><msub><mi>a</mi><mn>15</mn></msub></mtd></mtr><mtr><mtd><msub><mi>a</mi><mn>4</mn></msub></mtd><mtd><msub><mi>a</mi><mn>8</mn></msub></mtd><mtd><msub><mi>a</mi><mn>12</mn></msub></mtd><mtd><msub><mi>a</mi><mn>16</mn></msub></mtd></mtr></mtable><mo>]</mo></mrow><annotation encoding="TeX">\left [ \begin{matrix} a_{1} & a_{5} & a_{9} & a_{13} \\ a_{2} & a_{6} & a_{10} & a_{14} \\ a_{3} & a_{7} & a_{11} & a_{15} \\ a_{4} & a_{8} & a_{12} & a_{16} \end{matrix} \right ]</annotation></semantics></math>
Is represented in array form like this:
```js-nolint
let matrixArray = [
a1, a2, a3, a4,
a5, a6, a7, a8,
a9, a10, a11, a12,
a13, a14, a15, a16,
];
```
In this array, the leftmost column contains the entries `a1`, `a2`, `a3`, and `a4`. The topmost row contains the entries `a1`, `a5`, `a9`, and `a13`.
Keep in mind that most WebGL and WebXR programming is done using third-party libraries which expand upon the basic functionality of WebGL by adding routines that make it much easier to perform not only core matrix and other operations, but often also to simulate these standard cinematography techniques. You should strongly consider using one instead of directly using WebGL. This guide uses WebGL directly since it's useful to understand to some extent what goes on under the hood, and to aide in the development of libraries or to help you optimize code.
> **Note:** Even though we use phrases like "move the camera," what we're really doing is moving the entire world around the camera. This affects the way certain values work, which will be noted as they come up below.
### Zooming
Among the best known camera effects is the **zoom**. Zooming is performed in a physical camera by altering the focal length of the lens; this is the distance between the center of the lens itself and the camera's light sensors. Thus, zooming doesn't actually involve moving the camera at all. Instead, a zoom shot changes the magnification of the camera over time to make the area of focus seem closer to or farther away from the viewer, without actually physically moving the camera. A slow move can bring a sense of movement, ease, or focus to a scene, while a rapid zoom can create a sense of anxiety, surprise, or tension.
Because a zoom does not move the camera's position, the resulting effect is unnatural. The human eye doesn't have a zoom lens on it. We make things smaller or larger by moving away from or toward them. In cinematography, that's called a [dolly shot](#dollying_moving_in_or_out).
There are two techniques in 3D graphics that can create similar though not identical results, and whose methods apply more easily in different situations.
#### Zooming by adjusting field of view
You can do something more akin to a true "zoom" by altering the camera's **field of view** (**FOV**). The field of view is an angle defining the length of the arc on the entire viewable area surrounding the camera that should be visible at once. This is an effect of the focal length in a physical camera, so since there is no true camera, altering the FOV is a passable substitute.
Recall that the circumference of a circle is 2π⋅r radians (360°); as such, this is the theoretical maximum FOV. Realistically, though, not only do humans not see anywhere near that much, but viewing devices such as monitors and VR goggles tend to reduce the field of view even further. Human eyes typically have a horizontal field of view of around 135° (about 2.356 radians) and a vertical FOV of about 180° (π or around 3.142 radians).
Making the camera's FOV smaller reduces the arc that will be included in the viewport, thus enlarging that content when rendered to the view. There are differences between this and an optical zoom effect, but the result is generally close enough to get the job done.
The following function returns a projection perspective matrix that integrates the specified field of view angle as well as the given near and far clipping plane distances:
```js
function createPerspectiveMatrix(viewport, fovDegrees, nearClip, farClip) {
const fovRadians = fovDegrees * (Math.PI / 180.0);
const aspectRatio = viewport.width / viewport.height;
const transform = mat4.create();
mat4.perspective(transform, fovRadians, aspectRatio, nearClip, farClip);
return transform;
}
```
After converting the FOV angle, `fovDegrees`, from degrees to radians and computing the aspect ratio of the {{domxref("XRViewport")}} specified by the `viewport` parameter, this function uses the [glMatrix](https://glmatrix.net/) library's [`mat4.perspective()`](https://glmatrix.net/docs/module-mat4.html#.perspective) function to compute the perspective matrix.
The perspective matrix encapsulates the field of view (technically, this is the _vertical_ field of view), aspect ratio, and the near and far clipping planes within the 4x4 matrix `transform`, which is then returned to the caller.
The near clipping plane is the distance in meters to a plane parallel to the display surface closer than which nothing gets drawn. Any vertices which lie on the same side of that plane as the camera are not drawn. Conversely, the far clipping plane is the distance in meters to a plane beyond which no vertices are drawn.
To zoom using a scaling factor or percentage, you can map 1x (100% of normal size) to the largest value of FOV you allow (which leads to the most content being visible), then map your maximum magnification to the maximum value of FOV you support and map corresponding values in between.
If you start each frame's rendering pass by computing the perspective matrix, you can then multiply into that matrix all the other transforms you need to apply in order to result in the frame's desired geometry. For example:
```js
const transform = createPerspectiveMatrix(viewport, 130, 1, 100);
const translateVec = vec3.fromValues(
-trackDistance,
-craneDistance,
pushDistance,
);
mat4.translate(transform, transform, translateVec);
```
This starts with the perspective matrix representing a 130° vertical field of view, then applies a translation that moves the camera in a manner that includes [track](#track), [crane](#crane), and [push](#push) movements.
#### Scaling transforms
Unlike a true "zoom", **scaling** involves multiplying each of the `x`, `y`, and `z` coordinate values in a position or vertex by a scaling factor for that axis. These may or may not necessarily be identical for each axis, though the closest result you can get to a zoom effect would involve using the same value for each. This would need to be applied to every vertex in the scene—ideally in the vertex shader.
If you want to scale up by a factor of 2, you need to multiply each component by 2.0. To scale down by the same amount, multiply them by -2.0. In matrix terms, this is performed using a transform matrix with scaling factored into it, like this:
```js-nolint
let scaleTransform = [
Sx, 0, 0, 0,
0, Sy, 0, 0,
0, 0, Sz, 0,
0, 0, 0, 1
];
```
This matrix represents a transform that scales up or down by a factor indicated by `(Sx, Sy, Sz)`, where `Sx` indicates the scaling factor along the X axis, `Sy` the scaling factor along the Y axis, and `Sz` the factor for the Z axis. If any of these values differs from the others, the result will be stretching or contraction which is different in some dimensions compared to others.
If the same scaling factor is to be applied in every direction, you can create a simple function to generate the scaling transform matrix for you:
```js-nolint
function createScalingMatrix(f) {
return [f, 0, 0, 0, 0, f, 0, 0, 0, 0, f, 0, 0, 0, 0, 1];
}
```
With the transform matrix in hand, we apply the transform `scaleTransform` to the vector (or vertex) `myVector`:
```js-nolint
let myVector = [2, 1, -3];
let scaleTransform = [2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1];
vec4.transformMat4(myVector, myVector, scaleTransform);
```
Or, using scaling along every axis by the same factor using the `createScalingMatrix()` function shown above:
```js
let myVector = [2, 1, -3];
vec4.transformMat4(myVector, myVector, createScalingMatrix(2.0));
```
### Panning (Yawing left or right)
**Panning** or **yaw** is the rotation of the camera left to right or right to left, with its base otherwise fixed in place. The position of the camera in space does not change, only the direction in which it's looking. And that direction does not change other than horizontally. Panning is great for establishing a setting or providing a sense of scope in a vast space or on a vast object. Or just for looking left and right, like simulating the player turning their head in an immersive or VR scenario.

To do this, then, we need to rotate around the Y axis, to simulate the left and right rotation of the camera. Using the [glMatrix](https://glmatrix.net/) library we've used previously, this can be performed using the `rotateY()` method on the `mat4` class, which represents a standard 4x4 matrix. To rotate the viewpoint defined by the matrix `viewMatrix` by `panAngle` radians:
```js
mat4.rotateY(viewMatrix, viewMatrix, panAngle);
```
If `panAngle` is positive, this transform will pan the camera to the right; a negative value for `panAngle` will pan to the left.
### Tilting (Pitching up or down)
When you **tilt** or **pitch** the camera, you keep it fixed in space at the same coordinates while changing the direction in which it's facing vertically without altering the horizontal portion of its facing at all. It adjusts the direction it's pointing up and down. Tilting is good for capturing the scope of a tall object or scene, such as a forest or a mountain, but is also a popular way to introduce a character or locale of importance or which inspires awe. It's also of course useful for implementing support for a player looking up and down.

Thus, tilting the camera can be achieved by rotating the camera around the X axis, so that it pivots to look up and down. This can be done using the appropriate method in your matrix math library, such as the `rotateX()` method in glMatrix's `mat4` class:
```js
mat4.rotateX(viewMatrix, viewMatrix, angle);
```
Positive values for `angle` will tilt the camera downward, while negative values of `angle` will tilt upward.
### Dollying (Moving in or out)
A **dolly** shot is one in which the entire camera is moved forward and backward. In classic filmmaking, this is typically done with the camera mounted on a track or on a moving vehicle. The resulting motion can create impressively smooth effects, especially if moving along with the person or object that's the focus of your shot.

While a dolly shot and a zoom seem like they ought to look about the same, they don't. The fact that zooming alters the camera's focal length means that the spatial relationship between the target and its surroundings doesn't change even as the target gets larger or smaller in the frame. On the other hand, a dolly shot, by actually moving the camera, replicates the sense of physical movement, causing the relationships of objects in the scene to shift as you expect while moving past them as you go toward or away from the target of the shot.
To perform a dolly operation, translate the camera view forward and backward along the Z axis:
```js
mat4.translate(viewMatrix, viewMatrix, [0, 0, dollyDistance]);
```
Here, `[0, 0, dollyDistance]` is a vector wherein `dollyDistance` is the distance to dolly the camera. Since this works by moving the entire world around the camera, what really happens here is that the entire world moves along the Z axis by `dollyDistance` meters relative to the camera. If `dollyDistance` is positive, the world moves toward the user by that amount, resulting in the camera being closer to the scene. Contrariwise, negative values of `dollyDistance` move the world away from the user, causing the camera to appear to move backward from the target.
### Trucking (Moving left or right)
**Trucking** using a physical camera uses the same kind of rigging as dollying, but instead of moving the camera forward and backward, it moves from left to right or vice versa. The camera doesn't rotate at all, so the focus of the shot slowly glides off the screen. This can suggest concentration, time passing, or contemplation when attempting to establish emotion in a scene. It's also used frequently in "walk-and-talk" scenes, wherein the camera glides alongside the characters and they walk through the scene.

To move the camera left and right, translate the view matrix along the X axis in the opposite direction from the desired camera movement:
```js
mat4.translate(viewMatrix, viewMatrix, [-truckDistance, 0, 0]);
```
Note the vector `[-truckDistance, 0, 0]`. This compensates for the fact that the truck operation works by moving the world rather than the camera. By moving the entire world in the opposite direction from the direction indicated by `truckDistance`, we achieve the effect of moving the camera the expected direction. This way, positive values of `truckDistance` will move the camera to the right (by moving the world to the left) and negative values of `truckDistance` will move the camera to the left by moving the world to the right.
### Pedestaling (Moving up or down)
A **pedestal** shot is one involving keeping the camera fixed horizontally relative to the floor, but moved straight up or down. Picture the camera on a pedestal (or pole) that gets taller or shorter. This is useful when tracking a subject that's getting taller or shorter, or is standing up or sitting down from a chair, or moving straight up and down.

This is similar to a **crane** shot, which involves moving a camera attached to a crane up and down. To perform a pedestal or crane motion, translate the view along the Y axis in the opposite direction from the direction you want to move the camera:
```js
mat4.translate(viewMatrix, viewMatrix, [0, -pedestalDistance, 0]);
```
By negating the value of `pedestalDistance`, we compensate for the fact that we're actually moving the world rather than the camera. So positive values of `pedestalDistance` will move the camera up, while negative values will move it down.
### Canting (Rolling left and right)
**Cant** (or **roll**) is a rotation of the camera around its roll axis; that is, the camera remains fixed in space, and remains pointed at the same location, but rotates around so that the top of the camera is pointed in a different direction.

You can visualize this by holding your arm out in front of you with your hand open, palm down. Imagine that your hand is the camera and the back of your hand represents the top of the camera. Now rotate your hand so that the "camera" is upside-down. You have just canted your hand around the roll axis. In cinematography, cant can be used to simulate various types of unsteady motion such as waves or turbulence, but can also be used for dramatic effect.
To accomplish this rotation around the Z axis using glMatrix:
```js
mat4.rotateZ(viewMatrix, viewMatrix, cantAngle);
```
## Combining movements
You can perform multiple movements at once, such as zooming while panning, or tilting and canting at the same time.
### Translating along multiple axes
Translating along multiple axes is quite easy. Previously, we performed our translations like this:
```js
mat4.translate(viewMatrix, viewMatrix, [-truckDistance, 0, 0]);
mat4.translate(viewMatrix, viewMatrix, [0, -pedestalDistance, 0]);
mat4.translate(viewMatrix, viewMatrix, [0, 0, dollyDistance]);
```
The solution here is obvious. SInce the translation is expressed as a vector providing the distance to move along each axis, we can combine them like this:
```js
mat4.translate(viewMatrix, viewMatrix, [
-truckDistance,
-pedestalDistance,
dollyDistance,
]);
```
This will shift the origin of the matrix `viewMatrix` by the specified amount along each axis.
### Rotating around multiple axes
You can also combine rotations around multiple axes into a single rotation around a quaternion representing a shared axis for the rotations. To perform the rotations separately, you use [Euler angles](https://en.wikipedia.org/wiki/Euler_angles) (separate angles around each axis) to apply pitch, yaw, and roll like this:
```js
mat4.rotateX(viewMatrix, viewMatrix, pitchAngle);
mat4.rotateY(viewMatrix, viewMatrix, yawAngle);
mat4.rotateZ(viewMatrix, viewMatrix, rollAngle);
```
You can instead construct a {{Glossary("quaternion")}} representing a combined rotation axis from the Euler angles, then rotate the matrix using multiplication, like this:
```js
const axisQuat = quat.create();
const rotateMatrix = mat4.create();
quat.fromEuler(axisQuat, pitchAngle, yawAngle, rollAngle);
mat4.fromQuat(rotateMatrix, axisQuat);
mat4.multiply(viewMatrix, viewMatrix, rotateMatrix);
```
This converts the Euler angles for pitch, yaw, and roll into a quaternion representing all three rotations. This is then converted into a rotation transform matrix; then, finally, the view matrix is multiplied by the rotation transform to complete the rotations.
## Representing 3D with WebXR
WebXR takes 3D graphics a step further, allowing them to be presented using special visual hardware such as goggles or a headset to create 3D graphics that appear to actually exist in three dimensions, potentially within the context of the real world (in the case of augmented reality).
In order to perceive depth, it's necessary to have two perspectives on the scene. By comparing the two views, it's possible to recognize the depth of objects and, by extension, the distance between the viewer and objects which are seen. This is why we have two eyes, spaced slightly apart. You can remind yourself of this fact by closing one eye at a time, switching back and forth between the two eyes. Notice how your left eye can see the left side of your nose but not the right, while your right eye sees the right side of your nose but not the left. That's just one of many differences that exist between what each of your eyes see.
Our brain receives two sets of data about light levels and wavelengths throughout our field of view—one from each eye. The brain uses this data to construct the scene in our minds, using the slight differences between the two perspectives to figure out depth and distance.
### Rendering the scene
An XR—shorthand that encompasses both virtual reality (VR) and augmented reality (AR)—headset presents 3D imagery to us by drawing two views of the scene, slightly offset from one another just like the views obtained by our two eyes. These views are then separately fed to each eye, in order to allow them to collect the data our brain needs in order to construct a 3D image in our minds.
To do this, WebXR asks your renderer to draw the scene twice for each frame of video—once for each eye. The two views are rendered into the same framebuffer, one on the left and one on the right. The XR device then uses screens and lenses to present the left half of the produced image to our left eye and the right half to our right eye.
For example, consider a device which uses a 2560x1440 pixel frame buffer. Dividing this into two parts—half for each eye—results in each eye's view being drawn at a resolution of 1280x1440 pixels. Here's what that looks like conceptually:

Your code tells the WebXR engine that you want to provide the next animation frame by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}, providing a callback function that renders a frame of animation. When the browser needs you to render the scene, it invokes the callback, providing as input parameters the current time and an {{domxref("XRFrame")}} encapsulating the data needed to render the correct frame.
This information includes the {{domxref("XRViewerPose")}} describing the position and facing direction of the viewer within the scene as well as a list of {{domxref("XRView")}} objects, each representing one perspective on the scene. In current WebXR implementations, there will never be more than two entries in this list: one describing the position and viewing angle of the left eye and another doing the same for the right. You can tell which eye a given `XRView` represents by checking the value of its {{domxref("XRView.eye", "eye")}} property, which is a string whose value is `left` or `right` (a third possible value, `none`, theoretically may be used to represent another point of view, but support for this is not entirely available in the current API).
### Example frame callback
A fairly basic (but typical) callback for rendering frames might look like this:
```js
function myAnimationFrameCallback(time, frame) {
const adjustedRefSpace = applyPositionOffsets(xrReferenceSpace);
const pose = frame.getViewerPose(adjustedRefSpace);
animationFrameRequestID = frame.session.requestAnimationFrame(
myAnimationFrameCallback,
);
if (pose) {
const glLayer = frame.session.renderState.baseLayer;
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
CheckGLError("Binding the framebuffer");
gl.clearColor(0, 0, 0, 1.0);
gl.clearDepth(1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
CheckGLError("Clearing the framebuffer");
const deltaTime = (time - lastFrameTime) * 0.001;
lastFrameTime = time;
for (const view of pose.views) {
const viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
CheckGLError(`Setting viewport for eye: ${view.eye}`);
myRenderScene(gl, view, sceneData, deltaTime);
}
}
}
```
The callback begins by calling a custom function, `applyPositionOffsets()`, which takes a reference space and applies to its transform matrix any changes that need to be made to take into account things such as user inputs from devices not controlled by WebXR, such as the keyboard and mouse. The adjusted {{domxref("XRReferenceSpace")}} returned by this function is then passed into the {{domxref("XRFrame")}} method {{domxref("XRFrame.getViewerPose", "getViewerPose()")}} to get the {{domxref("XRViewerPose")}} representing the viewer's position and viewing angle.
Next, we go ahead and queue up the request to render the next frame of video, so we don't have to worry about doing it later, by calling `requestAnimationFrame()` again.
Now it's time to render the scene. If we did successfully obtain a pose, we get the {{domxref("XRWebGLLayer")}} we need to use for rendering from the session's {{domxref("XRSession.renderState", "renderState")}} object's {{domxref("XRRenderState.baseLayer", "baseLayer")}} property. We bind this to WebGL's `gl.FRAMEBUFFER` target using the {{domxref("WebGLRenderingContext")}} method {{domxref("WebGLRenderingContext.bindFrameBuffer", "gl.bindFrameBuffer()")}}.
Then we clear the framebuffer to ensure we're starting with a known state, since our renderer will not be touching every pixel. We set the clear color to opaque black using {{domxref("WebGLRenderingContext.clearColor", "gl.clearColor()")}} and the value to clear the depth buffer to 1.0 by calling the {{domxref("WebGLRenderingContext")}} method {{domxref("WebGLRenderingContext.clearDepth", "gl.clearDepth()")}}. Then we call the {{domxref("WebGLRenderingContext")}} method {{domxref("WebGLRenderingContext.clear", "gl.clear()")}}, which clears the framebuffer (since we include `gl.COLOR_BUFFER_BIT` in the mask parameter) and the depth buffer (because we include `gl.DEPTH_BUFFER_BIT`).
Then we determine how much time has elapsed since the previous frame was rendered by comparing the frame's desired render time with the time at which the last frame was drawn. Since this value is in milliseconds, we convert it to seconds by multiplying by 0.001 (or dividing by 1000).
Now we loop over the pose's views, as found in the {{domxref("XRViewerPose")}} array, {{domxref("XRViewerPose.views", "views")}}. For each view, we ask the {{domxref("XRWebGLLayer")}} for the appropriate viewport to use, configure the WebGL viewport to match by passing the position and size information into {{domxref("WebGLRenderingContext.viewport", "gl.viewport()")}}. This constrains rendering so that we can only draw into the portion of the framebuffer that represents the image seen by the eye identified by {{domxref("XRView.eye", "view.eye")}}.
With the constraints so established and everything else we need ready, we call a custom function, `myRenderScene()`, to actually perform the computations and WebGL rendering to render the frame. In this case, we're passing in the WebGL context, `gl`, the {{domxref("XRView")}} `view`, a `sceneData` object (which contains things like the vertex and fragment shaders, vertex lists, textures, and so forth), and `deltaTime`, which indicates how much time has passed since the previous frame, so that we know how far to advance the animation.
When this function returns, the WebGL framebuffer being used by WebXR now has in it two copies of the scene, each occupying half the frame: one for the left eye, and one for the right eye. This makes its way through the XR software and drivers into the headset, where each half is shown to the appropriate eye.
## See also
- [Geometry and reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [WebGL model view projection](/en-US/docs/Web/API/WebGL_API/WebGL_model_view_projection)
- [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web)
- [Movement, orientation, and motion: A WebXR example](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/geometry/index.md | ---
title: Geometry and reference spaces in WebXR
slug: Web/API/WebXR_Device_API/Geometry
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
At a fundamental level, rendering of scenes for [WebXR](/en-US/docs/Web/API/WebXR_Device_API) presentation in either augmented reality or virtual reality contexts is performed using [WebGL](/en-US/docs/Web/API/WebGL_API), so the two APIs share much of the same design language. However, in order to provide the ability to present scenes in true 3D using XR headsets and other such equipment, WebXR has additional concepts that must be understood.
In this article, we introduce the ways in which WebXR expands upon the geometry of WebGL, and how the positions and orientations of objects—both physical and virtual—are described in relation to one another using spaces and, in particular, reference spaces.
The article [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking) builds upon the information provided here to cover how the physical position and orientation of the user's head, as well as potentially other parts of their body such as the hands, are mapped into the digital world, as well as how the relative positions of both physical and virtual objects are tracked as they move around, so that the scene can be properly rendered and composited.
## Fundamentals of 3D geometry
While we'll examine here the required math operations used to compute the positions, orientations, and movement of objects in virtual space—plus the need to integrate the human viewer of the scene into the mix—a thorough introduction to geometry and the use of matrices and vectors to manage 3D representations of a scene is well beyond the scope of what can be accomplished in this article. You can learn more about the individual operations in [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web).
### Units
Before discussing the details of the geometry of the 3D space used by WebXR, it's first useful to understand the units of measure that are applied to the 3D world.
#### Lengths and distances
WebGL measures all distances and lengths in **meters**. WebXR inherits this standard, as well as the fact that the world is a cube two meters wide, two meters tall, and two meters deep. Each of the three axes has a minimum value of -1.0 and a maximum of 1.0, with the center of the cube located at (0, 0, 0).

This eight cubic meter space encompasses the entire universe for the purposes of your code. Everything you draw must have its coordinates mapped to fit into this space, either explicitly within your code, or by using a transform to adjust the coordinates of all vertices. The most efficient way, of course, is to design your objects and code to use the same coordinate system as WebGL does.
The WebGL coordinates and lengths are transformed automatically at render time to the size of the viewport in which the scene is being rendered.
#### Angles
Angles are specified using **[radians](https://en.wikipedia.org/wiki/Radians)**. To convert degrees to radians, multiply the value in degrees by `π/180`. The following code snippet shows two simple functions, `degreesToRadians()` and `radiansToDegrees()`, which convert back and forth between the two units for measuring angles.
```js
const RADIANS_PER_DEGREE = Math.PI / 180.0;
let degreesToRadians = (deg) => deg * RADIANS_PER_DEGREE;
let radiansToDegrees = (rad) => rad / RADIANS_PER_DEGREE;
```
#### Times and durations
> **Note:** For security reasons, `DOMHighResTimeStamp` usually introduces a
> small amount of imprecision to the clock in order to prevent it from being used in [fingerprinting](/en-US/docs/Glossary/Fingerprinting) and timing-based
> attacks.
All times and durations in WebXR are measured using the {{domxref("DOMHighResTimeStamp")}} type, which is a double-precision floating-point value specifying the time in milliseconds relative to the starting time. Since the value is a floating-point number, it may be accurate to well better than the millisecond level, depending on the platform and hardware.
Time is primarily used to determine the amount of time that's elapsed since the scene's previous animation frame was drawn. As such the time is typically in alignment with the refresh rate of the display, or some fraction thereof if the frame rate needs to be constrained due to performance issues. This means that the time will usually step in 1/60th of a second intervals, assuming a 60 FPS frame rate. Doing the math, we find that this means that each frame will ideally be rendered 16.6667 milliseconds apart.
### Geometry operations with matrices
We offer a [guide to matrix mathematics as it pertains to 3D geometry](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web), including how matrices are used for the three primary transforms that need to be performed when rendering 3D scenes:
- **[Translation](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#translation_matrix)** is the use of a matrix to shift the position of a point through the virtual space. This motion can be along any of the object's axes, or any combination of them.
- **[Rotation](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#rotation_matrix)** is the application of a matrix that rotates a point around the origin of the object's coordinate system.
- **[Scaling](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#scale_matrix)** is the use of a matrix to alter the size of an object.
Note that when we say that a transform applies to a point, it also, by extension, can be applied to a _collection_ of points. Since an object is represented by some number of polygons made up of a number of points in space, applying the same transform to every point that makes up the object will apply that same transform to the entire object overall. Transforms can also be applied to vectors, since vectors are described using a coordinate value to define the direction and magnitude of the vector.
## On the origins of spaces
A complete XR-enhanced scene—whether virtual or augmented—is a composite of anywhere from one to potentially dozens of frames of reference. Each object within the scene that needs to directly exchange position and orientation data with the WebXR system needs to be able to report that information in a way that can be understood and adapted as needed to be comprehensible by other objects within the scene.
In augmented reality (AR), this is because of the need to insert virtual objects into the real world, not only placing them correctly but also ensuring that they don't seem to wander around on their own as the user's perspective shifts. In virtual reality (VR), it's all about creating a sense of space in which the user's movements are precisely matched by the imagery presented on the virtual display, to prevent disjoints and disconnects that could cause discomfort or worse.
Thus it's all about creating a sense of space. From the perspective of an XR developer, designing the stage is the part that matters most to your users. Like an architect or a set designer, you have the power to create moods and experiences through a physical environment. How you structure that space will both depend on and influence how users can interact and explore it.
> **Note:** A space will typically have foreground, mid-distance, and background elements. The right balance can create a unique presence and guide your user. The foreground includes objects and interfaces that you can interact with directly. The mid-distance includes objects you can interact with to some extent, or can approach in order to examine and engage with more closely. The background, on the other hand, is usually largely or entirely non-interactive, at least until and unless the user is able to approach it, bringing it into the mid-distance or foreground range.
In WebXR, the fundamental concept of a **space**—as in, a coordinate space in which a scene takes place—is represented by an instance of {{domxref("XRSpace")}}. The space is used to make determinations about the relative positions and motion of objects and other entities (such as light sources and cameras) within the user's environment.
As mentioned earlier, any given 3D point consists of three components, each identifying the distance from the center of the space along one of the three axes.
This is the **native origin** of the space, corresponding to a specific physical location in the user's environment. Each space has its own native origin, which is tracked by the XR device's tracking system. This may be different from the **effective origin**, which is the origin point for the space's local coordinate system.
The directionality of the coordinate system can be seen in the following diagram:

An {{domxref("XRRigidTransform")}} called the **origin offset** is used to transform points from the space's own effective coordinate system to the XR device's native coordinate system. The origin offset is initially an identity transform, since typically the two origins are aligned when the space is first established. However, as changes in alignment accumulate over time the origin offset may change to compensate.
The position of a point in space relative to the origin is determined by determining its distance along each of the three spatial axes shown in the diagram above. The space's origin is the point (0, 0, 0), at the center of the space and at the zero position along each axis. Specifically, under the initial starting conditions, with the default orientation of the viewer upon the space:
- The **x-axis** extends horizontally from left to right away from the origin, with the _x_ coordinate of +1.0 being located at the right edge of the world. Negative values of _x_ extend toward the left from the origin, reaching a value of -1.0 at the left edge of the space.
- The **y-axis** is positive extending upward from the origin toward the top of the screen, reaching +1.0 at the top of the world space. Values of _y_ less than 0 are found below the origin, extending toward the bottom of the screen and reaching -1.0 at the bottom of the world's space.
- The **z-axis** extends from the origin outward from the screen, reaching +1.0 at the closest point to the user in that direction. Negative values of _z_ extend away from the user further into the screen, with the farthest away point in the world having a _z_ of -1.0.
Every object is, at the simplest level, a set of polygons defined by points in 3D space and an offset transform, indicating how to move and rotate the object to position it at the desired point in space. If the offset transform is an identity matrix, the object is located at the origin point.
To be useful for spatial tracking and scene geometry, though, you need to be able to correlate the XR device's perceived position with the space's coordinate system. That's where reference spaces come in.
## Reference spaces
Because of the variety of XR hardware available, coming in a wide variety of form factors from many developers, it's impractical and non-scalable to expect developers to have to directly communicate with the tracking technology being used. Instead, the [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API) is designed to have developers plan their users' experiences and request an appropriate reference space that best represents those needs. This is done by asking the {{Glossary("user agent")}} for an **{{domxref("XRReferenceSpace")}}** matching those needs.
An `XRReferenceSpace` object acts as a means to adapt one coordinate system reference frame to another. After putting on a headset, consider the virtual world around you to have a coordinate system in which your position is (0, 0, 0)—that is, you're at the center of everything. Doesn't that feel empowering? Forward, directly in front of your headset, is the -Z axis, with +Z behind you. X is positive to your right and negative to your left. Y is negative as you go downward and positive as you go upward. This indicates the position of the headset in space at the start of your use of the XR system, with the origin (0, 0, 0) being positioned basically at the bridge of your nose. This space is the **world space**.
Next, consider the XR controller you have in your left hand. It has the ability to report movement and its orientation, but it doesn't know anything about the position of the headset or, more crucially, its coordinate system. But the controller still needs a way to report its position to your app. Thus, it has its own coordinate system. This is a reference space which is provided to your app when input events occur. This reference space internally knows how to map the coordinates of the controller to the headset's coordinates, so WebXR can translate coordinates back and forth for you.
Once created, an `XRReferenceSpace` guarantees a certain level of support for motion and orientation tracking, and provides a mechanism for obtaining an {{domxref("XRViewerPose")}} from which you can get a matrix which represents the position and facing direction of the space relative to the world space, if the space represents a viewer such as the user's headset, an observer's headset, or a virtual camera.
All of this is the browser's responsibility to handle, providing consistent behavior regardless of how capable each of the underlying reference spaces are. No matter how powerful or simple the individual XR device is, code written using WebXR will still work, within the limitations of the available hardware.
Regardless of the type of reference space you choose, its type is {{domxref("XRReferenceSpace")}} or is a type derived from `XRReferenceSpace`. The currently available reference space types, are shown below.
- `bounded-floor`
- : An {{domxref("XRBoundedReferenceSpace")}} similar to the `local` type, except the user is not expected to move outside a predetermined boundary, given by the {{domxref("XRBoundedReferenceSpace.boundsGeometry", "boundsGeometry")}} in the returned object.
- `local`
- : An {{domxref("XRReferenceSpace")}} tracking space whose native origin is located near the viewer's position at the time the session was created. The exact position depends on the underlying platform and implementation. The user isn't expected to move much if at all beyond their starting position, and tracking is optimized for this use case. For devices with six degrees of freedom (6DoF) tracking, the `local` reference space tries to keep the origin stable relative to the environment.
- `local-floor`
- : An {{domxref("XRReferenceSpace")}} similar to the `local` type, except the starting position is placed in a safe location for the viewer to stand, where the value of the y axis is 0 at floor level. If that floor level isn't known, the {{Glossary("user agent")}} will estimate the floor level. If the estimated floor level is non-zero, the browser is expected to round it such a way as to avoid [fingerprinting](/en-US/docs/Glossary/Fingerprinting) (likely to the nearest centimeter).
- `unbounded`
- : An {{domxref("XRReferenceSpace")}} tracking space which allows the user total freedom of movement, possibly over extremely long distances from their origin point. The viewer isn't tracked at all; tracking is optimized for stability around the user's current position, so the native origin may drift as needed to accommodate that need.
- `viewer`
- : An {{domxref("XRReferenceSpace")}} tracking space whose native origin tracks the viewer's position and orientation. This is used for environments in which the user can physically move around, and is supported by all instances of {{domxref("XRSession")}}, both immersive and inline, though it's most useful for inline sessions. It's particularly useful when determining the distance between the viewer and an input, or when working with offset spaces. Otherwise, typically, one of the other reference space types will be used more often.
The remainder of this guide explores how to select the right reference space for your app's needs.
## Defining spatial relationships with reference spaces
There are a number of commonly used ways to reference the positions and orientations of objects relative to their environment, as well as to constrain the environment itself. To that end, WebXR defines a set of standard spaces, called **reference spaces**, each of which supports a different technique for correlating its local space's reference frame coordinate system to the coordinate system of the space in which it exists.
However, regardless of which type of reference space is being used, you can use the same functions to convert coordinates from space to parent space.
### Selecting the reference space type
Straight off, let's state the simplest step in the process of deciding which reference type to use: the reference spaces you're most likely to use are `local`, `local-floor`, `unbounded`, or `bounded-floor`.
#### Floor level reference spaces
The reference space types with `-floor` in their names work just like the corresponding non-floor spaces, except that they attempt to automatically ensure that the viewer is positioned in a safe place at or near (but always above) ground level. This is the plane at which the `y` coordinate is always 0, unless a floor is otherwise established. These space types are _not_ viable if the rooms have uneven floors or floors whose height above ground level vary, since they don't support the avatar's vertical position changing.
#### The primary reference space types
The `viewer` reference space corresponds to the viewer's position in space; it's used by the {{domxref("XRViewerPose")}} returned by the {{domxref("XRFrame")}} method {{domxref("XRFrame.getViewerPose", "getViewerPose()")}}. It's not typically used directly otherwise. The only real exception is that you are likely to use the `viewer` reference space when performing the XR scene inline within web content.
The `local` reference space is typically used to describe a relatively small area, such as a single room. It is not only always available when using an immersive session mode (`immersive-vr` or `immersive-ar`), but is always included among the optional features when requesting a new session; thus, every session created by {{domxref("XRSystem.requestSession", "navigator.xr.requestSession()")}} supports the `local` reference space type.
To represent a large area—potentially involving multiple rooms or beyond—you can use the `unbounded` reference space type, which specifies no constraints on the viewer's movement. If you wish to prevent the user from moving into certain areas, you must handle that yourself.
The `bounded-floor` reference space type doesn't have a corresponding one that isn't floor-bound. If the user's XR hardware permits them to move about their real-world space, and you are able to do so, it may be useful to use a `bounded-floor` reference space, which lets you specifically define the boundaries of the area in which passage is allowed and safe. See the article [Using bounded reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Bounded_reference_spaces) to learn more about the use of bounded reference spaces.
By using a reference space to describe the position and orientation of objects, WebXR is able to standardize the form of the data you use to describe these things, regardless of the underlying XR hardware. The reference space's configuration is then able to provide you with the view matrices and object poses needed to correctly render the contents of the space.
### Establishing the reference space
The topmost space—the one obtained by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestReferenceSpace", "requestReferenceSpace()")}}—describes the coordinate system used for the overall world space. Everything is fundamentally tied to this coordinate system, which represents the relationship between the user's equipment's position and the virtual world.
While you can use WebXR for everything from augmenting the world with annotations to 360° video playback to scientific simulations to virtual reality training systems or anything else you can imagine, let's take a 3D video game as an example of a typical WebXR application. Consider the model of a player's avatar standing in the game world's space. You position that avatar relative to the world space, using the coordinate system defined by the world's reference space.
To move the player to a new position, you could rewrite all of its coordinates or manually apply a transform each time they move, but there's an easier way, thanks to reference spaces and their ability to be created relative to one another. Create an {{domxref("XRRigidTransform")}} object representing the new position and orientation of the player's avatar, then create a new reference space to represent the avatar's point of view at the new position using the {{domxref("XRReferenceSpace")}} method {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}}. This comes in especially handy when implementing support for using non-XR devices such as keyboards or mice to move the player's avatar through the world.
{{EmbedYouTube("nVSlQkSSQeQ")}}
With the newly-created reference space, the avatar can remain at the same coordinates yet appear in the world to be located at (and be see the world from the perspective of) its new location. For a more detailed look at how to use reference spaces to manage the player's viewpoint, see the article
In the case of our game avatar example, it's rare for an avatar (or any other moving creature or machine) to be a simple blob sliding around the world. They usually have additional form, as well as internal movement, such as moving legs, arms that swing as they walk, a head that turns or bobs, weapons that move around, and so forth. Bring these to life using standard WebGL techniques and a positioning matrix or {{domxref("XRRigidTransform")}} to shift the objects to the correct position relative to the effective origin.
### Device limitations on reference spaces
Some XR devices can't be made to support a given experience, despite the efforts the API goes to in order to make up for any missing capabilities. For example, there's no way for a basic headset such as a GearVR device to be made to work in an app that requires support for allowing the user to walk around the environment by tracking their real-world movements.
To support progressive enhancement—and thus broaden the availability of your app or site—you should choose a reference space that offers the lowest amount of functionality needed, or provide a fallback mechanism that detects failed attempts to obtain reference spaces and tries again with a less powerful alternative.
The compatibility issues that arise may be as fundamental as being unable to support `immersive-ar` mode (augmented reality sessions) on a VR-only headset, or may involve a request for one or more required options which cannot be met when attempting to create the XR session.
XR sessions are created using the {{domxref("XRSystem.requestSession", "navigator.xr.requestSession()")}} method. One of its optional parameters is an object which you can use to specify required and/or optional features that the session must (or should ideally) support. Currently, the only supported options are strings identifying the standard reference spaces. Using these, you can ensure before your code even runs that you have access to a WebXR session that can support the reference space type you require or prefer.
> **Note:** At this time, the reference space to use or to prefer is the only option available when creating an {{domxref("XRSession")}}. In the future, it's likely that more options will become available.
## Positioning and orienting objects
All spatial (position, orientation, and movement) information exchanged between your app and the WebXR API is expressed in relation to a specific space at the time the frame is being rendered. Any further position and orientation management is between you and WebGL, though you do make use of the origin offset from the reference space in order to position the objects correctly in the 3D world.
When it's time to render an animation frame, the callback function specified when you called the WebXR session's {{domxref("XRSession")}} object's {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}} method is invoked. The callback receives as one of its parameters a timestamp indicating the time at which the frame takes place, and should perform all rendering for the corresponding animation frame.
As the callback is repeatedly called with increasing time values, the callback generates a sequence of frames which are presented using the XR hardware, thereby showing a 3D scene to the user.
You can learn more about the animation process in the article [Rendering and the WebXR frame animation callback](/en-US/docs/Web/API/WebXR_Device_API/Rendering).
For an example and a more detailed, code-level explanation of how to position, orient, and move objects in virtual space, see the article [Movement, orientation, and motion](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion).
## See also
- [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API)
- [WebGL: 2D and 3D rendering for the web](/en-US/docs/Web/API/WebGL_API)
- [Matrix math for the web](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web)
| 0 |
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data/mdn-content/files/en-us/web/api/webxr_device_api | data/mdn-content/files/en-us/web/api/webxr_device_api/bounded_reference_spaces/index.md | ---
title: Using bounded reference spaces
slug: Web/API/WebXR_Device_API/Bounded_reference_spaces
page-type: guide
---
{{DefaultAPISidebar("WebXR Device API")}}
Among the various reference spaces available in the WebXR set of APIs, the **`bounded-floor` reference space** is somewhat unique. Not only is it represented by a unique subclass, {{domxref("XRBoundedReferenceSpace")}}, but it's the only one which restricts movement based not upon virtual restrictions but upon limitations imposed by the real world. This article examines bounded reference spaces as represented by `XRBoundedReferenceSpace`, describing what they are and how they're used.
There are many uses for bounded reference spaces, including projects such as virtual paint studios or 3D construction, modeling, or sculpting systems; training simulations or lesson scenarios; dance or other performance-based games; or the preview of 3D objects in the real world using augmented reality.
## Introduction
A bounded reference space is one which represents an XR environment in which the user is able to move around physically in the real world while being tracked by the XR hardware, with their movements being then transposed into the simulation. The boundaries established by the bounded reference space, then, represent the edges of the safely passable, tracked space in the user's real-world environment that are available for their movement while in the simulation.
### Requirements
Because a bounded reference space establishes a limited area in which the user can move, it naturally imposes a limit on how large the simulated environment can be. It's difficult (and would probably be fairly confusing) to create a virtual world that's larger than the physical space available to the user if you're mapping their real-world movement into the virtual environment. Imagine how uncomfortable it would feel if you moved 100 meters each time you took a step!
The requirements, then, for a bounded reference space are:
- XR hardware that can track the user's movement in the real world, such as a camera-based system.
- A physical space with enough room to move around safely.
### Basics
The reference space type of all bounded reference spaces is `bounded-floor`. This is the only type of bounded reference space currently available; in all others, if you need boundaries, you will have to manage them yourself.
Because `bounded-floor` is a floor-bound reference space, the user starts out on the floor of the space, which is sensible given the real-world implications otherwise. Therefore, the bounded reference space's origin always places the Y=0 plane at floor level. The boundary is then defined using an array of 2D coordinates, specifying only the X and Z components since Y is always 0. These points go around the room in a clockwise direction.
Note that if the underlying platform defines a fixed room-scale origin and boundary, it may initialize any uninitialized values to match that predefined information; this is not unexpected behavior for users of these platforms.
The space inside the boundary is then the user's safe movement area, within which they are tracked and their movements replicated into the virtual world. Although the user's XR system may provide automated detection and protection against exiting the safe area, it is always good practice to handle this yourself, watching for collisions between the user's position and the boundary of the world, and providing guidance to move back toward the origin point, or at least to stay inside the safe zone.
XR hardware that does not have an inherent boundary defined may or may not support the bounded reference space. If it does, it likely has a system in place to allow the user to specify or select the boundaries to apply if a bounded space is to be used. However, it's entirely possible that the device will decline to support bounded spaces at all, so you should be prepared to fall back to some other type of reference space.
## Understanding boundaries
As mentioned previously, the boundary is defined as an array of points located at floor level, each defining a corner of the boundary area, going around the origin in a clockwise manner. This is demonstrated in the diagram below.

This diagram defines the boundaries of room with the origin in the center, as required, and a set of 12 points representing the vertices of the available physical space. There are two cut-out areas in the room, possibly representing a couch, sofa, or bench behind the user and a stand or table on which the computer or other hardware is located. As this suggests, the safe area is not required to be convex, but may have any number of indentations or extrusions, as long as it's a contiguous shape,
Note that the coordinates of the origin here, (0, 0), are indicative of the fact that the boundaries are defined at floor level and are essentially a 2D shape on the floor, like an invisible fence used to keep pets from getting away from home. The full coordinates here would be (0, 0, 0).
This boundary is maintained in the {{domxref("XRBoundedReferenceSpace")}} in the {{domxref("XRBoundedReferenceSpace")}} property {{domxref("XRBoundedReferenceSpace.boundsGeometry", "boundsGeometry")}}. This property contains an array of {{domxref("DOMPointReadOnly")}} objects, each of which defines one of the points making up the space's border, moving around the room in clockwise order. Each vertex in the array has a `y` coordinate of 0 since the entire boundary is defined at floor level, extending upward to the ceiling or indefinitely. Each point's `w` is always 1 as well.
The interior of the bounded area is always considered to be on the _right side_ of the boundary. By listing the points in clockwise order, the boundary is placed inside the defined shape. If the points are listed counterclockwise it would suggest that the safe area lies _outside_ the boundary, probably with undesirable results.
You should consider including proactive checks for the user approaching the boundary. This is useful both for their safety (in case the boundary represents a physical obstacle of some nature) and to avoid possible conditions in which the accuracy is reduced near the boundaries. It's also useful because the user may be engrossed in gameplay or other activity, not realize they're approaching the boundary, and could become confused or distressed if they wander out of tracking range (especially if doing so causes them to lose a game).
The easiest solution is to just treat the each boundary segment as if it were an object to hit test against. As the user grows close to the boundary, you might warn them by displaying a message, flashing a warning indicator, playing an audio warning, or the like. And if the user actually collides with the boundary, don't let them continue past it.
## Creating a bounded reference space
Before creating a project that relies on bounded reference spaces, it's important to keep in mind that not all XR devices are capable of creating them. By their very nature, bounded reference spaces have special hardware requirements, since they need to allow for the user to physically move around in space while their movements are tracked. In this section, we'll look at how to safely create a session that will work whether bounded spaces are supported or not.
### Safely creating a bounded-preferred space
Before actually attempting to create a bounded reference space, you need to create a session that supports them. Since not all hardware supports bounded reference spaces, you should made sure to support bounded reference spaces as an option rather than as a required feature unless you have special knowledge of the environment in which your code will run. You can create a session that supports a `bounded-floor` reference space if available by using code such as the following:
```js
async function onActivateXRButton(event) {
if (!xrSession) {
navigator.xr
.requestSession("immersive-vr", {
requiredFeatures: ["local-floor"],
optionalFeatures: ["bounded-floor"],
})
.then((session) => {
xrSession = session;
startSessionAnimation();
});
}
}
```
This function, called when the user clicks on a button to start the XR experience, works as usual, exiting at once if a session is already in place, then requesting a new session using `immersive-vr` mode. The options specified when requesting the session indicate that at a minimum, the session must be compatible with the `local-floor` reference space, but that it would be nice if the `bounded-floor` space were supported as well.
Once the session has been created, our `startSessionAnimation()` function can try to establish a `bounded-floor` reference space, and if it fails to do so it can then fall back to requesting a `local-floor` reference space instead (in which we will have to handle boundaries ourselves).
This way, our session will start up regardless of whether or not the user's platform is able to provide bounded reference spaces.
### Creating the reference space
Requesting support for `bounded-floor` when calling the {{domxref("XRSystem")}} method {{domxref("XRSystem.requestSession", "requestSession()")}} isn't enough to get a bounded space. You need to ask for one when you call {{domxref("XRSession.requestReferenceSpace", "requestReferenceSpace()")}} as well. That means you need to change the code that calls `requestReferenceSpace()` to ask for a bounded reference space, then if that fails fall back to your backup choice, like this:
```js
let xrSession = null;
let xrReferenceSpace = null;
let spaceType = null;
function onSessionStarted(session) {
xrSession = session;
spaceType = "bounded-floor";
xrSession
.requestReferenceSpace(spaceType)
.then(onRefSpaceCreated)
.catch(() => {
spaceType = "local-floor";
xrSession
.requestReferenceSpace(spaceType)
.then(onRefSpaceCreated)
.catch(handleError);
});
}
function onRefSpaceCreated(refSpace) {
xrSession.updateRenderState({
baseLayer: new XRWebGLLayer(xrSession, gl),
});
// Now set up matrices, create a secondary reference space to
// transform the viewer's pose, and so forth.
xrSession.requestAnimationFrame(onDrawFrame);
}
```
If you compare this code to the code used in examples using unbounded reference spaces, you'll confirm that, indeed, the biggest difference is the reference space type `bounded-floor`.
The code begins by trying to get a `bounded-floor` reference space, but if that fails, it requests a `local-floor` space. In either case, successfully getting a reference space passes the new space into the function `onRefSpaceCreated()`. If neither type of space can be created, an error handler is called (`handleError()`).
In either case, once a reference space has been created, it's handed off to a function called `onRefSpaceCreated()`, which takes over the process of setting up the space for use.
It's important, however, to keep in mind that while a `local-floor` space provides a floor-relative space and is always available for immersive sessions, it also has significant differences from `bounded-floor`, so you need to be prepared to handle these differences. This is why the code snippet above records the reference space being used in the variable `spaceType`. The most obvious difference is that `local-floor` spaces don't provide boundaries, and are primarily meant to be used in situations where the user stays in one place for the duration of the session.
If upon attempting to create a `local-floor` reference space, the user's XR device doesn't have built-in support for determining floor level, the WebXR layer will still create a `local-floor` space. However, the floor level will be simulated by choosing and emulating the floor level and shifting the view upward by a fixed amount in order to ensure that the scene's contents render in the right place.
Keep in mind that by default, the viewer's position is placed _immediately_ above the floor, like a camera lying on the ground. If you wish to simulate a human's perspective on the scene, you probably want to move the viewpoint upward by a distance that approximates human eye level by transforming it by providing an appropriate transform matrix to the {{domxref("XRReferenceSpace")}} method {{domxref("XRReferenceSpace.getOffsetReferenceSpace", "getOffsetReferenceSpace()")}}.
This would change the `onRefSpaceCreated()` method from the above snippet to:
```js
function onRefSpaceCreated(refSpace) {
xrSession.updateRenderState({
baseLayer: new XRWebGLLayer(xrSession, gl),
});
let startPosition = vec3.fromValues(0, 1.5, 0);
const startOrientation = vec3.fromValues(0, 0, 1.0);
xrReferenceSpace = xrReferenceSpace.getOffsetReferenceSpace(
new XRRigidTransform(startPosition, startOrientation),
);
xrSession.requestAnimationFrame(onDrawFrame);
}
```
In this code, executed after the reference space has been created, we create an {{domxref("XRRigidTransform")}} representing the transform that will move the viewpoint upward by 1.5 meters. This approximates human height, though it assumes we've previously transformed the coordinate system so that the value of each coordinate is no longer constrained to -1 to 1, while maintaining the definition that a value of 1 represents one meter).
The new transform is passed into `getOffsetReferenceSpace()` to obtain a reference space that maps the coordinates between the base coordinate system and that of the rendered image. The new reference space replaces the original one. Finally, drawing begins by calling the {{domxref("XRSession")}} method {{domxref("XRSession.requestAnimationFrame", "requestAnimationFrame()")}}.
## See also
- [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API)
- [Geometry and reference spaces](/en-US/docs/Web/API/WebXR_Device_API/Geometry)
- [Spatial tracking in WebXR](/en-US/docs/Web/API/WebXR_Device_API/Spatial_tracking)
- [Movement, orientation, and motion](/en-US/docs/Web/API/WebXR_Device_API/Movement_and_motion)
- [Inputs and input sources](/en-US/docs/Web/API/WebXR_Device_API/Inputs)
- [Supporting gamepads in WebXR applications](/en-US/docs/Web/API/WebXR_Device_API/Gamepads)
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data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/webgltransformfeedback/index.md | ---
title: WebGLTransformFeedback
slug: Web/API/WebGLTransformFeedback
page-type: web-api-interface
browser-compat: api.WebGLTransformFeedback
---
{{APIRef("WebGL")}}
The **`WebGLTransformFeedback`** interface is part of the [WebGL 2](/en-US/docs/Web/API/WebGL_API) API and enables transform feedback, which is the process of capturing primitives generated by vertex processing. It allows to preserve the post-transform rendering state of an object and resubmit this data multiple times.
{{InheritanceDiagram}}
When working with `WebGLTransformFeedback` objects, the following methods of the {{domxref("WebGL2RenderingContext")}} are useful:
- {{domxref("WebGL2RenderingContext.createTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.deleteTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.isTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.bindTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.beginTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.endTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.pauseTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.resumeTransformFeedback()")}}
- {{domxref("WebGL2RenderingContext.transformFeedbackVaryings()")}}
- {{domxref("WebGL2RenderingContext.getTransformFeedbackVarying()")}}
## Examples
### Creating a `WebGLTransformFeedback` object
in this example, `gl` must be a {{domxref("WebGL2RenderingContext")}}. `WebGLTransformFeedback` objects are not available in WebGL 1.
```js
const transformFeedback = gl.createTransformFeedback();
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
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data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy/index.md | ---
title: ByteLengthQueuingStrategy
slug: Web/API/ByteLengthQueuingStrategy
page-type: web-api-interface
browser-compat: api.ByteLengthQueuingStrategy
---
{{APIRef("Streams")}}
The **`ByteLengthQueuingStrategy`** interface of the [Streams API](/en-US/docs/Web/API/Streams_API) provides a built-in byte length queuing strategy that can be used when constructing streams.
## Constructor
- {{domxref("ByteLengthQueuingStrategy.ByteLengthQueuingStrategy", "ByteLengthQueuingStrategy()")}}
- : Creates a new `ByteLengthQueuingStrategy` object instance.
## Instance properties
- {{domxref("ByteLengthQueuingStrategy.highWaterMark")}} {{ReadOnlyInline}}
- : The total number of bytes that can be contained in the internal queue before [backpressure](/en-US/docs/Web/API/Streams_API/Concepts#backpressure) is applied.
## Instance methods
- {{domxref("ByteLengthQueuingStrategy.size()")}}
- : Returns the given chunk's `byteLength` property.
## Examples
```js
const queueingStrategy = new ByteLengthQueuingStrategy({ highWaterMark: 1024 });
const readableStream = new ReadableStream(
{
start(controller) {
// …
},
pull(controller) {
// …
},
cancel(err) {
console.log("stream error:", err);
},
},
queueingStrategy,
);
const size = queueingStrategy.size(chunk);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("Streams API", "Streams API", "", "nocode")}}
- [Internal queues and queuing strategies](/en-US/docs/Web/API/Streams_API/Concepts#internal_queues_and_queuing_strategies)
- {{domxref("ByteLengthQueuingStrategy.ByteLengthQueuingStrategy", "ByteLengthQueuingStrategy()")}} constructor
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data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy | data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy/highwatermark/index.md | ---
title: "ByteLengthQueuingStrategy: highWaterMark property"
short-title: highWaterMark
slug: Web/API/ByteLengthQueuingStrategy/highWaterMark
page-type: web-api-instance-property
browser-compat: api.ByteLengthQueuingStrategy.highWaterMark
---
{{APIRef("Streams")}}
The read-only **`ByteLengthQueuingStrategy.highWaterMark`** property returns the total number of bytes that can be contained in the internal queue before [backpressure](/en-US/docs/Web/API/Streams_API/Concepts#backpressure) is applied.
> **Note:** Unlike [`CountQueuingStrategy()`](/en-US/docs/Web/API/CountQueuingStrategy/CountQueuingStrategy) where the `highWaterMark` property specifies a simple count of the number of chunks, with `ByteLengthQueuingStrategy()`, the `highWaterMark` parameter specifies a number of _bytes_ — specifically, given a stream of chunks, how many bytes worth of those chunks (rather than a count of how many of those chunks) can be contained in the internal queue before backpressure is applied.
## Values
An integer.
## Examples
```js
const queuingStrategy = new ByteLengthQueuingStrategy({
highWaterMark: 1 * 1024,
});
const readableStream = new ReadableStream(
{
start(controller) {
// …
},
pull(controller) {
// …
},
cancel(err) {
console.log("stream error:", err);
},
},
queuingStrategy,
);
const size = queuingStrategy.size(chunk);
console.log(`highWaterMark value: ${queuingStrategy.highWaterMark}$`);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("ByteLengthQueuingStrategy.ByteLengthQueuingStrategy", "ByteLengthQueuingStrategy()")}} constructor
| 0 |
data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy | data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy/bytelengthqueuingstrategy/index.md | ---
title: "ByteLengthQueuingStrategy: ByteLengthQueuingStrategy() constructor"
short-title: ByteLengthQueuingStrategy()
slug: Web/API/ByteLengthQueuingStrategy/ByteLengthQueuingStrategy
page-type: web-api-constructor
browser-compat: api.ByteLengthQueuingStrategy.ByteLengthQueuingStrategy
---
{{APIRef("Streams")}}
The **`ByteLengthQueuingStrategy()`**
constructor creates and returns a `ByteLengthQueuingStrategy` object
instance.
## Syntax
```js-nolint
new ByteLengthQueuingStrategy(highWaterMark)
```
### Parameters
An object with the following property:
- `highWaterMark`
- : The total number of bytes that can be contained in the internal queue before backpressure is applied.
Unlike [`CountQueuingStrategy()`](/en-US/docs/Web/API/CountQueuingStrategy/CountQueuingStrategy) where the `highWaterMark` parameter specifies a simple count of the number of chunks, with `ByteLengthQueuingStrategy()`, the `highWaterMark` parameter specifies a number of _bytes_ — specifically, given a stream of chunks, how many bytes worth of those chunks (rather than a count of how many of those chunks) can be contained in the internal queue before backpressure is applied.
### Return value
An instance of the {{domxref("ByteLengthQueuingStrategy")}} object.
### Exceptions
None.
## Examples
```js
const queuingStrategy = new ByteLengthQueuingStrategy({
highWaterMark: 1 * 1024,
});
const readableStream = new ReadableStream(
{
start(controller) {
// …
},
pull(controller) {
// …
},
cancel(err) {
console.log("stream error:", err);
},
},
queuingStrategy,
);
const size = queuingStrategy.size(chunk);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("ByteLengthQueuingStrategy")}} interface
| 0 |
data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy | data/mdn-content/files/en-us/web/api/bytelengthqueuingstrategy/size/index.md | ---
title: "ByteLengthQueuingStrategy: size() method"
short-title: size()
slug: Web/API/ByteLengthQueuingStrategy/size
page-type: web-api-instance-method
browser-compat: api.ByteLengthQueuingStrategy.size
---
{{APIRef("Streams")}}
The **`size()`** method of the
{{domxref("ByteLengthQueuingStrategy")}} interface returns the given chunk's
`byteLength` property.
## Syntax
```js-nolint
size(chunk)
```
### Parameters
- `chunk`
- : A chunk of data being passed through the stream.
### Return value
An integer representing the byte length of the given chunk.
## Examples
```js
const queuingStrategy = new ByteLengthQueuingStrategy({ highWaterMark: 1 });
const readableStream = new ReadableStream(
{
start(controller) {
// …
},
pull(controller) {
// …
},
cancel(err) {
console.log("stream error:", err);
},
},
queuingStrategy,
);
const size = queueingStrategy.size(chunk);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("ByteLengthQueuingStrategy.ByteLengthQueuingStrategy", "ByteLengthQueuingStrategy()")}} constructor
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/mutationrecord/index.md | ---
title: MutationRecord
slug: Web/API/MutationRecord
page-type: web-api-interface
browser-compat: api.MutationRecord
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} is a read-only interface that represents an individual DOM mutation observed by a {{domxref("MutationObserver")}}. It is the object inside the array passed to the callback of a {{domxref("MutationObserver")}}.
## Instance properties
- {{domxref("MutationRecord.addedNodes")}} {{ReadOnlyInline}}
- : The nodes added by a mutation. Will be an empty {{domxref("NodeList")}} if no nodes were added.
- {{domxref("MutationRecord.attributeName")}} {{ReadOnlyInline}}
- : The name of the changed attribute as a string, or `null`.
- {{domxref("MutationRecord.attributeNamespace")}} {{ReadOnlyInline}}
- : The namespace of the changed attribute as a string, or `null`.
- {{domxref("MutationRecord.nextSibling")}} {{ReadOnlyInline}}
- : The next sibling of the added or removed nodes, or `null`.
- {{domxref("MutationRecord.oldValue")}} {{ReadOnlyInline}}
- : The value depends on the {{domxref("MutationRecord.type")}}:
- For `attributes`, it is the value of the changed attribute before the change.
- For `characterData`, it is the data of the changed node before the change.
- For `childList`, it is `null`.
- {{domxref("MutationRecord.previousSibling")}} {{ReadOnlyInline}}
- : The previous sibling of the added or removed nodes, or `null`.
- {{domxref("MutationRecord.removedNodes")}} {{ReadOnlyInline}}
- : The nodes removed by a mutation. Will be an empty {{domxref("NodeList")}} if no nodes were removed.
- {{domxref("MutationRecord.target")}} {{ReadOnlyInline}}
- : The node the mutation affected, depending on the `MutationRecord.type`.
- For `attributes`, it is the element whose attribute changed.
- For `characterData`, it is the `CharacterData` node.
- For `childList`, it is the node whose children changed.
- {{domxref("MutationRecord.type")}} {{ReadOnlyInline}}
- : A string representing the type of mutation: `attributes` if the mutation was an attribute mutation, `characterData` if it was a mutation to a `CharacterData` node, and `childList` if it was a mutation to the tree of nodes.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/target/index.md | ---
title: "MutationRecord: target property"
short-title: target
slug: Web/API/MutationRecord/target
page-type: web-api-instance-property
browser-compat: api.MutationRecord.target
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`target`** is the target (i.e. the mutated/changed node) of a mutation observed with a {{domxref("MutationObserver")}}.
## Value
The {{domxref("Node")}} that the mutation affected.
- If the record's {{domxref("MutationRecord.type", "type")}} is `attributes`, this is the {{domxref("Element")}} whose attributes changed.
- If the record's {{domxref("MutationRecord.type", "type")}} is `characterData`, this is the {{domxref("CharacterData")}} node.
- If the record's {{domxref("MutationRecord.type", "type")}} is `childList`, this is the {{domxref("Node")}} whose children changed.
## Examples
### Logging the target of a mutation
In the following example, there are two divs: a red div (`#red-div`) and a blue div (`#blue-div`), inside a container div `#container`. A {{domxref("MutationObserver")}} is created to observe the container. The observer is observing changes to the childlist, and also has `subtree: true` so it will observe changes to the children of the container's children.
The observer callback logs the `target` of the mutation record. When we add nodes to the `#red-div` or the `#blue-div`, the `target` will be the `#red-div` or the `#blue-div`, respectively.
#### HTML
```html
<pre id="log">Target of mutation:</pre>
<button id="add-nodes-to-red-div">Add a node to red div</button>
<button id="add-nodes-to-blue-div">Add a node to blue div</button>
<button id="reset">Reset</button>
<div id="container">
<div id="red-div"></div>
<div id="blue-div"></div>
</div>
```
```css hidden
#log {
border: 1px dotted black;
padding: 0.5rem;
}
#red-div {
border: 1px solid red;
margin-top: 0.5rem;
margin-right: 0.5rem;
padding: 0.5rem;
overflow: auto;
}
#blue-div {
border: 1px solid blue;
margin-top: 0.5rem;
margin-left: 0.5rem;
padding: 0.5rem;
overflow: auto;
}
#container {
display: grid;
grid-template-columns: 50% auto;
}
```
#### JavaScript
```js
const container = document.querySelector("#container");
const redDiv = document.querySelector("#red-div");
const blueDiv = document.querySelector("#blue-div");
const addToRed = document.querySelector("#add-nodes-to-red-div");
const addToBlue = document.querySelector("#add-nodes-to-blue-div");
const reset = document.querySelector("#reset");
const log = document.querySelector("#log");
addToRed.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Current time: ${Date.now()}`;
redDiv.appendChild(newPara);
});
addToBlue.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Current time: ${Date.now()}`;
blueDiv.appendChild(newPara);
});
reset.addEventListener("click", () => self.location.reload());
function logMutationTarget(records) {
for (const record of records) {
log.textContent = `Target of mutation: ${record.target.id}`;
}
}
const observer = new MutationObserver(logMutationTarget);
observer.observe(container, { childList: true, subtree: true });
```
#### Result
{{EmbedLiveSample("Logging the target of a mutation", "", 200)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/oldvalue/index.md | ---
title: "MutationRecord: oldValue property"
short-title: oldValue
slug: Web/API/MutationRecord/oldValue
page-type: web-api-instance-property
browser-compat: api.MutationRecord.oldValue
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`oldValue`** contains the character data or attribute value of an observed node before it was changed.
## Value
A string representing the old value of an attribute which has been changed, if:
- the `attributeOldValue` parameter to {{domxref("MutationObserver.observe()")}} is `true`
- the `attributes` parameter to {{domxref("MutationObserver.observe()")}} is `true` or omitted
- the mutation {{domxref("MutationRecord.type", "type")}} is `attributes`.
A string representing the old value of a {{domxref("CharacterData")}} node that has been changed, if:
- the `characterDataOldValue` parameter to {{domxref("MutationObserver.observe()")}} is `true`
- the `characterData` parameter to {{domxref("MutationObserver.observe()")}} is `true` or omitted
- the mutation {{domxref("MutationRecord.type", "type")}} is `characterData`.
Otherwise this property is `null`.
## Examples
### Show old color value
In the following example, there is a button that changes the color of an `h1` to a random new color. A {{domxref("MutationObserver")}} is used to observe the target node (`h1`) for changes to the attribute; when a change is detected, the observer calls a function, `logOldValue()`.
The `logOldValue()` function is passed the `mutationRecords` array, which contains the `MutationRecord` objects. The `oldValue` property of the `MutationRecord` object is then displayed, in the color of the old value.
#### HTML
```html
<h1 id="h1" style="color: rgb(0 0 0);">Hi, Mom!</h1>
<button id="changeColorButton">Change color</button>
<p id="log"></p>
```
#### JavaScript
```js
const h1 = document.getElementById("h1");
const changeValueButton = document.getElementById("changeColorButton");
const log = document.getElementById("log");
changeColorButton.addEventListener("click", () => {
// Random 6 character hexadecimal number to use as the hex color value
const newColor = Math.floor(Math.random() * 16777215).toString(16);
h1.style.color = `#${newColor}`;
});
function logOldValue(mutationRecordArray) {
for (const record of mutationRecordArray) {
log.textContent = `Old value: ${record.oldValue}`;
log.style.cssText = record.oldValue;
}
}
const observer = new MutationObserver(logOldValue);
observer.observe(h1, {
attributes: true,
attributeOldValue: true,
});
```
#### Result
{{EmbedLiveSample("Show old color value", "", 200)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/removednodes/index.md | ---
title: "MutationRecord: removedNodes property"
short-title: removedNodes
slug: Web/API/MutationRecord/removedNodes
page-type: web-api-instance-property
browser-compat: api.MutationRecord.removedNodes
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`removedNodes`** is a {{domxref("NodeList")}} of nodes removed from a target node by a mutation observed with a {{domxref("MutationObserver")}}.
## Value
A {{domxref("NodeList")}} containing the nodes removed from the target of the mutation observed by the {{domxref("MutationObserver")}}.
## Examples
### Observing removed nodes
In the following example, there are two buttons: one to add new nodes to a target node, and one to remove them. A {{domxref("MutationObserver")}} is used to observe the target node for changes; when a change is detected, the observer calls a function, `logRemovedNodes()`.
The `logRemovedNodes()` function checks that the MutationRecord's `type` is `childList`, which means that the target node's children have changed. If the type is `childlist` the function updates the total number of nodes that have been removed. However, note that clicking the "Add a node" button will not increment the total number of removed nodes, because in this case `record.removedNodes` will have a length of `0`.
#### HTML
```html
<button id="add-nodes">Add a node</button>
<button id="remove-nodes">Remove a node</button>
<button id="reset">Reset</button>
<pre id="counter">Total removed nodes: 0</pre>
<div id="target"></div>
```
```css hidden
#counter {
border: 1px dotted black;
padding: 0.5rem;
}
```
#### JavaScript
```js
const addNodes = document.querySelector("#add-nodes");
const removeNodes = document.querySelector("#remove-nodes");
const reset = document.querySelector("#reset");
const counter = document.querySelector("#counter");
const target = document.querySelector("#target");
let totalRemovedNodes = 0;
addNodes.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Current time: ${Date.now()}`;
target.appendChild(newPara);
});
removeNodes.addEventListener("click", () => {
const lastChild = target.lastChild;
if (lastChild) {
target.removeChild(lastChild);
}
});
reset.addEventListener("click", () => self.location.reload());
function logRemovedNodes(records) {
for (const record of records) {
// Check if the childlist of the target node has been mutated
if (record.type === "childList") {
totalRemovedNodes = totalRemovedNodes + record.removedNodes.length;
// Log the number of nodes added
counter.textContent = `Total removed nodes: ${totalRemovedNodes}`;
}
}
}
const observer = new MutationObserver(logRemovedNodes);
observer.observe(target, { childList: true });
```
#### Result
{{EmbedLiveSample("Observing removed nodes")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/nextsibling/index.md | ---
title: "MutationRecord: nextSibling property"
short-title: nextSibling
slug: Web/API/MutationRecord/nextSibling
page-type: web-api-instance-property
browser-compat: api.MutationRecord.nextSibling
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`nextSibling`** is the next sibling of an added or removed child node of the [`target`](/en-US/docs/Web/API/MutationRecord/target) of a {{domxref("MutationObserver")}}.
## Value
If a node is added to or removed from the [`target`](/en-US/docs/Web/API/MutationRecord/target) of a {{domxref("MutationObserver")}}, the value is the {{domxref("Node")}} that is the next sibling of the added or removed node: that is, the node immediately following this one in the parent's {{domxref("Node.childNodes", "childNodes")}} list.
The value is `null` if there are no added or removed nodes, or if the node is the last child of its parent.
## Examples
### Log the next sibling of a mutation
This adds a node every time you click the button, but it adds the node at the _start of the target_, not the end. Then the observer logs the `textContent` of the `nextSibling` of the added node.
#### HTML
```html
<button id="add-nodes">Add a node</button>
<button id="reset">Reset</button>
<pre id="log" class="log">Next sibling of added node:</pre>
<div id="target"><p>Node #0</p></div>
```
```css hidden
.log {
border: 1px dotted black;
padding: 0.5rem;
}
```
#### JavaScript
```js
const addNodes = document.querySelector("#add-nodes");
const reset = document.querySelector("#reset");
const target = document.querySelector("#target");
let nodeNumber = 1;
addNodes.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Node #${nodeNumber}`;
nodeNumber++;
target.insertBefore(newPara, target.firstChild);
});
reset.addEventListener("click", () => self.location.reload());
function logNextSibling(records) {
for (const record of records) {
if (record.type === "childList") {
for (const newNode of record.addedNodes) {
log.textContent = `Next sibling of added node: ${record.nextSibling?.textContent}`;
}
}
}
}
const observer = new MutationObserver(logNextSibling);
observer.observe(target, { childList: true });
```
#### Result
{{EmbedLiveSample("Log the next sibling of a mutation", "", 250)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/previoussibling/index.md | ---
title: "MutationRecord: previousSibling property"
short-title: previousSibling
slug: Web/API/MutationRecord/previousSibling
page-type: web-api-instance-property
browser-compat: api.MutationRecord.previousSibling
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`previousSibling`** is the previous sibling of an added or removed child node of the [`target`](/en-US/docs/Web/API/MutationRecord/target) of a {{domxref("MutationObserver")}}.
## Value
If a node is added to or removed from the [`target`](/en-US/docs/Web/API/MutationRecord/target) of a {{domxref("MutationObserver")}}, the value is the {{domxref("Node")}} that is the previous sibling of the added or removed node: that is, the node immediately before this one in the parent's {{domxref("Node.childNodes", "childNodes")}} list.
The value is `null` if there are no added or removed nodes, or if the node is the first child of its parent.
## Examples
### Log the previous sibling of a mutation
This adds a node every time you click the button. Then the observer logs the `textContent` of the `previousSibling` of the added node.
#### HTML
```html
<button id="add-nodes">Add a node</button>
<button id="reset">Reset</button>
<pre id="log" class="log">Previous sibling of added node:</pre>
<div id="target"><p>Node #0</p></div>
```
```css hidden
.log {
border: 1px dotted black;
padding: 0.5rem;
}
```
#### JavaScript
```js
const addNodes = document.querySelector("#add-nodes");
const reset = document.querySelector("#reset");
const target = document.querySelector("#target");
let nodeNumber = 1;
addNodes.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Node #${nodeNumber}`;
nodeNumber++;
target.appendChild(newPara);
});
reset.addEventListener("click", () => self.location.reload());
function logPreviousSibling(records) {
for (const record of records) {
if (record.type === "childList") {
for (const newNode of record.addedNodes) {
log.textContent = `Previous sibling of added node: ${newNode.previousSibling?.textContent}`;
}
}
}
}
const observer = new MutationObserver(logPreviousSibling);
observer.observe(target, { childList: true });
```
#### Result
{{EmbedLiveSample("Log the previous sibling of a mutation", "", 250)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/type/index.md | ---
title: "MutationRecord: type property"
short-title: type
slug: Web/API/MutationRecord/type
page-type: web-api-instance-property
browser-compat: api.MutationRecord.type
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`type`** is the type of the {{domxref("MutationRecord")}} observed by a {{domxref("MutationObserver")}}.
## Value
The property is set to the type of the mutation as a string. The value can be one of the following:
- `attributes` if the mutation was an attribute mutation.
- `characterData` if it was a mutation to a {{domxref("CharacterData")}} node.
- `childList` if the mutation a mutation to the tree of nodes.
## Examples
### Log the type of a mutation
The following example gives you two buttons to manipulate the DOM. The first button adds a new node to the example, and the second button changes the `color` attribute of all the added nodes. A {{domxref("MutationObserver")}} is created to observe it all, and the observer is set to log the `type` of the mutation record to `#log`.
You'll notice the when you add a node, the `type` is `childList`, and when you change the `color` attribute, the `type` is `attributes`.
#### HTML
```html
<button id="add-nodes">Add a node</button>
<button id="set-attribute">Change the color</button>
<button id="reset">Reset</button>
<pre id="log">Mutation type:</pre>
<div id="target"><p>Node #0</p></div>
```
```css hidden
#log {
border: 1px dotted black;
padding: 0.5rem;
}
.blue {
color: blue;
}
.red {
color: red;
}
```
#### JavaScript
```js
const addNodes = document.querySelector("#add-nodes");
const setAttribute = document.querySelector("#set-attribute");
const reset = document.querySelector("#reset");
const log = document.querySelector("#log");
const target = document.querySelector("#target");
let nodeNumber = 1;
addNodes.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Node #${nodeNumber}`;
nodeNumber++;
target.appendChild(newPara);
});
setAttribute.addEventListener("click", () => {
if (target.getAttribute("class") === "red") {
target.setAttribute("class", "blue");
} else {
target.setAttribute("class", "red");
}
});
reset.addEventListener("click", () => self.location.reload());
function logMutationType(records) {
for (const record of records) {
log.textContent = `Mutation type: ${record.type}`;
}
}
const observer = new MutationObserver(logMutationType);
observer.observe(target, { childList: true, attributes: true, subtree: true });
```
#### Result
{{EmbedLiveSample("Log the type of a mutation", "", 200)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/attributenamespace/index.md | ---
title: "MutationRecord: attributeNamespace property"
short-title: attributeNamespace
slug: Web/API/MutationRecord/attributeNamespace
page-type: web-api-instance-property
browser-compat: api.MutationRecord.attributeNamespace
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`attributeNamespace`** is the namespace of the mutated attribute in the {{domxref("MutationRecord")}} observed by a {{domxref("MutationObserver")}}.
## Value
If the record's [`type`](/en-US/docs/Web/API/MutationRecord/type) is `attributes`, the property is a string representing the namespace of the mutated attribute of the mutation target. The value is `null` otherwise.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/addednodes/index.md | ---
title: "MutationRecord: addedNodes property"
short-title: addedNodes
slug: Web/API/MutationRecord/addedNodes
page-type: web-api-instance-property
browser-compat: api.MutationRecord.addedNodes
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`addedNodes`** is a {{domxref("NodeList")}} of nodes added to a target node by a mutation observed with a {{domxref("MutationObserver")}}.
## Value
A {{domxref("NodeList")}} containing the nodes added to the target of the mutation observed by the {{domxref("MutationObserver")}}.
## Examples
### Update when adding a node
In the following example, there are two buttons: one to add new nodes to a target node, and one to remove them. A {{domxref("MutationObserver")}} is used to observe the target node for changes; when a change is detected, the observer calls a function, `logNewNodes()`.
The `logNewNodes()` function checks that the MutationRecord's `type` is `childList`, which means that the target node's children have changed. If the type is `childlist` the function updates the total number of new nodes that have been added. However, note that clicking the "Remove a node" button will not increment the total number of new nodes, because in this case `record.addedNodes` will have a length of `0`.
#### HTML
```html
<button id="add-nodes">Add a node</button>
<button id="remove-nodes">Remove a node</button>
<button id="reset">Reset</button>
<pre id="counter">Total added nodes: 0</pre>
<div id="target"></div>
```
```css hidden
#counter {
border: 1px dotted black;
padding: 0.5rem;
}
```
#### JavaScript
```js
const addNodes = document.querySelector("#add-nodes");
const removeNodes = document.querySelector("#remove-nodes");
const reset = document.querySelector("#reset");
const counter = document.querySelector("#counter");
const target = document.querySelector("#target");
let totalAddedNodes = 0;
addNodes.addEventListener("click", () => {
const newPara = document.createElement("p");
newPara.textContent = `Current time: ${Date.now()}`;
target.appendChild(newPara);
});
removeNodes.addEventListener("click", () => {
const lastChild = target.lastChild;
if (lastChild) {
target.removeChild(lastChild);
}
});
reset.addEventListener("click", () => self.location.reload());
function logNewNodes(records) {
for (const record of records) {
// Check if the childlist of the target node has been mutated
if (record.type === "childList") {
totalAddedNodes = totalAddedNodes + record.addedNodes.length;
// Log the number of nodes added
counter.textContent = `Total added nodes: ${totalAddedNodes}`;
}
}
}
const observer = new MutationObserver(logNewNodes);
observer.observe(target, { childList: true });
```
#### Result
{{EmbedLiveSample("Update when adding a node")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/mutationrecord | data/mdn-content/files/en-us/web/api/mutationrecord/attributename/index.md | ---
title: "MutationRecord: attributeName property"
short-title: attributeName
slug: Web/API/MutationRecord/attributeName
page-type: web-api-instance-property
browser-compat: api.MutationRecord.attributeName
---
{{APIRef("DOM")}}
The {{domxref("MutationRecord")}} read-only property **`attributeName`** contains the name of a changed attribute belonging to a node that is observed by a {{domxref("MutationObserver")}}.
## Value
If the record's [`type`](/en-US/docs/Web/API/MutationRecord/type) is `attributes`, this is a string representing the name of the mutated attribute of the mutation target.
If the record's [`type`](/en-US/docs/Web/API/MutationRecord/type) is not `attributes`, this is `null`.
## Examples
### Get last updated attribute name
In the following example, there are four buttons: two change the `style` attribute of the `h1` element, and two change the `class` attribute of the `h1` element. The script uses a {{domxref("MutationObserver")}} to detect the changes and will update the text below to the name of the last attribute that was changed.
#### HTML
```html
<h1 class="blue" style="color:black;" id="hiMom">Hi, Mom!</h1>
<button id="redButton">Set class to "red"</button>
<button id="blueButton">Set class to "blue"</button>
<button id="whiteButton">Set style to "color:white;"</button>
<button id="blackButton">Set style to "color:black;"</button>
<p id="log">Updated attribute name:</p>
```
#### CSS
```css
.red {
background-color: red;
}
.blue {
background-color: blue;
}
```
#### JavaScript
```js
const hiMom = document.querySelector("#hiMom");
const redButton = document.querySelector("#redButton");
const blueButton = document.querySelector("#blueButton ");
const whiteButton = document.querySelector("#whiteButton");
const blackButton = document.querySelector("#blackButton");
const log = document.querySelector("#log");
redButton.addEventListener("click", () => {
hiMom.classList.add("red");
hiMom.classList.remove("blue");
});
blueButton.addEventListener("click", () => {
hiMom.classList.add("blue");
hiMom.classList.remove("red");
});
whiteButton.addEventListener("click", () => {
hiMom.style.color = "white";
});
blackButton.addEventListener("click", () => {
hiMom.style.color = "black";
});
function logLastAttr(mutationRecordArray) {
for (const record of mutationRecordArray) {
if (record.type === "attributes") {
log.textContent = `Updated attribute name: ${record.attributeName}`;
}
}
}
const observer = new MutationObserver(logLastAttr);
observer.observe(hiMom, { attributes: true });
```
#### Result
{{EmbedLiveSample("Get last updated attribute name", "", 200)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/directoryreadersync/index.md | ---
title: DirectoryReaderSync
slug: Web/API/DirectoryReaderSync
page-type: web-api-interface
status:
- deprecated
- non-standard
browser-compat: api.DirectoryReaderSync
---
{{APIRef("File and Directory Entries API")}}{{Non-standard_Header}}{{Deprecated_Header}}
The `DirectoryReaderSync` interface lets you read the entries in a directory.
> **Warning:** This interface is deprecated and is no more on the standard track.
> _Do not use it anymore._ Use the [File and Directory Entries API](/en-US/docs/Web/API/File_and_Directory_Entries_API) instead.
## Basic concepts
Before you call the only method in this interface, [`readEntries()`](#readentries), create the [`DirectoryEntrySync`](/en-US/docs/Web/API/DirectoryEntrySync) object. But DirectoryEntrySync (as well as [`FileEntrySync`](/en-US/docs/Web/API/FileEntrySync)) is not a data type that you can pass between a calling app and Web Worker thread. It's not a big deal, because you don't really need to have the main app and the worker thread see the same JavaScript object; you just need them to access the same files. You can do that by passing a list of `filesystem:` URLs—which are just strings—instead of a list of entries. You can also use the `filesystem:` URL to look up the entry with `resolveLocalFileSystemURL()`. That gets you back to a DirectoryEntrySync (as well as FileEntrySync) object.
### Example
In the following code snippet from [HTML5Rocks (web.dev)](https://web.dev/articles/filesystem-sync), we create Web Workers and pass data from it to the main app.
```js
// Taking care of the browser-specific prefixes.
window.resolveLocalFileSystemURL =
window.resolveLocalFileSystemURL || window.webkitResolveLocalFileSystemURL;
// Create web workers
const worker = new Worker("worker.js");
worker.onmessage = (e) => {
const urls = e.data.entries;
urls.forEach((url) => {
window.resolveLocalFileSystemURL(url, (fileEntry) => {
// Print out file's name.
console.log(fileEntry.name);
});
});
};
worker.postMessage({ cmd: "list" });
```
The following is `worker.js` code that gets the contents of the directory.
```js
// worker.js
// Taking care of the browser-specific prefixes.
self.requestFileSystemSync =
self.webkitRequestFileSystemSync || self.requestFileSystemSync;
// Global for holding the list of entry file system URLs.
const paths = [];
function getAllEntries(dirReader) {
const entries = dirReader.readEntries();
for (const entry of entries) {
// Stash this entry's filesystem in URL
paths.push(entry.toURL());
// If this is a directory, traverse.
if (entry.isDirectory) {
getAllEntries(entry.createReader());
}
}
}
// Forward the error to main app.
function onError(e) {
postMessage(`ERROR: ${e.toString()}`);
}
self.onmessage = (e) => {
const cmd = e.data.cmd;
// Ignore everything else except our 'list' command.
if (!cmd || cmd !== "list") {
return;
}
try {
const fs = requestFileSystemSync(TEMPORARY, 1024 * 1024 /*1MB*/);
getAllEntries(fs.root.createReader());
self.postMessage({ entries: paths });
} catch (e) {
onError(e);
}
};
```
## Method
### readEntries()
Returns a list of entries from a specific directory. Call this method until an empty array is returned.
#### Syntax
```js-nolint
readEntries()
```
##### Return value
Array containing [`FileEntrySync`](/en-US/docs/Web/API/FileEntrySync) and [`DirectoryEntrySync`](/en-US/docs/Web/API/DirectoryEntrySync)
##### Parameter
None
##### Exceptions
This method can raise a [DOMException](/en-US/docs/Web/API/DOMException) with the following codes:
| Exception | Description |
| ------------------- | ---------------------------------------------------------------------------------- |
| `NOT_FOUND_ERR` | The directory does not exist. |
| `INVALID_STATE_ERR` | The directory has been modified since the first call to readEntries was processed. |
| `SECURITY_ERR` | The browser determined that it was not safe to look up the metadata. |
## Specifications
This feature is not part of any specification anymore. It is no longer on track to become a standard.
## Browser compatibility
{{Compat}}
## See also
- [File and Directory Entries API](/en-US/docs/Web/API/File_and_Directory_Entries_API)
- [Introduction to the File and Directory Entries API](/en-US/docs/Web/API/File_and_Directory_Entries_API/Introduction)
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/mathmlelement/index.md | ---
title: MathMLElement
slug: Web/API/MathMLElement
page-type: web-api-interface
browser-compat: api.MathMLElement
---
{{APIRef("MathML")}}
The **`MathMLElement`** interface represents any [MathML](/en-US/docs/Web/MathML) element.
{{InheritanceDiagram}}
## Instance properties
_Also inherits properties from its parent, {{DOMxRef("Element")}}_.
- {{DOMxRef("MathMLElement.attributeStyleMap")}} {{ReadOnlyInline}}
- : A {{DOMxRef("StylePropertyMap")}} representing the declarations of the element's `style` attribute.
- {{DOMxRef("MathMLElement.style")}}
- : A {{DOMxRef("CSSStyleDeclaration")}} representing the declarations of the element's `style` attribute.
## Instance methods
_This interface has no methods, but inherits methods from its parent, {{DOMxRef("Element")}}_.
## Examples
### MathML
```html
<math xmlns="http://www.w3.org/1998/Math/MathML">
<msqrt>
<mi>x</mi>
</msqrt>
</math>
```
### JavaScript
```js
document.querySelector("msqrt").constructor.name; // MathMLElement
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{DOMxRef("Element")}}
- {{DOMxRef("HTMLElement")}}
- {{DOMxRef("SVGElement")}}
| 0 |
data/mdn-content/files/en-us/web/api/mathmlelement | data/mdn-content/files/en-us/web/api/mathmlelement/style/index.md | ---
title: "MathMLElement: style property"
short-title: style
slug: Web/API/MathMLElement/style
page-type: web-api-instance-property
browser-compat: api.MathMLElement.style
---
{{APIRef("CSSOM")}}
The read-only **`style`** property of the {{domxref("MathMLElement")}} returns the _inline_ style of an element in the form of a live {{domxref("CSSStyleDeclaration")}} object that contains a list of all styles properties for that element with values assigned only for the attributes that are defined in the element's inline [`style`](/en-US/docs/Web/HTML/Global_attributes/style) attribute.
Shorthand properties are expanded. If you set `style="border-top: 1px solid black"`, the longhand properties ({{cssxref("border-top-color")}}, {{cssxref("border-top-style")}}, and {{cssxref("border-top-width")}}) are set instead.
This property is read-only, meaning it is not possible to assign a {{domxref("CSSStyleDeclaration")}} object to it. Nevertheless, it is possible to set an inline style by assigning a _string_ directly to the `style` property. In this case the string is forwarded to {{domxref("CSSStyleDeclaration.cssText")}}. Using `style` in this manner will completely overwrite all inline styles on the element.
Therefore, to add specific styles to an element without altering other style values, it is generally preferable to set individual properties on the {{domxref("CSSStyleDeclaration")}} object. For example, you can write `element.style.backgroundColor = "red"`.
A style declaration is reset by setting it to `null` or an empty string, e.g., `elt.style.color = null`.
> **Note:** CSS property names are converted to JavaScript identifier with these rules:
>
> - If the property is made of one word, it remains as it is: `height` stays as is (in lowercase).
> - If the property is made of several words, separated by dashes, the dashes are removed and it is converted to {{Glossary("camel_case", "camel case")}}: `background-attachment` becomes `backgroundAttachment`.
> - The property `float`, being a reserved JavaScript keyword, is converted to `cssFloat`.
>
> The `style` property has the same priority in the CSS cascade as an inline style declaration set via the `style` attribute.
## Value
A live {{domxref("CSSStyleDeclaration")}} object.
## Examples
### Getting style information
The following code snippet demonstrates how the `style` attribute is translated into a list of entries in {{domxref("CSSStyleDeclaration")}} :
```html
<math xmlns="http://www.w3.org/1998/Math/MathML">
<mrow>
<mi>f</mi>
<mo stretchy="false">(</mo>
<mi class="parameter" style="color: red; border-bottom: 1px solid">x</mi>
<mo stretchy="false">)</mo>
<mo>=</mo>
<mi>x</mi>
</mrow>
</math>
<pre id="out"></pre>
```
```js
const element = document.querySelector(".parameter");
const out = document.getElementById("out");
const elementStyle = element.style;
// We loop through all styles (for…of doesn't work with CSStyleDeclaration)
for (const prop in elementStyle) {
if (Object.hasOwn(elementStyle, prop)) {
out.textContent += `${
elementStyle[prop]
} = '${elementStyle.getPropertyValue(elementStyle[prop])}'\n`;
}
}
```
{{EmbedLiveSample("Getting_style_information", "100", "130")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Using dynamic styling information](/en-US/docs/Web/API/CSS_Object_Model/Using_dynamic_styling_information)
- {{domxref("HTMLElement.style")}}
- {{domxref("SVGElement.style")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/xrwebgldepthinformation/index.md | ---
title: XRWebGLDepthInformation
slug: Web/API/XRWebGLDepthInformation
page-type: web-api-interface
status:
- experimental
browser-compat: api.XRWebGLDepthInformation
---
{{APIRef("WebXR Device API")}} {{secureContext_header}}{{SeeCompatTable}}
The **`XRWebGLDepthInformation`** interface contains depth information from the GPU/WebGL (returned by {{domxref("XRWebGLBinding.getDepthInformation()")}}).
{{InheritanceDiagram}}
This interface inherits properties from its parent, {{domxref("XRDepthInformation")}}.
## Instance properties
- {{domxref("XRDepthInformation.height")}} {{ReadOnlyInline}}
- : Contains the height of the depth buffer (number of rows).
- {{domxref("XRDepthInformation.normDepthBufferFromNormView")}} {{ReadOnlyInline}}
- : An {{domxref("XRRigidTransform")}} that needs to be applied when indexing into the depth buffer. The transformation that the matrix represents changes the coordinate system from normalized view coordinates to normalized depth buffer coordinates that can then be scaled by depth buffer's `width` and `height` to obtain the absolute depth buffer coordinates.
- {{domxref("XRDepthInformation.rawValueToMeters")}} {{ReadOnlyInline}}
- : Contains the scale factor by which the raw depth values must be multiplied in order to get the depths in meters.
- {{domxref("XRWebGLDepthInformation.texture")}} {{ReadOnlyInline}} {{Experimental_Inline}}
- : A {{domxref("WebGLTexture")}} containing depth buffer information as an opaque texture.
- {{domxref("XRDepthInformation.width")}} {{ReadOnlyInline}}
- : Contains the width of the depth buffer (number of columns).
## Examples
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRDepthInformation")}}
- {{domxref("XRCPUDepthInformation")}}
- {{domxref("XRWebGLBinding.getDepthInformation()")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebgldepthinformation | data/mdn-content/files/en-us/web/api/xrwebgldepthinformation/texture/index.md | ---
title: "XRWebGLDepthInformation: texture property"
short-title: texture
slug: Web/API/XRWebGLDepthInformation/texture
page-type: web-api-instance-property
status:
- experimental
browser-compat: api.XRWebGLDepthInformation.texture
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The _read-only_ **`texture`** property of the {{DOMxRef("XRWebGLDepthInformation")}} interface is a {{domxref("WebGLTexture")}} containing depth buffer information as an opaque texture.
## Value
A {{domxref("WebGLTexture")}}.
## Examples
Use {{domxref("XRWebGLBinding.getDepthInformation()")}} to obtain GPU depth information. The returned `XRWebGLDepthInformation` object will contain the `texture` buffer which can then be bound to a texture and depth buffer information can be made available to a WebGL fragment shader.
```js
const depthInfo = glBinding.getDepthInformation(view);
const uvTransform = depthInfo.normDepthBufferFromNormView.matrix;
const u_DepthTextureLocation = gl.getUniformLocation(program, "u_DepthTexture");
const u_UVTransformLocation = gl.getUniformLocation(program, "u_UVTransform");
const u_RawValueToMeters = gl.getUniformLocation(program, "u_RawValueToMeters");
gl.bindTexture(gl.TEXTURE_2D, depthInfo.texture);
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(u_DepthTextureLocation, 0);
// UV transform to correctly index into the depth map
gl.uniformMatrix4fv(u_UVTransformLocation, false, uvTransform);
// scaling factor to convert from the raw number to meters
gl.uniform1f(u_RawValueToMeters, depthInfo.rawValueToMeters);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLBinding.getDepthInformation()")}}
- {{domxref("WebGLRenderingContext.bindTexture()")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/geometry_interfaces/index.md | ---
title: Geometry interfaces
slug: Web/API/Geometry_interfaces
page-type: web-api-overview
browser-compat:
- api.DOMMatrix
- api.DOMMatrixReadOnly
- api.DOMPoint
- api.DOMPointReadOnly
- api.DOMQuad
- api.DOMRect
- api.DOMRectReadOnly
---
{{DefaultAPISidebar("Geometry Interfaces")}}
**Geometry interfaces** is a CSS module that provides interfaces for working with 3D and 2D graphics — in particular, for working with points, rectangles, quadrilaterals and [transformation matrices](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#transformation_matrices) (for operations that translate/move, scale, rotate, skew/shear/slant, and flip graphics, as well as for multiplying/chaining and inverting/undoing those operations).
As a web developer, you don't always use the geometry interfaces directly, but instead use other features that rely on them behind the scenes: parts of [CSS Transforms](/en-US/docs/Web/CSS/CSS_transforms), the [Canvas API](/en-US/docs/Web/API/Canvas_API), the [WebXR Device API](/en-US/docs/Web/API/WebXR_Device_API), and (more directly) {{domxref('VideoFrame.visibleRect')}}, {{domxref('Element.getClientRects()')}}, and {{domxref('Element.getBoundingClientRect()')}}.
## Interfaces
- {{domxref('DOMMatrix')}}
- : Represents a [transformation matrix](/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web#transformation_matrices), for operations that translate/move, scale, rotate, skew/shear/slant, and flip graphics, as well as for multiplying/chaining and inverting/undoing those operations.
- {{domxref('DOMMatrixReadOnly')}}
- : Read-only version of {{domxref('DOMMatrix')}}.
- {{domxref('DOMPoint')}}
- : Represents a 2D or 3D point in a coordinate system; it includes values for the coordinates in up to three dimensions, as well as an optional perspective value.
- {{domxref('DOMPointReadOnly')}}
- : Read-only version of {{domxref('DOMPoint')}}.
- {{domxref('DOMQuad')}}
- : Represents a collection of four {{domxref('DOMPoint')}} objects defining the corners of a [quadrilateral](https://en.wikipedia.org/wiki/Quadrilateral).
- {{domxref('DOMRect')}}
- : Represents the size and position of a rectangle.
- {{domxref('DOMRectReadOnly')}}
- : Read-only version of {{domxref('DOMRect')}}.
## Examples
The {{domxref('Path2D.addPath()')}} and {{domxref('CanvasPattern.setTransform()')}} articles have examples that use some of the geometry interfaces.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref('Path2D.addPath()')}}
- {{domxref('CanvasPattern.setTransform()')}}
- {{domxref('CanvasRenderingContext2D.getTransform()')}}
- {{domxref('CanvasRenderingContext2D.setTransform()')}}
- {{domxref('CSSTransformValue.toMatrix()')}}
- {{domxref('CSSTransformComponent.toMatrix()')}}
- {{domxref('Element.getBoundingClientRect()')}}
- {{domxref('Element.getClientRects()')}}
- {{domxref('VideoFrame.visibleRect')}}
- {{domxref('XRLightEstimate')}}
- {{domxref('XRRigidTransform')}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/webgl_compressed_texture_astc/index.md | ---
title: WEBGL_compressed_texture_astc extension
short-title: WEBGL_compressed_texture_astc
slug: Web/API/WEBGL_compressed_texture_astc
page-type: webgl-extension
browser-compat: api.WEBGL_compressed_texture_astc
---
{{APIRef("WebGL")}}
The **`WEBGL_compressed_texture_astc`** extension is part of the [WebGL API](/en-US/docs/Web/API/WebGL_API) and exposes [Adaptive Scalable Texture Compression](https://en.wikipedia.org/wiki/Adaptive_Scalable_Texture_Compression) (ASTC) compressed texture formats to WebGL.
For more information, see the article [Using ASTC Texture Compression for Game Assets](https://developer.nvidia.com/astc-texture-compression-for-game-assets) by NVIDIA.
WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also [Using Extensions](/en-US/docs/Web/API/WebGL_API/Using_Extensions) in the [WebGL tutorial](/en-US/docs/Web/API/WebGL_API/Tutorial).
> **Note:** ASTC compression is typically available on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.
>
> This extension is available to both, {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} and {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}} contexts.
## Instance methods
This extension exposes one new methods.
- {{domxref("WEBGL_compressed_texture_astc.getSupportedProfiles", "ext.getSupportedProfiles()")}}
- : Returns an array of strings containing the names of the ASTC profiles supported by the implementation.
## Constants
The compressed texture formats are exposed by 28 constants and can be used in two functions: {{domxref("WebGLRenderingContext.compressedTexImage2D", "compressedTexImage2D()")}} and {{domxref("WebGLRenderingContext.compressedTexSubImage2D", "compressedTexSubImage2D()")}}.
<table class="no-markdown">
<thead>
<tr>
<th>Constants</th>
<th>Blocks</th>
<th>Bits per pixel</th>
<th>{{jsxref("ArrayBuffer")}} <code>byteLength</code></th>
<th>bytes if height and width are 512</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_4x4_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR</code
>
</td>
<td>4x4</td>
<td>8.00</td>
<td>
<code>floor((width + 3) / 4) * floor((height + 3) / 4) * 16</code>
</td>
<td>262144</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_5x4_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR</code
>
</td>
<td>5x4</td>
<td>6.40</td>
<td>
<code>floor((width + 4) / 5) * floor((height + 3) / 4) * 16</code>
</td>
<td>210944</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_5x5_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR</code
>
</td>
<td>5x5</td>
<td>5.12</td>
<td>
<code>floor((width + 4) / 5) * floor((height + 4) / 5) * 16</code>
</td>
<td>169744</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_6x5_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR</code
>
</td>
<td>6x5</td>
<td>4.27</td>
<td>
<code>floor((width + 5) / 6) * floor((height + 4) / 5) * 16</code>
</td>
<td>141728</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_6x6_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR</code
>
</td>
<td>6x6</td>
<td>3.56</td>
<td>
<code>floor((width + 5) / 6) * floor((height + 5) / 6) * 16</code>
</td>
<td>118336</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_8x5_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR</code
>
</td>
<td>8x5</td>
<td>3.20</td>
<td>
<code>floor((width + 7) / 8) * floor((height + 4) / 5) * 16</code>
</td>
<td>105472</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_8x6_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR</code
>
</td>
<td>8x6</td>
<td>2.67</td>
<td>
<code>floor((width + 7) / 8) * floor((height + 5) / 6) * 16</code>
</td>
<td>88064</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_8x8_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR</code
>
</td>
<td>8x8</td>
<td>2.00</td>
<td>
<code>floor((width + 7) / 8) * floor((height + 7) / 8) * 16</code>
</td>
<td>65536</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_10x5_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR</code
>
</td>
<td>10x5</td>
<td>2.56</td>
<td>
<code>floor((width + 9) / 10) * floor((height + 4) / 5) * 16</code>
</td>
<td>85696</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_10x6_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR</code
>
</td>
<td>10x6</td>
<td>2.13</td>
<td>
<code>floor((width + 9) / 10) * floor((height + 5) / 6) * 16</code>
</td>
<td>71552</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_10x8_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR</code
>
</td>
<td>10x8</td>
<td>1.60</td>
<td>
<code>floor((width + 9) / 10) * floor((height + 7) / 8) * 16</code>
</td>
<td>53248</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_10x10_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR</code
>
</td>
<td>10x10</td>
<td>1.28</td>
<td>
<code>floor((width + 9) / 10) * floor((height + 9) / 10) * 16</code>
</td>
<td>43264</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_12x10_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR</code
>
</td>
<td>12x10</td>
<td>1.07</td>
<td>
<code>floor((width + 11) / 12) * floor((height + 9) / 10) * 16</code>
</td>
<td>35776</td>
</tr>
<tr>
<td>
<code
>ext.COMPRESSED_RGBA_ASTC_12x12_KHR<br />ext.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR</code
>
</td>
<td>12x12</td>
<td>0.89</td>
<td>
<code>floor((width + 11) / 12) * floor((height + 11) / 12) * 16</code>
</td>
<td>29584</td>
</tr>
</tbody>
</table>
## Examples
```js
const ext = gl.getExtension("WEBGL_compressed_texture_astc");
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.compressedTexImage2D(
gl.TEXTURE_2D,
0,
ext.COMPRESSED_RGBA_ASTC_12x12_KHR,
512,
512,
0,
textureData,
);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Using ASTC Texture Compression for Game Assets](https://developer.nvidia.com/astc-texture-compression-for-game-assets)
- {{domxref("WebGLRenderingContext.getExtension()")}}
- {{domxref("WebGLRenderingContext.compressedTexImage2D()")}}
- {{domxref("WebGLRenderingContext.compressedTexSubImage2D()")}}
- {{domxref("WebGLRenderingContext.getParameter()")}}
| 0 |
data/mdn-content/files/en-us/web/api/webgl_compressed_texture_astc | data/mdn-content/files/en-us/web/api/webgl_compressed_texture_astc/getsupportedprofiles/index.md | ---
title: "WEBGL_compressed_texture_astc: getSupportedProfiles() method"
short-title: getSupportedProfiles()
slug: Web/API/WEBGL_compressed_texture_astc/getSupportedProfiles
page-type: webgl-extension-method
browser-compat: api.WEBGL_compressed_texture_astc.getSupportedProfiles
---
{{APIRef("WebGL")}}
The **`WEBGL_compressed_texture_astc.getSupportedProfiles()`**
method returns an array of strings containing the names of the ASTC profiles supported
by the implementation.
## Syntax
```js-nolint
getSupportedProfiles()
```
### Parameters
None.
### Return value
An {{jsxref("Array")}} of string elements indicating which ASTC
profiles are supported by the implementation. Currently, this can be:
- "ldr": Low Dynamic Range.
- "hdr": High Dynamic Range.
Dynamic range refers to ratio between the brightest and darkest parts of the scene. Low
dynamic ranges are for example JPEG format images which won't exceed 255:1, or CRT
monitors which won't exceed 100:1. An HDR image stores pixel values that span the whole
tonal range of real-world scenes (100,000:1).
## Examples
```js
const ext = gl.getExtension("WEBGL_compressed_texture_astc");
ext.getSupportedProfiles(); // ["ldr"]
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("WEBGL_compressed_texture_astc")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/rtcicecandidate/index.md | ---
title: RTCIceCandidate
slug: Web/API/RTCIceCandidate
page-type: web-api-interface
browser-compat: api.RTCIceCandidate
---
{{APIRef("WebRTC")}}
The **`RTCIceCandidate`** interface—part of the [WebRTC API](/en-US/docs/Web/API/WebRTC_API)—represents a candidate Interactive Connectivity Establishment ({{Glossary("ICE")}}) configuration which may be used to establish an {{domxref("RTCPeerConnection")}}.
An ICE candidate describes the protocols and routing needed for WebRTC to be able to communicate with a remote device. When starting a WebRTC peer connection, typically a number of candidates are proposed by each end of the connection, until they mutually agree upon one which describes the connection they decide will be best. WebRTC then uses that candidate's details to initiate the connection.
For details on how the ICE process works, see [Lifetime of a WebRTC session](/en-US/docs/Web/API/WebRTC_API/Session_lifetime). The article [WebRTC connectivity](/en-US/docs/Web/API/WebRTC_API/Connectivity) provides additional useful details.
## Constructor
- {{domxref("RTCIceCandidate.RTCIceCandidate()","RTCIceCandidate()")}}
- : Creates an `RTCIceCandidate` object to represent a single ICE candidate, optionally configured based on a configuration object.
> **Note:** For backwards compatibility, the constructor also accepts as input a string containing the value of the {{domxref("RTCIceCandidate.candidate", "candidate")}} property instead of the configuration object.
## Instance properties
- {{domxref("RTCIceCandidate.address", "address")}} {{ReadOnlyInline}}
- : A string containing the IP address of the candidate.
- {{domxref("RTCIceCandidate.candidate", "candidate")}} {{ReadOnlyInline}}
- : A string representing the transport address for the candidate that can be used for connectivity checks. The format of this address is a `candidate-attribute` as defined in {{RFC(5245)}}. This string is empty (`""`) if the `RTCIceCandidate` is an "end of candidates" indicator.
- {{domxref("RTCIceCandidate.component", "component")}} {{ReadOnlyInline}}
- : A string which indicates whether the candidate is an RTP or an RTCP candidate; its value is either `rtp` or `rtcp`, and is derived from the `"component-id"` field in the `candidate` a-line string.
- {{domxref("RTCIceCandidate.foundation", "foundation")}} {{ReadOnlyInline}}
- : Returns a string containing a unique identifier that is the same for any candidates of the same type, share the same base (the address from which the ICE agent sent the candidate), and come from the same {{Glossary("STUN")}} server. This is used to help optimize ICE performance while prioritizing and correlating candidates that appear on multiple {{domxref("RTCIceTransport")}} objects.
- {{domxref("RTCIceCandidate.port", "port")}} {{ReadOnlyInline}}
- : An integer value indicating the candidate's port number.
- {{domxref("RTCIceCandidate.priority", "priority")}} {{ReadOnlyInline}}
- : A long integer value indicating the candidate's priority.
- {{domxref("RTCIceCandidate.protocol", "protocol")}} {{ReadOnlyInline}}
- : A string indicating whether the candidate's protocol is `"tcp"` or `"udp"`.
- {{domxref("RTCIceCandidate.relatedAddress", "relatedAddress")}} {{ReadOnlyInline}}
- : If the candidate is derived from another candidate, `relatedAddress` is a string containing that host candidate's IP address. For host candidates, this value is `null`.
- {{domxref("RTCIceCandidate.relatedPort", "relatedPort")}} {{ReadOnlyInline}}
- : For a candidate that is derived from another, such as a relay or reflexive candidate, the `relatedPort` is a number indicating the port number of the candidate from which this candidate is derived. For host candidates, the `relatedPort` property is `null`.
- {{domxref("RTCIceCandidate.sdpMid", "sdpMid")}} {{ReadOnlyInline}}
- : A string specifying the candidate's media stream identification tag which uniquely identifies the media stream within the component with which the candidate is associated, or `null` if no such association exists.
- {{domxref("RTCIceCandidate.sdpMLineIndex", "sdpMLineIndex")}} {{ReadOnlyInline}}
- : If not `null`, `sdpMLineIndex` indicates the zero-based index number of the media description (as defined in [RFC 4566](https://datatracker.ietf.org/doc/html/rfc4566)) in the {{Glossary("SDP")}} with which the candidate is associated.
- {{domxref("RTCIceCandidate.tcpType", "tcpType")}} {{ReadOnlyInline}}
- : If `protocol` is `"tcp"`, `tcpType` represents the type of TCP candidate. Otherwise, `tcpType` is `null`.
- {{domxref("RTCIceCandidate.type", "type")}} {{ReadOnlyInline}}
- : A string indicating the type of candidate as one of the strings listed on [`RTCIceCandidate.type`](/en-US/docs/Web/API/RTCIceCandidate/type#values).
- {{domxref("RTCIceCandidate.usernameFragment", "usernameFragment")}} {{ReadOnlyInline}}
- : A string containing a randomly-generated username fragment ("ice-ufrag") which ICE uses for message integrity along with a randomly-generated password ("ice-pwd"). You can use this string to verify generations of ICE generation; each generation of the same ICE process will use the same `usernameFragment`, even across ICE restarts.
## Instance methods
- {{domxref("RTCIceCandidate.toJSON", "toJSON()")}}
- : Returns a {{Glossary("JSON")}} representation of the `RTCIceCandidate`'s current configuration.
The format of the representation is the same as the `candidateInfo` object that can optionally be passed to the {{domxref("RTCIceCandidate.RTCIceCandidate()","RTCIceCandidate() constructor")}} to configure a candidate.
## Examples
For examples, see the article [Signaling and video calling](/en-US/docs/Web/API/WebRTC_API/Signaling_and_video_calling), which demonstrates the entire process.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/candidate/index.md | ---
title: "RTCIceCandidate: candidate property"
short-title: candidate
slug: Web/API/RTCIceCandidate/candidate
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.candidate
---
{{APIRef("WebRTC")}}
The read-only property **`candidate`** on the {{domxref("RTCIceCandidate")}} interface returns a string describing the candidate in detail.
Most of the other properties of `RTCIceCandidate` are actually extracted from this string.
This property can be configured using the `candidate` property of the object passed into the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate() constructor")}} or {{domxref("RTCPeerConnection.addIceCandidate()")}}.
## Value
A string describing the properties of the candidate, taken directly from the {{Glossary("SDP")}} attribute `"candidate"`.
The candidate string specifies the network connectivity information for the candidate.
If the `candidate` is an empty string (`""`), the end of the candidate list has been reached; this candidate is known as the "end-of-candidates" marker.
The syntax of the candidate string is described in {{RFC(5245, "", 15.1)}}. For an a-line (attribute line) that looks like this:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
the corresponding `candidate` string's value will be: `"candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host"`.
The {{Glossary("user agent")}} always prefers candidates with the highest
{{domxref("RTCIceCandidate.priority", "priority")}}, all else being equal. In the
example above, the priority is `2043278322`. The attributes are all separated
by a single space character, and are in a specific order. The complete list of
attributes for this example candidate is:
- {{domxref("RTCIceCandidate.foundation", "foundation")}} = 4234997325
- {{domxref("RTCIceCandidate.component", "component")}} = `"rtp"` (the number 1 is encoded to this string; 2 becomes `"rtcp"`)
- {{domxref("RTCIceCandidate.protocol", "protocol")}} = `"udp"`
- {{domxref("RTCIceCandidate.priority", "priority")}} = 2043278322
- {{domxref("RTCIceCandidate/address", "ip")}} = `"192.0.2.172"`
- {{domxref("RTCIceCandidate.port", "port")}} = 44323
- {{domxref("RTCIceCandidate.type", "type")}} = `"host"`
## Examples
In this example, we see a function which receives as input an SDP string containing an
ICE candidate received from the remote peer during the signaling process.
```js
function handleNewIceCandidate(candidateSDP) {
const candidateObj = new RTCIceCandidate(candidateSDP);
myPeerConnection.addIceCandidate(candidateObj).catch({
/* handle the error thrown by addIceCandidate() */
});
}
```
The `handleNewIceCandidate()` function shown here passes the received
candidate's SDP text into {{domxref("RTCIceCandidate.RTCIceCandidate",
"RTCIceCandidate()")}} to receive an {{domxref("RTCIceCandidate")}} object in return,
which represents the candidate.
The new candidate is then passed into {{domxref("RTCPeerConnection.addIceCandidate()")}} to add the candidate to the list of
candidates for WebRTC to consider using for the connection being established.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/foundation/index.md | ---
title: "RTCIceCandidate: foundation property"
short-title: foundation
slug: Web/API/RTCIceCandidate/foundation
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.foundation
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}**
interface's read-only **`foundation`** property is a string
which uniquely identifies the candidate across multiple transports.
The `foundation` can therefore be used to correlate candidates that are present on
multiple {{domxref("RTCIceTransport")}} objects
## Value
A string which uniquely identifies the candidate across all
`RTCIceTransport`s on which it is available.
> **Note:** If `port` is `null` — and
> `port` is supported by the {{Glossary("user agent")}} — passing the
> candidate to {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}
> will fail, throwing an `OperationError` exception.
## Usage notes
Consider this {{Glossary("SDP")}} attribute line (a-line) which describes an ICE
candidate:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
The field `"4234997325"` is the foundation.
## Examples
This code snippet uses the `foundation` of two candidates to determine if
they're actually the same candidate.
```js
if (candidate1.foundation === candidate2.foundation) {
/* the two candidates are the same, even if they're on
different transports */
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/component/index.md | ---
title: "RTCIceCandidate: component property"
short-title: component
slug: Web/API/RTCIceCandidate/component
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.component
---
{{APIRef("WebRTC")}}
The read-only **`component`** property
on the {{domxref("RTCIceCandidate")}} interface is a string which indicates whether
the candidate is an [RTP](/en-US/docs/Web/API/WebRTC_API/Intro_to_RTP) or
an RTCP candidate.
If a candidate represents both RTP and RTCP multiplexed together, it is reported as an
RTP candidate.
## Value
A string which is one of the following:
- `rtp`
- : Identifies an ICE transport which is being used for the [Real-time Transport Protocol](/en-US/docs/Web/API/WebRTC_API/Intro_to_RTP) (RTP), or for RTP multiplexed with the RTP Control Protocol (RTCP). RTP is defined in {{RFC(3550)}}. This value corresponds to the component ID field in the `candidate` a-line with the value 1.
- `rtcp`
- : Identifies an ICE transport being used for RTCP, which is defined in {{RFC(3550, "", 6)}}. This value corresponds to the component ID 2.
## Usage notes
Consider this {{Glossary("SDP")}} attribute line (a-line):
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
This is an ICE candidate a-line, whose {{domxref("RTCIceCandidate.foundation",
"foundation")}} is 4234997325. The next field on the a-line, `"1"`, is the
component ID. A value of `"1"` indicates RTP, which is recorded in the
`component` property as `"rtp"`. If this value were instead
`"2"`, the a-line would be describing an RTCP candidate, and
`component` would be `"rtcp"`.
## Examples
This code snippet examines a candidate's component type and dispatches the candidate to
different handlers depending on the value.
```js
if (candidate.component === "rtp") {
handleRTPCandidate(candidate);
} else if (candidate.component === "rtcp") {
handleRTCPCandidate(candidate);
} else {
handleUnknownCandidate(candidate);
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/port/index.md | ---
title: "RTCIceCandidate: port property"
short-title: port
slug: Web/API/RTCIceCandidate/port
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.port
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`port`** property contains the port
number on the device at the address given by {{domxref("RTCIceCandidate.address")}} at which the candidate's peer can be reached.
The `port` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `port` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly.
## Value
A 16-bit number indicating the port number on the device at the address indicated by {{domxref("RTCIceCandidate/address", "address")}} at which the candidate's peer can be reached.
`port` is initialized to `null` if it is not specified in the
`candidate`, or if the `candidate` string can't be parsed properly.
> **Note:** If `port` is `null`, passing the candidate to {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}
> will fail, throwing an `OperationError` exception.
> This applies only if the candidate implements `port`.
## Usage notes
Consider this {{Glossary("SDP")}} attribute line (a-line) which describes an ICE
candidate:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
The port number is found in the sixth field, which is `"44323"`. In this case, the value of `port` will be 44323.
## Examples
This code snippet fetches the IP address and port number of the candidate, storing them
into an object for future use.
```js
const candidateLoc = {
address: candidate.ip,
port: candidate.port,
};
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/rtcicecandidate/index.md | ---
title: "RTCIceCandidate: RTCIceCandidate() constructor"
short-title: RTCIceCandidate()
slug: Web/API/RTCIceCandidate/RTCIceCandidate
page-type: web-api-constructor
browser-compat: api.RTCIceCandidate.RTCIceCandidate
---
{{APIRef("WebRTC")}}
The
**`RTCIceCandidate()`**
constructor creates and returns a new {{domxref("RTCIceCandidate")}} object, which can
be configured to represent a single {{Glossary("ICE")}} candidate.
## Syntax
```js-nolint
new RTCIceCandidate()
new RTCIceCandidate(candidateInfo)
```
### Parameters
- `candidateInfo` {{optional_inline}}
- : An optional object that can be provided to configure the candidate.
The object has the following properties:
<!-- The spec calls this object an RTCIceCandidateInit -->
- `candidate` {{optional_inline}}
- : A string describing the properties of the candidate, taken directly from the [SDP](/en-US/docs/Web/API/WebRTC_API/Protocols#sdp) attribute `"candidate"`.
The candidate string specifies the network connectivity information for the candidate.
If the `candidate` is an empty string (`""`), the end of the candidate list has been reached; this candidate is known as the "end-of-candidates" marker.
The syntax of the candidate string is described in {{RFC(5245, "", 15.1)}}.
For an a-line (attribute line) that looks like this:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
the corresponding `candidate` string's value will be
`"candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host"`.
The {{Glossary("user agent")}} always prefers candidates with the highest {{domxref("RTCIceCandidate.priority", "priority")}}, all else being equal.
In the example above, the priority is `2043278322`. The attributes are all separated by a single space character, and are in a specific order.
The complete list of attributes for this example candidate is:
- {{domxref("RTCIceCandidate.foundation", "foundation")}} = 4234997325
- {{domxref("RTCIceCandidate.component", "component")}} = `"rtp"` (the number 1 is encoded to this string; 2 becomes `"rtcp"`)
- {{domxref("RTCIceCandidate.protocol", "protocol")}} = `"udp"`
- {{domxref("RTCIceCandidate.priority", "priority")}} = 2043278322
- {{domxref("RTCIceCandidate/address", "ip")}} = `"192.0.2.172"`
- {{domxref("RTCIceCandidate.port", "port")}} = 44323
- {{domxref("RTCIceCandidate.type", "type")}} = `"host"`
Additional information can be found in {{domxref("RTCIceCandidate.candidate")}}.
> **Note:** For backward compatibility with older versions of the WebRTC specification, the constructor also accepts this string directly as an argument.
- `sdpMid` {{optional_inline}}
- : A string containing the identification tag of the media stream with which the candidate is associated, or `null` if there is no associated media stream. The default is `null`.
Additional information can be found in {{domxref("RTCIceCandidate.sdpMid")}}.
- `sdpMLineIndex` {{optional_inline}}
- : A number property containing the zero-based index of the m-line with which the candidate is associated, within the [SDP](/en-US/docs/Web/API/WebRTC_API/Protocols#sdp) of the media description, or `null` if no such associated exists. The default is `null`.
Additional information can be found in {{domxref("RTCIceCandidate.sdpMLineIndex")}}.
- `usernameFragment` {{optional_inline}}
- : A string containing the username fragment (usually referred to in shorthand as "ufrag" or "ice-ufrag").
This fragment, along with the ICE password ("ice-pwd"), uniquely identifies a single ongoing ICE interaction (including for any communication with the {{Glossary("STUN")}} server).
The string is generated by WebRTC at the beginning of the session.
It may be up to 256 characters long, and at least 24 bits must contain random data.
It has no default value and is not present unless set explicitly.
Additional information can be found in {{domxref("RTCIceCandidate.usernameFragment")}}.
### Return value
A newly-created {{domxref("RTCIceCandidate")}} object.
If `candidateInfo` is provided, the new `RTCIceCandidate` is initialized as follows:
- Each member of the `RTCIceCandidate` object is initialized to the value of the property by the same name from `candidateInfo`.
This includes the {{domxref("RTCIceCandidate.candidate", "candidate")}}, {{domxref("RTCIceCandidate.sdpMid", "sdpMid")}}, {{domxref("RTCIceCandidate.sdpMLineIndex", "sdpMLineIndex")}}, and {{domxref("RTCIceCandidate.usernameFragment", "usernameFragment")}} properties.
- The `candidate` string (which is SDP text) is parsed; each property found is stored in the corresponding field in the `RTCIceCandidate`.
If any of the fields is invalid, parsing of the string silently aborts without throwing an exception.
The default value of `candidate` is the empty string, which indicates that the candidate is an "end-of-candidates" message.
- The following fields are initialized to `null` if they are not included in the {{domxref("RTCIceCandidate.candidate")}} property:
{{domxref("RTCIceCandidate.foundation", "foundation")}},
{{domxref("RTCIceCandidate.component", "component")}},
{{domxref("RTCIceCandidate.priority", "priority")}}, {{domxref("RTCIceCandidate/address","address")}}, {{domxref("RTCIceCandidate.protocol", "protocol")}},
{{domxref("RTCIceCandidate.port", "port")}}, {{domxref("RTCIceCandidate.type", "type")}}, {{domxref("RTCIceCandidate.tcpType", "tcpType")}},
{{domxref("RTCIceCandidate.relatedAddress", "relatedAddress")}}, and {{domxref("RTCIceCandidate.relatedPort", "relatedPort")}}.
> **Note:** Parsing of the `candidate` string is performed using the [candidate-attribute grammar](https://w3c.github.io/webrtc-pc/#candidate-attribute-grammar) from the WebRTC Specification.
### Exceptions
- {{jsxref("TypeError")}}
- : Thrown if the specified `candidateInfo` has values of `null` in **both** the `sdpMid` and `sdpMLineIndex` properties.
## Usage notes
This constructor does not do complete validation of the specified `candidateInfo` object or string.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Introduction to WebRTC protocols](/en-US/docs/Web/API/WebRTC_API/Protocols#ice)
- [WebRTC connectivity](/en-US/docs/Web/API/WebRTC_API/Connectivity)
- [Lifetime of a WebRTC session](/en-US/docs/Web/API/WebRTC_API/Session_lifetime)
- [Signaling and video calling](/en-US/docs/Web/API/WebRTC_API/Signaling_and_video_calling)
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/usernamefragment/index.md | ---
title: "RTCIceCandidate: usernameFragment property"
short-title: usernameFragment
slug: Web/API/RTCIceCandidate/usernameFragment
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.usernameFragment
---
{{APIRef("WebRTC")}}
The read-only **`usernameFragment`** property on the {{domxref("RTCIceCandidate")}} interface is a string indicating the
username fragment ("ufrag") that uniquely identifies a single ICE interaction session.
This value is specified using the `usernameFragment` property in the `candidateInfo` options object that is passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
If you call the constructor with an m-line string instead of the options object, the value of `usernameFragment` is extracted from the specified candidate m-line string.
Note that 24 bits of the username fragment are required to be randomized by the browser. See [Randomization](#randomization) below for details.
## Value
A string containing the username fragment (usually referred to in
shorthand as "ufrag" or "ice-ufrag") that, along with the ICE password ("ice-pwd"),
uniquely identifies a single ongoing ICE interaction, including for any communication
with the {{Glossary("STUN")}} server. The string may be up to 256 characters long, and
has no default value.
### Randomization
At least 24 bits of the text in the `ufrag` are required to be randomly
selected by the ICE layer at the beginning of the ICE session. The specifics for which
bits are random and what the remainder of the `ufrag` text are left up to the
browser implementation to decide. For example, a browser might choose to always use a
24-character `ufrag` in which bit 4 of each character is randomly selected
between 0 and 1. Another example: it might take a user-defined string and append three
8-bit random bytes to the end. Or perhaps every character is entirely random.
## Usage notes
ICE uses the `usernameFragment` and password to ensure message integrity.
This avoids crosstalk among multiple ongoing ICE sessions, but, more importantly, helps
secure ICE transactions (and all of WebRTC by extension) against attacks that might try
to inject themselves into an ICE exchange.
> **Note:** There is no API to obtain the ICE password, for what should be fairly obvious security reasons.
The `usernameFragment` and password both change every time an [ICE restart](/en-US/docs/Web/API/WebRTC_API/Session_lifetime#ice_restart) occurs.
## Examples
Although the WebRTC infrastructure will filter out obsolete candidates for you after an
ICE restart, you can do it yourself if you're trying to absolutely minimize the number
of messages going back and forth.
To do so, you can compare the value of `usernameFragment` to the current
`usernameFragment` being used for the connection after receiving the
candidate from the signaling server and before calling
{{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}} to add it to the
set of possible candidates.
When the web app receives a message from the signaling server that includes a candidate
to be added to the {{domxref("RTCPeerConnection")}}, you can (and generally
_should_) call `addIceCandidate()`. There's not typically a need to
manually worry about filtering the candidates.
However, let's imagine that we do need to minimize traffic. The function below,
`ssNewCandidate()`, is called when a message, `signalMsg`, arrives
from the signaling server that contains an ICE candidate to be added to the
`RTCPeerConnection`. To avoid including candidates obsoleted by an ICE
restart, we can use code like this:
```js
const ssNewCandidate = (signalMsg) => {
let candidate = new RTCIceCandidate(signalMsg.candidate);
let receivers = pc.getReceivers();
for (const receiver of receivers) {
let parameters = receiver.transport.getParameters();
if (parameters.usernameFragment === candidate.usernameFragment) {
return;
}
}
pc.addIceCandidate(candidate).catch(reportError);
};
```
This walks through the list of the {{domxref("RTCRtpReceiver")}} objects being used to
receive ICE data, and looks to see if the `usernameFragment` indicated in the
candidate matches any of them. If it does, `ssNewCandidate()` aborts.
Otherwise, after checking every receiver, it adds the new candidate to the connection.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/sdpmid/index.md | ---
title: "RTCIceCandidate: sdpMid property"
short-title: sdpMid
slug: Web/API/RTCIceCandidate/sdpMid
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.sdpMid
---
{{APIRef("WebRTC")}}
The read-only property **`sdpMid`** on the {{domxref("RTCIceCandidate")}} interface returns a string
specifying the media stream identification tag of the media component with which the candidate is associated.
This ID uniquely identifies a given stream for the component with which the candidate is associated.
This property can be configured by specifying the value of the `sdpMid` property in the `candidateInfo` options object that is passed to the {{domxref("RTCIceCandidate.RTCIceCandidate","RTCIceCandidate()")}} constructor.
If you call the constructor with an m-line string instead of the options object, the value of `sdpMid` is extracted from the specified candidate m-line string.
## Value
A string which uniquely identifies the source media component from
which the candidate draws data, or `null` if no such association exists for the candidate.
> **Note:** Attempting to add a candidate (using {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}) that has a
> value of `null` for both `sdpMid` and `sdpMLineIndex` will throw a {{jsxref("TypeError")}} exception.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/sdpmlineindex/index.md | ---
title: "RTCIceCandidate: sdpMLineIndex property"
short-title: sdpMLineIndex
slug: Web/API/RTCIceCandidate/sdpMLineIndex
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.sdpMLineIndex
---
{{APIRef("WebRTC")}}
The read-only **`sdpMLineIndex`** property on the {{domxref("RTCIceCandidate")}} interface
is a zero-based index of the m-line describing the media associated with the candidate.
This property can be configured by specifying the value of the `sdpMLineIndex` property in the `candidateInfo` options object that is passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
If you call the constructor with an m-line string instead of the options object, the value of `sdpMLineIndex` is extracted from the specified candidate m-line string.
## Value
A number containing a 0-based index into the set of m-lines providing media descriptions,
indicating which media source is associated with the candidate, or `null` if no such association is available.
> **Note:** Attempting to add a candidate (using
> {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}) that has a
> value of `null` for either `sdpMid` or
> `sdpMLineIndex` will throw a {{jsxref("TypeError")}} exception.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/address/index.md | ---
title: "RTCIceCandidate: address property"
short-title: address
slug: Web/API/RTCIceCandidate/address
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.address
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`address`** property is a string providing the IP address of the device which is the source of the candidate.
The `address` is `null` by default if not otherwise specified.
The `address` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `address` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly.
## Value
A string providing the IP address from which the candidate comes.
> **Note:** If `port` is `null` — and
> `port` is supported by the {{Glossary("user agent")}} — passing the
> candidate to {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}
> will fail, throwing an `OperationError` exception.
## Security notes
It's important to note here that although WebRTC does not require the two peers on an
{{domxref("RTCPeerConnection")}} to know one another's true IP addresses, the
`address` property on `RTCIceCandidate` _can_ expose more
information about the source of the remote peer than the user expects. The IP address
can be used to derive information about the remote device's location, network topology,
and so forth. It can also be used for [fingerprinting](/en-US/docs/Glossary/Fingerprinting) purposes.
The candidate IP addresses are _always_ exposed to the application through
`address`, and unsavory applications can in turn potentially reveal the
address to the user. This can occur without the remote peer's consent.
Applications being built with user privacy and security in mind can choose to limit the
permitted candidates to relay candidates only. Doing so prevents the remote user's
address from being exposed, but reduces the pool of available candidates to choose from.
To do this, configure the ICE agent's ICE transport policy with an object confirming to the `configuration` property described in {{domxref("RTCPeerConnection.setConfiguration")}}, like this:
```js
const rtcConfig = {
iceServers: [
{
urls: "turn:myturn.server.ip",
username: "username",
credential: "password",
},
],
iceTransportPolicy: "relay",
};
```
By setting `iceTransportPolicy` to `"relay"`,
any host candidates (candidates where the IP address is the peer's own IP address) are
left out of the pool of candidates, as are any other candidates which aren't relay candidates.
## Usage notes
Consider this {{Glossary("SDP")}} attribute line (a-line) which describes an ICE candidate:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
The fifth field, `"192.0.2.172"` is the IP address in this candidate's a-line string.
## Examples
This code snippet uses the value of `address` to implement an IP address based ban feature.
```js
if (ipBanList.includes(candidate.address)) {
rejectCandidate(candidate);
} else {
acceptCandidate(candidate);
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/type/index.md | ---
title: "RTCIceCandidate: type property"
short-title: type
slug: Web/API/RTCIceCandidate/type
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.type
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`type`** specifies the type of candidate the object represents.
The `type` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `type` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line (the `cand-type` field), if it's formatted properly.
## Value
A string whose value is one of those defined below. These candidate types are listed in order of priority; the higher in the list they are, the more efficient they are.
- `host`
- : The candidate is a host candidate, whose IP address as specified in the {{domxref("RTCIceCandidate.address")}} property is in fact the true address of the remote peer.
- `srflx`
- : The candidate is a server reflexive candidate; the `ip` and port
are a binding allocated by a NAT for an agent when it sent a
packet through the NAT to a server. They can be learned by the {{Glossary("STUN")}} server and {{Glossary("TURN")}} server to represent the candidate's peer anonymously.
- `prflx`
- : The candidate is a peer reflexive candidate; the `ip` and port
are a binding allocated by a NAT when it sent a STUN request to represent the candidate's peer anonymously.
- `relay`
- : The candidate is a relay candidate, obtained from a {{Glossary("TURN")}} server. The relay candidate's IP address is an address the TURN server uses to forward the media between the two peers.
If `type` is `null`, that information was missing from the
{{domxref("RTCIceCandidate.candidate", "candidate")}}'s a-line, which will cause
{{domxref("RTCPeerConnection.addIceCandidate()")}} to throw an
`OperationError` exception.
## Examples
In this example, the candidate's {{domxref("RTCIceCandidate.type", "type")}} is used to
present a modified user interface for host candidates (those where the
{{domxref("RTCIceCandidate/address", "ip")}} refers directly to the remote peer, rather than
an intermediary).
```js
if (candidate.type === "host") {
showHostControls();
} else {
hideHostControls();
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [WebRTC API](/en-US/docs/Web/API/WebRTC_API)
- [Introduction to WebRTC protocols](/en-US/docs/Web/API/WebRTC_API/Protocols)
- [WebRTC connectivity](/en-US/docs/Web/API/WebRTC_API/Connectivity)
- {{domxref("RTCIceCandidate.tcpType")}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/priority/index.md | ---
title: "RTCIceCandidate: priority property"
short-title: priority
slug: Web/API/RTCIceCandidate/priority
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.priority
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`priority`** property specifies the candidate's priority according to the remote peer; the higher this value is, the better the remote peer considers the candidate to be.
The `priority` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `priority` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly.
## Value
A long, unsigned integer value indicating the priority of the candidate according to the remote peer.
The larger this value is, the more preferable the remote peer considers this candidate to be.
`priority` is initialized to `null` if it is not specified in the `candidate`, or if the `candidate` string can't be parsed properly.
> **Note:** If `priority` is `null`, passing the
> candidate to {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}}
> will fail, throwing an `OperationError` exception. This applies only if the
> candidate implements the `priority` property.
## Usage notes
Consider this {{Glossary("SDP")}} attribute line (a-line) which describes an ICE candidate:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
The priority is the number after the protocol, so it's the fourth field in the candidate string.
In this example, the priority is 2043278322.
## Examples
This candidate examines the `priority` of the candidate and, if it's greater
than the priority of a previously-seen candidate, remembers the candidate for later use.
```js
let bestCandidate = {
candidate: "",
sdpMid: null,
sdpMLineIndex: null,
priority: 0,
};
function handleCandidate(candidateString) {
const candidate = new RTCIceCandidate(candidateString);
if (candidate.priority > bestCandidate.priority) {
bestCandidate = candidate;
}
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/protocol/index.md | ---
title: "RTCIceCandidate: protocol property"
short-title: protocol
slug: Web/API/RTCIceCandidate/protocol
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.protocol
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`protocol`** property is a string
which indicates whether the candidate uses {{Glossary("UDP")}} or {{Glossary("TCP")}} as its transport protocol.
The `protocol` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `protocol` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly.
`protocol` is `null` by default if not specified properly in the SDP, but this is an error condition and will result in a thrown exception when you call {{domxref("RTCPeerConnection.addIceCandidate()")}}.
## Value
A string that indicates what network protocol the candidate uses:
- `tcp`
- : The candidate, if selected, would use {{Glossary("TCP")}} as the transport protocol for its data. The {{domxref("RTCIceCandidate.tcpType", "tcpType")}} property provides additional information about the kind of TCP candidate represented by the object.
- `udp`
- : The candidate will use the {{Glossary("UDP")}} transport protocol for its data. This is the preferred protocol for media interactions because of its better performance profile.
> **Note:** If `protocol` is `null` — and `protocol` is supported by the {{Glossary("user agent")}} — passing the
> candidate to {{domxref("RTCPeerConnection.addIceCandidate", "addIceCandidate()")}} will fail, throwing an `OperationError` exception.
## Usage notes
Here's an example candidate a-line from an ICE transaction:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 44323 typ host
```
The third field, `"udp"`, is the protocol type, indicating that the
candidate would use the UDP transport protocol.
## Examples
This code snippet examines the value of `protocol` to decide if it should
look at the value of {{domxref("RTCIceCandidate.tcpType", "tcpType")}} to see if it's a
**simultaneous-open** (**S-O**) candidate.
```js
if (candidate.protocol === "tcp") {
if (candidate.tcpType === "so") {
adjustForSimultaneousOpen(candidate);
}
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/tcptype/index.md | ---
title: "RTCIceCandidate: tcpType property"
short-title: tcpType
slug: Web/API/RTCIceCandidate/tcpType
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.tcpType
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`tcpType`** property is included on TCP candidates to provide additional details about the candidate type.
The `tcpType` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `tcpType` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly.
## Value
If the {{domxref("RTCIceCandidate.protocol","protocol")}} is "tcp", `tcpType` has one of the following values:
- `"active"`
- : The transport will try to open an outbound connection but won't receive incoming connection requests.
- `"passive"`
- : The transport will receive incoming connection requests but won't try to open an outbound connection.
- `"so"`
- : The transport will try to open a connection simultaneously with its peer.
`tcpType` is `null` for {{Glossary("UDP")}} candidates.
## Examples
In this example, the candidate's {{domxref("RTCIceCandidate.protocol", "protocol")}}
and `tcpType` are used to adjust the user interface for simultaneous-open TCP candidates.
```js
if (candidate.protocol === "tcp" && candidate.tcpType === "so") {
adjustForSimultaneousOpen(candidate);
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [WebRTC API](/en-US/docs/Web/API/WebRTC_API)
- [Introduction to WebRTC protocols](/en-US/docs/Web/API/WebRTC_API/Protocols)
- [WebRTC connectivity](/en-US/docs/Web/API/WebRTC_API/Connectivity)
- {{domxref("RTCIceCandidate.protocol")}}
- {{domxref("RTCIceCandidate.type")}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/tojson/index.md | ---
title: "RTCIceCandidate: toJSON() method"
short-title: toJSON()
slug: Web/API/RTCIceCandidate/toJSON
page-type: web-api-instance-method
browser-compat: api.RTCIceCandidate.toJSON
---
{{APIRef("WebRTC")}}
The {{domxref("RTCIceCandidate")}} method **`toJSON()`** converts the `RTCIceCandidate` on which it's called into JSON.
A stringified version of the object can then be obtained by calling {{jsxref("JSON.stringify", "stringify()")}} on the returned object.
## Syntax
```js-nolint
toJSON()
```
### Parameters
None.
### Return value
<!-- RTCIceCandidateInit in spec -->
A JSON object with the following properties, which have been set to the corresponding values in the `RTCIceCandidate` object:
- `candidate` {{optional_inline}}
- : A string describing the network connectivity information for the candidate.
Additional information can be found in {{domxref("RTCIceCandidate.candidate")}}.
- `sdpMid` {{optional_inline}}
- : A string containing the identification tag of the media stream with which the candidate is associated, or `null` if there is no associated media stream.
Additional information can be found in {{domxref("RTCIceCandidate.sdpMid")}}.
- `sdpMLineIndex` {{optional_inline}}
- : A number property containing the zero-based index of the m-line with which the candidate is associated, within the [SDP](/en-US/docs/Web/API/WebRTC_API/Protocols#sdp) of the media description, or `null` if no such associated exists.
Additional information can be found in {{domxref("RTCIceCandidate.sdpMLineIndex")}}.
- `usernameFragment` {{optional_inline}}
- : A string containing the username fragment (usually referred to in shorthand as "ufrag" or "ice-ufrag").
This fragment, along with the ICE password ("ice-pwd"), uniquely identifies a single ongoing ICE interaction (including for any communication with the {{Glossary("STUN")}} server).
Additional information can be found in {{domxref("RTCIceCandidate.usernameFragment")}}.
> **Note:** The returned JSON object has the same form/properties as the `candidateInfo` object that can optionally be passed to the {{domxref("RTCIceCandidate.RTCIceCandidate()","RTCIceCandidate() constructor")}} to configure the candidate.
## Examples
This simple example obtains a JSON string representing an `RTCIceCandidate` found in the variable `candidate`.
```js
let jsonString = candidate.toJSON().stringify();
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/rtcicecandidate | data/mdn-content/files/en-us/web/api/rtcicecandidate/relatedport/index.md | ---
title: "RTCIceCandidate: relatedPort property"
short-title: relatedPort
slug: Web/API/RTCIceCandidate/relatedPort
page-type: web-api-instance-property
browser-compat: api.RTCIceCandidate.relatedPort
---
{{APIRef("WebRTC")}}
The **{{domxref("RTCIceCandidate")}}** interface's read-only **`relatedPort`** property indicates the port number of reflexive or relay candidates.
If the candidate is a host candidate (that is, its {{domxref("RTCIceCandidate/address", "address")}} is in fact the real IP address of the remote peer), `relatedPort` is `null`.
The `relatedPort` field's value is set from the `candidateInfo` options object passed to the {{domxref("RTCIceCandidate.RTCIceCandidate", "RTCIceCandidate()")}} constructor.
You can't specify the value of `relatedPort` directly in the options object, but its value is automatically extracted from the object's `candidate` a-line, if it's formatted properly (the `rel-port` field).
The related address ({{domxref("RTCIceCandidate.relatedAddress", "relatedAddress")}}) and port are not used at all by {{Glossary("ICE")}} itself; they are provided for
analysis and diagnostic purposes only, and their inclusion may be blocked by security systems, so do not rely on them having non-`null` values.
## Value
An unsigned 16-bit value containing the candidate's related port number, if any. For
both peer and server reflexive candidates, the related address and port describe the
base for that candidate. For relay candidates, the related address and port provide the
mapped address selected by the TURN server.
For host candidates, `relatedPort` is `null`, meaning the field is not included in the candidate's a-line.
## Usage notes
The related address and port are not used by ICE itself, and are only present for
diagnostic and Quality-of-Service purposes. They may in fact be omitted for security
reasons, but if present can be a useful tool during debugging. See the [Example](#examples), which shows a bit of this.
Here's an {{Glossary("SDP")}} attribute line (a-line) describing an ICE candidate
discovered by the STUN server:
```plain
a=candidate:4234997325 1 udp 2043278322 192.0.2.172 6502 typ srflx raddr 198.51.100.45 rport 32768 generation 0
```
The remote port, `relatedPort`, is the number immediately following the `"rport"` label on the a-line, or 32768.
## Examples
In this example, the candidate's {{domxref("RTCIceCandidate.type", "type")}} is
checked, and then debugging output is presented, based on the candidate type, including
the candidate's type, address (`ip` and {{domxref("RTCIceCandidate.port",
"port")}}), and related address ({{domxref("RTCIceCandidate.relatedAddress",
"relatedAddress")}} and `relatedPort`).
```js
const ip = candidate.ip;
const port = candidate.port;
const relIP = candidate.relatedAddress;
const relPort = candidate.relatedPort;
if (relIP && relPort) {
console.log(
`Candidate type '${type}' — contact address: ${ip} ${port}, related address: ${relIP} ${relPort}`,
);
} else {
console.log(`Host candidate address is ${ip} ${port}`);
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [WebRTC API](/en-US/docs/Web/API/WebRTC_API)
- [Introduction to WebRTC protocols](/en-US/docs/Web/API/WebRTC_API/Protocols)
- [WebRTC connectivity](/en-US/docs/Web/API/WebRTC_API/Connectivity)
- [Lifetime of a WebRTC session](/en-US/docs/Web/API/WebRTC_API/Session_lifetime)
- {{domxref("RTCIceCandidate.relatedAddress")}}
- {{domxref("RTCIceCandidate.address")}} and {{domxref("RTCIceCandidate.port")}}
| 0 |
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