> > Specification > > https://immersive-web.github.io/webxr/#dom-xrpose-linearvelocity > > Summary > > Allows querying for the linear acceleration and linear velocity on an XRPose > if the underlying runtime supports providing this information.
Alex, did you mean to say angular and linear velocity? > As someone who doesn't work in the XR space, can you explain how this is > useful for developers, i.e., what kind of use cases does this unlock? Very often in AR/VR experiences, you would like to know the linear and angular velocity of an object so you know how it interacts with the virtual world For instance, if you hit a tennis ball with your hand/controller, its following speed and trajectory will depend on the speed of your controller. For a curve ball, you can use the angular velocity to calculate its spin. An XR experience can make a rough estimation of this by keeping track of the position of the controller over time but it's not very precise especially for angular velocity. Controllers have built-in accelerometers that will give you precise tracking. The runtime will also "timewarp" the velocities so they apply to the point in time that the current frame is shown. You can find a more detailed explanation in the issue: https://github.com/immersive-web/webxr/issues/619 -- You received this message because you are subscribed to the Google Groups "blink-dev" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/a/chromium.org/d/msgid/blink-dev/CAGN7qDD5E2h_qfLY%2BGLwmaG%3Djx5V%2BSHHKTedttpZ1UENdW-Ztw%40mail.gmail.com.
