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cardboard-vr-display

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cardboard-vr-display - npm Package Compare versions

Comparing version 1.0.13 to 1.0.14

8

package.json
{
"name": "cardboard-vr-display",
"version": "1.0.13",
"version": "1.0.14",
"homepage": "https://github.com/immersive-web/cardboard-vr-display",

@@ -12,6 +12,6 @@ "authors": [

"devDependencies": {
"babel-core": "^6.24.1",
"babel-core": "^6.26.3",
"babel-plugin-external-helpers": "^6.22.0",
"babel-plugin-transform-class-properties": "^6.24.1",
"babel-preset-env": "^1.6.1",
"babel-preset-env": "^1.7.0",
"rollup": "^0.50.0",

@@ -44,4 +44,4 @@ "rollup-plugin-babel": "^3.0.2",

"nosleep.js": "^0.7.0",
"webvr-polyfill-dpdb": "^1.0.7"
"webvr-polyfill-dpdb": "^1.0.9"
}
}

@@ -57,2 +57,3 @@ # cardboard-vr-display

will fall back to using devicemotion if in iframes.
* Using Sensors in a cross-origin iframe [requires the frame to be in focus](https://www.w3.org/TR/generic-sensor/#focused-area). In builds of Chrome prior to M69, this logic is [erroneously reversed](https://bugs.chromium.org/p/chromium/issues/detail?id=849501). If loading content via cross-origin iframe, you can disable Sensors, triggering the `devicemotion` fallback with this [hacky workaround](https://github.com/immersive-web/cardboard-vr-display/blob/c196e15a8c7ccf594fe6a5044fbdcb51cc2eff91/examples/index.html#L117-L124). More info in [#27](https://github.com/immersive-web/cardboard-vr-display/issues/27).

@@ -137,5 +138,2 @@ ### Magic Window

// Flag to enable touch panner. In case you have your own touch controls.
TOUCH_PANNER_DISABLED: true,
// Flag to disabled the UI in VR Mode.

@@ -142,0 +140,0 @@ CARDBOARD_UI_DISABLED: false,

@@ -27,13 +27,2 @@ /*

let orientation = {};
if (screen.orientation) {
orientation = screen.orientation;
} else if (screen.msOrientation) {
orientation = screen.msOrientation;
} else {
Object.defineProperty(orientation, 'angle', {
get: () => { return (window.orientation || 0); }
});
}
// Quaternion to rotate from sensor coordinates to WebVR coordinates

@@ -65,3 +54,2 @@ const SENSOR_TO_VR = new Quaternion();

this._sensorQ = new Quaternion();
this._worldToScreenQ = new Quaternion();
this._outQ = new Quaternion();

@@ -71,5 +59,3 @@

this._onSensorError = this._onSensorError.bind(this);
this._onOrientationChange = this._onOrientationChange.bind(this);
this._onOrientationChange();
this.init();

@@ -92,3 +78,10 @@ }

try {
sensor = new RelativeOrientationSensor({ frequency: SENSOR_FREQUENCY });
sensor = new RelativeOrientationSensor({
frequency: SENSOR_FREQUENCY,
// Use `referenceFrame: screen` so we don't have to manage the orientation
// of the device. First available in Chrome m66 (in release at time of writing),
// and this will fail in earlier versions, kicking off `devicemotion` fallback.
// @see https://w3c.github.io/accelerometer/#screen-coordinate-system
referenceFrame: 'screen',
});
sensor.addEventListener('error', this._onSensorError);

@@ -121,4 +114,2 @@ } catch (error) {

}
window.addEventListener('orientationchange', this._onOrientationChange);
}

@@ -157,3 +148,2 @@

out.multiply(this._sensorQ);
out.multiply(this._worldToScreenQ);

@@ -187,7 +177,2 @@ // Handle the yaw-only case.

_onSensorRead() {}
_onOrientationChange() {
const angle = -orientation.angle * Math.PI / 180;
this._worldToScreenQ.setFromAxisAngle(Z_AXIS, angle);
}
}

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