# Kaleidoscope
An embeddable, lightweight, dependency-free 360º video/image viewer
demo
Usage
Get the code:
$ npm install kaleidoscopejs
Add the script to your page:
<script src="node_modules/kaleidoscopejs/dist/kaleidoscope.min.js"></script>
Videos
var viewer = new Kaleidoscope.Video({source: 'equirectangular-video.mp4', containerId: '#target'});
viewer.render();
Images
var viewer = new Kaleidoscope.Image({source: 'equirectangular-image.jpg', containerId: '#target'});
viewer.render();
Documentation
Kaleidoscope.Video
let viewer = new Kaleidoscope.Video(options)
-
options
-
Object.
options.source
source video to be played. This can be either a video tag or an url to the video file. Passing a tag is useful when embedding in player or using adaptative streaming.
options.containerId
is where you want to render the 360, this is going to be retrieved via document.querySelector
and when you call render()
the 360 canvas will be append to it.
options.container
HTML element to attach the 360 canvas to. You should always either pass a containerId
or a container
.
options.height
height of the 360 canvas. Defaults to 360
.
options.width
width of the 360 canvas. Defaults to 640
.
options.autoplay
to autoplay the video once rendered. Doesn't work on mobile. Defaults to true
.
options.muted
to define if the video should start muted. Defaults to false
.
options.initialYaw
number to define initial yaw of 360, should be in degrees(45, 90, 180 etc).
options.loop
to define if the video should loop. Defaults to false
.
options.onError
callback to when something goes wrong.
options.verticalPanning
disables vertical panning. Defaults to false
.
viewer.render()
renders the canvas in the defined containerId
or container
.
viewer.play()
starts the current video. Useful for mobile.
viewer.pause()
pauses the current video.
viewer.centralize()
move camera back to the original center.
Kaleidoscope.Image
let viewer = new Kaleidoscope.Image(options)
-
options
-
Object.
options.source
source of the image to be rendered. This can be either an url to the image or the img tag itself.
options.containerId
is where you want to render the 360, this is going to be retrieved via document.querySelector
and when you call render()
the 360 canvas will be append to it.
options.container
HTML element to attach the 360 canvas to. You should always either pass a containerId
or a container
.
options.height
height of the 360 canvas. Defaults to 360
.
options.width
width of the 360 canvas. Defaults to 640
.
options.initialYaw
number to define initial yaw of 360, should be in degrees(45, 90, 180 etc).
options.onError
callback to when something goes wrong.
viewer.render()
renders the canvas in the defined containerId
or container
.
viewer.centralize()
move camera back to the original center.
Supported Browsers
- Google Chrome
- Microsoft Edge
- Firefox
- Internet Explorer 11
- Safari
- Chrome Android*
- Safari iOS
*Most recent versions.
Known issues
360 videos doesn't work in Safari, IE 11, Microsoft Edge, Android and iOS if the video is served from a different domain, due some CORS implementation bugs.