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webvr-polyfill - npm Package Compare versions

Comparing version 0.0.1 to 0.2.4

.jscsrc

28

package.json
{
"name": "webvr-polyfill",
"version": "0.0.1",
"description": "Polyfill for WebVR, enables Cardboard and fallbacks to mobile/desktop.",
"main": "main.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"repository": {
"type": "git",
"url": "https://github.com/borismus/webvr-polyfill.git"
},
"version": "0.2.4",
"homepage": "https://github.com/borismus/webvr-polyfill",
"authors": [
"Boris Smus <boris@smus.com>"
],
"description": "Use WebVR today, on mobile or desktop, without requiring a special browser build.",
"main": "build/webvr-polyfill.js",
"keywords": [
"webvr",
"vr",
"polyfill",
"webgl"
"webvr"
],
"author": "Boris Smus <boris@smus.com> (http://smus.com)",
"license": "Apache2",
"bugs": {
"url": "https://github.com/borismus/webvr-polyfill/issues"
},
"homepage": "https://github.com/borismus/webvr-polyfill"
"license": "Apache2"
}
# WebVR Polyfill
This project provides a JavaScript implementation of the [WebVR
spec][spec].
The goal of this project is two fold:
1. Make it possible for developers to use WebVR today, without special
browser builds.
2. Provide good fallbacks for users that don't have VR hardware.
1. Use WebVR today, without requiring a special browser build.
2. View (mono) content without a virtual reality headset.
[spec]: http://mozvr.github.io/webvr-spec/webvr.html
## Implementation
The polyfill decides which VRDevices to provide, depending on the configuration
of your browser. Mobile devices provide both the FusedPositionSensorVRDevice and
the CardboardHMDVRDevice. Desktop devices use the
MouseKeyboardPositionSensorVRDevice.
`CardboardHMDVRDevice` provides default parameters for Cardboard's
interpupillary distance and headset.
`GyroPositionSensorVRDevice` uses the DeviceMotionEvents (which map
roughly to the gyroscope) to polyfill head-tracking on mobile devices.
This is used both in Cardboard, and for Spotlight Stories-style
experiences.
`MouseKeyboardPositionSensorVRDevice` uses mouse events to allow you to do the
equivalent of mouselook. It also uses keyboard arrows and WASD keys to look
around the scene with the keyboard.
`MouseKeyboardPositionSensorVRDevice` uses mouse events to allow you to
do the equivalent of mouselook. It also uses keyboard arrows and WASD
keys to look around the scene with the keyboard.
`FusedPositionSensorVRDevice` uses DeviceMotionEvents and implements a
complementary filter which does sensor fusion. This device also implements pose
prediction, which greatly improves head tracking performance.
**Deprecated**: `OrientationPositionSensorVRDevice` uses DeviceOrientationEvents
to polyfill head-tracking on mobile devices.
## Open issues
**Experimental**: `WebcamPositionSensorVRDevice` uses your laptop's webcam in
order to introduce translational degrees of freedom.
- Provide a GUI to specify HMD parameters. Possibly a configuration UI
for setting them for non-Cardboard devices.
- Provide new types of tracking, perhaps using the web camera for 3
translational degrees of freedom, eg: <http://topheman.github.io/parallax/>
[ss]: https://play.google.com/store/apps/details?id=com.motorola.avatar
## Configuration
The polyfill can be configured and debugged with various options. The following
are supported:
WebVRConfig = {
// Forces availability of VR mode.
//FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0.050, // Default: 0.050s.
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful
// for panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
// To disable keyboard and mouse controls. If you implement your own.
//MOUSE_KEYBOARD_CONTROLS_DISABLED: true // Default: false
}

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