plyr-vr
v1.0.0
Published
A plugin to add 360 and VR video support to plyr.
Downloads
835
Readme
VR
Note
this repo is migration of videojs-vr to plyr
https://plyr-vr.netlify.com
A plyr plugin that turns a video element into a HTML5 Panoramic 360 video player. Project video onto different shapes. Optionally supports Oculus Rift, HTC Vive and the GearVR.
Lead Maintainer: Brandon Casey @brandonocasey
Maintenance Status: Stable
- Installation
- Browser Support
- Caveats
- Projection support
- Usage
- Setting a global projection
- Oculus Rift and HTC Vive Support
- Accessing the Camera Position
- Accessing THREE.js objects
- Options
- Credits
- Support
Installation
npm i --save plyr-vr
Browser Support
The most recent versions of:
- Desktop
- Chrome
- Firefox
- Safari
- Mobile
- Chrome on Android
- Safari on iOS
Caveats
- HLS captions on safari will not be visible as they are located inside of the shadowRoot in the video element and we cannot get access to them.
Projection support
Currently we only support:
- Projections
- Spherical Videos, via the 360/equirectangular projection
- 360 cube videos
- Mappings
- Monoscopic (single video pane)
- Stereoscopic (dual video pane for both eyes) via the cardboard button
Usage
To include plyr-vr on your website or web application, use any of the following methods.
<script>
Tag
This is the simplest case. Get the script in whatever way you prefer and include the plugin after you include [plyr.js][plyr], so that the plyr
global is available.
<script src="//path/to/plyr.min.js"></script>
<script src="//path/to/plyr-vr.min.js"></script>
<script>
var player = new Plyr('my-video-css-selector');
player.vr();
</script>
Browserify/CommonJS
When using with Browserify, install plyr-vr via npm and require
the plugin as you would any other module.
var Plyr = require('plyr');
// The actual plugin function is exported by this module, but it is also
// attached to the `Player.prototype`; so, there is no need to assign it
// to a variable.
require('plyr-vr');
var player = new Plyr('my-video-css-selector');
player.vr({projection: '360'});
RequireJS/AMD
When using with RequireJS (or another AMD library), get the script in whatever way you prefer and require
the plugin as you normally would:
require(['plyr', 'plyr-vr'], function(Plyr) {
var player = new Plyr('my-video-css-selector');
player.vr({projection: '360'});
});
Setting a global projection
If you are only going to be playing 360 videos you can set the global plugin projection like so:
var player = new Plyr('my-video-css-selector');
player.vr({projection: '360'});
// or change player.vr.defaultProjection
// and call player.vr.initScene again
Passing a projection on a source by source basis
Set player.mediainfo
and player.mediainfo.projection
to a valid projection value and pass in 'AUTO' or nothing for the projection
key when initializing this plugin.
EX:
var player = new Plyr('my-video-css-selector');
if (!player.mediainfo) {
player.mediainfo = {};
}
if (!player.mediainfo.projection) {
player.mediainfo.projection = '360';
}
player.vr({projection: 'AUTO'});
// or player.vr(); since 'AUTO' is the default
Oculus Rift and HTC Vive Support
This project leverages the webvr-polyfill and three.js libraries to create a 'responsive VR' experience across multiple devices.
Oculus Rift and HTC Vive playback requires Firefox >= 55, experimental WebVR-enabled builds of Chromium, or via Chrome by enabling webvr in chrome://flags
. Go to WebVR.info for more info.
GearVR playback requires the latest Samsung Internet for Gear VR with WebVR support enabled. Go here for more info.
Accessing the Camera Position
The Three.js rotation values are exposed under the property cameraVector
on the vr
plugin namespace.
var player = new Plyr('my-video-css-selector');
player.vr().cameraVector;
Accessing THREE.js objects
The Three.js Scene, renderer, and perspective camera are exposed under the threeJs
object as the properties scene
, renderer
, and camera
on the vr
plugin namespace.
var player = new Plyr('my-video-css-selector');
player.vr().camera;
player.vr().scene;
player.vr().renderer;
Options
forceCardboard
Type:
boolean
, default:false
Force the cardboard button to display on all devices even if we don't think they support it.
motionControls
Type:
boolean
, default:true on ios and andriod
Whether motion/gyro controls should be enabled.
projection
Type
string
, default:'auto'
Can be any of the following:
'180'
The video is half sphere and the user should not be able to look behind themselves
'180_LR'
Used for side-by-side 180 videos The video is half sphere and the user should not be able to look behind themselves
'180_MONO'
Used for monoscopic 180 videos The video is half sphere and the user should not be able to look behind themselves
'360'
, 'Sphere'
, or 'equirectangular'
The video is a sphere
'Cube'
or '360_CUBE'
The video is a cube
'NONE'
This video is not a 360 video
'AUTO'
Check player.mediainfo.projection
to see if the current video is a 360 video.
'360_LR'
Used for side-by-side 360 videos
'360_TB'
Used for top-to-bottom 360 videos
'EAC'
Used for Equi-Angular Cubemap videos
'EAC_LR'
Used for side-by-side Equi-Angular Cubemap videos
sphereDetail
type:
number
, default:32
This alters the number of segments in the spherical mesh onto which equirectangular
videos are projected. The default is 32
but in some circumstances you may notice
artifacts and need to increase this number.
player.mediainfo.projection
type:
string
This should be set on a source-by-source basis to turn 360 videos on an off depending upon the video.
See projection
above for information of values. Note that AUTO
is the same as NONE
for player.mediainfo.projection
.
debug
type:
boolean
, default:false
Enable debug logging for this plugin
omnitone
type:
Omnitone library object
Use this property to pass the Omnitone library object to the plugin. Please be aware of, the Omnitone library is not included in the build files.
omnitoneOptions
type:
object
, default:{}
Default options for the Omnitone library. Please check available options on https://github.com/GoogleChrome/omnitone
disableTogglePlay
type:
boolean
, default:false
Feature to disable the togglePlay manually. This functionality is useful in live events so that users cannot stop the live, but still have a controlBar available.
Credits
This project is a conglomeration of a few amazing open source libraries.
Support
videojs-vr is sponsored by Brightcove, HapYak and StreamShark