https://videojs-vr.netlify.com
A video.js 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
npm i videojs-vr
The most recent versions of:
- Desktop
- Chrome
- Firefox
- Safari
- Mobile
- Chrome on Android
- Safari on iOS
- 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.
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
To include videojs-vr on your website or web application, use any of the following methods.
This is the simplest case. Get the script in whatever way you prefer and include the plugin after you include [video.js][videojs], so that the videojs
global is available.
<script src="//path/to/video.min.js"></script>
<script src="//path/to/videojs-vr.min.js"></script>
<script>
var player = videojs('my-video');
player.vr();
</script>
When using with Browserify, install videojs-vr via npm and require
the plugin as you would any other module.
var videojs = require('video.js');
// 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('videojs-vr');
var player = videojs('my-video');
player.vr({projection: '360'});
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(['video.js', 'videojs-vr'], function(videojs) {
var player = videojs('my-video');
player.vr({projection: '360'});
});
If the videojs-errors plugin is intialized before videojs-vr
, then it will be used to display errors to users.
If you are only going to be playing 360 videos you can set the global plugin projection like so:
var player = videojs('my-video');
player.vr({projection: '360'});
// or change player.vr.defaultProjection
// and call player.vr.initScene again
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 = videojs('my-video');
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
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.
The Three.js rotation values are exposed under the property cameraVector
on the vr
plugin namespace.
var player = videojs('my-video');
player.vr().cameraVector;
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 = videojs('my-video');
player.vr().camera;
player.vr().scene;
player.vr().renderer;
Type:
boolean
, default:false
Force the cardboard button to display on all devices even if we don't think they support it.
Type:
boolean
, default:true on ios and andriod
Whether motion/gyro controls should be enabled.
Type
string
, default:'auto'
Can be any of the following:
The video is half sphere and the user should not be able to look behind themselves
Used for side-by-side 180 videos The video is half sphere and the user should not be able to look behind themselves
Used for monoscopic 180 videos The video is half sphere and the user should not be able to look behind themselves
The video is a sphere
The video is a cube
This video is not a 360 video
Check player.mediainfo.projection
to see if the current video is a 360 video.
Used for side-by-side 360 videos
Used for top-to-bottom 360 videos
Used for Equi-Angular Cubemap videos
Used for side-by-side Equi-Angular Cubemap videos
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.
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
.
type:
boolean
, default:false
Enable debug logging for this plugin
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.
type:
object
, default:{}
Default options for the Omnitone library. Please check available options on https://github.com/GoogleChrome/omnitone
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.
This project is a conglomeration of a few amazing open source libraries.
This work is sponsored by Brightcove, HapYak and StreamShark