A virtual reality component for Framer. The virtual enviroment is created using the cubemap technique. The cube requires six images, one for each side. Your own layers can be projected on top of the virtual environment. Projected layers are positioned using heading and elevation values.
You can listen for orientation updates using the onOrientationChange event. This event contains information about heading, elevation and tilt.
Read more on the associated blogpost.
On mobile the orientation is synced to that of your device. On desktop you can change the direction you are facing either by dragging the environment or by using your arrow keys.
front(set: imagePath <string>, get: layer)right(set: imagePath <string>, get: layer)back(set: imagePath <string>, get: layer)left(set: imagePath <string>, get: layer)top(set: imagePath <string>, get: layer)bottom(set: imagePath <string>, get: layer)panning<bool>mobilePanning<bool>arrowKeys<bool>lookAtLatestProjectedLayer<bool> (handy during initial setup)
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# Include the VRComponent
{VRComponent, VRLayer} = require "VRComponent"
# Create a new VRComponent, map images
vr = new VRComponent
front: "images/front.png"
left: "images/left.png"
right: "images/right.png"
back: "images/back.png"
top: "images/top.png"
bottom: "images/bottom.png"To map your environment, you can look for cubemap images on the web. Each side is often named by the positive or negative X, Y, or Z axis.
- right - positive-x
- top - positive-y
- front - positive-z
- left - negative-x
- bottom - negative-y
- back - negative-z
Note: This tool can convert your spherical panoramas to a cubemap.
Creating a new Layer on top of your virtual environment will position them in 2D space by default. This is useful when looking to overlay interface elements, like sliders or printed values of heading, elevation or tilt. However, if you'd like to position layers within the 3D space, you can use the projectLayer() method.
Any layer can be projected within your virtual environment, but if you'd like to adjust or animate their heading or elevation values later, you'll need to use a VRLayer instead.
# Include VRComponent and VRLayer
{VRComponent, VRLayer} = require "VRComponent"
# Create layer
layerA = new VRLayer
# Set layer heading and elevation before projecting
layerA.heading = 230
layerA.elevation = 10
# Project the layer
vr.projectLayer(layerA)distance is a third positioning value which defaults to 1200, equal to the default perspective. When distance and perspective are equal layers are rendered at the size they had before projecting.
The heading and elevation values of a VRLayer can be animated.
# Include VRComponent and VRLayer
{VRComponent, VRLayer} = require "VRComponent"
# Create VRLayer
layerA = new VRLayer
# Project the VRLayer
vr.projectLayer(layerA)
# Animate the layer
layerA.animate
properties:
heading: 30
time: 10onOrientationChange(<object> {heading, elevation, tilt})
vr.onOrientationChange (data) ->
heading = data.heading
elevation = data.elevation
tilt = data.tiltThe module has been tested on the following devices.
| Device | Performance |
|---|---|
| iPhone 7 | Great |
| iPhone 6 | Good |
| iPhone 6 Plus | Great |
| iPhone 5C | Poor |
| Nexus 5 | Poor |
