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Top 10 Examples of "webvr-polyfill in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'webvr-polyfill' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

// This file contains the boilerplate to execute your React app.
// If you want to modify your application's content, start in "index.js"

import {Math as VRMath, ReactInstance, Surface} from 'react-360-web';
import KeyboardModule from './react-360-keyboard/KeyboardModule';
import WebVRPolyfill from 'webvr-polyfill';
const polyfill = new WebVRPolyfill();

function init(bundle, parent, options = {}) {
  const r360 = new ReactInstance(bundle, parent, {
    // Add custom options here
    fullScreen: true,
    nativeModules: [KeyboardModule.addModule],
    ...options,
  });

  // Render your app content to the default cylinder surface
  r360.renderToSurface(
    r360.createRoot('Keyboard360', {
      /* initial props */
    }),
    r360.getDefaultSurface(),
  );
function handleTouchMoveRotate( event ) {

        console.log( 'handleTouchMoveRotate' );



        rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);
        rotateDelta.subVectors(rotateEnd, rotateStart);
        rotateStart.copy(rotateEnd);

        // On iOS, direction is inverted.
        if (Util.isIOS()) {
            //rotateDelta.x *= -1;
        }

        var orientation = scope.orientation;

        var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
        orientation.x += 2 * Math.PI * rotateDelta.y / element.clientWidth * scope.rotateSpeed;

        orientation.y += 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed;

        //orientation.x = Math.max( - PI_2, Math.min( PI_2, orientation.x ) );

        scope.update();

    }
const deltaT = this.currentGyroMeasurement.timestampS -
	this.previousGyroMeasurement.timestampS;

	// Convert gyro rotation vector to a quaternion delta.
	const gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT);

	this.gyroIntegralQ.multiply(gyroDeltaQ);

	// filter_1 = K * (filter_0 + gyro * dT) + (1 - K) * accel.
	this.filterQ.copy(this.previousFilterQ);
	this.filterQ.multiply(gyroDeltaQ);

	// Calculate the delta between the current estimated gravity and the real
	// gravity vector from accelerometer.
	const invFilterQ = new MathUtil.Quaternion();

	invFilterQ.copy(this.filterQ);
	invFilterQ.inverse();

	this.estimatedGravity.set(0, 0, -1);
	this.estimatedGravity.applyQuaternion(invFilterQ);
	this.estimatedGravity.normalize();

	this.measuredGravity.copy(this.currentAccelMeasurement.sample);
	this.measuredGravity.normalize();

	// Compare estimated gravity with measured gravity, get the delta quaternion
	// between the two.
	const deltaQ = new MathUtil.Quaternion();

	deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
getOrientation() {
		let orientation;

		// Hack around using deviceorientation instead of devicemotion
		if (this.deviceMotion.isWithoutDeviceMotion && this._deviceOrientationQ) {
			this.deviceOrientationFixQ = this.deviceOrientationFixQ || (function() {
				const y =
					new MathUtil.Quaternion().setFromAxisAngle(
						new MathUtil.Vector3(0, 1, 0), -this._alpha);

				return y;
			}).bind(this)();

			orientation = this._deviceOrientationQ;
			const out = new MathUtil.Quaternion();

			out.copy(orientation);
			out.multiply(this.filterToWorldQ);
			out.multiply(this.resetQ);
			out.multiply(this.worldToScreenQ);
			out.multiplyQuaternions(this.deviceOrientationFixQ, out);

			// return quaternion as glmatrix quaternion object
			const out_ = quat.fromValues(
				out.x,
				out.y,
				out.z,
				out.w
			);

			return quat.normalize(out_, out_);
_onDeviceMotionChange({inputEvent}) {
		const deviceorientation = inputEvent.deviceorientation;
		const deviceMotion = inputEvent;
		const accGravity = deviceMotion.accelerationIncludingGravity;
		const rotRate = deviceMotion.adjustedRotationRate || deviceMotion.rotationRate;
		let timestampS = deviceMotion.timeStamp / 1000;

		if (deviceorientation) {
			if (!this._alpha) {
				this._alpha = deviceorientation.alpha;
			}
			this._deviceOrientationQ = this._deviceOrientationQ || new MathUtil.Quaternion();
			this._deviceOrientationQ.setFromEulerYXZ(
				deviceorientation.beta,
				deviceorientation.alpha,
				deviceorientation.gamma
			);

			this._triggerChange();
		} else {
			// Firefox Android timeStamp returns one thousandth of a millisecond.
			if (this.isFirefoxAndroid) {
				timestampS /= 1000;
			}

			this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z);
			this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma);
this.isIOS = Util.isIOS();

		// Ref https://github.com/immersive-web/cardboard-vr-display/issues/18
		this.isChromeUsingDegrees = agentInfo.browser.name === "chrome" &&
			parseInt(agentInfo.browser.version, 10) >= 66;

		this._isEnabled = false;

		// Set the filter to world transform, depending on OS.
		if (this.isIOS) {
			this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), Math.PI / 2);
		} else {
			this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), -Math.PI / 2);
		}

		this.inverseWorldToScreenQ = new MathUtil.Quaternion();
		this.worldToScreenQ = new MathUtil.Quaternion();
		this.originalPoseAdjustQ = new MathUtil.Quaternion();
		this.originalPoseAdjustQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1),
			-window.orientation * Math.PI / 180);

		this._setScreenTransform();
		// Adjust this filter for being in landscape mode.
		if (Util.isLandscapeMode()) {
			this.filterToWorldQ.multiply(this.inverseWorldToScreenQ);
		}

		// Keep track of a reset transform for resetSensor.
		this.resetQ = new MathUtil.Quaternion();

		this.deviceMotion.on("devicemotion", this._onDeviceMotionChange);
		this.enable();
// gravity vector from accelerometer.
	const invFilterQ = new MathUtil.Quaternion();

	invFilterQ.copy(this.filterQ);
	invFilterQ.inverse();

	this.estimatedGravity.set(0, 0, -1);
	this.estimatedGravity.applyQuaternion(invFilterQ);
	this.estimatedGravity.normalize();

	this.measuredGravity.copy(this.currentAccelMeasurement.sample);
	this.measuredGravity.normalize();

	// Compare estimated gravity with measured gravity, get the delta quaternion
	// between the two.
	const deltaQ = new MathUtil.Quaternion();

	deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
	deltaQ.inverse();

	// Calculate the SLERP target: current orientation plus the measured-estimated
	// quaternion delta.
	const targetQ = new MathUtil.Quaternion();

	targetQ.copy(this.filterQ);
	targetQ.multiply(deltaQ);

	// SLERP factor: 0 is pure gyro, 1 is pure accel.
	this.filterQ.slerp(targetQ, 1 - this.kFilter);

	this.previousFilterQ.copy(this.filterQ);
_convertFusionToPredicted(orientation) {
		// Predict orientation.
		this.predictedQ =
			this.posePredictor.getPrediction(orientation, this.gyroscope, this.previousTimestampS);

		// Convert to THREE coordinate system: -Z forward, Y up, X right.
		const out = new MathUtil.Quaternion();

		out.copy(this.filterToWorldQ);
		out.multiply(this.resetQ);
		out.multiply(this.predictedQ);
		out.multiply(this.worldToScreenQ);

		return out;
	}
	_onDeviceMotionChange({inputEvent}) {
constructor() {
		super();

		this.deviceMotion = new DeviceMotion();

		this.accelerometer = new MathUtil.Vector3();
		this.gyroscope = new MathUtil.Vector3();

		this._onDeviceMotionChange = this._onDeviceMotionChange.bind(this);
		this._onScreenOrientationChange = this._onScreenOrientationChange.bind(this);

		this.filter = new ComplementaryFilter(K_FILTER);
		this.posePredictor = new PosePredictor(PREDICTION_TIME_S);

		this.filterToWorldQ = new MathUtil.Quaternion();

		this.isFirefoxAndroid = Util.isFirefoxAndroid();
		this.isIOS = Util.isIOS();

		// Ref https://github.com/immersive-web/cardboard-vr-display/issues/18
		this.isChromeUsingDegrees = agentInfo.browser.name === "chrome" &&
			parseInt(agentInfo.browser.version, 10) >= 66;

		this._isEnabled = false;

		// Set the filter to world transform, depending on OS.
		if (this.isIOS) {
			this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), Math.PI / 2);
		} else {
			this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), -Math.PI / 2);
		}
this.estimatedGravity.applyQuaternion(invFilterQ);
	this.estimatedGravity.normalize();

	this.measuredGravity.copy(this.currentAccelMeasurement.sample);
	this.measuredGravity.normalize();

	// Compare estimated gravity with measured gravity, get the delta quaternion
	// between the two.
	const deltaQ = new MathUtil.Quaternion();

	deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
	deltaQ.inverse();

	// Calculate the SLERP target: current orientation plus the measured-estimated
	// quaternion delta.
	const targetQ = new MathUtil.Quaternion();

	targetQ.copy(this.filterQ);
	targetQ.multiply(deltaQ);

	// SLERP factor: 0 is pure gyro, 1 is pure accel.
	this.filterQ.slerp(targetQ, 1 - this.kFilter);

	this.previousFilterQ.copy(this.filterQ);

	if (!this.isFilterQuaternionInitialized) {
		this.isFilterQuaternionInitialized = true;
	}
};

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