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Last active September 6, 2024 04:18
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Implement 360 Video Player in JS
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>360 Video Player</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
// create a scene
const scene = new THREE.Scene();
// create a perspective camera
// https://threejs.org/docs/#api/en/cameras/PerspectiveCamera
const width = 640;
const height = 480;
const camera = new THREE.PerspectiveCamera(75, width / height, 1, 100);
// create a renderer
// https://threejs.org/docs/#api/en/renderers/WebGLRenderer
const renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
// display the renderer
document.body.appendChild(renderer.domElement);
// create a sphere geometry
// https://threejs.org/docs/#api/en/geometries/SphereGeometry
const geometry = new THREE.SphereGeometry(15, 32, 16);
// create a VideoTexture
// create a video element and set attributes
const videoElement = document.createElement('video');
videoElement.src = "https://s.bepro11.com/vr-video-sample.mp4";
videoElement.loop = true;
videoElement.muted = true;
videoElement.playsInline = true;
videoElement.crossOrigin = "anonymous";
videoElement.play();
const texture = new THREE.VideoTexture(videoElement);
// create a material from the texture
const material = new THREE.MeshBasicMaterial({map: texture});
// need to use back side - surface of the sphere is facing outside but we put the camera inside of the sphere
material.side = THREE.BackSide;
// create a mesh and add to the scene
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer.setAnimationLoop(() => renderer.render(scene, camera));
// zoom in / out
const clamp = (v, min, max) => Math.max(min, Math.min(v, max));
renderer.domElement.addEventListener('wheel', e => {
camera.fov = clamp(camera.fov + e.deltaY / 10, 10, 120);
// need to call this function after changing most of properties in PerspectiveCamera
camera.updateProjectionMatrix();
});
// rotate camera
let mouseDown = false;
renderer.domElement.addEventListener('mousedown', e => {
if (e.button === 0) mouseDown = true;
});
window.addEventListener('mouseup', e => {
if (e.button === 0) mouseDown = false;
});
window.addEventListener('mousemove', e => {
if (!mouseDown) return;
const {movementX, movementY} = e;
// rotateX: rotate vertically since x-axis is horizontal
const rotateX = movementY / 100;
const rotateY = movementX / 100;
camera.rotateX(rotateX);
camera.rotateY(rotateY);
});
</script>
</body>
</html>
@promethyttrium
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the image is flipped horizontally?

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