I found a problem where the WebXR position doesn’t match the camera position when launching. Its facing to the left or right. There seems to be noway to reset it. Any ideas ? Its working on the stereo vr example but not the equi example.
This is very strange, without a position set, the video starts 90 degrees to the real front of the camera. but in webxr it starts 180 degrees from that position. WebXR camera really needs to take the initial position from the non webxr camera. Even if I shift the geometry instead. It will show flipped in webxr and you need to turn the headset to the left.
I’m sorry I don’t use bloaty transpiling ts. So don’t get that error. Maybe have to leave it off ? I just rollup raw es6 and don’t get any undefined error. It works for me. But initial camera rotation for non webXR is still a problem where I have to force an x position to face the front of the camera for some reason. That is what I need to figure out now.
I had a requirement to tilt up to match camera rotation and sometimes that is off. Sometimes centre position facing the front of the camera is off with this offset code also. Its different for every video for some reason so I need this
y: -(offsetRotation.y - this.config.xrPanOffset). y is left / right position. x is up and down.
This is actually a use-case for using bloaty transpiling. The error is a genuine pointer to a problem: namely that the camera rotation is a Vector3 “Euler” and the XRRRigidTransformation requires a Vector4 “Quaternion”. You can’t mix the two successfully. It’s easily solved though by retrieving camera.quaternion rather than camera.rotation.
I love typed language , well coming from Actionscript, Java, C# and even python. But Babel is extremely bloaty. I bundle es6 to iife directly.
It might be good to have that offset setup as standard. It even offsets the x correctly up and down. I had a use case for that, for when lying down in a chair. The offset is needed to be corrected when lying down.