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by Austin McDaniel
Leap into new realities
About ME...
Austin McDaniel
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Github: @amcdnl
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Twitter: @amcdnl
#ngPanda
We've came
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so FAR....
in our journey with
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computers...
and the way we
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interact...
with them and the
interfaces...
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AngularJS helped us climb
with the web...
mountains
Virtual Reality is the
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next evolution...
VR is actually
tricks turned new...
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OLD
for VR...
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Evolving
Same Problems,
- Interaction Events: Click, Keyboard, Touch
- View port Events: Window resize
- Life cycle hooks: init, render, destroy
- Animations
- Dataflow
different story
And more
- Desktop / Mobile VR
- Head Tracking
- Gestures
- Voice Recognition for Input
- Shaders
challenges
var camera = new THREE.PerspectiveCamera(
20, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1800;
var scene = new THREE.Scene();
var light = new THREE.DirectionalLight(0xffffff);
var light.position.set(0, 0, 1);
scene.add(light);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
There is
<a-scene>
<a-light type="ambient" color="#222">
</a-light>
<a-sphere id="mouth"
color="#000"
position="0 1 -4"
shader="flat">
</a-sphere>
</a-scene>
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hope
Wait, is that Angular?
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What if it could be?
- Web
- Mobile Native
- Desktop Native
- Server-side
Custom renderers!
Override
Renderer
createElement(obj) {
// if object === webgl don't render
}
DOM
Angular Markup
<ngx-renderer>
<ngx-orbit-controls></ngx-orbit-controls>
<ngx-scene>
<ngx-perspective-camera></ngx-perspective-camera>
<ngx-point-light></ngx-point-light>
<ngx-sphere
*ngFor="let ball of balls"
[positionY]="ball * 5"
[positionX]="ball * 5"
[positionZ]="0">
</ngx-sphere>
</ngx-scene>
</ngx-renderer>
WebGL
Under the hood...
@Component({
selector: 'ngx-sphere',
template: `<ng-content></ng-content>`,
changeDetection: ChangeDetectionStrategy.OnPush
})
export class SphereComponent implements OnInit {
@Input() positionX: number;
@Input() positionY: number;
@Input() positionZ: number;
ngOnInit(): void {
const geometry = new SphereGeometry(3, 50, 50, 0,
Math.PI * 2, 0, Math.PI * 2);
const material = new MeshNormalMaterial();
const sphere = new Mesh(geometry, material);
sphere.position.y = this.positionY;
sphere.position.x = this.positionX;
sphere.position.z = this.positionZ;
}
}
Inside the engine...
@Component({
selector: 'ngx-scene',
template: `<ng-content></ng-content>`,
changeDetection: ChangeDetectionStrategy.OnPush
})
export class SceneComponent implements AfterContentInit {
@ContentChildren(SphereComponent)
sphereComps: any;
ngAfterContentInit(): void {
for(const mesh of this.sphereComps.toArray()) {
this.scene.add(mesh.object);
}
}
}
Apply the stereoscopic filters
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Polyfills required
Demo!
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Better Render Perf
-
Native Compilation?
Whats next?
Leap into new realities with Angular
By Austin McDaniel
Leap into new realities with Angular
Angular is a great framework for build components and controls. But what if you could take it beyond the DOM, into a mystical land of WebGL and VR. I explore what that world could look like in this presentation and demo.
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