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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

The Animated API


React and React VR make this easy as the animation API has a number of animation types that make this straightforward, without having to do math or have key frames, as you would with traditional animation. Instead of keyframing, you can ramp up things slowly, bounce, and pause declaratively. These props are spring, decay, and timing; more detail on these is in the online documentation at http://bit.ly/ReactAnims.

It's fine to animate, but we need to know where we are going. To do this, the Animation API has two value types: value for scalar (single values), and ValueXY for vectors. You might wonder why in this case a vector is only X and Y—ValueXY is intended for UI elements, that by their nature, are flat. If you need to animate an X, Y, and Z location, you would use three scalars.

First, we'll create an animated teapot that spins. This will be especially helpful to see how our texture mapping works. If you've been following along the code, your SpaceGallery app should already...

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