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Josh Stovall edited this page Jan 9, 2021
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XR.js seeks to make VR/AR web development easy.
It wraps Three.js, WebXR Device API, Gamepad API, Physijs, TweenJS and Socket.IO into one framework.
The goal is to create a single framework to keep things simple for developers.
- Reality() create a reality
- Physics physics simulation
- Animate() animate objects
- Locomotion() move user
- Geometry basic objects
- Model() load models
- Light() lighting objects
- Fog() add fog to scene
- Sky() add a sky
- Floor() add a floor
- Menu menu UI objects
- Text() render text
- Splash() show a splash screen
- Button() single button
- Dropdown() dropdown menu
- Audio() create an audio source
- Video() display a video
- Image() display an image
- SVG() display an SVG
- Gamepad() gamepad controllers
- Hands() hand tracking
- AudioIn() audio input
- Pointer() get when user is pointing at
To get things set up, first create a Reality()
.
// create a reality
var myReality = new XR.Reality();
Lets add a few objects to our reality.
// add objects
var floor = new XR.Floor();
var box = new XR.Box();
We can add controllers with Gamepad()
or hands with Hands()
.
// setup controllers
var controller = new XR.Gamepad();
// setup hands
var hand = new XR.Hands();