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examples | ||
polyfill | ||
tests | ||
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CODING.md | ||
CONTRIBUTING.md | ||
LICENSE | ||
README.md | ||
index.html | ||
package-lock.json | ||
package.json | ||
viewer.html | ||
webpack.config.js |
README.md
WebXR polyfill with examples
This repository holds a polyfill and example applications for a proposed API for building AR and VR applications in web browsers.
You can find the proposed API description in the webxr-api repository.
WARNING
THIS SOFTWARE IS PRERELEASE, IS NOT READY FOR PRODUCTION USE, AND WILL SOON HAVE BREAKING CHANGES.
NOTHING IN THIS REPO COMES WITH ANY WARRENTY WHATSOEVER. DO NOT USE IT FOR ANYTHING EXCEPT EXPERIMENTS.
There are a lot of pieces of the WebXR polyfill that are stubbed out and throw 'Not implemented' when called. The paths that are used by the examples are filled in, but things like cartographic coordinates and geospatial coordinate systems are not yet implemented.
Running the examples
Clone this repo and then change directories into webxr-polyfill/
Install npm and then run the following:
npm install # downloads webpack and an http server
npm start # builds the polyfill in dist/webxr-polyfill.js and start the http server in the current directory
Using one of the supported browsers listed below, go to http://YOUR_HOST_NAME:8080/
Portable builds
To build the WebXR polyfill into a single file that you can use in a different codebase:
npm run build
The resulting file will be in dist/webxr-polyfill.js
Writing your own XR apps
The WebXR polyfill is not dependent on any external libraries, but examples/common.js has a handy base class, XRExampleBase, that wraps all of the boilerplate of starting a WebXR session and rendering into a WebGL layer using Three.js.
Look in examples/ar_simplest/index.html for an example of how to extend XRExampleBase and how to start up an app.
If you run these apps on Mozilla's ARKit based iOS app then they will use the class in polyfill/platform/ARKitWrapper.js to get pose and anchor data out of ARKit.
If you run these apps on Google's ARCore backed browser then they will use the class in polyfill/platform/ARCoreCameraRenderer.js to use data out of ARCore.
If you run these apps on desktop Firefox or Chrome with a WebVR 1.1 supported VR headset, the headset will be exposed as a WebXR XRDisplay.
If you run these apps on a device with no VR or AR tracking, the apps will use the 3dof orientation provided by Javascript orientation events.
Supported Displays
- Flat Display (AR only, needs VR)
- WebVR 1.1 HMD (VR only, needs AR)
- Cardboard (NOT YET)
- Hololens (NOT YET)
Supported Realities
- Camera Reality (ARKit on Mozilla iOS Test App, WebARonARCore on Android, WebARonARKit on iOS (NOT YET), WebRTC video stream (PARTIAL))
- Virtual Reality (Desktop Firefox with Vive and Rift, Daydream (NOT TESTED), GearVR (Not Tested), Edge with MS MR headsets (NOT TESTED))
- Passthrough Reality (NOT YET)
Supported Browsers
- Mozilla WebXR Playground iOS App using ARKit
- Google ARCore Test Chrome on Android
- Google ARCore Test Chrome on iOS (NOT YET)
- Desktop Firefox with WebVR 1.1 HMDs
- Mobile Safari, Chrome, and Firefox (PARTIAL, Daydream NOT TESTED)
- GearVR Internet (NOT TESTED)