A polyfill and example code for building augmented reality (AR) and virtual reality (VR) applications using WebXR.
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Blair MacIntyre 958cf07b06 fixes for computer vision callbacks
- needed to pass session parameters all the way down
- removed extra calls to "watch" from flatDisplay (probably there because of the bug in event dispatch, which caused some to be missed)
- created vision events up through Display and Session.  In Session can now pass "computer_vision_data" as a session parameter, will cause iOS app to generate vision frames.
- can call session.requestVideoFrames() to start sending frames to the callback supplied
2018-03-18 14:57:53 -04:00
examples got rid of SITTING_EYE_HEIGHT, fixed floorAnchor 2018-03-08 17:39:08 -05:00
polyfill fixes for computer vision callbacks 2018-03-18 14:57:53 -04:00
screenshots add samples section with apainter screenshot 2018-02-07 15:03:31 -08:00
tests Try the coordinates without the XRCoordinates. 2017-10-31 09:20:42 -07:00
.gitignore Pull the example code from the webxr-api repository. 2017-09-04 18:59:34 -07:00
CODING.md Polish the coordinate system changes. 2017-11-02 13:21:16 -07:00
CONTRIBUTING.md Fix typo in the contributing doc. 2017-09-13 13:21:48 -07:00
LICENSE Use the Mozilla license. 2017-09-04 19:04:11 -07:00
README.md update README 2017-12-10 16:47:32 -05:00
index.html added missing VR example 2018-02-08 11:48:40 -08:00
package-lock.json Fix setViewMatrix and set headPose before render each view 2018-01-12 11:26:19 +01:00
package.json npm start also builds the polyfill 2017-09-08 13:36:23 -07:00
viewer.html added missing VR example 2018-02-08 11:48:40 -08:00
webpack.config.js Pull the example code from the webxr-api repository. 2017-09-04 18:59:34 -07:00

README.md

WebXR polyfill with examples

This repository holds a polyfill and sample code for a proposed API for building AR and VR applications in web browsers.

We initially created this polyfill when the community group was calling the specification "WebVR", so using "WebXR" was not confusing. Now that the community group is working towards changing the name of the spec, this repo is a bit confusing. So, we're working to bring this repo's master branch in line with the community group's draft spec and will use a separate branch for experimental features like AR support.

That work is not yet complete.

In the meantime, you can compare the two from the community group's draft spec and our experimental API description.

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 polyfill that are stubbed out and throw 'Not implemented' when called.

Running the examples

The master branch of this repo is automatically built and hosted at https://examples.webxrexperiments.com

The develop branch is hosted at https://develop.examples.webxrexperiments.com

Building and 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, 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