elixr
v0.6.3
Published
WebXR Game Engine
Downloads
1,558
Readme
Elixr is a lightweight and flexible framework for building WebXR experiences. Built on top of the popular three.js library and integrated with the highly performant Rapier physics engine, Elixr aims to provide an easy-to-use and customizable solution for creating XR experiences on the web.
Table of contents
Key features | Installation | Usage | API | License
Key features
- 🚀 Easy-to-use WebXR scene setup: Intuitive APIs for setting up WebXR scenes.
- 🎮 Powerful ECS architecture: Efficient game logic with a flexible entity-component system.
- 🏗️ Rapier physics integration: Realistic physics simulations with the highly performant Rapier physics engine.
- 🕹️ Pre-built, customizable interaction systems: Easily add pre-built interaction systems like snap-turn and teleportation.
- 🌐 Compatibility with three.js plugins: Build on top of an established three.js ecosystem with compatibility for plugins.
Installation
To install and set up the library, run:
$ npm install elixr
Or if you prefer using Yarn:
$ yarn add elixr
Usage
To import elixr and set up your new world with a cube:
import { Core, GameObject, PrimitiveType, THREE, VRButton } from 'elixr';
// create a Core objects automatically sets up the base scene and the render loop
Core.init(document.getElementById('scene-container')).then((core) => {
const cubeObject = new GameObject();
cubeObject.addComponent(MeshRenderer, {
meshRef: new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0xff0000 }),
),
});
cubeObject.position.set(0, 1, -2);
// add some lighting
core.scene.add(new THREE.AmbientLight(0xffffff, 0.5));
core.scene.add(new THREE.DirectionalLight(0xffffff, 1));
// convert a button to the Enter VR button
const vrButton = document.getElementById('vr-button');
VRButton.convertToVRButton(vrButton, core.renderer);
});
Use ECS to add a spin behavior to that cube:
import { GameComponent, GameSystem } from 'elixr';
class Spin extends GameComponent {}
class SpinSystem extends GameSystem {
// update(delta, time) is run every frame, define the game loop behavior here
update(delta) {
// query game objects as defined in SpinSystem.queries
this.queryGameObjects('cubes').forEach((cubeObject) => {
// GameObjects extends THREE.Object3D
cubeObject.rotateY(Math.PI * delta);
});
}
}
SpinSystem.queries = {
cubes: { components: [Spin] },
};
core.registerGameComponent(Spin);
core.registerGameSystem(SpinSystem);
// GameObjects also function as entities that can be queried in systems
cubeObject.addComponent(Spin);
Make the world and the cube have physics:
import { Core, GameObject, PrimitiveType, THREE, VRButton } from 'elixr';
// set gravity
core.physics.gravity.set(0, -9.8, 0);
// primitive objects come with rigidbodies and colliders
const cubeObject = GameObject.createPrimitive(PrimitiveType.Cube);
cubeObject.position.set(0, 10, -2);
const floor = GameObject.createPrimitive(PrimitiveType.Plane);
floor.position.set(0, 0, 0);
To implement naive joystick movement:
import { AXES, Vector3, XRGameSystem } from 'elixr';
const MAX_MOVEMENT_SPEED = 1;
export class JoystickMovementSystem extends XRGameSystem {
update(delta, _time) {
// "left" and "right" controllers are stored in core.controllers
// they are only available after entering XR
if (!this.core.controllers['left']) return;
const gamepad = this.core.controllers['left'].gamepad;
const xValue = gamepad.getAxis(AXES.XR_STANDARD.THUMBSTICK_X);
const zValue = gamepad.getAxis(AXES.XR_STANDARD.THUMBSTICK_Y);
// core.playerSpace is a THREE.Group that contains the camera and both controllers
this.core.playerSpace.position.x += xValue * delta * MAX_MOVEMENT_SPEED;
this.core.playerSpace.position.z += zValue * delta * MAX_MOVEMENT_SPEED;
}
}
API
Please refer to elixrjs.io for full API documentation.
License
Apache-2.0 License © 2023 Felix Zhang