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ratk

v0.3.0

Published

WebXR mixed reality utilities library

Downloads

136

Readme

Reality Accelerator Toolkit

npm version language npm download license

The Reality Accelerator Toolkit is a comprehensive WebXR utilities library that simplifies the integration of mixed reality features in WebXR applications. Compatible with the three.js 3D library, it bridges the gap between the low-level WebXR APIs and the higher-level APIs offered by three.js. Designed for extensibility, it enables the management of detected planes, meshes, anchors, and real-world hit test targets, translating them seamlessly to Object3D instances in the three.js scene.

Features

  • 🚀 Seamless integration with three.js for enhanced 3D application development.
  • 🌐 Automatic detection and update of planes, meshes and anchors in the scene.
  • 🎯 Translation of real-world hit test targets to Object3D instances in three.js.

Getting Started

Prerequisites

Installation

To install the package via NPM, run:

$ npm install ratk

Usage

Each section below details how to use different features of the toolkit.

RATK Setup

  1. Setting Up AR Button: Request a WebXR session with specified features.
import { ARButton } from 'ratk';
const renderer = /* Three.js WebGLRenderer */;
const arButton = document.getElementById('ar-button');

ARButton.convertToARButton(arButton, renderer, {
  sessionInit: {
    requiredFeatures: ['hit-test', 'plane-detection', 'mesh-detection', 'anchors'],
    optionalFeatures: [],
  },
});
  1. Initializing RATK: Integrate RATK's root object with your scene. Update it in the render loop.
// Import the library
import { RealityAccelerator } from 'ratk';
const ratk = new RealityAccelerator(renderer.xr);
const scene = /* Three.js Scene object */;
scene.add(ratk.root);

function render() {
	ratk.update();
}

Anchors

  • Creating Anchors: Define position and orientation, then attach objects.

    const ratk = /* RealityAccelerator instance */;
    const anchorPosition = new Vector3(1, 2, 3);
    const anchorQuaternion = new Quaternion(0, 0, 0, 1);
    
    ratk.createAnchor(anchorPosition, anchorQuaternion, isPersistent)
      .then((anchor /* RATK Anchor object extends Object3D */) => {
        // Attach a new THREE.Mesh to the anchor
        anchor.add(new THREE.Mesh(geometry, material));
      });
  • Recovering Anchors: Access persistent anchors from previous sessions.

    ratk.restorePersistentAnchors().then(() => {
    	ratk.anchors.forEach((anchor) => {
    		// Process each recovered anchor
    		anchor.add(new THREE.Mesh(geometry, material));
    	});
    });

Planes

  • Processing Planes: Define a hook to handle new planes.

    ratk.onPlaneAdded = (plane /* extends Object3D */) => {
    	if (plane.semanticLabel === 'wall art') {
    		const mesh = plane.planeMesh; // Three.js Plane Mesh
    		mesh.material = new MeshBasicMaterial(/_ parameters _/);
    		// Additional plane processing
    	}
    };
  • Alternatively, access planes directly from the RATK instance:

    ratk.planes.forEach((plane) => {
    	// Process each plane
    });

Meshes

  • Processing Meshes: Define a hook to handle new meshes.

    ratk.onMeshAdded = (rmesh /* extends Object3D */) => {
      const meshMesh = rmesh.meshMesh; /* reconstructed Three.js Mesh */
      meshMesh.material = new MeshBasicMaterial(...);
      meshMesh.geometry.computeBoundingBox();
    
      // put a text label on top of the mesh
      const semanticLabel = new Text();
      meshMesh.add(semanticLabel);
      semanticLabel.text = mesh.semanticLabel;
      semanticLabel.sync();
      semanticLabel.position.y = meshMesh.geometry.boundingBox.max.y;
    };
  • Alternatively, access meshes directly from the RATK instance:

    ratk.meshes.forEach((rmesh) => {
    	// Process each mesh
    });

Hit Testing

  • Controller Hit-Testing: Create HitTestTarget from controller with offset transform

    const ratk = /* RealityAccelerator instance */;
    const offsetPosition = new Vector3(0, 0, 0);
    const offsetQuaternion = new Quaternion(0, 0, 0, 1);
    
    ratk
      .createHitTestTargetFromControllerSpace(
        handedness,
        offsetPosition,
        offsetQuaternion,
      )
      .then((hitTestTarget /* extends Object3D */) => {
        hitTestTarget.add(
          new Mesh(...),
        );
      });
  • Alternatively, conduct hit-testing from viewer space:

    ratk.createHitTestTargetFromViewerSpace(
      offsetPosition,
      offsetQuaternion,
    ).then(...);

Documentation

Contributing

Please read CONTRIBUTING.md for details on how to contribute to the project.

License

This project is licensed under the MIT License - see the LICENSE.md file for details.