react-xr
v1.1.0
Published
[![npm version](https://badge.fury.io/js/react-xr.svg)](https://badge.fury.io/js/react-xr) ![npm](https://img.shields.io/npm/dt/react-xr.svg)
Downloads
131
Readme
react-xr
WebXR + react-three-fiber
React components and hooks for creating VR/AR applications with react-three-fiber
Note: Extremely early in development. Contributors welcome!
Installation
yarn add react-xr
Getting started
Add VRCanvas
or ARCanvas
component (or replace your existing react-three-fiber Canvas
component)
import { VRCanvas } from 'react-xr'
function App() {
return (
<VRCanvas>
{/* All your regular react-three-fiber elements go here */}
</VRCanvas>
Adding controllers to the scene
To get started with default controller models add DefaultXRControllers
component. It will fetch appropriate input profile models. You can learn more here.
import { VRCanvas, DefaultXRControllers } from 'react-xr'
<VRCanvas>
<DefaultXRControllers />
You can access controllers' state (position, orientation, etc.) by using useXR()
hook
const { controllers } = useXR()
API
VRCanvas / ARCanvas
Extended react-three-fiber Canvas that includes:
- Button to start VR session
- Color management
- VR Mode
- react-xr context
For VR apps use VRCanvas
and for AR apps use ARCanvas
import { VRCanvas } from 'react-xr'
<VRCanvas>
{/* All your regular react-three-fiber elements go here */}
</VRCanvas>
useXR
Hook that can only beused by components inside XRCanvas
component.
const { controllers } = useXR()
Controllers is an array of XRController
objects
interface XRController {
grip: Group
controller: Group
inputSource: XRInputSource
// ...
// more in XRController.ts
}
grip
and controller
are ThreeJS groups that have the position and orientation of xr controllers. grip
has an orientation that should be used to render virtual objects such that they appear to be held in the user’s hand and controller
has an orientation of the preferred pointing ray.
inputSource
is the WebXR input source (MDN). Note that it will not be available before controller is connected.
useXREvent
Every controller emits following events: select, selectstart, selectend, squeeze, squeezestart, squeezeend.
To listen to those events use useXREvent
hook:
const onSqueeze = useCallback(() => console.log('Squeezed'), [])
useXREvent('squeeze', onSqueeze)
it supports optional third parameter with options
const onSqueeze = useCallback(() => console.log('Left controller squeeze'), [])
useXREvent('squeeze', onSqueeze, { handedness: 'left' })
useControllers
Use this hook to get n instance of the controller
const leftController = useController('left')
<Hands>
Add hands model for hand-tracking. Currently only works on Oculus Quest with #webxr-hands experimental flag enabled
<VRCanvas>
<Hands />
Interactions
react-xr
comes with built-in high level interaction components.
<Hover>
Hover
component will allow you for detecting when ray shot from the controllers is pointing at the given mesh.
<Hover onChange={(value) => console.log(value ? 'hovered' : 'blurred')}>
<mesh />
</Hover>
<Select>
Select
can be used when you need to select some mesh. Component will trigger onSelect
function when controller is pointing at the given mesh and select
event was fired.
<Select onSelect={() => console.log('mesh has been selected')}>
<mesh />
</Select>
Getting the VR Camera (HMD) Location
To get the position of the VR camera, use three's WebXRManager instance.
const { camera } = useThree()
const cam = gl.xr.isPresenting ? gl.xr.getCamera(camera) : camera
Parent VR HMD and Controllers to another object
If you want to attach the user to an object so it can be moved around, just parent the VR camera and controllers to an object3D.
const mesh = useRef()
const { gl, camera } = useThree()
useEffect(() => {
const cam = gl.xr.isPresenting ? gl.xr.getCamera(camera) : camera
mesh.current.add(cam)
return () => mesh.current.remove(cam)
}, [gl.xr.isPresenting, gl.xr, camera, mesh])
// bundle add the controllers to the same object as the camera so it all stays together.
const { controllers } = useXR()
useEffect(() => {
if (controllers.length > 0) controllers.forEach((c) => mesh.current.add(c.grip))
return () => controllers.forEach((c) => mesh.current.remove(c.grip))
}, [controllers, mesh])