/reality-accelerator-toolkit

RATK (Reality Accelerator Toolkit) simplifies the integration of Mixed Reality experiences in WebXR, making it easier for developers to bring their MR ideas to life.

Primary LanguageTypeScriptMIT LicenseMIT

Reality Accelerator Toolkit

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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.