exokit | Native VR/AR/XR engine for JavaScript 🦖 | Augmented Reality library
kandi X-RAY | exokit Summary
kandi X-RAY | exokit Summary
This project enables developers to build XR experiences using the same code that runs on the web. Exokit engine is written on top of Node and emulates a web browser, providing native hooks for WebGL, WebXR, WebAudio, and other APIs used in immersive experiences.
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Top functions reviewed by kandi - BETA
- Default WebGL renderer .
- Creates a new WebGL textures
- Creates a new WebGL state .
- Extend a BufferGeometry .
- Creates a WebGL WebGL .
- Get bounding rectangle of path .
- Creates a new stream for the given canvas .
- Shows the shadow map .
- Constructor for camera rendering .
- Creates a product of PBRMetalGlusionExtension .
exokit Key Features
exokit Examples and Code Snippets
import './three.js';
import Avatar from 'https://avatars.exokit.org/avatars.js';
const avatar = new Avatar(model, { // model is the gltf object that includes the scene, can use https://github.com/exokitxr/model-loader
// all options are optional
Community Discussions
Trending Discussions on exokit
QUESTION
I am trying to install the necessary dependencies for Exokit, but I am getting an error relating to a Python syntax error.
This is for a something new I wanted to try involving VR in the browser. I've recloned the repository from their github and downloaded straight from their website. I followed the instructions given to a T (there was only 4 of them lol).
...ANSWER
Answered 2019-Jan-06 at 07:39Node.js is built with GYP — cross-platform built tool written in Python. Also some other build steps are implemented in Python. So Python is required for building node from source.
But you also need Python for building native addons.
QUESTION
I'm using THREE.js and Aframe ( in Exokit ) together and I have a component for a "selfie camera". I have a weird issue that when i enter VR the camera rotation is taken over by the head rotation. I understand how the camera rotation works has changed in recent versions of THREE.js ( ArrayCamera ) but I assumed that only affected the main camera and not all cameras in the scene.
Below is my hacky component that works fine in 2D mode but in VR it messes up. The worst thing about it is im fine with it being linked to the head, the camera itself is a child object of the main camera anyway so it appears in front of the users face when opened and is moved with the head rotation - but its off angle when in VR like its pointing down and to the left a bit.
Here are some screenshots that hopefully demonstrate the issue:
Edit: need 10 rep to post images so here are urls instead
Any help much appreciated!!
...ANSWER
Answered 2019-Jan-06 at 23:25You have to disable VR before rendering:
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