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Effective URL: https://docs.mrjs.io/
Submission: On January 09 via api from US — Scanned from DE
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General Events System Javascript API Contribute HTML tags <mr-a> <mr-app> <mr-button> <mr-div> <mr-entity> <mr-img> <mr-light> <mr-model> <mr-panel> <mr-skybox> <mr-text> <mr-textarea> <mr-textfield> MRJS An extendable WebComponents library for the Spatial Web OVERVIEW mrjs is a Mixed Reality first, webXR UI library meant to bootstrap spatail web app development. It implements much of the foundational work so that developers can spend less time on the basics and more time on their app. GETTING STARTED CDN: <script src="https://cdn.jsdelivr.net/npm/mrjs@latest/dist/mr.js"></script> NPM: npm i mrjs from source: clone this repo and run: npm install && npm run build in headset testing: npm run server HTTPS REQUIREMENT In order to test on headset, WebXR requires that your project be served using an HTTPS server. If you’re using WebPack you can achieve this by utilizing the DevServer webpack plugin with https: true. Here are some additional solutions: * Live Server for VS Code * via python Both options require you generate an ssl certificate & key via openssl: openssl req -x509 -newkey rsa:2048 -keyout key.pem -out cert.pem -days 365 FEATURES FAMILIAR 2D UI API Create 2D UI using CSS and mr-panel <style> .layout { display: grid; grid-template-columns: 1fr 2fr 1fr; gap: 10px; grid-auto-rows: minmax(100px, auto); } .title { margin: 0 auto; font-size: 5vw; line-height: 100%; color: rgba(24, 24, 24, 0.75); grid-column: 2; } mr-img { object-fit: cover; grid-row: 3 / 6; grid-column: 1 / -1; } #logo { grid-column : 2; scale: 0.001; /* set 3D content size */ z-index: 100; /* set position on Z-axis */ } </style> <mr-app> <!-- The 2D UI Panel --> <mr-panel class="layout"> <mr-text class="title"> This is a quick example of an image gallery with explainer text. </mr-text> <mr-img src="..."></mr-img> <!--wrap non-UI components in mr-div to anchor to UI--> <mr-div id="logo"> <mr-model src="./assets/models/logo.glb"></mr-model> </mr-div> </mr-panel> </mr-app> BUILT-IN PHYSICS ENGINE Rapier.js is fully integrated out of the box. We use it to power collision based hand-interactions, but ot also support other common features such as: * Gravity * Rag doll physics * Joint constraints * Vehicles * Complex collision shapes * Kinematics EXTENDABLE Designed to be extendable, mrjs provides a familiar interface via THREE.js & the Custom Elements API, and leveled up with a built in ECS. ECS mrjs is designed from the ground up using the Entity-Component-System Architecture. This is a common architecture implemented by Game Engines such as Unity, Unreal, and Apple’s RealityKit. ENTITY an Entity is an object. It stores only the most fundamental data, such as a unique identifier, a THREE.js Object3D, a physics body, and dimension data such as width and scale. Any mr-* tag within the mr-app is an Entity. mr-entity is the spatail equivalent of a div. Creating a custom Entity is as simple as creating a Custom Element via the WebComponents API. Example: class Spacecraft extends Entity { constructor(){ this.object3D = this.generateSpacecraft() } // function to procedurally generate a 3D spacecraft generateSpacecraft(){ ... } } customElements.get('mr-spacecraft') || customElements.define('mr-spacecraft', Spacecraft) SYSTEMS A System contains logic that is applied all entities that have a corresponding Component, using the data stored by the component. unlike Entities & Components, Systems have no HTML representation and are implemented entirely in JS. When a component is attached or detatched from an entity, it is added or removed from it’s System’s registry of entities Example: class OrbitSystem extends System{ constructor(){ super() } // called every frame update(deltaTime, frame) { for(const entity in this.registry) { // Update entitiy position let component = entity.components.get('orbit') component.radius component.target ... entity.component.set('orbit', { speed : 1 }) } } // Called when an orbit component is attached attachedComponent(entity) { ... } // do something when an orbit component is updated updatedComponent(entity, oldData) { ... } // do something when an orbit component is detatched detachedComponent(entity) { ... } } When you define custom system, it listens for events triggered when the Systems corresponding component is attached, updated, or detatched. in the above case, data-comp-orbit. COMPONENTS Components are attached to entities and used to store data. in mrjs they are implemented using data attributes beginning with the prefix data-comp-. Example: <mr-spacecraft data-comp-orbit="radius: 0.5; target: #user;"></mr-spacecraft> Note: the mapping between components and systems is 1-to-1, and the naming convention (data-comp-<name> and <Name>System) is strictly enforced. Found a typo or suggestion for the docs? Suggest an edit on GitHub