blsh_spaces
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1.0.0 • Public • Published


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Spaces VR

Sleek, powerful front-end framework for quickly creating cross-platform VR Websites.

muse.place/muse · discord





click on the examples above to view the source

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Quick Start

codesandbox

Visit the codesandbox to instantly play with the package

https://codesandbox.io/s/e9w29

Starter Repo

Clone the starter repo to give yourself a solid starting point

https://github.com/spacesvr/spacesvr-starter

npm

You could set up the framework in your sleep. Just import the package

npm install spacesvr
# or
yarn add spacesvr

and copy/paste 9 lines of code

import { StandardEnvironment, Logo } from "spacesvr";

const App = () => {
  return (
    <StandardEnvironment>
      <Logo floating rotating />
    </StandardEnvironment>
  );
};

Guide

the environment component.

The main functionality comes from the Environment components which provide variations of...

  • a player with a control scheme
  • physics
  • default components
  • loading menu
  • pause menu

Under the hood it enables cannon physics and react-three-fiber code with a canvas. All you have to do is wrap your react-three-fiber code in an environment and you will be able to navigate your space on mobile and desktop!

the useEnvironment Hook.

The useEnvironment hook is your direct access to the environment state. It can be used anywhere inside an Environment component and gives you an EnvironmentState, defined as:

{
  paused: boolean; // whether the pointer lock controls are engaged
  setPaused: (p: boolean, overlay?: string) => void; // set the paused state, along with overlay
  overlay: string | null; // null if no overlay enabled or string with id of currenly open overlay
  device: { xr: boolean; mobile: boolean; desktop: boolean; } // flags for user's current device state
  containerRef: MutableRefObject<HTMLDivElement | null>; // ref to html container (parent of Canvas)
}

the usePlayer Hook.

The usePlayer hook is your direct access to the player state. It can be used anywhere inside an Environment component and gives you an PlayerState, defined as:

{
  position: PlayerVec; // extends .set(v: Vector3) and .get() abilities to player's position
  velocity: PlayerVec; // extends .set(v: Vector3) and .get() abilities to player's velocity
  controls: PlayerControls; // allows you to .lock(), .unlock(), and check whether it .isLocked()
  raycaster: THREE.Raycaster; // reference to player's raycaster updated to appropriate device type (not xr yet)
}

simulation.

Your worlds can now run in a simulation! To enable it you can run a server out of examples/server/app.js and pass the corresponding parameters as simulationProps to the StandardEnvironment component. This is a work in progress!

{
    signalHost?: string;
    signalPort?: number;
    signalPath?: string;
    socketServer?: string;
    frequency?: number; // number of times per second to update
}

modifiers.

Modifiers, add functionality to any 3d component in different ways. For example, the Floating modifier will make its children steadily float up and down. Perfect for quickly adding animations to components!

<Floating height={2} speed={2}>
  <mesh>
    <sphereBufferGeometry args={[1]} />
    <meshStandardMaterial color="white" />
  </mesh>
</Floating>

Documentation

Standard Environment

The Standard Environment defines the following:

  • 2 unit tall player with WASD movement and pointer lock controls on desktop, joystick and drag controls on mobile
  • Physics enabled, ground plane at y=0
  • Custom loading menu
  • Custom pause menu
<StandardEnvironment
    canvasProps={{...}} // props to be passed along to the r3f canvas
    physicsProps={{...}} // props to be passed along to cannon.js
    playerProps={{
        pos: [INIT_X, INIT_Y, INIT_Z],  // initial position
        rot: 0,  // initial rotation,
        speed: 3.2 // meters per second (~1.4 walking, ~2.2 jogging)
    }}
    disableGround={false} // disable ground physics plane
    simulationProps={{...}} // props to be passed to simulation
/>

Ideas

Arrow

An arrow icon

<Arrow dark={true} />

Audio

A positional audio component that will play the passed in audio url. Handles media playback rules for Safari, iOS, etc.

<Audio
  url="https://link-to-your-audio.mp3"
  position={[0, 4, 0]}
  volume={1}
  rollOff={1}
  dCone={new Vector3(coneInnerAngle, coneOuterAngle, coneOuterGain)} // defaults should be fine
/>

Background

Easily set the background color of your space

<Background color="blue" />

Fog

Add fog to your scene. Required rather than attaching to parent since direct parent is <Physics />

<Fog color="blue" near={10} far={100} />

HDRI

Set the scene background to an hdr file. You can find free hdr files here: https://hdrihaven.com/

<HDRI
  src="https://link-to-your-hdri.hdr"
  hideBackground={false} // set to true to only apply radiance
/>

Image

Quickly add an image to your scene

<Image
  src="https://link-to-your-image.png"
  size={1} // size, default normalized to longest side = 1
  framed // adds a frame
  transparent // enables transparency on the image
  material={THREE.Material} // custom material for the frame
/>

Logo

Adds a cool Spaces Logo

<Logo
  floating // makes logo slowly float
  rotating // makes logo slowly rotate
/>

Text

A 3D text component with a default font of Myriad Pro. Custom fonts need to be converted to a json file, which can be done here: https://gero3.github.io/facetype.js/. Note: this is expensive, so if you want a lot of text look at Drei's Text component, extended from Troika-3d-Text.

<Text
  text="Hello Space"
  vAlign="center" // vertical align relative to the y component
  hAlign="center" // horizontal align relative to the x component
  size={1} // scale
  color="#000000" // color
  font={"https://your-font-file.json"} // default is Myriad Pro
  material={THREE.Material} // custom material to pass in
/>

Video

Add a video file to your space with positional audio. Handles media playback rules for Safari, iOS, etc.

<Video
  src="https://link-to-your-video.mp4"
  size={1} // size, default normalized to longest side = 1
  volume={1}
  muted // mutes the video
  framed // adds a frame
  material={THREE.Material} // custom material for the frame
/>

Modifiers

FacePlayer

Makes its children face the player

<FacePlayer
  lockX={false} // lock rotation on the x axis
  lockY={false} // just eyeball it
  lockZ={false}
>
  <Stuff />
</FacePlayer>

Floating

Makes its children float up and down

<Floating
  height={1} // the height it should float
  speed={1} // just eyeball it
>
  <Stuff />
</Floating>

Interactable

Makes its children react to onclick and on hover methods

<Interactable
  onClick={() => console.log("Ive been clicked!")}
  onHovered={() => console.log("Ive been hovered!")}
  onUnHovered={() => console.log("Ive been unhovered?")}
>
  <Stuff />
</Interactable>

Overlay

Allows for raw html to be placed inside an Environment component for access to environment state, player state, and renderer state.

function Stuff() {
  const { size } = useThree();
  const { position } = usePlayer();

  return (
    <div>
      <h1>Current player position is {position.velocity.get()}</h1>
    </div>
  );
}

<StandardEnvironment>
  <Overlay>
    <Stuff />
  </Overlay>
</StandardEnvironment>;

Spinning

Makes its children spin

<Spinning
  xSpeed={0} // speed to spin around axis
  ySpeed={1} // y axis is 1 by default
  zSpeed={0} // 0 = no spin on axis
>
  <Stuff />
</Spinning>

Tool

Puts its children in the player's field of view at all times. Think of it as a toolbelt.

<Tool
  pos={[0, 0]} // position on screen from [-1, -1] to [1, 1]
  face={true} // whether the tool should face the screen
  distance={1} // how far away to place the item. It will scale as it moves away
  pinY={false} // pin the tool on the y axis
>
  <Stuff />
</Tool>

Examples

These examples were made as we were building the framework so the code is outdated

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Version

1.0.0

License

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