XR Fragment parser written in Haxe (crosscompiler) with python-, javascript-, lua- and more builds.
				
			
		| .github/workflows | ||
| dist | ||
| doc | ||
| example | ||
| src | ||
| test | ||
| .gitignore | ||
| .vimrc | ||
| build.hxml | ||
| index.html | ||
| LICENSE | ||
| make | ||
| README.md | ||
| shell.nix | ||
Documentation / Website
Getting started
Here are various ways to enhance your 3D assets/scenes with XR Fragments:
| difficulty | how | notes | |
|---|---|---|---|
| 1 | easiest | the xrfragment.org Sandbox | open 3D file (fbx/gltf) in Blender, add custom properties, and load exported files into the sandbox | 
| 2 | easy | hosted sandbox by forking xrfragment-helloworld | Basically #1 but it will be hosted for free at your own github URL | 
| 3 | developer | fork xfragment-aframe-helloworld | requires javascript- and aframe.io developer-knowledge | 
| 4 | developer | fork xfragment-three-helloworld | requires javascript- and threejs developer-knowledge | 
| 5 | developer++ | use a parser-library below | lowlevel approach, more suitable for other scenarios | 
available parser-implementations
- javascript (+example)
 - python (+example)
 - lua (+example)
 - haXe (allows exporting to various programming languages)
 
See documentation for more info
development
Pre-build libraries can be found in /dist folder
If you really want to build from source:
$ nix-shell           # nix-users: drops you into a dev-ready shell 
$ ./make install      # debian-users: install deps via apt-get
$ ./make build && ./make tests
NOTE #1: to rebundle the THREE/AFRAME javascripts during dev run
./make build jsNOTE #2: to regenerate the parser in various languages (via haxe), run./make build parser