xrfragment/doc/RFC_XR_Fragments.html

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<title>XR Fragments</title>
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<br>
<h1>XR Fragments</h1>
<br>
<pre>
stream: IETF
area: Internet
status: informational
author: Leon van Kammen
date: 2023-04-12T00:00:00Z
workgroup: Internet Engineering Task Force
value: draft-XRFRAGMENTS-leonvankammen-00
</pre>
<h1 class="special" id="abstract">Abstract</h1>
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<p>This draft is a specification for 4D URI&rsquo;s &amp; <a href="https://github.com/coderofsalvation/hypermediatic">hypermediatic</a> navigation, which links together space, time &amp; text together, for hypermedia browsers with- or without a network-connection.<br>
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The specification promotes spatial addressibility, sharing, navigation, filtering and databinding objects for (XR) Browsers.<br>
XR Fragments allows us to better use existing metadata inside 3D scene(files), by connecting it to proven technologies like <a href="https://en.wikipedia.org/wiki/URI_fragment">URI Fragments</a>.</p>
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<blockquote>
<p>Almost every idea in this document is demonstrated at <a href="https://xrfragment.org">https://xrfragment.org</a></p>
</blockquote>
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<section data-matter="main">
<h1 id="introduction">Introduction</h1>
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<p>How can we add more control to existing text &amp; 3D scenes, without introducing new dataformats?<br>
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Historically, there&rsquo;s many attempts to create the ultimate markuplanguage or 3D fileformat.<br>
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The lowest common denominator is: designers describing/tagging/naming things using <strong>plain text</strong>.<br>
XR Fragments exploits the fact that all 3D models already contain such metadata:</p>
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<p><strong>XR Fragments allows controlling of metadata in 3D scene(files) using URI&rsquo;s</strong></p>
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<p>It solves:</p>
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<ol>
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<li>addressibility and <a href="https://github.com/coderofsalvation/hypermediatic">hypermediatic</a> navigation of 3D scenes/objects: <a href="https://en.wikipedia.org/wiki/URI_fragment">URI Fragments</a> + src/href spatial metadata</li>
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<li>Interlinking text &amp; spatial objects by collapsing space into a Word Graph (XRWG) to show <a href="#visible-links">visible links</a></li>
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<li>unlocking spatial potential of the (originally 2D) hashtag (which jumps to a chapter) for navigating XR documents</li>
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</ol>
<blockquote>
<p>NOTE: The chapters in this document are ordered from highlevel to lowlevel (technical) as much as possible</p>
</blockquote>
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<h1 id="core-principle">Core principle</h1>
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<p><strong>XR Fragments allows controlling 3D models using URLs, based on (non)existing metadata via URI&rsquo;s</strong></p>
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<p>XR Fragments tries to seek to connect the world of text (semantical web / RDF), and the world of pixels.<br>
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Instead of forcing authors to combine 3D/2D objects programmatically (publishing thru a game-editor e.g.), XR Fragments <strong>integrates all</strong> which allows a universal viewing experience.<br></p>
<pre><code> +───────────────────────────────────────────────────────────────────────────────────────────────+
│ │
│ U R N │
│ U R L | │
│ | |-----------------+--------| │
│ +--------------------------------------------------| │
│ | │
│ + https://foo.com/some/foo/scene.glb#someview &lt;-- http URI (=URL and has URN) │
│ | │
│ + ipfs://cfe0987ec9r9098ecr/cats.fbx#someview &lt;-- an IPFS URI (=URL and has URN) │
│ │
│ ec09f7e9cf8e7f09c8e7f98e79c09ef89e000efece8f7ecfe9fe &lt;-- an interpeer URI │
│ │
│ │
│ |------------------------+-------------------------| │
│ | │
│ U R I │
│ │
+───────────────────────────────────────────────────────────────────────────────────────────────+
</code></pre>
<p>Fact: our typical browser URL&rsquo;s are just <strong>a possible implementation</strong> of URI&rsquo;s (for untapped humancentric potential of URI&rsquo;s <a href="https://interpeer.io">see interpeer.io</a>)</p>
<blockquote>
<p>XR Fragments does not look at XR (or the web) thru the lens of HTML or URLs.<br>But approaches things from a higherlevel feedbackloop/hypermedia browser-perspective.</p>
</blockquote>
<p>Below you can see how this translates back into good-old URLs:</p>
<pre><code> +───────────────────────────────────────────────────────────────────────────────────────────────+
│ │
│ the soul of any URL: ://macro /meso ?micro #nano │
│ │
│ 2D URL: ://library.com /document ?search #chapter │
│ │
│ 4D URL: ://park.com /4Dscene.fbx ─&gt; ?other.glb ─&gt; #view ───&gt; hashbus │
│ │ #filter │ │
│ │ #tag │ │
│ │ (hypermediatic) #material │ │
│ │ ( feedback ) #animation │ │
│ │ ( loop ) #texture │ │
│ │ #variable │ │
│ │ │ │
│ XRWG &lt;─────────────────────&lt;─────────────+ │
│ │ │ │
│ └─ objects ──────────────&gt;─────────────+ │
│ │
│ │
+───────────────────────────────────────────────────────────────────────────────────────────────+
</code></pre>
<blockquote>
<p>?-linked and #-linked navigation allows a Hypermediatic FeedbackLoop (HFL) between external and internal 4D navigation.</p>
</blockquote>
<p>Traditional webbrowsers can become 4D document-ready by:</p>
<ul>
<li><a href="https://github.com/coderofsalvation/hypermediatic">hypermediatic</a> loading 3D assets (gltf/fbx e.g.) natively (with or without using HTML).</li>
<li>allowing assets to publish hashtags to themselves (the scene) using the hashbus (like hashtags controlling the scrollbar).</li>
<li>collapsing the 3D scene to an wordgraph (for essential navigation purposes) controllable thru a hash(tag)bus</li>
<li>completely bypasses the security-trap of loading external scripts (by loading 3D model-files, not HTML-javascriptable resources)</li>
</ul>
<p>XR Fragments itself are <a href="https://github.com/coderofsalvation/hypermediatic">hypermediatic</a> and HTML-agnostic, though pseudo-XR Fragment browsers <strong>can</strong> be implemented on top of HTML/Javascript.</p>
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<table>
<thead>
<tr>
<th>principle</th>
<th>XR 4D URL</th>
<th>HTML 2D URL</th>
</tr>
</thead>
<tbody>
<tr>
<td>the XRWG</td>
<td>wordgraph (collapses 3D scene to tags)</td>
<td>Ctrl-F (find)</td>
</tr>
<tr>
<td>the hashbus</td>
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<td>hashtags alter camera/scene/object-projections</td>
<td>hashtags alter document positions</td>
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</tr>
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<tr>
<td>src metadata</td>
<td>renders content and offers sourceportation</td>
<td>renders content</td>
</tr>
<tr>
<td>href metadata</td>
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<td>teleports to other XR document</td>
<td>jumps to other HTML document</td>
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</tr>
<tr>
<td>href metadata</td>
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<td>triggers predefined view</td>
<td>Media fragments</td>
</tr>
<tr>
<td>href metadata</td>
<td>triggers camera/scene/object/projections</td>
<td>n/a</td>
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</tr>
<tr>
<td>href metadata</td>
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<td>draws visible connection(s) for XRWG &lsquo;tag&rsquo;</td>
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<td>n/a</td>
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</tr>
<tr>
<td>href metadata</td>
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<td>filters certain (in)visible objects</td>
<td>n/a</td>
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</tr>
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</tbody>
</table>
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<h1 id="conventions-and-definitions">Conventions and Definitions</h1>
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<p>See appendix below in case certain terms are not clear.</p>
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<h2 id="xr-fragment-url-grammar">XR Fragment URL Grammar</h2>
<p>For typical HTTP-like browsers/applications:</p>
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<pre><code>reserved = gen-delims / sub-delims
gen-delims = &quot;#&quot; / &quot;&amp;&quot;
sub-delims = &quot;,&quot; / &quot;=&quot;
</code></pre>
<blockquote>
<p>Example: <code>://foo.com/my3d.gltf#pos=1,0,0&amp;prio=-5&amp;t=0,100</code></p>
</blockquote>
<table>
<thead>
<tr>
<th>Demo</th>
<th>Explanation</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>pos=1,2,3</code></td>
<td>vector/coordinate argument e.g.</td>
</tr>
<tr>
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<td><code>pos=1,2,3&amp;rot=0,90,0&amp;foo</code></td>
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<td>combinators</td>
</tr>
</tbody>
</table>
<blockquote>
<p>this is already implemented in all browsers</p>
</blockquote>
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<p>Pseudo (non-native) browser-implementations (supporting XR Fragments using HTML+JS e.g.) can use the <code>?</code> search-operator to address outbound content.<br>
In other words, the URL updates to: <code>https://me.com?https://me.com/other.glb</code> when navigating to <code>https://me.com/other.glb</code> from inside a <code>https://me.com</code> WebXR experience e.g.<br>
That way, if the link gets shared, the XR Fragments implementation at <code>https://me.com</code> can load the latter (and still indicates which XR Fragments entrypoint-experience/client was used).</p>
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<h1 id="list-of-uri-fragments">List of URI Fragments</h1>
<table>
<thead>
<tr>
<th>fragment</th>
<th>type</th>
<th>example</th>
<th>info</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>#pos</code></td>
<td>vector3</td>
<td><code>#pos=0.5,0,0</code></td>
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<td>positions camera (or XR floor) to xyz-coord 0.5,0,0,</td>
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</tr>
<tr>
<td><code>#rot</code></td>
<td>vector3</td>
<td><code>#rot=0,90,0</code></td>
<td>rotates camera to xyz-coord 0.5,0,0</td>
</tr>
<tr>
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<td><a href="https://www.w3.org/TR/media-frags/">W3C Media Fragments</a></td>
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<td><a href="#media%20fragments%20and%20datatypes">media fragment</a></td>
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<td><code>#t=0,2</code> <code>#xywh</code></td>
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<td>play/loop 3D animation from 0 seconds till 2 seconds</td>
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</tr>
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<tr>
<td></td>
<td></td>
<td></td>
<td>but can also crop, animate &amp; configure uv-coordinates/shader uniforms</td>
</tr>
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</tbody>
</table>
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<h2 id="list-of-metadata-for-3d-nodes">List of metadata for 3D nodes</h2>
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<table>
<thead>
<tr>
<th>key</th>
<th>type</th>
<th>example (JSON)</th>
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<th>function</th>
<th>existing compatibility</th>
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</tr>
</thead>
<tbody>
<tr>
<td><code>href</code></td>
<td>string</td>
<td><code>&quot;href&quot;: &quot;b.gltf&quot;</code></td>
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<td>XR teleport</td>
<td>custom property in 3D fileformats</td>
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</tr>
<tr>
<td><code>src</code></td>
<td>string</td>
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<td><code>&quot;src&quot;: &quot;#cube&quot;</code></td>
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<td>XR embed / teleport</td>
<td>custom property in 3D fileformats</td>
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</tr>
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<tr>
<td><code>tag</code></td>
<td>string</td>
<td><code>&quot;tag&quot;: &quot;cubes geo&quot;</code></td>
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<td>tag object (for filter-use / XRWG highlighting)</td>
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<td>custom property in 3D fileformats</td>
</tr>
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</tbody>
</table>
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<blockquote>
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<p>Supported popular compatible 3D fileformats: <code>.gltf</code>, <code>.obj</code>, <code>.fbx</code>, <code>.usdz</code>, <code>.json</code> (THREE.js), <code>.dae</code> and so on.</p>
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</blockquote>
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<h2 id="dynamic-xr-fragments-databindings">Dynamic XR Fragments (+databindings)</h2>
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<p>These are automatic fragment-to-metadata mappings, which only trigger if the 3D scene metadata matches a specific identifier (<code>aliasname</code> e.g.)</p>
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<table>
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<thead>
<tr>
<th>fragment</th>
<th>type</th>
<th>example</th>
<th>info</th>
</tr>
</thead>
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<tbody>
<tr>
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<td><code>#&lt;aliasname&gt;</code></td>
<td>string</td>
<td><code>#cubes</code></td>
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<td>evaluate predefined view (<code>#foo&amp;bar</code>) defined in 3D Object metadata (<code>#cubes: #foo&amp;bar</code> e.g.)</td>
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</tr>
<tr>
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<td><code>#&lt;tag_or_objectname&gt;</code></td>
<td>string</td>
<td><code>#person</code></td>
<td>focus object(s) with <code>tag: person</code> or name <code>person</code> by looking up XRWG</td>
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</tr>
<tr>
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<td><code>#[-]&lt;tag_or_objectname&gt;</code></td>
<td>string</td>
<td><code>#person</code> (<code>#-person</code>)</td>
<td>focus/show (or hide) object(s) with <code>tag: person</code> or name <code>person</code> by looking up XRWG</td>
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</tr>
<tr>
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<td><code>#&lt;cameraname&gt;</code></td>
<td>string</td>
<td><code>#cam01</code></td>
<td>set camera with name <code>cam01</code> as active camera</td>
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</tr>
<tr>
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<td><code>#&lt;tag_or_objectname&gt;=&lt;material&gt;</code></td>
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<td>string=string</td>
<td><code>#car=metallic</code></td>
<td>set material of car to material with name <code>metallic</code></td>
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</tr>
<tr>
<td></td>
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<td></td>
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<td><code>#product=metallic</code></td>
<td>set material of objects tagged with <code>product</code> to material with name <code>metallic</code></td>
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</tr>
<tr>
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<td><code>#&lt;tag_or_objectname&gt;=&lt;mediafrag&gt;</code></td>
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<td>string=<a href="https://www.w3.org/TR/media-frags/#valid-uri">media frag</a></td>
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<td><code>#foo=0,1</code> `</td>
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<td>play 3D animation (or <code>src</code> media) using <a href="https://www.w3.org/TR/media-frags/#valid-uri">media fragment URI</a> with <a href="#media%20fragments%20and%20datatypes">looping/speed/texturescroll abilities</a></td>
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</tr>
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<tr>
<td></td>
<td></td>
<td><code>#foo=uv:0,0.5</code> `</td>
<td>texturescroll to uv-coordinate <code>0,0.05</code> (see <a href="#media%20fragments%20and%20datatypes">looping/speed/texturescroll abilities here</a></td>
</tr>
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</tbody>
</table>
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<h2 id="media-fragments-and-datatypes">media fragments and datatypes</h2>
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<blockquote>
<p>NOTE: below the word &lsquo;play&rsquo; applies to 3D animations embedded in the 3D scene(file) <strong>but also</strong> media defined in <code>src</code>-metadata like audio/video-files (mp3/mp4 e.g.)</p>
</blockquote>
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<table>
<thead>
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<tr>
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<th>type</th>
<th>syntax</th>
<th>example</th>
<th>info</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>vector2</td>
<td>x,y</td>
<td>2,3.0</td>
<td>2-dimensional vector</td>
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</tr>
<tr>
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<td>vector3</td>
<td>x,y,z</td>
<td>2,3.0,4</td>
<td>3-dimensional vector</td>
</tr>
<tr>
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<td>temporal W3C media fragment</td>
<td>t=x</td>
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<td>0</td>
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<td>1D parameters: play from 0 seconds to end (and stop)</td>
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</tr>
<tr>
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<td>temporal W3C media fragment</td>
<td>t=x,y</td>
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<td>0,2</td>
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<td>1D parameters: play from 0 seconds till 2 seconds (and stop)</td>
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</tr>
<tr>
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<td>temporal W3C media fragment *</td>
<td>t=[uv:][l:][pl:]x,y,&hellip;</td>
<td><sub>0,1,4,5</sub></td>
<td>XD parameters: play [or scroll uvcoordinates] [as loop] or [as pingpongloop] between <code>x</code> and <code>y</code></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td>more args (<code>...</code>) means passing all values as positional uniform values to shader in case its loaded with <code>src</code>)</td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td>uv-coordinate playback equals <code>U = xywh.x + (t.x*(s.x/fps))</code> and <code>V = t.y*(s.y/fps)</code></td>
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</tr>
<tr>
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<td>temporal W3C media fragment *</td>
<td>s=[uv:]x, &hellip;</td>
<td><sub>1,1,1,1</sub></td>
<td>XD speed: set playback speed of audio/video [or uv-coordinates]</td>
</tr>
<tr>
<td></td>
<td></td>
<td>uv:1,1</td>
<td>(texture)scroll uv-coordinates with <code>0.1</code> units/per second</td>
</tr>
<tr>
<td>temporal W3C media fragment</td>
<td>xywh=x,y,w,h</td>
<td>0,0,1,1</td>
<td>crop (uv) coordinates (default for uv-coordinates is <code>0,0,1,1</code>)</td>
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</tr>
</tbody>
</table>
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<blockquote>
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<p>* = this is extending the <a href="https://www.w3.org/TR/media-frags/#mf-advanced">W3C media fragments</a> with:</p>
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</blockquote>
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<table>
<thead>
<tr>
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<th>extension</th>
<th>info</th>
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</tr>
</thead>
<tbody>
<tr>
<td><code>l:</code> specifices loop</td>
<td><code>t=0,2</code> specifies oneshot-play (default) whereas <code>t=l:0,2</code> indicates looped-play</td>
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</tr>
<tr>
<td><code>pl:</code> specifices pingpongloop</td>
<td><code>t=0,2</code> specifies oneshot-play (default) whereas <code>t=pl:0,2</code> indicates looped-play</td>
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</tr>
<tr>
<td><code>uv:</code> specifies uv-coordinates</td>
<td><code>t=0,2</code> specifies <code>src</code> loaded media (or 3D animations in 3D models) whereas <code>t=uv:0,1</code> plays uv-coordinate texturescroller</td>
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</tr>
<tr>
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<td><code>s</code> specifies speed</td>
<td>being able to specify loop(speed) of audio/video/uv timeline-coordinates which is <code>1,[[1],[1]]</code> by default (translates to uv-coordinate <code>0.1</code> units p/second)</td>
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</tr>
<tr>
<td><code>t=x,y,...</code> forwarded as shadervalues</td>
<td><code>t=x,y,...</code> values are forwarded as positional shader-uniform values (like <a href="https://isf.video/">IFS parameters</a>).</td>
</tr>
<tr>
<td></td>
<td>The rationale that shaders are temporal &lsquo;players&rsquo; too, but which require loose-coupled positional values (parameters) for temporal control (like <a href="https://isf.video/">IFS parameters</a>)</td>
</tr>
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</tbody>
</table>
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<pre><code> +──────────────────────────────────────────────────────────+
│ │
│ index.gltf#playall │
│ │ │
│ ├ # : #playall │ apply default XR Fragment on load
│ ├ #playall: #media.play&amp;wall.calm&amp;t=1 │ here `t` plays the 3D animations inside index.gltf from 1 seconds
│ │ │
│ ├── ◻ playbutton │
│ │ └ href: #media.play&amp;wall.calm │ trigger #play on object 'media' and #calm on 'wall'
│ │ │
│ ├── ◻ plane │
│ │ └ src: foo.jpg#t=uv:l:0,0.2&amp;s=1 │ infinite texturescroll `v` of uv-coordinates with 0.2/fps
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│ │ │ with u-speed `0.1` and v-speed `0.1` (`#s` defaults) units p/second
│ ├── ◻ media │
│ │ ├ play: #t=0 │ play cat.mp4 from 0 sec
│ │ ├ stop: #t=0,0 │ stop
│ │ ├ loop: #t=l:1,2&amp;s=2 │ loop cat.mp4 between 1 and 2 sec with double speed
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│ │ ├ crop: #xywh=0,0,0.5,0.5 │ crop uv-coordinates
│ │ ├ #: #play │ apply default XR fragment (on load)
│ │ │ │
│ │ └ src: cat.mp4#t=l:2,10 │ loop cat.mp4 (or mp3/wav/jpg) between 2 and 10 seconds
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│ │ │
│ └── ◻ wall │
│ ├ href: #calm │
│ ├ calm: #t=1,2,3,4 &gt;--+--+--&gt; updates uniform values (IFS shader e.g.)
│ ├ #: #calm | │ apply default XR Fragment (on load)
│ └ src: ://a.com/art.fs#t=0,0,0,0 &gt;--- │ .fs/.vs/.glsl/.wgsl etc
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│ │
│ │
+──────────────────────────────────────────────────────────+
</code></pre>
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<h1 id="spatial-referencing-3d">Spatial Referencing 3D</h1>
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<p>XR Fragments assume the following objectname-to-URIFragment mapping:</p>
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<pre><code>
my.io/scene.fbx
+─────────────────────────────+
│ sky │ src: http://my.io/scene.fbx#sky (includes building,mainobject,floor)
│ +─────────────────────────+ │
│ │ building │ │ src: http://my.io/scene.fbx#building (includes mainobject,floor)
│ │ +─────────────────────+ │ │
│ │ │ mainobject │ │ │ src: http://my.io/scene.fbx#mainobject (includes floor)
│ │ │ +─────────────────+ │ │ │
│ │ │ │ floor │ │ │ │ src: http://my.io/scene.fbx#floor (just floor object)
│ │ │ │ │ │ │ │
│ │ │ +─────────────────+ │ │ │
│ │ +─────────────────────+ │ │
│ +─────────────────────────+ │
+─────────────────────────────+
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</code></pre>
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<blockquote>
<p>Every 3D fileformat supports named 3D object, and this name allows URLs (fragments) to reference them (and their children objects).</p>
</blockquote>
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<p>Clever nested design of 3D scenes allow great ways for re-using content, and/or previewing scenes.<br>
For example, to render a portal with a preview-version of the scene, create an 3D object with:</p>
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<ul>
<li>href: <code>https://scene.fbx</code></li>
<li>src: <code>https://otherworld.gltf#mainobject</code></li>
</ul>
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<blockquote>
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<p>It also allows <strong>sourceportation</strong>, which basically means the enduser can teleport to the original XR Document of an <code>src</code> embedded object, and see a visible connection to the particular embedded object. Basically an embedded link becoming an outbound link by activating it.</p>
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</blockquote>
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<h1 id="navigating-3d">Navigating 3D</h1>
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<table>
<thead>
<tr>
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<th>fragment</th>
<th>type</th>
<th>functionality</th>
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</tr>
</thead>
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<tbody>
<tr>
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<td><b>#pos</b>=0,0,0</td>
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<td>vector3 or string</td>
<td>(re)position camera based on coordinates directly, or indirectly using objectname (its worldposition)</td>
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</tr>
<tr>
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<td><b>#rot</b>=0,90,0</td>
<td>vector3</td>
<td>rotate camera</td>
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</tr>
</tbody>
</table>
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<p><a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/pos.js">» example implementation</a><br>
<a href="https://github.com/coderofsalvation/xrfragment/issues/5">» discussion</a><br></p>
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<ol>
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<li>the Y-coordinate of <code>pos</code> identifies the floorposition. This means that desktop-projections usually need to add 1.5m (average person height) on top (which is done automatically by VR/AR headsets).</li>
<li>set the position of the camera accordingly to the vector3 values of <code>#pos</code></li>
<li><code>rot</code> sets the rotation of the camera (only for non-VR/AR headsets)</li>
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<li><code>t</code> sets the playbackspeed and animation-range of the current scene animation(s) or <code>src</code>-mediacontent (video/audioframes e.g., use <code>t=0,7,7</code> to &lsquo;STOP&rsquo; at frame 7 e.g.)</li>
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<li>after scene load: in case an <code>href</code> does not mention any <code>pos</code>-coordinate, <code>pos=0,0,0</code> will be assumed</li>
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</ol>
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<p>Here&rsquo;s an ascii representation of a 3D scene-graph which contains 3D objects <code></code> and their metadata:</p>
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<pre><code> +────────────────────────────────────────────────────────+
│ │
│ index.gltf │
│ │ │
│ ├── ◻ buttonA │
│ │ └ href: #pos=1,0,1&amp;t=100,200 │
│ │ │
│ └── ◻ buttonB │
│ └ href: other.fbx │ &lt;── file─agnostic (can be .gltf .obj etc)
│ │
+────────────────────────────────────────────────────────+
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</code></pre>
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<p>An XR Fragment-compatible browser viewing this scene, allows the end-user to interact with the <code>buttonA</code> and <code>buttonB</code>.<br>
In case of <code>buttonA</code> the end-user will be teleported to another location and time in the <strong>current loaded scene</strong>, but <code>buttonB</code> will <strong>replace the current scene</strong> with a new one, like <code>other.fbx</code>, and assume <code>pos=0,0,0</code>.</p>
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<h1 id="top-level-url-processing">Top-level URL processing</h1>
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<blockquote>
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<p>Example URL: <code>://foo/world.gltf#cube&amp;pos=0,0,0</code></p>
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</blockquote>
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<p>The URL-processing-flow for hypermedia browsers goes like this:</p>
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<ol>
<li>IF a <code>#cube</code> matches a custom property-key (of an object) in the 3D file/scene (<code>#cube</code>: <code>#......</code>) <b>THEN</b> execute that predefined_view.</li>
<li>IF scene operators (<code>pos</code>) and/or animation operator (<code>t</code>) are present in the URL then (re)position the camera and/or animation-range accordingly.</li>
<li>IF no camera-position has been set in <b>step 1 or 2</b> update the top-level URL with <code>#pos=0,0,0</code> (<a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/navigator.js#L31]]">example</a>)</li>
<li>IF a <code>#cube</code> matches the name (of an object) in the 3D file/scene then draw a line from the enduser(&rsquo;s heart) to that object (to highlight it).</li>
<li>IF a <code>#cube</code> matches anything else in the XR Word Graph (XRWG) draw wires to them (text or related objects).</li>
</ol>
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<h1 id="embedding-xr-content-using-src">Embedding XR content using src</h1>
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<p><code>src</code> is the 3D version of the <a target="_blank" href="https://www.w3.org/html/wiki/Elements/iframe">iframe</a>.<br>
It instances content (in objects) in the current scene/asset.</p>
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<table>
<thead>
<tr>
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<th>fragment</th>
<th>type</th>
<th>example value</th>
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</tr>
</thead>
<tbody>
<tr>
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<td><code>src</code></td>
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<td>string (uri, hashtag/filter)</td>
<td><code>#cube</code><br><code>#sometag</code><br>#cube&amp;-ball_inside_cube<code>&lt;br&gt;</code>#-sky&amp;-rain<code>&lt;br&gt;</code>#-language&amp;english<code>&lt;br&gt;</code>#price=&gt;5<code>&lt;br&gt;</code><a href="https://linux.org/penguin.png`">https://linux.org/penguin.png`</a><br><code>https://linux.world/distrowatch.gltf#t=1,100</code><br><code>linuxapp://conference/nixworkshop/apply.gltf#-cta&amp;cta_apply</code><br><code>androidapp://page1?tutorial#pos=0,0,1&amp;t1,100</code><br><code>foo.mp3#0,0,0</code></td>
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</tr>
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</tbody>
</table>
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<p>Here&rsquo;s an ascii representation of a 3D scene-graph with 3D objects <code></code> which embeds remote &amp; local 3D objects <code></code> with/out using filters:</p>
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<pre><code> +────────────────────────────────────────────────────────+ +─────────────────────────+
│ │ │ │
│ index.gltf │ │ ocean.com/aquarium.fbx │
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│ │ │ │ ├ room │
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│ ├── ◻ canvas │ │ └── ◻ fishbowl │
│ │ └ src: painting.png │ │ ├─ ◻ bass │
│ │ │ │ └─ ◻ tuna │
│ ├── ◻ aquariumcube │ │ │
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│ │ └ src: ://rescue.com/fish.gltf#fishbowl │ +─────────────────────────+
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│ │ │
│ ├── ◻ bedroom │
│ │ └ src: #canvas │
│ │ │
│ └── ◻ livingroom │
│ └ src: #canvas │
│ │
+────────────────────────────────────────────────────────+
</code></pre>
<p>An XR Fragment-compatible browser viewing this scene, lazy-loads and projects <code>painting.png</code> onto the (plane) object called <code>canvas</code> (which is copy-instanced in the bed and livingroom).<br>
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Also, after lazy-loading <code>ocean.com/aquarium.gltf</code>, only the queried objects <code>fishbowl</code> (and <code>bass</code> and <code>tuna</code>) will be instanced inside <code>aquariumcube</code>.<br>
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Resizing will be happen accordingly to its placeholder object <code>aquariumcube</code>, see chapter Scaling.<br></p>
<blockquote>
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<p>Instead of cherrypicking a rootobject <code>#fishbowl</code> with <code>src</code>, additional filters can be used to include/exclude certain objects. See next chapter on filtering below.</p>
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</blockquote>
<p><strong>Specification</strong>:</p>
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<ol>
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<li>local/remote content is instanced by the <code>src</code> (filter) value (and attaches it to the placeholder mesh containing the <code>src</code> property)</li>
<li>by default all objects are loaded into the instanced src (scene) object (but not shown yet)</li>
<li><b>local</b> <code>src</code> values (<code>#...</code> e.g.) starting with a non-negating filter (<code>#cube</code> e.g.) will (deep)reparent that object (with name <code>cube</code>) as the new root of the scene at position 0,0,0</li>
<li><b>local</b> <code>src</code> values should respect (negative) filters (<code>#-foo&amp;price=&gt;3</code>)</li>
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<li>the instanced scene (from a <code>src</code> value) should be <b>scaled accordingly</b> to its placeholder object or <b>scaled relatively</b> based on the scale-property (of a geometry-less placeholder, an &lsquo;empty&rsquo;-object in blender e.g.). For more info see Chapter Scaling.</li>
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<li><b>external</b> <code>src</code> values should be served with appropriate mimetype (so the XR Fragment-compatible browser will now how to render it). The bare minimum supported mimetypes are:</li>
<li><code>src</code> values should make its placeholder object invisible, and only flush its children when the resolved content can succesfully be retrieved (see <a href="#links">broken links</a>)</li>
<li><b>external</b> <code>src</code> values should respect the fallback link mechanism (see <a href="#broken-links">broken links</a></li>
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<li>when the placeholder object is a 2D plane, but the mimetype is 3D, then render the spatial content on that plane via a stencil buffer.</li>
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<li>src-values are non-recursive: when linking to an external object (<code>src: foo.fbx#bar</code>), then <code>src</code>-metadata on object <code>bar</code> should be ignored.</li>
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<li>an external <code>src</code>-value should always allow a sourceportation icon within 3 meter: teleporting to the origin URI to which the object belongs.</li>
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<li>when only one object was cherrypicked (<code>#cube</code> e.g.), set its position to <code>0,0,0</code></li>
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<li>when the enduser clicks an href with <code>#t=1,0,0</code> (play) will be applied to all src mediacontent with a timeline (mp4/mp3 e.g.)</li>
<li>a non-euclidian portal can be rendered for flat 3D objects (using stencil buffer e.g.) in case ofspatial <code>src</code>-values (an object <code>#world3</code> or URL <code>world3.fbx</code> e.g.).</li>
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</ol>
<ul>
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<li><code>model/gltf-binary</code></li>
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<li><code>model/gltf+json</code></li>
<li><code>image/png</code></li>
<li><code>image/jpg</code></li>
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<li><code>text/plain;charset=utf-8</code></li>
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</ul>
<p><a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/src.js">» example implementation</a><br>
<a href="https://github.com/coderofsalvation/xrfragment/blob/main/example/assets/src.gltf#L192">» example 3D asset</a><br>
<a href="https://github.com/coderofsalvation/xrfragment/issues/4">» discussion</a><br></p>
2023-12-06 16:40:55 +01:00
<h1 id="navigating-content-href-portals">Navigating content href portals</h1>
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<p>navigation, portals &amp; mutations</p>
<table>
<thead>
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<tr>
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<th>fragment</th>
<th>type</th>
<th>example value</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>href</code></td>
<td>string (uri or predefined view)</td>
<td><code>#pos=1,1,0</code><br><code>#pos=1,1,0&amp;rot=90,0,0</code><br><code>://somefile.gltf#pos=1,1,0</code><br></td>
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</tr>
</tbody>
</table>
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<ol>
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<li><p>clicking an outbound &ldquo;external&rdquo;- or &ldquo;file URI&rdquo; fully replaces the current scene and assumes <code>pos=0,0,0&amp;rot=0,0,0</code> by default (unless specified)</p></li>
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<li><p>relocation/reorientation should happen locally for local URI&rsquo;s (<code>#pos=....</code>)</p></li>
<li><p>navigation should not happen &ldquo;immediately&rdquo; when user is more than 2 meter away from the portal/object containing the href (to prevent accidental navigation e.g.)</p></li>
<li><p>URL navigation should always be reflected in the client (in case of javascript: see [<a href="https://github.com/coderofsalvation/xrfragment/blob/dev/src/3rd/js/three/navigator.js">here</a> for an example navigator).</p></li>
<li><p>In XR mode, the navigator back/forward-buttons should be always visible (using a wearable e.g., see [<a href="https://github.com/coderofsalvation/xrfragment/blob/dev/example/aframe/sandbox/index.html#L26-L29">here</a> for an example wearable)</p></li>
<li><p>in case of navigating to a new [[pos)ition, &ldquo;first&rdquo; navigate to the &ldquo;current position&rdquo; so that the &ldquo;back-button&rdquo; of the &ldquo;browser-history&rdquo; always refers to the previous position (see [<a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/href.js#L97">here</a>)</p></li>
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<li><p>ignore previous rule in special cases, like clicking an <code>href</code> using camera-portal collision (the back-button would cause a teleport-loop)</p></li>
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</ol>
<p><a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/href.js">» example implementation</a><br>
<a href="https://github.com/coderofsalvation/xrfragment/blob/main/example/assets/href.gltf#L192">» example 3D asset</a><br>
<a href="https://github.com/coderofsalvation/xrfragment/issues/1">» discussion</a><br></p>
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<h2 id="walking-surfaces">Walking surfaces</h2>
<p>XR Fragment-compatible viewers can infer this data based scanning the scene for:</p>
<ol>
<li>materialless (nameless &amp; textureless) mesh-objects (without <code>src</code> and <code>href</code>)</li>
</ol>
<blockquote>
<p>optionally the viewer can offer thumbstick, mouse or joystick teleport-tools for non-roomscale VR/AR setups.</p>
</blockquote>
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<h2 id="ux-spec">UX spec</h2>
<p>End-users should always have read/write access to:</p>
<ol>
<li>the current (toplevel) <b>URL</b> (an URLbar etc)</li>
<li>URL-history (a <b>back/forward</b> button e.g.)</li>
<li>Clicking/Touching an <code>href</code> navigates (and updates the URL) to another scene/file (and coordinate e.g. in case the URL contains XR Fragments).</li>
</ol>
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<h2 id="scaling-instanced-content">Scaling instanced content</h2>
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<p>Sometimes embedded properties (like <code>src</code>) instance new objects.<br>
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But what about their scale?<br>
How does the scale of the object (with the embedded properties) impact the scale of the referenced content?<br></p>
<blockquote>
<p>Rule of thumb: visible placeholder objects act as a &lsquo;3D canvas&rsquo; for the referenced scene (a plane acts like a 2D canvas for images e, a cube as a 3D canvas e.g.).</p>
</blockquote>
<ol>
<li><b>IF</b> an embedded property (<code>src</code> e.g.) is set on an non-empty placeholder object (geometry of &gt;2 vertices):</li>
</ol>
<ul>
<li>calculate the <b>bounding box</b> of the &ldquo;placeholder&rdquo; object (maxsize=1.4 e.g.)</li>
<li>hide the &ldquo;placeholder&rdquo; object (material e.g.)</li>
<li>instance the <code>src</code> scene as a child of the existing object</li>
<li>calculate the <b>bounding box</b> of the instanced scene, and scale it accordingly (to 1.4 e.g.)</li>
</ul>
<blockquote>
<p>REASON: non-empty placeholder object can act as a protective bounding-box (for remote content of which might grow over time e.g.)</p>
</blockquote>
<ol start="2">
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<li>ELSE multiply the scale-vector of the instanced scene with the scale-vector (a common property of a 3D node) of the <b>placeholder</b> object.</li>
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</ol>
<blockquote>
<p>TODO: needs intermediate visuals to make things more obvious</p>
</blockquote>
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<h1 id="xr-fragment-pos">XR Fragment: pos</h1>
<h1 id="xr-fragment-rot">XR Fragment: rot</h1>
<h1 id="xr-fragment-t">XR Fragment: t</h1>
<p>controls the animation(s) of the scene (or <code>src</code> resource which contains a timeline)</p>
<p>| fragment | type | functionality |
| <b>#t</b>=1,1,100 | <a href="default:`#t=1,0,0`">[vector3|vector]</a> | speed,framestart,framestop |</p>
<ul>
<li>playposition is reset to framestart, when framestart or framestop is greater than 0 |</li>
</ul>
<p>| Example Value | Explanation |
|-|-|
| <code>1,1,100</code> | play loop between frame 1 and 100 |
| <code>1,1,0</code> | play once from frame 1 (oneshot) |
| <code>1,0,0</code> | play (previously set looprange if any) |
| <code>0,0,0</code> | pause |
| <code>1,1,1</code> | play and auto-loop between begin and end of duration |
| <code>-1,0,0</code> | reverse playback speed |
| <code>2.3,0,0</code> | set (forward) playback speed to 2.3 (no restart) |
| <code>-2.3,0,0</code> | set (reverse) playback speed to -2.3 ( no restart)|
| <code>-2.3,100,0</code> | set (reverse) playback speed to -2.3 restarting from frame 100 |</p>
<p>[[» example implementation|<a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/t.js]">https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/t.js]</a>]<br>
[[» discussion|<a href="https://github.com/coderofsalvation/xrfragment/issues/10]">https://github.com/coderofsalvation/xrfragment/issues/10]</a>]<br></p>
<h1 id="xr-audio-video-integration">XR audio/video integration</h1>
<p>To play global audio/video items:</p>
<ol>
<li>add a <code>src: foo.mp3</code> or <code>src: bar.mp4</code> metadata to a 3D object (<code>cube</code> e.g.)</li>
<li>to disable auto-play and global timeline ([[#t=|t]]) control: hardcode a [[#t=|t]] XR Fragment: (<code>src: bar.mp3#t=0,0,0</code> e.g.)</li>
<li>to play it, add <code>href: #cube</code> somewhere else</li>
<li>when the enduser clicks the <code>href</code>, <code>#t=1,0,0</code> (play) will be applied to the <code>src</code> value</li>
<li>to play a single animation, add href: #animationname=1,0,0 somewhere else</li>
</ol>
<blockquote>
<p>NOTE: hardcoded framestart/framestop uses sampleRate/fps of embedded audio/video, otherwise the global fps applies. For more info see [[#t|t]].</p>
</blockquote>
<h1 id="xr-fragment-filters">XR Fragment filters</h1>
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<p>Include, exclude, hide/shows objects using space-separated strings:</p>
<table>
<thead>
<tr>
<th>example</th>
<th>outcome</th>
</tr>
</thead>
<tbody>
<tr>
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<td><code>#-sky</code></td>
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<td>show everything except object named <code>sky</code></td>
</tr>
<tr>
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<td><code>#-language&amp;english</code></td>
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<td>hide everything with tag <code>language</code>, but show all tag <code>english</code> objects</td>
</tr>
<tr>
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<td><code>#-price&amp;price=&gt;10</code></td>
<td>hide all objects with property <code>price</code>, then only show object with price above 10</td>
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</tr>
</tbody>
</table>
<p>It&rsquo;s simple but powerful syntax which allows filtering the scene using searchengine prompt-style feeling:</p>
<ol>
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<li>filters are a way to traverse a scene, and filter objects based on their name, tag- or property-values.</li>
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</ol>
<ul>
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<li>see <a href="https://coderofsalvation.github.io/xrfragment.media/queries.mp4">an (outdated) example video here</a> which used a dedicated <code>q=</code> variable (now deprecated and usable directly)</li>
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</ul>
<h2 id="including-excluding">including/excluding</h2>
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<p>By default, selectors work like photoshop-layers: they scan for matching layer(name/properties) within the scene-graph.
Each matched object (not their children) will be toggled (in)visible when selecting.</p>
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<table>
<thead>
<tr>
<th>operator</th>
<th>info</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>-</code></td>
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<td>hides object(s) (<code>#-myobject&amp;-objects</code> e.g.</td>
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</tr>
<tr>
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<td><code>=</code></td>
<td>indicates an object-embedded custom property key/value (<code>#price=4&amp;category=foo</code> e.g.)</td>
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</tr>
<tr>
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<td><code>=&gt;</code> <code>=&lt;</code></td>
<td>compare float or int number (<code>#price=&gt;4</code> e.g.)</td>
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</tr>
<tr>
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<td><code>*</code></td>
<td>deepselect: automatically select children of selected object, including local (nonremote) embedded objects (starting with <code>#</code>)</td>
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</tr>
</tbody>
</table>
<blockquote>
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<p>NOTE 1: after an external embedded object has been instanced (<code>src: https://y.com/bar.fbx#room</code> e.g.), filters do not affect them anymore (reason: local tag/name collisions can be mitigated easily, but not in case of remote content).</p>
<p>NOTE 2: depending on the used 3D framework, toggling objects (in)visible should happen by enabling/disableing writing to the colorbuffer (to allow children being still visible while their parents are invisible).</p>
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</blockquote>
<p><a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/js/three/xrf/q.js">» example implementation</a>
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<a href="https://github.com/coderofsalvation/xrfragment/blob/main/example/assets/filter.gltf#L192">» example 3D asset</a>
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<a href="https://github.com/coderofsalvation/xrfragment/issues/3">» discussion</a></p>
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<h2 id="filter-parser">Filter Parser</h2>
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<p>Here&rsquo;s how to write a filter parser:</p>
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<ol>
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<li>create an associative array/object to store filter-arguments as objects</li>
<li>detect object id&rsquo;s &amp; properties <code>foo=1</code> and <code>foo</code> (reference regex= <code>~/^.*=[&gt;&lt;=]?/</code> )</li>
<li>detect excluders like <code>-foo</code>,<code>-foo=1</code>,<code>-.foo</code>,<code>-/foo</code> (reference regex= <code>/^-/</code> )</li>
<li>detect root selectors like <code>/foo</code> (reference regex= <code>/^[-]?\//</code> )</li>
<li>detect number values like <code>foo=1</code> (reference regex= <code>/^[0-9\.]+$/</code> )</li>
<li>detect operators so you can easily strip keys (reference regex= <code>/(^-|\*$)/</code> )</li>
<li>detect exclude keys like <code>-foo</code> (reference regex= <code>/^-/</code> )</li>
<li>for every filter token split string on <code>=</code></li>
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<li>and we set <code>root</code> to <code>true</code> or <code>false</code> (true=<code>/</code> root selector is present)</li>
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<li>therefore we we set <code>show</code> to <code>true</code> or <code>false</code> (false=excluder <code>-</code>)</li>
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</ol>
<blockquote>
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<p>An example filter-parser (which compiles to many languages) can be <a href="https://github.com/coderofsalvation/xrfragment/blob/main/src/xrfragment/Filter.hx">found here</a></p>
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</blockquote>
<h1 id="visible-links">Visible links</h1>
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<p>When predefined views, XRWG fragments and ID fragments (<code>#cube</code> or <code>#mytag</code> e.g.) are triggered by the enduser (via toplevel URL or clicking <code>href</code>):</p>
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<ol>
<li>draw a wire from the enduser (preferabbly a bit below the camera, heartposition) to object(s) matching that ID (objectname)</li>
<li>draw a wire from the enduser (preferabbly a bit below the camera, heartposition) to object(s) matching that <code>tag</code> value</li>
<li>draw a wire from the enduser (preferabbly a bit below the camera, heartposition) to object(s) containing that in their <code>src</code> or <code>href</code> value</li>
</ol>
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<p>The obvious approach for this, is to consult the XRWG (<a href="https://github.com/coderofsalvation/xrfragment/blob/feat/macros/src/3rd/js/XRWG.js">example</a>), which basically has all these things already collected/organized for you during scene-load.</p>
<p><strong>UX</strong></p>
<ol start="4">
<li>do not update the wires when the enduser moves, leave them as is</li>
<li>offer a control near the back/forward button which allows the user to (turn off) control the correlation-intensity of the XRWG</li>
</ol>
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<h1 id="text-in-xr-tagging-linking-to-spatial-objects">Text in XR (tagging,linking to spatial objects)</h1>
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<p>How does XR Fragments interlink text with objects?</p>
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<blockquote>
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<p>The XR Fragments does this by collapsing space into a <strong>Word Graph</strong> (the <strong>XRWG</strong> <a href="https://github.com/coderofsalvation/xrfragment/blob/feat/macros/src/3rd/js/XRWG.js">example</a>), augmented by Bib(s)Tex.</p>
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</blockquote>
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<p>Instead of just throwing together all kinds media types into one experience (games), what about their tagged/semantical relationships?<br>
Perhaps the following question is related: why is HTML adopted less in games outside the browser?
Through the lens of constructive lazy game-developers, ideally metadata must come <strong>with</strong> text, but not <strong>obfuscate</strong> the text, or <strong>spawning another request</strong> to fetch it.<br>
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XR Fragments does this by detecting Bib(s)Tex, without introducing a new language or fileformat<br></p>
<blockquote>
<p>Why Bib(s)Tex? Because its seems to be the lowest common denominator for an human-curated XRWG (extendable by speech/scanner/writing/typing e.g, see <a href="https://github.com/coderofsalvation/hashtagbibs#bibs--bibtex-combo-lowest-common-denominator-for-linking-data">further motivation here</a>)</p>
</blockquote>
<p>Hence:</p>
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<ol>
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<li>XR Fragments promotes (de)serializing a scene to the XRWG (<a href="https://github.com/coderofsalvation/xrfragment/blob/feat/macros/src/3rd/js/XRWG.js">example</a>)</li>
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<li>XR Fragments primes the XRWG, by collecting words from the <code>tag</code> and name-property of 3D objects.</li>
<li>XR Fragments primes the XRWG, by collecting words from <strong>optional</strong> metadata <strong>at the end of content</strong> of text (see default mimetype &amp; Data URI)</li>
<li><a href="https://github.com/coderofsalvation/hashtagbibs">Bib&rsquo;s</a> and BibTex are first tag citizens for priming the XRWG with words (from XR text)</li>
<li>Like Bibs, XR Fragments generalizes the BibTex author/title-semantics (<code>author{title}</code>) into <strong>this</strong> points to <strong>that</strong> (<code>this{that}</code>)</li>
<li>The XRWG should be recalculated when textvalues (in <code>src</code>) change</li>
<li>HTML/RDF/JSON is still great, but is beyond the XRWG-scope (they fit better in the application-layer)</li>
<li>Applications don&rsquo;t have to be able to access the XRWG programmatically, as they can easily generate one themselves by traversing the scene-nodes.</li>
<li>The XR Fragment focuses on fast and easy-to-generate end-user controllable word graphs (instead of complex implementations that try to defeat word ambiguity)</li>
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<li>Tags are the scope for now (supporting <a href="https://github.com/WICG/scroll-to-text-fragment">https://github.com/WICG/scroll-to-text-fragment</a> will be considered)</li>
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</ol>
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<p>Example:</p>
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<pre><code> http://y.io/z.fbx | Derived XRWG (expressed as BibTex)
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----------------------------------------------------------------------------+--------------------------------------
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| @house{castle,
+-[src: data:.....]----------------------+ +-[3D mesh]-+ | url = {https://y.io/z.fbx#castle}
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| Chapter one | | / \ | | }
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| | | / \ | | @baroque{castle,
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| John built houses in baroque style. | | / \ | | url = {https://y.io/z.fbx#castle}
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| | | |_____| | | }
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| #john@baroque | +-----│-----+ | @baroque{john}
| | │ |
| | ├─ name: castle |
| | └─ tag: house baroque |
+----------------------------------------+ |
[3D mesh ] |
| O ├─ name: john |
| /|\ | |
| / \ | |
+--------+ |
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</code></pre>
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<blockquote>
<p>the <code>#john@baroque</code>-bib associates both text <code>John</code> and objectname <code>john</code>, with tag <code>baroque</code></p>
</blockquote>
<p>Another example:</p>
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<pre><code> http://y.io/z.fbx | Derived XRWG (expressed as BibTex)
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----------------------------------------------------------------------------+--------------------------------------
|
+-[src: data:.....]----------------------+ +-[3D mesh]-+ | @house{castle,
| Chapter one | | / \ | | url = {https://y.io/z.fbx#castle}
| | | / \ | | }
| John built houses in baroque style. | | / \ | | @baroque{castle,
| | | |_____| | | url = {https://y.io/z.fbx#castle}
| #john@baroque | +-----│-----+ | }
| @baroque{john} | │ | @baroque{john}
| | ├─ name: castle |
| | └─ tag: house baroque |
+----------------------------------------+ | @house{baroque}
[3D mesh ] | @todo{baroque}
+-[remotestorage.io / localstorage]------+ | O + name: john |
| #baroque@todo@house | | /|\ | |
| ... | | / \ | |
+----------------------------------------+ +--------+ |
</code></pre>
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<blockquote>
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<p>both <code>#john@baroque</code>-bib and BibTex <code>@baroque{john}</code> result in the same XRWG, however on top of that 2 tages (<code>house</code> and <code>todo</code>) are now associated with text/objectname/tag &lsquo;baroque&rsquo;.</p>
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</blockquote>
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<p>As seen above, the XRWG can expand <a href="https://github.com/coderofsalvation/hashtagbibs">bibs</a> (and the whole scene) to BibTeX.<br>
This allows hasslefree authoring and copy-paste of associations <strong>for and by humans</strong>, but also makes these URLs possible:</p>
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<table>
<thead>
<tr>
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<th>URL example</th>
<th>Result</th>
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</tr>
</thead>
<tbody>
<tr>
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<td><code>https://my.com/foo.gltf#baroque</code></td>
<td>draws lines between mesh <code>john</code>, 3D mesh <code>castle</code>, text <code>John built(..)</code></td>
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</tr>
<tr>
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<td><code>https://my.com/foo.gltf#john</code></td>
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<td>draws lines between mesh <code>john</code>, and the text <code>John built (..)</code></td>
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</tr>
<tr>
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<td><code>https://my.com/foo.gltf#house</code></td>
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<td>draws lines between mesh <code>castle</code>, and other objects with tag <code>house</code> or <code>todo</code></td>
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</tr>
</tbody>
</table>
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<blockquote>
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<p><a href="https://github.com/coderofsalvation/hashtagbibs">hashtagbibs</a> potentially allow the enduser to annotate text/objects by <strong>speaking/typing/scanning associations</strong>, which the XR Browser saves to remotestorage (or localStorage per toplevel URL). As well as, referencing BibTags per URI later on: <code>https://y.io/z.fbx#@baroque@todo</code> e.g.</p>
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</blockquote>
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<p>The XRWG allows XR Browsers to show/hide relationships in realtime at various levels:</p>
<ul>
<li>wordmatch <strong>inside</strong> <code>src</code> text</li>
<li>wordmatch <strong>inside</strong> <code>href</code> text</li>
<li>wordmatch object-names</li>
<li>wordmatch object-tagnames</li>
</ul>
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<p>Spatial wires can be rendered between words/objects etc.<br>
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Some pointers for good UX (but not necessary to be XR Fragment compatible):</p>
<ol start="9">
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<li>The XR Browser needs to adjust tag-scope based on the endusers needs/focus (infinite tagging only makes sense when environment is scaled down significantly)</li>
<li>The XR Browser should always allow the human to view/edit the metadata, by clicking &lsquo;toggle metadata&rsquo; on the &lsquo;back&rsquo; (contextmenu e.g.) of any XR text, anywhere anytime.</li>
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<li>respect multi-line BiBTeX metadata in text because of <a href="#core-principle">the core principle</a></li>
<li>Default font (unless specified otherwise) is a modern monospace font, for maximized tabular expressiveness (see <a href="#core-principle">the core principle</a>).</li>
<li>anti-pattern: hardcoupling an XR Browser with a mandatory <strong>markup/scripting-language</strong> which departs from onubtrusive plain text (HTML/VRML/Javascript) (see <a href="#core-principle">the core principle</a>)</li>
<li>anti-pattern: limiting human introspection, by abandoning plain text as first tag citizen.</li>
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</ol>
<blockquote>
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<p>The simplicity of appending metadata (and leveling the metadata-playfield between humans and machines) is also demonstrated by <a href="https://visual-meta.info">visual-meta</a> in greater detail.</p>
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</blockquote>
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<p>Fictional chat:</p>
<pre><code>&lt;John&gt; Hey what about this: https://my.com/station.gltf#pos=0,0,1&amp;rot=90,2,0&amp;t=500,1000
&lt;Sarah&gt; I'm checking it right now
&lt;Sarah&gt; I don't see everything..where's our text from yesterday?
&lt;John&gt; Ah wait, that's tagged with tag 'draft' (and hidden)..hold on, try this:
&lt;John&gt; https://my.com/station.gltf#.draft&amp;pos=0,0,1&amp;rot=90,2,0&amp;t=500,1000
&lt;Sarah&gt; how about we link the draft to the upcoming YELLO-event?
&lt;John&gt; ok I'm adding #draft@YELLO
&lt;Sarah&gt; Yesterday I also came up with other usefull assocations between other texts in the scene:
#event#YELLO
#2025@YELLO
&lt;John&gt; thanks, added.
&lt;Sarah&gt; Btw. I stumbled upon this spatial book which references station.gltf in some chapters:
&lt;Sarah&gt; https://thecommunity.org/forum/foo/mytrainstory.txt
&lt;John&gt; interesting, I'm importing mytrainstory.txt into station.gltf
&lt;John&gt; ah yes, chapter three points to trainterminal_2A in the scene, cool
</code></pre>
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<h2 id="default-data-uri-mimetype">Default Data URI mimetype</h2>
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<p>The <code>src</code>-values work as expected (respecting mime-types), however:</p>
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<p>The XR Fragment specification bumps the traditional default browser-mimetype</p>
<p><code>text/plain;charset=US-ASCII</code></p>
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<p>to a hashtagbib(tex)-friendly one:</p>
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<p><code>text/plain;charset=utf-8;bib=^@</code></p>
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<p>This indicates that:</p>
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<ul>
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<li>utf-8 is supported by default</li>
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<li>lines beginning with <code>@</code> will not be rendered verbatim by default (<a href="https://github.com/coderofsalvation/hashtagbibs#hashtagbib-mimetypes">read more</a>)</li>
<li>the XRWG should expand bibs to BibTex occurring in text (<code>#contactjohn@todo@important</code> e.g.)</li>
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</ul>
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<p>By doing so, the XR Browser (applications-layer) can interpret microformats (<a href="https://visual-meta.info">visual-meta</a>
to connect text further with its environment ( setup links between textual/spatial objects automatically e.g.).</p>
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<blockquote>
<p>for more info on this mimetype see <a href="https://github.com/coderofsalvation/hashtagbibs">bibs</a></p>
</blockquote>
<p>Advantages:</p>
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<ul>
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<li>auto-expanding of <a href="https://github.com/coderofsalvation/hashtagbibs">hashtagbibs</a> associations</li>
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<li>out-of-the-box (de)multiplex human text and metadata in one go (see <a href="#core-principle">the core principle</a>)</li>
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<li>no network-overhead for metadata (see <a href="#core-principle">the core principle</a>)</li>
<li>ensuring high FPS: HTML/RDF historically is too &lsquo;requesty&rsquo;/&lsquo;parsy&rsquo; for game studios</li>
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<li>rich send/receive/copy-paste everywhere by default, metadata being retained (see <a href="#core-principle">the core principle</a>)</li>
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<li>netto result: less webservices, therefore less servers, and overall better FPS in XR</li>
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</ul>
<blockquote>
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<p>This significantly expands expressiveness and portability of human tagged text, by <strong>postponing machine-concerns to the end of the human text</strong> in contrast to literal interweaving of content and markupsymbols (or extra network requests, webservices e.g.).</p>
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</blockquote>
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<p>For all other purposes, regular mimetypes can be used (but are not required by the spec).<br></p>
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<h2 id="url-and-data-uri">URL and Data URI</h2>
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<pre><code> +--------------------------------------------------------------+ +------------------------+
| | | author.com/article.txt |
| index.gltf | +------------------------+
| │ | | |
| ├── ◻ article_canvas | | Hello friends. |
| │ └ src: ://author.com/article.txt | | |
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| │ | | @book{greatgatsby |
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| └── ◻ note_canvas | | ... |
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| └ src:`data:welcome human\n@book{sunday...}` | | } |
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| | +------------------------+
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| |
+--------------------------------------------------------------+
</code></pre>
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<p>The enduser will only see <code>welcome human</code> and <code>Hello friends</code> rendered verbatim (see mimetype).
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The beauty is that text in Data URI automatically promotes rich copy-paste (retaining metadata).
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In both cases, the text gets rendered immediately (onto a plane geometry, hence the name &lsquo;_canvas&rsquo;).
The XR Fragment-compatible browser can let the enduser access visual-meta(data)-fields after interacting with the object (contextmenu e.g.).</p>
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<blockquote>
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<p>additional tagging using <a href="https://github.com/coderofsalvation/hashtagbibs">bibs</a>: to tag spatial object <code>note_canvas</code> with &lsquo;todo&rsquo;, the enduser can type or speak <code>#note_canvas@todo</code></p>
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</blockquote>
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<h2 id="xr-text-example-parser">XR Text example parser</h2>
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<p>To prime the XRWG with text from plain text <code>src</code>-values, here&rsquo;s an example XR Text (de)multiplexer in javascript (which supports inline bibs &amp; bibtex):</p>
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<pre><code>xrtext = {
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expandBibs: (text) =&gt; {
let bibs = { regex: /(#[a-zA-Z0-9_+@\-]+(#)?)/g, tags: {}}
text.replace( bibs.regex , (m,k,v) =&gt; {
tok = m.substr(1).split(&quot;@&quot;)
match = tok.shift()
if( tok.length ) tok.map( (t) =&gt; bibs.tags[t] = `@${t}{${match},\n}` )
else if( match.substr(-1) == '#' )
bibs.tags[match] = `@{${match.replace(/#/,'')}}`
else bibs.tags[match] = `@${match}{${match},\n}`
})
return text.replace( bibs.regex, '') + Object.values(bibs.tags).join('\n')
},
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decode: (str) =&gt; {
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// bibtex: ↓@ ↓&lt;tag|tag{phrase,|{ruler}&gt; ↓property ↓end
let pat = [ /@/, /^\S+[,{}]/, /},/, /}/ ]
let tags = [], text='', i=0, prop=''
let lines = xrtext.expandBibs(str).replace(/\r?\n/g,'\n').split(/\n/)
for( let i = 0; i &lt; lines.length &amp;&amp; !String(lines[i]).match( /^@/ ); i++ )
text += lines[i]+'\n'
bibtex = lines.join('\n').substr( text.length )
bibtex.split( pat[0] ).map( (t) =&gt; {
try{
let v = {}
if( !(t = t.trim()) ) return
if( tag = t.match( pat[1] ) ) tag = tag[0]
if( tag.match( /^{.*}$/ ) ) return tags.push({ruler:tag})
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if( tag.match( /}$/ ) ) return tags.push({k: tag.replace(/}$/,''), v: {}})
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t = t.substr( tag.length )
t.split( pat[2] )
.map( kv =&gt; {
if( !(kv = kv.trim()) || kv == &quot;}&quot; ) return
v[ kv.match(/\s?(\S+)\s?=/)[1] ] = kv.substr( kv.indexOf(&quot;{&quot;)+1 )
})
tags.push( { k:tag, v } )
}catch(e){ console.error(e) }
})
return {text, tags}
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},
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encode: (text,tags) =&gt; {
let str = text+&quot;\n&quot;
for( let i in tags ){
let item = tags[i]
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if( item.ruler ){
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str += `@${item.ruler}\n`
continue;
}
str += `@${item.k}\n`
for( let j in item.v ) str += ` ${j} = {${item.v[j]}}\n`
str += `}\n`
}
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return str
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}
}
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</code></pre>
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<p>The above functions (de)multiplexe text/metadata, expands bibs, (de)serialize bibtex and vice versa</p>
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<blockquote>
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<p>above can be used as a startingpoint for LLVM&rsquo;s to translate/steelman to a more formal form/language.</p>
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</blockquote>
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<pre><code>str = `
hello world
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here are some hashtagbibs followed by bibtex:
#world
#hello@greeting
#another-section#
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@{some-section}
@flap{
asdf = {23423}
}`
var {tags,text} = xrtext.decode(str) // demultiplex text &amp; bibtex
tags.find( (t) =&gt; t.k == 'flap{' ).v.asdf = 1 // edit tag
tags.push({ k:'bar{', v:{abc:123} }) // add tag
console.log( xrtext.encode(text,tags) ) // multiplex text &amp; bibtex back together
</code></pre>
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<p>This expands to the following (hidden by default) BibTex appendix:</p>
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<pre><code>hello world
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here are some hashtagbibs followed by bibtex:
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@{some-section}
@flap{
asdf = {1}
}
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@world{world,
}
@greeting{hello,
}
@{another-section}
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@bar{
abc = {123}
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}
</code></pre>
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<blockquote>
<p>when an XR browser updates the human text, a quick scan for nonmatching tags (<code>@book{nonmatchingbook</code> e.g.) should be performed and prompt the enduser for deleting them.</p>
</blockquote>
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<h1 id="transclusion-broken-link-resolution">Transclusion (broken link) resolution</h1>
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<p>In spirit of Ted Nelson&rsquo;s &lsquo;transclusion resolution&rsquo;, there&rsquo;s a soft-mechanism to harden links &amp; minimize broken links in various ways:</p>
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<ol>
<li>defining a different transport protocol (https vs ipfs or DAT) in <code>src</code> or <code>href</code> values can make a difference</li>
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<li>mirroring files on another protocol using (HTTP) errorcode tags in <code>src</code> or <code>href</code> properties</li>
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<li>in case of <code>src</code>: nesting a copy of the embedded object in the placeholder object (<code>embeddedObject</code>) will not be replaced when the request fails</li>
</ol>
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<blockquote>
<p>due to the popularity, maturity and extensiveness of HTTP codes for client/server communication, non-HTTP protocols easily map to HTTP codes (ipfs ERR_NOT_FOUND maps to 404 e.g.)</p>
</blockquote>
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<p>For example:</p>
<pre><code> +────────────────────────────────────────────────────────+
│ │
│ index.gltf │
│ │ │
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│ │ #: #-offlinetext │
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│ │ │
│ ├── ◻ buttonA │
│ │ └ href: http://foo.io/campagne.fbx │
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│ │ └ href@404: ipfs://foo.io/campagne.fbx │
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│ │ └ href@400: #clienterrortext │
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│ │ └ ◻ offlinetext │
│ │ │
│ └── ◻ embeddedObject &lt;--------- the meshdata inside embeddedObject will (not)
│ └ src: https://foo.io/bar.gltf │ be flushed when the request (does not) succeed.
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│ └ src@404: http://foo.io/bar.gltf │ So worstcase the 3D data (of the time of publishing index.gltf)
│ └ src@400: https://archive.org/l2kj43.gltf │ will be displayed.
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│ │
+────────────────────────────────────────────────────────+
</code></pre>
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<h1 id="topic-based-index-less-webrings">Topic-based index-less Webrings</h1>
<p>As hashtags in URLs map to the XWRG, <code>href</code>-values can be used to promote topic-based index-less webrings.<br>
Consider 3D scenes linking to eachother using these <code>href</code> values:</p>
<ul>
<li><code>href: schoolA.edu/projects.gltf#math</code></li>
<li><code>href: schoolB.edu/projects.gltf#math</code></li>
<li><code>href: university.edu/projects.gltf#math</code></li>
</ul>
<p>These links would all show visible links to math-tagged objects in the scene.<br>
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To filter out non-related objects one could take it a step further using filters:</p>
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<ul>
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<li><code>href: schoolA.edu/projects.gltf#math&amp;-topics math</code></li>
<li><code>href: schoolB.edu/projects.gltf#math&amp;-courses math</code></li>
<li><code>href: university.edu/projects.gltf#math&amp;-theme math</code></li>
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</ul>
<blockquote>
<p>This would hide all object tagged with <code>topic</code>, <code>courses</code> or <code>theme</code> (including math) so that later only objects tagged with <code>math</code> will be visible</p>
</blockquote>
<p>This makes spatial content multi-purpose, without the need to separate content into separate files, or show/hide things using a complex logiclayer like javascript.</p>
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<h1 id="security-considerations">Security Considerations</h1>
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<p>Since XR Text contains metadata too, the user should be able to set up tagging-rules, so the copy-paste feature can :</p>
<ul>
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<li>filter out sensitive data when copy/pasting (XR text with <code>tag:secret</code> e.g.)</li>
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</ul>
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<h1 id="faq">FAQ</h1>
<p><strong>Q:</strong> Why is everything HTTP GET-based, what about POST/PUT/DELETE HATEOS<br>
<strong>A:</strong> Because it&rsquo;s out of scope: XR Fragment specifies a read-only way to surf XR documents. These things belong in the application layer (for example, an XR Hypermedia browser can decide to support POST/PUT/DELETE requests for embedded HTML thru <code>src</code> values)</p>
<hr>
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<p><strong>Q:</strong> Why isn&rsquo;t there support for scripting, while we have things like WASM
<strong>A:</strong> This is out of scope as it unhyperifies hypermedia, and this is up to XR hypermedia browser-extensions.<br> Historically scripting/Javascript seems to been able to turn webpages from hypermedia documents into its opposite (hyperscripted nonhypermedia documents).<br>In order to prevent this backward-movement (hypermedia tends to liberate people from finnicky scripting) XR Fragments should never unhyperify itself by hardcoupling to a particular markup or scripting language. <a href="https://xrfragment.org/doc/RFC_XR_Macros.html">XR Macro&rsquo;s</a> are an example of something which is probably smarter and safer for hypermedia browsers to implement, instead of going full-in with a turing-complete scripting language (and suffer the security consequences later).<br>
XR Fragments supports filtering objects in a scene only, because in the history of the javascript-powered web, showing/hiding document-entities seems to be one of the most popular basic usecases.<br>
Doing advanced scripting &amp; networkrequests under the hood are obviously interesting endavours, but this is something which should not be hardcoupled with hypermedia.<br>This belongs to browser extensions.<br>
Non-HTML Hypermedia browsers should make browser extensions the right place, to &lsquo;extend&rsquo; experiences, in contrast to code/javascript inside hypermedia documents (this turned out as a hypermedia antipattern).</p>
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<h1 id="iana-considerations">IANA Considerations</h1>
<p>This document has no IANA actions.</p>
<h1 id="acknowledgments">Acknowledgments</h1>
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<ul>
<li><a href="https://nlnet.nl">NLNET</a></li>
<li><a href="https://futureoftext.org">Future of Text</a></li>
<li><a href="https://visual-meta.info">visual-meta.info</a></li>
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<li>Michiel Leenaars</li>
<li>Gerben van der Broeke</li>
<li>Mauve</li>
<li>Jens Finkhäuser</li>
<li>Marc Belmont</li>
<li>Tim Gerritsen</li>
<li>Frode Hegland</li>
<li>Brandel Zackernuk</li>
<li>Mark Anderson</li>
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</ul>
<h1 id="appendix-definitions">Appendix: Definitions</h1>
<table>
<thead>
<tr>
<th>definition</th>
<th>explanation</th>
</tr>
</thead>
<tbody>
<tr>
<td>human</td>
<td>a sentient being who thinks fuzzy, absorbs, and shares thought (by plain text, not markuplanguage)</td>
</tr>
<tr>
<td>scene</td>
<td>a (local/remote) 3D scene or 3D file (index.gltf e.g.)</td>
</tr>
<tr>
<td>3D object</td>
<td>an object inside a scene characterized by vertex-, face- and customproperty data.</td>
</tr>
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<tr>
<td>URI</td>
<td>some resource at something somewhere via someprotocol (<code>http://me.com/foo.glb#foo</code> or <code>e76f8efec8efce98e6f</code> <a href="https://interpeer.io">see interpeer.io</a>)</td>
</tr>
<tr>
<td>URL</td>
<td>something somewhere via someprotocol (<code>http://me.com/foo.glb</code>)</td>
</tr>
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<tr>
<td>metadata</td>
<td>custom properties of text, 3D Scene or Object(nodes), relevant to machines and a human minority (academics/developers)</td>
</tr>
<tr>
<td>XR fragment</td>
<td>URI Fragment with spatial hints like <code>#pos=0,0,0&amp;t=1,100</code> e.g.</td>
</tr>
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<tr>
<td>the XRWG</td>
<td>wordgraph (collapses 3D scene to tags)</td>
</tr>
<tr>
<td>the hashbus</td>
<td>hashtags map to camera/scene-projections</td>
</tr>
<tr>
<td>spacetime hashtags</td>
<td>positions camera, triggers scene-preset/time</td>
</tr>
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<tr>
<td>teleportation</td>
<td>repositioning the enduser to a different position (or 3D scene/file)</td>
</tr>
<tr>
<td>sourceportation</td>
<td>teleporting the enduser to the original XR Document of an <code>src</code> embedded object.</td>
</tr>
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<tr>
<td>placeholder object</td>
<td>a 3D object which with src-metadata (which will be replaced by the src-data.)</td>
</tr>
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<tr>
<td>src</td>
<td>(HTML-piggybacked) metadata of a 3D object which instances content</td>
</tr>
<tr>
<td>href</td>
<td>(HTML-piggybacked) metadata of a 3D object which links to content</td>
</tr>
<tr>
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<td>filter</td>
<td>URI Fragment(s) which show/hide object(s) in a scene based on name/tag/property (<code>#cube&amp;-price=&gt;3</code>)</td>
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</tr>
<tr>
<td>visual-meta</td>
<td><a href="https://visual.meta.info">visual-meta</a> data appended to text/books/papers which is indirectly visible/editable in XR.</td>
</tr>
<tr>
<td>requestless metadata</td>
<td>metadata which never spawns new requests (unlike RDF/HTML, which can cause framerate-dropping, hence not used a lot in games)</td>
</tr>
<tr>
<td>FPS</td>
<td>frames per second in spatial experiences (games,VR,AR e.g.), should be as high as possible</td>
</tr>
<tr>
<td>introspective</td>
<td>inward sensemaking (&ldquo;I feel this belongs to that&rdquo;)</td>
</tr>
<tr>
<td>extrospective</td>
<td>outward sensemaking (&ldquo;I&rsquo;m fairly sure John is a person who lives in oklahoma&rdquo;)</td>
</tr>
<tr>
<td><code></code></td>
<td>ascii representation of an 3D object/mesh</td>
</tr>
<tr>
<td>(un)obtrusive</td>
<td>obtrusive: wrapping human text/thought in XML/HTML/JSON obfuscates human text into a salad of machine-symbols and words</td>
</tr>
2023-12-06 16:40:55 +01:00
<tr>
<td>flat 3D object</td>
<td>a 3D object of which all verticies share a plane</td>
</tr>
2023-09-07 15:53:32 +02:00
<tr>
<td>BibTeX</td>
<td>simple tagging/citing/referencing standard for plaintext</td>
</tr>
<tr>
<td>BibTag</td>
<td>a BibTeX tag</td>
</tr>
2023-09-08 17:01:14 +02:00
<tr>
<td>(hashtag)bibs</td>
2023-09-18 11:03:18 +02:00
<td>an easy to speak/type/scan tagging SDL (<a href="https://github.com/coderofsalvation/hashtagbibs">see here</a> which expands to BibTex/JSON/XML</td>
2023-09-08 17:01:14 +02:00
</tr>
2023-09-07 15:53:32 +02:00
</tbody>
</table>
2023-09-01 14:20:02 +02:00
</section>
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