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243 changed files with 6600 additions and 221381 deletions

11
.env
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@ -20,5 +20,14 @@ test "$GITEA_ROOT_URL" = "https://forgejo.isvery.ninja/" && {
# on the website xrfragment.org copy examples to root-dir
# (so https://xrfragment.org/index.glb can be requested remotely)
# because that really emphasizes a nice WebXR experience-at-website-root paradigm
cp -r example/assets/* .
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/example/assets/index.glb"
test -d dist && rm -rf dist
mkdir dist
cd dist
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.aframe.all.js"
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.aframe.js"
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.js"
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.module.js"
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.three.js"
wget "https://raw.codeberg.page/coderofsalvation/xrfragment-haxe/dist/xrfragment.three.module.js"
}

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@ -1,22 +0,0 @@
name: test
on:
push:
branches:
- main
- feature/*
- bugfix/*
pull_request:
branches: [ main ]
jobs:
test:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v3
- name: install haxe
run: ./make install
- name: transpile haxe into languages
run: ./make
- name: run tests
run: ./make tests

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@ -1,115 +0,0 @@
# Simple workflow for deploying static content to GitHub Pages
name: Deploy static content to Pages
on:
# Runs on pushes targeting the default branch
push:
branches: ["main"] # ["main","feat/multiparty"]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued.
# However, do NOT cancel in-progress runs as we want to allow these production deployments to complete.
concurrency:
group: "pages"
cancel-in-progress: false
jobs:
# Single deploy job since we're just deploying
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
#- name: Checkout feat/multiparty
# uses: actions/checkout@v3
# with:
# ref: feat/multiparty
# path: feat/multiparty
- name: Setup Pages
uses: actions/configure-pages@v3
- name: create index.glb
run: cp example/assets/*.glb .
- name: cleanup 1
run: test -f example/three/sandbox/other.gltf && rm example/three/sandbox/other.gltf || true
- name: cleanup 2
run: test -f example/three/sandbox/assets/2wa.gitlab.io && rm -rf example/three/sandbox/assets/2wa.gitlab.io || true
# working-directory: ./
- name: Upload artifact
uses: actions/upload-pages-artifact@v2
with:
path: '.'
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v2
## Simple workflow for deploying static content to GitHub Pages
#name: Deploy static content to Pages
#
#on:
# # Runs on pushes targeting the default branch
# push:
# branches: ["main"]
#
# # Allows you to run this workflow manually from the Actions tab
# workflow_dispatch:
#
## Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
#permissions:
# contents: read
# pages: write
# id-token: write
#
## Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued.
## However, do NOT cancel in-progress runs as we want to allow these production deployments to complete.
#concurrency:
# group: "pages"
# cancel-in-progress: false
#
#jobs:
# # Single deploy job since we're just deploying
# deploy:
# environment:
# name: github-pages
# url: ${{ steps.deployment.outputs.page_url }}
# runs-on: ubuntu-latest
# steps:
# - name: Checkout main
# uses: actions/checkout@v3
# - name: Checkout feat/multiparty
# uses: actions/checkout@v3
# with:
# ref: feat/multiparty
# path: feat/multiparty
# #- name: mkdir branches
# # run: mkdir -p public/feat/multiparty
# - name: Setup Pages
# uses: actions/configure-pages@v3
# - name: create public-folder
# uses: mkdir public
# - name: copy master-branch
# run: cp -r * public/.
# - name: create index.gltf
# run: cp example/assets/query.gltf public/index.gltf
# - name: copy gltfs
# run: cp example/assets/*.gltf public/.
# # Checkout other branches
# # working-directory: ./
# - name: Upload artifact
# uses: actions/upload-pages-artifact@v1
# with:
# path: 'public'
# - name: Deploy to GitHub Pages
# id: deployment
# uses: actions/deploy-pages@v2
#

8
.gitignore vendored
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@ -1,8 +0,0 @@
dist/*.pyc
src/spec/tmp.json
tags
example/assets/*.blend*
2wa.gitlab.io/*
src/3rd/js/aframe/build/aframe
example/godot/addons
example/godot/dist

3
.gitmodules vendored
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@ -1,3 +0,0 @@
[submodule "example/godot"]
path = example/godot
url = https://codeberg.org/coderofsalvation/xrfragment-godot.git

4
.vimrc
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@ -1,4 +0,0 @@
noremap <silent> <F8> :!haxe --no-output %<CR>
noremap <silent> <F9> :!./make build js<CR>
noremap <silent> <F10> :!./make build && ./make tests<CR>
noremap <silent> <F11> :!./make tests \| less<CR>

661
LICENSE
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@ -1,661 +0,0 @@
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@ -1,67 +0,0 @@
<link rel="stylesheet" href="doc/style.css"/>
<link href="https://fonts.cdnfonts.com/css/montserrat" rel="stylesheet"/>
[![Actions Status](https://github.com/coderofsalvation/xrfragment/workflows/test/badge.svg)](https://github.com/coderofsalvation/xrfragment/actions)
<img src="https://xrfragment.org/example/assets/logo.png" width="200"/>
A tiny specification for viewing 3D models as linkable AR/VR websites.<br>
Address and Control anything inside a 3D model with [W3C Media Fragments](https://www.w3.org/TR/media-frags/) and [URI Templates](https://www.rfc-editor.org/rfc/rfc6570).<br>
<br>
![](https://coderofsalvation.github.io/xrfragment.media/images/metadata.jpg)
<br>
Simply SURF a 3D file-verse and design for a Spatial Open Internet with the highest degree of interoperability ❤
# Documentation / Website
https://xrfragment.org
![](https://coderofsalvation.github.io/xrfragment.media/images/nocode.jpg)
# Getting started
![](https://coderofsalvation.github.io/xrfragment.media/gettingstarted2024.mp4)
https://xrfragmenorg
# available parser-implementations
* [javascript](dist/xrfragment.js) [(+example)](test/test.js)
* [javascript module](dist/xrfragment.module.js)
* [python](dist/xrfragment.py) [(+example)](test/test.py)
* [lua](dist/xrfragment.lua) [(+example)](test/test.lua)
* [haXe](src/xrfragment) (allows exporting to various programming languages)
* [Godot](https://codeberg.org/coderofsalvation/xrfragment-godot) exports to all platforms
See documentation for more info
# development
Pre-build libraries can be found in [/dist folder](dist)<br>
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 js`
> NOTE #2: to regenerate the parser in various languages (via haxe), run `./make build parser`
# Godot (>=v4.3.1)
```
$ ./make install godot # this installs the godot-xr-tools addon
```
> NOTE: the godot project is in [src/xrfragment/godot](./src/xrfragment/godot) (open the folder in godot)
# Credits
<br>
<a href="https://nlnet.nl" target="_blank">
<img src="https://nlnet.nl/image/logo_nlnet.svg" width="100"/>
</a>

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{
"$schema": "https://manyfold.app/profiles/0.0/datapackage.json",
"name": "xr-fragments-assets",
"title": "XR Fragments assets",
"homepage": "http://xrfragment.org",
"image": "assets.webp",
"keywords": [
"!new",
"fontmap"
],
"licenses": [
{
"name": "CC-BY-SA-4.0",
"path": "https://spdx.org/licenses/CC-BY-SA-4.0.html"
}
],
"resources": [
{
"name": "assets",
"path": "assets.webp",
"mediatype": "image/webp",
"up": "+z",
"presupported": false
},
{
"name": "fontmap",
"path": "tiles_fontmap.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
},
{
"name": "tree",
"path": "object_tree.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
},
{
"name": "glass",
"path": "material_glass.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
},
{
"name": "lake",
"path": "material_lake.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
},
{
"name": "blocktronic",
"path": "space_blocktronic.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
},
{
"name": "fogtronic",
"path": "space_fogtronic.glb",
"mediatype": "model/gltf",
"up": "+y",
"presupported": false
}
],
"sensitive": false,
"contributors": [
{
"title": "xrfragments",
"path": "http://localhost:3214/creators/xrfragments",
"roles": [
"creator"
],
"caption": "",
"description": "XR Fragments is an open specification for hyperlinking & deeplinking 3D fileformats .\nTurn 3D files into linkable AR/VR websites .\n3D files with XR Fragments enable interoperable, networkable and interactions via so-called extras and promote URL standards .",
"links": [
{
"path": "https://xrfragment.org"
}
]
}
],
"collections": [
],
"links": [
]
}

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{
"$schema": "https://manyfold.app/profiles/0.0/datapackage.json",
"name": "xr-fragments-template-website",
"title": "Spatial website template",
"homepage": "http://xrfragment.org",
"image": "website.jpg",
"keywords": [
"!new",
"template"
],
"licenses": [
{
"name": "CC-BY-SA-4.0",
"path": "https://spdx.org/licenses/CC-BY-SA-4.0.html"
}
],
"resources": [
{
"name": "website",
"path": "website.jpg",
"mediatype": "image/jpeg",
"up": "+z",
"presupported": false
},
{
"name": "website",
"path": "website.glb",
"mediatype": "model/gltf",
"up": "+z",
"presupported": false
}
],
"sensitive": false,
"contributors": [
{
"title": "xrfragments",
"path": "http://localhost:3214/creators/xrfragments",
"roles": [
"creator"
],
"caption": "",
"description": "XR Fragments is an open specification for hyperlinking & deeplinking 3D fileformats .\nTurn 3D files into linkable AR/VR websites .\n3D files with XR Fragments enable interoperable, networkable and interactions via so-called extras and promote URL standards .",
"links": [
{
"path": "https://xrfragment.org"
}
]
}
],
"collections": [
],
"links": [
]
}

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-dce full
-cp src
xrfragment
-D shallow-expose
-js dist/xrfragment.js
--next
-dce full
-cp src
Test
-D shallow-expose
-m Test
-js test/generated/test.js
--next
-dce full
-cp src
xrfragment
-lua dist/xrfragment.lua
--next
-dce full
-cp src
xrfragment
-python dist/xrfragment.py
#--next
#-dce full
#-cp src
#xrfragment
#-cpp dist/xrfragment.cpp
#--next
#-dce full
#-cp src
#xrfragment
#-php dist/xrfragment.php
#
#--next
#-dce full
#-cp src
#xrfragment
#-java dist/xrfragment.java
--next
-dce full
-cp src
Test
-m Test
-python test/generated/test.py
#--next
#-dce full
#-cp src
#xrfragment
#-lib gdscript
#-D gdscript-output=dist/godot
#-D generate_godot_plugin
#--next
#
#-dce full
#-cp src
#
#
#--next
#
#-dce full
#-cp src
#
#xrfragment.Query
#-cppia dist/xrfragment.cppia
#
#--next
#
#-dce full
#-cp src
#
#xrfragment.Query
#-cs dist/xrfragment.csharp
#
#
#--next
#
#-dce full
#-cp src
#
#xrfragment.Query
#-java xrfragment.jdk

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/*
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* https://xrfragment.org
@ -6793,7 +6798,7 @@ AFRAME.registerSystem('xrf-hands',{
},
tick: function(){
if( !this.indexFinger ) return
if( !this.indexFinger || !xrf.interactive ) return
if( !this.el.sceneEl.renderer.xr.isPresenting || !this.indexFinger.length ) return
for( let i = 0; i < this.indexFinger.length; i++ ){
let indexFinger = this.indexFinger[i]

5
dist/xrfragment.js vendored
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/*
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* https://xrfragment.org

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/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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@ -1,5 +1,5 @@
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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@ -1,5 +1,5 @@
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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@ -1,5 +1,5 @@
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/

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/*
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* https://xrfragment.org

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/*
* v0.5.1 generated at Thu May 22 07:30:49 PM CEST 2025
* https://xrfragment.org
* SPDX-License-Identifier: AGPL-3.0-or-later
*/
/*
* v0.5.1 generated at Thu May 15 04:48:16 PM CEST 2025
* https://xrfragment.org

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<!DOCTYPE html>
<html>
<head>
<title>XR Macros</title>
<meta name="GENERATOR" content="github.com/mmarkdown/mmark Mmark Markdown Processor - mmark.miek.nl">
<meta charset="utf-8">
</head>
<body>
<!-- for annotated version see: https://raw.githubusercontent.com/ietf-tools/rfcxml-templates-and-schemas/main/draft-rfcxml-general-template-annotated-00.xml -->
<style type="text/css">
body{
font-family: monospace;
max-width: 1000px;
font-size: 15px;
padding: 0% 20%;
line-height: 30px;
color:#555;
background:#F0F0F3
}
h1 { margin-top:40px; }
pre{ line-height:18px; }
a,a:visited,a:active{ color: #70f; }
code{
border: 1px solid #AAA;
border-radius: 3px;
padding: 0px 5px 2px 5px;
}
pre{
line-height: 18px;
overflow: auto;
padding: 12px;
}
pre + code {
background:#DDD;
}
pre>code{
border:none;
border-radius:0px;
padding:0;
}
blockquote{
padding-left: 30px;
margin: 0;
border-left: 5px solid #CCC;
}
th {
border-bottom: 1px solid #000;
text-align: left;
padding-right:45px;
padding-left:7px;
background: #DDD;
}
td {
border-bottom: 1px solid #CCC;
font-size:13px;
}
</style>
<br>
<h1>XR Macros</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-XRMACROS-leonvankammen-00
</pre>
<h1 class="special" id="abstract">Abstract</h1>
<p>This draft offers a specification for embedding macros in existing 3D scenes/assets, to offer simple interactions and configure the renderer further.<br>
Together with URI Fragments, it allows for rich immersive experiences without the need of a complicated sandboxed scripting languages.</p>
<blockquote>
<p>Almost every idea in this document is demonstrated at <a href="https://xrfragment.org">https://xrfragment.org</a>, as this spec was created during the <a href="https://xrfragment.org">XR Fragments</a> spec.</p>
</blockquote>
<section data-matter="main">
<h1 id="introduction">Introduction</h1>
<p>How can we add more features to existing text &amp; 3D scenes, without introducing new dataformats?<br>
Historically, there&rsquo;s many attempts to create the ultimate markuplanguage or 3D fileformat.<br>
Their lowest common denominator is: (co)authoring using plain text.<br>
Therefore, XR Macros allows us to enrich/connect existing dataformats, by offering a polyglot notation based on existing notations:<br></p>
<ol>
<li>getting/setting common used 3D properties using querystring- or JSON-notation</li>
<li>targeting 3D properties using the lightweight query notation present in <a href="https://xrfragment.org">XR Fragments</a></li>
</ol>
<blockquote>
<p>NOTE: The chapters in this document are ordered from highlevel to lowlevel (technical) as much as possible</p>
</blockquote>
<h1 id="core-principle">Core principle</h1>
<ol>
<li>XR Macros use querystrings, but are HTML-agnostic (though pseudo-XR Fragment browsers <strong>can</strong> be implemented on top of HTML/Javascript).</li>
<li>An XR Macro is 3D metadata which starts with &lsquo;!&rsquo; (<code>!clickme: fog=0,10</code> e.g.)</li>
<li>Metadata-values can contain the <code>|</code> symbol to 🎲 roundrobin variable values (<code>!toggleme: fog=0,10|fog=0,1000</code> e.g.)</li>
<li>XR Macros acts as simple eventhandlers for URI Fragments: they are automatically published on the (<a href="https://xrfragment.org">XR Fragments</a>) hashbus, to act as events (so more serious scripting languages can react to them as well).</li>
<li>XR Macros can assign object metadata (<code>!setlocal: foo=1</code> writes <code>foo:1</code> metadata to the object containing the <code>!setlocal</code> metadata)</li>
<li>XR Macros can assign global metadata (<code>!setfoo: #foo=1</code> writes <code>foo:1</code> metadata to the root scene-node)</li>
</ol>
<blockquote>
<p>These very simple principles allow for rich interactions and dynamic querying</p>
</blockquote>
<h1 id="conventions-and-definitions">Conventions and Definitions</h1>
<p>See appendix below in case certain terms are not clear.</p>
<h1 id="list-of-xr-macros">List of XR Macros</h1>
<p>(XR) Macros can be embedded in 3D assets/scenes.<br>
Macros enrich existing spatial content with a lowcode, limited logic-layer, by recursive (economic) use of the querystring syntax (which search engines and <a href="https://xrfragment.org">XR Fragments</a> already uses.<br>
This is done by allowing string/integer variables, and the <code>|</code> symbol to roundrobin variable values.<br>
Macros also act as events, so more serious scripting languages can react to them as well.<br></p>
<table>
<thead>
<tr>
<th>key</th>
<th>type</th>
<th>example (JSON)</th>
<th>function</th>
<th>existing compatibility</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>@bg</code></td>
<td>string</td>
<td><code>&quot;@bg&quot;:&quot;#cube&quot;</code></td>
<td>bg: binds fog near/far based to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><code>@fog</code></td>
<td>string</td>
<td><code>&quot;@fog&quot;:&quot;#cube&quot;</code></td>
<td>fog: binds fog near/far based to cube x/y (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><code>@scroll</code></td>
<td>string</td>
<td><code>&quot;@scroll&quot;:&quot;#cube&quot;</code></td>
<td>texturescrolling: binds texture x/y/rot based to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><code>@emissive</code></td>
<td>string</td>
<td><code>&quot;@emissive&quot;:&quot;#cube&quot;</code></td>
<td>day/night/mood: binds material&rsquo;s emissive value to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
</tbody>
</table>
<h2 id="usecase-click-object">Usecase: click object</h2>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!clickme</td>
<td>bg=1,1,1&amp;foo=2</td>
<td>object clicked</td>
</tr>
</tbody>
</table>
<h2 id="usecase-conditional-click-object">Usecase: conditional click object</h2>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>#</td>
<td>foo=1</td>
<td>scene</td>
</tr>
<tr>
<td>!clickme</td>
<td>q=foo&gt;2&amp;bg=1,1,1</td>
<td>object clicked and foo &gt; 2</td>
</tr>
</tbody>
</table>
<blockquote>
<p>when a user clicks an object with the custom properties above, it should set the backgroundcolor to <code>1,1,1</code> when <code>foo</code> is greater than <code>2</code> (see previous example)</p>
</blockquote>
<h2 id="usecase-click-object-roundrobin">Usecase: click object (roundrobin)</h2>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!cycleme</td>
<td>day|noon|night</td>
<td>object clicked</td>
</tr>
<tr>
<td>day</td>
<td>bg=1,1,1</td>
<td>roundrobin</td>
</tr>
<tr>
<td>noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>roundrobin</td>
</tr>
<tr>
<td>night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>roundrobin</td>
</tr>
</tbody>
</table>
<blockquote>
<p>when a user clicks an object with the custom properties above, it should trigger either <code>day</code> <code>noon</code> or <code>night</code> in roundrobin fashion.</p>
</blockquote>
<h2 id="usecase-click-object-or-uri-fragment-and-scene-load-trigger">Usecase: click object or URI fragment, and scene load trigger</h2>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>#</td>
<td>random</td>
<td>scene loaded</td>
</tr>
<tr>
<td>#random</td>
<td>random</td>
<td>URL contains #random</td>
</tr>
<tr>
<td>!random</td>
<td>day|noon|night</td>
<td>#random, # or click</td>
</tr>
<tr>
<td>day</td>
<td>bg=1,1,1</td>
<td>roundrobin</td>
</tr>
<tr>
<td>noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>roundrobin</td>
</tr>
<tr>
<td>night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>roundrobin</td>
</tr>
</tbody>
</table>
<h2 id="usecase-present-context-menu-with-options">Usecase: present context menu with options</h2>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!random</td>
<td>!day</td>
<td>!noon</td>
</tr>
<tr>
<td>!day</td>
<td>bg=1,1,1</td>
<td>clicked in contextmenu</td>
</tr>
<tr>
<td>!noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>clicked in contextmenu</td>
</tr>
<tr>
<td>!night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>clicked in contextmenu</td>
</tr>
</tbody>
</table>
<blockquote>
<p>When interacting with an object with more than one <code>!</code>-macro, the XR Browser should offer a contextmenu to execute a macro.</p>
</blockquote>
<p>In a similar way, when <strong>any</strong> <code>!</code>-macro is present on the sceneroot, the XR Browser should offer a context-menu to execute those macro&rsquo;s.</p>
<h2 id="event-bubble-flow">Event Bubble-flow</h2>
<p>click object with (<code>!clickme</code>:<code>AR</code> or <code>!clickme</code>: <code>!reset</code> e.g.)</p>
<pre><code>
└── does current object contain this property-key (`AR` or `!reset` e.g.)?
└── no: is there any (root)object containing property `AR`
└── yes: evaluate its (roundrobin) XR macro-value(s) (and exit)
└── no: trigger URL: #AR
</code></pre>
<p>click object with (<code>!clickme</code>:<code>#AR|#VR</code> e.g.)</p>
<pre><code>
└── apply the roundrobin (rotate the options, value `#AR` becomes `#VR` upon next click)
└── is there any object with property-key (`#AR` e.g.)?
└── no: just update the URL to `#AR`
└── yes: apply its value to the scene, and update the URL to `#AR`
click object with (`!clickme`:`!foo|!bar|!flop` e.g.)
</code></pre>
<p>
<br>
└── apply the roundrobin (rotate the options, value <code>!foo</code> becomes <code>!bar</code> upon next click)
└── is there any object with property-key (<code>!foo</code> e.g.)?
└── no: do nothing
└── yes: apply its value to the scene
&ldquo;`</p>
<blockquote>
<p>Note that only macro&rsquo;s can trigger roundrobin values or contextmenu&rsquo;s, as well as roundrobin values never ending up in the toplevel URL.</p>
</blockquote>
<h1 id="security-considerations">Security Considerations</h1>
<h1 id="iana-considerations">IANA Considerations</h1>
<p>This document has no IANA actions.</p>
<h1 id="acknowledgments">Acknowledgments</h1>
<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>
</ul>
<h1 id="appendix-definitions">Appendix: Definitions</h1>
<table>
<thead>
<tr>
<th>definition</th>
<th>explanation</th>
</tr>
</thead>
<tbody>
<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>
<tr>
<td>XR fragments</td>
<td>URI Fragment with spatial hints like <code>#pos=0,0,0&amp;t=1,100</code> e.g.</td>
</tr>
<tr>
<td>query</td>
<td>an URI Fragment-operator which queries object(s) from a scene like <code>#q=cube</code></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><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>
</tbody>
</table>
</section>
</body>
</html>

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@ -1,251 +0,0 @@
%%%
Title = "XR Macros"
area = "Internet"
workgroup = "Internet Engineering Task Force"
[seriesInfo]
name = "XR-Macros"
value = "draft-XRMACROS-leonvankammen-00"
stream = "IETF"
status = "informational"
date = 2023-04-12T00:00:00Z
[[author]]
initials="L.R."
surname="van Kammen"
fullname="L.R. van Kammen"
%%%
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<br>
<h1>XR Macros</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-XRMACROS-leonvankammen-00
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.# Abstract
This draft offers a specification for embedding macros in existing 3D scenes/assets, to offer simple interactions and configure the renderer further.<br>
Together with URI Fragments, it allows for rich immersive experiences without the need of a complicated sandboxed scripting languages.
> Almost every idea in this document is demonstrated at [https://xrfragment.org](https://xrfragment.org), as this spec was created during the [XR Fragments](https://xrfragment.org) spec.
{mainmatter}
# Introduction
How can we add more features to existing text & 3D scenes, without introducing new dataformats?<br>
Historically, there's many attempts to create the ultimate markuplanguage or 3D fileformat.<br>
Their lowest common denominator is: (co)authoring using plain text.<br>
Therefore, XR Macros allows us to enrich/connect existing dataformats, by offering a polyglot notation based on existing notations:<br>
1. getting/setting common used 3D properties using querystring- or JSON-notation
1. targeting 3D properties using the lightweight query notation present in [XR Fragments](https://xrfragment.org)
> NOTE: The chapters in this document are ordered from highlevel to lowlevel (technical) as much as possible
# Core principle
1. XR Macros use querystrings, but are HTML-agnostic (though pseudo-XR Fragment browsers **can** be implemented on top of HTML/Javascript).
1. An XR Macro is 3D metadata which starts with '!' (`!clickme: fog=0,10` e.g.)
1. Metadata-values can contain the `|` symbol to 🎲 roundrobin variable values (`!toggleme: fog=0,10|fog=0,1000` e.g.)
1. XR Macros acts as simple eventhandlers for URI Fragments: they are automatically published on the ([XR Fragments](https://xrfragment.org)) hashbus, to act as events (so more serious scripting languages can react to them as well).
1. XR Macros can assign object metadata (`!setlocal: foo=1` writes `foo:1` metadata to the object containing the `!setlocal` metadata)
1. XR Macros can assign global metadata (`!setfoo: #foo=1` writes `foo:1` metadata to the root scene-node)
> These very simple principles allow for rich interactions and dynamic querying
# Conventions and Definitions
See appendix below in case certain terms are not clear.
# List of XR Macros
(XR) Macros can be embedded in 3D assets/scenes.<br>
Macros enrich existing spatial content with a lowcode, limited logic-layer, by recursive (economic) use of the querystring syntax (which search engines and [XR Fragments](https://xrfragment.org) already uses.<br>
This is done by allowing string/integer variables, and the `|` symbol to roundrobin variable values.<br>
Macros also act as events, so more serious scripting languages can react to them as well.<br>
| key | type | example (JSON) | function | existing compatibility |
|--------------|----------|------------------------|---------------------|----------------------------------------|
| `@bg` | string | `"@bg":"#cube"` | bg: binds fog near/far based to cube x/y/z (anim) values | custom property in 3D fileformats |
| `@fog` | string | `"@fog":"#cube"` | fog: binds fog near/far based to cube x/y (anim) values | custom property in 3D fileformats |
| `@scroll` | string | `"@scroll":"#cube"` | texturescrolling: binds texture x/y/rot based to cube x/y/z (anim) values | custom property in 3D fileformats |
| `@emissive` | string | `"@emissive":"#cube"` | day/night/mood: binds material's emissive value to cube x/y/z (anim) values | custom property in 3D fileformats |
## Usecase: click object
| custom property | value | trigger when |
|-----------------|--------------------------|------------------------|
| !clickme | bg=1,1,1&foo=2 | object clicked |
## Usecase: conditional click object
| custom property | value | trigger when |
|-----------------|--------------------------|-----------------------------|
| # | foo=1 | scene |
| !clickme | q=foo>2&bg=1,1,1 | object clicked and foo > 2 |
> when a user clicks an object with the custom properties above, it should set the backgroundcolor to `1,1,1` when `foo` is greater than `2` (see previous example)
## Usecase: click object (roundrobin)
| custom property | value | trigger when |
|-----------------|--------------------------|------------------------|
| !cycleme | day&#124;noon&#124;night | object clicked |
| day | bg=1,1,1 | roundrobin |
| noon | bg=0.5,0.5,0.5 | roundrobin |
| night | bg=0,0,0&foo=2 | roundrobin |
> when a user clicks an object with the custom properties above, it should trigger either `day` `noon` or `night` in roundrobin fashion.
## Usecase: click object or URI fragment, and scene load trigger
| custom property | value | trigger when |
|-----------------|--------------------------|------------------------|
| # | random | scene loaded |
| #random | random | URL contains #random |
| !random | day&#124;noon&#124;night | #random, # or click |
| day | bg=1,1,1 | roundrobin |
| noon | bg=0.5,0.5,0.5 | roundrobin |
| night | bg=0,0,0&foo=2 | roundrobin |
## Usecase: present context menu with options
| custom property | value | trigger when |
|-----------------|--------------------------|------------------------|
| !random | !day|!noon|!night | clicked in contextmenu |
| !day | bg=1,1,1 | clicked in contextmenu |
| !noon | bg=0.5,0.5,0.5 | clicked in contextmenu |
| !night | bg=0,0,0&foo=2 | clicked in contextmenu |
> When interacting with an object with more than one `!`-macro, the XR Browser should offer a contextmenu to execute a macro.
In a similar way, when **any** `!`-macro is present on the sceneroot, the XR Browser should offer a context-menu to execute those macro's.
## Event Bubble-flow
click object with (`!clickme`:`AR` or `!clickme`: `!reset` e.g.)
```
└── does current object contain this property-key (`AR` or `!reset` e.g.)?
└── no: is there any (root)object containing property `AR`
└── yes: evaluate its (roundrobin) XR macro-value(s) (and exit)
└── no: trigger URL: #AR
```
click object with (`!clickme`:`#AR|#VR` e.g.)
```
└── apply the roundrobin (rotate the options, value `#AR` becomes `#VR` upon next click)
└── is there any object with property-key (`#AR` e.g.)?
└── no: just update the URL to `#AR`
└── yes: apply its value to the scene, and update the URL to `#AR`
click object with (`!clickme`:`!foo|!bar|!flop` e.g.)
```
└── apply the roundrobin (rotate the options, value `!foo` becomes `!bar` upon next click)
└── is there any object with property-key (`!foo` e.g.)?
└── no: do nothing
└── yes: apply its value to the scene
```
> Note that only macro's can trigger roundrobin values or contextmenu's, as well as roundrobin values never ending up in the toplevel URL.
# Security Considerations
# IANA Considerations
This document has no IANA actions.
# Acknowledgments
* [NLNET](https://nlnet.nl)
* [Future of Text](https://futureoftext.org)
* [visual-meta.info](https://visual-meta.info)
# Appendix: Definitions
|definition | explanation |
|----------------------|-------------------------------------------------------------------------------------------------------------------------------|
|scene | a (local/remote) 3D scene or 3D file (index.gltf e.g.) |
|3D object | an object inside a scene characterized by vertex-, face- and customproperty data. |
|XR fragments | URI Fragment with spatial hints like `#pos=0,0,0&t=1,100` e.g. |
|query | an URI Fragment-operator which queries object(s) from a scene like `#q=cube` |
|FPS | frames per second in spatial experiences (games,VR,AR e.g.), should be as high as possible |
|`◻` | ascii representation of an 3D object/mesh |
|(un)obtrusive | obtrusive: wrapping human text/thought in XML/HTML/JSON obfuscates human text into a salad of machine-symbols and words |

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@ -1,392 +0,0 @@
Internet Engineering Task Force L.R. van Kammen
Internet-Draft 27 September 2024
Intended status: Informational
XR Macros
draft-XRMACROS-leonvankammen-00
Abstract
This draft offers a specification for embedding macros in existing 3D
scenes/assets, to offer simple interactions and configure the
renderer further.
Together with URI Fragments, it allows for rich immersive experiences
without the need of a complicated sandboxed scripting languages.
Almost every idea in this document is demonstrated at
https://xrfragment.org (https://xrfragment.org), as this spec was
created during the XR Fragments (https://xrfragment.org) spec.
Status of This Memo
This Internet-Draft is submitted in full conformance with the
provisions of BCP 78 and BCP 79.
Internet-Drafts are working documents of the Internet Engineering
Task Force (IETF). Note that other groups may also distribute
working documents as Internet-Drafts. The list of current Internet-
Drafts is at https://datatracker.ietf.org/drafts/current/.
Internet-Drafts are draft documents valid for a maximum of six months
and may be updated, replaced, or obsoleted by other documents at any
time. It is inappropriate to use Internet-Drafts as reference
material or to cite them other than as "work in progress."
This Internet-Draft will expire on 31 March 2025.
Copyright Notice
Copyright (c) 2024 IETF Trust and the persons identified as the
document authors. All rights reserved.
This document is subject to BCP 78 and the IETF Trust's Legal
Provisions Relating to IETF Documents (https://trustee.ietf.org/
license-info) in effect on the date of publication of this document.
Please review these documents carefully, as they describe your rights
and restrictions with respect to this document. Code Components
van Kammen Expires 31 March 2025 [Page 1]
Internet-Draft XR Macros September 2024
extracted from this document must include Revised BSD License text as
described in Section 4.e of the Trust Legal Provisions and are
provided without warranty as described in the Revised BSD License.
Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . 2
2. Core principle . . . . . . . . . . . . . . . . . . . . . . . 2
3. Conventions and Definitions . . . . . . . . . . . . . . . . . 3
4. List of XR Macros . . . . . . . . . . . . . . . . . . . . . . 3
4.1. Usecase: click object . . . . . . . . . . . . . . . . . . 4
4.2. Usecase: conditional click object . . . . . . . . . . . . 4
4.3. Usecase: click object (roundrobin) . . . . . . . . . . . 5
4.4. Usecase: click object or URI fragment, and scene load
trigger . . . . . . . . . . . . . . . . . . . . . . . . . 5
4.5. Usecase: present context menu with options . . . . . . . 6
4.6. Event Bubble-flow . . . . . . . . . . . . . . . . . . . . 6
5. Security Considerations . . . . . . . . . . . . . . . . . . . 7
6. IANA Considerations . . . . . . . . . . . . . . . . . . . . . 7
7. Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . 7
8. Appendix: Definitions . . . . . . . . . . . . . . . . . . . . 7
1. Introduction
How can we add more features to existing text & 3D scenes, without
introducing new dataformats?
Historically, there's many attempts to create the ultimate
markuplanguage or 3D fileformat.
Their lowest common denominator is: (co)authoring using plain text.
Therefore, XR Macros allows us to enrich/connect existing
dataformats, by offering a polyglot notation based on existing
notations:
1. getting/setting common used 3D properties using querystring- or
JSON-notation
2. targeting 3D properties using the lightweight query notation
present in XR Fragments (https://xrfragment.org)
| NOTE: The chapters in this document are ordered from highlevel to
| lowlevel (technical) as much as possible
2. Core principle
1. XR Macros use querystrings, but are HTML-agnostic (though pseudo-
XR Fragment browsers *can* be implemented on top of HTML/
Javascript).
2. An XR Macro is 3D metadata which starts with '!' (!clickme:
fog=0,10 e.g.)
van Kammen Expires 31 March 2025 [Page 2]
Internet-Draft XR Macros September 2024
3. Metadata-values can contain the | symbol to 🎲 roundrobin variable
values (!toggleme: fog=0,10|fog=0,1000 e.g.)
4. XR Macros acts as simple eventhandlers for URI Fragments: they
are automatically published on the (XR Fragments
(https://xrfragment.org)) hashbus, to act as events (so more
serious scripting languages can react to them as well).
5. XR Macros can assign object metadata (!setlocal: foo=1 writes
foo:1 metadata to the object containing the !setlocal metadata)
6. XR Macros can assign global metadata (!setfoo: #foo=1 writes
foo:1 metadata to the root scene-node)
| These very simple principles allow for rich interactions and
| dynamic querying
3. Conventions and Definitions
See appendix below in case certain terms are not clear.
4. List of XR Macros
(XR) Macros can be embedded in 3D assets/scenes.
Macros enrich existing spatial content with a lowcode, limited logic-
layer, by recursive (economic) use of the querystring syntax (which
search engines and XR Fragments (https://xrfragment.org) already
uses.
This is done by allowing string/integer variables, and the | symbol
to roundrobin variable values.
Macros also act as events, so more serious scripting languages can
react to them as well.
van Kammen Expires 31 March 2025 [Page 3]
Internet-Draft XR Macros September 2024
+=========+======+===================+=================+=============+
|key |type |example (JSON) |function |existing |
| | | | |compatibility|
+=========+======+===================+=================+=============+
|@bg |string|"@bg":"#cube" |bg: binds fog |custom |
| | | |near/far based to|property in |
| | | |cube x/y/z (anim)|3D |
| | | |values |fileformats |
+---------+------+-------------------+-----------------+-------------+
|@fog |string|"@fog":"#cube" |fog: binds fog |custom |
| | | |near/far based to|property in |
| | | |cube x/y (anim) |3D |
| | | |values |fileformats |
+---------+------+-------------------+-----------------+-------------+
|@scroll |string|"@scroll":"#cube" |texturescrolling:|custom |
| | | |binds texture |property in |
| | | |x/y/rot based to |3D |
| | | |cube x/y/z (anim)|fileformats |
| | | |values | |
+---------+------+-------------------+-----------------+-------------+
|@emissive|string|"@emissive":"#cube"|day/night/mood: |custom |
| | | |binds material's |property in |
| | | |emissive value to|3D |
| | | |cube x/y/z (anim)|fileformats |
| | | |values | |
+---------+------+-------------------+-----------------+-------------+
Table 1
4.1. Usecase: click object
+=================+================+================+
| custom property | value | trigger when |
+=================+================+================+
| !clickme | bg=1,1,1&foo=2 | object clicked |
+-----------------+----------------+----------------+
Table 2
4.2. Usecase: conditional click object
+=================+==================+============================+
| custom property | value | trigger when |
+=================+==================+============================+
| # | foo=1 | scene |
+-----------------+------------------+----------------------------+
| !clickme | q=foo>2&bg=1,1,1 | object clicked and foo > 2 |
+-----------------+------------------+----------------------------+
van Kammen Expires 31 March 2025 [Page 4]
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Table 3
| when a user clicks an object with the custom properties above, it
| should set the backgroundcolor to 1,1,1 when foo is greater than 2
| (see previous example)
4.3. Usecase: click object (roundrobin)
+=================+================+================+
| custom property | value | trigger when |
+=================+================+================+
| !cycleme | day|noon|night | object clicked |
+-----------------+----------------+----------------+
| day | bg=1,1,1 | roundrobin |
+-----------------+----------------+----------------+
| noon | bg=0.5,0.5,0.5 | roundrobin |
+-----------------+----------------+----------------+
| night | bg=0,0,0&foo=2 | roundrobin |
+-----------------+----------------+----------------+
Table 4
| when a user clicks an object with the custom properties above, it
| should trigger either day noon or night in roundrobin fashion.
4.4. Usecase: click object or URI fragment, and scene load trigger
+=================+================+======================+
| custom property | value | trigger when |
+=================+================+======================+
| # | random | scene loaded |
+-----------------+----------------+----------------------+
| #random | random | URL contains #random |
+-----------------+----------------+----------------------+
| !random | day|noon|night | #random, # or click |
+-----------------+----------------+----------------------+
| day | bg=1,1,1 | roundrobin |
+-----------------+----------------+----------------------+
| noon | bg=0.5,0.5,0.5 | roundrobin |
+-----------------+----------------+----------------------+
| night | bg=0,0,0&foo=2 | roundrobin |
+-----------------+----------------+----------------------+
Table 5
van Kammen Expires 31 March 2025 [Page 5]
Internet-Draft XR Macros September 2024
4.5. Usecase: present context menu with options
+=================+================+========================+
| custom property | value | trigger when |
+=================+================+========================+
| !random | !day | !noon |
+-----------------+----------------+------------------------+
| !day | bg=1,1,1 | clicked in contextmenu |
+-----------------+----------------+------------------------+
| !noon | bg=0.5,0.5,0.5 | clicked in contextmenu |
+-----------------+----------------+------------------------+
| !night | bg=0,0,0&foo=2 | clicked in contextmenu |
+-----------------+----------------+------------------------+
Table 6
| When interacting with an object with more than one !-macro, the XR
| Browser should offer a contextmenu to execute a macro.
In a similar way, when *any* !-macro is present on the sceneroot, the
XR Browser should offer a context-menu to execute those macro's.
4.6. Event Bubble-flow
click object with (!clickme:AR or !clickme: !reset e.g.)
└── does current object contain this property-key (`AR` or `!reset` e.g.)?
└── no: is there any (root)object containing property `AR`
└── yes: evaluate its (roundrobin) XR macro-value(s) (and exit)
└── no: trigger URL: #AR
click object with (!clickme:#AR|#VR e.g.)
└── apply the roundrobin (rotate the options, value `#AR` becomes `#VR` upon next click)
└── is there any object with property-key (`#AR` e.g.)?
└── no: just update the URL to `#AR`
└── yes: apply its value to the scene, and update the URL to `#AR`
click object with (`!clickme`:`!foo|!bar|!flop` e.g.)
◻ │
└── apply the roundrobin (rotate the options, value !foo becomes !bar
upon next click) └── is there any object with property-key (!foo
e.g.)? └── no: do nothing └── yes: apply its value to the scene ```
van Kammen Expires 31 March 2025 [Page 6]
Internet-Draft XR Macros September 2024
| Note that only macro's can trigger roundrobin values or
| contextmenu's, as well as roundrobin values never ending up in the
| toplevel URL.
5. Security Considerations
6. IANA Considerations
This document has no IANA actions.
7. Acknowledgments
* NLNET (https://nlnet.nl)
* Future of Text (https://futureoftext.org)
* visual-meta.info (https://visual-meta.info)
8. Appendix: Definitions
+===============+===================================================+
| definition | explanation |
+===============+===================================================+
| scene | a (local/remote) 3D scene or 3D file |
| | (index.gltf e.g.) |
+---------------+---------------------------------------------------+
| 3D object | an object inside a scene characterized by |
| | vertex-, face- and customproperty data. |
+---------------+---------------------------------------------------+
| XR fragments | URI Fragment with spatial hints like |
| | #pos=0,0,0&t=1,100 e.g. |
+---------------+---------------------------------------------------+
| query | an URI Fragment-operator which queries |
| | object(s) from a scene like #q=cube |
+---------------+---------------------------------------------------+
| FPS | frames per second in spatial experiences |
| | (games,VR,AR e.g.), should be as high as |
| | possible |
+---------------+---------------------------------------------------+
| ◻ | ascii representation of an 3D object/mesh |
+---------------+---------------------------------------------------+
| (un)obtrusive | obtrusive: wrapping human text/thought in |
| | XML/HTML/JSON obfuscates human text into |
| | a salad of machine-symbols and words |
+---------------+---------------------------------------------------+
Table 7
van Kammen Expires 31 March 2025 [Page 7]

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@ -1,381 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- name="GENERATOR" content="github.com/mmarkdown/mmark Mmark Markdown Processor - mmark.miek.nl" -->
<rfc version="3" ipr="trust200902" docName="draft-XRMACROS-leonvankammen-00" submissionType="IETF" category="info" xml:lang="en" xmlns:xi="http://www.w3.org/2001/XInclude" indexInclude="true" consensus="true">
<front>
<title>XR Macros</title><seriesInfo value="draft-XRMACROS-leonvankammen-00" stream="IETF" status="informational" name="XR-Macros"></seriesInfo>
<author initials="L.R." surname="van Kammen" fullname="L.R. van Kammen"><organization></organization><address><postal><street></street>
</postal></address></author><date/>
<area>Internet</area>
<workgroup>Internet Engineering Task Force</workgroup>
<abstract>
<t>This draft offers a specification for embedding macros in existing 3D scenes/assets, to offer simple interactions and configure the renderer further.<br />
Together with URI Fragments, it allows for rich immersive experiences without the need of a complicated sandboxed scripting languages.</t>
<t>Almost every idea in this document is demonstrated at <eref target="https://xrfragment.org">https://xrfragment.org</eref>, as this spec was created during the <eref target="https://xrfragment.org">XR Fragments</eref> spec.</t>
</abstract>
</front>
<middle>
<section anchor="introduction"><name>Introduction</name>
<t>How can we add more features to existing text &amp; 3D scenes, without introducing new dataformats?<br />
Historically, there's many attempts to create the ultimate markuplanguage or 3D fileformat.<br />
Their lowest common denominator is: (co)authoring using plain text.<br />
Therefore, XR Macros allows us to enrich/connect existing dataformats, by offering a polyglot notation based on existing notations:<br />
</t>
<ol spacing="compact">
<li>getting/setting common used 3D properties using querystring- or JSON-notation</li>
<li>targeting 3D properties using the lightweight query notation present in <eref target="https://xrfragment.org">XR Fragments</eref></li>
</ol>
<blockquote><t>NOTE: The chapters in this document are ordered from highlevel to lowlevel (technical) as much as possible</t>
</blockquote></section>
<section anchor="core-principle"><name>Core principle</name>
<ol spacing="compact">
<li>XR Macros use querystrings, but are HTML-agnostic (though pseudo-XR Fragment browsers <strong>can</strong> be implemented on top of HTML/Javascript).</li>
<li>An XR Macro is 3D metadata which starts with '!' (<tt>!clickme: fog=0,10</tt> e.g.)</li>
<li>Metadata-values can contain the <tt>|</tt> symbol to 🎲 roundrobin variable values (<tt>!toggleme: fog=0,10|fog=0,1000</tt> e.g.)</li>
<li>XR Macros acts as simple eventhandlers for URI Fragments: they are automatically published on the (<eref target="https://xrfragment.org">XR Fragments</eref>) hashbus, to act as events (so more serious scripting languages can react to them as well).</li>
<li>XR Macros can assign object metadata (<tt>!setlocal: foo=1</tt> writes <tt>foo:1</tt> metadata to the object containing the <tt>!setlocal</tt> metadata)</li>
<li>XR Macros can assign global metadata (<tt>!setfoo: #foo=1</tt> writes <tt>foo:1</tt> metadata to the root scene-node)</li>
</ol>
<blockquote><t>These very simple principles allow for rich interactions and dynamic querying</t>
</blockquote></section>
<section anchor="conventions-and-definitions"><name>Conventions and Definitions</name>
<t>See appendix below in case certain terms are not clear.</t>
</section>
<section anchor="list-of-xr-macros"><name>List of XR Macros</name>
<t>(XR) Macros can be embedded in 3D assets/scenes.<br />
Macros enrich existing spatial content with a lowcode, limited logic-layer, by recursive (economic) use of the querystring syntax (which search engines and <eref target="https://xrfragment.org">XR Fragments</eref> already uses.<br />
This is done by allowing string/integer variables, and the <tt>|</tt> symbol to roundrobin variable values.<br />
Macros also act as events, so more serious scripting languages can react to them as well.<br />
</t>
<table>
<thead>
<tr>
<th>key</th>
<th>type</th>
<th>example (JSON)</th>
<th>function</th>
<th>existing compatibility</th>
</tr>
</thead>
<tbody>
<tr>
<td><tt>@bg</tt></td>
<td>string</td>
<td><tt>&quot;@bg&quot;:&quot;#cube&quot;</tt></td>
<td>bg: binds fog near/far based to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><tt>@fog</tt></td>
<td>string</td>
<td><tt>&quot;@fog&quot;:&quot;#cube&quot;</tt></td>
<td>fog: binds fog near/far based to cube x/y (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><tt>@scroll</tt></td>
<td>string</td>
<td><tt>&quot;@scroll&quot;:&quot;#cube&quot;</tt></td>
<td>texturescrolling: binds texture x/y/rot based to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
<tr>
<td><tt>@emissive</tt></td>
<td>string</td>
<td><tt>&quot;@emissive&quot;:&quot;#cube&quot;</tt></td>
<td>day/night/mood: binds material's emissive value to cube x/y/z (anim) values</td>
<td>custom property in 3D fileformats</td>
</tr>
</tbody>
</table>
<section anchor="usecase-click-object"><name>Usecase: click object</name>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!clickme</td>
<td>bg=1,1,1&amp;foo=2</td>
<td>object clicked</td>
</tr>
</tbody>
</table></section>
<section anchor="usecase-conditional-click-object"><name>Usecase: conditional click object</name>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>#</td>
<td>foo=1</td>
<td>scene</td>
</tr>
<tr>
<td>!clickme</td>
<td>q=foo&gt;2&amp;bg=1,1,1</td>
<td>object clicked and foo &gt; 2</td>
</tr>
</tbody>
</table><blockquote><t>when a user clicks an object with the custom properties above, it should set the backgroundcolor to <tt>1,1,1</tt> when <tt>foo</tt> is greater than <tt>2</tt> (see previous example)</t>
</blockquote></section>
<section anchor="usecase-click-object-roundrobin"><name>Usecase: click object (roundrobin)</name>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!cycleme</td>
<td>day|noon|night</td>
<td>object clicked</td>
</tr>
<tr>
<td>day</td>
<td>bg=1,1,1</td>
<td>roundrobin</td>
</tr>
<tr>
<td>noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>roundrobin</td>
</tr>
<tr>
<td>night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>roundrobin</td>
</tr>
</tbody>
</table><blockquote><t>when a user clicks an object with the custom properties above, it should trigger either <tt>day</tt> <tt>noon</tt> or <tt>night</tt> in roundrobin fashion.</t>
</blockquote></section>
<section anchor="usecase-click-object-or-uri-fragment-and-scene-load-trigger"><name>Usecase: click object or URI fragment, and scene load trigger</name>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>#</td>
<td>random</td>
<td>scene loaded</td>
</tr>
<tr>
<td>#random</td>
<td>random</td>
<td>URL contains #random</td>
</tr>
<tr>
<td>!random</td>
<td>day|noon|night</td>
<td>#random, # or click</td>
</tr>
<tr>
<td>day</td>
<td>bg=1,1,1</td>
<td>roundrobin</td>
</tr>
<tr>
<td>noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>roundrobin</td>
</tr>
<tr>
<td>night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>roundrobin</td>
</tr>
</tbody>
</table></section>
<section anchor="usecase-present-context-menu-with-options"><name>Usecase: present context menu with options</name>
<table>
<thead>
<tr>
<th>custom property</th>
<th>value</th>
<th>trigger when</th>
</tr>
</thead>
<tbody>
<tr>
<td>!random</td>
<td>!day</td>
<td>!noon</td>
</tr>
<tr>
<td>!day</td>
<td>bg=1,1,1</td>
<td>clicked in contextmenu</td>
</tr>
<tr>
<td>!noon</td>
<td>bg=0.5,0.5,0.5</td>
<td>clicked in contextmenu</td>
</tr>
<tr>
<td>!night</td>
<td>bg=0,0,0&amp;foo=2</td>
<td>clicked in contextmenu</td>
</tr>
</tbody>
</table><blockquote><t>When interacting with an object with more than one <tt>!</tt>-macro, the XR Browser should offer a contextmenu to execute a macro.</t>
</blockquote><t>In a similar way, when <strong>any</strong> <tt>!</tt>-macro is present on the sceneroot, the XR Browser should offer a context-menu to execute those macro's.</t>
</section>
<section anchor="event-bubble-flow"><name>Event Bubble-flow</name>
<t>click object with (<tt>!clickme</tt>:<tt>AR</tt> or <tt>!clickme</tt>: <tt>!reset</tt> e.g.)</t>
<artwork><![CDATA[ ◻
└── does current object contain this property-key (`AR` or `!reset` e.g.)?
└── no: is there any (root)object containing property `AR`
└── yes: evaluate its (roundrobin) XR macro-value(s) (and exit)
└── no: trigger URL: #AR
]]>
</artwork>
<t>click object with (<tt>!clickme</tt>:<tt>#AR|#VR</tt> e.g.)</t>
<artwork><![CDATA[ ◻
└── apply the roundrobin (rotate the options, value `#AR` becomes `#VR` upon next click)
└── is there any object with property-key (`#AR` e.g.)?
└── no: just update the URL to `#AR`
└── yes: apply its value to the scene, and update the URL to `#AR`
click object with (`!clickme`:`!foo|!bar|!flop` e.g.)
]]>
</artwork>
<t>
<br />
└── apply the roundrobin (rotate the options, value <tt>!foo</tt> becomes <tt>!bar</tt> upon next click)
└── is there any object with property-key (<tt>!foo</tt> e.g.)?
└── no: do nothing
└── yes: apply its value to the scene
```</t>
<blockquote><t>Note that only macro's can trigger roundrobin values or contextmenu's, as well as roundrobin values never ending up in the toplevel URL.</t>
</blockquote></section>
</section>
<section anchor="security-considerations"><name>Security Considerations</name>
</section>
<section anchor="iana-considerations"><name>IANA Considerations</name>
<t>This document has no IANA actions.</t>
</section>
<section anchor="acknowledgments"><name>Acknowledgments</name>
<ul spacing="compact">
<li><eref target="https://nlnet.nl">NLNET</eref></li>
<li><eref target="https://futureoftext.org">Future of Text</eref></li>
<li><eref target="https://visual-meta.info">visual-meta.info</eref></li>
</ul>
</section>
<section anchor="appendix-definitions"><name>Appendix: Definitions</name>
<table>
<thead>
<tr>
<th>definition</th>
<th>explanation</th>
</tr>
</thead>
<tbody>
<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>
<tr>
<td>XR fragments</td>
<td>URI Fragment with spatial hints like <tt>#pos=0,0,0&amp;t=1,100</tt> e.g.</td>
</tr>
<tr>
<td>query</td>
<td>an URI Fragment-operator which queries object(s) from a scene like <tt>#q=cube</tt></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><tt></tt></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>
</tbody>
</table></section>
</middle>
</rfc>

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{ pkgs ? import <nixpkgs> {} }:
{ pkgs ? import <nixos-unstable> {} } :
{
pkgs.mkShell {
pkgs = import (builtins.fetchGit {
name = "nixos-23.05";
url = "https://github.com/nixos/nixpkgs/";
ref = "refs/heads/nixos-unstable";
rev = "ef99fa5c5ed624460217c31ac4271cfb5cb2502c";
});
foo = pkgs.mkShell {
# nativeBuildInputs is usually what you want -- tools you need to run
nativeBuildInputs = with pkgs.buildPackages; [
mmark
xml2rfc
python312Packages.lxml
wkhtmltopdf-bin
imagemagick
];
};
# to create [markdown] table of contents use LLM with this input: awk '/id="/ { print $0 }' RFC_XR_Fragments.html | grep -v idx
}

1
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/home/leon/.ctags.js

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<!DOCTYPE html>
<html lang="en">
<head>
<title>XR Fragments aframe exporter</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<!-- AFRAME v1.5.0 + extra THREE.js extra loaders -->
<script src="./../../../dist/aframe.min.js"></script>
<script src="./../../../dist/xrfragment.aframe.js"></script>
<!-- environment component -->
<script src="https://unpkg.com/aframe-environment-component@1.3.3/dist/aframe-environment-component.min.js"></script>
<!-- important: allow touchevents in AR -->
<style type="text/css"> canvas.a-dom-overlay:not(.a-no-style) { padding: 0; pointer-events: auto; }</style>
</head>
<body>
<a-scene xr-mode-ui="XRMode: xr"
renderer="colorManagement: true"
device-orientation-permission-ui
light="defaultLightsEnabled: true"
xrf>
<a-entity xrf="#pos=place1" environment>
<a-entity id="place1">
<a-plane position="0 0.01 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
<a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-box position="0 1.2 -2" depth="0.1" width="1.2" height="0.6" color="#222222" href="#pos=place2" billboard>
<a-text value="click me" position="-0.4 0.02 0.1"></a-text>
</a-box>
</a-entity>
<a-entity id="place2" position="0 0 3">
<a-plane position="0 0.01 0" rotation="-90 0 0" width="4" height="4" color="#FF00FF"></a-plane>
</a-entity>
</a-entity>
<a-entity id="player" movement-controls touch-controls wasd-controls="fly:false" look-controls="magicWindowTrackingEnabled:true">
<a-entity camera="fov:90" position="0 1.6 0" id="camera"></a-entity>
<a-entity id="left-hand" hand-tracking-grab-controls="hand:left;modelColor:#cccccc" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor">
<a-entity rotation="-35 0 0" position="0 0.1 0" id="navigator">
<a-entity id="back" xrf-button="label: <; width:0.05; action: history.back()" position="-0.025 0 0" class="ray"></a-entity>
<a-entity id="next" xrf-button="label: >; width:0.05; action: history.forward()" position=" 0.025 0 0" class="ray"></a-entity>
</a-entity>
</a-entity>
<a-entity id="right-hand" hand-tracking-grab-controls="hand:right;modelColor:#cccccc" laser-controls="hand: right" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor" xrf-pinchmove="rig: #player"></a-entity>
</a-entity>
</a-scene>
<div class="menu">
<b>WARNING:</b> this AFRAME-to-Model exporter is very incomplete<br><br>
<button onclick="exportModel()">export to 3D model</button>
</div>
<style type="text/css">
.menu { position:fixed; width: 300px; height: 90px; background: #000; display: block; top: 0px; left: 0px; padding: 20px; color: #CCC; font-family: Arial; }
</style>
<!-- billboarding component -->
<script>
AFRAME.registerComponent('billboard', {
schema: {
target: {type: 'string', default: 'camera'}
},
init: function () { },
update: function () { },
tick: function () {
const targetEl = document.getElementById(this.data.target).object3D;
const el = this.el.object3D;
const vec = new THREE.Vector3();
targetEl.getWorldDirection(vec);
vec.y = 0;
vec.add(el.position)
el.lookAt(vec);
}
});
function exportModel(){
function download(dataurl, filename) {
var a = document.createElement("a");
a.href = URL.createObjectURL( new Blob([dataurl]) );
a.setAttribute("download", filename);
a.click();
return false;
}
// setup exporters
let defaultExporter = THREE.GLTFExporter
xrf.loaders['gltf'].exporter = defaultExporter
xrf.loaders['glb'].exporter = defaultExporter
const exporter = new THREE.GLTFExporter()
exporter.parse(
xrf.model.scene,
function ( glb ) { download(glb, `index.glb`) }, // ready
function ( error ) { console.error(error) }, // error
{
binary:true,
onlyVisible: false,
animations: xrf.model.animations,
includeCustomExtensions: true,
trs:true
}
);
}
</script>
</body>
</html>

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../../assets/other.glb

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../../assets

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../../../dist

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./../../assets/index.glb

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<!DOCTYPE html>
<html lang="en">
<head>
<title>XR Fragments aframe viewer</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<!-- AFRAME v1.5.0 + extra THREE.js extra loaders -->
<script src="./../../../dist/aframe.min.js"></script>
<script src="./../../../dist/xrfragment.aframe.js"></script>
<!-- important: allow touchevents in AR -->
<style type="text/css">
canvas.a-dom-overlay:not(.a-no-style) { padding: 0; pointer-events: auto; }
</style>
</head>
<body>
<a-scene xr-mode-ui="XRMode: xr"
renderer="colorManagement: false; stencil: true; antialias:true; highRefreshRate:true; foveationLevel: 0.5; toneMapping: ACESFilmic; exposure: 3.0"
device-orientation-permission-ui xrf-gaze-always joystick
light="defaultLightsEnabled: false">
<a-entity id="player" movement-controls touch-controls="axis:y" wasd-controls="fly:true" look-controls="magicWindowTrackingEnabled:true">
<a-entity camera="fov:90" position="0 1.6 0" id="camera"></a-entity>
<a-entity id="left-hand" hand-tracking-grab-controls="hand:left;modelColor:#cccccc" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor">
<a-entity rotation="-35 0 0" position="0 0.1 0" id="navigator">
<a-entity id="back" xrf-button="label: <; width:0.05; action: history.back()" position="-0.025 0 0" class="ray"></a-entity>
<a-entity id="next" xrf-button="label: >; width:0.05; action: history.forward()" position=" 0.025 0 0" class="ray"></a-entity>
</a-entity>
</a-entity>
<a-entity id="right-hand" hand-tracking-grab-controls="hand:right;modelColor:#cccccc" laser-controls="hand: right" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor" xrf-pinchmove="rig: #player"></a-entity>
</a-entity>
<a-entity id="home" xrf="./../../assets/index.glb"></a-entity>
</a-scene>
<!-- OPTIONAL -->
<!-- -->
<!-- everything below is completely optional, but handy to add a quick menu / connectivity to your space -->
<!-- -->
<script>
document.addEventListener('$menu:ready', (e) => {
// add your menubuttons:
let {$menu} = e.detail
$menu.buttons = $menu.buttons.concat([
`<a class="btn" aria-label="button" aria-title="menu button" onclick="$menu.showAbout()"><i class="gg-info"></i>&nbsp;&nbsp;&nbsp;about</a><br>`
])
$menu.collapsed = false
$menu.showAbout = () => window.notify(`
<h1>💁 Hi there!</h1>
This XR fragments experience works almost anywhere.<br>
Allowing rich audiovisual events with(out)<br>
VR/AR headsets (it's awesome though ♥️)<br>
<br>
<b>This uses only open standards:</b><br>
📦 surf 3D models using URLs<br>
🎞 interactive <a href="https://www.w3.org/TR/media-frags/" target="_blank">W3C Media Fragments</a> and <a href="https://en.wikipedia.org/wiki/URI_Template" target="_blank">URI Templates</a><br>
🧑‍🤝‍🧑 <b>instant</b> meetings inside hyperlinked 3D models<br>
🚫 <b>zero proprietary</b> tech/game engines or platforms<br>
🙈 unhosted, privacy-friendly, avatar-agnostic scenes<br>
🔗 <a href="https://xrfragment.org" target="_blank">XR Fragments</a> for 3D <b>hyper-linking</b> & navigation<br>
📷 Serverless & encrypted <a href="https://webrtc.org" target="_blank">P2P WebRTC</a> using <a href="https://github.com/dmotz/trystero" target="_blank">trystero</a><br>
🦍 <a href="https://immersiveweb.dev" target="_blank">WebXR</a> using <a href="https://aframe.io" target="_blank">AFRAME</a> + <a href="https://three.org" target="_blank">Three.js</a><br>
🙉 go selfhost <a href="https://github.com/coderofsalvation/xrfragment-helloworld">worlds-in-a-webpage</a><br>
♥️ Be sustainable: go 100% <a href="https://www.forbes.com/sites/adrianbridgwater/2023/02/06/the-future-for-open-source/" target="_blank">opensource</a>
<br><br>
<a href="https://nlnet.nl" target="_blank">
<img src="https://nlnet.nl/image/logo_nlnet.svg" width="100"/>
</a>
<br><br>
`,{timeout:false})
frontend.notify_links = true // shows href/src's as notifications when hovering buttons
xrf.navigator.opts.openInNewTab = false // open webpages in new tabs
})
</script>
<!-- everything below is completely optional and not part of the spec -->
<script src="./../../../dist/aframe-blink-controls.min.js"></script> <!-- teleporting using controllers -->
<script src="./../../../dist/xrfragment.plugin.p2p.js"></script> <!-- serverless p2p connectivity -->
<script src="./../../../dist/xrfragment.plugin.matrix.js"></script> <!-- matrix connectivity -->
<script src="./../../../dist/xrfragment.plugin.network.js"></script> <!-- matrix and webrtc chat/scene examples -->
<script src="./../../../dist/xrfragment.plugin.editor.js"></script> <!-- basic editor example -->
<script src="./../../../dist/xrfragment.plugin.remotestorage.js"></script><!-- basic remotestorage example -->
<script src="./../../../dist/xrfragment.plugin.frontend.css.js"></script> <!-- basic menu interface css -->
<script src="./../../../dist/xrfragment.plugin.frontend.js"></script> <!-- basic menu interface -->
</body>
</html>

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../../assets/other.glb

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../../assets

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../../../dist

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./../../assets/index.glb

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@ -1,109 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>XR Fragments aframe viewer</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<!-- AFRAME v1.5.0 + extra THREE.js extra loaders -->
<script src="./../../../dist/aframe.min.js"></script>
<script src="./../../../dist/xrfragment.aframe.js"></script>
<script src="./../../../src/3rd/js/plugin/frontend/tab-to-href.js"></script>
<script src="https://xrsh.isvery.ninja/xrsh.js"></script>
<!-- important: allow touchevents in AR -->
<style type="text/css">
canvas.a-dom-overlay:not(.a-no-style) { padding: 0; pointer-events: auto; }
</style>
</head>
<body>
<a-scene xr-mode-ui="XRMode: xr"
renderer="colorManagement: false; stencil: true; antialias:true; highRefreshRate:true; foveationLevel: 0.5; toneMapping: ACESFilmic; exposure: 3.0"
device-orientation-permission-ui xrf-gaze-always joystick
light="defaultLightsEnabled: false">
<a-entity id="player" movement-controls touch-controls="axis:y" wasd-controls="fly:false" look-controls="magicWindowTrackingEnabled:true">
<a-entity camera="fov:90" position="0 1.6 0" id="camera"></a-entity>
<a-entity id="left-hand" hand-tracking-grab-controls="hand:left;modelColor:#cccccc" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor">
<a-entity rotation="-35 0 0" position="0 0.1 0" id="navigator">
<a-entity id="back" xrf-button="label: <; width:0.05; action: history.back()" position="-0.025 0 0" class="ray"></a-entity>
<a-entity id="next" xrf-button="label: >; width:0.05; action: history.forward()" position=" 0.025 0 0" class="ray"></a-entity>
</a-entity>
</a-entity>
<a-entity id="right-hand" hand-tracking-grab-controls="hand:right;modelColor:#cccccc" laser-controls="hand: right" raycaster="objects:.ray" blink-controls="cameraRig:#player; teleportOrigin: #camera; collisionEntities: .floor" xrf-pinchmove="rig: #player"></a-entity>
<a-entity isoterminal="width: 600; height:300" position="0 1.0 0.03"></a-entity>
</a-entity>
<a-entity id="home" xrf="./../../assets/elearning.glb"></a-entity>
</a-scene>
<!-- initialize XRSH -->
<script>
document.querySelector('a-scene').addEventListener('isoterminal_init', function(e){
const isoterminal = document.querySelector('[isoterminal]').components.isoterminal
const transcriptToText = (t) => t.map( (o) => `${o.name} ${o.description}`).join(" ")
const describeScene = () => {
let subscene = xrf.frag.pos.last || xrf.navigator.URI.XRF?.pos?.string
subscene = subscene ? subscene = xrf.scene.getObjectByName( subscene ) : false
let transcript = transcriptToText( xrf.sceneToTranscript(subscene) )
term.send(`\r${transcript}\n\n\r`)
}
// describe current scene
xrf.addEventListener('navigateLoaded', () => setTimeout( () => describeScene(),100) )
isoterminal.el.addEventListener('init', () => {
// clear bootmenu-array
// see com/isoterminal/feat/boot.REPL.*.js for REPL examples
ISOTerminal.prototype.boot.menu = []
// we've received our terminal \o/
term = window.term = isoterminal.term
// describe mouseover button (and scene to be teleported to, if any)
xrf.addEventListener('href', (e) => {
if( !e.selected || !e.mesh ) return; // only process mouse-overs
let name = "object"
let info = ""
let subscene = false
if( e.click ){
return setTimeout( () => {
if( lastPos != xrf.frag.pos.last ) return
describeScene()
}, 100 )
lastPos = xrf.frag.pos.last
}
if( e.mesh.userData ){
if( e.mesh.userData.href && e.mesh.userData.href.match("pos=") ){
name = "action: "
subscene = xrfragment.URI.parse( e.mesh.userData.href ).XRF.pos.string
}
if( e.mesh.userData['aria-label'] ){
info = e.mesh.userData['aria-label']
}else if( e.mesh.userData['aria-description'] ){
info = e.mesh.userData['aria-description']
}else if( subscene ){
info = `${transcriptToText( xrf.sceneToTranscript(subscene,false,true) )}`
}
if( !info && e.mesh.name ) name = e.mesh.name
}
term.send(`${name} ${info}\n\r`)
})
})
})
</script>
<!-- everything below is completely optional and not part of the spec -->
<script src="./../../../dist/aframe-blink-controls.min.js"></script> <!-- teleporting using controllers -->
</body>
</html>

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../../assets/other.glb

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# Blender MTL File: 'None'
# Material Count: 16
newmtl None
Ns 500
Ka 0.8 0.8 0.8
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
newmtl environmentMap.002
Ns 359.999993
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl environmentMap.004
Ns 359.999993
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl floorstone.003
Ns 349.173522
Ka 1.000000 1.000000 1.000000
Kd 0.370787 0.337474 0.425554
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
map_Ke .
newmtl floorstone.004
Ns 349.173522
Ka 1.000000 1.000000 1.000000
Kd 0.370787 0.337474 0.425554
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
map_Ke .
newmtl glass.002
Ns 1000.000000
Ka 0.963543 0.963543 0.963543
Kd 1.000000 1.000000 1.000000
Ks 0.234677 0.234677 0.234677
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 0.143627
illum 6
newmtl hotspot
Ns 359.999993
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl placeholder.003
Ns 854.195174
Ka 0.886364 0.886364 0.886364
Kd 1.000000 1.000000 1.000000
Ks 0.327273 0.327273 0.327273
Ke 0.113646 0.000000 35.199997
Ni 1.450000
d 0.159091
illum 6
newmtl placeholder.004
Ns 854.195174
Ka 0.886364 0.886364 0.886364
Kd 1.000000 1.000000 1.000000
Ks 0.327273 0.327273 0.327273
Ke 0.000000 0.330810 35.199997
Ni 1.450000
d 0.159091
illum 6
newmtl portal_bg.004
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.068182 0.068182 0.068182
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 0.222727
illum 6
newmtl portal_bg.005
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.068182 0.068182 0.068182
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 0.222727
illum 6
newmtl portal_bg.006
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.068182 0.068182 0.068182
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 0.222727
illum 6
newmtl text.004
Ns 854.195174
Ka 0.886364 0.886364 0.886364
Kd 1.000000 1.000000 1.000000
Ks 0.327273 0.327273 0.327273
Ke 1.000000 1.000000 1.000000
Ni 1.450000
d 1.000000
illum 3
newmtl text.005
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.080782 0.080782 0.080782
Ks 0.068182 0.068182 0.068182
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 3
newmtl text.006
Ns 854.195174
Ka 0.886364 0.886364 0.886364
Kd 0.518619 0.518619 0.518619
Ks 0.327273 0.327273 0.327273
Ke 1.000000 1.000000 1.000000
Ni 1.450000
d 1.000000
illum 3
newmtl vaporgradient.002
Ns 951.107117
Ka 0.827273 0.827273 0.827273
Kd 0.800000 0.800000 0.800000
Ks 0.327273 0.327273 0.327273
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 3
map_Kd .
map_Ke .

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#
# This is a convenient way to convert the scene to lowpoly
# (by adding decimate-modifiers)
# and then exporting a gltf to to <blenderdocument>.glb
#
# All this is done automatically when saving the blender file
#
import bpy
import os
from bpy_extras.io_utils import ImportHelper
# uncomment below in case you want to hardcode the exported filename
data = {
#gltf_file="/some/path/foo.index.glb"
}
def notify(message = "", title = "Message Box", icon = 'INFO'):
def draw(self, context):
self.layout.label(text=message)
bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
# redirect print to all consoles
def print(data):
for window in bpy.context.window_manager.windows:
screen = window.screen
for area in screen.areas:
if area.type == 'CONSOLE':
override = {'window': window, 'screen': screen, 'area': area}
bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")
# Function to add Decimate Modifier to objects without one (except those in the exclusion list)
def add_decimate_modifier_to_objects():
for obj in bpy.data.objects:
print(obj.type)
if obj is not None and (obj.type == 'FONT' or (obj.type == 'MESH' and len(obj.data.polygons) > 8)):
if not obj.modifiers.get("Decimate"):
#if obj.name not in exclusion_list and "Decimate" not in obj.modifiers:
print("adding decimate-modifier to:"+obj.name)
bpy.context.view_layer.objects.active = obj
bpy.data.objects[obj.name].select_set(True)
# Add Decimate Modifier with ratio 0.5
bpy.ops.object.modifier_add(type='DECIMATE')
bpy.context.object.modifiers["Decimate"].ratio = 0.5
# Function to be called on file save
def on_save_handler(blenderdoc):
if 'gltf_file' not in data:
gltf_file = bpy.data.filepath.replace('.blend','.glb')
else:
gltf_file = data['gltf_file']
add_decimate_modifier_to_objects()
# Export to glTF with specified settings and apply modifiers
bpy.ops.export_scene.gltf(
filepath=gltf_file,
export_format='GLB',
export_extras=True,
export_lights=True,
export_apply=True,
export_force_sampling=False,
)
notify(os.path.basename(gltf_file),"OK export")
# Register the handler
bpy.app.handlers.save_post.clear()
bpy.app.handlers.save_post.append(on_save_handler)
print("sourced gltf_export_on_save")

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@ -1,796 +0,0 @@
// https://github.com/yyx990803/QR.js
//
window.QR = (function () {
// alignment pattern
adelta = [
0, 11, 15, 19, 23, 27, 31, // force 1 pat
16, 18, 20, 22, 24, 26, 28, 20, 22, 24, 24, 26, 28, 28, 22, 24, 24,
26, 26, 28, 28, 24, 24, 26, 26, 26, 28, 28, 24, 26, 26, 26, 28, 28
];
// version block
vpat = [
0xc94, 0x5bc, 0xa99, 0x4d3, 0xbf6, 0x762, 0x847, 0x60d,
0x928, 0xb78, 0x45d, 0xa17, 0x532, 0x9a6, 0x683, 0x8c9,
0x7ec, 0xec4, 0x1e1, 0xfab, 0x08e, 0xc1a, 0x33f, 0xd75,
0x250, 0x9d5, 0x6f0, 0x8ba, 0x79f, 0xb0b, 0x42e, 0xa64,
0x541, 0xc69
];
// final format bits with mask: level << 3 | mask
fmtword = [
0x77c4, 0x72f3, 0x7daa, 0x789d, 0x662f, 0x6318, 0x6c41, 0x6976, //L
0x5412, 0x5125, 0x5e7c, 0x5b4b, 0x45f9, 0x40ce, 0x4f97, 0x4aa0, //M
0x355f, 0x3068, 0x3f31, 0x3a06, 0x24b4, 0x2183, 0x2eda, 0x2bed, //Q
0x1689, 0x13be, 0x1ce7, 0x19d0, 0x0762, 0x0255, 0x0d0c, 0x083b //H
];
// 4 per version: number of blocks 1,2; data width; ecc width
eccblocks = [
1, 0, 19, 7, 1, 0, 16, 10, 1, 0, 13, 13, 1, 0, 9, 17,
1, 0, 34, 10, 1, 0, 28, 16, 1, 0, 22, 22, 1, 0, 16, 28,
1, 0, 55, 15, 1, 0, 44, 26, 2, 0, 17, 18, 2, 0, 13, 22,
1, 0, 80, 20, 2, 0, 32, 18, 2, 0, 24, 26, 4, 0, 9, 16,
1, 0, 108, 26, 2, 0, 43, 24, 2, 2, 15, 18, 2, 2, 11, 22,
2, 0, 68, 18, 4, 0, 27, 16, 4, 0, 19, 24, 4, 0, 15, 28,
2, 0, 78, 20, 4, 0, 31, 18, 2, 4, 14, 18, 4, 1, 13, 26,
2, 0, 97, 24, 2, 2, 38, 22, 4, 2, 18, 22, 4, 2, 14, 26,
2, 0, 116, 30, 3, 2, 36, 22, 4, 4, 16, 20, 4, 4, 12, 24,
2, 2, 68, 18, 4, 1, 43, 26, 6, 2, 19, 24, 6, 2, 15, 28,
4, 0, 81, 20, 1, 4, 50, 30, 4, 4, 22, 28, 3, 8, 12, 24,
2, 2, 92, 24, 6, 2, 36, 22, 4, 6, 20, 26, 7, 4, 14, 28,
4, 0, 107, 26, 8, 1, 37, 22, 8, 4, 20, 24, 12, 4, 11, 22,
3, 1, 115, 30, 4, 5, 40, 24, 11, 5, 16, 20, 11, 5, 12, 24,
5, 1, 87, 22, 5, 5, 41, 24, 5, 7, 24, 30, 11, 7, 12, 24,
5, 1, 98, 24, 7, 3, 45, 28, 15, 2, 19, 24, 3, 13, 15, 30,
1, 5, 107, 28, 10, 1, 46, 28, 1, 15, 22, 28, 2, 17, 14, 28,
5, 1, 120, 30, 9, 4, 43, 26, 17, 1, 22, 28, 2, 19, 14, 28,
3, 4, 113, 28, 3, 11, 44, 26, 17, 4, 21, 26, 9, 16, 13, 26,
3, 5, 107, 28, 3, 13, 41, 26, 15, 5, 24, 30, 15, 10, 15, 28,
4, 4, 116, 28, 17, 0, 42, 26, 17, 6, 22, 28, 19, 6, 16, 30,
2, 7, 111, 28, 17, 0, 46, 28, 7, 16, 24, 30, 34, 0, 13, 24,
4, 5, 121, 30, 4, 14, 47, 28, 11, 14, 24, 30, 16, 14, 15, 30,
6, 4, 117, 30, 6, 14, 45, 28, 11, 16, 24, 30, 30, 2, 16, 30,
8, 4, 106, 26, 8, 13, 47, 28, 7, 22, 24, 30, 22, 13, 15, 30,
10, 2, 114, 28, 19, 4, 46, 28, 28, 6, 22, 28, 33, 4, 16, 30,
8, 4, 122, 30, 22, 3, 45, 28, 8, 26, 23, 30, 12, 28, 15, 30,
3, 10, 117, 30, 3, 23, 45, 28, 4, 31, 24, 30, 11, 31, 15, 30,
7, 7, 116, 30, 21, 7, 45, 28, 1, 37, 23, 30, 19, 26, 15, 30,
5, 10, 115, 30, 19, 10, 47, 28, 15, 25, 24, 30, 23, 25, 15, 30,
13, 3, 115, 30, 2, 29, 46, 28, 42, 1, 24, 30, 23, 28, 15, 30,
17, 0, 115, 30, 10, 23, 46, 28, 10, 35, 24, 30, 19, 35, 15, 30,
17, 1, 115, 30, 14, 21, 46, 28, 29, 19, 24, 30, 11, 46, 15, 30,
13, 6, 115, 30, 14, 23, 46, 28, 44, 7, 24, 30, 59, 1, 16, 30,
12, 7, 121, 30, 12, 26, 47, 28, 39, 14, 24, 30, 22, 41, 15, 30,
6, 14, 121, 30, 6, 34, 47, 28, 46, 10, 24, 30, 2, 64, 15, 30,
17, 4, 122, 30, 29, 14, 46, 28, 49, 10, 24, 30, 24, 46, 15, 30,
4, 18, 122, 30, 13, 32, 46, 28, 48, 14, 24, 30, 42, 32, 15, 30,
20, 4, 117, 30, 40, 7, 47, 28, 43, 22, 24, 30, 10, 67, 15, 30,
19, 6, 118, 30, 18, 31, 47, 28, 34, 34, 24, 30, 20, 61, 15, 30
];
// Galois field log table
glog = [
0xff, 0x00, 0x01, 0x19, 0x02, 0x32, 0x1a, 0xc6, 0x03, 0xdf, 0x33, 0xee, 0x1b, 0x68, 0xc7, 0x4b,
0x04, 0x64, 0xe0, 0x0e, 0x34, 0x8d, 0xef, 0x81, 0x1c, 0xc1, 0x69, 0xf8, 0xc8, 0x08, 0x4c, 0x71,
0x05, 0x8a, 0x65, 0x2f, 0xe1, 0x24, 0x0f, 0x21, 0x35, 0x93, 0x8e, 0xda, 0xf0, 0x12, 0x82, 0x45,
0x1d, 0xb5, 0xc2, 0x7d, 0x6a, 0x27, 0xf9, 0xb9, 0xc9, 0x9a, 0x09, 0x78, 0x4d, 0xe4, 0x72, 0xa6,
0x06, 0xbf, 0x8b, 0x62, 0x66, 0xdd, 0x30, 0xfd, 0xe2, 0x98, 0x25, 0xb3, 0x10, 0x91, 0x22, 0x88,
0x36, 0xd0, 0x94, 0xce, 0x8f, 0x96, 0xdb, 0xbd, 0xf1, 0xd2, 0x13, 0x5c, 0x83, 0x38, 0x46, 0x40,
0x1e, 0x42, 0xb6, 0xa3, 0xc3, 0x48, 0x7e, 0x6e, 0x6b, 0x3a, 0x28, 0x54, 0xfa, 0x85, 0xba, 0x3d,
0xca, 0x5e, 0x9b, 0x9f, 0x0a, 0x15, 0x79, 0x2b, 0x4e, 0xd4, 0xe5, 0xac, 0x73, 0xf3, 0xa7, 0x57,
0x07, 0x70, 0xc0, 0xf7, 0x8c, 0x80, 0x63, 0x0d, 0x67, 0x4a, 0xde, 0xed, 0x31, 0xc5, 0xfe, 0x18,
0xe3, 0xa5, 0x99, 0x77, 0x26, 0xb8, 0xb4, 0x7c, 0x11, 0x44, 0x92, 0xd9, 0x23, 0x20, 0x89, 0x2e,
0x37, 0x3f, 0xd1, 0x5b, 0x95, 0xbc, 0xcf, 0xcd, 0x90, 0x87, 0x97, 0xb2, 0xdc, 0xfc, 0xbe, 0x61,
0xf2, 0x56, 0xd3, 0xab, 0x14, 0x2a, 0x5d, 0x9e, 0x84, 0x3c, 0x39, 0x53, 0x47, 0x6d, 0x41, 0xa2,
0x1f, 0x2d, 0x43, 0xd8, 0xb7, 0x7b, 0xa4, 0x76, 0xc4, 0x17, 0x49, 0xec, 0x7f, 0x0c, 0x6f, 0xf6,
0x6c, 0xa1, 0x3b, 0x52, 0x29, 0x9d, 0x55, 0xaa, 0xfb, 0x60, 0x86, 0xb1, 0xbb, 0xcc, 0x3e, 0x5a,
0xcb, 0x59, 0x5f, 0xb0, 0x9c, 0xa9, 0xa0, 0x51, 0x0b, 0xf5, 0x16, 0xeb, 0x7a, 0x75, 0x2c, 0xd7,
0x4f, 0xae, 0xd5, 0xe9, 0xe6, 0xe7, 0xad, 0xe8, 0x74, 0xd6, 0xf4, 0xea, 0xa8, 0x50, 0x58, 0xaf
];
// Galios field exponent table
gexp = [
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x1d, 0x3a, 0x74, 0xe8, 0xcd, 0x87, 0x13, 0x26,
0x4c, 0x98, 0x2d, 0x5a, 0xb4, 0x75, 0xea, 0xc9, 0x8f, 0x03, 0x06, 0x0c, 0x18, 0x30, 0x60, 0xc0,
0x9d, 0x27, 0x4e, 0x9c, 0x25, 0x4a, 0x94, 0x35, 0x6a, 0xd4, 0xb5, 0x77, 0xee, 0xc1, 0x9f, 0x23,
0x46, 0x8c, 0x05, 0x0a, 0x14, 0x28, 0x50, 0xa0, 0x5d, 0xba, 0x69, 0xd2, 0xb9, 0x6f, 0xde, 0xa1,
0x5f, 0xbe, 0x61, 0xc2, 0x99, 0x2f, 0x5e, 0xbc, 0x65, 0xca, 0x89, 0x0f, 0x1e, 0x3c, 0x78, 0xf0,
0xfd, 0xe7, 0xd3, 0xbb, 0x6b, 0xd6, 0xb1, 0x7f, 0xfe, 0xe1, 0xdf, 0xa3, 0x5b, 0xb6, 0x71, 0xe2,
0xd9, 0xaf, 0x43, 0x86, 0x11, 0x22, 0x44, 0x88, 0x0d, 0x1a, 0x34, 0x68, 0xd0, 0xbd, 0x67, 0xce,
0x81, 0x1f, 0x3e, 0x7c, 0xf8, 0xed, 0xc7, 0x93, 0x3b, 0x76, 0xec, 0xc5, 0x97, 0x33, 0x66, 0xcc,
0x85, 0x17, 0x2e, 0x5c, 0xb8, 0x6d, 0xda, 0xa9, 0x4f, 0x9e, 0x21, 0x42, 0x84, 0x15, 0x2a, 0x54,
0xa8, 0x4d, 0x9a, 0x29, 0x52, 0xa4, 0x55, 0xaa, 0x49, 0x92, 0x39, 0x72, 0xe4, 0xd5, 0xb7, 0x73,
0xe6, 0xd1, 0xbf, 0x63, 0xc6, 0x91, 0x3f, 0x7e, 0xfc, 0xe5, 0xd7, 0xb3, 0x7b, 0xf6, 0xf1, 0xff,
0xe3, 0xdb, 0xab, 0x4b, 0x96, 0x31, 0x62, 0xc4, 0x95, 0x37, 0x6e, 0xdc, 0xa5, 0x57, 0xae, 0x41,
0x82, 0x19, 0x32, 0x64, 0xc8, 0x8d, 0x07, 0x0e, 0x1c, 0x38, 0x70, 0xe0, 0xdd, 0xa7, 0x53, 0xa6,
0x51, 0xa2, 0x59, 0xb2, 0x79, 0xf2, 0xf9, 0xef, 0xc3, 0x9b, 0x2b, 0x56, 0xac, 0x45, 0x8a, 0x09,
0x12, 0x24, 0x48, 0x90, 0x3d, 0x7a, 0xf4, 0xf5, 0xf7, 0xf3, 0xfb, 0xeb, 0xcb, 0x8b, 0x0b, 0x16,
0x2c, 0x58, 0xb0, 0x7d, 0xfa, 0xe9, 0xcf, 0x83, 0x1b, 0x36, 0x6c, 0xd8, 0xad, 0x47, 0x8e, 0x00
];
// Working buffers:
// data input and ecc append, image working buffer, fixed part of image, run lengths for badness
var strinbuf=[], eccbuf=[], qrframe=[], framask=[], rlens=[];
// Control values - width is based on version, last 4 are from table.
var version, width, neccblk1, neccblk2, datablkw, eccblkwid;
var ecclevel = 2;
// set bit to indicate cell in qrframe is immutable. symmetric around diagonal
function setmask(x, y)
{
var bt;
if (x > y) {
bt = x;
x = y;
y = bt;
}
// y*y = 1+3+5...
bt = y;
bt *= y;
bt += y;
bt >>= 1;
bt += x;
framask[bt] = 1;
}
// enter alignment pattern - black to qrframe, white to mask (later black frame merged to mask)
function putalign(x, y)
{
var j;
qrframe[x + width * y] = 1;
for (j = -2; j < 2; j++) {
qrframe[(x + j) + width * (y - 2)] = 1;
qrframe[(x - 2) + width * (y + j + 1)] = 1;
qrframe[(x + 2) + width * (y + j)] = 1;
qrframe[(x + j + 1) + width * (y + 2)] = 1;
}
for (j = 0; j < 2; j++) {
setmask(x - 1, y + j);
setmask(x + 1, y - j);
setmask(x - j, y - 1);
setmask(x + j, y + 1);
}
}
//========================================================================
// Reed Solomon error correction
// exponentiation mod N
function modnn(x)
{
while (x >= 255) {
x -= 255;
x = (x >> 8) + (x & 255);
}
return x;
}
var genpoly = [];
// Calculate and append ECC data to data block. Block is in strinbuf, indexes to buffers given.
function appendrs(data, dlen, ecbuf, eclen)
{
var i, j, fb;
for (i = 0; i < eclen; i++)
strinbuf[ecbuf + i] = 0;
for (i = 0; i < dlen; i++) {
fb = glog[strinbuf[data + i] ^ strinbuf[ecbuf]];
if (fb != 255) /* fb term is non-zero */
for (j = 1; j < eclen; j++)
strinbuf[ecbuf + j - 1] = strinbuf[ecbuf + j] ^ gexp[modnn(fb + genpoly[eclen - j])];
else
for( j = ecbuf ; j < ecbuf + eclen; j++ )
strinbuf[j] = strinbuf[j + 1];
strinbuf[ ecbuf + eclen - 1] = fb == 255 ? 0 : gexp[modnn(fb + genpoly[0])];
}
}
//========================================================================
// Frame data insert following the path rules
// check mask - since symmetrical use half.
function ismasked(x, y)
{
var bt;
if (x > y) {
bt = x;
x = y;
y = bt;
}
bt = y;
bt += y * y;
bt >>= 1;
bt += x;
return framask[bt];
}
//========================================================================
// Apply the selected mask out of the 8.
function applymask(m)
{
var x, y, r3x, r3y;
switch (m) {
case 0:
for (y = 0; y < width; y++)
for (x = 0; x < width; x++)
if (!((x + y) & 1) && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
break;
case 1:
for (y = 0; y < width; y++)
for (x = 0; x < width; x++)
if (!(y & 1) && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
break;
case 2:
for (y = 0; y < width; y++)
for (r3x = 0, x = 0; x < width; x++, r3x++) {
if (r3x == 3)
r3x = 0;
if (!r3x && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
break;
case 3:
for (r3y = 0, y = 0; y < width; y++, r3y++) {
if (r3y == 3)
r3y = 0;
for (r3x = r3y, x = 0; x < width; x++, r3x++) {
if (r3x == 3)
r3x = 0;
if (!r3x && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
}
break;
case 4:
for (y = 0; y < width; y++)
for (r3x = 0, r3y = ((y >> 1) & 1), x = 0; x < width; x++, r3x++) {
if (r3x == 3) {
r3x = 0;
r3y = !r3y;
}
if (!r3y && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
break;
case 5:
for (r3y = 0, y = 0; y < width; y++, r3y++) {
if (r3y == 3)
r3y = 0;
for (r3x = 0, x = 0; x < width; x++, r3x++) {
if (r3x == 3)
r3x = 0;
if (!((x & y & 1) + !(!r3x | !r3y)) && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
}
break;
case 6:
for (r3y = 0, y = 0; y < width; y++, r3y++) {
if (r3y == 3)
r3y = 0;
for (r3x = 0, x = 0; x < width; x++, r3x++) {
if (r3x == 3)
r3x = 0;
if (!(((x & y & 1) + (r3x && (r3x == r3y))) & 1) && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
}
break;
case 7:
for (r3y = 0, y = 0; y < width; y++, r3y++) {
if (r3y == 3)
r3y = 0;
for (r3x = 0, x = 0; x < width; x++, r3x++) {
if (r3x == 3)
r3x = 0;
if (!(((r3x && (r3x == r3y)) + ((x + y) & 1)) & 1) && !ismasked(x, y))
qrframe[x + y * width] ^= 1;
}
}
break;
}
return;
}
// Badness coefficients.
var N1 = 3, N2 = 3, N3 = 40, N4 = 10;
// Using the table of the length of each run, calculate the amount of bad image
// - long runs or those that look like finders; called twice, once each for X and Y
function badruns(length)
{
var i;
var runsbad = 0;
for (i = 0; i <= length; i++)
if (rlens[i] >= 5)
runsbad += N1 + rlens[i] - 5;
// BwBBBwB as in finder
for (i = 3; i < length - 1; i += 2)
if (rlens[i - 2] == rlens[i + 2]
&& rlens[i + 2] == rlens[i - 1]
&& rlens[i - 1] == rlens[i + 1]
&& rlens[i - 1] * 3 == rlens[i]
// white around the black pattern? Not part of spec
&& (rlens[i - 3] == 0 // beginning
|| i + 3 > length // end
|| rlens[i - 3] * 3 >= rlens[i] * 4 || rlens[i + 3] * 3 >= rlens[i] * 4)
)
runsbad += N3;
return runsbad;
}
// Calculate how bad the masked image is - blocks, imbalance, runs, or finders.
function badcheck()
{
var x, y, h, b, b1;
var thisbad = 0;
var bw = 0;
// blocks of same color.
for (y = 0; y < width - 1; y++)
for (x = 0; x < width - 1; x++)
if ((qrframe[x + width * y] && qrframe[(x + 1) + width * y]
&& qrframe[x + width * (y + 1)] && qrframe[(x + 1) + width * (y + 1)]) // all black
|| !(qrframe[x + width * y] || qrframe[(x + 1) + width * y]
|| qrframe[x + width * (y + 1)] || qrframe[(x + 1) + width * (y + 1)])) // all white
thisbad += N2;
// X runs
for (y = 0; y < width; y++) {
rlens[0] = 0;
for (h = b = x = 0; x < width; x++) {
if ((b1 = qrframe[x + width * y]) == b)
rlens[h]++;
else
rlens[++h] = 1;
b = b1;
bw += b ? 1 : -1;
}
thisbad += badruns(h);
}
// black/white imbalance
if (bw < 0)
bw = -bw;
var big = bw;
count = 0;
big += big << 2;
big <<= 1;
while (big > width * width)
big -= width * width, count++;
thisbad += count * N4;
// Y runs
for (x = 0; x < width; x++) {
rlens[0] = 0;
for (h = b = y = 0; y < width; y++) {
if ((b1 = qrframe[x + width * y]) == b)
rlens[h]++;
else
rlens[++h] = 1;
b = b1;
}
thisbad += badruns(h);
}
return thisbad;
}
function genframe(instring)
{
var x, y, k, t, v, i, j, m;
instring = instring || ''
// find the smallest version that fits the string
t = instring.length;
version = 0;
do {
version++;
k = (ecclevel - 1) * 4 + (version - 1) * 16;
neccblk1 = eccblocks[k++];
neccblk2 = eccblocks[k++];
datablkw = eccblocks[k++];
eccblkwid = eccblocks[k];
k = datablkw * (neccblk1 + neccblk2) + neccblk2 - 3 + (version <= 9);
if (t <= k)
break;
} while (version < 40);
// FIXME - insure that it fits insted of being truncated
width = 17 + 4 * version;
// allocate, clear and setup data structures
v = datablkw + (datablkw + eccblkwid) * (neccblk1 + neccblk2) + neccblk2;
for( t = 0; t < v; t++ )
eccbuf[t] = 0;
strinbuf = instring.slice(0);
for( t = 0; t < width * width; t++ )
qrframe[t] = 0;
for( t = 0 ; t < (width * (width + 1) + 1) / 2; t++)
framask[t] = 0;
// insert finders - black to frame, white to mask
for (t = 0; t < 3; t++) {
k = 0;
y = 0;
if (t == 1)
k = (width - 7);
if (t == 2)
y = (width - 7);
qrframe[(y + 3) + width * (k + 3)] = 1;
for (x = 0; x < 6; x++) {
qrframe[(y + x) + width * k] = 1;
qrframe[y + width * (k + x + 1)] = 1;
qrframe[(y + 6) + width * (k + x)] = 1;
qrframe[(y + x + 1) + width * (k + 6)] = 1;
}
for (x = 1; x < 5; x++) {
setmask(y + x, k + 1);
setmask(y + 1, k + x + 1);
setmask(y + 5, k + x);
setmask(y + x + 1, k + 5);
}
for (x = 2; x < 4; x++) {
qrframe[(y + x) + width * (k + 2)] = 1;
qrframe[(y + 2) + width * (k + x + 1)] = 1;
qrframe[(y + 4) + width * (k + x)] = 1;
qrframe[(y + x + 1) + width * (k + 4)] = 1;
}
}
// alignment blocks
if (version > 1) {
t = adelta[version];
y = width - 7;
for (;;) {
x = width - 7;
while (x > t - 3) {
putalign(x, y);
if (x < t)
break;
x -= t;
}
if (y <= t + 9)
break;
y -= t;
putalign(6, y);
putalign(y, 6);
}
}
// single black
qrframe[8 + width * (width - 8)] = 1;
// timing gap - mask only
for (y = 0; y < 7; y++) {
setmask(7, y);
setmask(width - 8, y);
setmask(7, y + width - 7);
}
for (x = 0; x < 8; x++) {
setmask(x, 7);
setmask(x + width - 8, 7);
setmask(x, width - 8);
}
// reserve mask-format area
for (x = 0; x < 9; x++)
setmask(x, 8);
for (x = 0; x < 8; x++) {
setmask(x + width - 8, 8);
setmask(8, x);
}
for (y = 0; y < 7; y++)
setmask(8, y + width - 7);
// timing row/col
for (x = 0; x < width - 14; x++)
if (x & 1) {
setmask(8 + x, 6);
setmask(6, 8 + x);
}
else {
qrframe[(8 + x) + width * 6] = 1;
qrframe[6 + width * (8 + x)] = 1;
}
// version block
if (version > 6) {
t = vpat[version - 7];
k = 17;
for (x = 0; x < 6; x++)
for (y = 0; y < 3; y++, k--)
if (1 & (k > 11 ? version >> (k - 12) : t >> k)) {
qrframe[(5 - x) + width * (2 - y + width - 11)] = 1;
qrframe[(2 - y + width - 11) + width * (5 - x)] = 1;
}
else {
setmask(5 - x, 2 - y + width - 11);
setmask(2 - y + width - 11, 5 - x);
}
}
// sync mask bits - only set above for white spaces, so add in black bits
for (y = 0; y < width; y++)
for (x = 0; x <= y; x++)
if (qrframe[x + width * y])
setmask(x, y);
// convert string to bitstream
// 8 bit data to QR-coded 8 bit data (numeric or alphanum, or kanji not supported)
v = strinbuf.length;
// string to array
for( i = 0 ; i < v; i++ )
eccbuf[i] = strinbuf.charCodeAt(i);
strinbuf = eccbuf.slice(0);
// calculate max string length
x = datablkw * (neccblk1 + neccblk2) + neccblk2;
if (v >= x - 2) {
v = x - 2;
if (version > 9)
v--;
}
// shift and repack to insert length prefix
i = v;
if (version > 9) {
strinbuf[i + 2] = 0;
strinbuf[i + 3] = 0;
while (i--) {
t = strinbuf[i];
strinbuf[i + 3] |= 255 & (t << 4);
strinbuf[i + 2] = t >> 4;
}
strinbuf[2] |= 255 & (v << 4);
strinbuf[1] = v >> 4;
strinbuf[0] = 0x40 | (v >> 12);
}
else {
strinbuf[i + 1] = 0;
strinbuf[i + 2] = 0;
while (i--) {
t = strinbuf[i];
strinbuf[i + 2] |= 255 & (t << 4);
strinbuf[i + 1] = t >> 4;
}
strinbuf[1] |= 255 & (v << 4);
strinbuf[0] = 0x40 | (v >> 4);
}
// fill to end with pad pattern
i = v + 3 - (version < 10);
while (i < x) {
strinbuf[i++] = 0xec;
// buffer has room if (i == x) break;
strinbuf[i++] = 0x11;
}
// calculate and append ECC
// calculate generator polynomial
genpoly[0] = 1;
for (i = 0; i < eccblkwid; i++) {
genpoly[i + 1] = 1;
for (j = i; j > 0; j--)
genpoly[j] = genpoly[j]
? genpoly[j - 1] ^ gexp[modnn(glog[genpoly[j]] + i)] : genpoly[j - 1];
genpoly[0] = gexp[modnn(glog[genpoly[0]] + i)];
}
for (i = 0; i <= eccblkwid; i++)
genpoly[i] = glog[genpoly[i]]; // use logs for genpoly[] to save calc step
// append ecc to data buffer
k = x;
y = 0;
for (i = 0; i < neccblk1; i++) {
appendrs(y, datablkw, k, eccblkwid);
y += datablkw;
k += eccblkwid;
}
for (i = 0; i < neccblk2; i++) {
appendrs(y, datablkw + 1, k, eccblkwid);
y += datablkw + 1;
k += eccblkwid;
}
// interleave blocks
y = 0;
for (i = 0; i < datablkw; i++) {
for (j = 0; j < neccblk1; j++)
eccbuf[y++] = strinbuf[i + j * datablkw];
for (j = 0; j < neccblk2; j++)
eccbuf[y++] = strinbuf[(neccblk1 * datablkw) + i + (j * (datablkw + 1))];
}
for (j = 0; j < neccblk2; j++)
eccbuf[y++] = strinbuf[(neccblk1 * datablkw) + i + (j * (datablkw + 1))];
for (i = 0; i < eccblkwid; i++)
for (j = 0; j < neccblk1 + neccblk2; j++)
eccbuf[y++] = strinbuf[x + i + j * eccblkwid];
strinbuf = eccbuf;
// pack bits into frame avoiding masked area.
x = y = width - 1;
k = v = 1; // up, minus
/* inteleaved data and ecc codes */
m = (datablkw + eccblkwid) * (neccblk1 + neccblk2) + neccblk2;
for (i = 0; i < m; i++) {
t = strinbuf[i];
for (j = 0; j < 8; j++, t <<= 1) {
if (0x80 & t)
qrframe[x + width * y] = 1;
do { // find next fill position
if (v)
x--;
else {
x++;
if (k) {
if (y != 0)
y--;
else {
x -= 2;
k = !k;
if (x == 6) {
x--;
y = 9;
}
}
}
else {
if (y != width - 1)
y++;
else {
x -= 2;
k = !k;
if (x == 6) {
x--;
y -= 8;
}
}
}
}
v = !v;
} while (ismasked(x, y));
}
}
// save pre-mask copy of frame
strinbuf = qrframe.slice(0);
t = 0; // best
y = 30000; // demerit
// for instead of while since in original arduino code
// if an early mask was "good enough" it wouldn't try for a better one
// since they get more complex and take longer.
for (k = 0; k < 8; k++) {
applymask(k); // returns black-white imbalance
x = badcheck();
if (x < y) { // current mask better than previous best?
y = x;
t = k;
}
if (t == 7)
break; // don't increment i to a void redoing mask
qrframe = strinbuf.slice(0); // reset for next pass
}
if (t != k) // redo best mask - none good enough, last wasn't t
applymask(t);
// add in final mask/ecclevel bytes
y = fmtword[t + ((ecclevel - 1) << 3)];
// low byte
for (k = 0; k < 8; k++, y >>= 1)
if (y & 1) {
qrframe[(width - 1 - k) + width * 8] = 1;
if (k < 6)
qrframe[8 + width * k] = 1;
else
qrframe[8 + width * (k + 1)] = 1;
}
// high byte
for (k = 0; k < 7; k++, y >>= 1)
if (y & 1) {
qrframe[8 + width * (width - 7 + k)] = 1;
if (k)
qrframe[(6 - k) + width * 8] = 1;
else
qrframe[7 + width * 8] = 1;
}
// return image
return qrframe;
}
var _canvas = null,
_size = null;
var api = {
get ecclevel () {
return ecclevel;
},
set ecclevel (val) {
ecclevel = val;
},
get size () {
return _size;
},
set size (val) {
_size = val
},
get canvas () {
return _canvas;
},
set canvas (el) {
_canvas = el;
},
getFrame: function (string) {
return genframe(string);
},
draw: function (string, canvas, size, ecc) {
ecclevel = ecc || ecclevel;
canvas = canvas || _canvas;
if (!canvas) {
console.warn('No canvas provided to draw QR code in!')
return;
}
size = size || _size || Math.min(canvas.width, canvas.height);
var frame = genframe(string),
ctx = canvas.getContext('2d'),
px = Math.round(size / (width + 8));
var roundedSize = px * (width + 8),
offset = Math.floor((size - roundedSize) / 2);
size = roundedSize;
ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.fillRect(0, 0, size, size);
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toDataURL: function (string, size, ecc) {
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canvas.width = size || _size || 300;
canvas.height = canvas.width;
api.draw(string, canvas, canvas.width, ecc);
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makeImage: function (string, size, ecc) {
var img = new Image();
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y="107.33738"
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x="160.00148"
y="107.33738">]</tspan></text><text
xml:space="preserve"
style="font-weight:100;font-size:9.87778px;font-family:Montserrat;-inkscape-font-specification:'Montserrat Thin';text-align:center;letter-spacing:0.529167px;writing-mode:tb-rl;text-orientation:upright;text-anchor:middle;fill:#020202;fill-opacity:1;stroke:#000000;stroke-width:2.3;stroke-dasharray:none;stroke-opacity:1;filter:url(#filter13745)"
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id="text3268"><tspan
id="tspan3266"
style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-size:9.87778px;font-family:Montserrat;-inkscape-font-specification:'Montserrat Bold';text-align:start;writing-mode:lr-tb;text-anchor:start;fill:#ffffff;fill-opacity:1;stroke:none;stroke-width:2.3;stroke-opacity:1"
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precision mediump float;
precision mediump int;
uniform float time;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
vec4 color = vec4( vColor );
color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
color.g = 0.0;
color.b += cos( vPosition.x * 10.0 + time ) * 0.5;
gl_FragColor = color;
}

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precision mediump float;
precision mediump int;
uniform mat4 modelViewMatrix; // optional
uniform mat4 projectionMatrix; // optional
attribute vec3 position;
attribute vec4 color;
varying vec3 vPosition;
varying vec4 vColor;
void main() {
vPosition = position;
vColor = color;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}

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<html>
<head>
<link rel="stylesheet" href="./assets/css/axist.min.css" />
<link rel="stylesheet" href="./assets/css/style.css" />
</head>
<body>
<script src="./../dist/xrfragment.js"></script>
<script>
var DOMReady = function(a,b,c){b=document,c='addEventListener';b[c]?b[c]('DOMContentLoaded',a):window.attachEvent('onload',a)}
DOMReady(function () {
let XRF = xrfragment;
let $ = (e) => document.querySelector(e)
log = (str) => {
$("#console").innerHTML = JSON.stringify(str, null, 2)
$("#console").style.border = "10px solid #"+ ((1 << 24) * Math.random() | 0).toString(16).padStart(6, "0")+"66";
}
let update = () => {
let result = {}
XRF.Parser.parse( $('#fragment').value, $('#value').value, result );
log(result)
}
$("#fragment").addEventListener("change", (e) => {
let opt = e.target.options[ e.target.selectedIndex ]
$('#value').value = opt.getAttribute("x")
update()
})
$('#value').addEventListener("change", update )
$('#value').addEventListener("keyup", update )
addEventListener("hashchange", (e) => log( XRF.URI.parse( document.location.href, true ) ) );
if( document.location.hash.length < 2 ) document.location.hash = "#t=1,100"
})
</script>
<section id="forms">
<form>
<fieldset>
<p>
<table>
<tr>
<td width="200">
<label for="fragment">Property in 3D file</label>
<br><br>
<select id="fragment" class="w-100">
<optgroup label="default / predefined view">
<option x="pos=0,0,1&fov=2">#</option>
<option x="">#mypredefinedview</option>
</optgroup>
<optgroup label="tagging / lazyloading content">
<option x="foo">tag</option>
<option x="./2.gtlf">src</option>
</optgroup>
<optgroup label="href navigation / portals / teleporting">
<option x="1,2,0">pos</option>
<option x="1,2,3">rot</option>
<option x="3.gltf#q=.kitchen">href</option>
</optgroup>
<optgroup label="animation">
<option x="1,200">t</option>
</optgroup>
<optgroup label="device / viewport settings">
<option x="1,100">clip</option>
<option x="45">fov</option>
</optgroup>
<optgroup label="author / metadata">
<option x="XXX">namespace</option>
<option x="GPL-3.0-or-later">SPFX</option>
<option x="1m">unit</option>
<option x="this is an example scene">description</option>
</optgroup>
<optgroup label="multiparty">
<option x="matrix://matrix.org/#myroom&room.key=123">src_session</option>
</optgroup>
</select>
</td>
<td style="text-align:left">
<label for="value">Value</label>
<br><br>
<input id="value" class="w-100" type="text" value=".summer -.winter cube" placeholder="" >
</td>
</tr>
<tr>
<td colspan="2" style="border=bottom:none;" class="small">
<br><br>
You can test 👩 NAVIGATOR-enabled fragments (<i>#t=1,200</i> or <i>#fog=2m|FFAABB</i>) by updating the url.<br> For more info see <a href="https://coderofsalvation.github.io/xrfragment/#List%20of%20fragments" target="_blank">the docs</a><br><br>
</td>
</tr>
</table>
</p>
<p>
<label for="console">parser output:</label>
<br><br>
<textarea id="console" style="width:100%;height:50vh;" placeholder="" class="w-100"></textarea>
</p>
</fieldset>
</form>
</section>
</body>
</html>

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Subproject commit 4354ca93987dde9a20efb880b0be9e17b3761a3e

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/*!
* The buffer module from node.js, for the browser.
*
* @author Feross Aboukhadijeh <https://feross.org>
* @license MIT
*/
/*!
* content-type
* Copyright(c) 2015 Douglas Christopher Wilson
* MIT Licensed
*/
/*! *****************************************************************************
Copyright (c) Microsoft Corporation.
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
PERFORMANCE OF THIS SOFTWARE.
***************************************************************************** */
/*! ieee754. BSD-3-Clause License. Feross Aboukhadijeh <https://feross.org/opensource> */
/*! queue-microtask. MIT License. Feross Aboukhadijeh <https://feross.org/opensource> */
/*! regenerator-runtime -- Copyright (c) 2014-present, Facebook, Inc. -- license (MIT): https://github.com/facebook/regenerator/blob/main/LICENSE */
/*! safe-buffer. MIT License. Feross Aboukhadijeh <https://feross.org/opensource> */
/*! simple-peer. MIT License. Feross Aboukhadijeh <https://feross.org/opensource> */

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#!/bin/sh
version=v30.3.0
test -f ${version}.zip || wget https://github.com/matrix-org/matrix-js-sdk/archive/refs/tags/${version}.zip
test -d node_modules || npm install
cat

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<!DOCTYPE html>
<html lang="en">
<head>
<title>&lt;model-viewer&gt; template</title>
<meta charset="utf-8" />
<meta name="description" content="&lt;model-viewer&gt; template" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
</head>
<body style="overflow:hidden; padding:10%">
<h1>&lt;model-viewer&gt; example</h1>
<br><br>
<model-viewer
src="./../assets/index.glb"
ar alt="XR Fragments demo scene"camera-controls touch-action="none" disable-tap
field-of-view="80deg" min-field-of-view="25deg" max-field-of-view="100deg"
interpolation-decay="200" camera-target="0m 0m 0m" min-camera-orbit="0.1% 0.1% 0.1%"
style="width:66vw; height: 66vh; border-radius:5px; border:1px solid #CCC"
>
</model-viewer>
<script src="./../../dist/xrfragment.model-viewer.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.4.0/model-viewer.min.js" type="module"></script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js vr - sandbox</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link rel="stylesheet" href="./../../assets/axist.min.css" />
<link type="text/css" rel="stylesheet" href="main.css">
<link type="text/css" rel="stylesheet" href="./../../assets/style.css"/>
</head>
<body>
<div id="overlay">
<img src="./../../assets/logo.png" class="logo"/>
<input type="submit" value="load 3D asset"></input>
<input type="text" list="urls" value="./example/asset/example1.gltf"/>
<datalist id="urls" x-data="{ urls: ['./example/asset/example1.gltf'] }" >
<template x-for="url in urls">
<option x-text="url"></option>
</template>
</datalist>
</div>
<textarea style="display:none"></textarea>
<script async src="./../../assets/alpine.min.js"></script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.151.3/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.151.3/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import xrfragment from './../../../dist/xrfragment.module.js';
import { loadFile, setupConsole } from './../../assets/utils.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js';
import { BoxLineGeometry } from 'three/addons/geometries/BoxLineGeometry.js';
import { Reflector } from 'three/addons/objects/Reflector.js';
import { VRButton } from 'three/addons/webxr/VRButton.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { HTMLMesh } from 'three/addons/interactive/HTMLMesh.js';
import { InteractiveGroup } from 'three/addons/interactive/InteractiveGroup.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, controls;
let reflector;
let stats, statsMesh;
const parameters = {
env: 1.0,
};
init();
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 2000 );
let model;
const loader = new GLTFLoader().setPath( './../../assets/')
let loadGLTF = function ( gltf ) {
if( model ){
scene.remove(model)
//model.dispose()
}
gltf.scene.position.y = 1.5
gltf.scene.position.z = -4
gltf.scene.rotation.y = -0.5
gltf.scene.scale.x = gltf.scene.scale.y = gltf.scene.scale.z = 1;
const maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
function recursivelySetChildrenUnlit(mesh,cb) {
cb(mesh)
if (mesh.children) {
for (var i = 0; i < mesh.children.length; i++) {
recursivelySetChildrenUnlit(mesh.children[i],cb);
}
}
}
let XRF = xrfragment;
XRF.Parser.debug= true;
gltf.scene.traverse( (mesh) => {
if( mesh.userData ){
let frag = {}
for( let k in mesh.userData ) XRF.Parser.parse( k, mesh.userData[k], frag )
if( Object.keys(frag).length > 0 ){
for( let k in frag ){
if( k == "env" ){
console.dir(frag[k])
let env = mesh.getObjectByName(frag[k].string)
env.material.map.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = env.material.map
scene.texture = env.material.map
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
}
}
}
}
if (mesh instanceof THREE.Mesh) {
if (mesh.material && mesh.material.map) {
// turn unlit
//mesh.material = new THREE.MeshBasicMaterial({ map: mesh.material.map });
//mesh.material.dithering = true
//mesh.material.map.anisotropy = maxAnisotropy;
}
}
})
scene.add( model = gltf.scene );
render();
};
loader.load( 'example1.gltf', loadGLTF );
//const torusGeometry = new THREE.TorusKnotGeometry( ...Object.values( parameters ) );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.xr.enabled = true;
renderer.domElement.className = "render"
document.body.appendChild( renderer.domElement );
document.body.appendChild( VRButton.createButton( renderer ) );
window.addEventListener( 'resize', onWindowResize );
// setup mouse controls
controls = new OrbitControls( camera, renderer.domElement );
controls.listenToKeyEvents( window ); // optional
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.1;
controls.screenSpacePanning = false;
controls.minDistance = 0.1;
controls.maxDistance = 5000;
controls.maxPolarAngle = Math.PI / 2;
controls.target = new THREE.Vector3(0,1.6,0)
camera.position.set( 0, 1.6, 1.5 );
controls.update()
const geometry = new THREE.BufferGeometry();
geometry.setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 5 ) ] );
const controller1 = renderer.xr.getController( 0 );
controller1.add( new THREE.Line( geometry ) );
scene.add( controller1 );
const controller2 = renderer.xr.getController( 1 );
controller2.add( new THREE.Line( geometry ) );
scene.add( controller2 );
const controllerModelFactory = new XRControllerModelFactory();
const controllerGrip1 = renderer.xr.getControllerGrip( 0 );
controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
scene.add( controllerGrip1 );
const controllerGrip2 = renderer.xr.getControllerGrip( 1 );
controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
scene.add( controllerGrip2 );
setupConsole( document.querySelector('textarea') )
// GUI
function onChange() {
renderer.toneMappingExposure = parameters.env;
}
const gui = new GUI( { width: 300 } );
gui.add( parameters, 'env', 0.2, 3.0, 0.1 ).onChange( onChange );
gui.domElement.style.visibility = 'hidden';
const group = new InteractiveGroup( renderer, camera );
scene.add( group );
const mesh = new HTMLMesh( gui.domElement );
mesh.position.x = - 0.75;
mesh.position.y = 1.5;
mesh.position.z = 0.3;
mesh.rotation.y = Math.PI / 4;
mesh.scale.setScalar( 2 );
group.add( mesh );
// Add stats.js
stats = new Stats();
stats.dom.style.width = '80px';
stats.dom.style.height = '48px';
document.body.appendChild( stats.dom );
statsMesh = new HTMLMesh( stats.dom );
statsMesh.position.x = - 0.75;
statsMesh.position.y = 2;
statsMesh.position.z = 0.3;
statsMesh.rotation.y = Math.PI / 4;
statsMesh.scale.setScalar( 2.5 );
group.add( statsMesh );
let fileLoaders = loadFile({
".gltf": (file) => file.arrayBuffer().then( (data) => loader.parse( data, '', loadGLTF, console.error ) ),
".glb": (file) => file.arrayBuffer().then( (data) => loader.parse( data, '', loadGLTF, console.error ) )
})
document.querySelector("#overlay > input[type=submit]").addEventListener("click", fileLoaders )
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
const time = performance.now() * 0.0002;
//const torus = scene.getObjectByName( 'torus' );
//torus.rotation.x = time * 0.4;
//torus.rotation.y = time;
controls.update()
renderer.render( scene, camera );
stats.update();
// Canvas elements doesn't trigger DOM updates, so we have to update the texture
statsMesh.material.map.update();
}
</script>
</body>
</html>

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body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
a {
color: #ff0;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
button {
cursor: pointer;
text-transform: uppercase;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
box-sizing: border-box;
text-align: center;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
pointer-events: none;
z-index: 1; /* TODO Solve this in HTML */
}
a, button, input, select {
pointer-events: auto;
}
.lil-gui {
z-index: 2 !important; /* TODO Solve this in HTML */
}
@media all and ( max-width: 640px ) {
.lil-gui.root {
right: auto;
top: auto;
max-height: 50%;
max-width: 80%;
bottom: 0;
left: 0;
}
}
#overlay {
position: absolute;
font-size: 16px;
z-index: 2;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
background: rgba(0,0,0,0.7);
}
#overlay button {
background: transparent;
border: 0;
border: 1px solid rgb(255, 255, 255);
border-radius: 4px;
color: #ffffff;
padding: 12px 18px;
text-transform: uppercase;
cursor: pointer;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}

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