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# Documentation / Website
https://xrfragment.org
# Getting started
Here are various ways to enhance your 3D assets/scenes with XR Fragments:
| | difficulty | how | notes |
|-|-|-|-|
| 1 | easiest | the xrfragment.org Sandbox | open 3D file (fbx/gltf) in Blender, add custom properties, and load exported files into the sandbox |
| 2 | easy | hosted sandbox by forking xrfragment-helloworld | Basically #1 but it will be hosted for free at your own github URL |
| 3 | developer | fork xfragment-aframe-helloworld | requires javascript- and aframe.io developer-knowledge |
| 4 | developer | fork xfragment-three-helloworld | requires javascript- and threejs developer-knowledge |
| 5 | developer++ | use a parser-library below | lowlevel approach, more suitable for other scenarios |
# available parser-implementations
* [javascript](dist/xrfragment.js) [(+example)](test/test.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)
See documentation for more info
# development
Pre-build libraries can be found in [/dist folder](dist)
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`
# Credits