Closed HexaField closed 1 year ago
Hi @HexaField!
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upport to the WebXR polyfill supported modes, as well as runs the correct logic in various matrix calculations to render an immersive VR session the same as an immersive AR session.
Future considerations include mobile (non-immersive) AR compatibility. I believe the original Mozilla WebXR Emulator included a primitive version of this (with no AR specific WebXR features) but a lot of those
Hey @HexaField , thank you for the PR! I will start taking a look at this on Monday, in the meantime, can you sign the Open Source contributor license agreement here: https://code.facebook.com/cla ? Thanks!
The reason I intentionally left out the ar code in the polyfill folder is that I have been working on AR support myself too, I didn't necessarily agree with what Mozilla's direction with the AR feature of the emulator was, and as a result I have a different implementation that deviated from the existing code paths. AR support is my current priority and I was planning to ship this soonish. Still, thank you very much for your contribution here, I am sure this will be helpful to me in the coming days.
Hey @HexaField , thank you for the PR! I will start taking a look at this on Monday, in the meantime, can you sign the Open Source contributor license agreement here: https://code.facebook.com/cla ? Thanks!
The reason I intentionally left out the ar code in the polyfill folder is that I have been working on AR support myself too, I didn't necessarily agree with what Mozilla's direction with the AR feature of the emulator was, and as a result I have a different implementation that deviated from the existing code paths. AR support is my current priority and I was planning to ship this soonish. Still, thank you very much for your contribution here, I am sure this will be helpful to me in the coming days.
Will get that signed ASAP.
No worries. I am currently working on implementing the detected planes API on top of this API, and will look at implementing other APIs.
My intention is to make small PRs that implement absolute base functionality, simply implementing the WebXR APIs, leaving any custom features (like a sophisticated phone orientation simulation tool) for Meta & the rest of the open source community. I am very fond of the ideas spoken to here about extending the API to make programatic debugging & testing more viable, and am wanting to get the base AR implementing out of the way to enable this to be more readily available.
sophisticated
Huh! You are moving really fast! In this case, we are definitely going to bump into each other. I already have a hacked together version of ar-support + plane detection + anchor support. It is not ready to be made public but since you are quite deep into this milestone already, do you mind if we find a time to sync up and exchange ideas? This way we can avoid doing duplicate work. Thanks!
sophisticated
Huh! You are moving really fast! In this case, we are definitely going to bump into each other. I already have a hacked together version of ar-support + plane detection + anchor support. It is not ready to be made public but since you are quite deep into this milestone already, do you mind if we find a time to sync up and exchange ideas? This way we can avoid doing duplicate work. Thanks!
Fantastic, let's!
sophisticated
Huh! You are moving really fast! In this case, we are definitely going to bump into each other. I already have a hacked together version of ar-support + plane detection + anchor support. It is not ready to be made public but since you are quite deep into this milestone already, do you mind if we find a time to sync up and exchange ideas? This way we can avoid doing duplicate work. Thanks!
Fantastic, let's!
Great! I will DM you on Twitter to coordinate, if that works?
sophisticated
Huh! You are moving really fast! In this case, we are definitely going to bump into each other. I already have a hacked together version of ar-support + plane detection + anchor support. It is not ready to be made public but since you are quite deep into this milestone already, do you mind if we find a time to sync up and exchange ideas? This way we can avoid doing duplicate work. Thanks!
Fantastic, let's!
Great! I will DM you on Twitter to coordinate, if that works?
Yes, sounds good. I am https://twitter.com/HexaField
sophisticated
Huh! You are moving really fast! In this case, we are definitely going to bump into each other. I already have a hacked together version of ar-support + plane detection + anchor support. It is not ready to be made public but since you are quite deep into this milestone already, do you mind if we find a time to sync up and exchange ideas? This way we can avoid doing duplicate work. Thanks!
Fantastic, let's!
Great! I will DM you on Twitter to coordinate, if that works?
Yes, sounds good. I am https://twitter.com/HexaField
Thanks! Will do so tomorrow, btw, what timezone are you in?
Thanks! Will do so tomorrow, btw, what timezone are you in?
Australia
@felixtrz has imported this pull request. If you are a Meta employee, you can view this diff on Phabricator.
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@felixtrz merged this pull request in meta-quest/immersive-web-emulator@0aa5a2a591806d11927aa9ac632c3456d4449555.
Merged, thanks again @HexaField
Simply adds
immersive-ar
support to the WebXR polyfill supported modes, as well as runs the correct logic in various matrix calculations to render an immersive VR session the same as an immersive AR session.Future considerations include mobile (non-immersive) AR compatibility. I believe the original Mozilla WebXR Emulator included a primitive version of this (with no AR specific WebXR features) but a lot of those code paths seem to not be included in this revamp.
References
https://github.com/meta-quest/immersive-web-emulator/issues/1
This contibution is funded by Ethereal Engine