A standardized reality for future of the 3D Web


Keywords
react, spaces, webxr, environment, webvr, muse, 3d website, virtual reality, 3d, three js, js, react-three-fiber, three, threejs, vr, xr
License
MIT
Install
npm install spacesvr@2.12.2

Documentation



logo

spacesvr

A standardized reality for the future of the 3D Web.

Version Downloads Discord Shield

www.muse.place · demo · discord

logo






About

The mission of spacesvr is to organize and implement the standards for experiencing 3D content on the web in the same way that there exists standards for experiencing 2D content with HTML/CSS/JS.

spacesvr is designed to empower the artist. Instead of worrying about file structures or basic functionality like cross-device compatability, artists should spend their time telling their story. As such, consumption is optimized for simplicity, and the organization provides a framework to tell stories.

spacesvr is actively maintained by Muse, a YC-backed startup that provides tooling for visually building worlds. Muse's mission is to accelerate the adoption of 3D websites by increasing their accessibility, both for the end user and for the creator. Muse is completely built on spacesvr.

Quick Start

Develop

You could set up the framework in your sleep. Just import the package

yarn add spacesvr #or npm install spacesvr

and copy/paste 9 lines of code

import { StandardReality, LostWorld } from "spacesvr";

function World() {
  return (
    <StandardReality>
      <LostWorld /> // an example world with a floor, skybox, and fog
    </StandardReality>
  );
}

this is all the code for this demo


From this point, your creations will be built by directly using the following technologies:

Under the hood and mostly abstracted away are the following technologies:

Folder Structure

the following are each a fundamental unit and their own folder at the top level of spacesvr, with the pattern recursively re-appearing throughout the repository

ideas are the fundamental building blocks of your world. They are the 3D the equivalent of HTML Elements. They are implemented as React components.

layers (of reality) offer new functionality to the world. They are implemented using a React container component, a context, and a corresponding hook.

logic offers functions to be used when composing your world. They are implemented as individually exported functions and hooks.

realities define how the player experiences your world. They are comparable in function to a browser. They are implemented as a React container component and composed of an ordering of layers.

tools offer the player affordances in your world. They are implemented as ideas using the Tool modifier, accessed by single keystrokes.

worlds are sets of ideas. They are the actual content of your site. They are implemented as compositions of ideas.






Realities

Standard Reality

The Standard Reality defines the standard experiencing the 3D web. The layers provided are the Environment Layer, Physics Layer, Player Layer, and Network Layer. Additionally, it provides an infinite ground to walk on that can be disabled.

<StandardReality
    environmentProps={{...}} // props to be passed to the environment layer
    physicsProps={{...}} // props to be passed to the physics layer
    playerProps={{...}} // props to be passed to the player layer
    networkProps={{...}} // props to be passed to network layer
    disableGround={true} // disable ground in case you want your own
/>

Layers

Environment Layer

The base layer that abstracts away the DOM, allowing you to think only in 3D

type EnvironmentProps = {
  name?: string; // set the name of your environment, shows up in the pause menu
  pauseMenu?: ReactNode; // for you to provide a custom pause menu
  loadingScreen?: ReactNode; // for you to provide a custom loading screen
  dev?: boolean; // hides the pause menu, useful while switching between world and IDE
  canvasProps?: Partial<ContainerProps>; // to edit the r3f canvas props
};
const environmentState = useEnvironment();

type EnvironmentState = {
  name: string;
  paused: boolean;
  setPaused: (p: boolean) => void;
  device: DeviceState; // the current device being used by the player: xr, mobile, or desktop
  containerRef: MutableRefObject<HTMLDivElement | null>;
};

Physics Layer

Provides a default physics configuration

import { PhysicsProps as ProviderProps } from "@react-three/cannon";
type PhysicsProps = ProviderProps;

Player Layer

Provides a user-controlled entity with a standardized set of controls that work cross-platform (VR/Mobile/Desktop)

type PlayerProps = {
  pos?: number[]; // initial player position
  rot?: number; // initial player rotation (radians along Y axis)
  speed?: number; // player movement speed
  controls?: {
    disableGyro?: boolean; // used to disable gyroscope prompt on mobile
  };
};
const playerState = usePlayer();

type PlayerState = {
  position: PlayerVec; //.get() and .set() for position
  velocity: PlayerVec; //.get() and .set() for velocity
  controls: PlayerControls; //.lock() and .unlock() for stopping player movement
  raycaster: Raycaster; // reference to player's raycaster
};

Network Layer

Provides multiplayer out-of-the-box. Muse provides signalling servers and STUN/TURN servers for everyone :).

type NetworkProps = {
  autoconnect?: boolean; // whether to automatically attempt a p2p connection, false by default
  disableEntities?: boolean; // whether to hide users from seeing each other, in case you want to implement yourself
  iceServers?: RTCIceServer[]; // set of ice servers to use (recommended for production!!)
  host?: string; // signalling host url, uses Muse's servers by default
  sessionId?: string; // if you know the session id you want to use, enter it here
  worldName?: string; // the worldname to hash your signal peers by, by default set to the path name
  voice?: boolean; // whether to enable spatial voice chat, false by default
};
const networkState = useNetwork();

type NetworkState = {
  connected: boolean; // whether the user has established connection with signalling server
  connect: (config?: ConnectionConfig) => Promise<void>; // when autoconnect is off, use this to manually connect
  connections: Map<string, DataConnection>; // reference to active peer connections
  disconnect: () => void;
  voice: boolean; // whether voice is enabled
  setVoice: (v: boolean) => void; // enable/disable voice
  mediaConnections: Map<string, MediaConnection>; // reference to active media connections
  useChannel: <Data = any, State = any>(
    id: string,
    type: ChannelType,
    reducer: Reducer<Data, State>
  ) => Channel<Data, State>; // set up a data channel to standardize communication between peers
};

Ideas

/mediated/

LostFloor

An infinite floor styled to the Lost World.

<LostFloor />

/modifiers/

Collidable

Enables colliders for its children either by a named collider mesh or using all meshes and capping collective triangle count to triLimit prop.

<Collidable
  triLimit={1000} // max number of triangles before it uses bvh
  enabled={true}
  hideCollisionMeshes={false} // set visible to false on meshes used for collision
/>

FacePlayer

Turns its children into a billboard, always facing the camera.

<FacePlayer lockX={false} lockY={false} lockZ={false} />

Floating

Lazily floats its children.

<Floating height={0.2} speed={1} />

Interactable

Makes its children react to onclick and on hover methods

<Interactable
  onClick={() => console.log("Ive been clicked!")}
  onHovered={() => console.log("Ive been hovered!")}
  onUnHovered={() => console.log("Ive been unhovered?")}
>
  <Stuff />
</Interactable>

LookAtPlayer

Makes its children face the player, but with easing.

<LookAtPlayer enabled={true} />

Spinning

Makes its children spin

<Spinning xSpeed={0} ySpeed={1} zSpeed={0} />

Tool

Provides the UX for its children to become a tool, meaning it will show up in camera at all times.

<Tool
  pos={[0, 0]} // position on screen from [-1, -1] to [1, 1]
  face={true} // whether the tool should face the screen
  distance={1} // how far away to place the item. It will scale as it moves away
  pinY={false} // pin the tool on the y axis
/>

/physical/

Arrow

An arrow icon

<Arrow dark={false} />

Audio

A positional audio component that will play the passed in audio url. Handles media playback rules for Safari, iOS, etc.

<Audio
  url="https://link-to-your-audio.mp3"
  position={[0, 4, 0]}
  volume={1}
  rollOff={1}
  dCone={new Vector3(coneInnerAngle, coneOuterAngle, coneOuterGain)} // defaults should be fine
  fftSize={128}
/>

Background

Set the background color of your space

<Background color="blue" />

Fog

Add fog to your scene.

<Fog color="white" near={10} far={100} />

HDRI

Set the scene background to an hdr file. You can find free hdr files here: https://hdrihaven.com/

<HDRI
  src="https://link-to-your-hdri.hdr"
  disableBackground={false} // used to disable visual hdr (skybox)
  disableEnvironment={false} // used to disable environment map
/>

Image

Quickly add an image to your scene

<Image
  src="https://link-to-your-image.png"
  size={1} // size, default normalized to longest side = 1
  framed // adds a frame
/>

InfinitePlane

Adds an infinite plane to walk on (added by default with the Environment Layer)

<InfinitePlane
  height={-0.0001} // offset a slight amount
  size={[100, 100]}
  visible={false}
/>

Model

Quickly add a GLTF/GLB model to your scene. Will handle Suspense, KTX2, Draco, Meshopt.

<Model
  src="https://link-to-your-model.glb"
  center={false} // whether to center the model so its bounds are centered on its origin
/>

Video

Add a video file to your space with positional audio. Handles media playback rules for Safari, iOS, etc.

<Video
  src="https://link-to-your-video.mp4"
  size={1} // size, default normalized to longest side = 1
  volume={1}
  muted // mutes the video
  framed // adds a frame
/>