Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[feature request] update xr-room-physics use plane detection + mesh detection #23

Open
evanmcarlson opened this issue Oct 19, 2023 · 2 comments

Comments

@evanmcarlson
Copy link

The xr-room-physics component is very helpful. It would be nice to add mesh detection (available on Quest 3) to it.

@diarmidmackenzie
Copy link
Owner

diarmidmackenzie commented Oct 19, 2023

Thanks for the suggestion.

Physics for arbitrary meshes (especially non-convex ones) is hard to do in a performant way. For physics engines without CCD, it's also hard to prevent tunnelling by adding depth (as xr-room-physics does with planes).

From a quick search, I can't find much documentation explaining how non-plane meshes are exposed via the WebXR APIs.

The WebXR repo has this section on real-world geometry, which has a lot of content on XRPlanes, but very little on non-plane Meshes. Are these even supported in WebXR at this time?

@diarmidmackenzie
Copy link
Owner

Relevant WebXR standard appears to be this one.

https://immersive-web.github.io/real-world-meshing/

Don't know if this is supported on Quest 3 yet.

Some related work:
https://twitter.com/JRHarron/status/1715762626070757885?t=wMMdpXa1FBxKOnQmBHskEg&s=19

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants