WebXR anchors helper. An anchor is a point the AR runtime keeps locked to the real world across frames, correcting for drift as its room model improves — so virtual objects placed on a table stay on the table. Without an anchor, content fixed in reference-space coordinates slowly slides as tracking refines.
WebXR depth sensing helper — the real world's per-pixel depth, used for occlusion (real objects hiding virtual ones) and physics-against-the-room.
WebXR hit-test helper for placing virtual content on real-world surfaces.
Tracks the XR session's input sources (controllers, hands) and refreshes their grip / target-ray poses and gamepad button/axis state each frame.
WebXR lighting estimation helper: reads the AR runtime's estimate of the
real environment's lighting so virtual objects are lit to match the room — a
dominant directional term (sun/lamp) plus an order-2 spherical-harmonics
ambient. Pipe the directional term into a DirectionalLight via
applyToDirectional, and the SH into an ambient/IBL probe.
Thin wrapper over a WebGPU-backed immersive WebXR session: owns the
XRSession, the XRGPUBinding, the projection layer and the reference
space, and turns each XRFrame into a list of XrEyeViews the engine
can render. This is the single place that touches the (draft) WebGPU-XR API;
everything downstream is plain Taos Mat4 / GPUTexture.
One tracked anchor and its latest resolved pose.
Per-frame snapshot of one tracked XR input source (controller / hand).
Real-world lighting sampled from the AR runtime this frame.
One eye's per-frame view state, ready to hand to the engine.
WebXR (VR/AR) integration for the Taos engine, built on the experimental WebGPU-WebXR binding (
XRGPUBinding): the immersive session, per-eye views, controllers, hit-testing, anchors, depth sensing, and light estimation. See TODO/webxr-integration.md.webxr.d.tsships the ambient type slices these modules use — it is picked up automatically by the TypeScript program, no import needed.