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@babylonjs/react-native

v2.0.2

Published

Babylon Native integration into React Native

Readme

Babylon React Native

Usage

This quick overview will help you understand the constructs provided by Babylon React Native and how to use them in a React Native application.

Dependencies

This package has several peer dependencies. If these dependencies are unmet, npm install will emit warnings. Be sure to add these dependencies to your project.

The react-native-permissions dependency is required for XR capabilities of Babylon.js (to request camera permissions automatically). Be sure to follow the react-native-permissions instructions to update your Podfile and Info.plist (iOS) and/or AndroidManifest.xml (Android). These plugins can be disabled and by such, dependency to react-native-permissions is not needed anymore (see below).

Android Configuration

The minimum Android SDK version is 21. This must be set as minSdkVersion in the consuming project's build.gradle file.

iOS Configuration

The minimum deployment target version is 12. This must be set as iOS Deployment Target in the consuming project's project.pbxproj, and must also be set as platform in the consuming project's Podfile. Make sure pod install is called from the ios folder after npm install.

Workspace

In your app workspace, add a reference to BabylonReactNative project by adding these lines:

<FileRef
    location = "group:../node_modules/@babylonjs/react-native/Build/iOS/ReactNativeBabylon.xcodeproj">
</FileRef>

to your app xcworkspace/content.xcworkspacedata file.

CMake

To disable post install CMake generation, set this variable before running npm install:

export BABYLON_NO_CMAKE_POSTINSTALL=1

Plugins selection

Plugins can be disabled at build time. They are all enabled by default and disabling is done with environment variables:

To disable Camera plugin:

export BABYLON_NATIVE_PLUGIN_NATIVECAMERA=0

For Native XR:

export BABYLON_NATIVE_PLUGIN_NATIVEXR=0

Platform Native Packages

Starting with BabylonReactNative NPM 2.0.0+, one single package is available for iOS, Android and Windows versus multiple packages before.

Babylon.js minimal version:

|BabylonReactNative version | Babylon.js version | BabylonNative commit | | ----------- | ------------------------ | --- | |2.0.0 | 8.3.0 | 6c25966e8f8c0f3a0c13fdf77064f1bde790391f

useEngine

useEngine is a custom React hook that manages the lifecycle of a Babylon engine instance in the context of an owning React component. useEngine creates an engine instance asynchronously which is used to create and configure scenes. Typically scene initialization code should exist in a useEffect triggered by an engine state change. For example:

import { useEngine } from '@babylonjs/react-native';
import { Engine, Scene } from '@babylonjs/core';

const MyComponent: FunctionComponent<MyComponentProps> = (props: MyComponentProps) => {
    const engine = useEngine();

    useEffect(() => {
        if (engine) {
            const scene = new Scene(engine);
            // Setup the scene!
        }
    }, [engine]);

    return (
        <>
        </>
    );
}

EngineView

EngineView is a custom React Native view that presents a camera from a Babylon scene. A camera therefore is assigned to the EngineView. For example:

import { useEngine, EngineView } from '@babylonjs/react-native';
import { Engine, Scene, Camera } from '@babylonjs/core';

const MyComponent: FunctionComponent<MyComponentProps> = (props: MyComponentProps) => {
    const engine = useEngine();
    const [camera, setCamera] = useState<Camera>();

    useEffect(() => {
        if (engine) {
            const scene = new Scene(engine);
            scene.createDefaultCamera(true);
            setCamera(scene.activeCamera!);
            // Setup the scene!
        }
    }, [engine]);

    return (
        <>
            <EngineView style={{flex: 1}} camera={camera} />
        </>
    );
}

Also the EngineView has a boolean isTransparent flag which defines whether the background of the scene should be transparent or not.

e.g.

<EngineView style={{flex: 1}} camera={camera} isTransparent={true} />

To configure anti-aliasing, a property called antiAliasing can be changed to a value of 0 or 1 (disable anti-aliasing, default), 2, 4, 8 or 16 (anti-aliasing samples).

e.g.

<EngineView style={{flex: 1}} camera={camera} MSAA={4} />

Note: Currently only one EngineView can be active at any given time. Multi-view will be supported in a future release.

The Android specific androidView property can help set the type of the view used for rendering. Depending on user needs and performance, refer to the table below. TextureView can be inserted anywhere in the view hierarchy, but is less efficient. SurfaceView can only be fully above or fully below the rest of the UI, but is more efficient.

| isTransparent | androidView | Description | | ----------- | ------------------------ | ----------- | | False | TextureView | Opaque TextureView. | False | SurfaceView | Simple SurfaceView (default when no androidView set with isTransparent=false). | False | SurfaceViewZTopMost | SurfaceView with ZTopMost set to true. | False | SurfaceViewZMediaOverlay | SurfaceView with ZMediaOverlay set to true. | True | TextureView | Transparent TextureView. | True | SurfaceView | SurfaceView will stay opaque | True | SurfaceViewZTopMost | SurfaceView with ZTopMost set to true. Transparent but topmost. (default when no androidView set with isTransparent=true) | True | SurfaceViewZMediaOverlay | SurfaceView with ZMediaOverlay set to true. Only transparent on top of other SurfaceViews.

More information on TextureView vs SurfaceView performance here: https://developer.android.com/reference/android/view/TextureView