forked from google-ar/three.ar.js
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Improved the documentation for anchors and markers according to the P…
…R reviews. Added the marker example. Added the anchor example. Change-Id: I39f3dc5707f62d2d91c66b4a3856c842fe9f93a4
- Loading branch information
Showing
5 changed files
with
355 additions
and
27 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,279 @@ | ||
<!-- | ||
/* | ||
* Copyright 2017 Google Inc. All Rights Reserved. | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
--> | ||
<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>three.ar.js - Anchors</title> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, user-scalable=no, | ||
minimum-scale=1.0, maximum-scale=1.0"> | ||
<style> | ||
body { | ||
font-family: monospace; | ||
margin: 0; | ||
overflow: hidden; | ||
position: fixed; | ||
width: 100%; | ||
height: 100vh; | ||
-webkit-user-select: none; | ||
user-select: none; | ||
} | ||
#info { | ||
position: absolute; | ||
left: 50%; | ||
bottom: 0; | ||
transform: translate(-50%, 0); | ||
margin: 1em; | ||
z-index: 10; | ||
display: block; | ||
width: 100%; | ||
line-height: 2em; | ||
text-align: center; | ||
} | ||
#info a, #info .title { | ||
padding: 0.4em 0.6em; | ||
border-radius: 0.1em; | ||
} | ||
#info a { | ||
color: rgba(255, 255, 255, 0.8); | ||
background-color: rgba(40, 40, 40, 0.6); | ||
font-weight: bold; | ||
text-decoration: none; | ||
} | ||
.title { | ||
color: rgba(255, 255, 255, 0.9); | ||
background-color: rgba(40, 40, 40, 0.4); | ||
margin-left: 0.2em; | ||
} | ||
canvas { | ||
position: absolute; | ||
top: 0; | ||
left: 0; | ||
} | ||
</style> | ||
</head> | ||
<body> | ||
<div id="info"> | ||
<a href="https://github.com/google-ar/three.ar.js">three.ar.js</a><span class="title">Tap to spawn and anchor objects at camera position</span> | ||
</div> | ||
<script src="../third_party/three.js/three.js"></script> | ||
<script src="../third_party/three.js/VRControls.js"></script> | ||
<script src="../dist/three.ar.js"></script> | ||
<script> | ||
|
||
var vrDisplay; | ||
var vrFrameData; | ||
var vrControls; | ||
var arView; | ||
|
||
var canvas; | ||
var camera; | ||
var scene; | ||
var renderer; | ||
var cube; | ||
var cubes = []; | ||
|
||
var anchorManager; | ||
|
||
var CUBE_SIZE_IN_METERS = 0.18; | ||
|
||
var colors = [ | ||
new THREE.Color( 0xffffff ), | ||
new THREE.Color( 0xffff00 ), | ||
new THREE.Color( 0xff00ff ), | ||
new THREE.Color( 0xff0000 ), | ||
new THREE.Color( 0x00ffff ), | ||
new THREE.Color( 0x00ff00 ), | ||
new THREE.Color( 0x0000ff ), | ||
new THREE.Color( 0x000000 ) | ||
]; | ||
|
||
/** | ||
* Use the `getARDisplay()` utility to leverage the WebVR API | ||
* to see if there are any AR-capable WebVR VRDisplays. Returns | ||
* a valid display if found. Otherwise, display the unsupported | ||
* browser message. | ||
*/ | ||
THREE.ARUtils.getARDisplay().then(function (display) { | ||
if (display) { | ||
vrFrameData = new VRFrameData(); | ||
vrDisplay = display; | ||
init(); | ||
} else { | ||
THREE.ARUtils.displayUnsupportedMessage(); | ||
} | ||
}); | ||
|
||
function init() { | ||
// Turn on the debugging panel | ||
var arDebug = new THREE.ARDebug(vrDisplay); | ||
document.body.appendChild(arDebug.getElement()); | ||
|
||
// Setup the three.js rendering environment | ||
renderer = new THREE.WebGLRenderer({ alpha: true }); | ||
renderer.setPixelRatio(window.devicePixelRatio); | ||
console.log('setRenderer size', window.innerWidth, window.innerHeight); | ||
renderer.setSize(window.innerWidth, window.innerHeight); | ||
renderer.autoClear = false; | ||
canvas = renderer.domElement; | ||
document.body.appendChild(canvas); | ||
scene = new THREE.Scene(); | ||
|
||
// Creating the ARView, which is the object that handles | ||
// the rendering of the camera stream behind the three.js | ||
// scene | ||
arView = new THREE.ARView(vrDisplay, renderer); | ||
|
||
// The ARPerspectiveCamera is very similar to THREE.PerspectiveCamera, | ||
// except when using an AR-capable browser, the camera uses | ||
// the projection matrix provided from the device, so that the | ||
// perspective camera's depth planes and field of view matches | ||
// the physical camera on the device. | ||
camera = new THREE.ARPerspectiveCamera( | ||
vrDisplay, | ||
60, | ||
window.innerWidth / window.innerHeight, | ||
vrDisplay.depthNear, | ||
vrDisplay.depthFar | ||
); | ||
|
||
// VRControls is a utility from three.js that applies the device's | ||
// orientation/position to the perspective camera, keeping our | ||
// real world and virtual world in sync. | ||
vrControls = new THREE.VRControls(camera); | ||
|
||
// Create the cube geometry that we'll copy and place in the | ||
// scene when the user clicks the screen | ||
var geometry = new THREE.BoxGeometry( 0.05, 0.05, 0.05 ); | ||
var faceIndices = ['a', 'b', 'c']; | ||
for (var i = 0; i < geometry.faces.length; i++) { | ||
var f = geometry.faces[i]; | ||
for (var j = 0; j < 3; j++) { | ||
var vertexIndex = f[faceIndices[ j ]]; | ||
f.vertexColors[j] = colors[vertexIndex]; | ||
} | ||
} | ||
var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.VertexColors }); | ||
cube = new THREE.Mesh(geometry, material); | ||
|
||
// Bind our event handlers | ||
window.addEventListener('resize', onWindowResize, false); | ||
window.addEventListener('touchstart', onClick, false); | ||
|
||
anchorManager = new THREE.ARAnchorManager(vrDisplay); | ||
|
||
// Kick off the render loop! | ||
update(); | ||
} | ||
|
||
/** | ||
* The render loop, called once per frame. Handles updating | ||
* our scene and rendering. | ||
*/ | ||
function update() { | ||
// Clears color from the frame before rendering the camera (arView) or scene. | ||
renderer.clearColor(); | ||
|
||
// Render the device's camera stream on screen first of all. | ||
// It allows to get the right pose synchronized with the right frame. | ||
arView.render(); | ||
|
||
// Update our camera projection matrix in the event that | ||
// the near or far planes have updated | ||
camera.updateProjectionMatrix(); | ||
|
||
// From the WebVR API, populate `vrFrameData` with | ||
// updated information for the frame | ||
vrDisplay.getFrameData(vrFrameData); | ||
|
||
// Update our perspective camera's positioning | ||
vrControls.update(); | ||
|
||
// Render our three.js virtual scene | ||
renderer.clearDepth(); | ||
renderer.render(scene, camera); | ||
|
||
// Kick off the requestAnimationFrame to call this function | ||
// on the next frame | ||
requestAnimationFrame(update); | ||
} | ||
|
||
/** | ||
* On window resize, update the perspective camera's aspect ratio, | ||
* and call `updateProjectionMatrix` so that we can get the latest | ||
* projection matrix provided from the device | ||
*/ | ||
function onWindowResize () { | ||
console.log('setRenderer size', window.innerWidth, window.innerHeight); | ||
camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
renderer.setSize(window.innerWidth, window.innerHeight); | ||
} | ||
|
||
/** | ||
* When clicking on the screen, create a cube at the user's | ||
* current position. | ||
*/ | ||
function onClick (e) { | ||
// If the user touched with 2 or more fingers, remove the latest model and | ||
// its anchor. | ||
if (cubes.length > 0 && e.touches.length > 1) { | ||
anchorManager.remove(cubes[0]); | ||
scene.remove(cubes[0]); | ||
cubes.splice(0, 1); | ||
return; | ||
} | ||
|
||
// Fetch the pose data from the current frame | ||
var pose = vrFrameData.pose; | ||
|
||
// Convert the pose orientation and position into | ||
// THREE.Quaternion and THREE.Vector3 respectively | ||
var ori = new THREE.Quaternion( | ||
pose.orientation[0], | ||
pose.orientation[1], | ||
pose.orientation[2], | ||
pose.orientation[3] | ||
); | ||
|
||
var pos = new THREE.Vector3( | ||
pose.position[0], | ||
pose.position[1], | ||
pose.position[2] | ||
); | ||
|
||
var dirMtx = new THREE.Matrix4(); | ||
dirMtx.makeRotationFromQuaternion(ori); | ||
|
||
var push = new THREE.Vector3(0, 0, -1.0); | ||
push.transformDirection(dirMtx); | ||
pos.addScaledVector(push, 0.125); | ||
|
||
// Clone our cube object and place it at the camera's | ||
// current position | ||
var cubeClone = cube.clone(); | ||
scene.add(cubeClone); | ||
cubeClone.position.copy(pos); | ||
cubeClone.quaternion.copy(ori); | ||
|
||
cubes.push(cubeClone); | ||
|
||
anchorManager.add(cubeClone); | ||
} | ||
</script> | ||
</body> | ||
</html> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.