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Improved the documentation for anchors and markers according to the P…
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…R reviews. Added the marker example. Added the anchor example.

Change-Id: I39f3dc5707f62d2d91c66b4a3856c842fe9f93a4
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judax authored and jsantell committed Jan 12, 2018
1 parent 4fef0f3 commit 58debab
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279 changes: 279 additions & 0 deletions examples/anchors.html
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<!--
/*
* 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>
16 changes: 11 additions & 5 deletions examples/tango/marker.html → examples/markers.html
Original file line number Diff line number Diff line change
Expand Up @@ -107,8 +107,9 @@
var MODEL_SIZE_IN_METERS = 0.2;
var vrControls = null;
var gui;
var scale = new THREE.Vector3();

var MARKER_SIZE_IN_METERS = 0.1397;
var MARKER_SIZE_IN_METERS = 0.06;

/**
* Use the `getARDisplay()` utility to leverage the WebVR API
Expand All @@ -118,8 +119,12 @@
*/
THREE.ARUtils.getARDisplay().then(function (display) {
if (display) {
vrDisplay = display;
init();
if (display.getMarkers) {
vrDisplay = display;
init();
} else {
THREE.ARUtils.displayUnsupportedMessage("This prototype browser app for WebAR does not support marker detection yet.");
}
} else {
THREE.ARUtils.displayUnsupportedMessage();
}
Expand Down Expand Up @@ -221,9 +226,10 @@
renderer.render(scene, camera);

var markers = vrDisplay.getMarkers(gui.markerType, MARKER_SIZE_IN_METERS);
console.log(markers.length);
if (markers.length > 0) {
model.position.fromArray(markers[0].position);
model.quaternion.fromArray(markers[0].orientation);
model.matrix.fromArray(markers[0].modelMatrix);
model.matrix.decompose(model.position, model.quaternion, scale);
}

// Kick off the requestAnimationFrame to call this function
Expand Down
10 changes: 5 additions & 5 deletions examples/tango/occlusion.html
Original file line number Diff line number Diff line change
Expand Up @@ -78,11 +78,11 @@
<div id="info">
<a href="https://github.com/google-ar/three.ar.js">three.ar.js</a><span class="divider">|</span>Touch anywhere to create a teapot and see occlusion
</div>
<script src="../third_party/dat.gui/dat.gui.js"></script>
<script src="../third_party/three.js/three.js"></script>
<script src="../third_party/three.js/TeapotBufferGeometry.js"></script>
<script src="../third_party/three.js/VRControls.js"></script>
<script src="../dist/three.ar.js"></script>
<script src="../../third_party/dat.gui/dat.gui.js"></script>
<script src="../../third_party/three.js/three.js"></script>
<script src="../../third_party/three.js/TeapotBufferGeometry.js"></script>
<script src="../../third_party/three.js/VRControls.js"></script>
<script src="../../dist/three.ar.js"></script>
<script>
VRPointCloudWrapper = function(vrDisplay) {
this._vrDisplay = vrDisplay;
Expand Down
2 changes: 2 additions & 0 deletions webvr_ar_extension.idl
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,8 @@ partial interface VRDisplay {
void removeAnchor(VRAnchor anchor);
sequence<VRAnchor> getAnchors();
sequence<VRMarker> getMarkers(long type, float size);
const long MARKER_TYPE_AR = 0x01;
const long MARKER_TYPE_QRCODE = 0x02;
};

partial interface VRDisplayCapabilities {
Expand Down
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