jsartoolkit5
Version:
Emscripten port of ARToolKit to JavaScript
152 lines (124 loc) • 4.74 kB
HTML
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="js/third_party/three.js/three.min.js"></script>
<script src='js/third_party/three.js/OrbitControls.js'></script>
<script src="../build/artoolkit.debug.js"></script>
<script src="../js/artoolkit.api.js"></script>
<body><script>
//////////////////////////////////////////////////////////////////////////////////
// Init
//////////////////////////////////////////////////////////////////////////////////
var video = document.createElement('video');
// video.style.position = 'absolute'
document.body.appendChild(video)
video.src = 'Data/output_4.ogg';
video.autoplay = true;
video.webkitPlaysinline = true;
video.controls = false;
video.loop = true;
video.width = 640;
video.height = 480;
//////////////////////////////////////////////////////////////////////////////////
// Init
//////////////////////////////////////////////////////////////////////////////////
// init renderer
var renderer = new THREE.WebGLRenderer({
antialias : true,
alpha: true
});
renderer.setClearColor(new THREE.Color('lightgrey'), 0)
renderer.setSize( video.width, video.height );
renderer.domElement.style.position = 'absolute'
renderer.domElement.style.left = '8px'
document.body.appendChild( renderer.domElement );
// array of functions for the rendering loop
var onRenderFcts= [];
// init scene and camera
var scene = new THREE.Scene();
//////////////////////////////////////////////////////////////////////////////////
// Comments
//////////////////////////////////////////////////////////////////////////////////
// Create a camera and a marker root object for your Three.js scene.
var camera = new THREE.Camera();
camera.matrixAutoUpdate = false;
scene.add(camera);
var arController = null;
// load camera parameters
var cameraParameters = new ARCameraParam();
cameraParameters.onload = function() {
arController = new ARController(video.width, video.height, cameraParameters);
arController.debugSetup();
var cameraMatrix = arController.getCameraMatrix();
camera.projectionMatrix.elements.set(cameraMatrix);
};
cameraParameters.load('Data/camera_para.dat');
// create the marker Root
var markerRoot = new THREE.Object3D();
markerRoot.markerMatrix = new Float64Array(12);
markerRoot.matrixAutoUpdate = false;
markerRoot.visible = false
scene.add(markerRoot);
onRenderFcts.push(function(){
if (!arController) return;
arController.detectMarker(video);
arController.debugDraw();
// update markerRoot with the found markers
var markerNum = arController.getMarkerNum();
if (markerNum > 0) {
if( markerRoot.visible === false ) {
arController.getTransMatSquare(0 /* Marker index */, 1 /* Marker width */, markerRoot.markerMatrix);
} else {
arController.getTransMatSquareCont(0, 1, markerRoot.markerMatrix, markerRoot.markerMatrix);
}
arController.transMatToGLMat(markerRoot.markerMatrix, markerRoot.matrix.elements);
}
// objects visible IIF there is a marker
if (markerNum > 0) {
markerRoot.visible = true;
} else {
markerRoot.visible = false;
}
})
//////////////////////////////////////////////////////////////////////////////////
// add an object in the scene
//////////////////////////////////////////////////////////////////////////////////
// add a torus knot
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshNormalMaterial({
transparent : true,
opacity: 0.5,
side: THREE.DoubleSide
});
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = geometry.parameters.height/2
markerRoot.add( mesh );
var geometry = new THREE.TorusKnotGeometry(0.3,0.1,32,32);
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = 0.5
markerRoot.add( mesh );
onRenderFcts.push(function(){
mesh.rotation.x += 0.1
})
//////////////////////////////////////////////////////////////////////////////////
// render the whole thing on the page
//////////////////////////////////////////////////////////////////////////////////
// render the scene
onRenderFcts.push(function(){
renderer.render( scene, camera );
})
// run the rendering loop
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>