playcanvas
Version:
PlayCanvas WebGL game engine
69 lines (66 loc) • 1.63 kB
JavaScript
import { EventHandler } from '../../core/event-handler.js';
import { Vec3 } from '../../core/math/vec3.js';
import { Quat } from '../../core/math/quat.js';
class XrTrackedImage extends EventHandler {
static{
this.EVENT_TRACKED = 'tracked';
}
static{
this.EVENT_UNTRACKED = 'untracked';
}
constructor(image, width){
super(), this._bitmap = null, this._measuredWidth = 0, this._trackable = false, this._tracking = false, this._emulated = false, this._pose = null, this._position = new Vec3(), this._rotation = new Quat();
this._image = image;
this._width = width;
}
get image() {
return this._image;
}
set width(value) {
this._width = value;
}
get width() {
return this._width;
}
get trackable() {
return this._trackable;
}
get tracking() {
return this._tracking;
}
get emulated() {
return this._emulated;
}
prepare() {
if (this._bitmap) {
return {
image: this._bitmap,
widthInMeters: this._width
};
}
return createImageBitmap(this._image).then((bitmap)=>{
this._bitmap = bitmap;
return {
image: this._bitmap,
widthInMeters: this._width
};
});
}
destroy() {
this._image = null;
this._pose = null;
if (this._bitmap) {
this._bitmap.close();
this._bitmap = null;
}
}
getPosition() {
if (this._pose) this._position.copy(this._pose.transform.position);
return this._position;
}
getRotation() {
if (this._pose) this._rotation.copy(this._pose.transform.orientation);
return this._rotation;
}
}
export { XrTrackedImage };