GithubHelp home page GithubHelp logo

expo / expo-three-ar Goto Github PK

View Code? Open in Web Editor NEW
70.0 5.0 11.0 2.55 MB

Utilities for using Expo AR with THREE.js

JavaScript 0.75% TypeScript 99.25%
three react-native react arkit vector2 ar-session expo camera props video-feed

expo-three-ar's Introduction

This package is no longer supported as Expo Go's built-in AR support is no longer supported. This package may be reused in the future if new native package is created.

expo-three-ar

Tools for using three.js to build native AR experiences with Expo. This library is iOS only.

This library is a side-project and should not be considered production ready

Installation

yarn add three expo-three-ar

Usage

Import the library into your JavaScript file:

import * as ThreeAR from 'expo-three-ar';

Enabling AR

  • expo-gl: call AR.startAsync(gl) after GLView.onContextCreate has been called.
  • expo-graphics: you need to add the isArEnabled={true} prop

API

new BackgroundTexture(renderer: WebGLRenderingContext)

extends a THREE.Texture that reflects the live video feed of the AR session. Usually this is set as the .background property of a THREE.Scene to render the video feed behind the scene's objects.

// viewport width/height & zNear/zFar
scene.background = new BackgroundTexture(renderer);

new Camera(width: number, height: number, zNear: number, zFar: number)

extends a THREE.PerspectiveCamera that automatically updates its view and projection matrices to reflect the AR session camera. width, height specify the dimensions of the target viewport to render to and near, far specify the near and far clipping distances respectively. The THREE.PerspectiveCamera returned has its updateMatrixWorld and updateProjectionMatrix methods overriden to update to the AR session's state automatically. THREE.PerspectiveCamera that updates it's transform based on the device's orientation.

// viewport width/height & zNear/zFar
const camera = new Camera(width, height, 0.01, 1000);

new Light()

THREE.PointLight that will update it's color and intensity based on ARKit's assumption of the room lighting.

renderer.physicallyCorrectLights = true;
renderer.toneMapping = THREE.ReinhardToneMapping;

const arPointLight = new Light();
arPointLight.position.y = 2;
scene.add(arPointLight);

// You should also add a Directional for shadows
const shadowLight = new THREE.DirectionalLight();
scene.add(shadowLight);
// If you would like to move the light (you would) then you will need to add the lights `target` to the scene.
// The shadowLight.position adjusts one side of the light vector, and the target.position represents the other.
scene.add(shadowLight.target);

...
// Call this every frame:
arPointLight.update()

new MagneticObject()

A THREE.Mesh that sticks to surfaces. Use this as a parent to models that you want to attach to surfaces.

const magneticObject = new MagneticObject();
magneticObject.maintainScale = false; // This will scale the mesh up/down to preserve it's size regardless of distance.
magneticObject.maintainRotation = true; // When true the mesh will orient itself to face the camera.

// screenCenter is a normalized value = { 0.5, 0.5 }
const screenCenter = new THREE.Vector2(0.5, 0.5);
...

// Call this every frame to update the position.
magneticObject.update(camera, screenCenter);

new ShadowFloor()

A transparent plane that extends THREE.Mesh and receives shadows from other meshes. This is used to render shadows on real world surfaces.

renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
const shadowFloor = new ShadowFloor({
  width: 1,
  height: 1,
  opacity: 0.6,
}); // The opacity of the shadow

new Points()

A utility object that renders all the raw feature points.

const points = new Points();
// Then call this each frame...
points.update();

new Planes()

A utility object that renders all the ARPlaneAnchors

const planes = new Planes();
// Then call this each frame...
planes.update();

AR Functions

Three.js calculation utilites for working in ARKit. Most of these functions are used for calculating the surfaces. You should see if MagneticObject() has what you need before digging into these. You can also check out this example provided by Apple

hitTestWithFeatures(camera: THREE.Camera, point: THREE.Vector2, coneOpeningAngleInDegrees: number, minDistance: number, maxDistance: number, rawFeaturePoints: Array)

Props

  • camera: THREE.Camera
  • point: THREE.Vector2
  • coneOpeningAngleInDegrees: number
  • minDistance: number
  • maxDistance: number
  • rawFeaturePoints: Array<any>

hitTestWithPoint(camera: THREE.Camera, point: THREE.Vector2)

Props

  • camera: THREE.Camera
  • point: THREE.Vector2

unprojectPoint(camera: THREE.Camera, point: THREE.Vector2)

Props

  • camera: THREE.Camera
  • point: THREE.Vector2

hitTestRayFromScreenPos(camera: THREE.Camera, point: THREE.Vector2)

Props

  • camera: THREE.Camera
  • point: THREE.Vector2

hitTestFromOrigin(origin: THREE.Vector3, direction: THREE.Vector3, rawFeaturePoints: ?Array)

Props

  • origin: THREE.Vector3
  • direction: THREE.Vector3
  • rawFeaturePoints: ?Array<any>

hitTestWithInfiniteHorizontalPlane(camera: THREE.Camera, point: Point, pointOnPlane: THREE.Vector3)

Props

  • camera: THREE.Camera
  • point: THREE.Vector2
  • pointOnPlane: THREE.Vector3

rayIntersectionWithHorizontalPlane(rayOrigin: THREE.Vector3, direction: THREE.Vector3, planeY: number)

Props

  • rayOrigin: THREE.Vector3
  • direction: THREE.Vector3
  • planeY: number

convertTransformArray(transform: Array): THREE.Matrix4

Props

  • transform: number[]

positionFromTransform(transform: THREE.Matrix4): THREE.Vector3

Props

  • transform: THREE.Matrix4

worldPositionFromScreenPosition(camera: THREE.Camera, position: THREE.Vector2, objectPos: THREE.Vector3, infinitePlane = false, dragOnInfinitePlanesEnabled = false, rawFeaturePoints = null): { worldPosition: THREE.Vector3, planeAnchor: ARPlaneAnchor, hitAPlane: boolean }

Props

  • camera: THREE.Camera
  • position: THREE.Vector2
  • objectPos: THREE.Vector3
  • infinitePlane: boolean = false
  • dragOnInfinitePlanesEnabled: boolean = false
  • rawFeaturePoints: any = null

positionFromAnchor(anchor: ARAnchor): THREE.Vector3

Props

  • anchor: { worldTransform: Matrix4 }

improviseHitTest(point, camera: THREE.Camera): ?THREE.Vector3

Props

  • point: THREE.Vector2
  • camera: THREE.Camera

expo-three-ar's People

Contributors

dependabot[bot] avatar evanbacon avatar ide avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar

expo-three-ar's Issues

2D Plane visualizations

Any way of visualizing the plane geometry including limiting surface visualization by width+length / extent with a 2D visualization. In swift you would implement something like below:

// Create a mesh to visualize the estimated shape of the plane.
guard let meshGeometry = ARSCNPlaneGeometry(device: sceneView.device!)
    else { fatalError("Can't create plane geometry") }
meshGeometry.update(from: anchor.geometry)
meshNode = SCNNode(geometry: meshGeometry)

// Create a node to visualize the plane's bounding rectangle.
let extentPlane: SCNPlane = SCNPlane(width: CGFloat(anchor.extent.x), height: CGFloat(anchor.extent.z))
extentNode = SCNNode(geometry: extentPlane)
extentNode.simdPosition = anchor.center

// rotate it to match the orientation of `ARPlaneAnchor`.
extentNode.eulerAngles.x = -.pi / 2

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.