Portal View AR

Ar.js Portal View AR 예제

코드

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<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <title>Hello Cube</title>
    
    <!-- include three.js -->
    <script type="text/javascript" src="../../lib/threejs/build/three.js"></script>
    
    <!-- inclde jsartookit -->
    <script type="text/javascript" src="../../lib/jsartoolkit5/artoolkit.min.js"></script>
    <script type="text/javascript" src="../../lib/jsartoolkit5/artoolkit.api.js"></script>
    
    <!-- include threex.artoolkit -->
    <script type="text/javascript" src="../../lib/threex/threex-artoolkitsource.js"></script>
    <script type="text/javascript" src="../../lib/threex/threex-artoolkitcontext.js"></script>
    <script type="text/javascript" src="../../lib/threex/threex-arbasecontrols.js"></script>
    <script type="text/javascript" src="../../lib/threex/threex-armarkercontrols.js"></script>
    <script type="text/javascript" src="../../lib/threex/threex-arsmoothedcontrols.js"></script>
    
</head>
<body style='margin : 0px; overflow: hidden; font-family: monospace;'>
 
<script type="text/javascript">
var scene, camera, renderer, clock, deltaTime, totalTime;
 
var arToolkitSource, arToolkitContext, smoothedControls;
 
var markerRoot1;
 
var portal, potalMaterial;
 
initialize(); 
animate();
 
function initialize(){
    scene = new THREE.Scene();    // 씬 생성 
    
    // 조명 생성
    let ambientLight = new THREE.AmbientLight(0xcccccc0.5);
    scene.add(ambientLight);
    
    // 카메라 생성
    camera = new THREE.Camera();
    scene.add(camera);
    
    // 랜더러 생성
    renderer = new THREE.WebGLRenderer({
        antialias: true,
        alpha: true
    });
    
    // 랜더러 설정 및 도큐먼트에 추가 
    renderer.setClearColor(new THREE.Color('lightgrey'), 0);
    renderer.setSize(640480);
    renderer.domElement.style.position = 'absolute';
    renderer.domElement.style.top = '0px';
    renderer.domElement.style.left = '0px';
    document.body.appendChild(renderer.domElement);
    
    // 클락 생성 및 타임 설정 
    clock = new THREE.Clock();
    deltaTime = 0
    totalTime = 0
    
    // ArToolkitSouce 설정
    arToolkitSource = new THREEx.ArToolkitSource({
        sourceType: 'webcam'
    });
    
    function onResize(){
        arToolkitSource.onResize();
        arToolkitSource.copySizeTo(renderer.domElement);
        if(arToolkitContext.arController !== null){
            arToolkitSource.copySizeTo(arToolkitContext.arController.canvas);
        }
    }
    
    arToolkitSource.init(function onReady(){
        onResize();
    });
    
    window.addEventListener('resize'function(){
        onResize();
    });
    
    // ArToolkitContext 생성 
    arToolkitContext = new THREEx.ArToolkitContext({
        cameraParametersUrl: 'data/camera_para.dat',
        detectionMode: 'mono'
    });
    
    arToolkitContext.init(function onCompleted(){
        camera.projectionMatrix.copy(arToolkitContext.getProjectionMatrix());
    });
    
    // MarkerRoots 세팅 
    markerRoot1 = new THREE.Group();
    scene.add(markerRoot1);
    
    let markerControls1 = new THREEx.ArMarkerControls(arToolkitContext, markerRoot1, {
        type: 'pattern',
        patternUrl: 'data/hiro.patt'
    });
    
    // 움직일 때 마지막 위치에서 보간하여 부드러운 전환을 만듭니다
    // 0 근처의 매개 변수 lerp 값은 느리고 1 근처는 빠름 (순간)입니다.
    let smoothedRoot = new THREE.Group();
    scene.add(smoothedRoot);
    
    smoothedControls = new THREEx.ArSmoothedControls(smoothedRoot, {
        lerpPosition: 0.5,
        lerpQuarternion: 0.5,
        lerpScale: 1
    });
    
    let loader = new THREE.TextureLoader();
    let defaultMaterial = new THREE.MeshBasicMaterial({
        map: loader.load('images/sphere-colored.png'), 
        color: 0x444444,
        side: THREE.DoubleSide,
        transparent: true,
        opacity: 0.6
    });
    
    let portalWidth = 2
    let portalHeight = 4;
    let portalBorder = 0.1;
    let geometry = new THREE.PlaneGeometry(portalWidth, portalHeight);
    
    portal = new THREE.Mesh(geometry, defaultMaterial);
    portal.position.y = portalHeight/2 + portalBorder;
    portal.layers.set(1);
    smoothedRoot.add(portal);
    
    camera.layers.enable(1);
    
    portalMaterial = new THREE.MeshBasicMaterial({
        color: 0xffff00
        side: THREE.DoubleSide,
        transparent: true,
        opacity: 0.75
    });
    
    let geometry1 = new THREE.PlaneGeometry(
        portalWidth + 2*portalBorder,
        portalHeight + 2*portalBorder
    );
    
    let portalBorderMesh = new THREE.Mesh(geometry1, portalMaterial);
    portalBorderMesh.position.y = portal.position.y;
    portalBorderMesh.layers.set(0);
    smoothedRoot.add(portalBorderMesh);
    
    let skyMaterialArray = [
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/posx.jpg'), side: THREE.BackSide}), 
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/negx.jpg'), side: THREE.BackSide}), 
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/posy.jpg'), side: THREE.BackSide}), 
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/negy.jpg'), side: THREE.BackSide}), 
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/posz.jpg'), side: THREE.BackSide}), 
        new THREE.MeshBasicMaterial({map: loader.load('images/mountain/negz.jpg'), side: THREE.BackSide}), 
    ];
    
    let skyMesh = new THREE.Mesh(
        new THREE.CubeGeometry(303030),
        skyMaterialArray
    );
    
    skyMesh.layers.set(2);
    smoothedRoot.add(skyMesh);
    
}
 
function update(){
    
    portalMaterial.color.setHSL(totalTime/10 % 110.75);
    
    //update artoolkit on every frame
    if(arToolkitSource.ready !== false){
        arToolkitContext.update(arToolkitSource.domElement);
    }
    
    smoothedControls.update(markerRoot1);
}
 
function render(){
    //renderer.render(scene, camera);
    let gl = renderer.context;
    
    renderer.clear(truetruetrue);
    renderer.autoClear = false;
    
    gl.enable(gl.STENCIL_TEST);
    
    camera.layers.set(1);
    
    gl.stencilFunc(gl.ALWAYS, 10xff);
    gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
    gl.stencilMask(0xff);
    
    gl.colorMask(falsefalsefalsefalse);
    gl.depthMask(false);
    
    renderer.render(scene,  camera);
    
    gl.colorMask(truetruetruetrue);
    gl.depthMask(true);
    
    gl.stencilFunc(gl.EQUAL, 10xff);
    gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
    
    camera.layers.set(2);
    renderer.render(scene, camera);
    
    gl.stencilFunc(gl.NOTEQUAL, 10xff);
    gl.colorMask(truetruetruetrue);
    gl.depthMask(true);
    
    camera.layers.set(0);
    renderer.render(scene,  camera);
    
    renderer.autoClear = true;
    
}
 
function animate(){
    requestAnimationFrame(animate);
    deltaTime = clock.getDelta();
    totalTime += deltaTime;
    update();
    render();
}
</script>
</body>
</html>
cs

마커 이미지

마커이미지 이 예제는 카메라마커이미지 Hiro를 비춰야 정상적으로 실행 할 수 있습니다.