Shadow Balls

Ar.js Shadow Balls 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>
    
</head>
<body style='margin : 0px; overflow: hidden; font-family: monospace;'>
<script type="text/javascript">
var scene, camera, renderer, clock, deltaTime, totalTime;
 
var  arToolkitSource, arToolkitContext;
 
var markerRoot1;
 
var material1, mesh1;
 
var ballMeshArray; 
 
initialize(); 
animate();
 
function initialize(){
    scene = new THREE.Scene();    // 씬 생성 
    
    // 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 세팅
    
    // 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'
    });
    
    // 씬 세팅 
    renderer.shadowMap.enabled = true;
    renderer.shadowMap.type = THREE.PCFSoftShadowMap;
    
    let loader = new THREE.TextureLoader();
    
    let sceneGroup = new THREE.Group();
    markerRoot1.add(sceneGroup);
    
    let floorGeometry = new THREE.PlaneGeometry(2020);
    let floorMaterial = new THREE.ShadowMaterial();
    floorMaterial.opacity = 0.3;
    let floorMesh = new THREE.Mesh(floorGeometry, floorMaterial);
    floorMesh.rotation.x = -Math.PI/2;
    floorMesh.receiveShadow = true;
    sceneGroup.add(floorMesh);
    
    ballMeshArray = [];
    let ballTexture = loader.load('images/basketball-gray.png');
    let ballColors = [ 0xff00000x0099000xff88000x0000ff ];
    let p = 1;
    let ballPositions = [
        new THREE.Vector3(p,1,p),
        new THREE.Vector3(-p,1,p),
        new THREE.Vector3(-p,1,-p),
        new THREE.Vector3(p,1,-p)
    ];
    
    for(let i=0; i<4; i++){
        let ballMesh = new THREE.Mesh(
            new THREE.SphereGeometry(0.53232), 
            new THREE.MeshLambertMaterial({
                map: ballTexture,
                color: ballColors[i]
            })
        );
        
        ballMesh.position.copy(ballPositions[i]);
        ballMesh.castShadow = true;
        sceneGroup.add(ballMesh);
        ballMeshArray[i] = ballMesh;
    }
    
    let light = new THREE.PointLight(0xffffff1100);
    light.position.set(040);
    light.castShadow = true;
    sceneGroup.add(light);
    
    let lightSphere = new THREE.Mesh(
        new THREE.SphereGeometry(0.1),
        new THREE.MeshBasicMaterial({
            color: 0xffffff,
            transparent: true,
            opacity: 0.8
        })
    );
    
    lightSphere.position.copy(light.position);
    sceneGroup.add(lightSphere);
    
    let ambientLight = new THREE.AmbientLight(0x666666);
    sceneGroup.add(ambientLight);
}
 
function update(){
    //update artoolkit on every frame
    if(arToolkitSource.ready !== false){
        arToolkitContext.update(arToolkitSource.domElement);
    }
    
    ballMeshArray[0].position.y = 1.2 * (Math.abs(Math.sin(2.00 * totalTime + 0.10)) + 0.5);
    ballMeshArray[1].position.y = 1.1 * (Math.abs(Math.sin(2.33 * totalTime + 0.10)) + 0.5);
    ballMeshArray[2].position.y = 1.3 * (Math.abs(Math.sin(2.71 * totalTime + 0.10)) + 0.5);
    ballMeshArray[3].position.y = 0.9 * (Math.abs(Math.sin(3.02 * totalTime + 0.10)) + 0.5);
    
}
 
function render(){
    renderer.render(scene, camera);
}
 
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.