expo-three-ar
v0.0.0
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Utilities for using Expo AR with THREE.js
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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
: callAR.startAsync(gl)
afterGLView.onContextCreate
has been called.expo-graphics
: you need to add theisArEnabled={true}
prop
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);
See: Basic Demo
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);
See: Basic Demo
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()
See: Model Demo
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);
See: Model Demo
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
See: Model Demo
new CubeTexture()
Used to load in a texture cube or skybox.
assetForDirection
: This function will be called for each of the 6 directions.({ direction })
: A direction string will be passed back looking for the corresponding image. You can send back:static resource
,localUri
,Expo.Asset
,remote image url
directions
: The order that image will be requested in. The default value is:['px', 'nx', 'py', 'ny', 'pz', 'nz']
Example:
const skybox = {
nx: require('./nx.jpg'),
ny: require('./ny.jpg'),
nz: require('./nz.jpg'),
px: require('./px.jpg'),
py: require('./py.jpg'),
pz: require('./pz.jpg'),
};
const cubeTexture = new CubeTexture();
await cubeTexture.loadAsync({
assetForDirection: ({ direction }) => skybox[direction],
});
scene.background = cubeTexture;
new Points()
A utility object that renders all the raw feature points.
const points = new Points();
// Then call this each frame...
points.update();
See: Points Demo
new Planes()
A utility object that renders all the ARPlaneAnchors
const planes = new Planes();
// Then call this each frame...
planes.update();
See: Planes Demo
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