AR.js features introduced
Very fast: even though it can run efficiently on old phone
Based Web: This is a pure Web solution, it requires no installation. Complete javascript based three.js + jsartoolkit5
Open source: It is completely open source, free
Standard: For any phone with a webGL and webRTC
AR.js mainly based on two open source projects: three.js and jsartoolkit5 , 3D scene is loaded, a demonstration section is achieved using three.js, Marker track identification is achieved by the jsartoolkit5.
AR.js start example
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Official examples |
https://jeromeetienne.github.io/AR.js/data/images/HIRO.jpg https://jeromeetienne.github.io/AR.js/three.js/examples/mobile-performance.html
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Local demo |
/AR.js-1.6.0/data/images/HIRO.jpg /AR.js-1.6.0/three.js/examples/mobile-performance.html
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Renderings
Filled pit section
B1. Some browsers open front camera
Key Log:
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solution:
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navigator.mediaDevices.enumerateDevices().then(function (devices) { was camreass = []; devices.forEach(function(e){ console.log(e) if(e.kind=="videoinput") { camreass.push(e.deviceId) } }) console.log(camreass) var userMediaConstraints = { audio: false, video: { facingMode: 'environment', deviceId:camreass[1], width: { ideal: _this.parameters.sourceWidth, // min: 1024, // max: 1920 }, height: { ideal: _this.parameters.sourceHeight, // min: 776, // max: 1080 } } }
Ref: https://blog.csdn.net/weixin_37683659/article/details/80954789 |