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What is artoolkitX?

artoolkitX version 1.0 is a software development kit (SDK) consisting of libraries and utilities that help developers implement the foundation of great augmented and mixed reality applications. The SDK includes some examples of applications that demonstrate the capabilities of artoolkitX. artoolkitX supports a wide-variety of platforms, including iOS and Android, and macOS, Windows, and Linux.

artoolkitX is free to use! The SDK is licensed under the GNU Lesser General Public License version 3.0, allowing for linking into both closed- and open-source software. Please read the file license to understand your rights and obligations when using artoolkitX.

Complete source is provided, and we encourage users to favourite the project on GitHub at https://github.com/artoolkitx/artoolkitx and log issues and read the documentation provided there, and to join the artoolkitX community via our homepage at http://www.artoolkitx.org.

artoolkitX's development is currently generously sponsored by Ethar, Inc. https://ethar.com. The open source project is administered by long-term developers of ARToolKit and from and the open-source community.

For experienced developers wanting to quickly make use of the SDK, please read the file Quick start. To read about the changes in this release, please read the file Release notes.

Join the artoolkitX community:

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jsartoolkit5's Issues

Need a way stop AR on a-scene unloading

Issue by paztis
Monday Nov 20, 2017 at 20:53 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/73


Currently, when we remove the dom element, all 3d is stopped.
But the video and the overlay helpers (markersAreaEnabled and
trackingBackend) are still present.
If I restart again the AR, new overlay helpers arppears near the first one.

Is there a way to stop properly the AR (ie stop video, remove overlays, destroy ARController, ...) ? I really need it to display/hide the AR in an applicaiton lifetime.

Thanks

is it possible to console log a marker's id?

Issue by dimpapadop
Monday Oct 30, 2017 at 19:07 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/69


hallo, i am using the following code from some examples i found...

<html>
<body>

<img id="my-image" src="Data/ee1.jpg"></img>
<script src="artoolkit.min.js"></script>
<script>
  var param = new ARCameraParam();

  param.onload = function () {
    var img = document.getElementById('my-image');
    var ar = new ARController(img.width, img.height, param);

    // Set pattern detection mode to detect both pattern markers and barcode markers.
    // This is more error-prone than detecting only pattern markers (default) or only barcode markers.
    //
    // For barcode markers, use artoolkit.AR_MATRIX_CODE_DETECTION
    // For pattern markers, use artoolkit.AR_TEMPLATE_MATCHING_COLOR
    //
    ar.setPatternDetectionMode(artoolkit.AR_TEMPLATE_MATCHING_COLOR_AND_MATRIX);
	//ar.setMatrixCodeType(artoolkit.CONSTANTS.AR_MATRIX_CODE_5x5);

    //ar.setPatternDetectionMode(artoolkit.AR_TEMPLATE_MATCHING_COLOR);
	//ar.setPatternDetectionMode(artoolkit.AR_MATRIX_CODE_DETECTION);
	
	
    ar.addEventListener('markerNum', function (ev) {
      console.log('got markers', markerNum);
    });
    ar.addEventListener('getMarker', function (ev) {
      console.log('found marker?', ev);
    });
    ar.loadMarker('Data/patt.hiro', function (marker) {
      console.log('loaded marker', marker);
      ar.process(img);
    });
};

  param.src = 'Data/camera_para.dat';
</script>
</body>
</html>

in the console log i am getting the message:
loaded marker 0

and as many messages as markers.. like the following
found marker? Object { name: "getMarker", target: Object, data: Object }

is it possible to console log each marker's id and x,y coordinates?
I need to get multiple marker id's & coordinates (many of them are repeated in an image file)
thank you.

Safari11 on iOS11 Public beta and Android's Chrome

Issue by osper66
Sunday Aug 13, 2017 at 11:52 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/62


Hi.

I have tried to this a frame-ar on Android Firefox and it works well.

And then I did for Sarari11 and Android Chrome, however they showed only forward camera's video.

Knowing Following site, I could access to their rear cameras.

https://webrtc.github.io/samples/src/content/devices/input-output/

Could you add these function in current code?

Thanks for advance.

Memory issue on Firefox

Issue by yuccai
Tuesday Aug 09, 2016 at 12:57 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/31


Hi,

I'm using jsartookit5 and I've noticed a memory problem on Firefox (I'm using version 50.0a2 (2016-08-08) developer desktop).
When I load the page, it uses around 250MB but each time I reload it, it adds these 250MB to the previous. So if I reload the page 3 times, it uses 750MB.
You can see what happen more precisely in the "about:memory" Firefox tab. In the section Web Content/Explicit Allocations, you can see that the "non-heap/elements/asm.js" is taking most of the memory size and this is this resource that is increased each time you reload the page.
I don't know where this issue comes from because it is non existent on chrome (both desktop and mobile). Mobiles without a lot of RAM suffers the most because only one reloading provokes an "out of memory" error.
Could you please explain to me the nature of the problem and a way to fix it? It would be wonderful :).

Thanks,
screenshot_20160809_145759

Passes the deviceId to getUserMedia

Issue by sdwolf
Tuesday Mar 28, 2017 at 19:57 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/pull/53


Also uses navigator.mediaDevices.getUserMedia() as first choice, falling back to navigator.getUserMedia(), just in case. I could not find anything that suggests current browsers have MediaStreamTrack.getSources() so I removed it (see https://developer.mozilla.org/en-US/docs/Web/API/MediaStreamTrack)

This allows you to select a camera for Chrome on Android, and any other browser, as following:

function ARThreeOnLoad() {
  navigator
    .mediaDevices
    .enumerateDevices()
    .then(function(devices) {
      var device = devices.find(function(element) {
        return element.label.indexOf('back') !== -1
      })

      var videoParams = {deviceId: device ? {exact: device.deviceId} : undefined}

      cameraSuccess(videoParams);
    })
    .catch(function(err) {
      alert(err.name + ": " + err.message);
    })
}

function cameraSuccess(videoParams) {
  ARController.getUserMediaThreeScene({
    maxARVideoSize: 640,
    cameraParam:    'camera_para.dat',
    deviceId:       videoParams.deviceId,
    onSuccess:      createAR
  })
}

sdwolf included the following code: https://github.com/artoolkit/jsartoolkit5/pull/53/commits

Is NFT Marker working in mobile?

Issue by densetsughem
Wednesday Jun 14, 2017 at 12:58 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/56


I tried using the sample loadNFTMArker but is it working in mobile?

arController.loadNFTMarker('nft-digify/data/pinball', function(markerId) {
var markerRoot = arController.createThreeNFTMarker(markerId);
alert(markerId);
// document.getElementById("mm").innerHTML = "LOAD NFT";

		console.log(markerRoot);
		
		markerRoot.add(sphere);
		arScene.scene.add(markerRoot);
	});

The code didn't detect the pinball marker.
thanks.

Memory issue on Firefox

Issue by yuccai
Tuesday Aug 09, 2016 at 12:57 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/31


Hi,

I'm using jsartookit5 and I've noticed a memory problem on Firefox (I'm using version 50.0a2 (2016-08-08) developer desktop).
When I load the page, it uses around 250MB but each time I reload it, it adds these 250MB to the previous. So if I reload the page 3 times, it uses 750MB.
You can see what happen more precisely in the "about:memory" Firefox tab. In the section Web Content/Explicit Allocations, you can see that the "non-heap/elements/asm.js" is taking most of the memory size and this is this resource that is increased each time you reload the page.
I don't know where this issue comes from because it is non existent on chrome (both desktop and mobile). Mobiles without a lot of RAM suffers the most because only one reloading provokes an "out of memory" error.
Could you please explain to me the nature of the problem and a way to fix it? It would be wonderful :).

Thanks,
screenshot_20160809_145759

artoolkit.setup is not a function

Issue by Flikker
Wednesday Sep 27, 2017 at 09:07 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/66


I've got jsartoolkit working fine in an Android Cordova app - users click on a link (window.open) and jsartoolkit launches. But if I tap the back button then click on the link again, after a couple of times I get a nostream error saying "Typeerror: artoolkit.setup is not a function". I've pinpointed that it happens when it tries to load the ARCameraParam (Data/camera_para.dat).
It always works fine the first time and if I force close the app then try again.
Anyone know what might be going wrong?
A few possible issues I've thought through:

  • It always works the first time, so is there a process running that's preventing it working on subsequent loads, or preventing artoolkit.min.js from loading?
  • I don't think it's a caching issue; if I go into Settings and clear the app cache when it happens then try it again, it still doesn't work.
  • I've tried arcontroller.dispose to see if that was an issue; it didn't help, but maybe I wasn't using it correctly.
    Thank you for any help or insights you're able to give!

Build not working on windows 10

Issue by NightkingCH
Monday May 22, 2017 at 21:34 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/55


Did anyone ever tried to get the build running on a windows machine?

"npm run build" does not work on a windows machine. Or at least on latest nodejs 7.10. It seems that npm assumes the ";" belongs to the file name.

Error: Cannot find module 'C:\Projects\jsartoolkit5\tools\makem.js;'

Then if I install "Emscripten" under the default path "C:\Program Files[...]" it throws an error like following: "The command 'C:\Program' could not be found". This is also windows related, would be great to see a warning or something else which states this :). After I uninstalled it, just move it around didn't fixed the problem, cause some variables which were set somewhere deep depended on the old path.

After 3 hours of trying I got stuck on this one:

Running command: C:\Emscripten\emscripten\1.35.0\emcc -IC:\Projects\jsartoolkit5\emscripten\artoolkit5\include -IC:\Projects\jsartoolkit5\build/ -IC:\Projects\jsartoolkit5\emscripten/ C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\AR\arLabelingSub*.c C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\AR*.c C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\ARICP*.c C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\ARMulti*.c C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\Gl\gsub_lite.c -Oz -Wno-warn-absolute-paths -s TOTAL_MEMORY=268435456 -s NO_BROWSER=1 --memory-init-file 0 --bind -o C:\Projects\jsartoolkit5\build/libar.bc

stderr: ERROR:root:C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\AR\arLabelingSub*.c: No such file or directory ("C:\Projects\jsartoolkit5\emscripten\artoolkit5\lib\SRC\AR\arLabelingSub*.c" was expected to be an input file, based on the commandline arguments provided)

So the glob pattern here doesn't work on windows either. He thinks "*.c" is a file.

Now I'm not able to build this beautiful project :(, anyone got an idea?

z-fighting issue with gltf 2.0 and obj models

Issue by DJviolin
Wednesday Aug 02, 2017 at 20:45 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/61


The history of this issue started in AR.js in issue #146 than I realised it's an issue within jsartoolkit5. This minimal example:

<html>
<head>
<title>Pattern marker example with Three.js</title>
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1">
<style>
html,body { margin: 0; padding: 0; width: 100%; text-align: center; overflow-x: hidden; }
.portrait canvas { transform-origin: 0 0; transform: rotate(-90deg) translateX(-100%); }
.desktop canvas { transform: scale(-1, 1); }
</style>
</head>
<body>

<script defer src='//rawcdn.githack.com/artoolkit/jsartoolkit5/77733182a4c519b8e683cbf246a22920d94f3deb/build/artoolkit.min.js'></script>
<script defer src='//rawcdn.githack.com/mrdoob/three.js/r84/build/three.min.js'></script>
<script defer src='//rawcdn.githack.com/artoolkit/jsartoolkit5/77733182a4c519b8e683cbf246a22920d94f3deb/js/artoolkit.three.js'></script>
<script defer src='//rawcdn.githack.com/mrdoob/three.js/288709543605a598a99e45a9c9bc1c388e0df76e/examples/js/loaders/GLTF2Loader.js'></script>

<script defer>
  window.ARThreeOnLoad = function() {
    ARController.getUserMediaThreeScene({maxARVideoSize: 320, cameraParam: 'data-jsartoolkit5/camera_para.dat',
      onSuccess: function(arScene, arController, arCamera) {
        var scene = new THREE.Scene();
        var renderer = new THREE.WebGLRenderer({
          antialias: true,
        });
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        var ambient = new THREE.AmbientLight(0x222222);
        ambient.intensity = 5;
        arScene.scene.add(ambient);

        // Instantiate a loader
        var loader = new THREE.GLTF2Loader();
        // Load a glTF resource
        var url = './models/model.gltf';
        loader.load(url, function (gltf) {
          sphere = gltf.scene || gltf.scenes[0];
          sphere.rotation.x = 90 * (Math.PI / 180);
          sphere.rotation.y = 270 * (Math.PI / 180);
          sphere.rotation.z = 0 * (Math.PI / 180);

          arController.loadMarker('data-jsartoolkit5/patt.hiro', function(markerId) {
            var markerRoot = arController.createThreeMarker(markerId);
            markerRoot.add(sphere);
            arScene.scene.add(markerRoot);
          });

        });

        var tick = function() {
          arScene.process();
          arScene.renderOn(renderer);
          requestAnimationFrame(tick);
        };
        tick();
      }
    });
    delete window.ARThreeOnLoad;
  };

  if (window.ARController && ARController.getUserMediaThreeScene) {
    ARThreeOnLoad();
  }
</script>

</body>
</html>

Causing these strange triangle edges and dimming, maybe z-fighting?

fireshot capture 25 - pattern marker example with thre_ - http___127 0 0 1_8080_pattern_threejs html

gltf 2.0 workflow:

Sketchup -> Collada -> collada2gltf 2.0

Not related issue, but the latest working three.js release with jsartoolkit5 is r84.

CSS3Drenderer integration

Issue by daviderq
Thursday Nov 24, 2016 at 16:31 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/39


Any ideas on how to integrate html object (div, iframe, etc..) in the markerRoot scene using CSS3DRenderer of three.js?

(I'm not sure this is the correct place to post...)

I'm tring to follow these steps:

var renderer = new THREE.WebGLRenderer({antialias: true});
var rendererCSS = new THREE.CSS3DRenderer();
document.body.appendChild( renderer.domElement );
document.body.appendChild( rendererCSS.domElement );
markerRoot = arController.createThreeBarcodeMarker(20);
var element = document.createElement('div');
.... some html stuff....
var cssObject = new THREE.CSS3DObject( element );
... defining cssObjectproperties ...
markerRoot.add(cssObject);
arScene.cssScene.add(markerRoot); [i have defined a new cssScene in the arScene to be rendered with the css3drenderer]
var tick = function() {
arScene.process();
arScene.renderOn(renderer,rendererCSS);
....

In the "ARController.prototype.createThreeScene" (artoolkit.three.js file) I have addded:

		var cssScene = new THREE.Scene();

                   renderOn: function(renderer, cssRenderer) {
				videoTex.needsUpdate = true;
				var ac = renderer.autoClear;
				renderer.autoClear = false;
				cssRenderer.autoClear = false;
				renderer.clear();
				renderer.render(this.videoScene, this.videoCamera);
				renderer.render(this.scene, this.camera);
				cssRenderer.render(this.cssScene, this.camera);
				renderer.autoClear = ac;
				cssRenderer.autoClear = ac;
			}

Thanks.

Can't use posterior camera while using ARThreeOnLoad

Issue by anargu
Monday Feb 13, 2017 at 05:04 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/49


According to the samples and documentation to use JsArtoolKit and Three.js (ARThreeOnLoad) I can pass an option object in which I can define which camera I want to use to then recognize the target and do something. i pass the following option object.

window.ARThreeOnLoad = function () {
	ARController.getUserMediaThreeScene( { 	
						facingMode: {exact:'environment'},
						maxARVideoSize: 320, 
						cameraParam: 'Data/camera_para-iPhone 5 rear 640x480 1.0m.dat',
	onSuccess: function(arScene, arController, arCamera) {

The documentation says facingMode can take any of these values: facingMode : 'environment' | 'user' | 'left' | 'right' | { exact: 'environment' | ... }

And if you want to take the posterior camera you should choose {exact:'environment'} (reference ) thing that I did but it doesn't work. Can anyone knows how to make it work? Thanks in advance

[CLOSED] [QUESTION] How to modify the default parameter of setPattRatio function? Is it related to the thickness/width of the borders of square markers?

Issue by Angelo8828
Monday Jan 08, 2018 at 07:37 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/80


According to this guide, the arSetPattRatio is the one that can be used to modify the width of a border's marker. Is it possible to change the width of a border of a square marker using that and if possible, then how?

EDIT: I rephrased the question so that it will become much clearer

navigator.mediaDevices.getUserMedia is not a function

Issue by kevinwu
Tuesday May 17, 2016 at 18:12 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/23


I am following introduction.html; however, I have been getting the error above. Taking a look at artoolkit.min.js, getUserMedia does seem to be defined for ARController. Perhaps, I am overseeing something?

This is the code for reference:

var video = ARController.getUserMedia({
                maxARVideoSize: 320, // do AR processing on scaled down video of this size
                facing: "environment",
                onSuccess: function(video) {
                    console.log('got video', video);
                }
            });

Note that I have included artoolkit.min.js in the header.

Barcode multimarker example not working

Issue by enguerranws
Tuesday Sep 13, 2016 at 13:17 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/34


On the example Barcode multimarker:
https://artoolkit.github.io/jsartoolkit5/examples/multimarker_barcode_threejs.html

I'm encountering this error:

Error opening pattern file '/00         ' for reading.
artoolkit.min.js:1 Error processing multimarker config file '/multi_marker_0': Unable to load pattern '/00          '.
artoolkit.min.js:1 config data load error !!
artoolkit.min.js:1 ARToolKitJS(): Unable to set up AR multimarker.

The relevant file is https://github.com/artoolkit/jsartoolkit5/blob/master/examples/Data/multi-barcode-4x3.dat

On Chrome 52, MacOs.

Make camera param configurable during runtime

Issue by jensarps
Wednesday Mar 16, 2016 at 11:38 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/18


As the camera param file seems to contain vital data regarding input aspect ration and camera properties, it would be great to be able to set/modify it.

To be able to do so, one would need to know how the file is constructed. I digged through the C code, but it didn't really tell me a lot. Is there a human readable documentation of the param file somewhere?

CSS3Drenderer integration

Issue by daviderq
Thursday Nov 24, 2016 at 16:31 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/39


Any ideas on how to integrate html object (div, iframe, etc..) in the markerRoot scene using CSS3DRenderer of three.js?

(I'm not sure this is the correct place to post...)

I'm tring to follow these steps:

var renderer = new THREE.WebGLRenderer({antialias: true});
var rendererCSS = new THREE.CSS3DRenderer();
document.body.appendChild( renderer.domElement );
document.body.appendChild( rendererCSS.domElement );
markerRoot = arController.createThreeBarcodeMarker(20);
var element = document.createElement('div');
.... some html stuff....
var cssObject = new THREE.CSS3DObject( element );
... defining cssObjectproperties ...
markerRoot.add(cssObject);
arScene.cssScene.add(markerRoot); [i have defined a new cssScene in the arScene to be rendered with the css3drenderer]
var tick = function() {
arScene.process();
arScene.renderOn(renderer,rendererCSS);
....

In the "ARController.prototype.createThreeScene" (artoolkit.three.js file) I have addded:

		var cssScene = new THREE.Scene();

                   renderOn: function(renderer, cssRenderer) {
				videoTex.needsUpdate = true;
				var ac = renderer.autoClear;
				renderer.autoClear = false;
				cssRenderer.autoClear = false;
				renderer.clear();
				renderer.render(this.videoScene, this.videoCamera);
				renderer.render(this.scene, this.camera);
				cssRenderer.render(this.cssScene, this.camera);
				renderer.autoClear = ac;
				cssRenderer.autoClear = ac;
			}

Thanks.

Make camera param configurable during runtime

Issue by jensarps
Wednesday Mar 16, 2016 at 11:38 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/18


As the camera param file seems to contain vital data regarding input aspect ration and camera properties, it would be great to be able to set/modify it.

To be able to do so, one would need to know how the file is constructed. I digged through the C code, but it didn't really tell me a lot. Is there a human readable documentation of the param file somewhere?

navigator.mediaDevices.getUserMedia is not a function

Issue by kevinwu
Tuesday May 17, 2016 at 18:12 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/23


I am following introduction.html; however, I have been getting the error above. Taking a look at artoolkit.min.js, getUserMedia does seem to be defined for ARController. Perhaps, I am overseeing something?

This is the code for reference:

var video = ARController.getUserMedia({
                maxARVideoSize: 320, // do AR processing on scaled down video of this size
                facing: "environment",
                onSuccess: function(video) {
                    console.log('got video', video);
                }
            });

Note that I have included artoolkit.min.js in the header.

Barcode multimarker example not working

Issue by enguerranws
Tuesday Sep 13, 2016 at 13:17 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/34


On the example Barcode multimarker:
https://artoolkit.github.io/jsartoolkit5/examples/multimarker_barcode_threejs.html

I'm encountering this error:

Error opening pattern file '/00         ' for reading.
artoolkit.min.js:1 Error processing multimarker config file '/multi_marker_0': Unable to load pattern '/00          '.
artoolkit.min.js:1 config data load error !!
artoolkit.min.js:1 ARToolKitJS(): Unable to set up AR multimarker.

The relevant file is https://github.com/artoolkit/jsartoolkit5/blob/master/examples/Data/multi-barcode-4x3.dat

On Chrome 52, MacOs.

barcode 4x4 markers not working

Issue by teongleong
Saturday Dec 30, 2017 at 11:55 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/78


This issue is replicating a forum post's report.
https://stackoverflow.com/questions/46147947/artoolkit-ar-matrix-code-4x4
I verified that 4x4 bch 13 9 3 barcodes are indeed not work. Either that or I am doing something wrong.

#test 1#
arController.setPatternDetectionMode(artoolkit.AR_MATRIX_CODE_DETECTION);
arController.setMatrixCodeType(artoolkit.AR_MATRIX_CODE_4×4_BCH_13_9_3);

marker images:
http://www.mperfect.net/wpfAugReal/artoolkit_AllIdMarkers.gif

I've printed out the markerInfo
{pos: Array(2), line: Array(4), vertex: Array(4), area: 30335, id: -1, …}
area:31411
cf:0.1
cfMatrix:0.1
cfPatt:0
dir:0
dirMatrix:1
dirPatt:0
errorCorrected:0
id:-1
idMatrix:-1
idPatt:0
line:(4) [Array(3), Array(3), Array(3), Array(3)]
pos:(2) [781.475830078125, 669.177734375]
vertex:(4) [Array(2), Array(2), Array(2), Array(2)]
proto:Object

#test 2#
arController.setMatrixCodeType(artoolkit.AR_MATRIX_CODE_4×4);

marker images:
http://studierstube.icg.tugraz.at/handheld_ar.recent/images/artoolkit_BCH_thin_board.png

Only some of these can be tracked and the id are all out of order which makes me wonder if I am using the right markers.

Could we have the 4x4, 4x4_bch13_9_2, 4x4_bch_13_5_5 marker images hosted so that they can be more easily found?

Object Tap, Ray Caster and Intro Example.

Issue by tarikbenmerar
Sunday Apr 23, 2017 at 18:20 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/54


Hi,

I have been developing an AR game where we interact with 3D objects. I have used the Ray Caster example from Three.JS as a base but failed.

Then I tried the intro example where we open the box by tapping but didn't work on my phone. I have used a samsung S6 Edge Plus on a chrome browser.

I am really stuck here, I am rarely. Needs some help.

QUESTION: What is the Data Format of 'Data/patt.hiro'?

Issue by uscivics
Friday Sep 01, 2017 at 22:41 GMT
Originally opened as https://github.com/artoolkit/jsartoolkit5/issues/65


I'm looking to understand the format of the Data/patt.hiro and Data/patt.kanji maker files, and how to convert in order to generate my own.

They're included in the examples/pattern_and_barcode_threejs.html file.

I didn't see any reference as to what format they were in, so if anyone could shed some light that would be appreciated.

Thanks.

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