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JeelizThreeHelper.js
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/*
Helper for Three.js
*/
const JeelizThreeHelper = (function(){
// internal settings:
const _settings = {
rotationOffsetX: 0.0, // negative -> look upper. in radians
pivotOffsetYZ: [0.2, 0.6],// YZ of the distance between the center of the cube and the pivot
detectionThreshold: 0.8, // sensibility, between 0 and 1. Less -> more sensitive
detectionHysteresis: 0.02,
//tweakMoveYRotateX: 0,//0.5, // tweak value: move detection window along Y axis when rotate the face around X (look up <-> down)
cameraMinVideoDimFov: 35 // Field of View for the smallest dimension of the video in degrees
};
// private vars:
let _threeRenderer = null,
_threeScene = null,
_threeVideoMesh = null,
_threeVideoTexture = null,
_threeTranslation = null;
let _maxFaces = -1,
_isMultiFaces = false,
_detectCallback = null,
_isVideoTextureReady = false,
_isSeparateThreeCanvas = false,
_faceFilterCv = null,
_videoElement = null,
_isDetected = false,
_scaleW = 1,
_canvasAspectRatio = -1;
const _threeCompositeObjects = [];
let _gl = null,
_glVideoTexture = null,
_glShpCopyCut = null,
_glShpCopyCutVideoMatUniformPointer = null;
let _videoTransformMat2 = null;
// private funcs:
function destroy(){
_isVideoTextureReady = false;
_threeCompositeObjects.splice(0);
if (_threeVideoTexture){
_threeVideoTexture.dispose();
_threeVideoTexture = null;
}
}
function create_threeCompositeObjects(){
for (let i=0; i<_maxFaces; ++i){
// COMPOSITE OBJECT WHICH WILL TRACK A DETECTED FACE
const threeCompositeObject = new THREE.Object3D();
threeCompositeObject.frustumCulled = false;
threeCompositeObject.visible = false;
_threeCompositeObjects.push(threeCompositeObject);
_threeScene.add(threeCompositeObject);
}
}
function create_videoScreen(){
const videoScreenVertexShaderSource = "attribute vec2 position;\n\
uniform mat2 videoTransformMat2;\n\
varying vec2 vUV;\n\
void main(void){\n\
gl_Position = vec4(position, 0., 1.);\n\
vUV = 0.5 + videoTransformMat2 * position;\n\
}";
const videoScreenFragmentShaderSource = "precision lowp float;\n\
uniform sampler2D samplerVideo;\n\
varying vec2 vUV;\n\
void main(void){\n\
gl_FragColor = texture2D(samplerVideo, vUV);\n\
}";
if (_isSeparateThreeCanvas){
const compile_shader = function(source, type, typeString) {
const glShader = _gl.createShader(type);
_gl.shaderSource(glShader, source);
_gl.compileShader(glShader);
if (!_gl.getShaderParameter(glShader, _gl.COMPILE_STATUS)) {
alert("ERROR IN " + typeString + " SHADER: " + _gl.getShaderInfoLog(glShader));
return null;
}
return glShader;
};
const glShaderVertex = compile_shader(videoScreenVertexShaderSource, _gl.VERTEX_SHADER, 'VERTEX');
const glShaderFragment = compile_shader(videoScreenFragmentShaderSource, _gl.FRAGMENT_SHADER, 'FRAGMENT');
_glShpCopyCut = _gl.createProgram();
_gl.attachShader(_glShpCopyCut, glShaderVertex);
_gl.attachShader(_glShpCopyCut, glShaderFragment);
_gl.linkProgram(_glShpCopyCut);
const samplerVideo = _gl.getUniformLocation(_glShpCopyCut, 'samplerVideo');
_glShpCopyCutVideoMatUniformPointer = _gl.getUniformLocation(_glShpCopyCut, 'videoTransformMat2');
return;
}
// init video texture with red:
_threeVideoTexture = new THREE.DataTexture( new Uint8Array([255,0,0]), 1, 1, THREE.RGBFormat);
_threeVideoTexture.needsUpdate = true;
// CREATE THE VIDEO BACKGROUND:
const videoMaterial = new THREE.RawShaderMaterial({
depthWrite: false,
depthTest: false,
vertexShader: videoScreenVertexShaderSource,
fragmentShader: videoScreenFragmentShaderSource,
uniforms:{
samplerVideo: {value: _threeVideoTexture},
videoTransformMat2: {
value: _videoTransformMat2
}
}
});
const videoGeometry = new THREE.BufferGeometry()
const videoScreenCorners = new Float32Array([-1,-1, 1,-1, 1,1, -1,1]);
// handle both new and old THREE.js versions:
const setVideoGeomAttribute = (videoGeometry.setAttribute || videoGeometry.addAttribute).bind(videoGeometry);
setVideoGeomAttribute( 'position', new THREE.BufferAttribute( videoScreenCorners, 2 ) );
videoGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array([0,1,2, 0,2,3]), 1));
_threeVideoMesh = new THREE.Mesh(videoGeometry, videoMaterial);
that.apply_videoTexture(_threeVideoMesh);
_threeVideoMesh.renderOrder = -1000; // render first
_threeVideoMesh.frustumCulled = false;
_threeScene.add(_threeVideoMesh);
} //end create_videoScreen()
function detect(detectState){
_threeCompositeObjects.forEach(function(threeCompositeObject, i){
_isDetected = threeCompositeObject.visible;
const ds = detectState[i];
if (_isDetected && ds.detected < _settings.detectionThreshold-_settings.detectionHysteresis){
// DETECTION LOST
if (_detectCallback) _detectCallback(i, false);
threeCompositeObject.visible = false;
} else if (!_isDetected && ds.detected > _settings.detectionThreshold+_settings.detectionHysteresis){
// FACE DETECTED
if (_detectCallback) _detectCallback(i, true);
threeCompositeObject.visible = true;
}
}); //end loop on all detection slots
}
function update_poses(ds, threeCamera){
// tan( <horizontal FoV> / 2 ):
const halfTanFOVX = Math.tan(threeCamera.aspect * threeCamera.fov * Math.PI/360); //tan(<horizontal FoV>/2), in radians (threeCamera.fov is vertical FoV)
_threeCompositeObjects.forEach(function(threeCompositeObject, i){
if (!threeCompositeObject.visible) return;
const detectState = ds[i];
// tweak Y position depending on rx:
//const tweak = _settings.tweakMoveYRotateX * Math.tan(detectState.rx);
const cz = Math.cos(detectState.rz), sz = Math.sin(detectState.rz);
// relative width of the detection window (1-> whole width of the detection window):
const W = detectState.s * _scaleW;
// distance between the front face of the cube and the camera:
const DFront = 1 / ( 2 * W * halfTanFOVX );
// D is the distance between the center of the unit cube and the camera:
const D = DFront + 0.5;
// coords in 2D of the center of the detection window in the viewport:
const xv = detectState.x * _scaleW;
const yv = detectState.y * _scaleW;
// coords in 3D of the center of the cube (in the view coordinates system):
const z = -D; // minus because view coordinate system Z goes backward
const x = xv * D * halfTanFOVX;
const y = yv * D * halfTanFOVX / _canvasAspectRatio;
// set position before pivot:
threeCompositeObject.position.set(-sz*_settings.pivotOffsetYZ[0], -cz*_settings.pivotOffsetYZ[0], -_settings.pivotOffsetYZ[1]);
// set rotation and apply it to position:
threeCompositeObject.rotation.set(detectState.rx+_settings.rotationOffsetX, detectState.ry, detectState.rz, "ZYX");
threeCompositeObject.position.applyEuler(threeCompositeObject.rotation);
// add translation part:
_threeTranslation.set(x, y+_settings.pivotOffsetYZ[0], z+_settings.pivotOffsetYZ[1]);
threeCompositeObject.position.add(_threeTranslation);
}); //end loop on composite objects
}
//public methods:
const that = {
// launched with the same spec object than callbackReady. set spec.threeCanvasId to the ID of the threeCanvas to be in 2 canvas mode:
init: function(spec, detectCallback){
destroy();
_maxFaces = spec.maxFacesDetected;
_glVideoTexture = spec.videoTexture;
_videoTransformMat2 = spec.videoTransformMat2;
_gl = spec.GL;
_faceFilterCv = spec.canvasElement;
_isMultiFaces = (_maxFaces>1);
_videoElement = spec.videoElement;
// enable 2 canvas mode if necessary:
let threeCanvas = null;
if (spec.threeCanvasId){
_isSeparateThreeCanvas = true;
// adjust the threejs canvas size to the threejs canvas:
threeCanvas = document.getElementById(spec.threeCanvasId);
threeCanvas.setAttribute('width', _faceFilterCv.width);
threeCanvas.setAttribute('height', _faceFilterCv.height);
} else {
threeCanvas = _faceFilterCv;
}
if (typeof(detectCallback) !== 'undefined'){
_detectCallback = detectCallback;
}
// init THREE.JS context:
_threeRenderer = new THREE.WebGLRenderer({
context: (_isSeparateThreeCanvas) ? null : _gl,
canvas: threeCanvas,
alpha: (_isSeparateThreeCanvas || spec.alpha) ? true : false,
preserveDrawingBuffer: true // to make image capture possible
});
_threeScene = new THREE.Scene();
_threeTranslation = new THREE.Vector3();
create_threeCompositeObjects();
create_videoScreen();
// handle device orientation change:
window.addEventListener('orientationchange', function(){
setTimeout(JEELIZFACEFILTER.resize, 1000);
}, false);
const returnedDict = {
videoMesh: _threeVideoMesh,
renderer: _threeRenderer,
scene: _threeScene
};
if (_isMultiFaces){
returnedDict.faceObjects = _threeCompositeObjects
} else {
returnedDict.faceObject = _threeCompositeObjects[0];
}
return returnedDict;
}, //end that.init()
detect: function(detectState){
const ds = (_isMultiFaces) ? detectState : [detectState];
// update detection states:
detect(ds);
},
get_isDetected: function() {
return _isDetected;
},
render: function(detectState, threeCamera){
const ds = (_isMultiFaces) ? detectState : [detectState];
// update detection states then poses:
detect(ds);
update_poses(ds, threeCamera);
if (_isSeparateThreeCanvas){
// render the video texture on the faceFilter canvas:
_gl.viewport(0, 0, _faceFilterCv.width, _faceFilterCv.height);
_gl.useProgram(_glShpCopyCut);
_gl.uniformMatrix2fv(_glShpCopyCutVideoMatUniformPointer, false, _videoTransformMat2);
_gl.activeTexture(_gl.TEXTURE0);
_gl.bindTexture(_gl.TEXTURE_2D, _glVideoTexture);
_gl.drawElements(_gl.TRIANGLES, 3, _gl.UNSIGNED_SHORT, 0);
} else {
// reinitialize the state of THREE.JS because JEEFACEFILTER have changed stuffs:
// -> can be VERY costly !
_threeRenderer.state.reset();
}
// trigger the render of the THREE.JS SCENE:
_threeRenderer.render(_threeScene, threeCamera);
},
sortFaces: function(bufferGeometry, axis, isInv){ // sort faces long an axis
// Useful when a bufferGeometry has alpha: we should render the last faces first
const axisOffset = {X:0, Y:1, Z:2}[axis.toUpperCase()];
const sortWay = (isInv) ? -1 : 1;
// fill the faces array:
const nFaces = bufferGeometry.index.count/3;
const faces = new Array(nFaces);
for (let i=0; i<nFaces; ++i){
faces[i] = [bufferGeometry.index.array[3*i], bufferGeometry.index.array[3*i+1], bufferGeometry.index.array[3*i+2]];
}
// compute centroids:
const aPos = bufferGeometry.attributes.position.array;
const centroids = faces.map(function(face, faceIndex){
return [
(aPos[3*face[0]]+aPos[3*face[1]]+aPos[3*face[2]])/3, // X
(aPos[3*face[0]+1]+aPos[3*face[1]+1]+aPos[3*face[2]+1])/3, // Y
(aPos[3*face[0]+2]+aPos[3*face[1]+2]+aPos[3*face[2]+2])/3, // Z
face
];
});
// sort centroids:
centroids.sort(function(ca, cb){
return (ca[axisOffset]-cb[axisOffset]) * sortWay;
});
// reorder bufferGeometry faces:
centroids.forEach(function(centroid, centroidIndex){
const face = centroid[3];
bufferGeometry.index.array[3*centroidIndex] = face[0];
bufferGeometry.index.array[3*centroidIndex+1] = face[1];
bufferGeometry.index.array[3*centroidIndex+2] = face[2];
});
}, //end sortFaces
get_threeVideoTexture: function(){
return _threeVideoTexture;
},
apply_videoTexture: function(threeMesh){
if (_isVideoTextureReady){
return;
}
threeMesh.onAfterRender = function(){
// Replace _threeVideoTexture.__webglTexture by the real video texture:
try {
_threeRenderer.properties.update(_threeVideoTexture, '__webglTexture', _glVideoTexture);
_threeVideoTexture.magFilter = THREE.LinearFilter;
_threeVideoTexture.minFilter = THREE.LinearFilter;
_isVideoTextureReady = true;
} catch(e){
console.log('WARNING in JeelizThreeHelper: the glVideoTexture is not fully initialized');
}
delete(threeMesh.onAfterRender);
};
},
// create an occluder, IE a transparent object which writes on the depth buffer:
create_threejsOccluder: function(occluderURL, callback){
const occluderMesh = new THREE.Mesh();
new THREE.BufferGeometryLoader().load(occluderURL, function(occluderGeometry){
const mat = new THREE.ShaderMaterial({
vertexShader: THREE.ShaderLib.basic.vertexShader,
fragmentShader: "precision lowp float;\n void main(void){\n gl_FragColor=vec4(1.,0.,0.,1.);\n }",
uniforms: THREE.ShaderLib.basic.uniforms,
colorWrite: false
});
occluderMesh.renderOrder = -1; //render first
occluderMesh.material = mat;
occluderMesh.geometry = occluderGeometry;
if (typeof(callback)!=='undefined' && callback) callback(occluderMesh);
});
return occluderMesh;
},
set_pivotOffsetYZ: function(pivotOffset) {
_settings.pivotOffsetYZ = pivotOffset;
},
create_camera: function(zNear, zFar){
const threeCamera = new THREE.PerspectiveCamera(1, 1, (zNear) ? zNear : 0.1, (zFar) ? zFar : 100);
that.update_camera(threeCamera);
return threeCamera;
},
update_camera: function(threeCamera){
if (!_threeRenderer) {
return;
}
// compute aspectRatio:
const canvasElement = _threeRenderer.domElement;
const cvw = canvasElement.width;
const cvh = canvasElement.height;
_canvasAspectRatio = cvw / cvh;
// compute vertical field of view:
const vw = _videoElement.videoWidth;
const vh = _videoElement.videoHeight;
const videoAspectRatio = vw / vh;
const fovFactor = (vh > vw) ? (1.0 / videoAspectRatio) : 1.0;
const fov = _settings.cameraMinVideoDimFov * fovFactor;
console.log('INFO in JeelizThreeHelper - update_camera(): Estimated vertical video FoV is', fov);
// compute X and Y offsets in pixels:
let scale = 1.0;
if (_canvasAspectRatio > videoAspectRatio) {
// the canvas is more in landscape format than the video, so we crop top and bottom margins:
scale = cvw / vw;
} else {
// the canvas is more in portrait format than the video, so we crop right and left margins:
scale = cvh / vh;
}
const cvws = vw * scale, cvhs = vh * scale;
const offsetX = (cvws - cvw) / 2.0;
const offsetY = (cvhs - cvh) / 2.0;
_scaleW = cvw / cvws;
// apply parameters:
threeCamera.aspect = _canvasAspectRatio;
threeCamera.fov = fov;
console.log('INFO in JeelizThreeHelper.update_camera(): camera vertical estimated FoV is', fov, 'deg');
threeCamera.setViewOffset(cvws, cvhs, offsetX, offsetY, cvw, cvh);
threeCamera.updateProjectionMatrix();
// update drawing area:
_threeRenderer.setSize(cvw, cvh, false);
_threeRenderer.setViewport(0, 0, cvw, cvh);
}, //end update_camera()
resize: function(w, h, threeCamera){
_threeRenderer.domElement.width = w;
_threeRenderer.domElement.height = h;
JEELIZFACEFILTER.resize();
if (threeCamera){
that.update_camera(threeCamera);
}
}
}
return that;
})();
// Export ES6 module:
try {
module.exports = JeelizThreeHelper;
} catch(e){
console.log('JeelizThreeHelper ES6 Module not exported');
window.JeelizThreeHelper = JeelizThreeHelper;
}