This package is no longer supported as Expo Go's built-in AR support is no longer supported. This package may be reused in the future if new native package is created.
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
yarn add three expo-three-arImport the library into your JavaScript file:
import * as ThreeAR from 'expo-three-ar';expo-gl: callAR.startAsync(gl)afterGLView.onContextCreatehas been called.expo-graphics: you need to add theisArEnabled={true}prop
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);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);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()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);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 shadowA utility object that renders all the raw feature points.
const points = new Points();
// Then call this each frame...
points.update();A utility object that renders all the ARPlaneAnchors
const planes = new Planes();
// Then call this each frame...
planes.update();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)
- camera:
THREE.Camera - point:
THREE.Vector2 - coneOpeningAngleInDegrees:
number - minDistance:
number - maxDistance:
number - rawFeaturePoints:
Array<any>
- camera:
THREE.Camera - point:
THREE.Vector2
- camera:
THREE.Camera - point:
THREE.Vector2
- camera:
THREE.Camera - point:
THREE.Vector2
- origin:
THREE.Vector3 - direction:
THREE.Vector3 - rawFeaturePoints:
?Array<any>
- camera:
THREE.Camera - point:
THREE.Vector2 - pointOnPlane:
THREE.Vector3
rayIntersectionWithHorizontalPlane(rayOrigin: THREE.Vector3, direction: THREE.Vector3, planeY: number)
- rayOrigin:
THREE.Vector3 - direction:
THREE.Vector3 - planeY:
number
- transform:
number[]
- 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 }
- camera:
THREE.Camera - position:
THREE.Vector2 - objectPos:
THREE.Vector3 - infinitePlane:
boolean = false - dragOnInfinitePlanesEnabled:
boolean = false - rawFeaturePoints:
any = null
- anchor:
{ worldTransform: Matrix4 }
- point:
THREE.Vector2 - camera:
THREE.Camera