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@zappar/zappar-babylonjs - npm Package Compare versions

Comparing version 0.3.26 to 0.3.27

lib/src/cameraEnvironmentTexture.d.ts

8

CHANGELOG.md
# Changelog
## [0.3.28] - 2021-07-05
### Added
- Realtime Camera-based environment map. This is exported as `CameraEnvironmentMap`.
- `Realtime Camera-based Reflections` section to `README.md`
- `CameraEnvironmentMap` tests.
## [0.3.26] - 2021-06-21

@@ -4,0 +12,0 @@

2

lib/src/camera.js

@@ -98,3 +98,3 @@ "use strict";

this.backgroundTexture = new BABYLON.Texture("data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", scene);
this.backgroundTexture.level = 0;
// this.backgroundTexture.level = 0;
this.layer = new BABYLON.Layer("zapparCameraBackgroundLayer", null, scene);

@@ -101,0 +101,0 @@ this.layer.texture = this.backgroundTexture;

@@ -12,3 +12,4 @@ export { default as skipVersionLog } from "./version";

export { default as ImageTrackerLoader } from "./loaders/imageTracker";
export { default as CameraEnvironmentMap } from "./cameraEnvironmentTexture";
export { ImageAnchor, BarcodeFinderFound, BarcodeFormat, FaceAnchor, FaceMesh, FaceLandmark, FaceLandmarkName, Pipeline, permissionDenied, permissionGranted, permissionRequest, permissionDeniedUI, permissionRequestUI, browserIncompatible, browserIncompatibleUI, setLogLevel, LogLevel, } from "@zappar/zappar";
export { ImageTracker, InstantWorldTracker, BarcodeFinder, FaceTracker, CameraSource, HTMLElementSource, onFrameUpdate, glContextSet, } from "./defaultpipeline";
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.glContextSet = exports.onFrameUpdate = exports.HTMLElementSource = exports.CameraSource = exports.FaceTracker = exports.BarcodeFinder = exports.InstantWorldTracker = exports.ImageTracker = exports.LogLevel = exports.setLogLevel = exports.browserIncompatibleUI = exports.browserIncompatible = exports.permissionRequestUI = exports.permissionDeniedUI = exports.permissionRequest = exports.permissionGranted = exports.permissionDenied = exports.Pipeline = exports.FaceLandmarkName = exports.FaceLandmark = exports.FaceMesh = exports.ImageTrackerLoader = exports.HeadMaskMeshLoader = exports.FaceMeshLoader = exports.FaceMeshGeometry = exports.ImageAnchorTransformNode = exports.InstantWorldAnchorTransformNode = exports.FaceAnchorTransformNode = exports.FaceTrackerTransformNode = exports.FaceTrackerLoader = exports.CameraMirrorMode = exports.CameraPoseMode = exports.Camera = exports.skipVersionLog = void 0;
exports.glContextSet = exports.onFrameUpdate = exports.HTMLElementSource = exports.CameraSource = exports.FaceTracker = exports.BarcodeFinder = exports.InstantWorldTracker = exports.ImageTracker = exports.LogLevel = exports.setLogLevel = exports.browserIncompatibleUI = exports.browserIncompatible = exports.permissionRequestUI = exports.permissionDeniedUI = exports.permissionRequest = exports.permissionGranted = exports.permissionDenied = exports.Pipeline = exports.FaceLandmarkName = exports.FaceLandmark = exports.FaceMesh = exports.CameraEnvironmentMap = exports.ImageTrackerLoader = exports.HeadMaskMeshLoader = exports.FaceMeshLoader = exports.FaceMeshGeometry = exports.ImageAnchorTransformNode = exports.InstantWorldAnchorTransformNode = exports.FaceAnchorTransformNode = exports.FaceTrackerTransformNode = exports.FaceTrackerLoader = exports.CameraMirrorMode = exports.CameraPoseMode = exports.Camera = exports.skipVersionLog = void 0;
/* eslint-disable import/prefer-default-export */

@@ -31,2 +31,4 @@ /* eslint-disable import/no-unresolved */

Object.defineProperty(exports, "ImageTrackerLoader", { enumerable: true, get: function () { return imageTracker_1.default; } });
var cameraEnvironmentTexture_1 = require("./cameraEnvironmentTexture");
Object.defineProperty(exports, "CameraEnvironmentMap", { enumerable: true, get: function () { return cameraEnvironmentTexture_1.default; } });
var zappar_1 = require("@zappar/zappar");

@@ -33,0 +35,0 @@ Object.defineProperty(exports, "FaceMesh", { enumerable: true, get: function () { return zappar_1.FaceMesh; } });

/**
* SDK version.
*/
declare const VERSION = "0.3.26";
declare const VERSION = "0.3.27";
export default VERSION;

@@ -6,4 +6,4 @@ "use strict";

*/
const VERSION = "0.3.26";
const VERSION = "0.3.27";
console.log(`Zappar for BabylonJS v${VERSION}`);
exports.default = VERSION;
{
"name": "@zappar/zappar-babylonjs",
"version": "0.3.26",
"version": "0.3.27",
"description": "BabylonJS wrappers for Zappar's computer vision library",

@@ -5,0 +5,0 @@ "main": "lib/src/index.js",

@@ -1,4 +0,4 @@

# Zappar for BabylonJS
# Zappar for Babylon.js
This library allows you use Zappar's best-in-class AR technology with content built using the 3D rendering platform BabylonJS.
This library allows you use Zappar's best-in-class AR technology with content built using the 3D rendering platform Babylon.js.

@@ -24,3 +24,3 @@ It provides high performance (30 frames-per-second) face, image and world tracking, in the browsers already installed on your users' mobile phones.

<!--ts-->
* [Zappar for BabylonJS](#zappar-for-babylonjs)
* [Zappar for Babylon.js](#zappar-for-babylonjs)
* [Table Of Contents](#table-of-contents)

@@ -46,2 +46,3 @@ * [Getting Started](#getting-started)

* [Processing Camera Frames](#processing-camera-frames)
* [Realtime Camera-based Reflections](#realtime-camera-based-reflections)
* [Permissions](#permissions)

@@ -65,3 +66,3 @@ * [Starting the Camera](#starting-the-camera)

<!-- Added by: zapparadmin, at: Mon Jun 21 15:17:28 BST 2021 -->
<!-- Added by: zapparadmin, at: Tue Jul 13 15:40:23 BST 2021 -->

@@ -106,3 +107,3 @@ <!--te-->

```html
<script src="https://libs.zappar.com/zappar-babylon/0.3.26/zappar-babylon.js"></script>
<script src="https://libs.zappar.com/zappar-babylon/0.3.27/zappar-babylon.js"></script>
```

@@ -145,3 +146,3 @@

You can integrate the Zappar library with the existing `runRenderLoop` loop of your BabylonJS project. A typical project may look like this. The remainder of this document goes into more detail about each of the component elements of this example.
You can integrate the Zappar library with the existing `runRenderLoop` loop of your Babylon.js project. A typical project may look like this. The remainder of this document goes into more detail about each of the component elements of this example.

@@ -154,3 +155,3 @@ ```ts

// Setup BabylonJS in the usual way.
// Setup Babylon.js in the usual way.
const canvasHolder = document.querySelector('#canvas-holder') || document.createElement('div');

@@ -317,2 +318,29 @@ const canvas = document.createElement('canvas');

### Realtime Camera-based Reflections
The SDK provides an automatically generated environment map that's useful if you're using materials that support reflections (e.g. `PBRMetallicRoughnessMaterial`, `StandardMaterial`). The map uses the camera feed to create an approximate environment that can add some realism to your scene.
To use the map, first construct an instance:
```ts
const env = new ZapparBabylon.CameraEnvironmentMap(camera, engine);
```
Attach the map to your scene to affect all relevant materials:
```ts
scene.environmentTexture = envMap.environmentMap;
```
Or attach it to specific materials, if you prefer:
```ts
material.environmentTexture = envMap.environmentMap;
```
Finally, call `update()` on the map each frame, between updating the camera and rendering the scene:
```ts
engine.runRenderLoop(() => {
env.update();
scene.render();
});
```
### Permissions

@@ -381,3 +409,3 @@

The Zappar library provides multiple modes for the camera to move around in the BabylonJS scene. You can set this mode with the `poseMode` parameter of your camera object. There are the following options:
The Zappar library provides multiple modes for the camera to move around in the Babylon.js scene. You can set this mode with the `poseMode` parameter of your camera object. There are the following options:

@@ -444,3 +472,3 @@ - `ZapparBabylon.CameraPoseMode.Default`: in this mode the camera stays at the origin of the scene, pointing down the negative Z axis. Any tracked anchors will move around in your scene as the user moves the physical camera and real-world tracked objects.

To attach 3D content (e.g. BabylonJS objects or models) to an `ImageTracker` or an `ImageAnchor`, the library provides `ImageAnchorTransformNode`. It's a BabylonJS TransformNode that will follow the supplied anchor (or, in the case of a supplied `ImageTracker`, the anchor most recently visible in that tracker) in the 3D view:
To attach 3D content (e.g. Babylon.js objects or models) to an `ImageTracker` or an `ImageAnchor`, the library provides `ImageAnchorTransformNode`. It's a Babylon.js TransformNode that will follow the supplied anchor (or, in the case of a supplied `ImageTracker`, the anchor most recently visible in that tracker) in the 3D view:

@@ -525,3 +553,3 @@ ```ts

To attach 3D content (e.g. BabylonJS objects or models) to a `FaceTracker` or a `FaceAnchor`, the library provides `FaceAnchorTransformNode`. It's a BabylonJS TransformNode that will follow the supplied anchor (or, in the case of a supplied `FaceTracker`, the anchor most recently visible in that tracker) in the 3D view:
To attach 3D content (e.g. Babylon.js objects or models) to a `FaceTracker` or a `FaceAnchor`, the library provides `FaceAnchorTransformNode`. It's a Babylon.js TransformNode that will follow the supplied anchor (or, in the case of a supplied `FaceTracker`, the anchor most recently visible in that tracker) in the 3D view:

@@ -599,3 +627,3 @@ ```ts

While the `faceMesh` object lets you access the raw vertex, UV, normal and indices data for the face mesh, you may wish to use the library's `FaceMeshGeometry` object which wraps the data as a BabylonJS Mesh. This Mesh object must still be childed to a `FaceAnchorTransformNode` to appear in the correct place on-screen:
While the `faceMesh` object lets you access the raw vertex, UV, normal and indices data for the face mesh, you may wish to use the library's `FaceMeshGeometry` object which wraps the data as a Babylon.js Mesh. This Mesh object must still be childed to a `FaceAnchorTransformNode` to appear in the correct place on-screen:

@@ -681,3 +709,3 @@ ```ts

To attach 3D content (e.g. BabylonJS objects or models) to an `InstantWorldTracker`, the library provides `InstantWorldAnchorTransformNode`. It's a BabylonJS TransformNode that will follow the anchor in the supplied `InstantWorldTracker` in the 3D view:
To attach 3D content (e.g. Babylon.js objects or models) to an `InstantWorldTracker`, the library provides `InstantWorldAnchorTransformNode`. It's a Babylon.js TransformNode that will follow the anchor in the supplied `InstantWorldTracker` in the 3D view:

@@ -684,0 +712,0 @@ ```ts

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