XR8.Babylonjs.faceCameraBehavior()
XR8.Babylonjs.faceCameraBehavior(config, faceConfig)
Description​
Get a behavior that can be attached to a Babylon camera like so: camera.addBehavior(XR8.Babylonjs.faceCameraBehavior())
Parameters​
Parameter | Description |
---|---|
config [Optional] | Configuration parameters to pass to XR8.run() |
faceConfig [Optional] | Face configuration parameters to pass to XR8.FaceController |
config
[Optional] is an object with the following properties:
Property | Type | Default | Description |
---|---|---|---|
webgl2 [Optional] | Boolean | false | If true, use WebGL2 if available, otherwise fallback to WebGL1. If false, always use WebGL1. |
ownRunLoop [Optional] | Boolean | true | If true, XR should use it's own run loop. If false, you will provide your own run loop and be responsible for calling runPreRender and runPostRender yourself [Advanced Users only] |
cameraConfig: {direction} [Optional] | Object | {direction: XR8.XrConfig.camera().BACK} | Desired camera to use. Supported values for direction are XR8.XrConfig.camera().BACK or XR8.XrConfig.camera().FRONT |
glContextConfig [Optional] | WebGLContextAttributes | null | The attributes to configure the WebGL canvas context. |
allowedDevices [Optional] | XR8.XrConfig.device() | XR8.XrConfig.device().MOBILE | Specify the class of devices that the pipeline should run on. If the current device is not in that class, running will fail prior prior to opening the camera. If allowedDevices is XR8.XrConfig.device().ANY , always open the camera. Note that world tracking can only be used with XR8.XrConfig.device().MOBILE . |
faceConfig
[Optional] is an object with the following properties:
Parameter | Description |
---|---|
nearClip [Optional] | The distance from the camera of the near clip plane. By default it will use the Babylon camera.minZ |
farClip [Optional] | The distance from the camera of the far clip plane. By default it will use the Babylon camera.maxZ |
meshGeometry [Optional] | List that contains which parts of the head geometry are visible. Options are: [XR8.FaceController.MeshGeometry.FACE, XR8.FaceController.MeshGeometry.EYES, XR8.FaceController.MeshGeometry.MOUTH, XR8.FaceController.MeshGeometry.IRIS] . The default is [XR8.FaceController.MeshGeometry.FACE] |
maxDetections [Optional] | The maximum number of faces to detect. The available choices are 1, 2, or 3. The default is 1. |
uvType [Optional] | Specifies which uvs are returned in the facescanning and faceloading event. Options are: [XR8.FaceController.UvType.STANDARD, XR8.FaceController.UvType.PROJECTED] . The default is [XR8.FaceController.UvType.STANDARD] . |
leftHandedAxes [Optional] | If true, use left-handed coordinates. |
imageTargets [Optional] | If true, flip left and right in the output. |
Returns​
A Babylon JS behavior that connects the Face Effects engine to the Babylon camera and starts the camera feed and tracking.
Example​
const startScene = (canvas) => {
const engine = new BABYLON.Engine(canvas, true /* antialias */)
const scene = new BABYLON.Scene(engine)
scene.useRightHandedSystem = false
const camera = new BABYLON.FreeCamera('camera', new BABYLON.Vector3(0, 0, 0), scene)
camera.rotation = new BABYLON.Vector3(0, scene.useRightHandedSystem ? Math.PI : 0, 0)
camera.minZ = 0.0001
camera.maxZ = 10000
// Add a light to the scene
const directionalLight =
new BABYLON.DirectionalLight("DirectionalLight", new BABYLON.Vector3(-5, -10, 7), scene)
directionalLight.intensity = 0.5
// Mesh logic
const faceMesh = new BABYLON.Mesh("face", scene);
const material = new BABYLON.StandardMaterial("boxMaterial", scene)
material.diffuseColor = new BABYLON.Color3(173 / 255.0, 80 / 255.0, 255 / 255.0)
faceMesh.material = material
let facePoints = []
const runConfig = {
cameraConfig: {XR8.XrConfig.camera().FRONT},
allowedDevices: XR8.XrConfig.device().ANY,
verbose: true,
}
camera.addBehavior(XR8.Babylonjs.faceCameraBehavior(runConfig)) // Connect camera to XR and show camera feed.
engine.runRenderLoop(() => {
scene.render()
})
}