Image Tracking with Three.js
Setup
javascript
import * as THREE from 'three'
import { MiniTrackAR } from './minitrack-core.js'
import { ThreeAdapter } from './adapters/three.js'
// Scene
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(55, innerWidth / innerHeight, 0.01, 1000)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
renderer.setSize(innerWidth, innerHeight)
document.body.appendChild(renderer.domElement)
// Lights
scene.add(new THREE.AmbientLight(0xffffff, 0.6))
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8)
dirLight.position.set(5, 5, 5)
scene.add(dirLight)
// Tracker
const tracker = new MiniTrackAR({
licenseKey: 'YOUR_LICENSE_KEY'
})
await tracker.init()
// Adapter
const adapter = new ThreeAdapter({ scene, camera, renderer })
adapter.attach(tracker)Add AR content
Any Three.js Object3D can be AR content:
javascript
// A cube
const cube = new THREE.Mesh(
new THREE.BoxGeometry(0.1, 0.1, 0.1),
new THREE.MeshStandardMaterial({ color: 0x00ff00 })
)
adapter.addARContent('myMarker', cube, { scale: 1 })Options
| Option | Type | Default | Description |
|---|---|---|---|
scale | number | 1 | Scale multiplier |
flipX | boolean | false | Flip horizontally |
Load marker and start
javascript
const img = new Image()
img.crossOrigin = 'anonymous'
img.src = './marker.jpg'
await new Promise((res, rej) => { img.onload = res; img.onerror = rej })
await tracker.addTarget('myMarker', img)
await tracker.start()
adapter.setup()Render loop
You have two options:
Manual (recommended for more control)
javascript
tracker.on('frame', () => {
// Your animation logic
if (cube.visible) cube.rotation.y += 0.02
renderer.render(scene, camera)
})Automatic
javascript
adapter.startRenderLoop()Events
javascript
tracker.on('found', (id) => {
console.log('Marker found:', id)
})
tracker.on('lost', (id) => {
console.log('Marker lost:', id)
})
tracker.on('pose', (pose) => {
console.log(pose.position, pose.rotationMatrix)
})
// Unsubscribe
const unsub = tracker.on('found', handler)
unsub() // no longer listeningFull example
See Hello World for a complete, working HTML example.