I am trying to create a jewelry AR try on using Jeeliz Facetracking and three.js. Face tracking and model tracking are working totally fine but I don't want my model to rotate based on the head rotation. So how can I prevent the gltf model/scene from rotating?. I appreciate any help, Thanks in advance. code is attached.
"use strict";
const SETTINGS = {
gltfModelURL: 'necklace01/necklace01.gltf',
cubeMapURL: 'Bridge2/',
offsetYZ: [-0.3, 0], // offset of the model in 3D along vertical and depth axis
scale: 2
};
let THREECAMERA = null;
// build the 3D. called once when Jeeliz Face Filter is OK
function init_threeScene(spec){
const threeStuffs = JeelizThreeHelper.init(spec, null);
// CREATE THE ENVMAP:
const path = SETTINGS.cubeMapURL;
const format = '.jpg';
const envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
// IMPORT THE GLTF MODEL:
// from https://threejs.org/examples/#webgl_loader_gltf
const gltfLoader = new THREE.GLTFLoader();
gltfLoader.load( SETTINGS.gltfModelURL, function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
child.material.emissive = child.material.color;
child.material.emissiveMap = child.material.map ;
}
} );
gltf.scene.frustumCulled = false;
// center and scale the object:
const bbox = new THREE.Box3().expandByObject(gltf.scene);
// center the model:
const centerBBox = bbox.getCenter(new THREE.Vector3());
gltf.scene.position.add(centerBBox.multiplyScalar(-1));
gltf.scene.position.add(new THREE.Vector3(0,SETTINGS.offsetYZ[0], SETTINGS.offsetYZ[1]));
// scale the model according to its width:
const sizeX = bbox.getSize(new THREE.Vector3()).x;
gltf.scene.scale.multiplyScalar(SETTINGS.scale / sizeX);
// dispatch the model:
threeStuffs.faceObject.add(gltf.scene);
} ); //end gltfLoader.load callback
//CREATE THE CAMERA
THREECAMERA = JeelizThreeHelper.create_camera();
} //end init_threeScene()
//entry point, launched by body.onload():
function main(){
JeelizResizer.size_canvas({
canvasId: 'jeeFaceFilterCanvas',
isFullScreen: true,
callback: start,
onResize: function(){
JeelizThreeHelper.update_camera(THREECAMERA);
}
})
}
function start(){
JEELIZFACEFILTER.init({
videoSettings:{ // increase the default video resolution since we are in full screen
'idealWidth': 1280, // ideal video width in pixels
'idealHeight': 800, // ideal video height in pixels
'maxWidth': 1920, // max video width in pixels
'maxHeight': 1920 // max video height in pixels
},
followZRot: true,
canvasId: 'jeeFaceFilterCanvas',
NNCPath: '../../../neuralNets/', //root of NN_DEFAULT.json file
callbackReady: function(errCode, spec){
if (errCode){
console.log('AN ERROR HAPPENS. SORRY BRO :( . ERR =', errCode);
return;
}
console.log('INFO: JEELIZFACEFILTER IS READY');
init_threeScene(spec);
}, //end callbackReady()
// called at each render iteration (drawing loop):
callbackTrack: function(detectState){
JeelizThreeHelper.render(detectState, THREECAMERA);
}
}); //end JEELIZFACEFILTER.init call
} //end start()
You can prevent rotation implementing the line bellow in your code. remeber to import: import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
orbitControls.autoRotate = false;