lfcamera v1.0.4
Camera.js
A fork from https://github.com/idevelop/camera.js
A wrapper around the HTML5 getUserMedia API, offering cross-browser access to the user's webcam video stream.
Installing / Getting started
Will be soon published on npm registry
npm install --save lfcamera
Here you should say what actually happens when you execute the code above.
Usage
Upon initalization, the library asks the user for permission, sets up the necessary getUserMedia code and starts the stream. All parameters are optional, their default values are explained below.
The onFrame
callback function is called each time there is a new frame to be processed, with respect to the fps
option.
If you want the video stream to also be rendered in a <canvas>
element, set the container
option to an element reference.
import Camera from 'lfcamera';
const camera = new Camera({
width: 160, // default: 640
height: 120, // default: 480
fps: 30, // default: 30
mirror: true, // default: false
container: document.getElementById('webcam'), // default: null
onFrame: function(canvas) {
// do something with image data found in the canvas argument
}, // default: null. Don't set it if you want to use your own intervals to take snapshots
});
camera.init()
.then(() => {
// do something when the stream is set up
})
.catch((error) => {
// in case anything happens while setting up the camera
});
Developing
Prerequisites
NodeJS
Setting up Dev
git clone https://github.com/LFBVR/camera.js
cd camera.js
npm install
Versioning
We use SemVer for versioning.
Configuration
Here you should write what are all of the configurations a user can enter when using the project.
Tests
Tests are coming
npm run tests
Supported browsers
- Chrome ≥ 21
- Firefox ≥ 17 (requires
media.navigator.enabled = true
inabout:config
) - Opera ≥ 12
Licensing
- This code is licensed under the MIT License.