fix: report raw detections alongside scene-filtered ones so a discarded crest is visible

This commit is contained in:
2026-08-19 16:29:55 +10:00
parent 4c5343fca1
commit c0a998ad19
+12 -3
View File
@@ -5,10 +5,19 @@ export function createDetector() {
return new AR.Detector({ dictionaryName: 'ARUCO_4X4_1000', maxHammingDistance: 0 }); return new AR.Detector({ dictionaryName: 'ARUCO_4X4_1000', maxHammingDistance: 0 });
} }
/* Returns the markers usable for solving: present in the scene, sane geometry.
* The returned array also carries diagnostics so the HUD can distinguish
* "nothing detected" from "detected but not in the scene" — the latter looks
* identical on screen but means the scene never loaded, or the crest belongs to
* a different layout. knownIds may be null/empty; then nothing is solvable and
* rawIds tells you what the camera actually saw.
*/
export function detectMarkers(detector, imageData, knownIds) { export function detectMarkers(detector, imageData, knownIds) {
const markers = detector.detect(imageData); const raw = detector.detect(imageData).filter(m => quadArea(m.corners) > 100);
// keep only markers that exist in the scene, with sane geometry const usable = (knownIds && knownIds.size) ? raw.filter(m => knownIds.has(m.id)) : [];
return markers.filter(m => knownIds.has(m.id) && quadArea(m.corners) > 100); usable.rawCount = raw.length;
usable.rawIds = raw.map(m => m.id);
return usable;
} }
export function quadArea(c) { export function quadArea(c) {