Is it possible to access the camera (built-in on Apples) from a browser?
Optimal solution would be client-side javascript. Looking to avoid using Java or Flash.
Is it possible to access the camera (built-in on Apples) from a browser?
Optimal solution would be client-side javascript. Looking to avoid using Java or Flash.
As of 2017, WebKit announces support for WebRTC on Safari
Now you can access them with video
and standard javascript WebRTC
E.g.
var video = document.createElement('video');
video.setAttribute('playsinline', '');
video.setAttribute('autoplay', '');
video.setAttribute('muted', '');
video.style.width = '200px';
video.style.height = '200px';
/* Setting up the constraint */
var facingMode = "user"; // Can be 'user' or 'environment' to access back or front camera (NEAT!)
var constraints = {
audio: false,
video: {
facingMode: facingMode
}
};
/* Stream it to video element */
navigator.mediaDevices.getUserMedia(constraints).then(function success(stream) {
video.srcObject = stream;
});
Have a play with it.
The HTML5 spec does allow accessing the webcamera, but last I checked, it is far from finalized, and has very, very little browser support.
This is a link to get you started: http://www.html5rocks.com/en/tutorials/getusermedia/intro/
You'll probably have to use flash if you want it to work cross-browser.
There is a really cool solution from Danny Markov for that. It uses navigator.getUserMedia method and should work in modern browsers. I have tested it successfully with Firefox and Chrome. IE didn't work:
Here is a demo:
https://tutorialzine.github.io/pwa-photobooth/
Link to Danny Markovs description page:
http://tutorialzine.com/2016/09/everything-you-should-know-about-progressive-web-apps/
Link to GitHub:
this browser doesnt support getUserMedia
or something along those lines. –
Feudist Yes it is possible to access the camera from the browser, following is the code that worked for me
<html><head>
</head><body>
<video src="" ></video>
<br />
<button id='flipCamera'>Flip</button>
</body>
<script>
var front = false;
var video = document.querySelector('video');
document.getElementById('flipCamera').onclick = function() { front = !front; };
var constraints = { video: { facingMode: (front? "user" : "environment"), width: 640, height: 480 } };
navigator.mediaDevices.getUserMedia(constraints)
.then(function(mediaStream) {
video.srcObject = mediaStream;
video.onloadedmetadata = function(e) {
video.play();
};
})
.catch(function(err) { console.log(err.name + ": " + err.message); })
</script></html>
Possible with HTML5.
You can use HTML5 for this:
<video autoplay></video>
<script>
var onFailSoHard = function(e) {
console.log('Reeeejected!', e);
};
// Not showing vendor prefixes.
navigator.getUserMedia({video: true, audio: true}, function(localMediaStream) {
var video = document.querySelector('video');
video.src = window.URL.createObjectURL(localMediaStream);
// Note: onloadedmetadata doesn't fire in Chrome when using it with getUserMedia.
// See crbug.com/110938.
video.onloadedmetadata = function(e) {
// Ready to go. Do some stuff.
};
}, onFailSoHard);
</script>
<style type="text/css">
#container {
margin: 0px auto;
width: 500px;
height: 375px;
border: 10px #333 solid;
}
#videoElement {
width: 500px;
height: 375px;
background-color: #777;
}
</style>
<div id="container">
<video autoplay="true" id="videoElement"></video>
</div>
<script type="text/javascript">
var video = document.querySelector("#videoElement");
navigator.getUserMedia = navigator.getUserMedia||navigator.webkitGetUserMedia||navigator.mozGetUserMedia||navigator.msGetUserMedia||navigator.oGetUserMedia;
if(navigator.getUserMedia) {
navigator.getUserMedia({video:true}, handleVideo, videoError);
}
function handleVideo(stream) {
video.srcObject=stream;
video.play();
}
function videoError(e) {
}
</script>
navigator.getUserMedia()
is deprecated. Use the newer version navigator.mediaDevices.getUserMedia()
instead. –
Emerson If you are just after a camera to take a still photo then just use on a mobile device. See https://stackoverflow.com/a/76922004
Video Tutorial: Accessing the Camera with HTML5 & appMobi API will be helpful for you.
Also, you may try the getUserMedia
method (supported by Opera 12)
**SIMPLE JAVASCRIPT VANILLA **
var video = document.querySelector("#videoElement");
if (navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({ video: true })
.then(function (stream) {
video.srcObject = stream;
})
.catch(function (err0r) {
console.log("Something went wrong!");
});
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta content="stuff, to, help, search, engines, not" name="keywords">
<meta content="What this page is about." name="description">
<meta content="Display Webcam Stream" name="title">
<title>Display Webcam Stream</title>
<style>
#container{
align-self: center;
margin-left: 350px;
align-items: center;
justify-content: center;
position: relative;
width: 1000px;
height: 1000px;
background-color: black;
padding: 3px;
}
#videoElement{
transform: rotate(90deg);
align-self: center;
height: 50a0px;
left: 20;
width: 700px;
position:absolute;
padding: 1px;
top: 120px;
}
</style>
</head>
<body>
<div id="container">
<video autoplay="true" id="videoElement">
</video>
</div>
<script src="index.js">
</script>
</body>
</html>
As navigator.getUserMedia is deprecated and part of legacy API, use navigator.mediaDevices.getUserMedia instead. It proved to be compatible with Firefox and Chrome:
function loadCamera ()
{
let v = document.getElementById ("myvideo");
navigator.mediaDevices.getUserMedia({video:{width:v.width, height:v.height}})
.then((mediaStream) => { v.srcObject = mediaStream; })
.catch(e => { console.error(`${e.name}: ${e.message}`); });
v.play();
}
loadCamera ();
Also an option is to load it in memory, if the video image is intended to be manipulated or processed before showing, for instance background replacement, or as WebGL2 texture:
function makeVideo (height, width)
{
let video = document.createElement ("video");
video.height = height;
video.width = width;
video.autoplay = true;
video.playsInline = true;
video.muted = true;
video.loop = true;
return video;
}
async function loadCamera (height, width)
{
let v = makeVideo (height, width);
navigator.mediaDevices.getUserMedia({video:{width:width, height:height}})
.then((mediaStream) => { v.srcObject = mediaStream; })
.catch(e => { console.error(`${e.name}: ${e.message}`); });
v.play();
return v;
}
In then
handler add any handling
loadCamera (180, 320).then(video => { document.body.appendChild(video); });
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geolocation
object, it would request the permission first. – Defect