lovr-oculus-mobile | Android app for hosting lovr | Augmented Reality library

 by   mcclure C++ Version: lovrapp-0.3 License: Non-SPDX

kandi X-RAY | lovr-oculus-mobile Summary

kandi X-RAY | lovr-oculus-mobile Summary

lovr-oculus-mobile is a C++ library typically used in Virtual Reality, Augmented Reality applications. lovr-oculus-mobile has no bugs, it has no vulnerabilities and it has low support. However lovr-oculus-mobile has a Non-SPDX License. You can download it from GitHub.

This is a repository for building LovrApp, a standalone Android app which is based on the LÖVR VR API.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              lovr-oculus-mobile has a low active ecosystem.
              It has 23 star(s) with 7 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 4 open issues and 2 have been closed. On average issues are closed in 24 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of lovr-oculus-mobile is lovrapp-0.3

            kandi-Quality Quality

              lovr-oculus-mobile has no bugs reported.

            kandi-Security Security

              lovr-oculus-mobile has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              lovr-oculus-mobile has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              lovr-oculus-mobile releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of lovr-oculus-mobile
            Get all kandi verified functions for this library.

            lovr-oculus-mobile Key Features

            No Key Features are available at this moment for lovr-oculus-mobile.

            lovr-oculus-mobile Examples and Code Snippets

            To ship your app:,If you want to run on Samsung Gear VR
            C++dot img1Lines of Code : 2dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            abiFilters 'arm64-v8a'
            
            abiFilters 'armeabi-v7a','arm64-v8a'
              
            To ship your app:,Creating a signing key
            C++dot img2Lines of Code : 1dot img2License : Non-SPDX (NOASSERTION)
            copy iconCopy
            keytool -genkey -v -keystore YOURNAME-key.jks -keyalg RSA -keysize 2048 -validity 10000 -alias YOURNAME
              
            To ship your app:,If you want to ship on Oculus Go
            C++dot img3Lines of Code : 1dot img3License : Non-SPDX (NOASSERTION)
            copy iconCopy
            v1SigningEnabled true
              

            Community Discussions

            QUESTION

            RealityKit app and lower iOS deployment target
            Asked 2022-Mar-10 at 15:04

            I have an iOS app with deployment target iOS 10+, I need to add some features that depend only on RealityKit to appear with users whom their iOS version is 13+, the app compiles and runs successfully on real device but the problem is when archiving for upload to AppStore it generates a Swift file and says:

            ...

            ANSWER

            Answered 2022-Mar-10 at 15:04
            Firstly :

            Do not include Reality Composer's .rcproject files in your archive for distribution. .rcproject bundles contain the code with iOS 13.0+ classes, structs and enums. Instead, supply your project with USDZ files.

            Secondly :

            To allow iOS 13+ users to use RealityKit features, but still allow non-AR users to run this app starting from iOS 10.0, use the following code:

            Source https://stackoverflow.com/questions/71000365

            QUESTION

            How to use RealityKit's image AnchorEntity in SwiftUI?
            Asked 2022-Jan-08 at 20:36

            I want to use RealityKit's AnchorEntity initialized with an Anchoring Component Target of type Image. Here is what I am trying to do:

            ...

            ANSWER

            Answered 2022-Jan-08 at 20:36

            You can use AnchorEntity(.image(...)) in SwiftUI almost the same way as you used it in UIKit. At first click Assets.xcassets in Project Navigator pane and create AR Resources folder. Drag your image there. Setup its physical size in Inspector. Then copy/paste the code:

            Source https://stackoverflow.com/questions/70634542

            QUESTION

            Augmented Reality – Lighting Real-World objects with Virtual light
            Asked 2021-Dec-16 at 17:25

            Is it possible to import a virtual lamp object into the AR scene, that projects a light cone, which illuminates the surrounding space in the room and the real objects in it, e.g. a table, floor, walls?

            For ARKit, I found this SO post.

            For ARCore, there is an example of relighting technique. And this source code.

            I have also been suggested that post-processing can be used to brighten the whole scene.

            However, these examples are from a while ago and perhaps threre is a newer or a more straight forward solution to this problem?

            ...

            ANSWER

            Answered 2021-Dec-16 at 17:25

            At the low level, RealityKit is only responsible for rendering virtual objects and overlaying them on top of the camera frame. If you want to illuminate the real scene, you need to post-process the camera frame.

            Here are some tutorials on how to do post-processing: Tutorial1⃣️ Tutorial2⃣️

            If all you need is an effect like This , then all you need to do is add a CGImage-based post-processing effect for the virtual object (lights).

            More specifically, add a bloom filter to the rendered image(You can also simulate bloom filters with Gaussian blur).

            In this way, the code is all around UIImage and CGImage, so it's pretty simple😎

            If you want to be more realistic, consider using the depth map provided by LiDAR to calculate which areas can be illuminated for a more detailed brightness.

            Or If you're a true explorer, you can use Metal to create a real world Digital Twin point cloud in real time to simulate occlusion of light.

            Source https://stackoverflow.com/questions/70348881

            QUESTION

            How to show image from gallery in realitykit?
            Asked 2021-Dec-12 at 08:44

            I want to show image from gallery. i am loading the image using imagePicker.

            ...

            ANSWER

            Answered 2021-Dec-12 at 08:44

            Try this. Take into consideration, a tint color is multiplied by an image – so, if tint's RGBA = [1,1,1,1], a result of multiplication will be an image itself (without tinting)...

            Source https://stackoverflow.com/questions/70321744

            QUESTION

            How to fix AR connected issue in my device?
            Asked 2021-Nov-23 at 13:58

            I am developing a website related to Augmented Reality. But my mobile phone (Samsung Galaxy M02S) is not supported AR. When I try to install ARcore, google play store show an error.

            So I installed ARcore using apk and now this app was installed. After that, I checked my mobile phone AR was supported or not. The below notification was shown when I try to see AR.

            How I fix this issue and have any other way to install ARcore into my phone?

            ...

            ANSWER

            Answered 2021-Nov-23 at 13:58

            AR Core requires some specific hardware to work. You can check the list of supported devices here. No amount of side loading will help because this is a hardware requirement issue. Moreover AR Core is under active development even if you somehow install a version that might work that version will soon be deprecated and you will start getting the popup saying you need to update.

            Kindly use a device that is part of supported list or an Emulator that supports this. IMHO it is best to develop using a device that has support from AR Core team.

            Source https://stackoverflow.com/questions/70081990

            QUESTION

            SCNKit: Hit test doesn't hit node's dynamically modified geometry
            Asked 2021-Aug-15 at 08:41

            I'm facing an issue where SCNView.hitTest does not detect hits against geometry that I'm modifying dynamically on the cpu.

            Here's the overview: I have a node that uses an SCNGeometry created from a MTLBuffer of vertices:

            ...

            ANSWER

            Answered 2021-Aug-13 at 15:46

            When you perform a hit-test search, SceneKit looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.

            The problem in your case is that when you modify the buffer’s contents (MTLBuffer) at render time, SceneKit does not know about it, and therefore cannot update SCNGeometry object which is used for performing hit-test.

            So the only way I can see to solve this issue is to recreate your SCNGeometry object.

            Source https://stackoverflow.com/questions/68723000

            QUESTION

            Error in displaying reality file from network
            Asked 2021-Jul-26 at 06:44

            I am trying to display a reality file created using Reality Composer. The below code works for usdz but not for reality. Here is my code

            ...

            ANSWER

            Answered 2021-Jul-26 at 06:44

            Uploading a .reality model from web works fine. You can easily check this in Xcode Simulator:

            Source https://stackoverflow.com/questions/68517968

            QUESTION

            Camera Intrinsics Resolution vs Real Screen Resolution
            Asked 2021-May-28 at 13:28

            I am writing an ARKit app where I need to use camera poses and intrinsics for 3D reconstruction.

            The camera Intrinsics matrix returned by ARKit seems to be using a different image resolution than mobile screen resolution. Below is one example of this issue

            Intrinsics matrix returned by ARKit is :

            [[1569.249512, 0, 931.3638306],[0, 1569.249512, 723.3305664],[0, 0, 1]]

            whereas input image resolution is 750 (width) x 1182 (height). In this case, the principal point seems to be out of the image which cannot be possible. It should ideally be close to the image center. So above intrinsic matrix might be using image resolution of 1920 (width) x 1440 (height) returned that is completely different than the original image resolution.

            The questions are:

            • Whether the returned camera intrinsics belong to 1920x1440 image resolution?
            • If yes, how can I get the intrinsics matrix representing original image resolution i.e. 750x1182?
            ...

            ANSWER

            Answered 2021-May-28 at 13:28
            Intrinsics 3x3 matrix

            Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:

            • fx and fy is a Focal Length in pixels
            • xO and yO is a Principal Point Offset in pixels
            • s is an Axis Skew

            According to Apple Documentation:

            The values fx and fy are the pixel focal length, and are identical for square pixels. The values ox and oy are the offsets of the principal point from the top-left corner of the image frame. All values are expressed in pixels.

            So you let's examine what your data is:

            Source https://stackoverflow.com/questions/66893907

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            ARMeshAnchor – SceneKit SCNView Renderer EXC_BAD_ACCESS
            Asked 2021-Apr-21 at 00:26

            Im converting the ARMeshAnchor data to mesh using SCNGeometrySource which it works fine but sometimes 3/10 I will get a bad_access from SceneKit renderer.

            [![enter image description here][1]][1]

            ...

            ANSWER

            Answered 2021-Feb-07 at 11:58

            It occurs because ARMeshAnchors constantly update their data as ARKit refines its understanding of the real world. All ARMeshAnchors are dynamic anchors. However their mesh's subsequent changes are not intended to reflect in real time.

            If you want to duplicate your ARMeshAnchors collection use the following code:

            Source https://stackoverflow.com/questions/66070916

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install lovr-oculus-mobile

            The submodule cmakelib/lovr has submodules. If you did not initially clone this repo with --recurse-submodules, you will need to run (cd cmakelib/lovr && git submodule init && git submodule update) before doing anything else. Open Android Studio, go into Preferences, search in the box for "SDK" (or from the "Welcome to Android Studio" box, choose "Configure"->"SDK Manager"). Use the "Android SDK" pane and the "SDK Platforms" tab to download Android API level 23. Next, navigate to the "SDK Tools" tab of the same pane and check "Show Package Details". Under "NDK (Side by Side)" select "21.0.6113669", and under "CMake" check "3.6.4111459" (or whichever CMake is newest). Hit "Apply". Now quit Android Studio (we'll be doing the next part at the command line).
            The submodule cmakelib/lovr has submodules. If you did not initially clone this repo with --recurse-submodules, you will need to run (cd cmakelib/lovr && git submodule init && git submodule update) before doing anything else.
            Install Android Studio
            Open Android Studio, go into Preferences, search in the box for "SDK" (or from the "Welcome to Android Studio" box, choose "Configure"->"SDK Manager"). Use the "Android SDK" pane and the "SDK Platforms" tab to download Android API level 23. Next, navigate to the "SDK Tools" tab of the same pane and check "Show Package Details". Under "NDK (Side by Side)" select "21.0.6113669", and under "CMake" check "3.6.4111459" (or whichever CMake is newest). Hit "Apply". Now quit Android Studio (we'll be doing the next part at the command line).
            Follow the additional platform steps below:
            You need to build the gradle script in cmakelib, then run the installDebug target of the gradle script in LovrApp/Projects/Android. You can do this with the gradlew script in the root, but it will need the Android tools in PATH and the sdk install location in ANDROID_HOME. You can just run this at the Bash prompt from the repository root to do all of this:.
            You need to build the gradle script in cmakelib, then run the installDebug target of the gradle script in LovrApp/Projects/Android. You can do this with the gradlew script in the root, but it will need the Android tools in PATH and the sdk install location in ANDROID_HOME. You can just run this at the Bash prompt from the repository root to do all of this: (export PATH="/Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin":~/Library/Android/sdk/platform-tools:$PATH ANDROID_HOME=~/Library/Android/sdk GRADLE=`pwd`/gradlew; (cd cmakelib && $GRADLE build) && (cd LovrApp/Projects/Android && $GRADLE installDebug)) && say "Done"
            Unfortunately this is the only way I can get the build to work on Windows right now: Edit cmakelib/lovr/CMakeLists.txt and change LOVR_USE_LUAJIT and LOVR_ENABLE_AUDIO near the top from ON to OFF. This will make things run slightly slower and also disable audio. Follow the instructions under "creating a signing key" below in this README. (This is done automatically on Mac, but not on Windows.).
            Unfortunately this is the only way I can get the build to work on Windows right now: Edit cmakelib/lovr/CMakeLists.txt and change LOVR_USE_LUAJIT and LOVR_ENABLE_AUDIO near the top from ON to OFF. This will make things run slightly slower and also disable audio.
            Follow the instructions under "creating a signing key" below in this README. (This is done automatically on Mac, but not on Windows.)
            Run the following from a cmd.exe window: set ANDROID_HOME=%LOCALAPPDATA%\Android\Sdk set JAVA_HOME=C:\Program Files\Android\Android Studio\jre set PATH=%PATH%;%CD% pushd cmakelib gradlew build popd pushd LovrApp/Projects/Android gradlew installDebug popd
            You have to have turned on developer mode on your headset before deploying. You also have to enable USB debugging for the device. For the Oculus Go, you can do this by plugging in the device, putting it on, and using the controller to accept the "Allow USB Debugging" popup.
            You have to have turned on developer mode on your headset before deploying.
            You also have to enable USB debugging for the device. For the Oculus Go, you can do this by plugging in the device, putting it on, and using the controller to accept the "Allow USB Debugging" popup.
            If you get a message about "signatures do not match the previously installed version", run this and try again: PATH="/Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin":~/Library/Android/sdk/platform-tools:$PATH adb uninstall org.lovr.appsample
            If all you have done is changed the assets, you can upload those by running only the final installDebug gradlew task. For example: (export PATH="/Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin":~/Library/Android/sdk/platform-tools:$PATH ANDROID_HOME=~/Library/Android/sdk GRADLE=`pwd`/gradlew; (cd LovrApp/Projects/Android && $GRADLE installDebug))
            To see all the things gradlew can do in a particular directory run it with "tasks" as the argument.
            The reason for the long (export PATH/ANDROID_HOME line is to get the java and android tools into scope for that line. It would also work to modify the env vars in your bashrc. But you do have to set the environment variables somehow or else you could run the wrong version of Java and get confusing errors like "Could not determine java version from '13'".
            When built without any changes, this repo produces an "org.lovr.appsample" app that prints a "game not found" message. If you look in the Github "releases" section, however, you'll find a "org.lovr.test" app that loads a game from the SD card where you can easily copy it using adb sync. Run the app for full instructions.
            git clone a copy of [[https://github.com/mcclure/lodr]]. Save the path to the lodr directory.
            In the lovr-oculus-mobile repo, in the LovrApp directory, create a file local_assets.txt containing the path to the lodr directory.
            Edit the file LovrApp/Projects/build.gradle and change the "archivesBaseName" to test.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/mcclure/lovr-oculus-mobile.git

          • CLI

            gh repo clone mcclure/lovr-oculus-mobile

          • sshUrl

            git@github.com:mcclure/lovr-oculus-mobile.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Augmented Reality Libraries

            AR.js

            by jeromeetienne

            ar-cutpaste

            by cyrildiagne

            aframe

            by aframevr

            engine

            by playcanvas

            Awesome-ARKit

            by olucurious

            Try Top Libraries by mcclure

            NFTBlocker

            by mcclureJavaScript

            bitbucket-backup

            by mcclureC

            dts2nim

            by mcclureJavaScript

            XmlEdit

            by mcclureC++

            ts-hello

            by mcclureJavaScript