arcore-android-sdk | ARCore SDK for Android Studio | Android library
kandi X-RAY | arcore-android-sdk Summary
kandi X-RAY | arcore-android-sdk Summary
This SDK provides APIs for all of the essential AR features like motion tracking, environmental understanding, and light estimation. With these capabilities you can build entirely new AR experiences or enhance existing apps with AR features.
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QUESTION
I'm building my app around this Agora ARcore Demo based on Google's hello_ar_java Sample APP.
This application, capture user's taps and check if any planes in the scene were found. If so, create an anchor at that point.
I would like to draw a line between the various anchors.
Everything I find on the web uses sceneForm and arFragment.
At the moment I have managed to implement sceneForm without arFragment but the line is not showing, probably because of
of this method that I don't know how to replace without arFragment: nodeToAdd.setParent(arFragment.getArSceneView().getScene());
To implement sceneform in my project I'm taking a cue from this project LineView Are there any other methods without using sceneform?
This is how I am proceeding:
...ANSWER
Answered 2020-Sep-30 at 12:09You code is not calling your drawLineButton()
function, is it? Anyway, it looks like you're trying to use some things from Sceneform (MaterialFactory, ModelRenderable, etc) while doing some pure OpenGL rendering as done in the hello_ar_java.
Mixing those will result in nothing good since Sceneform uses filament as rendering engine which could use OpenGL or Vulkan. So either go fully with Sceneform or fully with OpenGL (and understand how OpenGL and Android work).
Now, if you want to continue with hello_ar_java sample, follow an OpenGL tutorial in order to be able to generate a vertex for each anchor and draw them with GL_LINES with the line size you like. Here's a good OpenGL tutorial: https://learnopengl.com/ I recommend going through all the Getting Started section, but just keep in mind that it is OpenGL and Android uses OpenGL ES, there are some differences but the computer graphics principles are the same.
QUESTION
I'm following the document at Google (https://developers.google.com/ar/develop/java/scene-viewer#ar-only).
I put glTF file in assets/models
directory (as same location with Andy.obj
)
and I tried to load glTF 2.0 file (from KhronosGroup Sample) but failed:
...ANSWER
Answered 2020-Jun-23 at 06:21I solved it by myself.
Set path for glTF to absolute path (like "/sdcard/BoxTextured.glb", not "models/BoxTextured.glb")
I think it can not find (also no convert) relative path from that function.
You have to get a path by //assets/~
or something if you want to use relative path.
EDIT:
also, there is Environment
class which has method getExternalStorageDirectory().getAbsolutePath()
. i might be solved above problem.
QUESTION
I've tried out the ARCore image tracking sample (java) provided by Google: https://github.com/google-ar/arcore-android-sdk/tree/master/samples
On my test devices (Google Pixel 3a, Samsung Galaxy S9+) the image is detected very fast (TrackingState.PAUSED) but it takes several seconds up to a minute to start tracking (TrackingState.TRACKING) the image or it doesn't work at all. I've had a great start with ARKit on iOS and no problems with tracking images (tracking in under a second).
So my questions are:
Why is it detected so fast but not tracked?
Has anyone else similar issues? Is there a way to fasten this up?
ANSWER
Answered 2020-Feb-27 at 08:41Setting the actual size of the image in the augmented image database speeds up the process a lot. While using the method addImage for the AugmentedImageDatabase use the one with three arguments:addImage(String name, Bitmap bitmap, float widthInMeters).
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