arcore-android-sdk | ARCore SDK for Android Studio | Android library

 by   google-ar C Version: 1.37.0 License: Non-SPDX

kandi X-RAY | arcore-android-sdk Summary

kandi X-RAY | arcore-android-sdk Summary

arcore-android-sdk is a C library typically used in Mobile, Android applications. arcore-android-sdk has no bugs, it has no vulnerabilities and it has medium support. However arcore-android-sdk has a Non-SPDX License. You can download it from GitHub.

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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              arcore-android-sdk has a medium active ecosystem.
              It has 4716 star(s) with 1187 fork(s). There are 253 watchers for this library.
              There were 2 major release(s) in the last 12 months.
              There are 318 open issues and 1069 have been closed. On average issues are closed in 121 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of arcore-android-sdk is 1.37.0

            kandi-Quality Quality

              arcore-android-sdk has no bugs reported.

            kandi-Security Security

              arcore-android-sdk has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              arcore-android-sdk 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.

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              arcore-android-sdk releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            arcore-android-sdk Key Features

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            arcore-android-sdk Examples and Code Snippets

            No Code Snippets are available at this moment for arcore-android-sdk.

            Community Discussions

            QUESTION

            How to draw a line between anchors on the plane with ARcore without arFragment
            Asked 2020-Sep-30 at 12:29

            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 12:09

            You 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.

            Source https://stackoverflow.com/questions/64046101

            QUESTION

            How can I load my glTF file on SceneViewer with ARCore Android SDK
            Asked 2020-Jun-23 at 06:21

            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 06:21

            I 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.

            Source https://stackoverflow.com/questions/62187826

            QUESTION

            ARCore: it takes very long to start tracking
            Asked 2020-Feb-27 at 08:41

            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:

            1. Why is it detected so fast but not tracked?

            2. Has anyone else similar issues? Is there a way to fasten this up?

            ...

            ANSWER

            Answered 2020-Feb-27 at 08:41

            Setting 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).

            Source https://stackoverflow.com/questions/60374739

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

            Vulnerabilities

            No vulnerabilities reported

            Install arcore-android-sdk

            See the [Quickstart for Android Java](//developers.google.com/ar/develop/java/quickstart) or [Quickstart for Android NDK](//developers.google.com/ar/develop/c/quickstart) developer guide.

            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 .
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