Google VR reticle does not look right - android

I'm trying to import Google VR package to my Unity project.
The reticle looks much smaller than it's supposed to and I don't know why and how to fix it. I'm using unity 5.3.4 and I believe the Google VR version is v0.8.0
Here is a screen shot I took from the the demo scene
Thanks in advance.

In GoogleVR/Scripts/UI, open GvrReticle.cs and in UpdateDiameters() function
replace this code :
reticleInnerDiameter = Mathf.Lerp(reticleInnerDiameter, inner_diameter, Time.deltaTime * reticleGrowthSpeed);
reticleOuterDiameter = Mathf.Lerp(reticleOuterDiameter, outer_diameter, Time.deltaTime * reticleGrowthSpeed);
with these values or what ever that adjusts your device resolution :
reticleInnerDiameter = 0;
reticleOuterDiameter = 0.08726701;

Related

How get Matrix4x4 from Pose from ArCamera in ARCore NDK?

On Google Samples I can get samples about getting the Matrix from a Pose generated by an ArAnchor or from a ArPlane. But when I'm trying to get from ArCamera is not working, my result is an Identity Matrix.
Small part from my code:
ScopedArPose scopedArPose(ar_session_);
ArCamera_getPose(ar_session_, ar_camera, scopedArPose.GetArPose());
std::array<float, 16> out_matrix_col_major_4x4;
ArPose_getMatrix(ar_session_, scopedArPose.GetArPose(), out_matrix_col_major_4x4.data());
What is working:
ArSession is working, ArFrame is ok, I'm able to get ArCamera, ArCameraIntrinsicsis ok, ArImage is ok, AImage is ok.
Format and NumberOfPlanes from Image are ok.
ScopedArPose class is equal from google samples. array<float, 16> works fine, tested in google samples.
What is missing?
To solve this problem it needed to check the camera state before.
ArTrackingState camera_tracking_state;
ArCamera_getTrackingState(ar_session_, ar_camera, &camera_tracking_state);
// If the camera isn't tracking don't bother to go forward
if (camera_tracking_state != AR_TRACKING_STATE_TRACKING) {
LOGI("ARCoreOdometry: Camera Not Tracking");
return;
}

Generate and export point cloud from Project Tango

After some weeks of waiting I finally have my Project Tango. My idea is to create an app that generates a point cloud of my room and exports this to .xyz data. I'll then use the .xyz file to show the point cloud in a browser! I started off by compiling and adjusting the point cloud example that's on Google's github.
Right now I use the onXyzIjAvailable(TangoXyzIjData tangoXyzIjData) to get a frame of x y and z values; the points. I then save these frames in a PCLManager in the form of Vector3. After I'm done scanning my room, I simple write all the Vector3 from the PCLManager to a .xyz file using:
OutputStream os = new FileOutputStream(file);
size = pointCloud.size();
for (int i = 0; i < size; i++) {
String row = String.valueOf(pointCloud.get(i).x) + " "
+ String.valueOf(pointCloud.get(i).y) + " "
+ String.valueOf(pointCloud.get(i).z) + "\r\n";
os.write(row.getBytes());
}
os.close();
Everything works fine, not compilation errors or crashes. The only thing that seems to be going wrong is the rotation or translation of the points in the cloud. When I view the point cloud everything is messed up; the area I scanned is not recognizable, though the amount of points is the same as recorded.
Could this have to do something with the fact that I don't use PoseData together with the XyzIjData? I'm kind of new to this subject and have a hard time understanding what the PoseData exactly does. Could someone explain it to me and help me fix my point cloud?
Yes, you have to use TangoPoseData.
I guess you are using TangoXyzIjData correctly; but the data you get this way is relative to where the device is and how the device is tilted when you take the shot.
Here's how i solved this:
I started from java_point_to_point_example. In this example they get the coords of 2 different points with 2 different coordinate system and then write those coordinates wrt the base Coordinate frame pair.
First of all you have to setup your exstrinsics, so you'll be able to perform all the transformations you'll need. To do that I call mExstrinsics = setupExtrinsics(mTango) function at the end of my setTangoListener() function. Here's the code (that you can find also in the example I linked above).
private DeviceExtrinsics setupExtrinsics(Tango mTango) {
//camera to IMU tranform
TangoCoordinateFramePair framePair = new TangoCoordinateFramePair();
framePair.baseFrame = TangoPoseData.COORDINATE_FRAME_IMU;
framePair.targetFrame = TangoPoseData.COORDINATE_FRAME_CAMERA_COLOR;
TangoPoseData imu_T_rgb = mTango.getPoseAtTime(0.0,framePair);
//IMU to device transform
framePair.targetFrame = TangoPoseData.COORDINATE_FRAME_DEVICE;
TangoPoseData imu_T_device = mTango.getPoseAtTime(0.0,framePair);
//IMU to depth transform
framePair.targetFrame = TangoPoseData.COORDINATE_FRAME_CAMERA_DEPTH;
TangoPoseData imu_T_depth = mTango.getPoseAtTime(0.0,framePair);
return new DeviceExtrinsics(imu_T_device,imu_T_rgb,imu_T_depth);
}
Then when you get the point Cloud you have to "normalize" it. Using your exstrinsics is pretty simple:
public ArrayList<Vector3> normalize(TangoXyzIjData cloud, TangoPoseData cameraPose, DeviceExtrinsics extrinsics) {
ArrayList<Vector3> normalizedCloud = new ArrayList<>();
TangoPoseData camera_T_imu = ScenePoseCalculator.matrixToTangoPose(extrinsics.getDeviceTDepthCamera());
while (cloud.xyz.hasRemaining()) {
Vector3 rotatedV = ScenePoseCalculator.getPointInEngineFrame(
new Vector3(cloud.xyz.get(),cloud.xyz.get(),cloud.xyz.get()),
camera_T_imu,
cameraPose
);
normalizedCloud.add(rotatedV);
}
return normalizedCloud;
}
This should be enough, now you have a point cloud wrt you base frame of reference.
If you overimpose two or more of this "normalized" cloud you can get the 3D representation of your room.
There is another way to do this with rotation matrix, explained here.
My solution is pretty slow (it takes around 700ms to the dev kit to normalize a cloud of ~3000 points), so it is not suitable for a real time application for 3D reconstruction.
Atm i'm trying to use Tango 3D Reconstruction Library in C using NDK and JNI. The library is well documented but it is very painful to set up your environment and start using JNI. (I'm stuck at the moment in fact).
Drifting
There still is a problem when I turn around with the device. It seems that the point cloud spreads out a lot.
I guess you are experiencing some drifting.
Drifting happens when you use Motion Tracking alone: it consist of a lot of very small error in estimating your Pose that all together cause a big error in your pose relative to the world. For instance if you take your tango device and you walk in a circle tracking your TangoPoseData and then you draw you trajectory in a spreadsheet or whatever you want you'll notice that the Tablet will never return at his starting point because he is drifting away.
Solution to that is using Area Learning.
If you have no clear ideas about this topic i'll suggest watching this talk from Google I/O 2016. It will cover lots of point and give you a nice introduction.
Using area learning is quite simple.
You have just to change your base frame of reference in TangoPoseData.COORDINATE_FRAME_AREA_DESCRIPTION. In this way you tell your Tango to estimate his pose not wrt on where it was when you launched the app but wrt some fixed point in the area.
Here's my code:
private static final ArrayList<TangoCoordinateFramePair> FRAME_PAIRS =
new ArrayList<TangoCoordinateFramePair>();
{
FRAME_PAIRS.add(new TangoCoordinateFramePair(
TangoPoseData.COORDINATE_FRAME_AREA_DESCRIPTION,
TangoPoseData.COORDINATE_FRAME_DEVICE
));
}
Now you can use this FRAME_PAIRS as usual.
Then you have to modify your TangoConfig in order to issue Tango to use Area Learning using the key TangoConfig.KEY_BOOLEAN_DRIFT_CORRECTION. Remember that when using TangoConfig.KEY_BOOLEAN_DRIFT_CORRECTION you CAN'T use learningmode and load ADF (area description file).
So you cant use:
TangoConfig.KEY_BOOLEAN_LEARNINGMODE
TangoConfig.KEY_STRING_AREADESCRIPTION
Here's how I initialize TangoConfig in my app:
TangoConfig config = tango.getConfig(TangoConfig.CONFIG_TYPE_DEFAULT);
//Turning depth sensor on.
config.putBoolean(TangoConfig.KEY_BOOLEAN_DEPTH, true);
//Turning motiontracking on.
config.putBoolean(TangoConfig.KEY_BOOLEAN_MOTIONTRACKING,true);
//If tango gets stuck he tries to autorecover himself.
config.putBoolean(TangoConfig.KEY_BOOLEAN_AUTORECOVERY,true);
//Tango tries to store and remember places and rooms,
//this is used to reduce drifting.
config.putBoolean(TangoConfig.KEY_BOOLEAN_DRIFT_CORRECTION,true);
//Turns the color camera on.
config.putBoolean(TangoConfig.KEY_BOOLEAN_COLORCAMERA, true);
Using this technique you'll get rid of those spreads.
PS
In the Talk i linked above, at around 22:35 they show you how to port your application to Area Learning. In their example they use TangoConfig.KEY_BOOLEAN_ENABLE_DRIFT_CORRECTION. This key does not exist anymore (at least in Java API). Use TangoConfig.KEY_BOOLEAN_DRIFT_CORRECTION instead.

Unity FPSController move player in direction of camera

I'm using Unity 5.3.4 to create an Android game for the Samsung Gear VR. I'm able to walk around in my scene with my bluetooth controller using the FPSController from the Standard Assets package. However, the player moves in the direction its (non-existent) body is facing, not in the direction he's looking at. This makes walking around rather unnatural because "moving forward" doesn't move the player forward.
I have found several solutions for this around a number of forums, but none seem to work. How can I achieve this behaviour?
Found a working solution by changing the C# code in FirstPersonController.cs:
Change line 100 in method FixedUpdate() containing
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
into:
Vector3 desiredMove = m_Camera.transform.forward * m_Input.y + m_Camera.transform.right * m_Input.x;
This way the current transform of the Camera is used to calculate the desired player movement.

Unable to change FOV of the google card board camera

I am developing a sniper game for android using Google card board unity SDK. Now there is the need to tweak the camera's FOV which leads me to interact a variable named 'mockFieldOfView' in CardBoard.cs. Tweaking that value in the Unity editor is fine but as soon as I make a build for Android it doesn't take effect at all. I'm unable to figure out the issue. Any idea or suggestion would be highly appreciated.
Apologize for the late reply, so ouflak you can see complete Cardboard.cs here Cardboard.cs
You don't want to change "mockFieldOfView". That only affects the in-editor FOV. The value you want to change is "matchMonoFOV" on the StereoController. You also have to set a "CenterOfInterest" game object on the StereoController. It makes the stereo FOV attempt to match the FOV on the Main Camera (or whichever camera has the StereoController script).
See StereoController.cs
Update: v0.4.5 of Cardboard SDK supports your use case. Use "matchByZoom" and set the FOV you want on the StereoController's camera. No center of interest is needed.
I had the same issue and in my case it helped to put the MainCamera closer to the object which was the Cockpit of a car in my case.
In order to put the MainCamera closer than 1 real-world-meter to the object you must change the default-minimum-value in Cardboard.cs - I use the following setting:
private readonly Vector2 defaultComfortableViewingRange = new Vector2(0.0f, 100000.0f);

Magnet script for UNITY 3D

I'm working on a Google Cardboard project, right now i have a demo for Android where u can look around in a special scene i build in UNITY 3D, everything is working fine & looking good, but what I really want is:
I want to walk forward when I press the Google Cardboard magnet button.
I found a few script's on the web, but I do not know exactly how to make these scripts work in my UNITY project.
Can anybody help me further with this?
Assuming you are able to read the magnet input correctly. This is how I did an FPS style controller script:
In Unity5 import the asset package Standard Assets/Characters.
Create an instance of RigidBodyFPSController.prefab from that package.
Remove it's child object, "MainCamera"
Import the Google cardboard unitypackage.
Replace the "MainCamera" you removed in step #3 with CardboardMain.prefab
Update or modify a copy of RigidbodyFirstPersonController.cs GetInput() method.
GetInput() with Google Cardboard forward movement fallback:
private Vector2 GetInput()
{
Vector2 input = new Vector2
{
x = Input.GetAxis("Horizontal"),
y = Input.GetAxis("Vertical")
};
// If GetAxis are empty, try alternate input methods.
if (Math.Abs(input.x) + Math.Abs(input.y) < 2 * float.Epsilon)
{
if (IsMoving) //IsMoving is the flag for forward movement. This is the bool that would be toggled by a click of the Google cardboard magnet
{
input = new Vector2(0, 1); // go straight forward by setting positive Vertical
}
}
movementSettings.UpdateDesiredTargetSpeed(input);
return input;
}
Google's SDK only support's detecting a magnet "click". If you want to hold down the magnet to move forward, I recommend using Cardboard Controls+ from the Unity3D Asset Store.

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