Well, you'll need to modify it considerably for that, but it is do able.

On Sun, Jul 8, 2012 at 11:31 PM, santy <[email protected]>wrote:

> Yes. I have already tried that code and it works fine, but that is only
> for loading models, and I need to place them in the virtual space around
> the device. Anyway, thank you very much Raghav
>
>
>
> El domingo, 8 de julio de 2012 19:55:18 UTC+2, Raghav Sood escribió:
>>
>> AndAR has a sample app capable of loading some obj/mtl models. See
>> http://code.google.com/p/andar
>>
>> On Sun, Jul 8, 2012 at 10:35 PM, santy 
>> <santiago...@**gmail.com<[email protected]>
>> > wrote:
>>
>>> I´ve been trying and studying some examples but I don´t have
>>> OpenGL knowledges enough to implement what I need. I´ve been trying with
>>> Junaio too, but It doesn´t fit to my project. I tried with LookAR too, but
>>> the resolution is very low. Is there any framework, as LookAR, that can do
>>> easily what I need? (I am not an expert in OpenGL)
>>>
>>> Thank you
>>>
>>>
>>>
>>>
>>> El jueves, 5 de julio de 2012 20:33:27 UTC+2, Nobu Games escribió:
>>>
>>>> With that device rotation matrix you can only rotate your objects
>>>> around the screen, where the rotation center point is the center of the
>>>> device. This is independent of GPS location coordinates, and as the name of
>>>> that matrix suggests, it is really rotation only, not translation (moving
>>>> around the objects on any axis).
>>>>
>>>>
>>>> But to answer your question: yes, it is possible to just use the sensor
>>>> data without GPS and have 3D objects move around on the screen. And it will
>>>> work well for most use cases, like augmented reality games where you
>>>> usually sit as a player and move the camera around.
>>>>
>>>> If you need to change the positioning of the 3D objects according to
>>>> the current device location and movement, it gets a bit more complicated.
>>>>
>>>> You could make use of the GPS coordinates for translation but it
>>>> wouldn't be real time suitable, because GPS alone is usually not precise
>>>> enough. You need to combine several sensors (including the camera) for
>>>> making an augmented reality app possible that gives a seamless experience
>>>> and allows the user to freely walk around.
>>>>
>>>> You could make use of acceleration sensor data for getting an idea of
>>>> the current device / user movement direction. With that information you
>>>> could predict a translation until the next GPS location update gives you
>>>> certainty about the current location.
>>>>
>>>> You also could make use of realtime image analysis for calculating the
>>>> current movement direction based on changes in the video preview frames.
>>>>
>>>>
>>>>
>>>> On Thursday, July 5, 2012 1:11:20 PM UTC-5, santy wrote:
>>>>>
>>>>> Thank you very much Nobu. And is it possible to place the 3D object
>>>>> just to see the object with the camera on its position without using the
>>>>> GPS???
>>>>>
>>>>>
>>>>> El jueves, 5 de julio de 2012 20:02:03 UTC+2, Nobu Games escribió:
>>>>>>
>>>>>> On Thu, Jul 5, 2012 at 12:47 PM, santy wrote:
>>>>>>
>>>>>>> Yes, of course I have been trying with all the frameworks I have
>>>>>>> found (LooakAR, min3D...) and I am sure I can do what I need with them 
>>>>>>> but
>>>>>>> I don´t know how. I wrote here in order to find someone who has done
>>>>>>> exactly the same I have to do (there must be a lot) and to know how they
>>>>>>> did it (I need a tutorial that explains it or some advices).
>>>>>>>
>>>>>>> Thanks
>>>>>>>
>>>>>>>
>>>>>>> El jueves, 5 de julio de 2012 19:40:21 UTC+2, Nobu Games escribió:
>>>>>>>> https://www.google.**co**m/search?q=Android+**Augmented+**Reality<https://www.google.com/search?q=Android+Augmented+Reality>
>>>>>>>
>>>>>>>
>>>>>> You need to make use of SensorManager and register a SensorListener
>>>>>> in order to construct a device rotation matrix. Luckily Android already
>>>>>> provides a method that calculates that matrix which is ready for use in
>>>>>> OpenGL:
>>>>>>
>>>>>> SensorManager.**getRotationMatri**x()<http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix%28float[],%20float[],%20float[],%20float[]%29>
>>>>>> .
>>>>>>
>>>>>> *This matrix is ready to be used by OpenGL ES's glLoadMatrixf(float[],
>>>>>>> int)<http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html#glLoadMatrixf%28float[],%20int%29>.
>>>>>>> *
>>>>>>>
>>>>>>> * Note that because OpenGL matrices are column-major matrices you
>>>>>>> must transpose the matrix before using it. However, since the matrix is 
>>>>>>> a
>>>>>>> rotation matrix, its transpose is also its inverse, conveniently, it is
>>>>>>> often the inverse of the rotation that is needed for rendering; it can
>>>>>>> therefore be used with OpenGL ES directly. *
>>>>>>>
>>>>>> You also may want to implement an algorithm that reduces the noise
>>>>>> from the sensor data, otherwise the 3D objects will jitter on the screen.
>>>>>> The simplest approach is calculating a median and / or weighted average
>>>>>> over time.
>>>>>>
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>>
>>
>>
>> --
>> Raghav Sood
>> Please do not email private questions to me as I do not have time to
>> answer them. Instead, post them to public forums where others and I can
>> answer and benefit from them.
>> http://www.appaholics.in/ - Founder
>> http://www.apress.com/**9781430239451<http://www.apress.com/9781430239451> -
>> Author
>> +91 81 303 77248
>>
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-- 
Raghav Sood
Please do not email private questions to me as I do not have time to answer
them. Instead, post them to public forums where others and I can answer and
benefit from them.
http://www.appaholics.in/ - Founder
http://www.apress.com/9781430239451 - Author
+91 81 303 77248

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