gdgfresno / devfestarmap Goto Github PK
View Code? Open in Web Editor NEWProvide AR directional pins for the classrooms at Bitwise South Stadium (location of IWDC and Valley Devfests)
License: Other
Provide AR directional pins for the classrooms at Bitwise South Stadium (location of IWDC and Valley Devfests)
License: Other
If the user would log in we could connect to the conference website's Firebase back-end, pull the user's schedule and we could highlight his next session based on the current time.
This would require internet access and authentication privileges added to the app.
It turns out that Motorola Thinkphone doesn't support the Depth API (https://developers.google.com/ar/devices#google_play_devices). The app runs but never locks in the AR scene. There should be a warning.
The question is if texturing with a large texture map or rendering the numbers as 3D carved objects (Blender modeled) are more efficient. So far the textured models didn't appear on the scene at all. Try parametrize the texturing and the sampler more. Kotlin:
val texture: CompletableFuture<Texture> = Texture.builder()
.setSource(context, Uri.parse(uri))
.setUsage(Texture.Usage.DATA)
.setSampler(
Texture.Sampler.builder()
.setMagFilter(Sampler.MagFilter.LINEAR)
.setMinFilter(Sampler.MinFilter.LINEAR_MIPMAP_LINEAR)
.build()
).build()
WrapMode.CLAMP_TO_EDGE
see https://github.com/google/filament/blob/master/android/filament-android/src/main/java/com/google/android/filament/TextureSampler.java
This might not be necessary. The app is working fine without anchor nodes as well, but the advised method is to use anchor node. Figure out if there are any downsides of the current (anchorless) approach.
The app would have a pre-configured off-line data for faster start-up and if the user doesn't have connection. However we could download fresher data in the background (in case we wouldn't have the latest already by timestamp) so the app could present the most current distribution fo the signs on the AR scene.
This would require internet app privileges added and the app would connect read-only to a Firebase or some exposed free, read-only data repository (GitHub or GitLab hosted?).
Flutter has ARCore plugin ( https://github.com/giandifra/arcore_flutter_plugin/tree/master/example , https://pub.dev/packages/arcore_flutter_plugin ), but I'll need to research if all the required Sceneform features are covered.
If Flutter cannot support what we are doing then research if Unity can do it.
Extra: Terry Solis asked me: why I wouldn't consider Ionic. We have HTML5 based AR / WebVR / WebGL / Three.js solution, or more native (hybrid) Ionic with ARCore / ARKit. Article: https://www.joshmorony.com/augmented-reality-in-an-ionic-angular-pwa/
Because of that the latest unrelated Government policy update didn't go through because Google couldn't test the app, because it is crashing right after start.
BWSSARMap_crash.txt
https://github.com/gdgfresno/DevfestARMap/tree/pointerarrow branch already should work (computing the direction between the world position of the target vs the world position of the scene camera - a.k.a the viewer - and turning the arrow towards that, but the arrow is misplaced in the AR scene.
Another approach to make the arrow's parent node the scene camera. In that case the arrow sticks to the viewer, but I'd like the arrow to be 0.5 m below the viewer and 0.5 m away towards the target as well.
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