Hi,
Hope you are all well !
I am actually working on some C++ libraries, like Dlib or OpenCV, and I wanted to auto generate unsafe bindings for some computer vision libraries to build native plugins for Unity3D.
After a couple of researches, I found your great work and some questions popped out of my brain :-)
Context:
I wanted to test this example, dnn_mmod_dog_hipsterizer.cpp, from dlib, in order unity3d to leverage the WebCamTexture class. I saw a module in the asset store using dlib but I wanted to test ccv and some other CMake driven projects. So, I am looking for something scriptable and more flexible for my studies.
So, in a nutshell, I would like to auto-generate bindings from some C++ libraries and allow interoperability and build these projects with CMake, with polly, a collection of toolchains to cross-platform build and test these projects..
I found CppSharp and still trying to find out the best way to get something, like FFmpeg.AutoGen, also using CppSharp.
Ultimately, I would like to create a boilerplate like this project testing cross-language interactions (link). To make it more flexible, I was thinking to wrap all these commands inside a docker container with onbuild instructions. Even if you cannot compile xcode projects from a docker container, it would be great for Android, Linux or Windows builds.
Questions:
bindings related:
-
How did you proceed for aruco-unity like Calib3d.cs ? Did you write all the bindings yourself ? (if yes, that's a lot of work :-) )
-
Did you try to use Swig or CppSharp for the aruco-unity project ?
-
How would you see a much more structured and semi-automated flow to build native modules, based on Cmake driven projects, for Unity3d ?
cmake related:
- Would aruco-unity work for iOS or Android if we provide a cmake toolchain ?
Thanks in advance for your input on my quest :-)
Wish you a great week !
Cheers,
Richard