Reputation: 202
Currently, I am working on VR application for android that using google CardBoard and Rajawali to play the 360 video. The sensor is working well, but I cannot use touch to drag the scene or camera around correctly. Is there any way to enable touch mode in this app?
Any help is greatly appreciated! Thank you.
Upvotes: 2
Views: 1557
Reputation: 128
I've worked on the same thing, and this is what I used:
First, take a look at Rajawali's ArcballCamera class. You can see there how touch events are handled to rotate the camera with touch events.
The problem is I didn't liked the default behaviour of the rotation when the user moved across the screen, so I did another implementation on my own, based on the previous one and rotating directly the sphere I was looking to instead of the camera, so here it goes (all of this is inside my Renderer class, btw):
First, the declarations:
private GestureDetector detector; //gesture detector
private ScaleGestureDetector scaleDetector; //scale detector (for zooming)
private GestureListener gListener; //gesture listener
private ScaleListener sListener; //scale listener
private View.OnTouchListener touchListener; //touch events listener
private boolean isRotating; //true if the sphere is rotating
private boolean isScaling; //true if the sphere is scaling
private float xInicial,yInicial; //inicial touch point
//sphere's yaw and pitch, used for rotation
private double yaw,pitch, yawAcumulado=0, pitchAcumulado=0, yawAcumuladoR=0, pitchAcumuladoR=0;
//physical to logical (in 3D world) conversion: screen scroll to sphere rotation
private final double gradosPorBarridoX=120, gradosPorBarridoY=90;
private final double gradosPorPixelYaw, gradosPorPixelPitch;
In the renderer's constructor I start the inizalizations (timer and control are used for the video control view, so don't pay atention to these):
DisplayMetrics outMetrics = new DisplayMetrics();
((Activity) context).getWindowManager().getDefaultDisplay().getMetrics(outMetrics);
gradosPorPixelPitch = gradosPorBarridoY / outMetrics.heightPixels;
gradosPorPixelYaw = gradosPorBarridoX / outMetrics.widthPixels;
addListeners();
...
//from Rajawali ArcballCamera class
private void addListeners(){
((Activity)context).runOnUiThread(new Runnable() {
@Override
public void run() {
gListener = new GestureListener();
sListener = new ScaleListener();
detector = new GestureDetector(context, gListener);
scaleDetector = new ScaleGestureDetector(context, sListener);
touchListener = new View.OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
scaleDetector.onTouchEvent(event); //see if it is a scale event
//if not, check whether it is a scroll
if (!isScaling) {
detector.onTouchEvent(event);
//or an up motion
if (event.getAction() == MotionEvent.ACTION_UP) {
if (!isRotating) {
//change video control view's visibility
TouchActivity.timer.cancel();
if (TouchActivity.control.getVisibility() == View.INVISIBLE) {
TouchActivity.control.setVisibility(View.VISIBLE);
TouchActivity.timer.start(); //timer is restarted
} else {
TouchActivity.control.setVisibility(View.INVISIBLE);
}
} else {
isRotating = false; //cancel rotation
}
}
}
return true;
}
};
TouchActivity.principal.setOnTouchListener(touchListener);
}
});
}
And last but not least, the event listening (both for scaling and rotating):
/**
* called when the rotation starts
* @param x
* @param y
*/
private void startRotation(float x, float y){
xInicial = x;
yInicial = y;
}
/**
* called during the consecutive events of a rotation movement
* @param x
* @param y
*/
private void updateRotation(float x, float y){
float difX = xInicial - x;
float difY = yInicial - y;
yaw= difX * gradosPorPixelYaw;
pitch = difY * gradosPorPixelPitch;
yawAcumulado+=yaw;
pitchAcumulado+=pitch;
}
/**
* event listener. if the user scrolls his finger through the screen, it sends the
* touch event to calculate the sphere's rotation
*/
private class GestureListener extends GestureDetector.SimpleOnGestureListener{
@Override
public boolean onScroll(MotionEvent event1, MotionEvent event2, float distanceX, float distanceY) {
//starts or updates the rotation with the upcoming event x and y screen values
if(!isRotating) {
startRotation(event2.getX(), event2.getY());
isRotating=true;
return false;
}else{
isRotating = true;
updateRotation(event2.getX(), event2.getY());
return false;
}
}
}
/**
* event listener. Zooms in or out depending on the user's action
*/
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener{
//zooms in or out according to the scale detector value
@Override
public boolean onScale(ScaleGestureDetector detector) {
if(detector.getScaleFactor()>1){
if(earthSphere.getScaleX()*1.1<120){
earthSphere.setScaleX(earthSphere.getScaleX()*1.1);
earthSphere.setScaleY(earthSphere.getScaleY() * 1.1);
earthSphere.setScaleZ(earthSphere.getScaleZ() * 1.1);
}
}else{
if(earthSphere.getScaleX()*0.9>0.95) {
earthSphere.setScaleX(earthSphere.getScaleX() * 0.9);
earthSphere.setScaleY(earthSphere.getScaleY() * 0.9);
earthSphere.setScaleZ(earthSphere.getScaleZ() * 0.9);
}
}
return true;
}
//the zoom begins
@Override
public boolean onScaleBegin (ScaleGestureDetector detector) {
isScaling = true;
isRotating = false;
return super.onScaleBegin(detector);
}
//the zoom ends
@Override
public void onScaleEnd (ScaleGestureDetector detector) {
isRotating = false;
isScaling = false;
}
}
With all of this settled, you only have to set the orientation on each render, like this:
yawAcumuladoR = (yawAcumulado) * 0.04;
pitchAcumuladoR = (pitchAcumulado) * 0.04;
Quaternion q = new Quaternion();
q.fromEuler(yawAcumuladoR, pitchAcumuladoR, 0);
earthSphere.setOrientation(q);
As I've said, this works for me, but I'm only rotating the sphere. It shouldn't be difficult to addapt it to your needs, besides you have the Arcball class that is a camera and might be better for what you want. Anyway, I hope this is useful for you.
Upvotes: 3