Sowattana Sigen
Sowattana Sigen

Reputation: 202

Move camera around using touch event in CardBoard and Rajawali VR Android

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

Answers (1)

SMalpica
SMalpica

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

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