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    Aritra Das
    @dev-aritra
    I was able to do that sucessfully on iOS
    as Arkit has this feature WorldAlignment = ARWorldAlignment.GravityAndHeading
    Arcore apparaently doesn't have somthing similar to this
    do you know of any sample which would lead me to achieve this?
    or any sample regarding geo ar on urho?
    Egor Bogatov
    @EgorBo
    well you just need to call the Android API to get compas data :smile:
    probably some newer versions of Arkit support this feature
    Aritra Das
    @dev-aritra
    yeah arkit supports this already
    problem is with arcore
    somebody opened a feature request for this in Jan in arcore repo, they still haven't implemented that
    getting compas data and aliging that to the arcore pose data seems to be the option, but these 3d graphics matrix calculations are killing me
    :laughing:
    Egor Bogatov
    @EgorBo
    you basically need to rotaty by Y axis everything
    *rotate
    Aritra Das
    @dev-aritra
    ahh, will try to implement this. Thanks
    :smile:
    Aritra Das
    @dev-aritra

    @EgorBo
    "ARCore world coordinate space always has +Y pointing up relative to gravity" - by someone in the Arcore team.
    So does that mean

    1. Get the x,z value of the camera pose
    2. Get the x,z value of the magnetometer
    3. Calculate the difference between them deltaX , deltaZ
    4. Create a 4*4 identity matrix and rotate it around Y [don't understand why to rotate around Y] by deltaX value [no idea what to do with the deltaZ value]
    5. Multiply this rotation matrix to the original transformed matrix, we had for aligned to the default camera pose, to get a new transformed matrix which is aligned to the world axises.

    I don't know wthether it's stupid, I have very less or no idea about these things, learned these matrix calculations today morning only arkit/ arcore/ urho 2 days back. Please bear with me. :grin:

    Egor Bogatov
    @EgorBo
    urho, arkit, arcore all have different coordinate systems
    and it's ok in the gamedev world. I mean it's not Ok but we have to live with it :smile:
    Aritra Das
    @dev-aritra
    hahha couldn't agree more :laughing: , could you please review those 5 steps that I posted? Is that what you meant by rotate everything around Y?
    Egor Bogatov
    @EgorBo
    yeah I guess it's what you have to do.
    if you want to put an object in a meter away from you aligned to north you can do something like this (hacky):
    node.Position = new Vector3(0,0,1);
    node.RotateAround(Vector3.Zero, new Quaternion(x:0, y:compasAngle, z:0), TransformSpace.World);
    Aritra Das
    @dev-aritra
    cool
    :D
    :large_blue_circle:
    lemme try that
    Egor Bogatov
    @EgorBo
    year ago I did something similiar for shadows :smile: https://www.youtube.com/watch?v=PDbYyegexf4
    Aritra Das
    @dev-aritra
    oh Damnnnnnnn :open_mouth:
    Daniel Ferreira Monteiro Alves
    @danfma
    Hi, guys! Has anyone used the UrhoSharp with Xamarin on a MacOS? I'm trying to add the new package but I'm getting an error when I try to add the UrhoSharp.Cocoa.
    @ Installing UrhoSharp.Cocoa in Jumper.App.MacOS finished (3.877 sec)
    [Notification][Install] Install failed (project: Jumper.App.MacOS, package: UrhoSharp.Cocoa v1.9.67)
    Could not install package 'UrhoSharp.Cocoa 1.9.67'. You are trying to install this package into a project that targets 'Xamarin.Mac,Version=v2.0', but the package does not contain any assembly references or content files that are compatible with that framework. For more information, contact the package author.
    Aritra Das
    @dev-aritra
    @danfma are you trying to instsll urho onto a Xamarin.Mac project? Not sure if that is supported
    Egor Bogatov
    @EgorBo
    Unfortunately it's not, only Xamarin.Mac net4x profile, the mobile one is not supported
    Miguel de Icaza
    @migueldeicaza
    What is missing?
    Egor Bogatov
    @EgorBo
    will take a look, don't remember, something related to paths (like urho3d could not access assets something like that)
    Aritra Das
    @dev-aritra

    Can we not do

    Scene.CreateComponent<ARCoreComponent>();

    using DependencyService
    with
    Urho.Forms ???

    as I am getting There's no implicit conversion from Urho.Droid.ARComponent to Urho.Component

    Please help, URGENT !!!

    @EgorBo
    Egor Bogatov
    @EgorBo
    hm.. Urho.Droid.ARComponent is a subclass of Urho.Component so it should work, I am not familiar with DependencyService, I thought it only worked with interfaces, need to refresh my XForms knowledge
    Aritra Das
    @dev-aritra
    @EgorBo ended up doing urhosharp and urho.arcore by custom rendering the whole page :laughing:
    For some reaason same view is not loading on iOS, gotta figure something out
    Thanks for the reply though
    Aritra Das
    @dev-aritra
    Done, finally :laughing:
    Aritra Das
    @dev-aritra
    Hey @EgorBo there’s a strange thing that I have found, if I call urhoapp.Exit() when the page is actually on a master detail page, the application throws an error UrhoSharp "System.InvalidOperationException: 'The application is not configured yet’”. Works fine with normal navigation pages and this happens only on iOS, on Android the same code works absolutely fine. I came up with some workarounds to get it fixed for now, but thought of letting you know. Have you heard this before? on v1.9.67
    Guillermo Agustín Diéguez
    @dieguezguille
    Hello everyone, I hope this Gitter is still alive :) I'm working with UrhoSharp.Forms in order to implement a 360 panoramic view. Imanaged to implement it just fine for Android devices but I'm having some issues with the iOS implementation. I keep getting Failed to create texture when calling GetTexture2D(imagePath);. Everything else works absolutely fine, it is this method which is causing problems. Just so you know, the image is 8192x4096 in resolution. Does anyone have a clue on how to make this work on iOS? Thanks in advance :)
    Egor Bogatov
    @EgorBo
    I think the texture is just too big for Urho+iOS+opengl, also hit it several times
    Guillermo Agustín Diéguez
    @dieguezguille
    Thanks, I will try lowering its resolution and will report again. Thank you!
    Egor Bogatov
    @EgorBo
    maybe even has to be square, power of two :smile:
    Guillermo Agustín Diéguez
    @dieguezguille
    Success! It finally worked on both iOS and Android. It doesn't need to be square but it needs to be in power of two resolution. The maximum I tried was 2048x1024 and it works just fine for both systems. I'll upload a code sample and share it here soon
    Thanks Egor, you were very helpful!
    Guillermo Agustín Diéguez
    @dieguezguille
    Guillermo Agustín Diéguez
    @dieguezguille
    Hello again :) I kept going with my 360 image viewer with UrhoSharp.Forms and I'm having two issues that I don't know how to solve. The first one is that in iOS the viewer doesn't scale well. It seems it has to do something with density on iOS which puts my view in 1/3 of the allocated screen size, exactly like this: xamarin/urho#348 Unfortunately, the solution provided in this link doesn't work for me since I implemented this in a regular view and not in a ContentPage (so I don't have access to OnAppearing() method for example)
    The second issue is that Urho makes my app crash when going back and forth between pages a few times. The second or third time I try to cast Urho, it throws an internal NullReferenceException when invoking myUrhoSurface.Show<MyUrhoApp>... and I wasn't able to trace this error any further. Any hints on this?
    whothefcares
    @whothefcares1_twitter
    I am using urhosharp in xamarin forms. I got some shapes showing on camera node. But i want camera stream so that i store the stream and broadcast to users later, wondering how to acheive this with urho. Please help
    whothefcares
    @whothefcares1_twitter
    I figured how to get the camera stream. Is there a way I can change camera on phone on urhosharp node: Lets say I want to use my phone front camera instead of defalut back camera. Please help