Hi Eva,
I can absolutely understand that the focus lies on the bug fixing!
I managed it to create a Plugin based on the Custom Camera Plugin. But I have still some problems to get a correct ModelViewProjection-Matrix out of the Plugin into my Java-Project.
Well still I have so many questions in my mind:
- How can I load many 3D-Objects dynamically into a Location-Based Scene.
- How can I create a Plugin for a Location-Based Scenario and load 3D-Objects directly from the Java-Part of my application (actually I don't want to use the properitary 3D file format, because I generate dynamical simple 3D-Objects with faces, vertices, etc.).
- How to handle a touch recognition.
- and so on
Well I think I can extract a few answers out of the documentation.
Anyway, thank you very much for your answer Eva!
Well, I have nothing against it, to get a few hints about my questions.
Best regards
Robert
Hi Robert,
you can only get the MVP-matrix for Image-/Instant- and ObjectTracking. For Location based AR you will not be able to receive a MVP-matrix.
To answer your questions:
- Since you are not using AR.Model for your 3D-Objects you can not do this since you can not receive a MVP-matrix for a GeoObject and because of this won't know where to draw it.
- You can draw your 3D objects in c++ in your plugin code, this can be seen in the YUVFrameInputPlugin but you won't know the where to draw it. (see above reason)
- If you do not use AR.Drawables for your augmentations but your own Objects you will have to implement your own touch handling.
Best Regards,
Alex
Robert Gregat
Hi, I have one question regarding the Wikitude Plugins API. I saw, that it is possible to create a Plugin in Java or C++. The problem is that the base java Class Plugin is marked as deprecated. So, I'm not a huge fan to code in C++, but if there is no other way to create a Plugin, maybe someone can give me some more insight to create a simple Plugin to read out the modelview and projection matrix of a recognized target. I Know that there is a section in the official documentation, but it is not so easy to understand for a complete C++ gimp.