Comments (5)
You need to update the node position relatively to the camera position in onUpdate method.
Or you can set the camera as the node's parent, and adjust node's local position.
from sceneform-android-sdk.
You need to update the node position relatively to the camera position in onUpdate method.
Or you can set the camera as the node's parent, and adjust node's local position.
i don't really know how to do that. I'm taking frames from the scene and passing it to the classifier inside onUpdate method.
How can i update the node position relatively to the camera position ?
And also it says in the docs that Pose.makeTranslation(0, 0, -3f)
creates a translation-only pose. Does this has something to do with the problem??
from sceneform-android-sdk.
(1) inside onUpdate method
val cameraPos = arSceneView.scene.camera.worldPosition
val cameraForward = arSceneView.scene.camera.forward
val position = Vector3.add(cameraPos, cameraForward.scaled(distance))
node.worldPosition = position
(2) Or when you place Node
ModelRenderable.builder().setSource(context, Uri.parse("model.sfb"))
.build()
.thenAccept{
var node = Node()
node.localPosition = Vector3(0f, -0.2f, -0.5f)
node.renderable = it
node.setParent(arSceneView.scene.camera)
}
.exceptionally {
null
}
}
from sceneform-android-sdk.
@SGTjeong Thanks for the reply.
I tried using the 2nd step that you gave me. But the object is just sticking to the camera. I also tried another method where i use random coordinates to put the renderable when i detect object.
ModelRenderable
.builder()
.setSource(this, Uri.parse("andy.sfb"))
.build()
.thenAccept(renderable -> {
Node node = new Node();
node.setRenderable(renderable);
scene.addChild(node);
Random random = new Random();
int x = random.nextInt(10);
int z = random.nextInt(10);
int y = random.nextInt(20);
z = -z;
node.setWorldPosition(new Vector3(
(float) x,
y / 10f,
(float) z
));
});
But still, its drifting from the position when i move it to left or right.
Is there any way that i can link all the anchorNodes to a trackable plane on the scene??
from sceneform-android-sdk.
So, i got a SOLUTION for this problem.
I created a ray from the center of the screen and then placed the renderable 3 meters along the ray and now its not drifting drastically.
Ray ray = camera.screenPointToRay(point.x / 2f, point.y / 2f);
Vector3 vector3 = ray.getPoint(3f);
AnchorNode addedAnchorNode = new AnchorNode();
addedAnchorNode.setWorldPosition(vector3);
from sceneform-android-sdk.
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from sceneform-android-sdk.