Book Image

Cardboard VR Projects for Android

By : Jonathan Linowes, Matt Schoen
Book Image

Cardboard VR Projects for Android

By: Jonathan Linowes, Matt Schoen

Overview of this book

Google Cardboard is a low-cost, entry-level media platform through which you can experience virtual reality and virtual 3D environments. Its applications are as broad and varied as mobile smartphone applications themselves. This book will educate you on the best practices and methodology needed to build effective, stable, and performant mobile VR applications. In this book, we begin by defining virtual reality (VR) and how Google Cardboard fits into the larger VR and Android ecosystem. We introduce the underlying scientific and technical principles behind VR, including geometry, optics, rendering, and mobile software architecture. We start with a simple example app that ensures your environment is properly set up to write, build, and run the app. Then we develop a reusable VR graphics engine that you can build upon. And from then on, each chapter is a self-contained project where you will build an example from a different genre of application, including a 360 degree photo viewer, an educational simulation of our solar system, a 3D model viewer, and a music visualizer. Given the recent updates that were rolled out at Google I/O 2016, the authors of Cardboard VR Projects for Android have collated some technical notes to help you execute the projects in this book with Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the article at https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf which explains the updates to the source code of the projects.
Table of Contents (16 chapters)
Cardboard VR Projects for Android
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Model extents, scaling, and center


3D models come in all shapes and sizes. To view them in our app, we need to know the minimum and maximum boundaries of the model and its geometric center to scale and position it properly. Let's add this to ModelObject now.

At the top of the ModelObject class, add the following variables:

    public Vector3 extentsMin, extentsMax;

Initialize the extents in the parser, before we parse the model data. The minimum extents are initialized to the maximum possible values; the maximum extents are initialized to the minimum possible values:

    public ModelObject(int objFile) {
        super();
        extentsMin = new Vector3(Float.MAX_VALUE, Float.MAX_VALUE, Float.MAX_VALUE);
        extentsMax = new Vector3(Float.MIN_VALUE, Float.MIN_VALUE, Float.MIN_VALUE);
        . . .

Rather than calculating the extents after the model is loaded, we'll do it during the import process. As we add a new vertex to the vertex list, we'll calculate the current extents. Add a call to...