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

I'm a little rotating teapot


Let's enhance the viewing experience by rotating the model as the user rotates his head. The effect will be different than a "normal" virtual reality experience. Ordinarily, moving one's head in VR rotates the subjective view of the camera in the scene to look around in unison with your head movement. In this project, the head movement will be like an input control rotating the model. The model is at a fixed position in front of you at all times.

To implement this feature is quite simple. The RenderBox preDraw interface method is called at the start of each frame. We'll get the current head angles and rotate the model accordingly, converting the head post-Euler angles into a Quaternion. (Combining multiple Euler angles can result in an unexpected final rotational orientation). We will also conjugate (that is, invert or reverse) the rotation, so that when you look up, you see the bottom of the object and so on. It feels more natural this way.

In MainActivity, add...