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

Spinning the cube


The next step is a quick one. Let's make the cube spin. This is achieved by rotating the cubeTransform matrix a little bit for each frame. We can define a TIME_DELTA value for this. Add the static variable, as follows:

    // Viewing variables
    private static final float TIME_DELTA = 0.3f;

Then, modify cubeTransform for each frame, and add the following line of code to the onNewFrame method:

Matrix.rotateM(cubeTransform, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);

The Matrix.rotateM function applies a rotation to a transformation matrix based on an angle and an axis. In this case, we are rotating by an angle of TIME_DELTA around the axis vector (0.5, 0.5, 1). Strictly speaking, you should provide a normalized axis, but all that matters is the direction of the vector and not the magnitude.

Build and run it. Now the cube is spinning. Animazing!