如何开始你的第一个android tango AR应用(上)

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原文

Project Tango应该说是Google一试水AR的设备,其中Project Tango主要二个功能,一个是获取深度信息,如MS的Kinect,有相当多的设备都有这个功能,二是第一人称相对定位,这个就没那么常见了,如果对这个设备有更深的兴趣,可以看知乎上的这二个链接。
Google Project Tango获取深度信息的原理是什么?

Project tango是如何仅凭自身摄像头实现位置追踪的?

转自 http://blog.csdn.net/sinat_35801282/article/details/52130953

在这就不仔细来说这个东东了,上面二个链接比我自己再来说篇好多了,Project Tango本身有Unity3D的包(googlesamples/tango-examples-unity)如果在Unity3D下开发,相应的东东都已经提供,还有一些实例,能够很容易就开发基于Project Tango的功能出来。

UE4下就比较麻烦了,google没有针对UE4做相应的包,不过,google提供针对安卓开发的项目,一种是Android Studio项目,一个是供JNI调用的C语言项目。

googlesamples/tango-examples-java

googlesamples/tango-examples-c

UE4针对移动平台感觉还是不那么友好,如Unity调用Android项目,大家顺便一搜,都能搞定,而在UE4下引用安卓项目,如下是一个添加针对Android支持Google Play功能的committed。

UE4 Google Play support on Android

可以看到,有些复杂,特别针对我这种UE4与Android都不熟的人,只有想别办法,首先我的需求并不复杂,只是在一个模型与现实重叠的空间利用Project Tango的Motion tracking功能行走,旋转等,简单来说,我现在的办公室环境,利用3D建模做一个和办公室一样的模型,长宽都要对上,这样利用Project Tango 的Tracking,我能只看屏幕也知道我在办公室的那个位置,前面是否有障碍物,就如HTV vive的那二个像个小音箱的东东来检测可活动区域一样。

UE4本身的脚本就是C++语言,自然我就想到利用上面的tango c来做开发,如下主要记录本文实践这种方法遇到的一些问题。

首先安装UE4的安卓开发相关所有软件,UE4已经帮你差不多都搞好。安装安卓软件开发工具包(SDK) ,然后对照这个链接下的UE4安卓快速入门自己测试,一个简单的UE4 安卓程序发出来就没问题了。

tango-examples-c里很简单,一个so文件,相当于win平台中的动态链接库文件,二是一个头文件tango_client_api.h.现在就很简单了,相当于平常我们写C++程序一样,引入动态链接库,然后添加头文件就可,但是UE4中,编译都是靠对应目录下的cs文件编译,我们需要让UE4的规则来引入库与头文件。

按照UE4大家默认的一些目录位置与命名,先把相应头文件与库放入一个ThirdParth文件夹,然后放入UE4工程文件件,与Source,Binaries等目录平行,如下:

然后打开工程名.Build.cs文件,告诉编译器我们需要引入的库与文件。

public class Office_05 : ModuleRules{    public Office_05(TargetInfo Target)    {        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Launch", "UMG" });        //PrivateDependencyModuleNames.AddRange(new string[] { "" });        //PublicIncludePaths.Add("Runtime/Launch/Public");        //PrivateIncludePaths.Add("Runtime/Launch/Private/Android");        if (Target.Platform == UnrealTargetPlatform.Android)        {            PublicIncludePaths.AddRange(new string[] { "Core" });            PublicIncludePaths.Add("C:/NVPACK/android-ndk-r10e/platforms/android-19/arch-arm/usr/include");            LoadBobsMagic(Target);        }    }    private string ModulePath    {        get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }    }    private string ThirdPartyPath    {        get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }    }    public bool LoadBobsMagic(TargetInfo Target)    {        bool isLibrarySupported = false;        if (Target.Platform == UnrealTargetPlatform.Android)        {            isLibrarySupported = true;            string LibrariesPath = Path.Combine(ThirdPartyPath, "tango_client_api", "lib");            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libtango_client_api.so"));        }        if (isLibrarySupported)        {            // Include path            PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "tango_client_api", "include"));        }        //Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0));        return isLibrarySupported;    }}

 

UE4 引入库

PublicDependencyModuleNames我们新添加Launch与UMG,因为我们需要引用这二个库,不然后面引用#include “Android/AndroidJNI.h”里的功能会告诉你没有实现,还有一点特别注意,安卓的功能一定要包含预处理定义PLATFORM_ANDROID当中,当初特别二的以为编译选项选择Android后,就可以直接写NDK代码了,当然现在的编译是由UE4来控制的,所以不用看VS中的错误列表,只需要看VS中的输出,如果提示生成成功,没有error,就可以在设备上发布了。

然后我们包装一下tango_client_api.h里的功能,演示如何在安卓环境下调用JNIEnv,当前active等。

#pragma once#include "Components/TextRenderComponent.h"#include "Office_05.h"#include "MyCharacter.h"#include "TangoApp.h"#include "Engine/TextRenderActor.h"#include "Components/TextRenderComponent.h"#if PLATFORM_ANDROID#include "tango_client_api.h"#include "Android/AndroidApplication.h"#include "Android/AndroidJava.h"#include "Android/AndroidJNI.h"#endif/** * */class OFFICE_05_API TangoApp{private:    static class UTextRenderComponent* textRender;    static FVector translation;    static FQuat quat;public:    TangoApp();    ~TangoApp();    static FVector& GetTranslation()    {        return translation;    }    static FQuat& GetQuat()    {        return quat;    }    static void SetTextRender(class UTextRenderComponent* tRender)    {        textRender = tRender;        appendText(textRender, TEXT("VV"));    }    static void appendText(UTextRenderComponent* textCompent, const FString& value, bool overrid = false)    {        if (textCompent == nullptr)            return;        if (!overrid)        {            FText text = textCompent->Text;            FString newText = text.BuildSourceString();            newText.Append(" ");            newText.Append(value);            textCompent->SetText(FText::FromString(newText));        }        else        {            textCompent->SetText(FText::FromString(value));        }    }#if PLATFORM_ANDROID    static void InitTango()    {        JNIEnv* Env = FAndroidApplication::GetJavaEnv();        jint VersionJint = Env->GetVersion();        int8 Version = (int8)VersionJint;        TangoApp::appendText(textRender, FString::FromInt(Version));        jobject currentActive = FAndroidApplication::GetGameActivityThis();        TangoErrorType type = TangoService_initialize(Env, currentActive);        TangoApp::appendText(textRender, FString::FromInt((int)type));        //type = TangoService_setBinder(Env, currentActive);        TangoApp::appendText(textRender, TEXT("A"));        TangoApp::appendText(textRender, FString::FromInt((int)type));        auto tangoConfig = TangoService_getConfig(TANGO_CONFIG_DEFAULT);        type = TangoConfig_setBool(tangoConfig, "config_enable_motion_tracking", true);        TangoApp::appendText(textRender, FString::FromInt((int)type));        if (type == TANGO_SUCCESS)        {            TangoApp::appendText(textRender, TEXT("B"));        }        type = TangoConfig_setBool(tangoConfig, "config_enable_auto_recovery", true);        TangoApp::appendText(textRender, FString::FromInt((int)type));        if (type == TANGO_SUCCESS)        {            TangoApp::appendText(textRender, TEXT("C"));        }        type = TangoConfig_setBool(tangoConfig, "config_enable_learning_mode", true);        TangoApp::appendText(textRender, FString::FromInt((int)type));        if (type == TANGO_SUCCESS)        {            TangoApp::appendText(textRender, TEXT("D"));        }        //TangoApp::Launch();        //TangoApp::appendText(text->GetTextRender(), TangoApplication::getPackageName());        //uuid得不到,相应权限申请不成功,请看TangoApplication::Launch        char* uuidList = NULL;        type = TangoService_getAreaDescriptionUUIDList(&uuidList);        TangoApp::appendText(textRender, FString::FromInt((int)type));        if (type == TANGO_SUCCESS)        {            int lenght = 0;            for (int i = 0; i < 1000; i++)            {                if (uuidList[i] != 0)                    ++lenght;                else                {                    break;                }            }            FString suuidList(uuidList);            TangoApp::appendText(textRender, FString::FromInt(lenght));        }        TangoCoordinateFramePair pair;        pair.base = TANGO_COORDINATE_FRAME_START_OF_SERVICE;        pair.target = TANGO_COORDINATE_FRAME_DEVICE;        //用来验证相应数据        //TangoPoseData* poseData = new TangoPoseData();            //pair.base = TANGO_COORDINATE_FRAME_IMU;        //pair.target = TANGO_COORDINATE_FRAME_CAMERA_COLOR;        //TangoService_getPoseAtTime(0, pair, poseData);        //type = TangoService_connectOnTangoEvent(&TangoApp::onTangoConnectEvent);        //TangoApp::appendText(textRender), TEXT("E"));        //TangoApp::appendText(textRender, FString::FromInt((int)type));        type = TangoService_connectOnPoseAvailable(1, &pair, &TangoApp::TangoService_onPoseAvailable);        TangoApp::appendText(textRender, TEXT("F"));        TangoApp::appendText(textRender, FString::FromInt((int)type));        //FAppEventManager::GetInstance()->PauseRendering();        type = TangoService_connect(nullptr, tangoConfig);        TangoApp::appendText(textRender, FString::FromInt((int)type));        //FAppEventManager::GetInstance()->ResumeRendering();    }    static FString getPackageName()    {        if (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true))        {            auto getPackageMethod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "getPackageName", "()Ljava/lang/String;", false);            jstring jsString = (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, getPackageMethod);            check(jsString);            const char * nativeName = Env->GetStringUTFChars(jsString, 0);            FString ResultName = FString(nativeName);            Env->ReleaseStringUTFChars(jsString, nativeName);            Env->DeleteLocalRef(jsString);            return ResultName;        }        return FString();    }    static void Launch()    {        if (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true))        {            //申请ADF权限            auto intentClass = Env->FindClass("android/content/Intent");            auto Constructor = Env->GetMethodID(intentClass, "<init>", "()V");            auto intentObject = Env->NewObject(intentClass, Constructor);            auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName", "(Ljava/lang/String;Ljava/lang/String;)V", false);            //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false);            /*        FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");            FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");            auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);            */            //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject);                //check(object);            //auto intentObject = Env->NewGlobalRef(object);            Env->DeleteLocalRef(intentObject);        }        //auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName", "(Ljava/lang/String;Ljava/lang/String;)V", false);        //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false);        /*        FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");        FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");        auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);        */        //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject);        //FJavaClassObject intentObject(FName("android/content/Intent"), "()V");        //auto intentMethod = intentObject.GetClassMethod("setClassName", "(Ljava/lang/String;Ljava/lang/String;)V");        //auto putExtraMethod = intentObject.GetClassMethod("putExtra", "(Ljava/lang/String;Ljava/lang/String;)V");        //intentObject.CallMethod(intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");        //intentObject.CallMethod(intentMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");        //auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);        //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject.GetJObject());        //auto tangoClass = Env->GetObjectClass(currentActive);            //auto tangoMethod = FJavaWrapper::FindMethod(FAndroidApplication::GetJavaEnv(true), FJavaWrapper::GameActivityClassID, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false);        //auto tangoMethod = FJavaWrapper::FindMethod(Env, tangoClass, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false);        //if (tangoMethod != nullptr)        //{        //    TangoApplication::appendText(text->GetTextRender(), TEXT("C"));        //    //使用方法请看AndroidJNI.cpp ->AndroidThunkCpp_Iap_QueryInAppPurchases        //    jobjectArray tArgs = (jobjectArray)Env->NewObjectArray(1, FJavaWrapper::JavaStringClass, NULL);        //    jstring StringValue = Env->NewStringUTF(TCHAR_TO_UTF8("PERMISSIONTYPE:ADF_LOAD_SAVE_PERMISSION"));        //    Env->SetObjectArrayElement(tArgs, 0, StringValue);        //    Env->DeleteLocalRef(StringValue);        //    FJavaWrapper::CallVoidMethod(Env, currentActive, tangoMethod, "com.projecttango.tango",        //        "com.google.atap.tango.RequestPermissionActivity", tArgs, 43);        //}    }    static void onTangoConnectEvent(void* context, const TangoEvent* event)    {        appendText(textRender, TEXT("Connect"), true);        appendText(textRender, FString::SanitizeFloat(event->timestamp));    }    //Unity x左右,y上下,z前后 左手    //https://developers.google.com/project-tango/overview/coordinate-systems#project_tango_coordinate_frames    //Tango START_OF_SERVICE x左右,y前后,z上下 右手     //Tango Device_Frame x左右,y上下,z前后 右手    //UE4 x前后,y左右,z上下 左手    static void TangoService_onPoseAvailable(void* context, const TangoPoseData* pose)    {        if (pose->status_code == TANGO_POSE_VALID &&            pose->frame.base == TANGO_COORDINATE_FRAME_START_OF_SERVICE &&            pose->frame.target == TANGO_COORDINATE_FRAME_DEVICE            )        {            translation[0] = pose->translation[0] * 100;            translation[1] = pose->translation[1] * 100;            translation[2] = pose->translation[2] * 100;            quat.X = pose->orientation[0];            quat.Y = pose->orientation[1];            quat.Z = pose->orientation[2];            quat.W = pose->orientation[3];        }        else        {        }    }#endif};"C++文件"#include "Office_05.h"#include "TangoApp.h"class UTextRenderComponent* TangoApp::textRender = nullptr;FVector TangoApp::translation = FVector::ZeroVector;FQuat TangoApp::quat = FQuat::Identity;TangoApp::TangoApp(){}TangoApp::~TangoApp(){}

 

TangoApp

在这里有个失败的尝试,我想通过NDK来申请ADF(区域文件相关权限),见上面的Launch方法,总是在调用CallVoidMethod时失败,而上面的getPackageName又没有问题,想不出来是啥问题。

通过工具Android Device Monitor,一般来说如果按照UE4的安卓工具包的流程来安装,这个工具在目录C:\NVPACK\android-sdk-windows\tools\monitor.bat下,打开Android Device Monitor,一般来说,我们新建一个Filters,如下图设置。

如上图设置后,我们得到错误信息是FindMethod得到的方法为空,到这一步后,相关参数应该没有问题,可能是还要引入新的库,总之,在这我们得不到区域文件,那么我们不能通过区域文件来定义,只能通过设备开始位置来定位了,这样我们需要在特定的位置,特定的方向打开这个程序才能正确tracking现实与模型,这样限制太大,所以我们需要提供一UI可以自己修改位置与方向,这样,在开始时,我们先调到我们本身的位置与方向与项目的位置与方向重合。还好,这个东东并不需要我们多花费时间,UE4里本身的功能与内容包里,就有一个C++功能First Person,我们添加到项目中,这个在安卓下就提供二个圈给我们,一个圈调整水平位置,一个调整视角方向,刚好满足我们的需求,现在我们结合First Person与Tango,让Tango本身的路径追踪来替代First Person里的行走,如下是主要的修改位置。

void AFP_FirstPersonCharacter::BeginPlay(){    Super::BeginPlay();    text = FindActor<ATextRenderActor>(TEXT("TextRenderActor2"));    text1 = FindActor<ATextRenderActor>(TEXT("TextRenderActor3"));    TangoApp::SetTextRender(text->GetTextRender());#if PLATFORM_ANDROID        TangoApp::InitTango();    //TangoApp::Launch();#endif    TangoApp::appendText(text->GetTextRender(), TEXT("T"), true);    TangoApp::appendText(text1->GetTextRender(), TEXT("R"), true);}void AFP_FirstPersonCharacter::Tick(float DeltaTime){    Super::Tick(DeltaTime);#if PLATFORM_ANDROID    //Tango Device_Frame/OpenGL     x左右,y上下,z前后 右手    //UE4                            x前后,y左右,z上下 左手    //Tango START_OF_SERVICE        x左右,y前后,z上下 右手     //Unity                            x左右,y上下,z前后 左手    ////Device_Frame (Unreal camera to Drive)    //FMatrix ucTd(-FVector::UpVector, FVector::ForwardVector, FVector::RightVector, FVector::ZeroVector);    ////(Drive to START_SERVICE)    //FTransform dTss(TangoApp::GetQuat(), TangoApp::GetTranslation(), FVector(1, 1, 1));    ////X,Y互换 (START_SERVICE to Unreal world)    //FMatrix ssTuw(FVector::RightVector, -FVector::ForwardVector, FVector::UpVector, FVector::ZeroVector);    ////ucTd * dTss * ssTuw    //FTransform dTuw = FTransform(ucTd) * dTss * FTransform(ssTuw);    //SetActorRelativeLocation(dTuw.GetLocation());    //auto rotator = dTuw.Rotator();// (dTuw.GetRotation() * FQuat::FQuat(FVector::ForwardVector, -PI / 2.0f)).Rotator(); //dTuw.Rotator();//    auto ToConvert = TangoApp::GetQuat();    auto translation = TangoApp::GetTranslation();    FQuat TangoToUnrealQuat(ToConvert.Z, -ToConvert.X, -ToConvert.Y, ToConvert.W);    //0.7071(rad/2) angle = 90 axis = (0,1,0)    FQuat ConvertedQuat = (FQuat(0.0, 0.7071, 0.0, 0.7071) * TangoToUnrealQuat);    if (WeaponRange < 0 || WeaponRange >100)    {        WeaponRange = 0;    }    FVector ConvertedFVector = 1 * cRotaror.RotateVector(FVector(translation[1], translation[0], translation[2] + WeaponRange)) + cPostion;    SetActorRelativeLocation(ConvertedFVector);    FRotator rotator = ConvertedQuat.Rotator() + cRotaror;    if (Controller != nullptr)    {        Controller->SetControlRotation(rotator);    }    //if (GEngine)    //{    //    auto quat = ConvertedQuat; //dTuw.GetRotation();//    //    GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "X:" + FString::SanitizeFloat(quat.X)    //        + " Y:" + FString::SanitizeFloat(quat.Y)    //        + " Z:" + FString::SanitizeFloat(quat.Z));    //}#endif    if (GEngine)    {        GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "H:" + FString::SanitizeFloat(WeaponRange));    }}void AFP_FirstPersonCharacter::MoveForward(float Value){    if (Value != 0.0f)    {        // Add movement in that direction        AddMovementInput(GetActorForwardVector(), Value);        cPostion += GetActorForwardVector()*Value;    }}void AFP_FirstPersonCharacter::MoveRight(float Value){    if (Value != 0.0f)    {        // Add movement in that direction        AddMovementInput(GetActorRightVector(), Value);        cPostion += GetActorRightVector()*Value;    }}void AFP_FirstPersonCharacter::TurnAtRate(float Rate){    // Calculate delta for this frame from the rate information    AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());    cRotaror.Yaw += Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds();}void AFP_FirstPersonCharacter::LookUpAtRate(float Rate){    // Calculate delta for this frame from the rate information    AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());    cRotaror.Pitch += Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds();}

 

Tango Tracking

Tango里需要注意,每个摄像机,还有设备本身都采用不同的坐标系,如下图。

想看更完全的介绍,请看 coordinate-systems  这个链接,如果不能打开,提示二个字,红杏。

嗯,在这差不多了,一个简单利用Tango tracking,漫游办公室的小程序就有了,是不是有点AR的感觉。Tango这部分就差不多完了,但是有个小问题,UI能调整水平方向,高度不能调整,我们增加一个调整高度的UI,顺便演练下蓝图调用C++的API的方法。

首先我们创建一个基于GameMode的我们自己的MyGameMode.

然后和上面一样,创建一个基于HUD的自己的MyHUD,在MyGameMode中的HUD选择MyHUD,在蓝图中,我们选择添加用户控件里的用户蓝图,名字设为MyGUI.

在MyHUD中,添加MyGUI到视图中,相应蓝图设置如下。

在MyGUI中添加一个Slider,其中OnValueChanged中设置如下:

其中FP_FirstPersonCharacter添加如下方法。

    UFUNCTION(BlueprintCallable, Category = "Game")        void SetHeight(float height);

 

SetHeight

特性声明BlueprintCallable,其中Category是在蓝图中添加方法的分组名。

差不多完了,最后想起一个问题,在从 Unity 到 UE4 的快速上手与迁移 里的一个API,FindObject<T>,使用不成功,在AActor里使用反正得不到结果,同样的参数,传入如下函数就可以。

点击链接加入群【tango.unity虚拟现实技术】:http://jq.qq.com/?_wv=1027&k=2IOWmZW

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