Setting Up Cameras¶
GearVRf will create the camera rig by default. Its parameters do not need to be adjusted; however, applications may move the camera rig.
The HMD sensor automatically adjusts camera orientation; your app does not need code for this. Camera background color can be set for each eye; however, they are typically the same. Camera background color and post-effect data can be set by the application. Post-effects are applied to each camera.
To set the background of the cameras and the position of the camera rig:
// set camera background color GVRCameraRig cameraRig = mGVRContext.getMainScene().getMainCameraRig(); cameraRig.getLeftCamera().setBackgroundColor(0.0f, 0.0f, 0.0f, 1.0f); cameraRig.getRightCamera().setBackgroundColor(0.0f, 0.0f, 0.0f, 1.0f); // set up camerarig position (default) cameraRig.getHeadTransform().setPosition(0.0f, 0.0f, 0.0f);
The scene graph - the VR world - is a hierarchical tree of scene objects. Each scene object is a tree node with one parent and one or more child scene objects. Applications must build a scene graph. Your app needs to set up cameraRig for the root scene object of the scene graph, but does not need to set up cameraRig for each lower-level scene object. To create a scene graph at initialization time, get the GearVRf main scene (the root scene object) from GVRContext.
To create the scene graph by getting its root scene object:
GVRScene scene = mGVRContext.getMainScene();
Creating the Scene Objects¶
Populate your VR world's scene graph scene object tree by adding scene objects to the root scene object and to other lower-level scene objects.
The most common way is to load models using the GearVRf wrapped Assimp library.Assimp can load many 3D file formats and construct GearVRf scene object hierarchies from them. The materials, textures and shaders are automatically attached to the appropriate scene object and the model is added to the scene. The asset loader uses the GVRPhongShader class as the shader template for all imported objects.
To create a scene object from from a file:
// load mesh using assimp GVRSceneObject model = gvrContext.getAssetLoader().loadModel("sphere.obj", GVRResourceVolume.VolumeType.ANDROID_ASSETS, gvrScene);
Usually it is more efficient to let the asset loader create the meshes and textures for you. Bu you can also load only a mesh and construct the scene object, material and render data programmatically.
To create a scene object with shader-only material via render data:
// load mesh object GVRMesh sphereMesh = gvrContext.getAssetLoader().loadMesh("sphere.obj"); // get material GVRMaterial sphereMaterial = new GVRMaterial(gvrContext, mScreenShader.getShaderId()); // create render data GVRRenderData sphereRenderData = new GVRRenderData(gvrContext); // set mesh and material for render data sphereRenderData.setMesh(sphereMesh); sphereRenderData.setMaterial(sphereMaterial); // create scene object sphereObject = new GVRSceneObject(gvrContext); sphereObject.attachRenderData(sphereRenderData);
Managing Transforms in a Scene Graph¶
After scene objects are added to the scene graph, each scene object can be controlled by transforms.
To set the position of a scene object and rotate it about an axis with a pivot point:
GVRSceneObject rotator = new GVRSceneObject(mGVRContext, 2.0f, 1.0f, rotatorTextures.get(i)); rotator.getTransform().setPosition(0.0f, 0.0f, -5.0f); float degree = 360.0f * i / (rotatorTextures.size() + 1); rotator.getTransform().rotateByAxisWithPivot(degree, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);