Unity - Disable AR HitTest after initial placement - ios

I am using ARKit plugin for Unity leveraging the UnityARHitTestExample.cs.
After I place my object into the world scene I want to disable the ARKit from trying to place the object again every time I touch the screen. Can someone please help?

There are a number of ways you can achieve this, although perhaps the simplest is creating a boolean to determine whether or not your model has been placed.
First off all you would create a boolean as noted above e.g:
private bool modelPlaced = false;
Then you would set this to true within the HitTestResultType function once your model has been placed:
bool HitTestWithResultType (ARPoint point, ARHitTestResultType resultTypes)
{
List<ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point, resultTypes);
if (hitResults.Count > 0) {
foreach (var hitResult in hitResults) {
//1. If Our Model Hasnt Been Placed Then Set Its Transform From The HitTest WorldTransform
if (!modelPlaced){
m_HitTransform.position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
m_HitTransform.rotation = UnityARMatrixOps.GetRotation (hitResult.worldTransform);
Debug.Log (string.Format ("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
//2. Prevent Our Model From Being Positioned Again
modelPlaced = true;
}
return true;
}
}
return false;
}
And then in the Update() function:
void Update () {
//Only Run The HitTest If We Havent Placed Our Model
if (!modelPlaced){
if (Input.touchCount > 0 && m_HitTransform != null)
{
var touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
{
var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
ARPoint point = new ARPoint {
x = screenPosition.x,
y = screenPosition.y
};
ARHitTestResultType[] resultTypes = {
ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
};
foreach (ARHitTestResultType resultType in resultTypes)
{
if (HitTestWithResultType (point, resultType))
{
return;
}
}
}
}
}
}
Hope it helps...

Related

detect a screen touch outside the spinnersearch view

i have created an android app via xamarin.android. i have a multispinnersearch in a fragment and when opened normally, all the items inside it are preselected. but i had a problem. if the user touches the screen outside the spinner, the latter closes and all the items get into my list. i don't want that. unless he clicks "ok" in the spinner, no items should be taken to my list. so i tried to handle the touch event to prevent the selection of items on screen touch but it didn't work. here are the codes i tried:
public override bool DispatchTouchEvent(MotionEvent ev)
{
if (ev.Action == MotionEventActions.Down)
{
View v = CurrentFocus;
if (v is MultiSpinnerSearch)
{
Rect outRect = new Rect();
v.GetGlobalVisibleRect(outRect);
if (!outRect.Contains((int)ev.RawX, (int) ev.RawY))
{
Toast.MakeText(this, "shgsg", ToastLength.Long).Show();
}
}
}
return base.DispatchTouchEvent(ev);
}
i tried this in my main activity but i didn't work. then i tried this in my fragment on the ontouch listener interface:
if (e.Action == MotionEventActions.Down)
{
if (labors_dropdown.IsFocused == true)
{
Android.Graphics.Rect rect = new Rect();
labors_dropdown.GetGlobalVisibleRect(rect);
if (!rect.Contains((int)e.RawX, (int)e.RawY))
{
Toast.MakeText(this.Context, "gfgf", ToastLength.Short).Show();
}
}
}
it didn't work too, what should i do? thanks in advance.
You could try the below method:
public override bool DispatchTouchEvent(MotionEvent ev)
{
if (ev.Action == MotionEventActions.Down)
{
View v = (MultiSpinnerSearch)FindViewById<MultiSpinnerSearch>(Resource.Id.xxxxx);
if (!IsTouchPointInView(v, (int)ev.GetX(), (int)ev.GetY()))
{
Toast.MakeText(this, "shgsg", ToastLength.Long).Show();
}
}
return base.DispatchTouchEvent(ev);
}
private bool IsTouchPointInView(View targetView, int currentX, int currentY)
{
if (targetView == null)
{
return false;
}
int[] localtion = new int[2];
targetView.GetLocationOnScreen(localtion);
int left = localtion[0];
int top = localtion[1];
int right = left + targetView.MeasuredWidth;
int bottom = top + targetView.MeasuredHeight;
if (currentY >= top && currentY <= bottom && currentX >= left
&& currentX <= right)
{
return true;
}
return false;
}

How do we use sceneform along with ARCloud anchors?

Every time I try to host an anchor "session.hostCloudAnchor(anchor);" it shows up NotTrackingException.
How can we host and resolve the Anchor that we get from arFragment.setOnTapArPlaneListener ?
This is the snippet of the code I was using,
arFragment.setOnTapArPlaneListener(
(HitResult hitResult, Plane plane, MotionEvent motionEvent) -> {
Camera camera = arFragment.getArSceneView().getArFrame().getCamera();
TrackingState cameraTrackingState = camera.getTrackingState();
if (andyRenderable == null) {
return;
}
if (plane.getType() != Type.HORIZONTAL_UPWARD_FACING) {
return;
}
if (cameraTrackingState == TrackingState.TRACKING && session!= null) {
// Create the Anchor.
anchor = hitResult.createAnchor();
try{
session.hostCloudAnchor(anchor);
}
catch (NotTrackingException e)
{
e.printStackTrace();
}
setNewAnchor(anchor);
appAnchorState = AppAnchorState.HOSTING;
Toast.makeText(HelloSceneformActivity.this, "Now, hosting anchor", Toast.LENGTH_SHORT)
.show();
AnchorNode anchorNode = new AnchorNode(anchor);
anchorNode.setParent(arFragment.getArSceneView().getScene());
// Create the transformable andy and add it to the anchor.
TransformableNode andy = new TransformableNode(arFragment.getTransformationSystem());
andy.setParent(anchorNode);
andy.setRenderable(andyRenderable);
andy.select();
checkUpdatedAnchor();
}
});
You need to check the anchor tracking state & proceed with hosting.
override fun onTapPlane(hitResult: HitResult, plane: Plane, motionEvent: MotionEvent?) {
if (plane.type == Plane.Type.HORIZONTAL_UPWARD_FACING) {
val anchor = hitResult.createAnchor()
val anchorNode = AnchorNode(anchor)
anchorNode.setParent(arFragment.arSceneView.scene)
if (anchor.trackingState == TrackingState.TRACKING) {
viewModel.hostAnchorToCloud(anchor)
}
}
}
Before hosting an anchor:
Try to look at the anchor from different angles.
Move around the anchor for at least a few seconds.
Make sure you are not too far away from the anchor.
Refer : https://developers.google.com/ar/develop/java/cloud-anchors/cloud-anchors-developer-guide-android

Difficulty updating InkPresenter visual after removing strokes?

I am creating an inkcanvas (CustomInkCanvas) that receives Gestures. At different times during its use, I am placing additional panels over different parts of the inkcanvas. All is well, and the part of the CustomInkCanvas that is not covered by another panel responds appropriately to ink and gestures.
However, occasionally a Gesture is not recognized, so in the default code of the gesture handler, I am trying to remove the ink from the CustomInkCanvas--even when it is not the uppermost panel.
How is this done?
Note: I have tried everything I can think of, including:
Dispatcher with Background update as:
cink.InkPresenter.Dispatcher.Invoke(DispatcherPriority.Background, EmptyDelegate);
Clearing the strokes with:
Strokes.Clear();
cink.InkPresenter.Strokes.Clear();
Invalidating the visual with:
cink.InkPresenter.InvalidateVisual();
cink.InavlidateVisual();
And even
foreach (Stroke s in Strokes)
{
cink.InkPresenter.Strokes.Remove(s);
}
Here is the full code...
void inkCanvas_Gesture(object sender, InkCanvasGestureEventArgs e)
{
CustomInkCanvas cink = sender as CustomInkCanvas;
ReadOnlyCollection<GestureRecognitionResult> gestureResults = e.GetGestureRecognitionResults();
StylusPointCollection styluspoints = e.Strokes[0].StylusPoints;
TextBlock tb; // instance of the textBlock being used by the InkCanvas.
Point editpoint; // user point to use for the start of editing.
TextPointer at; // textpointer that corresponds to the lowestpoint of the gesture.
Run parentrun; // the selected run containing the lowest point.
// return if there is no textBlock.
tb = GetVisualChild<TextBlock>(cink);
if (tb == null) return;
// Check the first recognition result for a gesture.
isWriting = false;
if (gestureResults[0].RecognitionConfidence == RecognitionConfidence.Strong)
{
switch (gestureResults[0].ApplicationGesture)
{
#region [Writing]
default:
bool AllowInking;
editpoint = GetEditorPoint(styluspoints, EditorPoints.Writing);
at = tb.GetPositionFromPoint(editpoint, true);
parentrun = tb.InputHitTest(editpoint) as Run;
if (parentrun == null)
{
AllowInking = true;
TextPointer At = tb.ContentEnd;
Here = (Run)At.GetAdjacentElement(LogicalDirection.Backward);
}
else
{
Here = parentrun;
AllowInking = String.IsNullOrWhiteSpace(parentrun.Text);
}
*** THIS FAILS TO REMOVE THE INK FROM THE DISPLAY ???? *********
if (AllowInking == false)
{
foreach (Stroke s in Strokes)
{
cink.InkPresenter.Strokes.Remove(s);
}
// remove ink from display
// Strokes.Clear();
// cink.InkPresenter.Strokes.Clear();
cink.InkPresenter.InvalidateVisual();
cink.InkPresenter.Dispatcher.Invoke(DispatcherPriority.Background, EmptyDelegate);
return;
}
// stop the InkCanvas from recognizing gestures
EditingMode = InkCanvasEditingMode.Ink;
isWriting = true;
break;
#endregion
}
}
}
private static Action EmptyDelegate = delegate() { };
Thanks in advance for any help.
It would be nice to get a guru response to this, but for anybody else getting here, apparently the strokes that go into creating the gesture have not yet been added to the InkCanvas, so there is nothing to remove or clear from the inkcanvas from within the gesture handler. Strokes are only added to the InkCanvas AFTER the gesture handler. The solution this newbie ended up with was to set a flag when ink was not allowed, and then act on it in the StrokesChanged handler like:
if (AllowInking == false)
{
ClearStrokes = true;
return;
}
void Strokes_StrokesChanged(object sender, StrokeCollectionChangedEventArgs e)
{
if (ClearStrokes == true)
{
ClearStrokes = false;
Strokes.Clear();
return;
}
All works now. Is there a better way?

iOS UIAutomation UIAElement.isVisible() throwing stale response?

I'm trying to use isVisible() within a loop to create a waitForElement type of a function for my iOS UIAutomation. When I try to use the following code, it fails while waiting for an element when a new screen pops up. The element is clearly there because if I do a delay(2) before tapping the element it works perfectly fine. How is everyone else accomplishing this, because I am at a loss...
Here's the waitForElement code that I am using:
function waitForElement(element, timeout, step) {
if (step == null) {
step = 0.5;
}
if (timeout == null) {
timeout = 10;
}
var stop = timeout/step;
for (var i = 0; i < stop; i++) {
if (element.isVisible()) {
return;
}
target.delay(step);
}
element.logElement();
throw("Not visible");
}
Here is a simple wait_for_element method that could be used:
this.wait_for_element = function(element, preDelay) {
if (!preDelay) {
target.delay(0);
}
else {
target.delay(preDelay);
}
var found = false;
var counter = 0;
while ((!found) && (counter < 60)) {
if (!element.isValid()) {
target.delay(0.5);
counter++;
}
else {
found = true;
target.delay(1);
}
}
}
I tend to stay away from my wait_for_element and look for any activityIndicator objects on screen. I use this method to actual wait for the page to load.
this.wait_for_page_load = function(preDelay) {
if (!preDelay) {
target.delay(0);
}
else {
target.delay(preDelay);
}
var done = false;
var counter = 0;
while ((!done) && (counter < 60)) {
var progressIndicator = UIATarget.localTarget().frontMostApp().windows()[0].activityIndicators()[0];
if (progressIndicator != "[object UIAElementNil]") {
target.delay(0.25);
counter++;
}
else {
done = true;
}
}
target.delay(0.25);
}
Here is a simple and better one using recursion. "return true" is not needed but incase u want it.
waitForElementToDismiss:function(elementToWait,waitTime){ //Using recursion to wait for an element. pass in 0 for waitTime
if(elementToWait && elementToWait.isValid() && elementToWait.isVisible() && (waitTime < 30)){
this.log("Waiting for element to invisible");
target.delay(1);
this.waitForElementToDismiss(elementToWait, waitTime++);
}
if(waitTime >=30){
fail("Possible login failed or too long to login. Took more than "+waitTime +" seconds")
}
return true;
}
Solution
I know this is an old question but here is my solution for a situation where I have to perform a repetitive task against a variable timed event. Since UIAutomation runs on javascript I use a recursive function with an empty while loop that checks the critical control state required before proceeding to the next screen. This way one never has to hard code a delay.
// Local target is the running simulator
var target = UIATarget.localTarget();
// Get the frontmost app running in the target
var app = target.frontMostApp();
// Grab the main window of the application
var window = app.mainWindow();
//Get the array of images on the screen
var allImages = window.images();
var helpButton = window.buttons()[0];
var nextButton = window.buttons()[2];
doSomething();
function doSomething ()
{
//only need to tap button for half the items in array
for (var i=0; i<(allImages.length/2); i++){
helpButton.tap();
}
//loop while my control is NOT enabled
while (!nextButton.isEnabled())
{
//wait
}
//proceed to next screen
nextButton.tap();
//go again
doSomething();
}

Cannot capture TouchEvent.UP in Blackberry

I am working on a Scrollable Image field.I am handling TouchEvent.DOWN mTouchEvent.MOVE,TouchEvent.UP.
Somehow control never goes to TouchEvent.UP section.How to capture the UP event.
I have to findout the start and end points of the drag.
My Code looks like this..
if (event == TouchEvent.DOWN && touchEvent.isValid())
{
_xTouch = touchEvent.getX(1);
_yTouch = touchEvent.getY(1);
}
else if(event == TouchEvent.UP && touchEvent.isValid())
{
int x = touchEvent.getX(1);
int y = touchEvent.getY(1);
}
else if (event == TouchEvent.MOVE && touchEvent.isValid())
{
boolean result = scrollImage((touchEvent.getX(1) - _xTouch), (touchEvent.getY(1) - _yTouch));
_xTouch = touchEvent.getX(1);
_yTouch = touchEvent.getY(1);
//If scrolling occurred, consume the touch event.
if (result)
{
return true;
}
else
{
return false;
}
}
Thanks in advance.
:)
it was a misunderstanding.I was handling the touch event in multiple layers..like Field level,layout manager level and screen level.
So in particular case..it was being cosumed by manager.And i need the event to be cosumed by field.
It was a mistake in return value.

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