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Create demo project and ensure completion of accelerometer/gyro/magnetometer on both iOS and Android #7531

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BastiaanOlij opened this issue Jan 15, 2017 · 7 comments

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@BastiaanOlij
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This is more a reminder then an issue, Akien asked me to raise this so we don't forget to do this.

PR #7127 has now been merged into the Godot master to enable this functionality on iOS. This worked fine for Godot 2 but we're waiting on completion of changes to the new renderer engine before this can be properly tested in Godot 3.

On Android #7503 needs to be finished to ensure compatibility between the two platforms. I unfortunately do not have access to Android.

Last but not least, it would be good to create one or two demo projects both to include in the Godot demos and to test this functionality to ensure it works consistently.

I do have an early prototype using this functionality to control the camera for a little Cardboard VR game but there are a few other simple concepts that would be good to demo such as maybe a compass or the basis or an AR type game (I hope to look into capturing camera input soon).

@akien-mga
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And if someone is up to it, once iOS and Android are 100% in sync regarding this API, it might be worth checking if UWP could have it too for Windows phones.

@BastiaanOlij
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BastiaanOlij commented Jan 15, 2017

I didn't realise we had OpenGL support on UWP, I thought Microsoft had pretty much forced DirectX on that platform...

Hmmm, Godot on Hololens.....? This could be interesting :)

edit by the looks of things accelerometer, gyro and magnetometer support is already embedded in UWP. What is missing just like it is on Android is extracting the gravity vector from the accelerometer but unlike on Android I can't find anything in the API to do so

@vnen
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vnen commented Jan 16, 2017

BTW, it's not quite "OpenGL support". We use ANGLE to translate OpenGL API to DirectX.

@BastiaanOlij
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@vnen cool, I know very little about the UWP platform as I do most of my development on Mac OS X. I'm getting very disillusioned with Microsoft because they seem to really be bloating their development tools and approach. I wanted to play around with the Hololens SDK only to find out that even on my brand new HP laptop with top end Radion graphics card the SDK simply won't run because the virtual machine emulator just gets stuck. It's probably lack of experience on my part but...

Anyway, for the Hololens too I thought it was DirectX or the highway but when I realised Godot ran on UWP I googled around and found out about ANGLE and even a couple of people using ANGLE to build an OpenGL based AR engine that amongst others is deployable on Hololens.

With the new affordable Lenovo headset announced I'm getting very interested in this platform :) It be interesting to tackle that some day for Godot

@reduz
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reduz commented Aug 5, 2017

I'm reminding you of your reminder, but kicking your reminder to 3.1

@reduz reduz modified the milestones: 3.1, 3.0 Aug 5, 2017
@BastiaanOlij
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BastiaanOlij commented Aug 6, 2017

@reduz I'll think of something. Note that on Android the axis are still reversed, someone needs to look into that and see how and if device orientation has any effect on this. I can't make the change lacking a capable android phone.

Also I'm not sure if #7503 ever got done, gravity vector on Android and UWP, keep mixing that PR up with the axis being swapped, I vaguely remember the change for Android was made.

Else we'll have to add android checks to any demo project. But I'll find some time to add a nice demo :)

@BastiaanOlij
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I created this:
godotengine/godot-demo-projects#90

Improvements are needed on handling the magnetometer data but I think we can close this.

@akien-mga akien-mga modified the milestones: 3.1, 3.0 Nov 10, 2017
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