It creates a target.xml when the target.jpg is uploaded. But this file gets overriden when the target.zip file is uploaded. So why create it in the first place?
Ok, after some hacking to allow cylindrical targets I see that it’s difficult because the z axis mapping has to be taken into account. I would like the z axis to be orthogonal to the side of the cylinder and x and y to be the height/width of the cylinder which is probably quite difficult to map into the RealityEditor coordinate system…
I could implement a z-aches manipulation in to the editor.
It could be implemented with activating the z-Achses in the settings and then when you move the interface with a finger the distance of the iPhone to the target will be used to change the z-aches of the UI.
I’m not sure I understand what you mean. When you want to change the z-axis of the UI by using the distance to the target do you mean you want to change the z-value or do you actually want to move the z-axis around and change its orientation?
What I actually want to do is the following:
I have a lamp similar to the one below and I want to wrap my marker around it. The UI should appear regardless of the direction from which the IPhone is pointed at the lampshade.
The detection part works. Vuforia is able to detect the target, but because the vuforia z-axis is pointing upwards (see below) and the RealityEditor’s z-axis is orthogonal to the display’s x-y-plane, the WebUI is rendered onto the top of the lamp and not onto the lampshade. This means when you point the IPhone at the lampshade you see the z-x- or z-y-plane of the WebUI. That’s rather flat, because my WebUI doesn’t contain any z-information
Maybe it would work if i flipped the z and y axis of my WebUI…
The code part mentioned in my first post still doesn’t seem to make sense
I think what I have in mind is:
When you touch the screen, the UI element locks with your screen/finger in 3D Space.
The UI element will always stay in the the same distance relative to your iPhone->Screen->Finger and therefore when you move your iPhone you can change XY and Z position and XYZ rotation relative to the marker.
It will help you to have more freedom in positioning your UI elements still intuitively. I would add a new button called “unconstrained Positioning” or something like that to activate this functionality and a reset button for when you messed up.
With the “unconstrained Positioning” we could then also have buttons pop up that allow to activate which of the XYZ translation and XYZ rotation is going to be updated by the marker position.
For your example I think you would only want to deactivate the Z rotation.
(We are getting close to a serious 3D editor here )
Can you tell what you did to make the cylindrical marker work?
The target.xml file that is generated with the jpg image is for creating a default reference file for the target.
The Reality Editor and the Open Hybrid platform needs this xml file to handle the marker.
The default generated file is for future use cases, where the jpg images could be used as a reference directly.
At this point it is simply overwritten by the xml file provided with the vuforia marker, and as such there is no use at the moment.
I am not quite sure how long I need to program the unconstrained editing.
It feels like 4 lines of code in the MultiTouch function, but when ever I touched the 3D positioning it turned out to be a 1-2 weeks problem. That is related to these translations openGL ↔ css 3D transform ↔ 2D screen.
The z-translation is super easy. The xyz-rotation needs a bit more time.
If anyone else reading this forum has know how in 3D graphics programming. Feel free to join the coding conversation.
I think the hack is a bit ugly because there are other possible types apart from ImageTarget and CylinderTarget. So we would either have to add an if for each of those or do something like result[first].Tracking.getChild().$.name; I don’t know if there actually is something like getChild(), but it would be worth finding out, I think.
I have implemented the unconstrained editing and a reset button.
All in all it will be part of the next update.
I needed to make changes to the server code to allow the unconstrained editing to be saved.
It is all backward compatible but the unconstrained editing will not be saved to the older versions.
I just pushed a new version to the editor/master branch.
It should be compatible with your reality editor again.
So there is no need to pass this over in a complicated way.
Not yet, the settings button of the RealityEditor vanished. Don’t know yet if that is because I made some mistake during merging it into my own code or something else…
I’ll keep you posted.
Got it Somehow one line got messed up during merge.
@valentin when I click “Authoring Position UI” in the preferences I see the new “Reset” Button and another button which I suppose enables the unconstrained editing. But when I click it nothing in the positioning behavior changes. Are there any special gestures or how do you position something?
@Carsten Could you try to use the editor/master first without any modifications, so that you can see what should be happening?
I made changes all over the code and files for this to work. If you can not see what is happening it is most likely that it is not working. The unconstrained editing is not different from the normal editing, only that the position of your phone makes a different as well.