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Maintained Sceneform SDK for Android

Maven Central

This repository is a fork of Sceneform Copyright (c) 2021 Google Inc. All rights reserved.

Sceneform is a 3D framework with a physically based renderer that's optimized for mobile devices and that makes it easy for you to build Augmented Reality (AR) apps without requiring OpenGL or Unity.

Sample Lion Model

Usage benefits

  • Continuous compatibility with the latests versions of ARCore SDK and Filament
  • Based on AndroidX
  • Available as gradle mavenCentral() dependency
  • Supports glTF format
  • Animations made easy
  • Depth supported
  • Simple model loading for basic usage

Dependencies

app/build.gradle

dependencies {
     implementation("com.gorisse.thomas.sceneform:sceneform:1.19.1")
}

more...

Basic Usage (Simple model viewer)

Update your AndroidManifest.xml

AndroidManifest.xml

<uses-permission android:name="android.permission.CAMERA" />

<application>
    …
    <meta-data android:name="com.google.ar.core" android:value="optional" />
</application>

more...

Add the View to your layout

res/layout/main_activity.xml

<FrameLayout
    android:id="@+id/arFragment"
    android:layout_width="match_parent"
    android:layout_height="match_parent"/>

sample...

Edit your Activity or Fragment

src/main/java/…/MainActivity.java

@Override
protected void onCreate(Bundle savedInstanceState) {
    …
    getSupportFragmentManager().addFragmentOnAttachListener((fragmentManager, fragment) -> {
        if (fragment.getId() == R.id.arFragment) {
            arFragment = (ArFragment) fragment;
            // Load model.glb from assets folder or http url
            arFragment.setOnTapPlaneGlbModel("model.glb", new ArFragment.OnTapModelListener() {
                @Override
                public void onModelAdded(RenderableInstance renderableInstance) {
                }
    
                @Override
                public void onModelError(Throwable exception) {
                }
            });
        }
    });
    if (savedInstanceState == null) {
        if (Sceneform.isSupported(this)) {
            getSupportFragmentManager().beginTransaction()
                    .add(R.id.arFragment, ArFragment.class, null)
                    .commit();
        }
    }
}

Or

src/main/java/…/MainFragment.java

@Override
public void onCreate(Bundle savedInstanceState) {
    …
    if (savedInstanceState == null) {
        if (Sceneform.isSupported(this)) {
            getChildFragmentManager().beginTransaction()
                    .add(R.id.arFragment, ArFragment.class, null)
                    .commit();
        }
    }
}

@Override
public void onAttachFragment(Fragment childFragment) {
    if (fragment.getId() == R.id.arFragment) {
        // Load model.glb from assets folder or http url
        ((ArFragment) fragment).setOnTapPlaneGlbModel("model.glb", null);
    }
}

sample...

Samples

glTF with animation

screenrecord_gltf.gif

@Override
public void onTapPlane(HitResult hitResult, Plane plane, MotionEvent motionEvent) {
   …
   // Create the transformable model and add it to the anchor.
   TransformableNode model = new TransformableNode(arFragment.getTransformationSystem());
   model.setParent(anchorNode);
   model.setRenderable(this.model)
        .animate(true).start();
}

sample project...

Depth Occlusion

drawingdrawingdrawing

@Override
public void onSessionConfiguration(Session session, Config config) {
   if (session.isDepthModeSupported(Config.DepthMode.AUTOMATIC)) {
       config.setDepthMode(Config.DepthMode.AUTOMATIC);
   }
}

@Override
public void onViewCreated(ArFragment arFragment, ArSceneView arSceneView) {
    // Available modes: DEPTH_OCCLUSION_DISABLED, DEPTH_OCCLUSION_ENABLED
    arSceneView.getCameraStream().setDepthOcclusionMode(CameraStream.DepthOcclusionMode.DEPTH_OCCLUSION_ENABLED);
}

documentation...

sample project...

Video texture

screenrecord_video_texture_plain.gif screenrecord_video_texture_chromakey.gif

@Override
public void onTapPlane(HitResult hitResult, Plane plane, MotionEvent motionEvent) {
    …
    MediaPlayer player = MediaPlayer.create(this, R.raw.my_video);
    player.start();
    VideoNode videoNode = new VideoNode(this, player, chromaKeyColor, (throwable ->
        Toast.makeText(this, "Unable to load material", Toast.LENGTH_LONG).show())
    );
    videoNode.setParent(anchorNode);
}

sample project...

Image texture

drawing

sample project...

Non AR usage

drawing

sample project...

Emulator

Known working configuration

image

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Go further

AR Required vs AR Optional

If your app requires ARCore (AR Required) and is not only (AR Optional), use this manifest to indicates that this app requires Google Play Services for AR (AR Required) and results in the app only being visible in the Google Play Store on devices that support ARCore:

<uses-permission android:name="android.permission.CAMERA" />
<uses-feature android:name="android.hardware.camera.ar" android:required="true"/>

<application>
    …
    <meta-data android:name="com.google.ar.core" android:value="required" />
</application>

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Nodes

To add a node or multiple nodes to the Scene when the user press on a surface, you can override the onTapPlane function from a BaseArFragment.OnTapArPlaneListener:

arFragment.setOnTapArPlaneListener(MainActivity.this);
@Override
public void onTapPlane(HitResult hitResult, Plane plane, MotionEvent motionEvent) {
   if (renderable == null) {
       Toast.makeText(this, "Loading...", Toast.LENGTH_SHORT).show();
       return;
   }

   // Create the Anchor.
   Anchor anchor = hitResult.createAnchor();
   AnchorNode anchorNode = new AnchorNode(anchor);
   anchorNode.setParent(arFragment.getArSceneView().getScene());

   // Create the transformable model and add it to the anchor.
   TransformableNode model = new TransformableNode(arFragment.getTransformationSystem());
   model.setParent(anchorNode);
   model.setRenderable(renderable);
   model.select();
}

sample...

Animations

Until now, only RenderableInstance are animtable. Below model corresponds to a RenderablaInstance returned from a node.getRenderableInstance()

Basic usage

On a very basic 3D model like a single infinite rotating sphere, you should not have to use ModelAnimator but probably instead just call:

model.animate(repeat).start();

Single Model with Single Animation

If you want to animate a single model to a specific timeline position, use:

ModelAnimator.ofAnimationFrame(model, "AnimationName", 100).start();
ModelAnimator.ofAnimationFraction(model, "AnimationName", 0.2f, 0.8f, 1f).start();
ModelAnimator.ofAnimationTime(model, "AnimationName", 10.0f)}.start();

Where can I find the "AnimationName" ?

The animation names are definied at the 3D model level.
You can compare it to a track playing something corresponding to a particular behavior in you model.

For example, on Blender "AnimationName" can correspond to

  • An action defined inside the Non linear Animation View Port
  • A single object behavior in the Timeline ViewPort

To know the actual animation names of a glb/gltf file, you can drag it on a glTF Viewer like here and find it in the animation list.

Values

  • A single time, frame, fraction value will go from the actual position to the desired value
  • Two values means form value1 to value2
  • More than two values means form value1 to value2 then to value3

Single Model with Multiple Animations

If the model is a character, for example, there may be one ModelAnimation for a walkcycle, a second for a jump, a third for sidestepping and so on:

Play Sequentially

AnimatorSet animatorSet = new AnimatorSet();
animatorSet.playSequentially(ModelAnimator.ofMultipleAnimations(model, "walk", "run"));
animatorSet.start();

Auto Cancel

Here you can see that no call to animator.cancel() is required because the animator.setAutoCancel(boolean) is set to true by default

ObjectAnimator walkAnimator = ModelAnimator.ofAnimation(model, "walk");
walkButton.setOnClickListener(v -> walkAnimator.start());

ObjectAnimator runAnimator = ModelAnimator.ofAnimation(model, "run");
runButton.setOnClickListener(v -> runAnimator.start());

Multiple Models with Multiple Animations

For a synchronised animation set like animating a complete scene with multiple models time or sequentially, please consider using an AnimatorSet with one ModelAnimator parametrized per step

AnimatorSet completeFly = new AnimatorSet();

ObjectAnimator liftOff = ModelAnimator.ofAnimationFraction(airPlaneModel, "FlyAltitude",0, 40);
liftOff.setInterpolator(new AccelerateInterpolator());

AnimatorSet flying = new AnimatorSet();
ObjectAnimator flyAround = ModelAnimator.ofAnimation(airPlaneModel, "FlyAround");
flyAround.setRepeatCount(ValueAnimator.INFINITE);
flyAround.setDuration(10000);
ObjectAnimator airportBusHome = ModelAnimator.ofAnimationFraction(busModel, "Move", 0);
flying.playTogether(flyAround, airportBusHome);

ObjectAnimator land = ModelAnimator.ofAnimationFraction(airPlaneModel, "FlyAltitude", 0);
land.setInterpolator(new DecelerateInterpolator());

completeFly.playSequentially(liftOff, flying, land);

Morphing animation

Assuming a character object has a skeleton, one keyframe track could store the data for the position changes of the lower arm bone over time, a different track the data for the rotation changes of the same bone, a third the track position, rotation or scaling of another bone, and so on. It should be clear, that an ModelAnimation can act on lots of such tracks.

Assuming the model has morph targets (for example one morph target showing a friendly face and another showing an angry face), each track holds the information as to how the influence of a certain morph target changes during the performance of the clip.

In a glTF context, this {@link android.animation.Animator} updates matrices according to glTF animation and skin definitions.

ModelAnimator can be used for two things

  • Updating matrices in TransformManager components according to the model animation definitions.
  • Updating bone matrices in RenderableManager com ## Animations

Every PropertyValuesHolder that applies a modification on the time position of the animation must use the ModelAnimation.TIME_POSITION instead of its own Property in order to possibly cancel any ObjectAnimator operating time modifications on the same ModelAnimation.

more...

License

Please see the LICENSE file.

Brand Guidelines

The Sceneform trademark is a trademark of Google, and is not subject to the copyright or patent license grants contained in the Apache 2.0-licensed Sceneform repositories on GitHub. Any uses of the Sceneform trademark other than those permitted in these guidelines must be approved by Google in advance.

Purpose of the Brand Guidelines

These guidelines exist to ensure that the Sceneform project can share its technology under open source licenses while making sure that the "Sceneform" brand is protected as a meaningful source identifier in a way that's consistent with trademark law. By adhering to these guidelines, you help to promote the freedom to use and develop high-quality Sceneform technology.

Acceptable uses

Because we are open-sourcing the Sceneform technology, you may use the Sceneform trademark to refer to the project without prior written permission. Examples of these approved references include the following:

  • To refer to the Sceneform project itself;
  • To refer to unmodified source code or other files shared by the Sceneform repositories on GitHub;
  • To accurately identify that your design or implementation is based on, is for use with, or is compatible with the Sceneform technology.

Examples:

  • "[Your Product] for Sceneform."
  • "[Your Product] is a fork of the Sceneform project."
  • "[Your Product] is compatible with Sceneform."

Usage guidelines

  • The Sceneform name may never be used or registered in a manner that would cause confusion as to Google's sponsorship, affiliation, or endorsement.
  • Don't use the Sceneform name, or a confusingly similar term, as part of your company name, product name, domain name, or social media profile.
  • Other than as permitted by these guidelines, the Sceneform name should not be combined with other trademarks, terms, or source identifiers.
  • Don't remove, distort or alter the Sceneform name. That includes modifying the Sceneform name, for example, through hyphenation, combination, or abbreviation. Do not shorten, abbreviate, or create acronyms out of the Sceneform name.
  • Don't display the Sceneform name using any different stylization, color, or font from the surrounding text.
  • Don't use the term Sceneform as a verb, or use it in possessive form.

Terms & Conditions

By downloading the Sceneform SDK for Android, you agree that the Google APIs Terms of Service governs your use thereof.

User privacy requirements

You must disclose the use of Google Play Services for AR (ARCore) and how it collects and processes data, prominently in your application, easily accessible to users. You can do this by adding the following text on your main menu or notice screen: "This application runs on Google Play Services for AR (ARCore), which is provided by Google LLC and governed by the Google Privacy Policy".

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