ArtifactVis with Android Device
Contents |
Project Overview
Usage Instructions
- Server
- This is the path to find the server code write the path here
- IP Address: Use this command line to find the IP address ifconfig
- Use this PORT 28888
- This is the path to use any object write the path here
- Client
- This is the path to find the client code write the path here
- IP Address: Use the same IP address on the server side and wirte it on the code
- Use this PORT 28888
- Use the same object in client side and put the object on the android memory card and wrtie this path on the code write the path here
To compile and run the code do the following:
Start with the server
- Go to this path on the terminal write the path here
Write on the terminal
make ... CalVR
After that Copy the client code to the eclips workspase and do compile to the Android ndk (C++) by using the following:
- Go to this path on the terminal write the path here
Write on the terminal
ndk-build
Then go to the eclipse right click on the project then run it after you connect the android device
Software Tools and Equipment
Software Tools
On PC (Server):
- Linux Operating System
- OpenSceneGraph 3.1
- CalVR
On Phone Device (Client):
- Eclips
- Linux-sdk
- Android-ndk
- OpenSceneGraph 3.1 Android
Equipment
- Android Device (I used Galaxy Phone Samsung)
Installing OSG for Android on Linux OS
@Build the environment for OSG on Android 1. download and install "android sdk"
2. download "android ndk" and do following steps. *unzip the ndk and put the ndk folder into the directory you want (we use the path "/home/username/" as example for the following steps) *open the directory "/home/username/" and press Ctrl+H to show hidden files *open the hidden file ".cshrc" if the shell is "tcsh" *add the following 2 lines in ".cshrc" #android setenv PATH /home/username/android-ndk-rX #(X is the version of ndk, depends on what version of ndk you download) *open a terminal, cd into "/home/username/" and enter the command "source .cshrc"
3. install OpenSceneGraph(OSG): *create a folder for OSG(e.g. create a folder "OSGAndroid" under /home/username/, full path: /home/username/OSGAndroid) *under the folder "OSGAndroid", open a terminal and enter the command "svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1" (here is OSG version 3.0.1) *the following steps are based on the website:http://forum.openscenegraph.org/viewtopic.php?t=10076 *create 2 folders "build", "osginstall" under the main OSG folder (e.g. /home/username/OSGAndroid/OpenSceneGraph-3.0.1) *download the 3rdparty package from this website: "http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip" *unzip the 3rdparty package and put it into the main OSG folder *cd into the "build" folder and open a terminal *in the terminal, enter this: cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF -DJ=4 -DCMAKE_INSTALL_PREFIX=/home/username/OSGAndroid/OpenSceneGraph-3.0.1/osginstall
be aware of the last 2 parameters, -DJ=number of CPU cores in your computer, and the install path
*after it configure, enter the command "make" in terminal, after it finished, enter the command "make install" (make and make install will take some time)
4. assume you downloaded and installed "Eclipse IDE for Java Developers" and installed android sdk with it. The we install CDT for Eclipse (allow you to edit .cpp, .h files in Eclipse) *in Eclipse, go to "Help" (on the top)--> "Install New Software..." --> "Add...", enter "CDT" in the field "Name", enter "http://download.eclipse.org/tools/cdt/releases/galileo" in the field"in "Archive...". Then just check all items and next->next..->finish to install CDT
@Compile native (c++,c) code for Android 1. open a terminal and cd into the Eclipse workspace then cd into the classes folder (e.g. /home/username/workspace/project_name/bin/classes) 2. enter the command "javah -jni package.name.ClassThatHasNativeFunctions" 3. open a terminal and cd into "/home/username/workspace/project_name", you can see the header file for java native functions is generated (named as "package_name_ClassThatHasNativeFunctions.h") 4. in Eclipse, create a folder named "jni" under your Android project, copy the header file (package_name_ClassThatHasNativeFunctions.h) to the jni folder 5. create another .cpp file (say "native.cpp") to include the header (package_name_ClassThatHasNativeFunctions.h) and implement the functions 6. create a file named "Android.mk" which is the make file for Android native code, edit Android.mk an example of Android.mk: ---------------------------------------------------------- LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS) include /some/libraries/you/need
LOCAL_MODULE := NativeLib LOCAL_SRC_FILES := native.cpp LOCAL_LDLIBS += -llog -ldl
include $(BUILD_SHARED_LIBRARY) -----------------------------------------------------------
optional: you can add a file named "Application.mk" an example of Application.mk ----------------------------------------------------------- APP_STL := gnustl_static APP_CPPFLAGS := -frtti -fexceptions APP_ABI := armeabi-v7a #armeabi-v7a #specify which architecture(s) your application supports -----------------------------------------------------------
7. to compile the native code, open a terminal and cd into "/home/username/workspace/project_name" and enter the command "ndk-build" 8. Press the "Run" button in Eclipse to run the application on Android
Note: Be sure to add the following lines in the java code where you declare the java native functions static{ System.loadLibrary("NativeLib"); (must be the same as the module name you specified in "LOCAL_MODULE" in Android.mk }
Goals
Screen Shots
Future Work
Developers
Progress
Week 1
- look for tutorials on OSG (Done part of them)
- creating boxes and spheres (Done)
- displaying images from JPEG files (Working on it)
- mouse control: move/rotate objects in 3D (Done the rotation)
- understand the concept of a scene graph (Done)
Week 2
First: OpenSceneGraph
The resources that I used to learn OSG
"OpenSceneGraph 3.0 Beginner's Guide book" and the OpenSceneGraph website.
I read the following chapters:
Chapter 1: The Journey into OpenSceneGraph
Chapter 3: Creating Your First OSG Program
Chapter 4: Building Geometry Models
Chapter 5: Managing Scene Graph
Chapter 6: Creating Realistic Rendering Effects
Chapter 9: Interacting with Outside Elements
And some tutorial related to the following topics:
- Geometry
- 2D Text write function to set camera position in osg from head node: for
testing, transfer 4x4 matrix of head pos
- Transformation (Translation, Rotation, Scaling)
- Shapes (Box, Cone, Sphere, Capsule, Cylinder)
- Polygon mode
- 2D Texture (load image from images file)
- Interaction with outside element (keyboard and mouse)
I read the previous topics and ran them on my PC and made some changes to the code to understand what each method does in the code.
Second: CalVR
I read the CalVR website, and I will focus on it more on Monday
Third: Android
I started with android: installed it on my laptop, done the "Hello World" program and ran it in my android devise. I also read about the following topics:
- Camera
- Kind of sensor
- Activity
- Create list, buttons
roadblocks I have encountered:
- Working with OSG installation
- Write a makefile
- Working with some linux commands.
- Understanding CalVR (but I did not give CalVR much time to work on)
- There were no simple Examples for OSG on the internet so I used the book "OpenSceneGraph 3.0 Beginner's Guide book" to practice some simple examples.
- I couldn't understand some mathematical equations in your slides.
Summery
Look for tutorials on OSG and compile them on your PC in my lab Done
Creating boxes and spheres Done
Displaying images from JPEG files Done (I used the image as texture)
Mouse control: move/rotate objects in 3D Done (move/rotate objects in 3D and Picking objects)
Understand the concept of a scene graph Done
Go through the slides on this web site Done (Lecture 1, 2, 3, 4, 5, 6, 10) I read in general and will continue reading
Week 3
Reading and understanding the code (Done 60%)
Read about socket programming (Done without any practical code)
Week 4
Install OSG on the Android device (Motorola Xoom tablet) Done But it's doesn't work Load any Object and I apply rotation, translation, and scaling it by touch screen Done
Week 5
Continu install OSG on the Android device but on the Galaxy mobile Done' Load any Object and I apply rotation, translation, and scaling it by touch screen Done load excavation site model (osg file) into mobile with OSG Done But the output is a black screen
Week 6
osg::MatrixTransform * getObjectTransform () returns the position of the data set in room coordinates; send this to phone; on phone, put it in a MatrixTransform just above the node with the cow
TODO
- load excavation site model (VRML file) into tablet with osg:
- osg::MatrixTransform * getObjectTransform () returns the position of the data set in room coordinates; send this to phone; on phone, put it in a MatrixTransform just above the node with the cow
- Goal: when flying around data set in CalVR, the view on the phone should change accordingly
- getHeadMat() returns the head position in room coordinates: this is constant at a desktop, but changes in the caves
- write function to set camera position in osg from head node: for testing, transfer 4x4 matrix of head position over wifi to tablet: this will effectively copy the view on the Calvr system to the tablet
- sense touch on artifact, then send touched artifact ID to Calvr computer, which will send associated photograph to tablet; display photograph on tablet. This will allow the user to view pictures associated with artifacts on the screen
- connect tracking system to tablet to allow moving tablet around starcave and view excavation site model from arbitrary perspectives on tablet screen.