Setup Guide Epson
Project Setup
- Get started by following first the instructions that came with the Epson SDK and setup an Android application to run on Epson glasses. (There is also a working SampleProject bundled in this SDK, where all these steps have already been completed).
- Create a
libs
folders in your project root directory and copylibs/wikitudesdk.jar
In Eclipse enter
Preferences
->Android
->Build
and ensure the optionForce error when external jars contain native libraries
is unchecked
- Add the following permissions to your Manifest.xml
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.ACCESS_GPS" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:name="android.hardware.camera" android:required="true" />
<uses-feature android:name="android.hardware.location" android:required="true" />
<uses-feature android:name="android.hardware.sensor.accelerometer" android:required="true" />
<uses-feature android:name="android.hardware.sensor.compass" android:required="true" />
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
<uses-sdk android:targetSdkVersion="19" android:minSdkVersion="9"/>
- The activity holding the AR-View (called
architectView
in the following) must have setandroid:configChanges="screenSize|orientation"
in theAndroidManifest.xml
, for example this could look like:
<activity android:name="com.yourcompany.yourapp.YourArActivity"
android:configChanges="screenSize|orientation"/>
- Enter a valid trial license key. Read this chapter on how to obtain a free trial key.
AR View in Activity
Keep in mind that the Wikitude SDK is not a native Android SDK as you know from other SDK's. The basic concept is to add a so called architectView
in your project and notify it about lifecycle events. The architectView
creates a camera-surface and handles sensor events.
The experience itself, named ARchitect world, is implemented in JavaScript and packaged in your application's asset-folder (as in this project) or on your own server.
ARchitect worlds are written in HTML/JavaScript and call methods in Wikitude's AR
-namespace (e.g. AR.GeoObject
).
You must include
<script src="architect://architect.js"></script>
in your ARchitect world HTML files in order to be able to use the AR
namespace. The architectView
will handle them properly. To test an ARchitect World on a desktop browser, you must include ade.js
tool instead to avoid JavaScript Errors and see a development console.
It is recommended to handle augmented reality experience in a separate Activity.
Declare the architectView
inside a layout XML.
E.g. Add this within FrameLayout's parent tags.
<com.wikitude.architect.ArchitectView android:id="@+id/architectView"
android:layout_width="fill_parent" android:layout_height="fill_parent"/>
ArchitectView is creating a camera surface so ensure to properly release the camera in case you're using it somewhere else in your application.
Besides the camera the ArchitectView
also makes use of compass and accelerometer values, requires OpenGL 2.0 and at least Android 2.3.
ArchitectView.isDeviceSupported(Context context)
checks whether the current device has all required hard- and software in place.
Note: Make AR-View only accessible to supported devices
It is very important to notify the ArchitectView
about life-cycle events of the Activity.
Call architectView's onCreate(), onPostCreate(), onPause, onDestroy()
inside your Activity's lifecycle methods.
Best practice is to define a member variable for the architectView
in your Activity. Set it right after setContentView
in Activity's onCreate()
, and then access architectView
via member-variable later on.
this.architectView = (ArchitectView)this.findViewById( R.id.architectView );
final StartupConfiguration config = new StartupConfiguration( "" /* license key */ );
this.architectView.onCreate( config );
Activity's onPostCreate()
is the best place to load the AR-Experience.
this.architectView.onPostCreate();
this.architectView.load( "YOUR-AR-URL" );
The architectView.load()
argument is the path to the HTML file that defines your AR experience. It can be relative to the asset folder root or a web URL (starting with http://
or https://
).
e.g. architectView.load('arexperience.html')
opens the HTML file in your project's assets
-folder, whereat architectView.load('http://your-server.com/arexperience.html')
loads the file from a remote server via HTTP.
Note: You can only pass arguments to the HTML file when loading it via URL. architectView.load('arexperience.html?myarg=1')
does not work.
Location
Management of the location is important in geo-based augmented reality applications. Depending on the use-case location is used via GPS or network and may be updated every second or once in a while.
Although the SDKExamples project provides a basic implementation of a LocationProvider
this is by far not the best location strategy available for Android.
Please use your own advanced location strategy implementation in case you have special requirements.