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Vertical scanline causes the touch calculation function inaccurate.

January 11, 2013 - 2:37am #1

Hi,

In our app, we took the code from Dominoes sample for calculating if user tap on the targets.

It works quite ok, until we use cloud recognition with vertical scanline effect.

It seems the way to adjust AR view is different from what we used before.

The difference seems causing the touch calculation function inaccurate.

In our app we use these two functions from  Dominoes sample

- void projectScreenPointToPlane(QCAR::Vec2F point, QCAR::Vec3F planeCenter, QCAR::Vec3F planeNormal, QCAR::Vec3F &intersection, QCAR::Vec3F &lineStart, QCAR::Vec3F &lineEnd)

- bool linePlaneIntersection(QCAR::Vec3F lineStart, QCAR::Vec3F lineEnd, QCAR::Vec3F pointOnPlane, QCAR::Vec3F planeNormal, QCAR::Vec3F &intersection)

I'm not very familiar with these functions.

Could someone please tell me how to fix it?

Thanks!

regards,

Mason Hsiung

Hi Nalins, Thanks, I will

January 14, 2013 - 12:59am #3

Hi Nalins,

Thanks, I will check the source code more.

Thanks again!

regards,

Mason Hsiung

We have not tested the

January 11, 2013 - 11:13am #2

We have not tested the Dominoes sample with CloudReco, and you are right in that the CloudReco sample has been created differently.

Those two methods provide common functionality in terms of standard 3D algorithms which you ought to be able to re-use, though I am not sure why this is not working.  However it is worth reading the source code comments as it does explain step by step what it is aiming to do.

Hope you can find a way through this!

N

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