我会解释一下情况。我正试图找出当标记出现时如何暂停相机。我在这个链接中显示了标记的含义。
http://code.google.com/p/andar/
当标记出现时,我想要一种暂停相机的方法,这样即使相机移动,标记也不会消失。我需要这样,所以在玩游戏时相机可以慢跑,但标记仍然会保持在正确的位置。以下是标记活动的代码
公共类CustomActivity扩展了AndARActivity {
CustomObject2 someObject;
ARToolkit artoolkit;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
CustomRenderer renderer = new CustomRenderer();//optional, may be set to null
super.setNonARRenderer(renderer);//or might be omited
try {
//register a object for each marker type
artoolkit = super.getArtoolkit();
someObject = new CustomObject2
("test", "patt.hiro", 80.0, new double[]{0,0});
artoolkit.registerARObject(someObject);
someObject = new CustomObject2
("test", "android.patt", 80.0, new double[]{0,0});
artoolkit.registerARObject(someObject);
someObject = new CustomObject2
("test", "barcode.patt", 80.0, new double[]{0,0});
artoolkit.registerARObject(someObject);
} catch (AndARException ex){
//handle the exception, that means: show the user what happened
System.out.println("");
}
startPreview();
}
/**
* Inform the user about exceptions that occurred in background threads.
* This exception is rather severe and can not be recovered from.
* TODO Inform the user and shut down the application.
*/
public void uncaughtException(Thread thread, Throwable ex) {
Log.e("AndAR EXCEPTION", ex.getMessage());
finish();
}
}
@覆盖
绘制用于绘制立方体的函数
public final void draw(GL10 gl) {
super.draw(gl);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR,mat_flash);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, mat_flash_shiny);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mat_diffuse);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mat_ambient);
//this code draws the cube.
gl.glColor4f(0, 1.0f, 0, 1.0f);
gl.glTranslatef( 0.0f, 0.0f, 12.5f );
// experement with the api
//draw the box
box.draw(gl);
}
我会在startPreview函数周围包装代码吗?或者我是否需要检查是否绘制了对象,然后以这种方式停止预览。
我找到了这个命令,但我不确定如何在显示标记时实现它。我知道我需要一些条件但不确定它是什么。 camera.stopPreview();
答案 0 :(得分:2)
也许尝试添加一些会停止发送相机预览缓冲区进行处理的代码。这样它将继续渲染相机预览,但不会处理新的帧。