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Examples for Orion360 SDK (Pro) for Android

This repository contains a set of examples for creating a 360 photo/video player using Orion360 SDK (Pro) for Android and Android Studio IDE.

Before using the SDK, read Licence Agreement

IMPORTANT NOTE

Starting August 1, 2019, your apps published on Google Play will need to support 64-bit architectures.

You can create a single .apk that contains the usual 32-bit and 64-bit binaries (armeabi-v7a and arm64-v8a) by using Orion360 v. 3.1.02.002 or later in your gradle file:

implementation 'fi.finwe.orion360:orion360-sdk-pro:3.1.02.002'

You can also create separate .apks for 32-bit and 64-bit builds or let Google Play handle delivery of the correct files by using Android App Bundle.

If you still need to support x86 target please use Orion360 v. 3.1.02.001 to create a separate .apk file for these targets. If you are not sure, then almost certainly you do not need it.

The difference between Orion360 v. 3.1.02.002 and v. 3.1.02.001 is different build targets. There are some minor bugfixes that were backported from newer internal builds, but no API or feature changes.

Preface

Thank you for choosing Orion360, and welcome to learning Orion360 SDK (Pro) for Android! You have made a good choice: Orion360 is the leading purpose-built SDK for 360/VR video apps, with over 450 licensed apps and 28+ millions of downloads in total - and growing fast.

We encourage you to begin studying from the minimal examples. These are short and to-the-point; they will help you to create a simple 360 player in no-time. When you have mastered the basics, proceed to the more advanced examples that focus on a particular topic, such as touch input, VR mode, custom controls, and hotspots. The examples in this repository will become a valuable resource when you start adding features to your new 360 photo/video app, and will save you lots of development time!

In order to make studying the examples as easy as possible, each example has been implemented as an individual activity with very few dependencies outside of its own source code file - everything you need for a particular feature can be found from one place. To keep the examples short and easy to grasp, different topics are covered in separate examples. You don't need to go through them in order; just keep building your own app by adding features one-by-one based on your needs and priorities.

The aim of the examples is to show how the most common features can be implemented easily with Orion360, but also to help you understand why something is done. Therefore, the examples are thoroughly commented and also briefly explained in this README. Notice that the Pro version of the SDK contains a number of features not available in the Basic version. Hence, also the amount of examples is greater, and they have been categorized under topics to keep everything organized.

Finally, all the examples are collected under a single application that can be compiled from this project, installed and run on your own Android device. This way you can try out the reference implementation with ease, and also experiment by modifying the examples. Notice that you are allowed to utilize the example code and resources in your own app project as described in the copyright section of the source code files.

Happy coding!

This application is available in Google Play

Table of Contents

  1. Preface
  2. Table of Contents
  3. Prerequisities
  4. Cloning and Running the Project
  5. Minimal
    1. Minimal Video Stream Player
    2. Minimal Video Adaptive Stream Player
    3. Minimal Video Download Player
    4. Minimal Video File Player
    5. Minimal Video Controls
    6. Minimal VR Video File Player
    7. Minimal Image Download Player
    8. Minimal Image File Player
  6. Application Framework
    1. Custom Activity
    2. Custom Fragment Activity
  7. Engine
    1. Android MediaPlayer
    2. Google ExoPlayer
    3. Custom ExoPlayer
  8. Binding
    1. Mono Panorama
    2. Mono Panorama VR
    3. Stereo Panorama
    4. Stereo Panorama VR
    5. Camera Pass
    6. Camera Pass VR
    7. Doughnut
    8. Rear-view Mirror
    9. Overview
    10. Blending
    11. Video Ball
    12. Tiled
  9. Projection
    1. Rectilinear
    2. Source
    3. Little Planet
    4. Perfect Diamond
  10. Layout
    1. RecyclerView Layout
  11. Input
    1. Sensors
    2. Touch
  12. Streaming
    1. Buffering Indicator
    2. Player State
  13. Sprite
    1. Image Sprite
    2. Video Sprite
    3. Sprite Layout
  14. Widget
    1. Video Controls
    2. Interactive Hotspots
  15. Polygon
    1. Textured Cube
    2. Orion Figure
  16. Animation
    1. Cross-fade
  17. Gallery
    1. Thumbnail Pager

Prerequisities

Basic Android software development skills are enough for understanding, modifying and running the examples.

As a first step, you should install Android Studio IDE (recommended version is 2.2 or newer): https://developer.android.com/studio/install.html

Then, using the SDK Manager tool that comes with the IDE, install one or more Android SDKs. Notice that for Orion360 SDK Pro the minimum is Android API level 19: Android 4.4 KitKat.

Update: Starting from Orion360 SDK (Pro) for Android v. 3.1, the minimum API level is 18: Jelly Bean.

Orion360 SDK is a commercial product and requires a license file to work. An evaluation license is provided with this example app. You can get a watermarked evaluation license file also for your own package name by creating an account to https://store.make360app.com, starting a new SDK project, providing your own package name, and selecting FREE Trial.

If you haven't already studied the Hello World project for Orion360 SDK (Pro), you should do that first and then continue with this example project. https://github.com/FinweLtd/orion360-sdk-pro-hello-android

Cloning and Running the Project

To clone the project from GitHub, start Android Studio, select Check out project from Version Control and Git from the popup dialog.

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Set repository URL, parent directory, and project directory.

Notice that the repository URL is easy to copy-paste from a web browser to Android Studio: click the green Clone or download button on the project's GitHub page, copy the URL from the dialog that appears, and paste it to Android Studio's dialog as shown below.

Hit Clone button to retrieve the repository contents to your local machine.

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Cloning the project will take a moment. Android Studio then asks if you want to open the project, answer Yes.

When the project opens Android Studio performs Gradle sync that will take some time (please wait). After Gradle sync finishes, you can find the project files by opening the Project view on the left edge of the IDE window.

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Next, connect an Android device to your computer via a USB cable, and then compile the project and run the app on your device by simply clicking the green Play button in the top toolbar. This will take a moment.

While 360 photo/video apps can in theory be developed using an emulator, real Android hardware is highly recommended. The Android emulator does not support video playback. Moreover, to work with sensor fusion, touch control and VR mode, the developer frequently needs to run the app on target device.

When the app starts on your device, a menu of topics similar to the image below will be shown. Tap any topic to move to its submenu that contains one or more examples. Tap an example from the list to run it, and return to the examples menu by tapping the Back button from your device's Navigation Bar, and again to return to main menu (topics). In order to really understand what each example is about, you should always read the source code and comments.

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Most examples use demo content that requires an Android device that can decode and play FullHD (1920x1080p) video, or less. However, a few examples may require UHD (3840x1920) resolution playback. If your development device does not support 4k UHD video, simply change the content URI to another one with smaller resolution (you can find plenty of demo content links from the MainMenu source code file).

Minimal

This category contains examples that show a very minimal implementation for a particular topic, and thus provide a good starting point for studying Orion360.

Minimal Video Stream Player

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An example of a minimal Orion360 video player, for streaming a video file over the network.

This example shows how to add an Orion360 view to an XML layout, set it as a rendering target in Java code, and define an MP4 video file (that resides somewhere in the network) as a content source. The video playback begins automatically when enough video frames have been downloaded and buffered. The example also shows how to create a simple buffering indicator by responding to buffering events.

The activity class extends SimpleOrionActivity, which creates a basic Orion360 player configuration, handles license checks etc., and propagates activity lifecycle events to Orion360 so that video playback can pause and continue automatically and get cleaned up.

Orion360 views have lots of features built-in; you will have all the following without writing any additional code:

  • Support for rendering full spherical (360x180) equirectangular video content with rectilinear projection
  • Panning, zooming and tilting the view with touch and movement sensors, which work seamlessly together
  • Auto Horizon Aligner (AHL) keeps the horizon straight by gently re-orienting it when necessary

Android device's hardware video decoder sets a limit for the maximum resolution / bitrate of a video file that can be decoded. In 2016, new mid-range devices support FullHD video and high-end devices 4k UHD video, while some popular older models cannot decode even FullHD. In addition, a decoded video frame needs to fit inside a single OpenGL texture. The maximum texture size in new devices ranges from 4096x4096 to 16384x16384, while some popular older models have 2048x2048 texture size. To be on the safe side, our recommendation is to use 1920x960 video resolution and a moderate bitrate. If necessary, you can offer another 3840x1920 stream for high-end devices, perhaps with an option to download the file first. With Orion360 SDK (Pro) you can also use adaptive HLS streams.

Minimal Video Adaptive Stream Player

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An example of a minimal Orion360 video player, for playing a HLS stream over the network.

This example shows how to play adaptive HLS video streams. The principal idea is to encode a video multiple times with different parameters to create a set of different quality streams, and further divide these streams to short chunks at exactly the same timecodes so that video player can seamlessly switch between the streams by downloading the next chunk either at lower, same or better quality - depending on device capabilities and available network bandwidth.

Playing adaptive HLS streams can be surprisingly easy with Orion360 - simply use a URI that ends with an .m3u8 filename extension as a content URI, and Orion360 will recognize it as a HLS stream. It will then use the standard Android MediaPlayer instance for downloading the HLS playlist/manifest file that defines the available stream qualities, estimates network bandwidth and device capabilities, and switches between streams automatically. Describing how HLS stream files can be created goes beyond this simple example (there are free tools such as ffmpeg that can be used for the task).

Android MediaPlayer's support for HLS streams depends heavily on device and Android OS version. Consider using ExoPlayer as a backend instead (see engine/ExoPlayer example).

More information about adaptive video streams: https://en.wikipedia.org/wiki/Adaptive_bitrate_streaming

Minimal Video Download Player

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An example of a minimal Orion360 video player, for downloading a video file before playback.

Available network bandwith often becomes an issue when streaming video over the network (especially true with high-resolution 4k content). Unfortunately, saving a copy of a video file while streaming it is not possible with Android MediaPlayer as a video backend. Hence, if you need to obtain a local copy of a video file that resides in the network either for offline use or to be cached, download it separately as shown in this example.

Since downloading a large file will take a considerable amount of time, it needs to be done asynchronously. Here we use Android's DownloadManager service, which is recommended for video files (as an alternative, MinimalImageDownloadPlayer shows how to download a file with own code). In this simple example, user needs to wait for the download to complete and the playback to begin as there is nothing else to do. However, you should consider placing a small download indicator somewhere in your app and allowing the user to continue using the app while the download is in progress. A high quality app has a download queue for downloading multiple files sequentially, is able to continue a download if it gets terminated early for example because of a network issue, allows user to cancel ongoing downloads, and uses platform notifications for indicating download progress and completion of a download. These features go beyond this example.

Video files are large and device models with small amounts of storage space tend to be popular as they are priced competitively. Consider saving the downloaded video file to external memory if it is currently present. It is also a good idea to offer a method for deleting downloaded content without uninstalling the whole app; this way users can still keep your app installed when they need to restore some storage space.

Minimal Video File Player

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An example of a minimal Orion360 video player, for playing a video file from local file system.

This example showcases all supported file system locations and file access methods for video sources: the locations embedded to the app distribution packages, the app's private locations that become available after installation, and the locations that are more or less external to the app. To keep the example simple, only one location is active at a time and the others are commented out (you can easily select the active location from the source code). The supported locations are:

  1. Application installation package's /assets folder

    Private assets folder allows playing content embedded to the apps's own installation package (.apk). Notice 100MB .apk size limit in Google Play store. This is the recommended location when the application embeds video files to the installation package and is NOT distributed via Google Play store (single large .apk file delivery).

  2. Application installation package's /res/raw folder

    Private raw resource folder allows playing content embedded to the app's own installation package (.apk). Notice 100MB .apk size limit in Google Play. Must use lowercase characters in filenames and access them without filename extension. This location is generally not recommended; use /assets folder instead.

  3. Application expansion packages

    Private expansion package allows playing content embedded to the app's extra installation package (.obb). Up to 2 GB per package, max 2 packages. This is the recommended location when the application embeds video files to the installation package and is distributed via Google Play store. Fairly complex but very useful solution. For more information, see https://developer.android.com/google/play/expansion-files.html

  4. Application's private path on device's internal memory

    Private internal folder is useful mainly when the app downloads a video file for offline mode or to be cached, as only the app itself can access that location (exception: rooted devices). This location is recommended only if downloaded content files need to be protected from ordinary users - although the protection is easy to circumvent with a rooted device.

  5. Application's private path on device's external memory

    Private external folder allows copying videos back and forth via file manager app or a USB cable, which can be useful for users who know their way in the file system and the package name of the app (e.g. developers). This location is recommended for caching downloaded content, as many devices have more external memory than internal memory.

  6. Any public path on device's external memory

    Public external folders allow easy content sharing between apps and copying content from PC to a familiar location such as the /Movies folder, but reading from there requires READ_EXTERNAL_STORAGE permission (WRITE_EXTERNAL_STORAGE for writing) that needs to be explicitly requested from user, starting from Android 6.0. This location is recommended for playing content that is sideloaded by end users either by copying to device via a USB cable or read directly from a removable memory card.

In case your app is intended for playing a couple of short fixed 360 videos or a fixed set of 360 photos, then you should consider embedding the content into the app. This approach provides several benefits:

  • Simpler content deployment without a streaming server and a content-delivery network (CDN)
  • Lower and more predictable content deployment cost - even FREE delivery via Google Play store
  • Built-in offline mode without making the UI more complex with content download and delete features
  • Guaranteed to have no buffering pauses during video playback

However, there are also some major drawbacks:

  • App installation package becomes large and potential users may skip the app based on its size
  • After watching the embedded content the whole app needs to be uninstalled to remove the content
  • Adding/updating content not possible without updating the app (many users will never update)
  • Only a limited amount of content can be embedded to the app

Typically one-shot apps that are intended for a particular event, product campaign, or offline use have embedded content. However, also apps that mostly use streamed content may include a few embedded items that are frequently needed and rarely updated, such as brand introduction, user tutorials, and menu backgrounds.

Minimal Video Controls

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An example of a minimal Orion360 video player, with minimal video controls.

This example uses MediaController class as a simple way to add controls into a 360 video player. This approach requires only a few lines of code: first a new media controller is instantiated and the OrionVideoTexture that is associated with our Orion360 view is added to it as a media player to control. Next the Orion360 view is set as a UI anchor view where to position the control widget. Finally, a gesture detector is used for showing and hiding the controls when the Orion360 view is tapped (by default, the media controller automatically hides itself after a moment of inactivity).

The control widget includes play/pause button, rewind and fast forward buttons, a seek bar, and labels for elapsed and total playing time. If you want to customize the look&feel of the control widget or add your own buttons, see CustomControls example where video controls are created from scratch.

When seeking within a video, notice that it is only possible to seek to keyframes - the player will automatically jump to the nearest one. The number of keyframes and their positions depend on video content, used video encoder, and encoder settings. In general, the more keyframes are added the larger the video file will be. The Orion360 example video is mostly static and thus has very few keyframes, allowing the user to seek only to a few positions.

Minimal VR Video File Player

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An example of a minimal Orion360 video player, with VR mode enabled.

The most impressive way to experience 360 photos and videos is through virtual reality (VR). Unfortunately, most people do not have the necessary equipment yet. However, there is a very cost efficient method: users can simply slide their existing smartphone inside a VR frame that essentially consists of a plastic or cardboard frame and a pair of convex lenses, and enable VR mode from an app that supports split-screen viewing.

Currently the most popular VR frame by far is Google Cardboard (https://vr.google.com/cardboard); millions of them have been distributed to users already. There are also plenty of Cardboard clones available from different manufacturers. It is a fairly common practice to create a custom-printed Cardboard-style VR frame for a dollar or two per piece, and give them out to users for free along with a 360/VR video app and content. That combo makes a really great marketing tool.

This example shows how to enable VR mode from an Orion360 video view for viewing content with Google Cardboard or other similar VR frame where smartphone can be slided in. The SimpleOrionActivity class provides a convenience method that performs all necessary tasks:

  • Configure horizontally split video view in landscape orientation
  • Configure (and lock) the field-of-view into a realistic setting
  • Configure VR frame lens distortion compensation for improved image quality
  • Initialize the view orientation to World orientation ie. keep video horizon perpendicular to gravity vector
  • Hide the system navigation bar for occlusion free viewing in devices where it is with by software
  • Disable magnetometer from sensor fusion so that Cardboard's magnetic switch does not interfere with it
  • Create a gesture detector for toggling VR mode on/off with long taps and a hint about it with a single tap

For high-quality VR experiences, consider using a high-end Samsung smartphone and an active GearVR frame (you will also need to use the Pro version of the Orion360 SDK). The equipment cost will be significantly higher, but also the improvement in quality is remarkable and well worth it. GearVR frame has great optics, high speed sensors and touch controls built-in. They only work with specific Samsung models that have a number of performance tunings built-in and drivers for the GearVR frame. In general, Cardboard-style VR is recommended when you want to provide the VR viewing experience for a large audience by giving out free VR frames, while GearVR-style VR is best for trade shows, shop desks and one-to-one marketing where quality counts the most!

Minimal Image Download Player

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An example of a minimal Orion360 image player, for downloading an image file before playback.

Notice that there is no example of a streaming player for 360 images, as an image always needs to be downloaded completely before it can be shown (tiled 360 images are not yet supported by Orion360 public SDKs).

Since downloading a large file will take a considerable amount of time, the example uses an AsyncTask to download the file in the background and updates download progress on screen. In this simple example, user needs to wait for the download to complete and the playback to begin as there is nothing else to do. However, you should consider placing a small download indicator somewhere in your app and allowing the user to continue using the app while the download is in progress. A high quality app has a download queue for downloading multiple files sequentially, is able to continue a download if it gets terminated early for example because of a network issue, allows user to cancel ongoing downloads, and uses platform notifications for indicating download progress and completion of a download. These features go beyond this example.

Image files are large and device models with small amounts of storage space tend to be popular as they are priced competitively. Consider saving the downloaded image file to external memory if it is currently present. It is also a good idea to offer a method for deleting downloaded content without uninstalling the whole app; this way users can still keep your app installed when they need to restore some storage space.

The hardware limits for 360 image resolution come from available memory for decoding the image file and maximum texture size for rendering it. Notice that Orion360 automatically scales the image to fit to device's maximum texture size if necessary. In 2016, some popular older devices have 2048x2048 pixel texture size (4 megapixels), while new devices range from 4096x4096 (16 megapixels) to 16384x16384 pixels (256 megapixels). Obviously, depending on target device, the difference in rendered image quality can be quite remarkable with a high-resolution source image.

Minimal Image File Player

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An example of a minimal Orion360 image player, for playing an image file from local file system.

This example showcases all supported file system locations and file access methods for image sources: the locations embedded to the app distribution packages, the app's private locations that become available after installation, and the locations that are more or less external to the app. To keep the example simple, only one location is active at a time and the others are commented out (you can easily select the active location from the source code). The locations are:

  1. Application installation package's /assets folder

    Private assets folder allows playing content embedded to the apps's own installation package (.apk). Notice 100MB .apk size limit in Google Play store. This is the recommended location when the application embeds image files to the installation package and is NOT distributed via Google Play store (single large .apk file delivery), or contains only a few images.

  2. Application installation package's /res/raw folder

    Private raw resource folder allows playing content embedded to the app's own installation package (.apk). Notice 100MB .apk size limit in Google Play. Must use lowercase characters in filenames and access them without filename extension. This location is generally not recommended; use /assets folder instead. This location is currently not supported for images!

  3. Application expansion packages

    Private expansion package allows playing content embedded to the app's extra installation package (.obb). Up to 2 GB per package, max 2 packages. This is the recommended location when the application embeds lots of large image files to the installation package and is distributed via Google Play store. Fairly complex but very useful solution. For more information, see https://developer.android.com/google/play/expansion-files.html This location is currently not supported for images!

  4. Application's private path on device's internal memory

    Private internal folder is useful mainly when the app downloads an image file for offline mode or to be cached, as only the app itself can access that location (exception: rooted devices). This location is recommended only if downloaded content files need to be protected from ordinary users - although the protection is easy to circumvent with a rooted device.

  5. Application's private path on device's external memory

    Private external folder allows copying images back and forth via file manager app or a USB cable, which can be useful for users who know their way in the file system and the package name of the app (e.g. developers). This location is recommended for caching downloaded content, as many devices have more external memory than internal memory.

  6. Any public path on device's external memory

    Public external folders allow easy content sharing between apps and copying content from PC to a familiar location such as the /Pictures folder, but reading from there requires READ_EXTERNAL_STORAGE permission (WRITE_EXTERNAL_STORAGE for writing) that needs to be explicitly requested from user, starting from Android 6.0. This location is recommended for playing content that is sideloaded by end users either by copying to device via a USB cable or read directly from a removable memory card.

In case your app is intended for playing a couple of short fixed 360 videos or a fixed set of 360 photos, then you should consider embedding the content into the app. This approach provides several benefits:

  • Simpler content deployment without a web server and a content-delivery network (CDN)
  • Lower and more predictable content deployment cost - even FREE delivery via Google Play store
  • Built-in offline mode without making the UI more complex with content download and delete features
  • Guaranteed to have no buffering pauses during video playback

However, there are also some major drawbacks:

  • App installation package becomes large and potential users may skip the app based on its size
  • After watching the embedded content the whole app needs to be uninstalled to remove the content
  • Adding/updating content not possible without updating the app (many users will never update)
  • Only a limited amount of content can be embedded to the app

Typically one-shot apps that are intended for a particular event, product campaign, or offline use have embedded content. However, also apps that mostly use streamed content may include a few embedded items that are frequently needed and rarely updated, such as brand introduction, user tutorials, and menu backgrounds.

Current version of Orion360 SDK (Pro) for Android does not support playing 360 images directly from expansion packages. This feature will be added later in an update to the SDK. However, it is possible to embed content to this location, and copy the image file before it is used, for example to application's private path on external memory.

Application Framework

This category contains examples that show how Orion360 player can be configured into your own Activity or Fragment, instead of using provided SimpleOrionActivity or SimpleOrionFragment as a parent. These examples are also useful for understanding how exactly everything works under the hood, as the main Orion360 components are visible in the code examples and explained in the code comments.

Custom Activity

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An example of a minimal Orion360 image player, implemented as a custom activity.

The following topics are covered:

  • Propagating Activity lifecycle events to Orion360
  • Verifying that Orion360 license file is present and valid (mandatory for rendering to work)
  • What are OrionView, OrionViewport, OrionScene, OrionPanorama, OrionTexture, and OrionCamera
  • How a typical mono spherical player is configured
  • How sensor fusion and touch gestures can be used for controlling the camera
  • Binding components together

Notice that inheriting from SimpleOrionActivity provides you all of these, and more.

Custom Fragment Activity

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An example of a minimal Orion360 image player, implemented as a custom fragment.

The following topics are covered:

  • Propagating Fragment lifecycle events to Orion360
  • Verifying that Orion360 license file is present and valid (mandatory for rendering to work)
  • What are OrionView, OrionViewport, OrionScene, OrionPanorama, OrionTexture, and OrionCamera
  • How a typical mono spherical player is configured
  • How sensor fusion and touch gestures can be used for controlling the camera
  • Binding components together

Notice that inheriting from SimpleOrionFragment provides you all of these, and more.

Engine

This category contains examples that show how to use different engines as audio/video player backends.

Android MediaPlayer

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An example of using standard Android MediaPlayer as the audio/video player engine.

Usually the developer does not need to select the engine, as Android MediaPlayer is used by default in Orion360.

Google ExoPlayer

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An example of using Google ExoPlayer (that used to be embedded to Orion360) as the audio/video player engine.

ExoPlayer dependency has been changed from internal .jar package to optional gradle dependency. This solves dependency issue in case Orion360 SDK user wishes to use a different ExoPlayer version or another 3rd party library that comes with built-in ExoPlayer. Copy the ExoPlayerWrapper.java to your own app and follow this example to use it.

This wrapper works with ExoPlayer version 2.4.1. If you choose to use different ExoPlayer version, you probably need to modify this class according ExoPlayer's API changes.

Custom ExoPlayer

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An example of using a custom configuration for ExoPlayer as the audio/video player engine.

This example is useful also when you want to use a custom or 3rd party audio/video player engine.

Binding

This category contains examples that show how Orion360 player can be configured for different purposes by creating a set of Orion objects and binding them together. The binding mechanism allows great flexibility while it still maintains ease of use - many complex tasks can be solved with only a few lines of code.

Mono Panorama

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An example of bindings for creating a player for monoscopic full spherical videos.

In this example, the most typical Orion360 video player is configured: a full spherical equirectangular mono panorama player. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.
  • Create one TouchControllerWidget in Java code. This will map touch gestures to camera control. Bind it to OrionScene AND OrionCamera.

Mono Panorama VR

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An example of bindings for creating a VR player for monoscopic full spherical videos.

In this example, the most typical Orion360 VR video player is configured: a full spherical equirectangular mono panorama player. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create two OrionViewports in Java code. This will split the layout of the OrionView horizontally. Bind them to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.

Stereo Panorama

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An example of bindings for creating a player for stereoscopic full spherical videos.

In this example, a slightly rare (but still important) Orion360 VR video player is configured: a full spherical equirectangular stereo panorama player (without VR mode, i.e. content is viewed in mono). In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama using a method variant that allows configuring half of the texture to left eye and the other half to the right eye.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.

Here the purpose is to view stereo panorama video on phone/tablet screen (without VR glasses). The stereo effect is lost; only left eye image is used.

Stereo Panorama VR

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An example of bindings for creating a VR player for stereoscopic full spherical videos.

In this example, a fairly typical Orion360 VR video player is configured: a full spherical equirectangular stereo panorama player. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create two OrionViewports in Java code. This will split the layout of the OrionView horizontally. Bind them to OrionView. Map first viewport to left eye and second viewport to right eye.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama using a method variant that allows configuring half of the texture to left eye and the other half to the right eye.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.

It is very important that left and right eye images do not get swapped! There are many opportunities for human error in content creation, writing code, and even when placing the device into a VR frame. Two errors may cancel each other out. Pay attention and do test with VR glasses.

Camera Pass

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An example of bindings for creating a camera pass-through with device's back camera.

In this example, device's hardware camera is used as a video source. The camera preview frames are mapped into an OrionSprite object, which can be placed anywhere in the 3D world. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionSprite in Java code. This will represent a 2D surface in the 3D world. Bind it to OrionScene.
  • Create one OrionCameraTexture in Java code. This will contain the latest camera preview frame. Bind it to OrionSprite and set OrionSprite rotation offset to be the same as the camera texture's rotation so that upside is up.

Camera Pass VR

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An example of bindings for creating a camera pass-through with device's back camera for VR mode.

In this example, device's hardware camera is used as a video source. The camera preview frames are mapped into an OrionSprite object, which can be placed anywhere in the 3D world. The viewport is split for VR mode. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create two OrionViewports in Java code. This will split the layout of the OrionView horizontally. Bind them to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionSprite in Java code. This will represent a 2D surface in the 3D world. Bind it to OrionScene.
  • Create one OrionCameraTexture in Java code. This will contain the latest camera preview frame. Bind it to OrionSprite and set OrionSprite rotation offset to be the same as the camera texture's rotation so that upside is up.

Doughnut

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An example of bindings for creating a player for monoscopic doughnut videos.

In this example, the video player is otherwise typical but configured for doughnut shape video, which does not reach down to nadir nor up to zenith - there are round holes at the bottom and at the top (some cameras do not produce full spherical panoramas). In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama so that you give two Rects as parameters that define 1) the horizontal and vertical span of your camera (and thus the shape of the required panorama model) and 2) the part of the texture that you want to map on the doughnut surface (typically the full texture).
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.
  • Create one TouchControllerWidget in Java code. This will map touch gestures to camera control. Bind it to OrionScene AND OrionCamera.

Since the aspect ratio of a doughnut shape video is exceptionally wide, the maximum video resolution or the maximum texture size can become a limiting factor. One solution is to horizontally split the doughnut video to left and right halfs, and stack these into the video frame on top of each other (left=top, right=bottom). It is easy to re-combine the parts in the app by using Orion360 to map them onto the doughnut surface. A tiny seam may appear as a result.

Rear-view Mirror

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An example of bindings for creating a player with a rear-view mirror.

In this example, two viewports and two cameras are used for simultanouesly showing two different views to the same equirectangular mono panorama video. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create two OrionViewports in Java code. This will define the internal layout of the OrionView so that one viewport covers the whole OrionView and another smaller one is put on top of it. Bind them to OrionView. Map the first viewport to the main camera and the second viewport to the rear-view camera.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create two OrionCameras in Java code. These will project the 3D world onto 2D surfaces so that one camera looks ahead and the other camera to the opposite direction. Bind them to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama.
  • Get SensorFusion in Java code. That will rotate both cameras according to device orientation. Bind it to OrionScene AND both OrionCameras.
  • Create one TouchControllerWidget in Java code. This will map touch gestures to camera control. Bind it to OrionScene AND both OrionCameras. Notice that zooming feature is disabled from rear-view camera.

Here the focus is in the use of the binding mechanism, hence a couple of details have been obmitted compared to how a real mirror works: in reality when the user looks up the rear-view image should reflect bottom direction (here: top direction), and the actual mirror effect is also missing i.e. texts should show up backwards in the mirror-view (here: not mirrored).

Overview

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An example of bindings for creating a player with an overview image on top.

In this example, the view contains two viewports: the main viewport - which responds to sensors and touch - covers the whole view, and another smaller viewport is drawn on top of it for an overview image with original equirectangular projection. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create two OrionViewports in Java code. These will define the internal layout of the OrionView so that the main viewport covers the whole view and another smaller one for the overview image is drawn on top of it. Bind them to OrionView.
  • Create two OrionScenes in Java code. These will contain our 3D worlds, one for the main viewport and another for the overview viewport. Bind them to OrionView.
  • Create two OrionCameras in Java code. These will project the 3D worlds onto 2D surfaces, one for the main viewport and another for the overview viewport. Bind them to OrionView.
  • Create two OrionPanoramas in Java code. These will represent the spherical spherical video surface for the main viewport and the plane video surface for the overview viewport. Bind them to OrionScene.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to both OrionPanoramas.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to main viewport OrionScene AND main viewport OrionCamera.
  • Create one TouchControllerWidget in Java code. This will map touch gestures to camera control. Bind it to main viewport OrionScene AND main viewport OrionCamera.

Blending

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An example of bindings for creating a player that blends two panoramas together.

In this example, two panoramas and two textures are used for blending a 360 image and a 360 video together by making one of them partially translucent and slightly smaller so that the larger one can be seen through it. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto 2D surface. Bind it to OrionView.
  • Create two OrionPanoramas in Java code. These will represent the spherical image surface and spherical video surface in the 3D world. Bind them to OrionScene.
  • Create two OrionTextures in Java code. These will contain the decoded image and the latest decoded video frame. Bind them to OrionPanoramas.
  • Get SensorFusion in Java code. That will rotate the camera according to device orientation. Bind it to OrionScene AND OrionCamera.
  • Create one TouchControllerWidget in Java code. This will map touch gestures to camera control. Bind it to OrionScene AND OrionCamera.

Video Ball

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An example of bindings for creating a player that looks panorama sphere from outside.

In this example, the viewer is taken outside of the panorama sphere, creating an illusion of a video ball. In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical video surface in the 3D world. Bind it to OrionScene. Move it far enough forward to look at it from outside, compensate mirroring effect from inward texture normals with a negative scale, apply sensor fusion and touch control and rotate 180 degrees to bring front side in view.
  • Create one OrionTexture in Java code. This will contain the latest decoded video frame. Bind it to OrionPanorama.
  • Get SensorFusion in Java code. That will rotate the panorama according to device orientation. Bind it to OrionScene AND OrionPanorama.

Tiled

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An example of bindings for creating a player for tiled panoramas.

In this example, the panorama image source is split to 2x2 grid of images, which are loaded into separate textures (to allow higher total image resolution or faster start-up time). In short, this configuration requires the following steps:

  • Define one OrionView in XML layout. This is where Orion360 will render its output.
  • Create one OrionViewport in Java code. This will define the internal layout of the OrionView. Bind it to OrionView.
  • Create one OrionScene in Java code. This will contain our 3D world. Bind it to OrionView.
  • Create one OrionCamera in Java code. This will project the 3D world onto a 2D surface. Bind it to OrionView.
  • Create one OrionPanorama in Java code. This will represent the spherical image surface in the 3D world. Bind it to OrionScene.
  • Create four OrionTexture objects in Java code. These will contain the four panorama image tiles. Bind them to OrionPanorama.
  • Get SensorFusion in Java code. That will rotate the panorama according to device orientation. Bind it to OrionScene AND OrionPanorama.

Projection

This category contains examples that focus on illustrating different projections that can be used for rendering content on screen.

Rectilinear

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An example that illustrates the rectilinear projection.

Rectilinear projection maintains all lines straight and is the "natural" projection; i.e. 360 photos and videos are rendered on screen similar to what they appear to humans in reality.

This projection is used by default in Orion360 and does not need to be explicitly set.

Source

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An example that illustrates the source projection.

Source projection maintains the original projection of the content (source). For example, an equirectangular panorama image is rendered on screen so that the whole equirectangular image is visible at once inside a rectangular area.

This projection is useful for viewing the whole panorama at once (an overview image) or when standard 2D video is played with Orion360.

Little Planet

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An example that illustrates the stereographic a.k.a Little Planet (Tiny Planet) projection.

Little Planet projection produces a strongly distorted view where the whole horizon is wrapped around the nadir direction. It provides a kind of a 'birds-eye' view that can be useful for getting a quick overview around the surroundings of the 360 camera. Despite of strong distortion people in general find this projection fun and 'cute'.

Perfect Diamond

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An example that illustrates the perfect diamond projection.

Perfect Diamond projection maintains all lines straight and is the "natural" projection; i.e. 360 photos and videos are rendered on screen similar to what they appear to humans in reality.

The difference to Rectilinear projection is in the way the end result is achieved internally: while the Rectilinear projection utilizes a sphere model, Perfect Diamond uses a diamond model. The benefit is that the diamond model is more lightweight and in general produces better looking nadir and zenith.

Layout

This category contains examples that demonstrate how Orion360 views can be added to different Android layouts.

RecyclerView Layout

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An example that illustrates embedding Orion360 view into a RecyclerView component.

Sometimes multiple panoramas need to be rendered on screen completely separately, each having their own instance of Orion360 view. This example demonstrates the concept by using a recycler view component to create a simple video gallery. Each video item has a thumbnail, title and play button overlay that will trigger video playback when tapped.

Some devices support playing multiple videos simultaneously; this can be tested by tapping next video item before the playback of the previous item has ended.

Input

This category contains examples that focus on various end-user input methods for controlling the 3D world, such as sensors and touch.

Sensors

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An example that focuses on sensor fusion input.

By default, the 360 view is automatically panned based on device orientation changes. Hence, to look at a desired direction, user can turn the device towards that direction, or when viewing through a VR frame, simply turn her head.

This feature requires movement sensors to operate - most importantly, a gyroscope. Unfortunately, not all Android devices have one. The feature is automatically disabled on devices that do not have the necessary sensor hardware, with a fallback to touch-only control. The supported movement sensors include

  • Accelerometer, which tells where is Down direction, and linear acceleration
  • Magnetometer, which tells where is North direction, and the rotation about the device's own axis (slowly)
  • Gyroscope, which tells rotation changes about the device's own axis (very rapidly)

Using data from all the three sensors, a sophisticated in-house developed sensor fusion algorithm calculates device orientation several hundreds of times per second. Considering the complexity of the topic, this works surprisingly well. Beware that there are hardware specific differences on the data rate, data accuracy, and calibration quality, as well as local magnetic interference that may change significantly when the device is moved just a few inches.

If you experience issues with sensor fusion, it is usually because 1) one of the mandatory sensors is not present on the target device and sensor fusion is automatically disabled, or 2) magnetometer sensor is poorly calibrated; disable it or calibrate it by drawing 8-figures in the air with the device, rotating along its three axis.

The sensor fusion algorithm is also responsible for merging user's touch input drag events with the orientation calculated from movement sensor data (touch tapping events are handled separately elsewhere). Touch drag events are interpreted here as panning (drag), zooming (pinch), and rolling (pinch rotate). In practice, touch drag events update an offset that is applied to the calculated device orientation.

In short, the example shows how to:

  • Manually enable/disable sensor control
  • Manually disable magnetometer input, to prevent issues with nearby magnetic objects and bad calibration
  • Manually configure pinch zoom gesture limit, or disable pinch zoom feature altogether
  • Listen for device orientation changes (sensor fusion events), to implement custom features

In mathematics, there are multiple alternatives for describing rotations. Probably the most well-known is Euler angles (yaw, pitch, roll). Unfortunately, Euler angle representation has severe issues, and thus professionally written algorithms typically use quaternions or rotation matrixes instead. Also the rotation order is very significant. Hence, it is quite common to get more than confused when trying to figure out rotations! As a developer, you don't need to worry about these much as Orion360 SDK handles all the complexity on behalf of you. In addition, this example shows how to convert a quaternion representation of the current device rotation to angle degrees, which can be understood much more easily.

Touch

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An example that focuses on touch input.

Touch screen is the primary interaction mechanism of modern smartphones and tablets. Orion360 views are typically configured to use touch drag gestures for panning, zooming and rolling the view (see Sensors example for details). In addition, apps can utilize single tapping, double tapping, and long tapping events.

This example uses single tapping for toggling between normal and full screen view, double tapping for toggling between video playback and pause states, and long tapping for toggling between normal and VR mode rendering. These are tried-and-true mappings that are recommended for all 360/VR video apps, and explained in detail next.

In most video player applications, user is offered an option to toggle between a normal view with controls and another, occlusion-free view where all widgets are hidden. Some applications implement this with a maximize-button and a notification telling how to return from the full-screen view. That is all good, but it is easy to miss or forget the instructions, and what users tend to try first is tapping the screen. Thus, it is a good idea to map single tapping for toggling between normal and full-screen view. On Android, this means showing and hiding together 1) video controls, 2) system navigation bar, 3) system title bar, 4) system action bar, 5) custom application title bar. Of course, most applications use only some of these elements. The complexity increases when video controls are hidden with a timer, and some elements use transition animation. Notice that this example focuses on demonstrating the feature, not on user experience.

When something doesn't seem to work, users tend to try again with an amplified manner and multiple times. Since toggling between play and pause states are the most common control operation in a video player application, we recommend mapping double tapping events for this purpose. This allows controlling play/pause state even in full-screen mode (without bringing the controls in view), is easy to learn, and quicly becomes very natural. However, it is crucial to add a short animation that indicates the state change when the double tapping event has been recognized. A professionally made application also shows a hint about this hidden feature when user is learning to use the app.

When user enters VR mode, all standard controls must be hidden and the whole screen reserved for split screen rendering. But when it is time to exit VR mode, it is not at all obvious to user how to do that! She will probably try to tap the screen, but we recommend not to exit VR mode from single tapping event, as it is very easy to accidentally tap the screen already when sliding the smartphone inside a VR frame. Instead, use single tapping event for showing a short-lived notification that hints about using long tapping for exiting VR mode - this prevents exiting VR mode accidentally, but allows users to find the way to exit VR mode with ease. Additional benefit is that long tapping can be used as a shortcut also for enabling VR mode (same gesture should always work both ways).

To showcase tapping something within the 3D scene, a hotspot is added to the view. Tapping the hotspot will "collect" it. Notice that with Orion360 SDK Basic, the developer must manually combine hotspot and tapping near to its location, whereas Orion360 SDK Pro has built-in 3D objects and callbacks for their tapping as well as gaze selection events.

To keep the example simple, all tapping features work simultaneously. In a real application the tapping events must be filtered to prevent multiple actions occurring from one tapping event. For example, tapping a hotspot should not trigger toggling between normal and full-screen mode (unless you have created a hotspot just for that purpose!)

Streaming

This category contains examples that focus on streaming 360/VR video and/or images over a network connection.

Buffering Indicator

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An example of a buffering indicator for a streaming Orion360 video player.

A buffering indicator tells user that the video player is currently loading or preparing content, and playback will start/continue soon. This way user does not assume that she is supposed to do something more. It also shows that the application is working although nothing else seems to be happening on screen, which is quite important.

While the MinimalVideoStreamPlayer example shows how to listen to buffering events and show/hide the buffering indicator accordingly, this example goes further to implement a buffering indicator that is shown also when the video view itself is being initialized, and that supports switching to VR mode where both left and right eye need their own copy of the indicator widget.

The buffering indicator can be easily realized with an Android progress bar widget. Take a look at the activity_video_player.xml file, which uses a FrameLayout to add an indeterminate progress bar widget on top of the Orion360 view, centered on screen. For VR mode, there is a slightly more complex setup: a horizontal LinearLayout contains two RelativeLayout containers, which each take 50% of the width and set up a centered progress bar widget for left and right eye, respectively. When the buffering indicator needs to be shown, we choose whether to make VR mode or normal indicator visible. Finally, when user toggles between normal and VR mode, we must remember to update the buffering indicator if it is currently visible.

When video is being prepared for playback over the network, it can take a long time before Android MediaPlayer reports that buffering has started. Hence, it is a good idea to show the buffering indicator immediately after changing video URI to OrionTexture - without waiting for the callback that tells that buffering has started. Since the activity can get paused and resumed at any time, and the video playback is usually auto-started when the player activity is resumed, it is often simplest to show the buffering indicator in onResume() and hide it when the playback begins.

Unfortunately, some Android devices have a buggy implementation of video buffering events and the event that tells that buffering has stopped might never come! We have noticed this behavior occasionally when the player is buffering the very beginning of the video. To prevent the buffering indicator for staying on screen forever, you can for example use a simple handler that polls when the video playback has progressed, and thus ensure that the buffering indicator gets always removed when playback begins/continues.

Player State

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An example of observing Orion360 video player's state while streaming video from network.

This example contains a simple Orion360 video player, which streams a video file from network, and prints messages to console. The messages are nothing more than log prints from the various callbacks of OrionVideoTexture.Listener, which you should implement when you want to observe the player's state.

Try modifying the example and make different tests to learn what kind of callbacks you get in different situations:

  • Test with your own video URIs
  • Test with video URIs that do not exist
  • Test without a network connection (disable Wifi and Cellular)
  • Test pausing, playing, seeking, etc.

Sprite

This category contains examples that show how sprites can be used. A sprite is a planar surface that can be added anywhere in the 3D world and bound to a a texture, for example to show an image or a video.

Image Sprite

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An example of using a sprite (a planar surface) for placing an image into a 3D scene.

In this example, a partially transparent PNG image is loaded from file system into a texture, and bound to an OrionSprite object. The sprite can be then bound to an OrionScene to make it part of a 3D world. Sprites can be manipulated by translation, scaling, and rotation operations.

Sprites are very useful as generic image placeholders in a 3D scene, especially when combined with animations.

Video Sprite

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An example of a video sprite within a 360 panorama background.

In this example, an MP4 video stream is played over a network connection into a texture that is bound to an OrionSprite object. The sprite can be then bound to an OrionScene to make it part of a 3D world. Sprites can be manipulated by translation, scaling, and rotation operations.

Sprites are particularly interesting when combined together with 360 panoramas. Here a 360 image is used as a background to create an illusion of a cosy livingroom, and a video sprite is applied for projecting a movie onto the white screen that is part of the 360 background image.

Sprite Layout

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An example demonstrating various sprite layout and scaling options.

In this example, different sprite layout options are covered:

  • Top Left (TL)
  • Top Center (TC)
  • Top Right (TR)
  • Center Left (CL)
  • Center Center (CC)
  • Center Right (CR)
  • Bottom Left (BL)
  • Bottom Center (BC)
  • Bottom Right (BR)

In addition, the scaling modes are presented:

  • Long side
  • Short side
  • Width
  • Height

Finally, cropping can be enabled or disabled. To experiment with the settings, a test sprite with a set of swappable textures are provided with control buttons for altering layout, scale mode and cropping.

Widget

This category contains examples that demonstrate the various built-in and custom widgets for user interaction.

Video Controls

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An example of creating custom video controls.

The MinimalVideoControls example already showed how easy it is to add video controls to Orion360 view with just a couple of lines of code. However, the app developer frequently wants to customize the controls, for example to add a button for toggling video looping, full-screen view, VR mode, or projection. Also the buttons and seekbar look & feel are usually customized to reflect brand colors and style. This example showcases how a custom controller class can be written from scratch.

Typically the custom controls class would be in its own source code file, but here it is placed as an inner class to the player activity to keep the whole example code in one place. The custom controls class uses the same principles for integrating with the video view than Android's own MediaController class: controllable media player is given as a parameter (here OrionVideoTexture), as well as an anchor view for positioniong the controls (container viewgroup from XML layout).

The implementation contains a play/pause button, a seekbar, elapsed and total time labels, an audio mute on/off button, and VR mode button. In addition, a separate title bar is created. All graphical elements are custom made, and interaction is built on top of the available APIs. You will find it easy to further customize and develop this controller for your own needs.

Interactive Hotspots

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An example of a hotspot, an icon that can be selected simply by pointing / looking at it.

This example initializes 4 hotspots ("Start" buttons) at front, back, left & right directions. It dims and pauses the video, and waits for user to trigger start event by interacting with one of the hotspots.

When user looks (moves the center point of the display) close enough to one of the "Start" hotspots, a pre-selection animation begins (enlarge + red line growing to a circle). If the user keeps looking at the "Start" button long enough, it is triggered, video dimming is removed, and playback starts. However, if the user moves away from the "Start" button before the pre-selection animation ends, selection is canceled.

With Orion360 SDK Basic this is a fairly complex example as hotspots need to be created in the application side, but with Orion360 SDK Pro there is a build-in support for hotspots and the example becomes very simple. Performance is also much better.

Polygon

This category contains examples for loading and rendering various 3D polygon objects.

Textured Cube

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An example of loading a textured 3D polygon model and rendering it with Orion360.

Orion360 supports not only spherical images/videos and planar images/videos, but also 3D polygons that can be textured. You can, for example, create a 3D model with the free Blender tool (or any other 3D modeling tool), export your textured model in Wavefront .obj format, add the resulting .obj, .mtl and texture image files to your project's /assets folder, and import the model using OrionPolygon object by simply referencing your .obj file. Just like OrionPanorama, you can bind OrionPolygon to OrionScene and make it part of your 3D world.

This example loads a cube model whose each side is textured with Orion360 test image, and animates it on screen by rotating it around its own axis. The end-user can pan, zoom and rotate the camera as usual.

Orion Figure

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An example of loading an untextured 3D polygon model and rendering it with Orion360 inside a 360 panorama background that also contains a planar video sprite.

This example loads a monoscopic full spherical panorama image that is used only as a background - the image illustrates a situation where user is sitting on a sofa in a cosy livingroom. Creating an environment like this is computationally cheap - the background can be a photograph of a real environment, or a very complex computer generated model that is rendered once with a powerful PC, and then applied to the app simply as a 360 image.

The example also loads a fairly complex (untextured) 3D model, and animates it on screen by rotating it around its own axis. It is placed into the 3D world inside the spherical background image, in a position where it appears to be swinging on top of a footstool. 3D models can be used for making otherwise static backgrounds more lively by creating some movement to the scene.

Finally, the example uses OrionSprite as a planar surface for streaming a planar rectilinear video. The sprite is also placed inside the spherical background image, in a position where the video appears to be projected onto a white screen.

The end-user can pan, zoom and rotate the camera as usual.

Animation

This category contains examples where Orion360's animation framework is used for creating various effects.

Cross-fade

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An example of cross-fading between a panorama image and a panorama video.

In this example, two panoramas are created: one for video and another for a preview image. Initially the video is covered by the image, but gets revealed via cross-fading from image to video. In practice, the cross-fade FX is implemented by adjusting the preview image alpha value from fully opaque to transparent, hence allowing the slightly larger video panorama sphere to become visible.

Orion360 SDK Pro has a powerful animation framework that handles value editing based animations efficiently in the GL thread. The developer needs to select one of supported parameters to be animated, the value range, easing curve, and direction. Optionally a callback can be added to get notified when the animation is finished (and perhaps to clean up or start another animation or action). Notice that with Orion360 SDK Basic, animations need to be performed using Android's animation framework or custom solution from the UI thread, which often results to jerky animation.

Gallery

This category contains examples that demonstrate different types of media gallery implementations. The common goal is to present to the end-user what kind of content is available, allow browsing and selecting a content item, switching to player scene for viewing, and returning back to the gallery. These examples are a bit more complex, almost like mini apps.

Thumbnail Pager

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An example of a simple video gallery using a thumbnail pager style.

This example creates a gallery of video items by scanning a specific directory in the file system, creates a thumbnail for each video item, and then presents them in a cosy living-room like environment using pager style navigation: one thumbnail is visible at a time, and end-user can either select it for playback or navigate to next/previous item.

Pros:

  • Scalability: pager style navigation scales in theory indefinetly
  • Efficiency: runs well on low-end devices with weak CPU and small amount of memory
  • Usability: end-user does not need to turn around to browse the gallery
  • Visuality: looks good even if there is only a few items; allows using large size thumbnails

Cons:

  • Scalability: not really suitable for multi-level (hierarchical) navitation
  • Efficiency: Slow to navigate; practical for only a small amount of content (1-10 items)
  • Usability: Only one item is in view at a time; difficult to get an overview of available content

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