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Support Multiple Targets #3

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geovie opened this issue Jul 26, 2017 · 2 comments
Open
3 tasks

Support Multiple Targets #3

geovie opened this issue Jul 26, 2017 · 2 comments

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@geovie
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geovie commented Jul 26, 2017

Currently only one single target can be used. To implement the functionality to use several different targets the following steps are necessary

  • Create a TargetActor which represents the target and can contain content
  • Move the target related functions in CFVuforiaActorComponent to this new actor
  • Depending on the trackable that was detected, show the content of the corresponding TargetActor and move the camera relatively to the TargetActor's position
@valake
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valake commented Jul 27, 2017

Sure, it is easy to add a detecting target name. You have to do add
in CFVuforiaActor.cpp after 146 linie:
TargetName = trackable.getName();

in CFVuforiaActor.h in public section
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Vuforia") FString TargetName;

And in effect you can put the node 'get TargetName' and compare it to your prefer name.
In next step you can make own database on vuforia sdk website, download and put it in plugins/CFVuforia/Assets and change the name in CFVuforiaActorComponent.cpp. In effect you got own, individual markers, which are specific by boolean variables.

@elitap
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elitap commented Jul 28, 2017

Thank you for your help @valake, cool idea that defenitely works. Just send us a pull request :-)
The solution that @geovie ment, was more a visual one. To have a plane with the targert rendered on (the TargertActor), which has its own content as a child on it. I think having a representation of the target visible in the scene is easyer to understand for users that are not so familiar with AR and in order to suppuort multi target tracking (or any other form of object tracking) in a further step, different TargetActors will be necessary :-)

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