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Cardboard VR Projects for Android

You're reading from   Cardboard VR Projects for Android Develop mobile virtual reality apps using the native Google Cardboard SDK for Android

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Product type Paperback
Published in May 2016
Publisher
ISBN-13 9781785887871
Length 386 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Matt Schoen Matt Schoen
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Matt Schoen
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Table of Contents (11) Chapters Close

Preface 1. Virtual Reality for Everyone FREE CHAPTER 2. The Skeleton Cardboard Project 3. Cardboard Box 4. Launcher Lobby 5. RenderBox Engine 6. Solar System 7. 360-Degree Gallery 8. 3D Model Viewer 9. Music Visualizer Index

Using a virtual screen


In virtual reality, the space you are looking into is bigger than what is on the screen at a given time. The screen is like a viewport into the virtual space. In this project, we're not calculating 3D views and clipping planes, and we're constraining the head motion to left/right yaw rotation.

You can think of the visible space as the inside surface of a cylinder, with your head at the center. As you rotate your head, a portion of the unraveled cylinder is displayed on the screen.

The height of the virtual screen in pixels is the same as the physical device.

We need to calculate the virtual width. One way to do this, for example, would be to figure out the number of pixels in one degree of head rotation. Then, the width of a full rotation would be pixels per degree * 360.

We can easily find the physical width of the display in pixels. In fact, we already found it in onLayout as the viewWidth variable. Alternatively, it can be retrieved from the Cardboard SDK call:

    ScreenParams...
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