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Khamisi Kibet

Khamisi Kibet

Software Developer

I am a computer scientist, software developer, and YouTuber, as well as the developer of this website, spinncode.com. I create content to help others learn and grow in the field of software development.

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7 Months ago | 59 views

**Integrating Augmented Reality with Qt: AR-Based Museum Exhibit** Introduction ------------ This article presents a solution for integrating augmented reality (AR) with Qt, specifically using the Qt for Android and Qt for iOS modules. We'll create an AR-based museum exhibit application using Qt Quick and the Android and iOS ARKit and ARCore frameworks. **Project Setup** Before we dive into the code, make sure to have the following setup: * Qt 6.4 or later * Qt for Android and/or Qt for iOS * Android NDK (for Android) or Xcode (for iOS) * Android Studio (for Android) or Xcode (for iOS) First, create a new Qt Quick project in Qt Creator: ```bash qt6-creator ``` Then, select "Qt Quick Application" and choose a project name. In this example, we'll use "AR_Museum_Exhibit". **AR Frameworks** We'll use the ARKit and ARCore frameworks for iOS and Android, respectively. These frameworks provide the necessary functionality for creating AR experiences. **Android (ARCore)** In the project directory, create a new directory called `android` and add the following files: * `AndroidManifest.xml` * `build.gradle` * `src/main/java/com/example/ar_museum_exhibit/MainActivity.java` In `AndroidManifest.xml`, add the necessary permissions and features for ARCore: ```xml <uses-permission android:name="android.permission.CAMERA" /> <uses-feature android:name="android.hardware.camera.ar" required="true" /> ``` In `build.gradle`, add the ARCore dependency: ```groovy dependencies { implementation 'com.google.ar:core:1.33.0' } ``` In `MainActivity.java`, add the ARCore initialization code: ```java import com.google.ar.core.Frame; import com.google.ar.core.Session; public class MainActivity extends QtActivity { private Session session; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Initialize ARCore session session = new Session(this); } @Override protected void onResume() { super.onResume(); // Configure ARCore session Config config = new Config(session); config.setLightEstimationMode(Config.LightEstimationMode.ENVIRONMENTAL); config.setPlaneFindingMode(Config.PlaneFindingMode.HORIZONTAL); session.configure(config); } @Override protected void onPause() { super.onPause(); // Stop ARCore session session.pause(); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { super.onSurfaceChanged(gl, width, height); // Update ARCore session session.update(); } @Override public boolean onTouchEvent(MotionEvent event) { // Handle touch events for ARCore session.handleTapEvent(event); return super.onTouchEvent(event); } } ``` **iOS (ARKit)** In the project directory, create a new directory called `ios` and add the following files: * `AR_Museum_Exhibit-Bridging-Header.h` * `ARDisplayController.mm` * `ARDetallesController.mm` In `AR_Museum_Exhibit-Bridging-Header.h`, add the necessary ARKit imports: ```objectivec #import <ARKit/ARKit.h> ``` In `ARDisplayController.mm`, add the ARKit initialization code: ```objectivec #import "ARDisplayController.h" @implementation ARDisplayController - (void)viewDidLoad { [super viewDidLoad]; // Initialize ARKit session self.session = [[ARSession alloc] init]; self.session.delegate = self; // Configure ARKit session ARWorldTrackingConfiguration *configuration = [[ARWorldTrackingConfiguration alloc] init]; configuration.planeDetection = ARPlaneDetectionHorizontal; configuration.lightEstimationEnabled = YES; [self.session runWithConfiguration:configuration]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; // Stop ARKit session [self.session pause]; } - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { // Handle touch events for ARKit [self.session handleTapEvent:event]; } @end ``` **Qt Quick Code** Now that we have the AR frameworks set up, we can create the Qt Quick UI. In the `main.qml` file, add the following code: ```qml import QtQuick 2.15 import QtQuick.Controls 2.15 import QtQuick.Layouts 1.15 import QtQuick.Shapes 1.15 import QtLocation 5.15 import QtPositioning 5.15 ApplicationWindow { id: window visible: true width: 400 height: 600 // AR view Item { id: arView anchors.fill: parent // ARKit/ARCore view AndroidView { id: androidView visible: Qt.platform.os === "android" anchors.fill: parent } ARView { id: arkitView visible: Qt.platform.os === "ios" anchors.fill: parent } } // Overlays Rectangle { id: overlay anchors.fill: parent color: "black" opacity: 0.5 } Text { id: infoText anchors.centerIn: parent text: "Point your camera at a surface to detect planes." color: "white" } } ``` **Conclusion** In this article, we integrated augmented reality with Qt using the ARKit and ARCore frameworks for iOS and Android, respectively. We created an AR-based museum exhibit application using Qt Quick and presented a basic UI with an AR view and overlays. You can build upon this code by adding more features, such as 3D models, audio guides, and interactions.
Daily Tip

Integrating Augmented Reality with Qt

**Integrating Augmented Reality with Qt: AR-Based Museum Exhibit** Introduction ------------ This article presents a solution for integrating augmented reality (AR) with Qt, specifically using the Qt for Android and Qt for iOS modules. We'll create an AR-based museum exhibit application using Qt Quick and the Android and iOS ARKit and ARCore frameworks. **Project Setup** Before we dive into the code, make sure to have the following setup: * Qt 6.4 or later * Qt for Android and/or Qt for iOS * Android NDK (for Android) or Xcode (for iOS) * Android Studio (for Android) or Xcode (for iOS) First, create a new Qt Quick project in Qt Creator: ```bash qt6-creator ``` Then, select "Qt Quick Application" and choose a project name. In this example, we'll use "AR_Museum_Exhibit". **AR Frameworks** We'll use the ARKit and ARCore frameworks for iOS and Android, respectively. These frameworks provide the necessary functionality for creating AR experiences. **Android (ARCore)** In the project directory, create a new directory called `android` and add the following files: * `AndroidManifest.xml` * `build.gradle` * `src/main/java/com/example/ar_museum_exhibit/MainActivity.java` In `AndroidManifest.xml`, add the necessary permissions and features for ARCore: ```xml <uses-permission android:name="android.permission.CAMERA" /> <uses-feature android:name="android.hardware.camera.ar" required="true" /> ``` In `build.gradle`, add the ARCore dependency: ```groovy dependencies { implementation 'com.google.ar:core:1.33.0' } ``` In `MainActivity.java`, add the ARCore initialization code: ```java import com.google.ar.core.Frame; import com.google.ar.core.Session; public class MainActivity extends QtActivity { private Session session; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Initialize ARCore session session = new Session(this); } @Override protected void onResume() { super.onResume(); // Configure ARCore session Config config = new Config(session); config.setLightEstimationMode(Config.LightEstimationMode.ENVIRONMENTAL); config.setPlaneFindingMode(Config.PlaneFindingMode.HORIZONTAL); session.configure(config); } @Override protected void onPause() { super.onPause(); // Stop ARCore session session.pause(); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { super.onSurfaceChanged(gl, width, height); // Update ARCore session session.update(); } @Override public boolean onTouchEvent(MotionEvent event) { // Handle touch events for ARCore session.handleTapEvent(event); return super.onTouchEvent(event); } } ``` **iOS (ARKit)** In the project directory, create a new directory called `ios` and add the following files: * `AR_Museum_Exhibit-Bridging-Header.h` * `ARDisplayController.mm` * `ARDetallesController.mm` In `AR_Museum_Exhibit-Bridging-Header.h`, add the necessary ARKit imports: ```objectivec #import <ARKit/ARKit.h> ``` In `ARDisplayController.mm`, add the ARKit initialization code: ```objectivec #import "ARDisplayController.h" @implementation ARDisplayController - (void)viewDidLoad { [super viewDidLoad]; // Initialize ARKit session self.session = [[ARSession alloc] init]; self.session.delegate = self; // Configure ARKit session ARWorldTrackingConfiguration *configuration = [[ARWorldTrackingConfiguration alloc] init]; configuration.planeDetection = ARPlaneDetectionHorizontal; configuration.lightEstimationEnabled = YES; [self.session runWithConfiguration:configuration]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; // Stop ARKit session [self.session pause]; } - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { // Handle touch events for ARKit [self.session handleTapEvent:event]; } @end ``` **Qt Quick Code** Now that we have the AR frameworks set up, we can create the Qt Quick UI. In the `main.qml` file, add the following code: ```qml import QtQuick 2.15 import QtQuick.Controls 2.15 import QtQuick.Layouts 1.15 import QtQuick.Shapes 1.15 import QtLocation 5.15 import QtPositioning 5.15 ApplicationWindow { id: window visible: true width: 400 height: 600 // AR view Item { id: arView anchors.fill: parent // ARKit/ARCore view AndroidView { id: androidView visible: Qt.platform.os === "android" anchors.fill: parent } ARView { id: arkitView visible: Qt.platform.os === "ios" anchors.fill: parent } } // Overlays Rectangle { id: overlay anchors.fill: parent color: "black" opacity: 0.5 } Text { id: infoText anchors.centerIn: parent text: "Point your camera at a surface to detect planes." color: "white" } } ``` **Conclusion** In this article, we integrated augmented reality with Qt using the ARKit and ARCore frameworks for iOS and Android, respectively. We created an AR-based museum exhibit application using Qt Quick and presented a basic UI with an AR view and overlays. You can build upon this code by adding more features, such as 3D models, audio guides, and interactions.

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