How to use

In this section we will discuss how you can use ApertusVR's main features from Android and Java

Overview

The wrapper classes are placed in the org.apertusvr package. For each ApertusVR entity type there's a corresponding Java wrapper class. Also there are a wrapper classes for the manager classes (e.g. ape::EventManager, ape::SceneManager)and ape::Event and there are several supporting classes (e.g. apeColor, apeVector3). To be able to cast the interfaces, we ha a builder Java interface (apeBuilder) too.

Event connection

Just like using the C++ interface, the user can connect to various events (fired by ApertusVR) from Java code. To do that, we need to implement the apeEventCallback function:

class MyEventCallback implements apeEventCallback {
    @Override
    public void onEvent(apeEvent event) {
        // do sth with event
    }
}

We also have to create an instance of the MyEventCallback class, e.g.

MyEventCallback eventCallback = new MyEventCallback();

After instantiation, the connection works simply with the usage of apeManager's connectEvent(...) function. E.g., to be able to listen NODE events, just type:

apeEventManager.connectEvent(apeEvent.Group.NODE, eventCallback);

To get an insight of what actually happens here, let us discuss the details! When the user connects an event, the apeEventManager (which is a static class) puts this eventCallback into a map:

private static Map<apeEvent.Group, LinkedList<apeEventCallback>> mEventMap

The app developer also creates a FrameCallback class, which implements Android's built in Choreographer.FrameCallback. Like in the following code block:

class FrameCallback implements Choreographer.FrameCallback {
        @Override
        public void doFrame(long frameTimeNanos) {
            choreographer.postFrameCallback(this);
            
            if (apeSystem.isRunning()) {
                ApertusJNI.processEventDoubleQueue();
            }
        }
    }

This will parse all the events fired in the C++ side, during the last frame. The ApertusJNI member function called processEventDoubleQueue() is a JNI-function, which calls back to Java with apeEventManager's fireEvent() function, which will call the onEvent(apeEvent) function of our apeEventCallback implementation, if its instance is connected to the event's group (so the implementation object can be found under the apeEvent.Group.NODE key in the map).

Entity wrappers

As it was written before, for each entity class in ApertusVR we have a corresponding Java class. The member functions and the class hierarchies on the Java side are the same, as they are on the C++ side. Therefore the API does not differ much, but there are tiny differences between the two. We will go through everything you need, to use ApertusVR entities from Java.

Getting access to entities

In C++, knowing the entity's name, we ask the ape::ISceneManager to give us a weak pointer. Then we use the lock() function to access it. After calling lock(), we can also cast the resulted shared_ptr to the proper type (ape::Entity::Type), if we know what the entity's type should be. When using ApertusVR from Java, we just use the interface's constructor to get access to an entity, then we check with the isValid() function, that we can actually lock it in C++.

E.g. assume, that we want to access an apeFileGeometry entity we know about, with the name of "FooBar", and our goal is to query its OwnerID. The procedure goes something like on the following code example:

String fooBarName = "FooBar";
apeFileGeometry fooBarGeometry = new apeFileGeometry(fooBarName);

if (fooBarGeometry.isValid()) {
    String ownerID = fooBarGeometry.getOwnerID();
}

The following figure summarizes the procedure executed in the background:

This is the way in 90% of the cases. However, what if we don't know already the type of the entity, and only its name is given. In this case, we can use the apeSceneManager interface:

String fooBarName = "FooBar";
apeEntity fooBarEntity = apeSceneManager.getEntity(fooBarName);

if (fooBarEntity != null && fooBarEntity.isValid()) {
    apeEntity.Type fooBarType = fooBarEntity.getType();
    
    if (fooBarType == apeEntity.Type.GEOMETRY_FILE) {
        apeFileGeometry fooBarGeometry = new apeFileGeometry(fooBarName);
        // ...
    }
}

Creating an entity

The next question is, how can we create entities in Java? Easy. Just use the apeSceneManager interface!:

String fooBarName = "FooBar";
apeEntity.Type fooBarType = apeEntity.Type.GEOMETRY_FILE;
boolean fooBarIsReplicate = false;
String fooBarOwner = "FooBarOwner";

apeEntity fooBarEntity = apeSceneManager.createEntity(
    fooBarName, fooBarType, fooBarIsReplicate, fooBarOwner);

Okay, then how do we cast it to our needs? We wanted apeFileGeometry interface, not apeEntity. This is where the apeBuilder interface come in! The apeEntity abstract class has a member function called cast:

public <apeType extends apeEntity> apeType cast(apeBuilder<apeType> builder)

Providing a proper builder class (which implements the apeBuilder interface), we can cast our apeEntity to any given type extended from it. In the example, we just type:

apeFileGeometry fooBarGeometry =  Objects.requireNonNull(
        apeSceneManager.createEntity(
            fooBarName,
            fooBarType,
            fooBarIsReplicate,
            fooBarOwner))
            .cast(new apeFileGeometry.FileGeometryBuilder());

Or an alternative way is to instance an other apeFileGeometry entity with the apeEntity's name you got from apeSceneManager (like you saw it in the former sub-subsection).

Deleting entities

Deleting an entity in Java is the same as in C++, an example is presented below:

String entityName = "FooBar";
apeSceneManager.deleteEntity(entityName);

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