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パッケージ詳細v0.0.3

ar_flutter_plugin_2

このプラグインは、元のAR Flutterプラグインが2022年以来更新されていなかったため、フォークされたものです。

AndroidiOS
30日間ダウンロード
332
いいね数
17
Pub ポイント
110

パッケージをインストール

flutter pub add ar_flutter_plugin_2

パッケージ概要

公開情報に基づく選定ガイドです。参考としてご利用ください。

ar_flutter_plugin_2 は、Android および iOS の Flutter アプリで拡張現実体験を構築するために設計された、元の AR Flutter プラグインのメンテナンスされたフォークです。このプラグインは、元のプラグインに更新が行われていないという欠点を補い、最新の Flutter バージョンとの継続的な互換性とサポートを提供しています。このパッケージにより、開発者は 3D モデルのレンダリングやカメラベースのインタラクションなどの AR 機能をアプリに統合できます。ARCore(Android)および ARKit(iOS)といったネイティブな AR フレームワークを利用することで、滑らかなパフォーマンスとデバイス固有の AR 機能へのアクセスを確保しています。

用途

  • AR製品プレビューの構築
  • インタラクティブな教育アプリの作成
  • 3Dオブジェクトを活用したゲーム体験の開発
  • 小売アプリでの仮想試着の有効化

主な機能

  • ARCore および ARKit をサポートしています
  • リアルタイム3Dモデルレンダリング
  • ARシーン用のカメラ統合
  • 定期的な更新とメンテナンス
  • クロスプラットフォームAR開発

適している対象

  • AR機能を求めるFlutter開発者
  • 現実の環境に3Dオブジェクトを配置する必要があるアプリ
  • 最新のARサポートが必要なプロジェクト

注意事項

  • AR対応の互換デバイスが必要
  • Android および iOS プラットフォームに限定
  • 複雑なARインタラクションには追加のセットアップが必要になる場合があります

元の README

関連するソースリポジトリの README 原文のスナップショットです。最新の内容はリポジトリをご覧ください。

ar_flutter_plugin_2

pub package

This version is a direct adaptation of the original ar_flutter_plugin (https://pub.dev/packages/ar_flutter_plugin), migrating the Android component from Sceneform to sceneview_android, enabling the use of animated models.
This fork was created because the original plugin had not been updated since 2022.

➡ Changes include an update to the AR Core endpoint, a gradle upgrade, and compatibility with FlutterFlow.
➡ Migration has been done from sceneform to sceneview_android with the help of Cursor (Ai editor) so maybe some parts are not fully correct (Any contribution is welcome)

❤️ I invite you to collaborate and contribute to the improvement of this plugin.
To contribute code and discuss ideas, create a pull request, open an issue, or start a discussion.

Fluterflow demo app

You can find a complete example running on FlutterFlow here :
https://app.flutterflow.io/project/a-r-flutter-lib-ipqw3k
Installing

Add the Flutter package to your project by running:

flutter pub add ar_flutter_plugin_2

Or manually add this to your pubspec.yaml file (and run flutter pub get):

dependencies:
  ar_flutter_plugin_2: ^0.0.3

Or in FlutterFlow :

Simply add :
ar_flutter_plugin_2: ^0.0.3
in pubspecs dependencies of your widget.
Importing

Add this to your code:

import 'package:ar_flutter_plugin_2/ar_flutter_plugin.dart';

IOS Permissions

  • To prevent your application from crashing when launching augmented reality on iOS, you need to add the following permission to the Info.plist file (located under ios/Runner) :

    <key>NSCameraUsageDescription</key>
    <string>This application requires camera access for augmented reality functionality.</string>
    
    

If you're using FlutterFlow, go to "App Settings" > "Permissions"
For the "Camera" line, toggle the switch to "On" and add the description :
"This application requires access to the camera to enable augmented reality features."


If you have problems with permissions on iOS (e.g. with the camera view not showing up even though camera access is allowed), add this to the podfile of your app's ios directory:

  post_install do |installer|
    installer.pods_project.targets.each do |target|
      flutter_additional_ios_build_settings(target)
      target.build_configurations.each do |config|
        # Additional configuration options could already be set here

        # BEGINNING OF WHAT YOU SHOULD ADD
        config.build_settings['GCC_PREPROCESSOR_DEFINITIONS'] ||= [
          '$(inherited)',

          ## dart: PermissionGroup.camera
          'PERMISSION_CAMERA=1',

          ## dart: PermissionGroup.photos
          'PERMISSION_PHOTOS=1',

          ## dart: [PermissionGroup.location, PermissionGroup.locationAlways, PermissionGroup.locationWhenInUse]
          'PERMISSION_LOCATION=1',

          ## dart: PermissionGroup.sensors
          'PERMISSION_SENSORS=1',

          ## dart: PermissionGroup.bluetooth
          'PERMISSION_BLUETOOTH=1',

          # add additional permission groups if required
        ]
        # END OF WHAT YOU SHOULD ADD
      end
    end
  end

In FlutterFlow :

Unfortunately, at this stage, it is not possible to carry out the procedure above within FlutterFlow.
Therefore, it is necessary to publish your project with github and make the modifications manually.
And then publish wih Github selected in Deployment Sources :
FlutterFlow Publish from Github
Example Applications
Example Name Description Link to Code
Debug Options Simple AR scene with toggles to visualize the world origin, feature points and tracked planes Debug Options Code
Local & Online Objects AR scene with buttons to place GLTF objects from the flutter asset folders, GLB objects from the internet, or a GLB object from the app's Documents directory at a given position, rotation and scale. Additional buttons allow to modify scale, position and orientation with regard to the world origin after objects have been placed. Local & Online Objects Code
Objects & Anchors on Planes AR Scene in which tapping on a plane creates an anchor with a 3D model attached to it Objects & Anchors on Planes Code
Object Transformation Gestures Same as Objects & Anchors on Planes example, but objects can be panned and rotated using gestures after being placed Objects Gestures
Screenshots Same as Objects & Anchors on Planes Example, but the snapshot function is used to take screenshots of the AR Scene Screenshots Code
Cloud Anchors AR Scene in which objects can be placed, uploaded and downloaded, thus creating an interactive AR experience that can be shared between multiple devices. Currently, the example allows to upload the last placed object along with its anchor and download all anchors within a radius of 100m along with all the attached objects (independent of which device originally placed the objects). As sharing the objects is done by using the Google Cloud Anchor Service and Firebase, this requires some additional setup, please read Getting Started with cloud anchors Cloud Anchors Code
External Object Management Similar to the Cloud Anchors example, but contains UI to choose between different models. Rather than being hard-coded, an external database (Firestore) is used to manage the available models. As sharing the objects is done by using the Google Cloud Anchor Service and Firebase, this requires some additional setup, please read Getting Started with cloud anchors. Also make sure that in your Firestore database, the collection "models" contains some entries with the fields "name", "image", and "uri", where "uri" points to the raw file of a model in GLB format External Model Management Code

Plugin Architecture

This is a rough sketch of the architecture the plugin implements:

ar_plugin_architecture

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依存関係

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