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Xamarin.Forms Projects

You're reading from   Xamarin.Forms Projects Build multiplatform mobile apps and a game from scratch using C# and Visual Studio 2019

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781839210051
Length 504 pages
Edition 2nd Edition
Languages
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Authors (2):
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 Hindrikes Hindrikes
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Hindrikes
 Karlsson Karlsson
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Karlsson
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Xamarin 2. Building Our First Xamarin.Forms App FREE CHAPTER 3. Building a News App Using Xamarin.Forms Shell 4. A Matchmaking App with a Rich UX Using Animations 5. Building a Photo Gallery App Using CollectionView and CarouselView 6. Building a Location Tracking App Using GPS and Maps 7. Building a Weather App for Multiple Form Factors 8. Setting Up a Backend for a Chat App Using Azure Services 9. Building a Real-Time Chat Application 10. Creating an Augmented Reality Game 11. Hot Dog or Not Hot Dog Using Machine Learning 12. Other Books You May Enjoy

Defining the PlaneNode class

In Urho, you work with scenes that contain a tree of nodes. A node can be just about anything in the game, such as a renderer, a sound player, or simply a placeholder for subnodes.

As we talked about earlier when discussing AR fundamentals, planes are a common entity that is shared between the platforms. We need to create a common ground that represents a plane, which we can do by extending an Urho node. The position and the rotation will be tracked by the node itself, but we need to add a property to track the origin and the size of the plane, expressed by ARKit and ARCore as the extent of the plane.

We will add this class now and put it to use when we implement the AR-related code on each platform. The code to do this is straightforward, and can be set up by going through the following steps:

  1. In the WhackABox project root, create a new file called PlaneNode.cs.
  2. Add the following implementation of the class:
using Urho;

namespace WhackABox...
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