How to change ARKit node to something different - ios

I need some help to implement a custom node into my ARKit scene. I am using ARSCNFaceGeometry for a mask node to move around. I need some help to implement a custom image or a node rather than using Apple's mask node. Thank you for your help.
var maskNode: Mask?
override func viewDidLoad() {
super.viewDidLoad()
self.sceneView.backgroundColor = .clear
self.sceneView.scene = SCNScene()
self.sceneView.rendersContinuously = true
if let device = MTLCreateSystemDefaultDevice(),
let geo = ARSCNFaceGeometry(device: device) {
self.maskNode = Mask(geometry: geo)
self.sceneView.scene?.rootNode.addChildNode(self.maskNode!)
self.maskNode?.position = SCNVector3(x: 0.0, y: 0.0, z: 0.0)
self.maskNode?.isHidden = true
}
let config = ARFaceTrackingConfiguration()
config.worldAlignment = .gravity
session.delegate = self
session.run(config, options: [])
self.updateUI()
}
Mask:
class Mask: SCNNode, VirtualFaceContent {
init(geometry: ARSCNFaceGeometry) {
let material = SCNMaterial()
material.diffuse.contents = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
geometry.firstMaterial = material
super.init()
self.geometry = geometry
}
required init?(coder aDecoder: NSCoder) {
fatalError("\(#function) has not been implemented")
}
// MARK: VirtualFaceContent
/// - Tag: SCNFaceGeometryUpdate
func update(withFaceAnchor anchor: ARFaceAnchor) {
let faceGeometry = geometry as! ARSCNFaceGeometry
faceGeometry.update(from: anchor.geometry)
}
}
VirtualFaceContent:
protocol VirtualFaceContent {
func update(withFaceAnchor: ARFaceAnchor)
}
typealias VirtualFaceNode = VirtualFaceContent & SCNNode
// MARK: Loading Content
func loadedContentForAsset(named resourceName: String) -> SCNNode {
let url = Bundle.main.url(forResource: resourceName, withExtension: "scn", subdirectory: "Models.scnassets")!
let node = SCNReferenceNode(url: url)!
node.load()
return node
}

You can use renderer(node: for anchor:). Guard check if the anchor is an ARFaceAnchor and then assign your custom geometry to that node. You can also just add your custom node to the node ARKit added for the anchor, up to you.

Related

Why isn't my ARKit Video showing in app view

I have an ARKit that recognises two different tracking images
Vuforia and Tracker
It works when I have a different .scn for each tracker, and it hops between the two.
I am trying to get the Tracker image to overlay a video player,
I have tried everything I can think of but am now stuck.
I have checked all the file names and links, but think I must be missing something to get the video player to fire up.
Help!
import UIKit
import SceneKit
import ARKit
class ThirdViewController: UIViewController, ARSCNViewDelegate {
#IBOutlet var sceneView: ARSCNView!
let exampleVideoPlayer: AVPlayer = {
//load example video from bundle
guard let url = Bundle.main.url(forResource: "homer video", withExtension: "mov", subdirectory: "AR.scnassets") else {
print("Could not find video file")
return AVPlayer()
}
return AVPlayer(url: url)
}()
var FreemensNode: SCNNode?
var VideoNode: SCNNode?
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
sceneView.autoenablesDefaultLighting = true
let FreemensScene = SCNScene(named: "AR.scnassets/Freemens.scn")
let VideoScene = SCNScene(named: "AR.scnassets/Video.scn")
FreemensNode = FreemensScene?.rootNode
VideoNode = VideoScene?.rootNode
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARImageTrackingConfiguration()
if let trackingImages = ARReferenceImage.referenceImages(inGroupNamed: "Photos", bundle: Bundle.main){
configuration.trackingImages = trackingImages
configuration.maximumNumberOfTrackedImages = 2
}
// Run the view's session
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
// MARK: - ARSCNViewDelegate
public func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let node = SCNNode()
if let imageAnchor = anchor as? ARImageAnchor {
// Create a plane
let plane = SCNPlane(width: imageAnchor.referenceImage.physicalSize.width, height: imageAnchor.referenceImage.physicalSize.height)
if imageAnchor.referenceImage.name == "Tracker" {
// Set AVPlayer as the plane's texture and play
plane.firstMaterial?.diffuse.contents = self.exampleVideoPlayer
self.exampleVideoPlayer.play()
} else if imageAnchor.referenceImage.name == "Vuforia" {
plane.firstMaterial?.diffuse.contents = UIColor(white: 1, alpha: 0.0)
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles.x = -.pi / 2
node.addChildNode(planeNode)
}
var shapeNode: SCNNode?
switch imageAnchor.referenceImage.name {
case ArItem.Freemens.rawValue :
shapeNode = FreemensNode
case ArItem.Video.rawValue :
shapeNode = VideoNode
default:
break
}
if imageAnchor.referenceImage.name == "Vuforia" {
shapeNode = FreemensNode
} else if imageAnchor.referenceImage.name == "Tracker"{
shapeNode = VideoNode
}
guard let shape = shapeNode else { return nil}
node.addChildNode(shape)
}
return node
}
enum ArItem : String {
case Freemens = "Freemens"
case Video = "Video"
}
}
full page code here
import UIKit
import SceneKit
import ARKit
class ThirdViewController: UIViewController, ARSCNViewDelegate {
#IBOutlet var sceneView: ARSCNView!
var FreemensNode: SCNNode?
var VideoNode: SCNNode?
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
sceneView.autoenablesDefaultLighting = true
let FreemensScene = SCNScene(named: "ar.scnassets/Freemens.scn")
let VideoScene = SCNScene(named: "ar.scnassets/Video.scn")
FreemensNode = FreemensScene?.rootNode
VideoNode = VideoScene?.rootNode
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARImageTrackingConfiguration()
if let trackingImages = ARReferenceImage.referenceImages(inGroupNamed: "Photos", bundle: Bundle.main){
configuration.trackingImages = trackingImages
configuration.maximumNumberOfTrackedImages = 2
}
// Run the view's session
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
// MARK: - ARSCNViewDelegate
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let node = SCNNode()
if let imageAnchor = anchor as? ARImageAnchor {
if let fileString = Bundle.main.path(forResource: "black", ofType: "mp4") {
let videoItem = AVPlayerItem(url: URL(fileURLWithPath: fileString))
let player = AVPlayer(playerItem: videoItem)
//initialize video node with avplayer
let videoNode = SKVideoNode(avPlayer: player)
player.play()
// add observer when our player.currentItem finishes player, then start playing from the beginning
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: nil) { (notification) in
player.seek(to: CMTime.zero)
player.play()
print("Looping Video")
}
// set the size (just a rough one will do)
let videoScene = SKScene(size: CGSize(width: 480, height: 360))
// center our video to the size of our video scene
videoNode.position = CGPoint(x: videoScene.size.width / 2, y: videoScene.size.height / 2)
// invert our video so it does not look upside down
videoNode.yScale = -1.0
// add the video to our scene
videoScene.addChild(videoNode)
// Create a plane
let plane = SCNPlane(width: imageAnchor.referenceImage.physicalSize.width, height: imageAnchor.referenceImage.physicalSize.height)
if imageAnchor.referenceImage.name == "Tracker" {
// Set AVPlayer as the plane's texture and play
plane.firstMaterial?.diffuse.contents = videoScene
} else if imageAnchor.referenceImage.name == "Vuforia" {
plane.firstMaterial?.diffuse.contents = UIColor(white: 1, alpha: 0.0)
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles.x = -.pi / 2
node.addChildNode(planeNode)
}
var shapeNode: SCNNode?
switch imageAnchor.referenceImage.name {
case ArItem.Freemens.rawValue :
shapeNode = FreemensNode
case ArItem.Video.rawValue :
shapeNode = VideoNode
default:
break
}
if imageAnchor.referenceImage.name == "Vuforia" {
shapeNode = FreemensNode
} else if imageAnchor.referenceImage.name == "Tracker"{
shapeNode = VideoNode
}
guard let shape = shapeNode else { return nil}
node.addChildNode(shape)
}
return node
}
enum ArItem : String {
case Freemens = "Freemens"
case Video = "Video"
}
}
}
I've had success with this code
// setup AV player & create SKVideoNode from avPlayer
let videoURL = URL(fileURLWithPath: Bundle.main.path(forResource: videoAssetName, ofType: videoAssetExtension)!)
let player = AVPlayer(url: videoURL)
player.actionAtItemEnd = .none
videoPlayerNode = SKVideoNode(avPlayer: player)
// setup player
let skSceneSize = orientation == .horizontal ? CGSize(width: 1280, height: 720) : CGSize(width: 406, height: 720)
let skScene = SKScene(size: skSceneSize)
skScene.addChild(videoPlayerNode)
videoPlayerNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
videoPlayerNode.size = skScene.size
let scnPlaneSize : [String : CGFloat] = orientation == .horizontal ? ["width": 0.9, "height": 0.5063] : ["width": 0.5063, "height": 0.9]
let videoPlane = SCNPlane(width: scnPlaneSize["width"]!, height: scnPlaneSize["height"]!)
videoPlane.firstMaterial?.diffuse.contents = skScene
videoPlane.firstMaterial?.isDoubleSided = true
let videoPlaneNode = SCNNode(geometry: videoPlane)
node.addChildNode(videoPlaneNode)
// setup node to auto remove itself upon completion
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: nil, using: { (_) in
DispatchQueue.main.async {
if self.debug { NSLog("video completed") }
// do something when the video ends
}
})
// play the video node
videoPlayerNode.play()

Using Multiple AR Image Anchors to display dynamic 3D Overlay

I'm working on a project wherein we have to detect a certain number of custom QR codes (as ARImageAnchors) and then using the position of these anchors to dynamically display a 3D overlay. To be exact, we are planning to dynamically display a 3D model of human anatomy over the anchors which will be placed on a mannequin. For example, the mannequin we are placing the QR codes on is smaller or bigger than the default size of the 3D model, we would like it to adapt based on the distances between the images. Below is the sample code I'm thinking of working off from (source: https://www.appcoda.com/arkit-image-recognition/).
import UIKit
import ARKit
class ViewController: UIViewController {
#IBOutlet weak var sceneView: ARSCNView!
#IBOutlet weak var label: UILabel!
let fadeDuration: TimeInterval = 0.3
let rotateDuration: TimeInterval = 3
let waitDuration: TimeInterval = 0.5
lazy var fadeAndSpinAction: SCNAction = {
return .sequence([
.fadeIn(duration: fadeDuration),
.rotateBy(x: 0, y: 0, z: CGFloat.pi * 360 / 180, duration: rotateDuration),
.wait(duration: waitDuration),
.fadeOut(duration: fadeDuration)
])
}()
lazy var fadeAction: SCNAction = {
return .sequence([
.fadeOpacity(by: 0.8, duration: fadeDuration),
.wait(duration: waitDuration),
.fadeOut(duration: fadeDuration)
])
}()
lazy var treeNode: SCNNode = {
guard let scene = SCNScene(named: "tree.scn"),
let node = scene.rootNode.childNode(withName: "tree", recursively: false) else { return SCNNode() }
let scaleFactor = 0.005
node.scale = SCNVector3(scaleFactor, scaleFactor, scaleFactor)
node.eulerAngles.x = -.pi / 2
return node
}()
lazy var bookNode: SCNNode = {
guard let scene = SCNScene(named: "book.scn"),
let node = scene.rootNode.childNode(withName: "book", recursively: false) else { return SCNNode() }
let scaleFactor = 0.1
node.scale = SCNVector3(scaleFactor, scaleFactor, scaleFactor)
return node
}()
lazy var mountainNode: SCNNode = {
guard let scene = SCNScene(named: "mountain.scn"),
let node = scene.rootNode.childNode(withName: "mountain", recursively: false) else { return SCNNode() }
let scaleFactor = 0.25
node.scale = SCNVector3(scaleFactor, scaleFactor, scaleFactor)
node.eulerAngles.x += -.pi / 2
return node
}()
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
configureLighting()
}
func configureLighting() {
sceneView.autoenablesDefaultLighting = true
sceneView.automaticallyUpdatesLighting = true
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
resetTrackingConfiguration()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
#IBAction func resetButtonDidTouch(_ sender: UIBarButtonItem) {
resetTrackingConfiguration()
}
func resetTrackingConfiguration() {
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else { return }
let configuration = ARWorldTrackingConfiguration()
configuration.detectionImages = referenceImages
let options: ARSession.RunOptions = [.resetTracking, .removeExistingAnchors]
sceneView.session.run(configuration, options: options)
label.text = "Move camera around to detect images"
}
}
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
DispatchQueue.main.async {
guard let imageAnchor = anchor as? ARImageAnchor,
let imageName = imageAnchor.referenceImage.name else { return }
// TODO: Comment out code
// let planeNode = self.getPlaneNode(withReferenceImage: imageAnchor.referenceImage)
// planeNode.opacity = 0.0
// planeNode.eulerAngles.x = -.pi / 2
// planeNode.runAction(self.fadeAction)
// node.addChildNode(planeNode)
// TODO: Overlay 3D Object
let overlayNode = self.getNode(withImageName: imageName)
overlayNode.opacity = 0
overlayNode.position.y = 0.2
overlayNode.runAction(self.fadeAndSpinAction)
node.addChildNode(overlayNode)
self.label.text = "Image detected: \"\(imageName)\""
}
}
func getPlaneNode(withReferenceImage image: ARReferenceImage) -> SCNNode {
let plane = SCNPlane(width: image.physicalSize.width,
height: image.physicalSize.height)
let node = SCNNode(geometry: plane)
return node
}
func getNode(withImageName name: String) -> SCNNode {
var node = SCNNode()
switch name {
case "Book":
node = bookNode
case "Snow Mountain":
node = mountainNode
case "Trees In the Dark":
node = treeNode
default:
break
}
return node
}
}
I know that the 3D overlay is displayed in the renderer function above, but it is only displaying on top of a single detected image anchor. Now my question is, is it possible to reference multiple ARImage anchors to dynamically display a single 3D model?
Being a novice in ARKit and Swift in general, I'm not sure how to go about this problem yet. I'm hoping someone might have an idea of how to work around this and point me to the right direction. Any help will be greatly appreciated!
Thanks in advance!

ARkit image recognition and AR visualization of the image

In the company where I work I need to do this application. I have to recognize an image of a painting, and to visualize it in AR once recognized (in practice I find the real picture and above the painting in AR) I visualize the text or the selectable points with various characteristics of the picture in question. At the moment I have this code for the AR that recognizes the image in question and I visualize a plan above it. can you help me to create maybe a view above the picture with the features listed above?
import ARKit
import SceneKit
import UIKit
class ViewController: UIViewController, ARSCNViewDelegate {
#IBOutlet var sceneView: ARSCNView!
#IBOutlet weak var blurView: UIVisualEffectView!
/// The view controller that displays the status and "restart experience" UI.
lazy var statusViewController: StatusViewController = {
return childViewControllers.lazy.compactMap({ $0 as? StatusViewController }).first!
}()
/// A serial queue for thread safety when modifying the SceneKit node graph.
let updateQueue = DispatchQueue(label: Bundle.main.bundleIdentifier! +
".serialSceneKitQueue")
/// Convenience accessor for the session owned by ARSCNView.
var session: ARSession {
return sceneView.session
}
// MARK: - View Controller Life Cycle
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.session.delegate = self
// Hook up status view controller callback(s).
statusViewController.restartExperienceHandler = { [unowned self] in
self.restartExperience()
}
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// Prevent the screen from being dimmed to avoid interuppting the AR experience.
UIApplication.shared.isIdleTimerDisabled = true
// Start the AR experience
resetTracking()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
session.pause()
}
// MARK: - Session management (Image detection setup)
/// Prevents restarting the session while a restart is in progress.
var isRestartAvailable = true
/// Creates a new AR configuration to run on the `session`.
/// - Tag: ARReferenceImage-Loading
func resetTracking() {
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
let configuration = ARWorldTrackingConfiguration()
configuration.detectionImages = referenceImages
session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
statusViewController.scheduleMessage("Look around to detect images", inSeconds: 7.5, messageType: .contentPlacement)
}
// MARK: - ARSCNViewDelegate (Image detection results)
/// - Tag: ARImageAnchor-Visualizing
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
let referenceImage = imageAnchor.referenceImage
updateQueue.async {
// Create a plane to visualize the initial position of the detected image.
let plane = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
let planeNode = SCNNode(geometry: plane)
planeNode.opacity = 0.25
/*
`SCNPlane` is vertically oriented in its local coordinate space, but
`ARImageAnchor` assumes the image is horizontal in its local space, so
rotate the plane to match.
*/
planeNode.eulerAngles.x = -.pi / 2
/*
Image anchors are not tracked after initial detection, so create an
animation that limits the duration for which the plane visualization appears.
*/
planeNode.runAction(self.imageHighlightAction)
// Add the plane visualization to the scene.
node.addChildNode(planeNode)
}
DispatchQueue.main.async {
let imageName = referenceImage.name ?? ""
self.statusViewController.cancelAllScheduledMessages()
self.statusViewController.showMessage("Detected image “\(imageName)”")
}
}
var imageHighlightAction: SCNAction {
return .sequence([
.wait(duration: 0.25),
.fadeOpacity(to: 0.85, duration: 0.25),
.fadeOpacity(to: 0.15, duration: 0.25),
.fadeOpacity(to: 0.85, duration: 0.25),
.fadeOut(duration: 0.5),
.removeFromParentNode()
])
}
}
One way to tackle your problem is to create an SKScene and render it as an SCNMaterial.
Here is a fully commented example for you which makes use of the following ARSCNViewDelegate method:
//--------------------------
// MARK: - ARSCNViewDelegate
//--------------------------
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have An ARImageAnchor And Have Detected Our Reference Image
guard let imageAnchor = anchor as? ARImageAnchor else { return }
let referenceImage = imageAnchor.referenceImage
//2. Get The Physical Width & Height Of Our Reference Image
let width = CGFloat(referenceImage.physicalSize.width)
let height = CGFloat(referenceImage.physicalSize.height)
//3. Create An SKScene Which We Will Display Above Our Target
let overlayNode = SCNNode()
let spriteKitScene = SKScene(size: CGSize(width: 600, height: 300))
spriteKitScene.backgroundColor = .clear
let imageName = SKLabelNode(text: "Line Friends")
imageName.position = CGPoint(x: 600/2, y: 240)
imageName.horizontalAlignmentMode = .center
imageName.fontSize = 60
imageName.fontName = "San Fransisco"
spriteKitScene.addChild(imageName)
let artistName = SKLabelNode(text: "By Line Coorporation")
artistName.position = CGPoint(x: 600/2, y: 180)
artistName.horizontalAlignmentMode = .center
artistName.fontSize = 60
artistName.fontName = "San Fransisco"
spriteKitScene.addChild(artistName)
let creationDate = SKLabelNode(text: "Created 2011")
creationDate.position = CGPoint(x: 600/2, y: 120)
creationDate.horizontalAlignmentMode = .center
creationDate.fontSize = 60
creationDate.fontName = "San Fransisco"
spriteKitScene.addChild(creationDate)
let planeHeight = height/2
let overlayGeometry = SCNPlane(width: width, height: planeHeight)
overlayNode.geometry = overlayGeometry
//4. Add The SpriteKit Scene As The SCNPlane's Geometry
overlayGeometry.firstMaterial?.diffuse.contents = spriteKitScene
//5. Rotate The Material Contents So It Isn't Backwards
overlayGeometry.firstMaterial?.diffuse.contentsTransform = SCNMatrix4Translate(SCNMatrix4MakeScale(1, -1, 1), 0, 1, 0)
//6. Rotate The Node
overlayNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2, 1, 0, 0)
//7. Place It About The Target
let zPosition = height - (planeHeight/2)
overlayNode.position = SCNVector3(0, 0, -zPosition)
//8. Add It To The Scene
node.addChildNode(overlayNode)
}
}
Which yields something like the following:
Obviously if you have multiple image targets, you would create a func to dynamically create your 'info' overlay...
Hope it points you in the right direction... And apologies for the heinous spelling of corporation! ^_______*

ARKit - Object not placed

I'm trying to build furniture placing AR app using ARKit,
I have got .scn chair and its PNG textures in my project, my app is supposed to detect horizontal plane then when the user taps the object is placed in the position were tapped.
But the object is not placed when I tapped.
ViewController:
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController {
#IBOutlet weak var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
addTapGestureToSceneView()
configureLighting()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setUpSceneView()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
func setUpSceneView() {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
sceneView.session.run(configuration)
sceneView.delegate = self
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
}
func configureLighting() {
sceneView.autoenablesDefaultLighting = true
sceneView.automaticallyUpdatesLighting = true
}
#objc func addShipToSceneView(withGestureRecognizer recognizer: UIGestureRecognizer) {
let tapLocation = recognizer.location(in: sceneView)
let hitTestResults = sceneView.hitTest(tapLocation, types: .existingPlaneUsingExtent)
guard let hitTestResult = hitTestResults.first else { return }
let translation = hitTestResult.worldTransform.translation
let x = translation.x
let y = translation.y
let z = translation.z
guard let scene = SCNScene(named: "art.scnassets/chair.scn"),
let shipNode = scene.rootNode.childNode(withName: "chair_DIFFUSE", recursively: false)
else {
print("Failed to render")
return
}
shipNode.position = SCNVector3(x,y,z)
sceneView.scene.rootNode.addChildNode(shipNode)
}
func addTapGestureToSceneView() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(ViewController.addShipToSceneView(withGestureRecognizer:)))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
}
extension float4x4 {
var translation: float3 {
let translation = self.columns.3
return float3(translation.x, translation.y, translation.z)
}
}
extension UIColor {
open class var transparentLightBlue: UIColor {
return UIColor(red: 90/255, green: 200/255, blue: 250/255, alpha: 0.50)
}
}
extension ViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
// 1
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
// 2
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
let plane = SCNPlane(width: width, height: height)
// 3
plane.materials.first?.diffuse.contents = UIColor.transparentLightBlue
// 4
let planeNode = SCNNode(geometry: plane)
// 5
let x = CGFloat(planeAnchor.center.x)
let y = CGFloat(planeAnchor.center.y)
let z = CGFloat(planeAnchor.center.z)
planeNode.position = SCNVector3(x,y,z)
planeNode.eulerAngles.x = -.pi / 2
// 6
node.addChildNode(planeNode)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
// 1
guard let planeAnchor = anchor as? ARPlaneAnchor,
let planeNode = node.childNodes.first,
let plane = planeNode.geometry as? SCNPlane
else { return }
// 2
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
plane.width = width
plane.height = height
// 3
let x = CGFloat(planeAnchor.center.x)
let y = CGFloat(planeAnchor.center.y)
let z = CGFloat(planeAnchor.center.z)
planeNode.position = SCNVector3(x, y, z)
}
}
So I get "failed to render" printed when I tap to place the object and nothing else is printed in the console !
So after a little code tweaking I fixed the issue with the following couple lines of code:
// Create a new scene
let scene = SCNScene(named: "art.scnassets/chair.scn")!
let node = scene.rootNode.childNode(withName: "chair", recursively: true)!
node.position = SCNVector3(x,y,z)
scene.rootNode.addChildNode(node)
//shipNode.position = SCNVector3(x,y,z)
sceneView.scene = scene
instead of:
guard let scene = SCNScene(named: "art.scnassets/chair.scn"),
let shipNode = scene.rootNode.childNode(withName: "chair_DIFFUSE", recursively: false)
else {
print("Failed to render")
return
}
shipNode.position = SCNVector3(x,y,z)
sceneView.scene.rootNode.addChildNode(shipNode)

SceneKit projectPoint incorrect after rotating SCNNode.pivot

I would like to retrieve the screencoordinates from a SCNNode so I can use these coordinates in a SpriteKit-overlay.
The node is a child node.
When I rotate the parent node's pivot projectPoint returns garbled results.
SCNScene:
class ScenekitScene:SCNScene {
override init() {
super.init()
let nodeCamera = SCNNode()
nodeCamera.camera = SCNCamera()
rootNode.addChildNode(nodeCamera)
let geoPyramid = SCNPyramid(width: 0.2, height: 0.5, length: 0.2)
let nodeCenterOfUniverse = SCNNode(geometry: geoPyramid)
nodeCenterOfUniverse.position = SCNVector3(0, 0, -5)
nodeCenterOfUniverse.pivot = SCNMatrix4MakeRotation(CGFloat.pi/4, 0.0, 0.0, 1.0)
rootNode.addChildNode(nodeCenterOfUniverse)
let geoSphere = SCNSphere(radius: 0.3)
let nodePlanet = SCNNode(geometry: geoSphere)
nodePlanet.name = "planet"
nodePlanet.position = SCNVector3(2, 0, 0)
nodeCenterOfUniverse.addChildNode(nodePlanet)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
SCNSceneRenderDelegate:
extension ViewController:SCNSceneRendererDelegate {
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
if let planet = scene.rootNode.childNode(withName: "planet", recursively: true) {
let position = planet.convertPosition(planet.position, to: scene.rootNode)
let screencoords = renderer.projectPoint(position)
print (screencoords)
# result:
# SCNVector3(x: 461.913848876953, y: 2.58612823486328, z: 0.808080852031708)
# y should clearly be more to the center of the screen somewhere between 100-200
}
}
}
Does anyone know how to get the correct screencoordinates?
It looks like the planet position in world coordinates is not correct.
When I manually calculate the planet position I get different results and projectPoints works as advertised. [I might post a different question regarding the worldTransform].
// using SIMD
let pivCou = float4x4(nodeCenterOfUniverse.pivot)
let posCou = float3(nodeCenterOfUniverse.position)
let posCou4 = float4(posCou.x, posCou.y, posCou.z, 1.0) // convert float3 to float4
let posPlanet = float3(nodePlanet.position)
let posPlanet4 = float4(posPlanet.x, posPlanet.y, posPlanet.z, 1.0)
let worldcoordinatesPlanet = posCou4 + posPlanet4 * pivCou

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