Add plane nodes to ARKit scene vertically and horizontally - ios

I want my app to lay the nodes on the surface, which can be vertical or horizontal. However, the node is always vertical. Here's a pic, these nodes aren't placed correctly.
#objc func didTapAddButton() {
let screenCentre = CGPoint(x: self.sceneView.bounds.midX, y: self.sceneView.bounds.midY)
let arHitTestResults: [ARHitTestResult] = sceneView.hitTest(screenCentre, types: [.featurePoint]) // Alternatively, we could use '.existingPlaneUsingExtent' for more grounded hit-test-points.
if let closestResult = arHitTestResults.first {
let transform: matrix_float4x4 = closestResult.worldTransform
let worldCoord: SCNVector3 = SCNVector3Make(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
if let node = createNode() {
sceneView.scene.rootNode.addChildNode(node)
node.position = worldCoord
}
}
}
func createNode() -> SCNNode? {
guard let theView = myView else {
print("Failed to load view")
return nil
}
let plane = SCNPlane(width: 0.06, height: 0.06)
let imageMaterial = SCNMaterial()
imageMaterial.isDoubleSided = true
imageMaterial.diffuse.contents = theView.asImage()
plane.materials = [imageMaterial]
let node = SCNNode(geometry: plane)
return node
}
The app is able to see the ground but the nodes are still parallel to us. How can I fix this?
Edit: I figured I can use node.eulerAngles.x = -.pi / 2, this makes sure that the plane is laid down horizontally but it's still horizontal on vertical surfaces as well.

Solved! Here's how to make the view "parallel" to the camera at all times:
let yourNode = SCNNode()
let billboardConstraint = SCNBillboardConstraint()
billboardConstraint.freeAxes = [.X, .Y, .Z]
yourNode.constraints = [billboardConstraint]
Or
guard let currentFrame = sceneView.session.currentFrame else {return nil}
let camera = currentFrame.camera
let transform = camera.transform
var translationMatrix = matrix_identity_float4x4
translationMatrix.columns.3.z = -0.1
let modifiedMatrix = simd_mul(transform, translationMatrix)
let node = SCNNode(geometry: plane)
node.simdTransform = modifiedMatrix

Related

How to Rotate ARKit Entity Towards the User's Screen/Camera

I have it set up so that the mesh I'm adding to my scene is rendering correctly (right side up so that the text I add as a child is legible), but the rotation is always the same (globally) whereas I want the rotation (on the XZ plane) to be towards the camera, but I'm not exactly sure how to go about this
My code looks like this:
#objc func handleTap() {
guard let view = self.view else { return }
guard let query = view.makeRaycastQuery(from: view.center, allowing: .estimatedPlane, alignment: .any) else { return }
guard let raycastResult = view.session.raycast(query).first else { return }
// set a transform to an existing entity
var transform = Transform(matrix: raycastResult.worldTransform)
// Create a new anchor to add content to
if(oldAnchor != nil) {
view.scene.removeAnchor(oldAnchor!)
}
let anchor = AnchorEntity()
oldAnchor = anchor
view.scene.anchors.append(anchor)
let material = SimpleMaterial(color: .lightGray, isMetallic: false)
// Add a curve entity
let curveEntity = try! ModelEntity.loadModel(named: "curve")
curveEntity.transform = transform
curveEntity.transform.rotation = simd_quatf(angle: 0, axis: SIMD3<Float>(1, 1, 1))
curveEntity.scale = [0.0002, 0.0002, 0.0002]
let curveRadians = 90.0 * Float.pi / 180.0
curveEntity.setOrientation(simd_quatf(angle: curveRadians, axis: SIMD3<Float>(1,0,0)), relativeTo: curveEntity)
// Adding text and children and materials etc.
...
anchor.addChild(curveEntity)
}
Without the curveEntity.transform.rotation = simd_quatf(angle: 0, axis: SIMD3<Float>(1, 1, 1)) line, the rotation of the curve is relative to the normal of the surface that gets raycasted upon, instead of constant.

Load large 3d Object .scn file in ARSCNView Aspect Fit in to the screen ARKIT Swift iOS

I am developing ARKit Application using 3d models. So for that I have used 3d models & added gestures for move, rotate & zoom 3d models.
Now I am facing only 1 issue but I am not sure if this issue relates to what. Is there an issue in 3d model or if anything missing in my program.
Issue is the 3d model I am using shows very big & goes out of the screen. I am trying to scale it down size but its very big.
Here is my code :
#IBOutlet var mySceneView: ARSCNView!
var selectedNode = SCNNode()
var prevLoc = CGPoint()
var touchCount : Int = 0
override func viewDidLoad() {
super.viewDidLoad()
self.lblTitle.text = self.sceneTitle
let mySCN = SCNScene.init(named: "art.scnassets/\(self.sceneImagename).scn")!
self.mySceneView.scene = mySCN
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3Make(0, 0, 0)
self.mySceneView.scene.rootNode.addChildNode(cameraNode)
self.mySceneView.allowsCameraControl = true
self.mySceneView.autoenablesDefaultLighting = true
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(detailPage.doHandleTap(_:)))
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(detailPage.doHandlePan(_:)))
let gesturesArray = NSMutableArray()
gesturesArray.add(tapGesture)
gesturesArray.add(panGesture)
gesturesArray.addObjects(from: self.mySceneView.gestureRecognizers!)
self.mySceneView.gestureRecognizers = (gesturesArray as! [UIGestureRecognizer])
}
//MARK:- Handle Gesture
#objc func doHandlePan(_ sender: UIPanGestureRecognizer) {
var delta = sender.translation(in: self.view)
let loc = sender.location(in: self.view)
if sender.state == .began {
self.prevLoc = loc
self.touchCount = sender.numberOfTouches
} else if sender.state == .changed {
delta = CGPoint(x: loc.x - prevLoc.x, y: loc.y - prevLoc.y)
prevLoc = loc
if self.touchCount != sender.numberOfTouches {
return
}
var rotMat = SCNMatrix4()
if touchCount == 2 {
rotMat = SCNMatrix4MakeTranslation(Float(delta.x * 0.025), Float(delta.y * -0.025), 0)
} else {
let rotMatX = SCNMatrix4Rotate(SCNMatrix4Identity, Float((1.0/100) * delta.y), 1, 0, 0)
let rotMatY = SCNMatrix4Rotate(SCNMatrix4Identity, Float((1.0/100) * delta.x), 0, 1, 0)
rotMat = SCNMatrix4Mult(rotMatX, rotMatY)
}
let transMat = SCNMatrix4MakeTranslation(selectedNode.position.x, selectedNode.position.y, selectedNode.position.z)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(transMat))
let parentNodeTransMat = SCNMatrix4MakeTranslation((selectedNode.parent?.worldPosition.x)!, (selectedNode.parent?.worldPosition.y)!, (selectedNode.parent?.worldPosition.z)!)
let parentNodeMatWOTrans = SCNMatrix4Mult(selectedNode.parent!.worldTransform, SCNMatrix4Invert(parentNodeTransMat))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, parentNodeMatWOTrans)
let camorbitNodeTransMat = SCNMatrix4MakeTranslation((self.mySceneView.pointOfView?.worldPosition.x)!, (self.mySceneView.pointOfView?.worldPosition.y)!, (self.mySceneView.pointOfView?.worldPosition.z)!)
let camorbitNodeMatWOTrans = SCNMatrix4Mult(self.mySceneView.pointOfView!.worldTransform, SCNMatrix4Invert(camorbitNodeTransMat))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(camorbitNodeMatWOTrans))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, rotMat)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, camorbitNodeMatWOTrans)
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, SCNMatrix4Invert(parentNodeMatWOTrans))
selectedNode.transform = SCNMatrix4Mult(selectedNode.transform, transMat)
}
}
#objc func doHandleTap(_ sender: UITapGestureRecognizer) {
let p = sender.location(in: self.mySceneView)
var hitResults = self.mySceneView.hitTest(p, options: nil)
if (p.x > self.mySceneView.frame.size.width-100 || p.y < 100) {
self.mySceneView.allowsCameraControl = !self.mySceneView.allowsCameraControl
}
if hitResults.count > 0 {
let result = hitResults[0]
let material = result.node.geometry?.firstMaterial
selectedNode = result.node
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.3
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.3
SCNTransaction.commit()
}
material?.emission.contents = UIColor.white
SCNTransaction.commit()
}
}
My Question is :
Can we set any size of 3d object model Aspect fit in screen size in the centre of the screen ? Please suggest if there is some way for it.
Any guidence or suggestions will be highly appreciated.
What you need to is to use getBoundingSphereCenter to get the bounding sphere size, then can project that to the screen. Or alternatively get the ratio of that radius over the distance between scenekit camera and the object position. This way you will know how big the object will look on the screen. To the scale down, you simple set the scale property of your object.
For the second part, you can use projectPoint.
The way I handled this is making sure the 3D model always has a fixed size.
For example, if the 3D model is a small cup or a large house, I insure it always has a width of 25 cm on the scene's coordinate space (while maintaining the ratios between x y z).
You can calculate the width of the bounding box of the node like this:
let mySCN = SCNScene(named: "art.scnassets/\(self.sceneImagename).scn")!
let minX = mySCN.rootNode.boundingBox.min.x
let maxX = mySCN.rootNode.boundingBox.max.x
// change 0.25 to whatever you need
// this value is in meters
let scaleValue = 0.25 / abs(minX - maxX)
// scale all axes of the node using `scaleValue`
// this maintains ratios and does not stretch the model
mySCN.rootNode.scale = SCNVector3(scaleValue, scaleValue, scaleValue)
self.mySceneView.scene = mySCN
You can also calculate the scale value based on height or depth by using the y or z value of the bounding box.

Scenekit - Add child node (Plane node) to the parent node (sphere node) in front of camera

I am trying to add child node to the parent node which have it's own camera. on tap of the user on scene, using hit test I am adding child node (i.e plane node) to the the parent node (sphere node). But I don't know why the child node is not facing properly to the camera. it's looking different on different location. I wanted it to fix looking at the camera.
Code :
// Creating sphere node and adding camera to it
func setup() {
let sphere = SCNSphere(radius: 10)
sphere.segmentCount = 360
let material = getTextureMaterial()
material.diffuse.contents = UIImage(named: "sample")
sphere.firstMaterial = material
let sphereNode = SCNNode()
sphereNode.geometry = sphere
sceneView.scene?.rootNode.addChildNode(sphereNode)
}
//Creating texture material to show 360 degree image...
func getTextureMaterial() -> SCNMaterial {
let material = SCNMaterial()
material.diffuse.mipFilter = .nearest
material.diffuse.magnificationFilter = .linear
material.diffuse.contentsTransform = SCNMatrix4MakeScale(-1, 1, 1)
material.diffuse.wrapS = .repeat
material.cullMode = .front
material.isDoubleSided = true
return material
}
#objc func handleTap(rec: UITapGestureRecognizer){
if rec.state == .ended {
let location: CGPoint = rec.location(in: sceneView)
let hits = sceneView.hitTest(location, options: nil)
if !hits.isEmpty {
let result: SCNHitTestResult = hits[0]
createPlaneNode(result: result)
}
}
}
func createPlaneNode(result : SCNHitTestResult) {
let plane = SCNPlane(width: 5, height: 5)
plane.firstMaterial?.diffuse.contents = UIColor.red
plane.firstMaterial?.isDoubleSided = true
let planeNode = SCNNode()
planeNode.name = "B"
planeNode.geometry = plane
planeNode.position = result.worldCoordinates
result.node.addChildNode(planeNode)
}
Results I am getting using above code:
Added Plane node is looking weird
I don't know if you ever found your answer but, it would be done freeing the node axes with SCNBillboardConstraint :)
let billboardConstraint = SCNBillboardConstraint()
billboardConstraint.freeAxes = [.all]
node.constraints = [billboardConstraint]

ARKit uses "UIView" as contents in "SCNNode"

I have an odd problem, or maybe what I am doing is odd.
I have an ARKit app that displays a SCNNode with a data view embedded when a barcode is detected. When the data view is tapped I want to detach it from the node and add it as a subview to the main view. When tapped again I want to re attach it to the SCNNode.
I found this code that does at least part of what I want.
My app works well the first time. The data appears in the SCNNode:
{
let transform = anchor.transform
let label = SimpleValueViewController(nibName: "SimpleValueViewController", bundle: nil)
let plane = SCNPlane(width: self.sceneView.bounds.width/2000, height: self.sceneView.bounds.height/2000/2) //was sceneView
label.update(dataItem.title!, andValue: dataItem.value!, withTrend: dataItem.trend)
label.delegate = self
plane.firstMaterial?.blendMode = .alpha
plane.firstMaterial?.diffuse.contents = label.view //self.contentController?.view
let planeNode = SCNNode(geometry: plane)
planeNode.opacity = 0.75
planeNode.simdPosition = float3(transform.columns.3.x + ( base * count), 0, transform.columns.3.z)
node.addChildNode(planeNode)
childControllers[label] = planeNode
label.myNode = planeNode
label.parentNode = node
if("Speed" == anchorLabels[anchor.identifier]!) {
let constraint = SCNBillboardConstraint()
planeNode.constraints = [constraint]
}
count += 1
}
SimpleValueViewController has a tap recognizer that toggles between being a subview and being inside the node.
Here is the problem.
It comes up fine. The view is inside the node.
When tapped it gets attached to the main view.
When tapped again the node just shows a white square and taps no longer work.
I finally gave up and recreate a new viewController, but it still occasionally fails with only a white square:
Here is the code to detach/attach It is pretty messy as I have been pounding on it for a while:
func detach(_ vc:Detachable) {
if let controller = vc as? SimpleValueViewController {
controller.view.removeFromSuperview();
self.childControllers.removeValue(forKey: controller)
let node = controller.myNode
let parent = controller.parentNode
let newController = SimpleValueViewController(nibName: "SimpleValueViewController", bundle: nil)
if let v = newController.view {
print("View: \(v)")
newController.myNode = node
newController.parentNode = parent
newController.update(controller.titleString!, andValue: controller.valueString!, withTrend: controller.trendString!)
newController.delegate = self
newController.scaley = vc.scaley
newController.scalex = vc.scalex
newController.refreshView()
let plane = node?.geometry as! SCNPlane
plane.firstMaterial?.blendMode = .alpha
plane.firstMaterial?.diffuse.contents = v
// newController.viewWillAppear(false)
newController.parentNode?.addChildNode(newController.myNode!)
newController.attached = false;
self.childControllers[newController] = node
}
} else {
print("Not a know type of controller")
}
}
func attach(_ vc:Detachable) {
DispatchQueue.main.async {
if let controller = vc as? SimpleValueViewController {
self.childControllers.removeValue(forKey: controller)
let newController = SimpleValueViewController(nibName: "SimpleValueViewController", bundle: nil)
let node = controller.myNode
let parent = controller.parentNode
let scaleX = vc.scalex!/self.view.frame.size.width
let scaleY = vc.scaley!/self.view.frame.size.height
let scale = min(scaleX, scaleY)
let transform = CGAffineTransform(scaleX: scale, y: scale)
newController.view.transform = transform
newController.myNode = node
newController.parentNode = parent
newController.update(controller.titleString!, andValue: controller.valueString!, withTrend: controller.trendString!)
newController.delegate = self
newController.scaley = vc.scaley
newController.scalex = vc.scalex
node?.removeFromParentNode()
self.childControllers[newController] = node
newController.attached = true
self.view.addSubview(newController.view)
} else {
print("Not a know type of controller to attach")
}
}
}
I was thinking it was a timing issue as loading a view from a nib is done lazily so I put in a sleep for 1 second after the SimpleValueViewController(nibName: "SimpleValueViewController", bundle: nil) but that did not help.
Anything else I can try? I am way off base? I would like not to have to recreate the view controller every time the data is toggled.
Thanks in Advance.
Render functions:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
// func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
// updateQueue.async {
//Loop through the near and far data and add stuff
let data = "Speed" == anchorLabels[anchor.identifier]! ? nearData : farData
let base = "Speed" == anchorLabels[anchor.identifier]! ? 0.27 : 0.2 as Float
print ("Getting Node for: " + self.anchorLabels[anchor.identifier]!)
var count = 0.0 as Float
for dataItem in data {
let transform = anchor.transform
let label = SimpleValueViewController(nibName: "SimpleValueViewController", bundle: nil)
let plane = SCNPlane(width: self.sceneView.bounds.width/2000, height: self.sceneView.bounds.height/2000/2) //was sceneView
label.update(dataItem.title!, andValue: dataItem.value!, withTrend: dataItem.trend)
label.delegate = self
plane.firstMaterial?.blendMode = .alpha
plane.firstMaterial?.diffuse.contents = label.view //self.contentController?.view
let planeNode = SCNNode(geometry: plane)
planeNode.opacity = 0.75
planeNode.simdPosition = float3(transform.columns.3.x + ( base * count), 0, transform.columns.3.z)
node.addChildNode(planeNode)
childControllers[label] = planeNode
label.myNode = planeNode
label.parentNode = node
if("Speed" == anchorLabels[anchor.identifier]!) {
let constraint = SCNBillboardConstraint()
planeNode.constraints = [constraint]
}
count+=1
}
and update
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
guard currentBuffer == nil else {
return
}
self.updateFocusSquare(isObjectVisible: false)
// Retain the image buffer for Vision processing.
self.currentBuffer = sceneView.session.currentFrame?.capturedImage
classifyCurrentImage()
}
ClassifyCurrentImage is where the barcode recognizer lives. If a barcode is found it adds an anchor at the spot in the scene.

SCNCamera moving camera's pivot

I need to focus to certain node, for example a pyramid. Then apply distance to the camera, then move the camera based on user click. My approach is like this :
import SceneKit
class GameViewController: UIViewController {
let scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
let camera = SCNCamera()
camera.usesOrthographicProjection = true
camera.orthographicScale = 4
camera.zNear = 1
camera.zFar = 100
let cameraNode = SCNNode()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 6)
cameraNode.camera = camera
let cameraOrbit = SCNNode()
cameraOrbit.name = "orbit"
cameraOrbit.addChildNode(cameraNode)
scene.rootNode.addChildNode(cameraOrbit)
let Py = SCNPyramid(width: 2, height: 3, length: 2)
Py.firstMaterial?.diffuse.contents = UIColor.purple()
let P = SCNNode(geometry: Py)
P.position = SCNVector3(x:0,y:0,z:2) //see the note
scene.rootNode.addChildNode(P)
/* N O T E :
the position of the pyramid must not be changed
as my intention is to rotate the camera
not the pyramid node
I repeat, I don't want to rotate the pyramid
*/
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = false
scnView.backgroundColor = UIColor.black()
// user rotates the camera by tapping
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
//the function which does camera rotation :
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
//I guess the solution is around here
//like modify the cameraOrbit.position ?
//or cameraNode.position ?
//tried both but doesn't work
//or I used them wrong
let cameraOrbit = scene.rootNode.childNode(withName: "orbit", recursively: true)!
SCNTransaction.begin()
SCNTransaction.animationDuration = 2
cameraOrbit.eulerAngles.z += Float(M_PI_2) //see below
SCNTransaction.commit()
/*
I realise that by performing rotation on the camera
(the camera position is unchanged) works for z rotation,
but this is not what I want. What I want is a solution,
which also works for eulerAngles.x and eulerAngles.y.
I used eulerAngles.z as example since it's easier to observe.
I guess the true solution involves moving the camera
with specific trajectory, not only rotation of "anchored" camera.
*/
}
//...
}
The result is :
What I want to achieve is to make the rotation relative to its centre :
My question is, how to adjust the pivot so I can achieve the rotation relative to the pyramid's centre?
Note : I don't want to rotate the pyramid.
I found the solution, but I can't explain why. Please comment if you can explain.
The camera orbit position must be set to match the object's location (in this case, the pyramid). So
cameraOrbit.position = P.position
Then here comes the mystery solution, add cameraOrbit.position.y by half of pi :
cameraOrbit.position.y += Float(M_PI_2)
//therefore we have the final cameraOrbit.position as (0, pi/2, 2)
Tested and works perfectly for all cameraOrbit.eulerAngles.
But I don't have a clue why it works. If pi/2 is coming from some projection thingy, then why it's tucked on y only? I mean, when I do any of the cameraOrbit.eulerAngles, I don't need to assign this pi/2 to either x or z.
Here it is the complete code
import SceneKit
class GameViewController: UIViewController {
let scene = SCNScene()
override func viewDidLoad() {
super.viewDidLoad()
let camera = SCNCamera()
camera.usesOrthographicProjection = true
camera.orthographicScale = 4
camera.zNear = 1
camera.zFar = 100
let cameraNode = SCNNode()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 6)
cameraNode.camera = camera
let cameraOrbit = SCNNode()
cameraOrbit.name = "orbit"
cameraOrbit.addChildNode(cameraNode)
scene.rootNode.addChildNode(cameraOrbit)
let Py = SCNPyramid(width: 2, height: 3, length: 2)
Py.firstMaterial?.diffuse.contents = UIColor.purple()
let P = SCNNode(geometry: Py)
P.position = SCNVector3(x:0,y:0,z:2)
scene.rootNode.addChildNode(P)
// S O L U T I O N :
cameraOrbit.position = P.position
cameraOrbit.position.y += Float(M_PI_2)
//therefore we have the final cameraOrbit.position as (0, pi/2, 2)
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = false
scnView.backgroundColor = UIColor.black()
// user rotates the camera by tapping
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
//the function which does camera rotation :
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
//I was wrong, the solution is not here
let cameraOrbit = scene.rootNode.childNode(withName: "orbit", recursively: true)!
SCNTransaction.begin()
SCNTransaction.animationDuration = 2
cameraOrbit.eulerAngles.z += Float(M_PI_2) //works also for x and y
SCNTransaction.commit()
}
...
}

Resources