ARKit Face Tracking SceneKit Object Moves Incorrectly - ios

I'm having trouble understanding SceneKit transforms and anchoring an object to a detected face. I have created a face detection app and have successfully applied masks, with and without texture. I also successfully applied "glasses" made from text ( "00" ) including an occlusion node.
In both cases, the objects move with the face as expected. However, when I create a simple hat made from two cylinders within ScendKit the behavior is totally unexpected.
First, I could not seem to anchor the hat to the face, but had to adjust the transforms which made the hat appear in a different place with almost every face. Even worse, the hat moves in the opposite direction to the face. Rotate the user face to the left, the hat moves to the right. Rotate the face up, the hat moves down.
Clearly, I'm missing something important here about anchoring objects to the face. Any guidance would be appreciated.
Xcode 10 beta 3, iOS 11.4.1 running on an iPhone X.
There is a separate class for hat, glasses, mask:
class Hat : SCNNode {
init(geometry : ARSCNFaceGeometry) {
geometry.firstMaterial?.colorBufferWriteMask = []
super.init()
self.geometry = geometry
guard let url = Bundle.main.url(forResource: "hat", withExtension: "scn", subdirectory: "Models.scnassets") else {fatalError("missing hat resource")}
let node = SCNReferenceNode(url: url)!
node.load()
addChildNode(node)
}//init
func update(withFaceAnchor anchor : ARFaceAnchor) {
let faceGeometry = geometry as! ARSCNFaceGeometry
faceGeometry.update(from: anchor.geometry)
}//upadate
required init?(coder aDecoder: NSCoder) {
fatalError("(#function) has not been implemented")
}//r init
}//class
A couple of the functions in the ViewController:
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let faceAnchor = anchor as? ARFaceAnchor else {return}
updateMessage(text: "Tracking your face")
switch contentTypeSelected {
case .none:
break
case .mask:
mask?.update(withFaceAnchor: faceAnchor)
case .glasses:
glasses?.update(withFaceAnchor: faceAnchor)
case .hat:
hat?.update(withFaceAnchor: faceAnchor)
}//switch
}//didUpdate
func createFaceGeometry() {
updateMessage(text: "Creating face geometry")
let device = sceneView.device!
let maskGeometry = ARSCNFaceGeometry(device: device)!
mask = Mask(geometry: maskGeometry, maskType : maskType)
let glassesGeometry = ARSCNFaceGeometry(device: device)!
glasses = Glasses(geometry: glassesGeometry)
let hatGeometry = ARSCNFaceGeometry(device: device)!
hat = Hat(geometry: hatGeometry)
}//createFaceGeometry

The verisimilitude of a hat is going to depend on how well it can be position in relation to the face and how well it can appear situated in the scene (i.e. features that would be in front of the hat should occlude the hat itself). With that in mind, you'll want the face to occlude the hat. So your init for Hat should setup an occlusion node using the face geometry:
let occlusionNode: SCNNode
init(geometry: ARSCNFaceGeometry) {
/*
Taken directly from Apple's sample code https://developer.apple.com/documentation/arkit/creating_face_based_ar_experiences
*/
geometry.firstMaterial!.colorBufferWriteMask = []
occlusionNode = SCNNode(geometry: geometry)
occlusionNode.renderingOrder = -1
super.init()
addChildNode(occlusionNode)
guard let url = Bundle.main.url(forResource: "hat", withExtension: "scn", subdirectory: "Models.scnassets") else {fatalError("missing hat resource")}
let node = SCNReferenceNode(url: url)!
node.load()
addChildNode(node)
}
This will allow the face to appear in front of any virtual objects that have a z depth greater than the face mesh.
You will also want change let hatGeometry = ARSCNFaceGeometry(device: device)! to let hatGeometry = ARSCNFaceGeometry(device: device, fillMesh: true)! otherwise the hat will be visible through the eyes giving an uncanny, undesirable effect.
The next issue is to position the hat so that it appears believably in the scene.
Because we want the face to occlude a large part of the hat, it is best to position it in the y direct at the top of the face geometry. To do that successfully, you'll likely want your hat to have pivot point at the bottom center of the hat geometry and located at x = 0, y = 0 in your .scn file. For example the scene editor and node inspector might look something like:
Then in your func update(withFaceAnchor anchor : ARFaceAnchor) you can say
func update(withFaceAnchor anchor : ARFaceAnchor) {
let faceGeometry = geometry as! ARSCNFaceGeometry
faceGeometry.update(from: anchor.geometry)
hat.position.y = faceGeometry.boundingSphere.radius
}
Finally for the z position of the hat you'll like want a slightly negative value as the bulk of a hat is behind one's face. -0.089 worked well for me.

Related

Align 3D object parallel to vertical plane detected by estametedVerticalPlane

I have this book, but I'm currently remixing the furniture app from the video tutorial that was free on AR/VR week.
I would like to have a 3D wall canvas aligned with the wall/vertical plane detected.
This is proving to be harder than I thought. Positioning isn't an issue. Much like the furniture placement app you can just get the column3 of the hittest.worldtransform and provide the new geometry this vector3 for position.
But I do not know what I have to do to get my 3D object rotated to face forward on the aligned detected plane. As I have a canvas object, the photo is on one side of the canvas. On placement, the photo is ALWAYS facing away.
I thought about applying a arbitrary rotation to the canvas to face forward but that then was only correct if I was looking north and place a canvas on a wall to my right.
I'v tried quite a few solutions on line all but one always use .existingPlaneUsingExtent. for vertical plane detections. This allows for you to get the ARPlaneAnchor from the
hittest.anchor? as ARPlaneAnchor.
If you try this when using .estimatedVerticalPlane the anchor? is nil
I also didn't continue down this route as my horizontal 3D objects started getting placed in the air. This maybe down to a control flow logic but I am ignoring it until the vertical canvas placement is working.
My current train of thought is to get the front vector of the canvas and rotate it towards the front facing vector of the vertical plane detected UIImage or the hittest point.
How would I get a forward vector from a 3D point. OR get the front vector from the grid image, that is a UIImage that is placed as an overlay when ARKit detects a vertical wall?
Here is an example. The canvas is showing the back of the canvas and is not parallel with the detected vertical plane that is the column. But there is a "Place Poster Here" grid which is what I want the canvas to align with and I'm able to see the photo.
Things I have tried.
using .estimatedVerticalPlane
ARKit estimatedVerticalPlane hit test get plane rotation
I don't know how to correctly apply this matrix and eular angle results from the SO answer.
my add picture function.
func addPicture(hitTestResult: ARHitTestResult) {
// I would like to convert estimate hitTest to a anchorpoint
// it is easier to rotate a node to a anchorpoint over calculating eularAngles
// we have all detected anchors in the _Renderer SCNNode. however there are
// Get the current furniture item, correct its position if necessary,
// and add it to the scene.
let picture = pictureSettings.currentPicturePiece()
//look for the vertical node geometry in verticalAnchors
if let hitPlaneAnchor = hitTestResult.anchor as? ARPlaneAnchor {
if let anchoredNode = verticalAnchors[hitPlaneAnchor]{
//code removed as a .estimatedVerticalPlane hittestResult doesn't get here
}
}else{
// Transform hitresult to world coords
let worldTransform = hitTestResult.worldTransform
let anchoredNodeOrientation = worldTransform.eulerAngles
picture.rotation.y =
-.pi * anchoredNodeOrientation.y
//set the transform matirs
let positionMatris = worldTransform.columns.3
let position = SCNVector3 (
positionMatris.x,
positionMatris.y,
positionMatris.z
)
picture.position = position + pictureSettings.currentPictureOffset();
}
//parented to rootNode of the scene
sceneView.scene.rootNode.addChildNode(picture)
}
Thanks for any help available.
Edited:
I have notice the 'handness' or the 3D model isn't correct/ is opposite?
Positive Z is pointing to the Left and Positive X is facing the camera for what I would expects is the front of the model. Is this a issue?
You should try to avoid adding node directly into the scene using world coordinates. Rather you should notify the ARSession of an area of interest by adding an ARAnchor then use the session callback to vend an SCNNode for the added anchor.
For example your hit test might look something like:
#objc func tapped(_ sender: UITapGestureRecognizer) {
let location = sender.location(in: sender.view)
guard let hitTestResult = sceneView.hitTest(location, types: [.existingPlaneUsingGeometry, .estimatedVerticalPlane]).first,
let planeAnchor = hitTestResult.anchor as? ARPlaneAnchor,
planeAnchor.alignment == .vertical else { return }
let anchor = ARAnchor(transform: hitTestResult.worldTransform)
sceneView.session.add(anchor: anchor)
}
Here a tap gesture recognized is used to detect taps within an ARSCNView. When a tap is detected a hit test is performed looking for existing and estimated planes. If the plane is vertical, we add an ARAnchor is added with the worldTransform of the hit test result, and we add that anchor to the ARSession. This will register that point as an area of interest for the ARSession, so we'll receive better tracking and less drift after our content is added there.
Next, we need to vend our SCNNode for the newly added ARAnchor. For example
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
if anchor is ARPlaneAnchor {
let anchorNode = SCNNode()
anchorNode.name = "anchor"
return anchorNode
} else {
let plane = SCNPlane(width: 0.67, height: 1.0)
plane.firstMaterial?.diffuse.contents = UIImage(named: "monaLisa")
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles = SCNVector3(CGFloat.pi * -0.5, 0.0, 0.0)
let node = SCNNode()
node.addChildNode(planeNode)
return node
}
}
Here we're first checking if the anchor is an ARPlaneAnchor. If it is, we vend an empty node for debugging purposes. If it is not, then it is an anchor that was added as the result of a hit test. So we create a geometry and node for the most recent tap. Because it is a vertical plane and our content is lying flat need to rotate it about the x axis. So we adjust it's eulerAngles to have it be upright. If we were to return planeNode directly adjustment to eulerAngles would be removed so we add it as a child node of an empty node and return it.
Should result in something like the following.

Node clones not maintaining geometry despite copying it over in iOS 12

I have a little painting app in SceneKit that I originally developed on iOS 9. There's a part where I take a collection of nodes, clone them, then flatten them to make one single node that can be moved around.
Problem is, in iOS 9 I was able to successfully do the "deep clone" technique where I copy over the node's geometry and materials, and these properties were retained. This is not the case in iOS 12, however. The geometry gets all wonky despite running the exact same code. I've spent a few hours trying different variations of the process below, to no avail. Here's the code:
func sendPainting() {
// a parent node that contains the canvas and frame nodes as children
guard let configPainting = sceneView.scene!["configpainting"] else {
return
}
guard let configCanvas = configPainting.childNode(withName: "canvas", recursively: true) else {
return
}
guard let configFrame = configPainting.childNode(withName: "frame", recursively: true) else {
return
}
let configClone = configPainting.clone()
// copy over geometry and material
configClone.childNode(withName: "canvas", recursively: true)?.geometry = configCanvas.geometry?.copy() as? SCNGeometry
configClone.childNode(withName: "canvas", recursively: true)?.geometry?.firstMaterial = configCanvas.geometry?.firstMaterial?.copy() as? SCNMaterial
configClone.childNode(withName: "frame", recursively: true)?.geometry = configFrame.geometry?.copy() as? SCNGeometry
configClone.childNode(withName: "frame", recursively: true)?.geometry?.firstMaterial = configFrame.geometry?.firstMaterial?.copy() as? SCNMaterial
// make a flattened clone to now have the canvas and frame consolidated into 1 node
let localClone = configClone.flattenedClone()
...
// add to my scene
sceneView.scene!["localpaintings"]?.addChildNode(localClone)
}
Here's what the group of nodes look like before cloning and flattening, in both iOS 9 and 12:
And after:
In iOS 9, geometry is retained (sorry, different image, but you get the idea):
In iOS 12, the frame gets shrunk and rotated:

Create UIBezierPath shape in 3D world ARKit

I'm making an app where the user can create some flat shapes by positioning some points on a 3D space with ARKit, but it seems that the part where I create the UIBezierPath using these points is problematic.
In my app, the user starts by positioning a virtual transparent wall in AR at the same place that his device by pressing a button:
guard let currentFrame = sceneView.session.currentFrame else {
return
}
let imagePlane = SCNPlane(width: sceneView.bounds.width, height: sceneView.bounds.height)
imagePlane.firstMaterial?.diffuse.contents = UIColor.black
imagePlane.firstMaterial?.lightingModel = .constant
var windowNode = SCNNode()
windowNode.geometry = imagePlane
sceneView.scene.rootNode.addChildNode(windowNode)
windowNode.simdTransform = currentFrame.camera.transform
windowNode.opacity = 0.1
Then, the user place some points (some sphere nodes) on that wall to determine the shape of the flat object that he wants to create by pressing a button. If the user points back to the first sphere node created, I close the shape, create a node of it and place it at the same position that the wall:
let hitTestResult = sceneView.hitTest(self.view.center, options: nil)
if let firstHit = hitTestResult.first {
if firstHit.node == windowNode {
let x = Double(firstHit.worldCoordinates.x)
let y = Double(firstHit.worldCoordinates.y)
let pointCoordinates = CGPoint(x: x , y: y)
let sphere = SCNSphere(radius: 0.02)
sphere.firstMaterial?.diffuse.contents = UIColor.white
sphere.firstMaterial?.lightingModel = .constant
let sphereNode = SCNNode(geometry: sphere)
sceneView.scene.rootNode.addChildNode(sphereNode)
sphereNode.worldPosition = firstHit.worldCoordinates
if points.isEmpty {
windowPath.move(to: pointCoordinates)
} else {
windowPath.addLine(to: pointCoordinates)
}
points.append(sphereNode)
if undoButton.alpha == 0 {
undoButton.alpha = 1
}
} else if firstHit.node == points.first {
windowPath.close()
let windowShape = SCNShape(path: windowPath, extrusionDepth: 0)
windowShape.firstMaterial?.diffuse.contents = UIColor.white
windowShape.firstMaterial?.lightingModel = .constant
let tintedWindow = SCNNode(geometry: windowShape)
let worldPosition = windowNode.worldPosition
tintedWindow.worldPosition = worldPosition
sceneView.scene.rootNode.addChildNode(tintedWindow)
//removing all the sphere nodes from points and reinitializing the UIBezierPath windowPath
removeAllPoints()
}
}
That code works when I create a first invisible wall and a first shape, but when I create a second wall, when I'm done to draw my shape, the shape appears to be deformed and not at the right place like really not at the right place at all. So I think that I'm missing something with the coordinates of my UIBezierPath points but what ?
EDIT
Ok so after several tests, it seems that it depends on the orientation of the device at the launch of the AR session. When the device, at launch, faces the first wall that the user will create, the shape is created and places as expected. But if the user for exemple launch the app with his device pointed in one direction, then do a rotation of 90 degrees on himself, place the first wall and create his shape, the shape will be deformed and not at the right place.
So it seems that it's a problem of 3D coordinates but I still don't figure it out.
Ok I just found the problem ! I was just using the wrong vectors and coordinates... I've never been a math/geometry guy haha
So instead of using:
let x = Double(firstHit.worldCoordinates.x)
let y = Double(firstHit.worldCoordinates.y)
I now use:
let x = Double(firstHit.localCoordinates.x)
let y = Double(firstHit.localCoordinates.y)
And instead of using:
let worldPosition = windowNode.worldPosition
I now use:
let worldPosition = windowNode.transform
That's why the position of my shape node was depending of the initialisation of the AR session, I was working with world coordinates, seems obvious to me now.

ARKit hide objects behind walls

How can I use the horizontal and vertical planes tracked by ARKit to hide objects behind walls/ behind real objects? Currently the 3D added objects can be seen through walls when you leave a room and/ or in front of objects that they should be behind. So is it possible to use the data ARKit gives me to provide a more natural AR experience without the objects appearing through walls?
You have two issues here.
(And you didn't even use regular expressions!)
How to create occlusion geometry for ARKit/SceneKit?
If you set a SceneKit material's colorBufferWriteMask to an empty value ([] in Swift), any objects using that material won't appear in the view, but they'll still write to the z-buffer during rendering, which affects the rendering of other objects. In effect, you'll get a "hole" shaped like your object, through which the background shows (the camera feed, in the case of ARSCNView), but which can still obscure other SceneKit objects.
You'll also need to make sure that an occluded renders before any other nodes it's supposed to obscure. You can do this using node hierarchy ( I can't remember offhand whether parent nodes render before their children or the other way around, but it's easy enough to test). Nodes that are peers in the hierarchy don't have a deterministic order, but you can force an order regardless of hierarchy with the renderingOrder property. That property defaults to zero, so setting it to -1 will render before everything. (Or for finer control, set the renderingOrders for several nodes to a sequence of values.)
How to detect walls/etc so you know where to put occlusion geometry?
In iOS 11.3 and later (aka "ARKit 1.5"), you can turn on vertical plane detection. (Note that when you get vertical plane anchors back from that, they're automatically rotated. So if you attach models to the anchor, their local "up" direction is normal to the plane.) Also new in iOS 11.3, you can get a more detailed shape estimate for each detected plane (see ARSCNPlaneGeometry), regardless of its orientation.
However, even if you have the horizontal and the vertical, the outer limits of a plane are just estimates that change over time. That is, ARKit can quickly detect where part of a wall is, but it doesn't know where the edges of the wall are without the user spending some time waving the device around to map out the space. And even then, the mapped edges might not line up precisely with those of the real wall.
So... if you use detected vertical planes to occlude virtual geometry, you might find places where virtual objects that are supposed to be hidden show through, either by being not quite hiding right at the edge of the wall, or being visible through places where ARKit hasn't mapped the entire real wall. (The latter issue you might be able to solve by assuming a larger extent than ARKit does.)
For creating an occlusion material (also known as blackhole material or blocking material) you have to use the following instance properties: .colorBufferWriteMask, .readsFromDepthBuffer, .writesToDepthBuffer and .renderingOrder.
You can use them this way:
plane.geometry?.firstMaterial?.isDoubleSided = true
plane.geometry?.firstMaterial?.colorBufferWriteMask = .alpha
plane.geometry?.firstMaterial?.writesToDepthBuffer = true
plane.geometry?.firstMaterial?.readsFromDepthBuffer = true
plane.renderingOrder = -100
...or this way:
func occlusion() -> SCNMaterial {
let occlusionMaterial = SCNMaterial()
occlusionMaterial.isDoubleSided = true
occlusionMaterial.colorBufferWriteMask = []
occlusionMaterial.readsFromDepthBuffer = true
occlusionMaterial.writesToDepthBuffer = true
return occlusionMaterial
}
plane.geometry?.firstMaterial = occlusion()
plane.renderingOrder = -100
In order to create an occlusion material it's really simple
let boxGeometry = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
// Define a occlusion material
let occlusionMaterial = SCNMaterial()
occlusionMaterial.colorBufferWriteMask = []
boxGeometry.materials = [occlusionMaterial]
self.box = SCNNode(geometry: boxGeometry)
// Set rendering order to present this box in front of the other models
self.box.renderingOrder = -1
Great solution:
GitHub: arkit-occlusion
Worked for me.
But in my case i wanted to set the walls by code. So if you don't want to set the Walls by user -> use the plane detection to detect walls and set the walls by code.
Or in a range of 4 meters the iphone depht sensor works and you can detect obstacles with ARHitTest.
ARKit 6.0 and LiDAR scanner
You can hide any object behind a virtual invisible wall that replicates real wall geometry. iPhones and iPads Pro equipped with a LiDAR scanner help us reconstruct a 3d topological map of surrounding environment. LiDAR scanner greatly improves a quality of Z channel that allows occlude or remove humans from AR scene.
Also LiDAR improves such feature as Object Occlusion, Motion Tracking and Raycasting. With LiDAR scanner you can reconstruct a scene even in a unlit environment or in a room having white walls with no features at all. 3d reconstruction of surrounding environment has become possible in ARKit 6.0 thanks to sceneReconstruction instance property. Having a reconstructed mesh of your walls it's now super easy to hide any object behind real walls.
To activate a sceneReconstruction instance property in ARKit 6.0 use the following code:
#IBOutlet var arView: ARView!
arView.automaticallyConfigureSession = false
guard ARWorldTrackingConfiguration.supportsSceneReconstruction(.mesh)
else { return }
let config = ARWorldTrackingConfiguration()
config.sceneReconstruction = .mesh
arView.debugOptions.insert([.showSceneUnderstanding])
arView.environment.sceneUnderstanding.options.insert([.occlusion])
arView.session.run(config)
Also if you're using SceneKit try the following approach:
#IBOutlet var sceneView: ARSCNView!
func renderer(_ renderer: SCNSceneRenderer,
nodeFor anchor: ARAnchor) -> SCNNode? {
guard let meshAnchor = anchor as? ARMeshAnchor
else { return nil }
let geometry = SCNGeometry(arGeometry: meshAnchor.geometry)
geometry.firstMaterial?.diffuse.contents =
colorizer.assignColor(to: meshAnchor.identifier)
‍
let node = SCNNode()
node.name = "Node_\(meshAnchor.identifier)"
node.geometry = geometry
return node
}
func renderer(_ renderer: SCNSceneRenderer,
didUpdate node: SCNNode,
for anchor: ARAnchor) {
guard let meshAnchor = anchor as? ARMeshAnchor
else { return }
let newGeometry = SCNGeometry(arGeometry: meshAnchor.geometry)
newGeometry.firstMaterial?.diffuse.contents =
colorizer.assignColor(to: meshAnchor.identifier)
node.geometry = newGeometry
}
And here are SCNGeometry and SCNGeometrySource extensions:
extension SCNGeometry {
convenience init(arGeometry: ARMeshGeometry) {
let verticesSource = SCNGeometrySource(arGeometry.vertices,
semantic: .vertex)
let normalsSource = SCNGeometrySource(arGeometry.normals,
semantic: .normal)
let faces = SCNGeometryElement(arGeometry.faces)
self.init(sources: [verticesSource, normalsSource], elements: [faces])
}
}
extension SCNGeometrySource {
convenience init(_ source: ARGeometrySource, semantic: Semantic) {
self.init(buffer: source.buffer, vertexFormat: source.format,
semantic: semantic,
vertexCount: source.count,
dataOffset: source.offset,
dataStride: source.stride)
}
}
...and SCNGeometryElement and SCNGeometryPrimitiveType extensions:
extension SCNGeometryElement {
convenience init(_ source: ARGeometryElement) {
let pointer = source.buffer.contents()
let byteCount = source.count *
source.indexCountPerPrimitive *
source.bytesPerIndex
let data = Data(bytesNoCopy: pointer,
count: byteCount,
deallocator: .none)
self.init(data: data, primitiveType: .of(source.primitiveType),
primitiveCount: source.count,
bytesPerIndex: source.bytesPerIndex)
}
}
extension SCNGeometryPrimitiveType {
static func of(type: ARGeometryPrimitiveType) -> SCNGeometryPrimitiveType {
switch type {
case .line: return .line
case .triangle: return .triangles
}
}
}

Swift : ARKit Save ARPlaneAnchor for next session

ARKit is quite new and I am quite new in swift... So I'm having some troubles...
I'd like to save the ARPlaneAnchor detected during a session and reload them when I relaunch my app. My phone will always be at the same place and I'd like to scan the room one time. And remembering the Anchor I found in the room everytime I launch the app.
I tried several solutions :
Solution1 :
Save the ARPlaneAnchor using : NSKeyedArchiver.archiveRootObject(plane, toFile: filePath)
I got this error :
Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[ARPlaneAnchor encodeWithCoder:]: unrecognized selector sent to instance
I think that maybe I can't save this kind of data locally
Solution2 : Store the datas of the ARPlaneAnchor then intantiate them when I launch the app. the datas are mainly float. I could creat ARAnchor easily, I could cast them as ARPlaneAnchor, but I could not modify the "center" and "extend" parameter of the ARPlaneAnchor because they only have a getter and not a setter. So I can't create the good anchors.
I am open to anysolution. I think I need to store the ARAnchor object, but for now I could not find a way to do it without a crash!
So if someone can help me I would be very grateful.
First... if your app is restricted to a situation where the device is permanently installed and the user can never move or rotate it, using ARKit to display overlay content on the camera feed is sort of a "killing mosquitos with a cannon" kind of situation. You could just as well work out at development time what kind of camera projection your 3D engine needs, use a "dumb" camera feed with your 3D engine running on top, and not need iOS 11 or an ARKit-capable device.
So you might want to think about your use case or your technology stack some more before you commit to specific solutions and workarounds.
As for your more specific problem...
ARPlaneAnchor is entirely a read-only class, because its use case is entirely read-only. It exists for the sole purpose of giving ARKit a way to give you information about detected planes. However, once you have that information, you can do with it whatever you want. And from there on, you don't need to keep ARPlaneAnchor in the equation anymore.
Perhaps you're confused because of the typical use case for plane detection (and SceneKit-based display):
Turn on plane detection
Respond to renderer(_:didAdd:for:) to receive ARPlaneAnchor objects
In that method, return virtual content to associate with the plane anchor
Let ARSCNView automatically position that content for you so it follows the plane's position
If your plane's position is static with respect to the camera, though, you don't need all that.
You only need ARKit to handle the placement of your content within the scene if that placement needs ongoing management, as is the case when plane detection is live (ARKit refines its estimates of plane location and extent and updates the anchor accordingly). If you did all your plane-finding ahead of time, you won't be getting updates, so you don't need ARKit to manage updates.
Instead your steps can look more like this:
Know where a plane is (position in world space).
Set the position of your virtual content to the position of the plane.
Add the content to the scene directly.
In other words, your "Solution 2" is a step in the right direction, but not far enough. You want to archive not an ARPlaneAnchor instance itself, but the information it contains — and then when unarchiving, you don't need to re-create an ARPlaneAnchor instance, you just need to use that information.
So, if this is what you do to place content with "live" plane detection:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
let extent = planeAnchor.extent
let center = planeAnchor.center
// planeAnchor.transform not used, because ARSCNView automatically applies it
// to the container node, and we make a child of the container node
let plane = SCNPlane(width: CGFloat(extent.x), height: CGFloat(extent.z))
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles.x = .pi / 2
planeNode.simdPosition = center
node.addChildNode(planeNode)
}
Then you can do something like this for static content placement:
struct PlaneInfo { // something to save and restore ARPlaneAnchor data
let transform: float4x4
let center: float3
let extent: float3
}
func makePlane(from planeInfo: PlaneInfo) { // call this when you place content
let extent = planeInfo.extent
let center = float4(planeInfo.center, 1) * planeInfo.transform
// we're positioning content in world space, so center is now
// an offset relative to transform
let plane = SCNPlane(width: CGFloat(extent.x), height: CGFloat(extent.z))
let planeNode = SCNNode(geometry: plane)
planeNode.eulerAngles.x = .pi / 2
planeNode.simdPosition = center.xyz
view.scene.rootNode.addChildNode(planeNode)
}
// convenience vector-width conversions used above
extension float4 {
init(_ xyz: float3, _ w: Float) {
self.init(xyz.x, xyz.y, xyz.z, 1)
}
var xyz: float3 {
return float3(self.x, self.y, self.z)
}
}

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