ARKit - Object not placed - ios

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)

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!

I want to make Location Base AR in Swift 3.0, ARkit

I'm japanese and I'm a beginner. This is first time that i post to stackoverflow.
Now, I am trying to make location base AR app, that specific objects appear in specific position, using ARkit and CoreLocation.
For example, sphere3Node appear in latitude > 35.5 (refer in my source code).
This code is working successfully, but sphere3Node cannot appear in screen.
import SceneKit
import ARKit
import CoreLocation
import UIKit
class ViewController: UIViewController, ARSCNViewDelegate, CLLocationManagerDelegate{
var locationManager = CLLocationManager()
var locationData : CLLocation? = nil
#IBOutlet weak var idoLabel: UILabel!
#IBOutlet weak var keidoLabel: UILabel!
#IBOutlet weak var hyoukouLabel: UILabel!
#IBOutlet weak var hanteiLabel: UILabel!
private let label: UILabel = UILabel()
#IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
locationManager = CLLocationManager()
locationManager.requestWhenInUseAuthorization()
locationManager.delegate = self
setupLocationService()
self.sceneView = ARSCNView(frame: self.view.frame)
self.label.frame = CGRect(x:0, y:0, width: self.sceneView.frame.size.width, height:50 )
self.label.center = self.sceneView.center
self.label.textAlignment = .center
self.label.textColor = UIColor.red
self.label.font = UIFont.preferredFont(forTextStyle: .headline)
self.label.alpha = 0
self.sceneView.addSubview(self.label)
self.sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints,ARSCNDebugOptions.showWorldOrigin]
self.view.addSubview(self.sceneView)
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()
// box blue
//Color Setting , random
let random: CGFloat = CGFloat(arc4random() % 10)
let r: CGFloat = CGFloat(arc4random_uniform(255)+1) / 255.0
let g: CGFloat = CGFloat(arc4random_uniform(255)+1) / 255.0
let b: CGFloat = CGFloat(arc4random_uniform(255)+1) / 255.0
//let color: UIColor = UIColor(red: r, green: g, blue: b, alpha: 1.0)
// node (Box)
let box = SCNBox(width: 0.2, height: 0.2, length: 0.2, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor(red:r, green:g, blue:b, alpha: 1)
let node = SCNNode()
node.geometry = box
material.name = "Color"
node.geometry?.materials = [material]
node.position = SCNVector3(0, 0.2, -1)
//Object Setting
// sphereNode green
let sphere = SCNSphere(radius: 0.2)
let sphereMaterial = SCNMaterial()
// sphereMaterial.diffuse.contents = UIColor.green
sphereMaterial.diffuse.contents = UIImage(named: "earthmap.jpeg")
let sphereNode = SCNNode()
sphereNode.geometry = sphere
sphereNode.geometry?.materials = [sphereMaterial]
sphereNode.position = SCNVector3(0.5, 0.1, -1)
// sphere2Node red
let sphere2 = SCNSphere(radius: 0.1)
let sphere2Material = SCNMaterial()
sphere2Material.diffuse.contents = UIColor.red
let sphere2Node = SCNNode()
sphere2Node.geometry = sphere2
sphere2Node.geometry?.materials = [sphere2Material]
sphere2Node.position = SCNVector3(0.4, 0.1, -3)
// sphere3Node blue
let sphere3 = SCNSphere(radius: 0.1)
let sphere3Material = SCNMaterial()
sphere3Material.diffuse.contents = UIColor.blue
let sphere3Node = SCNNode()
sphere3Node.geometry = sphere3
sphere3Node.geometry?.materials = [sphere3Material]
sphere3Node.position = SCNVector3(0.6, 0.2, -3)
scene.rootNode.addChildNode(node)
scene.rootNode.addChildNode(sphereNode)
scene.rootNode.addChildNode(sphere2Node)
if let locationData = locationData, locationData.coordinate.latitude > 35.5 {
scene.rootNode.addChildNode(sphere3Node)
}
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapped))
self.sceneView.addGestureRecognizer(tapRecognizer)
// Set the scene to the view
sceneView.scene = scene
}
//objective-C func tapped
#objc func tapped(recognizer: UIGestureRecognizer) {
let sceneView = recognizer.view as! SCNView
let touchLocation = recognizer.location(in: sceneView)
let hitResults = sceneView.hitTest(touchLocation, options: [:])
if !hitResults.isEmpty {
let node = hitResults[0].node
let material = node.geometry?.material(named: "Color")
material?.diffuse.contents = UIImage(named: "earthmap.jpeg")
}
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
// Run the view's session
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Pause the view's session
sceneView.session.pause()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
// MARK: - ARSCNViewDelegate
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
DispatchQueue.main.async{
self.label.text = "plane detected"
UIView.animate(withDuration: 3.0, animations: {
self.label.alpha = 1.0
}){(completion: Bool) in
self.label.alpha = 0.0
}
}
}
/*
// Override to create and configure nodes for anchors added to the view's session.
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let node = SCNNode()
return node
}
*/
func session(_ session: ARSession, didFailWithError error: Error) {
// Present an error message to the user
}
func sessionWasInterrupted(_ session: ARSession) {
// Inform the user that the session has been interrupted, for example, by presenting an overlay
}
func sessionInterruptionEnded(_ session: ARSession) {
// Reset tracking and/or remove existing anchors if consistent tracking is required
}
//location
func setupLocationService(){
locationManager.desiredAccuracy = kCLLocationAccuracyBest
locationManager.distanceFilter = 1
}
func locationManager(_ manager: CLLocationManager,
didChangeAuthorization status: CLAuthorizationStatus) {
switch status{
case .authorizedAlways, .authorizedWhenInUse :
locationManager.startUpdatingLocation()
case .notDetermined:
locationManager.stopUpdatingLocation()
//disabledLocationLabel()
default:
locationManager.stopUpdatingLocation()
//disabledLocationLabel()
}
}
private func locationManager(_ manager: CLLocationManager,
didUpdateLocations locations: [CLLocation]){
let locationData = locations.last
if var ido = locationData?.coordinate.latitude {
ido = round(ido*1000000)/100000
}
if var keido = locationData?.coordinate.longitude{
keido = round(keido*1000000)/1000000
}
if var hyoukou = locationData?.altitude{
hyoukou = round(hyoukou*100)/100
}
}
}
That's all.Thank you.

Is it possible to detect floor with objects placed on it using ARKit?

I want to detect floor using ARkit , when objects are present such as table etc. and want to color the detected surface, is this possible using ARkit, I am a newbie in ARKit world and not sure if this is possible and where to start.
Your session configuration function should be like this, you call it on viewWillAppear
func setUpSceneView() {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
sceneView.session.run(configuration)
sceneView.delegate = self
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
}
you can also use .vertical for walls or whatever..
on view did load add a tapGestureRecognizer to the scene so that you can add the SCNNode where you tap to the detected surface
addTapGestureToSceneView() inside viewDidLoad
func addTapGestureToSceneView() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(placeOnSurface.addNodeToSceneView(withGestureRecognizer:)))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
the method addNodeToSceneView will place SNNode on surface when it detects the plane..
#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
var name:String = "YourModel.obj" //you can add node whatever
let group = DispatchGroup()
group.enter()
DispatchQueue.global(qos: .background).async {
print("This is run on the background queue")
let tempScene = SCNScene(named: name)!
var geom:SCNGeometry = tempScene.rootNode.childNodes[0].geometry!
var boxNode:SCNNode = SCNNode(geometry: geom)
boxNode.position = SCNVector3(x,y,z)
self.sceneView.scene.rootNode.addChildNode(boxNode)
group.leave()
}
group.notify(queue: .main){
//Here you know that the node is has been put
}
}
and you need some functions for render
extension float4x4 {
var translation: float3 {
let translation = self.columns.3
return float3(translation.x, translation.y, translation.z)
}
}
extension placeOnSurface: 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)
}
}
I also recommend you in viewDidLoad to call the function configureLighting() for better user experience
func configureLighting() {
sceneView.autoenablesDefaultLighting = true
sceneView.automaticallyUpdatesLighting = true
}

iOS 11 ARKit : Drag Object in 3D View

I have a node object in 3d view and i need to drag that object,
So far i have tried from here : Placing, Dragging and Removing SCNNodes in ARKit
and converted in swift
#objc func handleDragGesture(_ gestureRecognizer: UIGestureRecognizer) {
let tapPoint = gestureRecognizer.location(in: self.sceneView)
switch gestureRecognizer.state {
case .began:
print("Object began to move")
let hitResults = self.sceneView.hitTest(tapPoint, options: nil)
if hitResults.isEmpty { return }
let hitResult = hitResults.first
if let node = hitResult?.node.parent?.parent?.parent {
self.photoNode = node
}
case .changed:
print("Moving object position changed")
if let _ = self.photoNode {
let hitResults = self.sceneView.hitTest(tapPoint, types: .featurePoint)
let hitResult = hitResults.last
if let transform = hitResult?.worldTransform {
let matrix = SCNMatrix4FromMat4(transform)
let vector = SCNVector3Make(matrix.m41, matrix.m42, matrix.m43)
self.photoNode?.position = vector
}
}
case .ended:
print("Done moving object")
default:
break
}
}
but it is not working properly. what is the correct way to do?
You can do this using panGestureRecongniser... see basic swift Playground code for handling a SCNNode.
import UIKit
import ARKit
import SceneKit
import PlaygroundSupport
public var textNode : SCNNode?
// Main ARKIT ViewController
class ViewController : UIViewController, ARSCNViewDelegate, ARSessionDelegate {
var textNode: SCNNode!
var counter = 0
#IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
// set the views delegate
sceneView.delegate = self as! ARSCNViewDelegate
// show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
sceneView.scene.rootNode
// Add ligthing
sceneView.autoenablesDefaultLighting = true
let text = SCNText(string: "Drag Me with Pan Gesture!", extrusionDepth: 1)
// create material
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
text.materials = [material]
//Create Node object
textNode = SCNNode()
textNode.name = "textNode"
textNode.scale = SCNVector3(x:0.004,y:0.004,z:0.004)
textNode.geometry = text
textNode.position = SCNVector3(x: 0, y:0.02, z: -1)
// add new node to root node
self.sceneView.scene.rootNode.addChildNode(textNode)
// Add pan gesture for dragging the textNode about
sceneView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:))))
}
override func loadView() {
sceneView = ARSCNView(frame:CGRect(x: 0.0, y: 0.0, width: 500.0, height: 600.0))
// Set the view's delegate
sceneView.delegate = self
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
// Now we'll get messages when planes were detected...
sceneView.session.delegate = self
self.view = sceneView
sceneView.session.run(config)
}
#objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
textNode.position = position
}
}
PlaygroundPage.current.liveView = ViewController()
PlaygroundPage.current.needsIndefiniteExecution = true
EDIT:
The above drag function only worked if you had 1 object in the view, so it was not really necessary to hit the node to start dragging. It will just drag from where ever you tapped on the screen. If you have multiple objects in the view, and you want to drag nodes independently. You could change the panGesture function to the following, detect each node tapped first:
// drags nodes independently
#objc func panGesture(_ gesture: UIPanGestureRecognizer) {
gesture.minimumNumberOfTouches = 1
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let hits = self.sceneView.hitTest(gesture.location(in: gesture.view), options: nil)
if let tappedNode = hits.first?.node {
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
tappedNode.position = position
}
}
REF: https://stackoverflow.com/a/48220751/5589073
This code works for me
private func drag(sender: UIPanGestureRecognizer) {
switch sender.state {
case .began:
let location = sender.location(in: self.sceneView)
guard let hitNodeResult = self.sceneView.hitTest(location,
options: nil).first else { return }
self.PCoordx = hitNodeResult.worldCoordinates.x
self.PCoordy = hitNodeResult.worldCoordinates.y
self.PCoordz = hitNodeResult.worldCoordinates.z
case .changed:
// when you start to pan in screen with your finger
// hittest gives new coordinates of touched location in sceneView
// coord-pcoord gives distance to move or distance paned in sceneview
let hitNode = sceneView.hitTest(sender.location(in: sceneView), options: nil)
if let coordx = hitNode.first?.worldCoordinates.x,
let coordy = hitNode.first?.worldCoordinates.y,
let coordz = hitNode.first?.worldCoordinates.z {
let action = SCNAction.moveBy(x: CGFloat(coordx - self.PCoordx),
y: CGFloat(coordy - self.PCoordy),
z: CGFloat(coordz - self.PCoordz),
duration: 0.0)
self.photoNode.runAction(action)
self.PCoordx = coordx
self.PCoordy = coordy
self.PCoordz = coordz
}
sender.setTranslation(CGPoint.zero, in: self.sceneView)
case .ended:
self.PCoordx = 0.0
self.PCoordy = 0.0
self.PCoordz = 0.0
default:
break
}
}

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