How to open a SwiftUI view by tapping an entity in RealityKit? - swift

I am using SwiftUI with RealityKit. As displayed in the code below, I have a plane entity that when tapped simply prints the name of the entity. What approach should I take toward navigating to a new view when I tap the entity? It would be preferable to navigate as with a navigation link in a normal view, but if that is not possible then perhaps a fullScreenCover?
ARViewContainer.swift:
class Coordinator: NSObject {
weak var view: ARView?
#objc func handleTap(_ recognizer: UITapGestureRecognizer) {
guard let view = self.view else { return }
let tapLocation = recognizer.location(in: view)
if let entity = view.entity(at: tapLocation) as? ModelEntity {
print(entity.name)
}
}
}
struct ARViewContainer: UIViewRepresentable {
typealias UIViewType = ARView
func makeUIView(context: Context) -> ARView{
let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true)
context.coordinator.view = arView
arView.addGestureRecognizer(UITapGestureRecognizer(target: context.coordinator, action: #selector(Coordinator.handleTap)))
arView.scene.anchors.removeAll()
let anchor = AnchorEntity()
let plane = MeshResource.generatePlane(width: 1, height: 1)
var material = UnlitMaterial()
material.color = .init(tint: .white,
texture: .init(try! .load(named: "instagram")))
let planeEntity = ModelEntity(mesh: plane, materials: [material])
planeEntity.generateCollisionShapes(recursive: true)
planeEntity.name = "Plane Entity"
planeEntity.position.z -= 1.0
planeEntity.setParent(anchor)
arView.scene.addAnchor(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context){
}
func makeCoordinator() -> Coordinator {
Coordinator()
}
}
ContentView.swift
struct ContentView: View {
#State var open = false
var body: some View {
NavigationView{
ZStack {
ARViewContainer()
.ignoresSafeArea(.all)
}
}
}
}
View I want to navigate to:
struct TestView : View {
var body : some View {
VStack{
Text("Test View")
}
}
}

Manage the state of the view in an observable object and modify it from your AR view.
struct ContentView: View {
#ObservedObject var settings = Settings.shared
var body: some View {
NavigationView {
ZStack {
ARViewContainer()
.ignoresSafeArea(.all)
NavigationLink("", isActive: $settings.shouldOpenDetailsView) {
TestView()
}
}
}
}
}
class Settings: ObservableObject {
static let shared = Settings()
#Published var shouldOpenDetailsView = false
}
class Coordinator: NSObject {
weak var view: ARView?
#objc func handleTap(_ recognizer: UITapGestureRecognizer) {
guard let view = self.view else { return }
let tapLocation = recognizer.location(in: view)
if let entity = view.entity(at: tapLocation) as? ModelEntity {
Settings.shared.shouldOpenDetailsView = true
}
}
}

Related

Can I control Reality Composer behaviors in RealityKit?

I would like to make a button using SwiftUI. When the button is pressed, the model will hide. I have already read the tutorial in this link (Creating a Trigger), but I don't know how to control it programmatically.
Here is my code:
struct VocabView : View {
#State private var arView = ARView(frame: .zero)
var body: some View {
ZStack{
ARViewContainer(arView: $arView)
.ignoresSafeArea()
VStack {
Button("hide") {
hide()
}
}
}
}
func hide() {
let demoScene = try! Experience1.loadDemo()
if arView.scene.anchors.count > 0 {
if arView.scene.anchors[0].isAnchored {
demoScene.notifications.hide.post()
}
}
}
}
struct ARViewContainer2: UIViewRepresentable {
#Binding var arView: ARView
func makeUIView(context: Context) -> ARView {
let demoScene = try! Experience1.loadDemo()
DispatchQueue.main.async {
arView.scene.anchors.append(demoScene)
}
return arView
}
}
Here is the configuration in Reality Composer:
You are loading your model twice – at first in makeUIView() method and secondly in hide() method. Try my version.
import SwiftUI
import RealityKit
struct ContentView : View {
#State private var arView = ARView(frame: .zero)
#State private var scene = try! Experience.loadBox()
var body: some View {
ZStack{
ARViewContainer(arView: $arView, scene: $scene)
.ignoresSafeArea()
VStack {
Spacer()
Button("Hide Model") { hideModel() }
}
}
}
private func hideModel() {
if arView.scene.anchors.count > 0 {
if arView.scene.anchors[0].isAnchored {
scene.notifications.notify.post()
}
}
}
}
struct ARViewContainer : UIViewRepresentable {
#Binding var arView: ARView
#Binding var scene: Experience.Box
func makeUIView(context: Context) -> ARView {
arView.scene.anchors.append(scene)
return arView
}
func updateUIView(_ view: ARView, context: Context) { }
}

Method `enumerateChildNodes` is not finding nodes

I'm developing an ARKit app that has 2 buttons: "Play" and "Reset". When I click on Play, a pyramid node is displayed. When I click on Reset, all pyramid nodes should be deleted from the scene:
Another requirement is that I want to disable the Play button when I click on it.
Next is my contentView code:
import ARKit
struct ContentView: View {
#State var node = SCNNode()
#State var play: Bool = false
#State var reset: Bool = false
#State var isDisabled: Bool = false
#State var showBanner:Bool = true
var body: some View {
ZStack {
SceneKitView(node: $node, play: $play, reset: $reset, isDisabled: $isDisabled)
VStack {
Spacer()
HStack {
Button(action: {
play = true
}) {
Image("Play")
}.padding()
.disabled(isDisabled) /// <<<<< THIS DISABLES THE BUTTON
Spacer()
Button(action: {
play = false
reset = true
}) {
Image("Reset")
}.padding()
}
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
In order to disable the Play button, I'm using a .disabled and the Boolean isDisabled.
My code changes the value of isDisabled to TRUE in a Coordinator :
import ARKit
import SwiftUI
struct SceneKitView: UIViewRepresentable {
let arView = ARSCNView(frame: .zero)
let config = ARWorldTrackingConfiguration()
#Binding var node: SCNNode
#Binding var play: Bool
#Binding var reset: Bool
#Binding var isDisabled: Bool
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
final class Coordinator: NSObject, ARSCNViewDelegate {
var control: SceneKitView
init(_ control: SceneKitView) {
self.control = control
}
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval) {
DispatchQueue.main.async {
if self.control.play {
self.control.addNode()
self.control.play = false
self.control.isDisabled = true // HERE I UPDATE THE VALUE !!!!!!!!
self.control.reset = false
}else{
}
}
}
}
func removeNode(){
self.arView.scene.rootNode.enumerateChildNodes { (node, _) in
print("existing nodes = \(node)")
node.removeFromParentNode()
}
}
func updateUIView(_ uiView: ARSCNView,
context: Context) {
if self.reset {
self.removeNode()
print("game reseted")
}
}
func makeUIView(context: Context) -> ARSCNView {
arView.scene = SCNScene()
arView.delegate = context.coordinator
arView.autoenablesDefaultLighting = true
//arView.debugOptions = [ARSCNDebugOptions.showFeaturePoints, ARSCNDebugOptions.showWorldOrigin]
arView.showsStatistics = true
arView.session.run(self.config)
return arView
}
func addNode(){
let pyramid = SCNNode(geometry: SCNPyramid(width: 0.1, height: 0.1, length: 0.1))
pyramid.geometry?.firstMaterial?.diffuse.contents = UIColor.red
pyramid.geometry?.firstMaterial?.specular.contents = UIColor.white
pyramid.position = SCNVector3(0,0,-0.5)
self.arView.scene.rootNode.addChildNode(pyramid)
}
}
Problem: When the app is running and I click on RESET, the method removeNode is invoked and this method uses enumerateChildNodes to find the nodes and delete them using removeFromParentNode but the pyramid node is not removed ! :(
The crazy thing (for me) is that if I don't change the value of isDisabled in the Coordinator, i.e. I comment that line, removeNode works, and the node is removed !!!!!
Any comment, suggestion is welcome :)
This solves the issue:
func updateUIView(_ uiView: ARSCNView, context: Context) {
if self.reset {
DispatchQueue.main.async {
context.coordinator.control.removeNode()
context.coordinator.control.isDisabled = false
}
print("Game Reset")
}
}

SwiftUI: Is it possible to let the user scale an image chosen with PHpicker?

I have an image picker created with PHPicker, and I was wondering if it is possible to let the user scale the chosen image?
This is not the entire code, but just the code for the makeUIViewController which I think is what is needed to solve this problem. I can of course provide the rest of the code if necessary.
This is what I'm looking for
func makeUIViewController(context: Context) -> PHPickerViewController {
var config = PHPickerConfiguration(photoLibrary: PHPhotoLibrary.shared())
config.filter = .images
config.selectionLimit = 1
let controller = PHPickerViewController(configuration: config)
controller.delegate = context.coordinator
return controller
}
can use this one line after choose the image to fixed height and width of your image
Image(room.thumbnailImage)
.resizable()
.frame(width: 32.0, height: 32.0)
or here i am sharing my running work with you checkout function didFinishPicking and var body: some View
import SwiftUI
import PhotosUI
struct PhotoPickerDemo: View {
#State private var isPresented: Bool = false
#State var pickerResult: [UIImage] = []
var config: PHPickerConfiguration {
var config = PHPickerConfiguration(photoLibrary: PHPhotoLibrary.shared())
config.filter = .images //videos, livePhotos...
config.selectionLimit = 0 //0 => any, set 1-2-3 for har limit
return config
}
var body: some View {
ScrollView {
LazyVStack {
Button("Present Picker") {
isPresented.toggle()
}.sheet(isPresented: $isPresented) {
PhotoPicker(configuration: self.config,
pickerResult: $pickerResult,
isPresented: $isPresented)
}
ForEach(pickerResult, id: \.self) { image in
Image.init(uiImage: image)
.resizable()
.frame(width: UIScreen.main.bounds.width, height: 250, alignment: .center)
.aspectRatio(contentMode: .fit)
}
}
}
}
}
struct PhotoPicker: UIViewControllerRepresentable {
let configuration: PHPickerConfiguration
#Binding var pickerResult: [UIImage]
#Binding var isPresented: Bool
func makeUIViewController(context: Context) -> PHPickerViewController {
let controller = PHPickerViewController(configuration: configuration)
controller.delegate = context.coordinator
return controller
}
func updateUIViewController(_ uiViewController: PHPickerViewController, context: Context) { }
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
/// PHPickerViewControllerDelegate => Coordinator
class Coordinator: PHPickerViewControllerDelegate {
private let parent: PhotoPicker
init(_ parent: PhotoPicker) {
self.parent = parent
}
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
for image in results {
if image.itemProvider.canLoadObject(ofClass: UIImage.self) {
image.itemProvider.loadObject(ofClass: UIImage.self) { (newImage, error) in
if let error = error {
print(error.localizedDescription)
} else {
self.parent.pickerResult.append(newImage as! UIImage)
}
}
} else {
print("Loaded Assest is not a Image")
}
}
// dissmiss the picker
parent.isPresented = false
}
}
}
struct photoPickerDemo_Previews: PreviewProvider {
static var previews: some View {
PhotoPickerDemo()
}
}
or if you want to crop via user interface like attach picture
Step 1
Using Xcode 12, go to File -> Swift Packages -> Add Package Dependency and enter https://github.com/marshallino16/ImageCropper
Step 2
in your didFinishPicking method where you are receiving selected image pass it in this package using these lines
let ratio = CropperRatio(width: 1, height: 1)//square ratio for crop
ImageCropperView(image: Image(yourSelectedImageHere),cropRect: nil,ratio: ratio).onCropChanged { (newCrop) in
print(newCrop)//here you will receive cropped image
}
edited use of ImageCropperView
struct PhotoPicker: UIViewControllerRepresentable {
let configuration: PHPickerConfiguration
#Binding var pickerResult: [UIImage]
#Binding var isPresented: Bool
func makeUIViewController(context: Context) -> PHPickerViewController {
let controller = PHPickerViewController(configuration: configuration)
controller.delegate = context.coordinator
return controller
}
func updateUIViewController(_ uiViewController: PHPickerViewController, context: Context) { }
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
/// PHPickerViewControllerDelegate => Coordinator
class Coordinator: PHPickerViewControllerDelegate {
private let parent: PhotoPicker
init(_ parent: PhotoPicker) {
self.parent = parent
}
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
for image in results {
if image.itemProvider.canLoadObject(ofClass: UIImage.self) {
image.itemProvider.loadObject(ofClass: UIImage.self) { (newImage, error) in
if let error = error {
print(error.localizedDescription)
} else {
let ratio = CropperRatio(width: 1, height: 1)//square ratio for crop
ImageCropperView(image: Image(newImage),cropRect: nil,ratio: ratio).onCropChanged { (newCrop) in
print(newCrop)//here you will receive cropped image
}
}
}
} else {
print("Loaded Assest is not a Image")
}
}
// dissmiss the picker
parent.isPresented = false
}
}
}

How can I update the Observable Object from an ARView extension in SwiftUI?

I am trying to Update the globalDataTransfer class from the ARView extension and reflect the changes on to ArView. Below is the globalDataTransfer function
class globalDataTransfer: ObservableObject{
#Published var val: String = "No Value"
required init (any : String){
self.val = any
}
func check() -> String{
return(self.val)
}
}
My ARViewContainer
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView {
let arView = ARView(frame: .zero,cameraMode: .ar,automaticallyConfigureSession: true)
arView.setupForBodyTracking()
arView.scene.addAnchor(bodySkeletonAnchor)
return(arView)
}
func updateUIView(_ uiView: ARView, context: Context) {
}
typealias UIViewType = ARView
}
My ARView extension is
extension ARView: ARSessionDelegate{
func setupForBodyTracking(){
let config = ARBodyTrackingConfiguration()
self.session.run(config)
self.session.delegate = self
}
public func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
for anchor in anchors{
if let bodyAnchor = anchor as? ARBodyAnchor{
if let skeleton = bodySkeleton{
skeleton.update(with: bodyAnchor)
var
}
else{
let skeleton = BodySkeleton(for: bodyAnchor)
bodySkeleton = skeleton
bodySkeletonAnchor.addChild(skeleton)
}
var Val:String = calcAngle(anchor: bodyAnchor) //Function that returns Joint Angles and lengths
}
}
}
}
Content View :
struct ArView: View {
#ObservedObject var forGlobalValue: globalDataTransfer = globalDataTransfer(any: "No Value")
var body: some View{
ZStack{
ARViewContainer()
VStack{
Text(forGlobalValue.val)
Text(" This is \(test(any: forGlobalValue))")
}
}
}
}
Can anyone let me know How do I pass this Observable object to the ARView or is there any way of getting the Val variable from ARView extension and update it regularly on my View Text.

SwiftUI - AVPlayerViewController Full Screen on tvOS

I am able to present an AVPlayerViewController from SwiftUI but there is some padding around the video and I would like for it to be full-screen.
From the SwiftUI portion there is the following:
var body: some View {
NavigationView {
List {
ForEach(topicsArray) { topic in
Section(header: Text(topic.title)) {
ForEach(0..<topic.shows.count) { index in
NavigationLink(destination: PlayerView(showID: topic.shows[index])) {
ShowCell(showID: topic.shows[index])
}
.navigationBarTitle("")
.navigationBarHidden(true)
}
}
}
}
.listStyle(GroupedListStyle())
.padding()
}.onAppear(perform: initialDataLoad)
}
The code being called from the NavigationLink that shows the player is:
struct PlayerView: UIViewControllerRepresentable {
var showID:Int
func makeUIViewController(context: Context) -> AVPlayerViewController {
let pv = PlayerViewController()
pv.showID = showID
return pv
}
func updateUIViewController(_ viewController: AVPlayerViewController, context: Context) {
}
}
class PlayerViewController: AVPlayerViewController {
var showID:Int! {
didSet {
setup()
}
}
private var videoLaunch:VideoLaunch!
private func setup() {
videoLaunch = VideoLaunch(showID: showID,
season: nil,
episodeID: nil,
selectedIndex: IndexPath(row: 0, section: 0),
showType: .single,
dataStructure: topics as Any,
screenType: .live)
playVideo()
}
private func playVideo() {
guard let videoURL = self.videoLaunch.getMediaURL() else {print("Problem getting media URL");return}
self.player = AVPlayer(url: videoURL)
self.videoGravity = .resizeAspectFill
self.player?.play()
}
I have tried setting the bounds and using the modalpresentationstyle for fullscreen, but none have had any impact. There is still what looks like a 10 point border around the video.
I was able to solve the issue by inserting the following within the PlayerViewController class.
override func viewDidLayoutSubviews() {
self.view.bounds = UIScreen.main.bounds
}