Simply trying to print a hello when I tap on an object in the Reality file I made in Reality Composer. Not able to set the link between Notify and in-app actions.
import SwiftUI
import RealityKit
struct ContentView: View {
var body: some View {
ZStack{
ARViewContainer()
Text("Level 1")
}
}
}
struct ARViewContainer : UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let yellowEntity = try! ModelEntity.load(named: "Yellow")
let anchorEntity = AnchorEntity(plane: .horizontal)
anchorEntity.addChild(yellowEntity)
arView.scene.addAnchor(anchorEntity)
yellowEntity.actions.Yellowtapped.onAction = handleTap(_:)
func handleTap(_entity: Entity?){
guard let entity = entity else {return}
print("Hello")
}
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
}
}
If you use .rcproject all works perfectly:
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let scene = try! Experience.loadBox()
scene.actions.notifier.onAction = printer
let anchor = AnchorEntity(plane: .horizontal)
anchor.addChild(scene)
arView.scene.addAnchor(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
func printer(_ entity: Entity?) -> Void { print("Hello") }
}
P.S.
Do not forget to merge 2 actions together (in Reality Composer).
Related
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) { }
}
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
}
}
}
I have a question that I think is quite simple and yet I get stuck, so I come to ask for help and maybe it could be other people !
I want to loop a video, but i've problem, i need to pass a var to a struct then a class like :
struct FinalPreview: View {
var url: URL
PlayerView(url: url)
.aspectRatio(contentMode: .fill)
.frame(width: size.width, height: size.height)
.clipShape(RoundedRectangle(cornerRadius: 30, style: .continuous))
.onAppear{
if player.currentItem == nil {
let item = AVPlayerItem(url: url)
player.replaceCurrentItem(with: item)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5, execute: {
player.play()
})
}
}
struct PlayerView: UIViewRepresentable {
var url: URL
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<PlayerView>) {
}
func makeUIView(context: Context) -> UIView {
return PlayerUIView(frame: .zero)
}
}
class PlayerUIView: UIView {
private let playerLayer = AVPlayerLayer()
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override init(frame: CGRect) {
super.init(frame: frame)
// Load the resource
let fileUrl = "MY URL VAR FROM PlayerView"
// Setup the player
let player = AVPlayer(url: fileUrl)
playerLayer.player = player
playerLayer.videoGravity = .resizeAspectFill
layer.addSublayer(playerLayer)
// Setup looping
player.actionAtItemEnd = .none
// Start the movie
player.play()
}
#objc
func playerItemDidReachEnd(notification: Notification) {
playerLayer.player?.seek(to: CMTime.zero)
}
override func layoutSubviews() {
super.layoutSubviews()
playerLayer.frame = bounds
}
}
It's to loop a video.
I'm also looking to hide AVPlayer controls by using :
struct AVPlayerControllerRepresented: UIViewControllerRepresentable {
var player: AVPlayer
func makeUIViewController(context: Context) -> AVPlayerViewController {
let controller = AVPlayerViewController()
controller.player = player
controller.showsPlaybackControls = false
return controller
}
func updateUIViewController(_ uiViewController: AVPlayerViewController, context: Context) {
}
}
To hide the controls, it works very well, I don't know how to combine both...
Thank you.
You actually don't need 3 different types, just a single UIViewControllerRepresentable with a url:
import AVKit
import SwiftUI
struct PlayerView: UIViewControllerRepresentable {
var url: URL
func makeUIViewController(context: Context) -> AVPlayerViewController {
// create a looping auto-starting video player:
let player = AVPlayer(url: url)
player.actionAtItemEnd = .none
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: .main) { [weak player] _ in
player?.seek(to: .zero)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { [weak player] in
player?.play()
}
// use that player in a view controller:
let controller = AVPlayerViewController()
controller.player = player
controller.videoGravity = .resizeAspectFill
controller.showsPlaybackControls = false
return controller
}
func updateUIViewController(_ uiViewController: AVPlayerViewController, context: Context) {}
}
struct PlayerView_Previews: PreviewProvider {
static var previews: some View {
PlayerView(url: someVideoURL) // replace the URL with your own
}
}
The ARViewContainer has a coordinator, which is created once by makeCoordinator() -> Coordinator. A print("makeCoordinator()") in that method shows me, that it is only called once. It is the first print in the debug console. I also have a print("init") in the initializer of ARViewContainer, which is called many times according to the debug console.
Why is the ARViewContainer created many times (as expected, because the ContentView calls ARViewContainer() in its body), but the coordinator is only made once?
import ARKit
import SwiftUI
import RealityKit
struct ARViewContainer: UIViewRepresentable {
init(coordinator: Coordinator) {
print("init")
}
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let config = ARWorldTrackingConfiguration()
config.planeDetection = [.horizontal, .vertical]
config.environmentTexturing = .automatic
if ARWorldTrackingConfiguration.supportsSceneReconstruction(.mesh){
config.sceneReconstruction = .mesh
}
arView.session.run(config)
arView.debugOptions = [
.showWorldOrigin,
.showSceneUnderstanding]
arView.session.delegate = context.coordinator
return arView
}
func makeCoordinator() -> Coordinator {
print("makeCoordinator()")
return Coordinator()
}
}
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.