Can I do ARKit "Continuous Image Tracking" in a World Tracking Configuration with RealityKit? - arkit

UPDATE: My premise that "continuous image tracking" is not possible out of the box with RealityKit ARViews was incorrect. All I needed to do was correctly create the AnchorEntity for the continuously tracked reference image.
The anchor entity needs to be created using the init(anchor: ARAnchor) initializer. (The init(world: SIMD3<Float>) initializer is correct for anchors stuck to the real world, but not ones that should track the reference image.)
Using ARKit and RealityKit with an ARWorldTrackingConfiguration, I am trying to do "continuous image tracking" (where the reference image is tracked each frame, and virtual objects can be anchored to it, appearing to be attached to and move with the reference image). Because reference images are only recognized once in world tracking (as opposed to ARImageTrackingConfiguration, where reference images are continuously tracked as long as they are in frame), this is not possible out of the box.
To get the same results in a world tracking configuration, I am anchoring virtual objects to the reference image in the session(_:didAdd:) delegate method, and using the session(_:didUpdate:) delegate method as an opportunity to remove the ARImageAnchor after each time it is identified. This causes the reference image to be re-recognized over and over, allowing virtual objects to be anchored to the image and appear to track it frame-to-frame.
In the example below, I am placing two ball markers to track the position of the reference image. First marker is placed only once, at the location where the reference image is initially detected. The other marker is re-positioned each time the reference image is re-detected, appearing to follow it.
This works. Virtual content tracks the reference image in the ARWorldTrackingConfiguration the same way it would in an image tracking config. But while the "animation" in ARImageTrackingConfiguration is very smooth, the animation in world tracking is much less smooth, more jumpy, as if it was running at 10 or 15 frames per second. (Actual FPS as reported by .showStatistics stays near 60 FPS in both configurations.)
I assume the difference in smoothness results from the time it takes ARKit to do the work of repeatedly re-recognizing and removing the reference image anchor on each didAdd/didUpdate cycle.
I would like to know if there is a better technique to get "continuous image tracking" in an ARWorldTrackingConfiguration, and/or if there is any way I can improve the code in the delegate methods to achieve this affect.
import ARKit
import RealityKit
class ViewController: UIViewController, ARSessionDelegate {
#IBOutlet var arView: ARView!
// originalImageAnchor is used to visualize the first-detected location of reference image
// currentImageAnchor should be continuously updated to match current position of ref image
var originalImageAnchor: AnchorEntity!
var currentImageAnchor: AnchorEntity!
let ballRadius: Float = 0.02
override func viewDidLoad() {
super.viewDidLoad()
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources",
bundle: nil) else { fatalError("Missing expected asset catalog resources.") }
arView.session.delegate = self
arView.automaticallyConfigureSession = false
arView.debugOptions = [.showStatistics]
arView.renderOptions = [.disableCameraGrain, .disableHDR, .disableMotionBlur,
.disableDepthOfField, .disableFaceOcclusions, .disablePersonOcclusion,
.disableGroundingShadows, .disableAREnvironmentLighting]
let configuration = ARWorldTrackingConfiguration()
configuration.detectionImages = referenceImages
configuration.maximumNumberOfTrackedImages = 1 // there is one ref image named "coaster_rb"
arView.session.run(configuration)
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
guard let imageAnchor = anchors[0] as? ARImageAnchor else { return }
// Reference image detected. This will happen multiple times because
// we delete ARImageAnchor in session(_:didUpdate:)
if let imageName = imageAnchor.name, imageName == "coaster_rb" {
// If originalImageAnchor is nil, create an anchor and
// add a marker at initial position of reference image.
if originalImageAnchor == nil {
originalImageAnchor = AnchorEntity(world: imageAnchor.transform)
let originalImageMarker = generateBallMarker(radius: ballRadius, color: .systemPink)
originalImageMarker.position.y = ballRadius + (ballRadius * 2)
originalImageAnchor.addChild(originalImageMarker)
arView.scene.addAnchor(originalImageAnchor)
}
// If currentImageAnchor is nil, add an anchor and marker at reference image position
// If currentImageAnchor has already been added, adjust it's position to match ref image
if currentImageAnchor == nil {
currentImageAnchor = AnchorEntity(world: imageAnchor.transform)
let currentImageMarker = generateBallMarker(radius: ballRadius, color: .systemTeal)
currentImageMarker.position.y = ballRadius
currentImageAnchor.addChild(currentImageMarker)
arView.scene.addAnchor(currentImageAnchor)
} else {
currentImageAnchor.setTransformMatrix(imageAnchor.transform, relativeTo: nil)
}
}
}
func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
guard let imageAnchor = anchors[0] as? ARImageAnchor else { return }
// Delete reference image anchor to allow for ongoing tracking as it moves
if let imageName = imageAnchor.name, imageName == "coaster_rb" {
arView.session.remove(anchor: anchors[0])
}
}
func generateBallMarker(radius: Float, color: UIColor) -> ModelEntity {
let ball = ModelEntity(mesh: .generateSphere(radius: radius),
materials: [SimpleMaterial(color: color, isMetallic: false)])
return ball
}
}

Continuous image tracking does work out of the box with RealityKit ARViews in world tracking configurations. A mistake in my original code lead me to think otherwise.
Incorrect anchor entity initialization (for what I was trying to accomplish):
currentImageAnchor = AnchorEntity(world: imageAnchor.transform)
Since I wanted to track the ARImageAnchor assigned to the matched reference image, I should have done it like this:
currentImageAnchor = AnchorEntity(anchor: imageAnchor)
The corrected example below places one virtual marker that is fixed to the reference image's initial position, and another that smoothly tracks the reference image in a world tracking configuration:
import ARKit
import RealityKit
class ViewController: UIViewController, ARSessionDelegate {
#IBOutlet var arView: ARView!
let ballRadius: Float = 0.02
override func viewDidLoad() {
super.viewDidLoad()
guard let referenceImages = ARReferenceImage.referenceImages(
inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
arView.session.delegate = self
arView.automaticallyConfigureSession = false
arView.debugOptions = [.showStatistics]
arView.renderOptions = [.disableCameraGrain, .disableHDR,
.disableMotionBlur, .disableDepthOfField,
.disableFaceOcclusions, .disablePersonOcclusion,
.disableGroundingShadows, .disableAREnvironmentLighting]
let configuration = ARWorldTrackingConfiguration()
configuration.detectionImages = referenceImages
configuration.maximumNumberOfTrackedImages = 1
arView.session.run(configuration)
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
guard let imageAnchor = anchors[0] as? ARImageAnchor else { return }
if let imageName = imageAnchor.name, imageName == "target_image" {
// AnchorEntity(world: imageAnchor.transform) results in anchoring
// virtual content to the real world. Content anchored like this
// will remain in position even if the reference image moves.
let originalImageAnchor = AnchorEntity(world: imageAnchor.transform)
let originalImageMarker = makeBall(radius: ballRadius, color: .systemPink)
originalImageMarker.position.y = ballRadius + (ballRadius * 2)
originalImageAnchor.addChild(originalImageMarker)
arView.scene.addAnchor(originalImageAnchor)
// AnchorEntity(anchor: imageAnchor) results in anchoring
// virtual content to the ARImageAnchor that is attached to the
// reference image. Content anchored like this will appear
// stuck to the reference image.
let currentImageAnchor = AnchorEntity(anchor: imageAnchor)
let currentImageMarker = makeBall(radius: ballRadius, color: .systemTeal)
currentImageMarker.position.y = ballRadius
currentImageAnchor.addChild(currentImageMarker)
arView.scene.addAnchor(currentImageAnchor)
}
}
func makeBall(radius: Float, color: UIColor) -> ModelEntity {
let ball = ModelEntity(mesh: .generateSphere(radius: radius),
materials: [SimpleMaterial(color: color, isMetallic: false)])
return ball
}
}

Related

ARKit Image Detection and Add Image From Assets.xcassets

I am playing around with the code I downloaded from Apple Developer site on AR Image Detection. I am trying to modify it to show a specific image in the AR Resource folder in Resources/Assets.xcassets once an image is detected. I see a similar question was posted 2 years ago and I tried the one and only answer on it but have no success. Can anyone help? Thank-you!
import ARKit
import SceneKit
import UIKit
class ViewController: UIViewController, ARSCNViewDelegate {
#IBOutlet var sceneView: ARSCNView!
#IBOutlet weak var blurView: UIVisualEffectView!
/// The view controller that displays the status and "restart experience" UI.
lazy var statusViewController: StatusViewController = {
return children.lazy.compactMap({ $0 as? StatusViewController }).first!
}()
/// A serial queue for thread safety when modifying the SceneKit node graph.
let updateQueue = DispatchQueue(label: Bundle.main.bundleIdentifier! +
".serialSceneKitQueue")
/// Convenience accessor for the session owned by ARSCNView.
var session: ARSession {
return sceneView.session
}
// MARK: - View Controller Life Cycle
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.session.delegate = self
// Hook up status view controller callback(s).
statusViewController.restartExperienceHandler = { [unowned self] in
self.restartExperience()
}
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// Prevent the screen from being dimmed to avoid interuppting the AR experience.
UIApplication.shared.isIdleTimerDisabled = true
// Start the AR experience
resetTracking()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
session.pause()
}
// MARK: - Session management (Image detection setup)
/// Prevents restarting the session while a restart is in progress.
var isRestartAvailable = true
/// Creates a new AR configuration to run on the `session`.
/// - Tag: ARReferenceImage-Loading
func resetTracking() {
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
let configuration = ARWorldTrackingConfiguration()
configuration.detectionImages = referenceImages
session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
statusViewController.scheduleMessage("Look around to detect images", inSeconds: 7.5, messageType: .contentPlacement)
}
// MARK: - ARSCNViewDelegate (Image detection results)
/// - Tag: ARImageAnchor-Visualizing
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
let referenceImage = imageAnchor.referenceImage
updateQueue.async {
// Create a plane to visualize the initial position of the detected image.
let plane = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
let planeNode = SCNNode(geometry: plane)
planeNode.opacity = 0.25
/*
`SCNPlane` is vertically oriented in its local coordinate space, but
`ARImageAnchor` assumes the image is horizontal in its local space, so
rotate the plane to match.
*/
planeNode.eulerAngles.x = -.pi / 2
/*
Image anchors are not tracked after initial detection, so create an
animation that limits the duration for which the plane visualization appears.
*/
planeNode.runAction(self.imageHighlightAction)
plane.materials = [SCNMaterial()]
plane.materials[0].diffuse.contents = UIImage(named: "Macbook 12-inch")
// Add the plane visualization to the scene.
node.addChildNode(planeNode)
DispatchQueue.main.async {
let imageName = referenceImage.name ?? ""
self.statusViewController.cancelAllScheduledMessages()
self.statusViewController.showMessage("Detected image “\(imageName)”")
}
}
}
var imageHighlightAction: SCNAction {
return .sequence([
.wait(duration: 0.25),
.fadeOpacity(to: 0.85, duration: 0.25),
.fadeOpacity(to: 0.15, duration: 0.25),
.fadeOpacity(to: 0.85, duration: 0.25),
.fadeOut(duration: 0.5),
.removeFromParentNode()
])
}
}
In Xcode's Assets folder, click on + button and create a folder for reference images (use .png or .jpg formats). In Xcode's directories this folder will get .arresourcegroup extention.
// AR and Textures –> AR Resource Group
You can rename this folder. There's no need to put inside this folder Hi-Res images. Appropriate resolution for each image is 400x400. Put there not more than 100 images. That's all.
Your code may look like this:
guard let images = ARReferenceImage.referenceImages(
inGroupNamed: "AR Resources",
bundle: nil)
else { return }
let config = ARWorldTrackingConfiguration()
config.detectionImages = images
config.maximumNumberOfTrackedImages = 3
arView.session.run(config, options: [])

visualize detected plane problem in RealityKit

guys
I want to visualize the detected plane in RealityKit use the code below, but the result gives that the detected plane float as the camera move (not totally float, a bit, but obviously ), so, my question is how to solve this problem ?
can any body help ?
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
arView.debugOptions = [.showFeaturePoints, .showWorldOrigin]
arView.session.run(config, options:[ ])
arView.session.delegate = arView
arView.CreatePlane()
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
}
}
var planeMesh = MeshResource.generatePlane(width: 0, depth: 0)
var planeEntity = ModelEntity(mesh:planeMesh)
extension ARView : ARSessionDelegate{
func CreatePlane(){
let planeAnchor = AnchorEntity(plane:.horizontal)
//planeEntity.transform.translation = SIMD3(0,0,0)
planeAnchor.addChild(planeEntity)
self.scene.addAnchor(planeAnchor)
}
public func session(_ session: ARSession, didUpdate anchors: [ARAnchor]){
guard let planeAnchor = anchors[0] as? ARPlaneAnchor else {
return
}
DispatchQueue.main.async {
let position = planeAnchor.transform.toTranslation()
let orientation = planeAnchor.transform.toQuaternion()
let rotatedCenter = orientation.act(planeAnchor.center)
planeEntity.model?.mesh = MeshResource.generatePlane(
width: planeAnchor.extent.x,
depth: planeAnchor.extent.z
)
planeEntity.transform.translation = position + rotatedCenter
planeEntity.transform.rotation = orientation
planeEntity.model?.materials = [SimpleMaterial(color:UIColor.white.withAlphaComponent(0.5),isMetallic: false)]
}
maybe I have not make myself clear, I used the code above to visualize the detected plane in RealityKit, Yes, it works, I can see the plane, and the plane updated when the ARAnchor update, that is to say, the plane's position ,orientation, size updated when explorer goes on. but there's a problem: the rendered plane does not fixed in the space, that is to say, after I scanned the table ,the rendered plane not always fixed on the table ,it can float left、 right、below the table when I move the Camera left、right、below the table, especially in the Y axis 。
so ,my question is how this happen ? and how to solve it ?
You can try turning off planeDetection when your ARPlane already have an Anchor and is in the position that satisfies you.
ARKit will stop updating anchors so your plane anchor won't be adjusted anymore and it should stay fixed better to the surface.
You can do it by adding button to stop updates or checking if your plane already has an anchor:
planeAnchor.anchor!.isAnchored == true
In either case just change configuration for ARWorldTrackingConfiguration without planeDetection
let config = ARWorldTrackingConfiguration()
config.planeDetection = []
arView.session.run(config, options:[ ])

How to set a known position and orientation as a starting point of ARKit

I am starting to use ARKit and I have a use case where I want to know the motion from a known position to another one.
So I was wondering if it is possible (like every tracking solution) to set a known position and orientation a starting point of the tracking in ARKit?
Regards
There are at least six approaches allowing you set a starting point for a model. But using no ARAnchors at all in your ARScene is considered as bad AR experience (although Apple's Augmented Reality app template has no any ARAnchors in a code).
First approach
This is the approach that Apple engineers propose us in Augmented Reality app template in Xcode. This approach doesn't use anchoring, so all you need to do is to accommodate a model in air with coordinates like (x: 0, y: 0, z: -0.5) or in other words your model will be 50 cm away from camera.
override func viewDidLoad() {
super.viewDidLoad()
sceneView.scene = SCNScene(named: "art.scnassets/ship.scn")!
let model = sceneView.scene.rootNode.childNode(withName: "ship",
recursively: true)
model?.position.z = -0.5
sceneView.session.run(ARWorldTrackingConfiguration())
}
Second approach
Second approach is almost the same as the first one, except it uses ARKit's anchor:
guard let sceneView = self.view as? ARSCNView
else { return }
if let currentFrame = sceneView.session.currentFrame {
var translation = matrix_identity_float4x4
translation.columns.3.z = -0.5
let transform = simd_mul(currentFrame.camera.transform, translation)
let anchor = ARAnchor(transform: transform)
sceneView.session.add(anchor: anchor)
}
Third approach
You can also create a pre-defined model's position pinned with ARAnchor using third approach, where you need to import RealityKit module as well:
func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
let model = ModelEntity(mesh: MeshResource.generateSphere(radius: 1.0))
// ARKit's anchor
let anchor = ARAnchor(transform: simd_float4x4(diagonal: [1,1,1]))
// RealityKit's anchor based on position of ARAnchor
let anchorEntity = AnchorEntity(anchor: anchor)
anchorEntity.addChild(model)
arView.scene.anchors.append(anchorEntity)
}
Fourth approach
If you turned on a plane detection feature you can use Ray-casting or Hit-testing methods. As a target object you can use a little sphere (located at 0, 0, 0) that will be ray-casted.
let query = arView.raycastQuery(from: screenCenter,
allowing: .estimatedPlane,
alignment: .any)
let raycast = session.trackedRaycast(query) { results in
if let result = results.first {
object.transform = result.transform
}
}
Fifth approach
This approach is focused to save and share ARKit's worldMaps.
func writeWorldMap(_ worldMap: ARWorldMap, to url: URL) throws {
let data = try NSKeyedArchiver.archivedData(withRootObject: worldMap,
requiringSecureCoding: true)
try data.write(to: url)
}
func loadWorldMap(from url: URL) throws -> ARWorldMap {
let mapData = try Data(contentsOf: url)
guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self,
from: mapData)
else {
throw ARError(.invalidWorldMap)
}
return worldMap
}
Sixth approach
In ARKit 4.0 a new ARGeoTrackingConfiguration is implemented with the help of MapKit module. So now you can use a pre-defined GPS data.
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
for geoAnchor in anchors.compactMap({ $0 as? ARGeoAnchor }) {
arView.scene.addAnchor(Entity.placemarkEntity(for: geoAnchor)
}
}

ARKit detecting intersection between planes

I am using ARKit (with Scene Kit) and am trying to find a way to get the intersection between an ARReference image and a Horizontal ARPlaneDetection to display a 3D character on the surface directly in front of the detected image, e.g., Spawn inside the red circle see image below
At the moment I am able to get the character to spawn in front of the detected image, however, the character is floating in the air instead of standing on the surface.
let realWorldPositon = SCNVector3Make(anchor.transform.columns.3.x, anchor.transform.columns.3.y, anchor.transform.columns.3.z)
let hitTest = self.sceneView.scene.rootNode.hitTestWithSegment(from: self.sceneView.scene.rootNode.worldPosition, to: realWorldPositon, options: nil)
overlayNode.position = SCNVector3Make((hitTest.first?.worldCoordinates.x)!, 0, (hitTest.first?.worldCoordinates.z)!)
self.sceneView.scene.rootNode.addChildNode(overlayNode)
Any help on this would be greatly appreciated, thanks!
Example project
I think you were on the right lines using the hitTestWithSegment function to detect an intersection between the ARImageAnchor and the ARPlaneAnchor.
Rather than trying to explain each step of my attempt at an answer, I have provided code which is fully commented, so it should be fairly self explanatory.
My example works fairly well (although its certainly not perfect) and will definitely need some tweaking.
For example, you will need to look at determining more accurately the distance from the ARReferenceImage to the ARPlaneAnchor etc.
I can get the model (a Pokemon) to place at the correct level and fairly close to the front of the ARReferenceImage, although it will need tweaking.
Having said this, I think this will be a fairly good base for you to start refining the code and getting more accurate results.
Of note however, is that I have just enabled one ARPlaneAnchor to be detected (just for simplicities sake) and have assumed that you will be detecting a plane infront of your image marker.
I haven't taken into account rotation or anything like that. And of course, based on your proposed scenario; it also assumes your image would be on a desk or some other flat surface.
Anyway, here is my answer (hopefully it should be fairly self explanatory):
import UIKit
import ARKit
//-----------------------
//MARK: ARSCNViewDelegate
//-----------------------
extension ViewController: ARSCNViewDelegate{
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. If We Have Detected Our ImageTarget Then Create A Plane To Visualize It
if let currentImageAnchor = anchor as? ARImageAnchor {
createReferenceImagePlaneForNode(currentImageAnchor, node: node)
allowTracking = true
}
//2. If We Have Detected A Horizontal Plane Then Create One
if let currentPlaneAnchor = anchor as? ARPlaneAnchor{
if planeNode == nil && !createdModel{ createReferencePlaneForNode(currentPlaneAnchor, node: node) }
}
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
//1. Check To See Whether An ARPlaneAnchor Has Been Updated
guard let anchor = anchor as? ARPlaneAnchor,
//2. Check It Is Our PlaneNode
let existingPlane = planeNode,
//3. Get The Geometry Of The PlaneNode
let planeGeometry = existingPlane.geometry as? SCNPlane else { return }
//4. Adjust It's Size & Positions
planeGeometry.width = CGFloat(anchor.extent.x)
planeGeometry.height = CGFloat(anchor.extent.z)
planeNode?.position = SCNVector3Make(anchor.center.x, 0.01, anchor.center.z)
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
//1. Detect The Intersection Of The ARPlaneAnchor & ARImageAncho
if allowTracking { detectIntersetionOfImageTarget() }
}
}
//---------------------------------------
//MARK: Model Generation & Identification
//---------------------------------------
extension ViewController {
/// Detects If We Have Intersected A Valid Image Target
func detectIntersetionOfImageTarget(){
//If We Havent Created Our Model Then Check To See If We Have Detected An Existing Plane
if !createdModel{
//a. Perform A HitTest On The Center Of The Screen For AnyExisting Planes
guard let planeHitTest = self.augmentedRealityView.hitTest(screenCenter, types: .existingPlaneUsingExtent).first,
let planeAnchor = planeHitTest.anchor as? ARPlaneAnchor else { return }
//b. Get The Transform Of The ARPlane Anchor
let x = planeAnchor.transform.columns.3.x
let y = planeAnchor.transform.columns.3.y
let z = planeAnchor.transform.columns.3.z
//b. Create The Anchors Vector
let anchorVector = SCNVector3(x,y, z)
//Perform Another HitTest From The ImageAnchor Vector To The Anchors Vector
if let _ = self.augmentedRealityView.scene.rootNode.hitTestWithSegment(from: imageAnchorVector, to: anchorVector, options: nil).first?.node {
//a. If We Havent Created The Model Then Place It As Soon As An Intersection Occures
if createdModel == false{
//b. Load The Model
loadModelAtVector(SCNVector3(imageAnchorVector.x, y, imageAnchorVector.z))
createdModel = true
planeNode?.removeFromParentNode()
}
}
}
}
}
class ViewController: UIViewController {
//1. Reference To Our ImageTarget Bundle
let AR_BUNDLE = "AR Resources"
//2. Vector To Store The Position Of Our Detected Image
var imageAnchorVector: SCNVector3!
//3. Variables To Allow Tracking & To Determine Whether Our Model Has Been Placed
var allowTracking = false
var createdModel = false
//4. Create A Reference To Our ARSCNView In Our Storyboard Which Displays The Camera Feed
#IBOutlet weak var augmentedRealityView: ARSCNView!
//5. Create Our ARWorld Tracking Configuration
let configuration = ARWorldTrackingConfiguration()
//6. Create Our Session
let augmentedRealitySession = ARSession()
//7. ARReference Images
lazy var staticReferenceImages: Set<ARReferenceImage> = {
let images = ARReferenceImage.referenceImages(inGroupNamed: AR_BUNDLE, bundle: nil)
return images!
}()
//8. Scrren Center Reference
var screenCenter: CGPoint!
//9. PlaneNode
var planeNode: SCNNode?
//--------------------
//MARK: View LifeCycle
//--------------------
override func viewDidLoad() {
super.viewDidLoad()
//1. Get Reference To The Center Of The Screen For RayCasting
DispatchQueue.main.async { self.screenCenter = CGPoint(x: self.view.bounds.width/2, y: self.view.bounds.height/2) }
//2. Setup Our ARSession
setupARSessionWithStaticImages()
}
override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() }
//---------------------------------
//MARK: ARImageAnchor Vizualization
//---------------------------------
/// Creates An SCNPlane For Visualizing The Detected ARImageAnchor
///
/// - Parameters:
/// - imageAnchor: ARImageAnchor
/// - node: SCNNode
func createReferenceImagePlaneForNode(_ imageAnchor: ARImageAnchor, node: SCNNode){
//1. Get The Targets Width & Height
let width = imageAnchor.referenceImage.physicalSize.width
let height = imageAnchor.referenceImage.physicalSize.height
//2. Create A Plane Geometry To Cover The ARImageAnchor
let planeNode = SCNNode()
let planeGeometry = SCNPlane(width: width, height: height)
planeGeometry.firstMaterial?.diffuse.contents = UIColor.white
planeNode.opacity = 0.5
planeNode.geometry = planeGeometry
//3. Rotate The PlaneNode To Horizontal
planeNode.eulerAngles.x = -.pi/2
//4. The Node Is Centered In The Anchor (0,0,0)
node.addChildNode(planeNode)
//5. Store The Vector Of The ARImageAnchor
imageAnchorVector = SCNVector3(imageAnchor.transform.columns.3.x, imageAnchor.transform.columns.3.y, imageAnchor.transform.columns.3.z)
let fadeOutAction = SCNAction.fadeOut(duration: 5)
planeNode.runAction(fadeOutAction)
}
//-------------------------
//MARK: Plane Visualization
//-------------------------
/// Creates An SCNPlane For Visualizing The Detected ARAnchor
///
/// - Parameters:
/// - imageAnchor: ARAnchor
/// - node: SCNNode
func createReferencePlaneForNode(_ anchor: ARPlaneAnchor, node: SCNNode){
//1. Get The Anchors Width & Height
let width = CGFloat(anchor.extent.x)
let height = CGFloat(anchor.extent.z)
//2. Create A Plane Geometry To Cover The ARImageAnchor
planeNode = SCNNode()
let planeGeometry = SCNPlane(width: width, height: height)
planeGeometry.firstMaterial?.diffuse.contents = UIColor.white
planeNode?.opacity = 0.5
planeNode?.geometry = planeGeometry
//3. Rotate The PlaneNode To Horizontal
planeNode?.eulerAngles.x = -.pi/2
//4. The Node Is Centered In The Anchor (0,0,0)
node.addChildNode(planeNode!)
}
//-------------------
//MARK: Model Loading
//-------------------
/// Loads Our Model Based On The Resulting Vector Of Our ARAnchor
///
/// - Parameter worldVector: SCNVector3
func loadModelAtVector(_ worldVector: SCNVector3) {
let modelPath = "ARModels.scnassets/Scatterbug.scn"
//1. Get The Reference To Our SCNScene & Get The Model Root Node
guard let model = SCNScene(named: modelPath),
let pokemonModel = model.rootNode.childNode(withName: "RootNode", recursively: false) else { return }
//2.Add It To Our SCNView
augmentedRealityView.scene.rootNode.addChildNode(pokemonModel)
//3. Scale The Scatterbug
pokemonModel.scale = SCNVector3(0.003, 0.003, 0.003)
pokemonModel.position = worldVector
augmentedRealityView.scene.rootNode.addChildNode(pokemonModel)
}
//---------------
//MARK: ARSession
//---------------
/// Sets Up The AR Session With Static Or Dynamic AEImages
func setupARSessionWithStaticImages(){
//1. Set Our Configuration
configuration.detectionImages = staticReferenceImages
configuration.planeDetection = .horizontal
//2. Run The Configuration
augmentedRealitySession.run(configuration, options: [.resetTracking, .removeExistingAnchors])
//3. Set The Session & Delegate
augmentedRealityView?.session = augmentedRealitySession
self.augmentedRealityView?.delegate = self
}
}
Hope it points you in the right direction...

Unable to differentiate between plane detected by ARKit and a digital object to be placed using HitTest

I'm fairly new to iOS Swift programming. I'm using ARKit to build a very basic app to detect a horizontal plane and place,translate,rotate,modify or delete an object on it.
My main concern is to differential between the plane detected by ARKit and a digital object that I've placed. My thinking was to use hitTest(:options:) to select the object (if any) and hitTest(:types:) to select the plane through a tap gesture. I'm attaching the relevant code snippet below.
#objc func tapped(_ gesture: UITapGestureRecognizer){
let sceneView = gesture.view as! ARSCNView
let location = gesture.location(in: sceneView)
let hitTestOptions: [SCNHitTestOption: Any] = [.boundingBoxOnly: true]
let existingNodeHitTest = sceneView.hitTest(location, options: hitTestOptions)
if let existingNode = existingNodeHitTest.first?.node {
// Move, rotate, modify or delete the object
} else {
// Option to add other objects
let hitTest = sceneView.hitTest(location, types: .existingPlaneUsingExtent)
if !hitTest.isEmpty {
let node = findNode(at: location)
if node !== selectedNode {
self.addItems(hitTestResult: hitTest.first!)
}
}
}
}
func addItems(hitTestResult: ARHitTestResult) {
let scene = SCNScene(named: "BuildingModels.scnassets/model/model.scn")
let itemNode = (scene?.rootNode.childNode(withName: "SketchUp", recursively: false))!
let transform = hitTestResult.worldTransform
let position = SCNVector3(transform.columns.3.x,transform.columns.3.y,transform.columns.3.z)
itemNode.position = position
// self.sceneView.scene.lightingEnvironment.contents = scene.lightingEnvironment.contents
self.sceneView.scene.rootNode.addChildNode(itemNode)
selectedNode = itemNode
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else {return}
let gridNode = createGrid(planeAnchor: planeAnchor)
node.addChildNode(gridNode)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor else {return}
node.enumerateChildNodes { (childNode, _) in
childNode.removeFromParentNode()
}
let gridNode = createGrid(planeAnchor: planeAnchor)
node.addChildNode(gridNode)
}
When I run the code, the hitTest(_:options:) returns the plane detected. Are there any ways to select only the SCNNodes (objects) that I place and not the plane detected. Am I missing something? Any help is highly appreciated.
Thanks,
Sourabh.
Looking at your question you are already half way there.
The way to handle this in it's entirety, is to make use of the following HitTest functions within your UITapGestureRecognizer function:
(1) An ARSCNHitTest which:
Searches for real-world objects or AR anchors in the captured camera image corresponding to a point in the SceneKit view.
(2) AnSCNHitTest which:
Looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.
Using your UITapGestureRecognizer as an example therefore, you can differentiate between an ARPlaneAnchor (detectedPlane) and any SCNNode within your scene like so:
#objc func handleTap(_ gesture: UITapGestureRecognizer){
//1. Get The Current Touch Location
let currentTouchLocation = gesture.location(in: self.augmentedRealityView)
//2. Perform An ARNSCNHitTest To See If We Have Hit An ARPlaneAnchor
if let planeHitTest = augmentedRealityView.hitTest(currentTouchLocation, types: .existingPlane).first,
let planeAnchor = planeHitTest.anchor as? ARPlaneAnchor{
print("User Has Tapped On An Existing Plane = \(planeAnchor.identifier)")
return
}
//3. Perform An SCNHitTest To See If We Have Hit An SCNNode
if let nodeHitTest = augmentedRealityView.hitTest(currentTouchLocation, options: nil).first {
let nodeTapped = nodeHitTest.node
print("An SCNNode Has Been Tapped = \(nodeTapped)")
return
}
}
If you make use of the name property for any of your SCNNode’s this will also help you further e.g:
if let name = nodeTapped.name{
print("An SCNNode Named \(name) Has Been Tapped")
}
Additionally, if you ONLY want to detect objects you have added e.g SCNNodes then you can simply remove part two of the getureRecognizer function.
Hope it helps...
To fix this issue, you should loop through your scene nodes, after that you can manipulate with your wanted node. Example:
for node in sceneView.scene.rootNode.childNodes {
if node.name == "yorNodeName" {
// do your manipulations
}
}
Don't forget to add name to your nodes. Example:
node.name = "yorNodeName"
I hope it helped!