MGLSymbolStyleLayer "iconRotation" animation - swift

is it possible to animate my marker rotation using MGLSymbolStyleLayer's iconRotation property ? or is there any other way to rotate my marker smoothly ?
I just want to rotate my marker smoothly , as of now the rotation is fine but it is quite snappy. Also i get different bearing for different markers from the server, is there any way i can rotate my marker using MGLPointAnnotation only ?. My use case is that i want different degree rotation for different markers (each of same icon)
let point = MGLPointAnnotation()
point.coordinate = CLLocationCoordinate2D(latitude: 30.699335, longitude: 76.836422)
let shapeSource = MGLShapeSource(identifier: "marker-source", shape: point, options: nil)
shapeLayer = MGLSymbolStyleLayer(identifier: "marker-style", source: shapeSource)
if let image = UIImage(named: "auto") {
mapView.style?.setImage(image, forName: "auto")
}
shapeLayer?.iconImageName = NSExpression(forConstantValue: "auto")
CATransaction.begin()
CATransaction.setAnimationDuration(3.0)
self.shapeLayer?.iconRotation = NSExpression(forConstantValue: 120.0)
CATransaction.commit()

You can animate an MGLSymbolStyleLayer using the add live data example. You would need to set your #objc function to layer.iconRotation and have that value change every time the function is executed. You can also do the same using an MGLPointFeature or MGLPointAnnotation as a source for an MGLSymbolStyleLayer. Please take a look at the Mapbox Add markers and shapes documentation here to see the different features that are supported.

Related

SceneKit LIDAR iOS: Show unscanned regions of camera view in the background with a different color/texture

I'm building an app similar to Polycam, 3D Scanner App, Scaniverse, etc. I visualize a mesh for scanned regions and export it into different formats. I would like to show the user what regions are scanned, and what not. To do so, I need to differentiate between them.
My idea is to build something like Polycam does..
< Polycam blue background for unscanned regions >
I tried changing the background content property of the scene, but it causes the whole camera view to be replaced by the color.
arSceneView.scene.background.contents = UIColor.black
I'm using ARSCNView and setting up plane detection as follows:
private func setupPlaneDetection() {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal, .vertical]
configuration.sceneReconstruction = .meshWithClassification
configuration.frameSemantics = .smoothedSceneDepth
arSceneView.session.run(configuration)
arSceneView.session.delegate = self
// arSceneView.scene.background.contents = UIColor.black
arSceneView.delegate = self
UIApplication.shared.isIdleTimerDisabled = true
arSceneView.showsStatistics = true
}
Thanks in advance for any help you can provide!
I’ve done this before by adding a sphere to the scene with a two-sided material (slightly transparent) and with a radius large enough that the camera and the scanned surface will always be inside of it. Here’s an example of how to do that:
let backgroundSphereNode = SCNNode()
backgroundSphereNode.geometry = SCNSphere(radius: 500)
let material = SCNMaterial()
material.isDoubleSided = true
material?.diffuse.contents = UIColor(white: 0, alpha: 0.9)
backgroundSphereNode.geometry?.materials = [material]
Note that I’m using a black color - you can obviously change this to whatever you need, but keep the alpha channel slightly transparent. And tweak the radius of the sphere so it works for your scene.

Google map GMSCameraUpdate zoom minimize in swift 5

I have used GMSCoordinateBounds. But it zooms in too much. My marker doesn't show on the road because of the zoom level. My marker shows a little bit away from the road. I have used the below code:
let path = GMSMutablePath()
path.add(CLLocationCoordinate2DMake(23.740424444444443, 90.41102222222223))
let bounds = GMSCoordinateBounds(path: path)
self.googleMap.animate(with: GMSCameraUpdate.fit(bounds, withPadding:10.0)
I have solve the problem like bellow
let path = GMSMutablePath()
path.add(CLLocationCoordinate2DMake(23.740424444444443, 90.41102222222223))
let bounds = GMSCoordinateBounds(path: path)
self.googleMap.animate(with: GMSCameraUpdate.fit(bounds))
self.googleMap.setMinZoom(8, maxZoom: 14)

Swift Google Maps smoothly rounded polylines

I'm using GoogleMaps for iOS platform, Swift language.
I draw the path according to the Google Maps documentation:
let path = GMSMutablePath()
path.add(previousLocation)
path.add(currentLocation)
let line = GMSPolyline(path: path)
line.strokeWidth = 5
line.strokeColor = .blue
line.map = mapView
My client complains that the route lines intersections must be smoothly rounded. How can I implement this? Some suggestions?
Thanks!
I found the solution.
My problem was that I was always drawing only the last two points:
let path = GMSMutablePath()
path.add(previousLocation)
path.add(currentLocation)
Now, every time when a new location comes, I clear the map and redraw again the entire route:
mapView.clear()
let path = GMSMutablePath()
for location in locationsArray {
path.add(location)
}
let line = GMSPolyline(path: path)
line.strokeWidth = 5
line.strokeColor = .blue
line.map = mapView
Seems that in this way Google Maps draws the route correctly.
Have a look at SwiftSimplify. It is a library that reduces the number of geopoints in the polyline to make it more smooth and efficient.
This library also smooth out the route. I am using this atm. IVBezierPathRenderer

Set MKMapView Span without moving map

How do you adjust the MKMapView span (zoom) without moving the map location. I am trying to do this in an attempt to limit the user from zooming out further than preferable.
Use MKCoordinateSpanMake() method, for an instance
let span = MKCoordinateSpanMake(0.05, 0.05)
Try making the zoom with the MKMapView camera instead, adjusting eyeAltitude parameter can help you
func makeZoomWithCamera(){
let newCamera: MKMapCamera = MKMapCamera(lookingAtCenter: self.mapView.camera.centerCoordinate, fromEyeCoordinate: self.mapView.camera.centerCoordinate, eyeAltitude: 10)
self.mapView.setCamera(newCamera, animated: true)
}

How do I programmatically move an ARAnchor?

I'm trying out the new ARKit to replace another similar solution I have. It's pretty great! But I can't seem to figure out how to move an ARAnchor programmatically. I want to slowly move the anchor to the left of the user.
Creating the anchor to be 2 meters in front of the user:
var translation = matrix_identity_float4x4
translation.columns.3.z = -2.0
let transform = simd_mul(currentFrame.camera.transform, translation)
let anchor = ARAnchor(transform: transform)
sceneView.session.add(anchor: anchor)
later, moving the object to the left/right of the user (x-axis)...
anchor.transform.columns.3.x = anchor.transform.columns.3.x + 0.1
repeated every 50 milliseconds (or whatever).
The above does not work because transform is a get-only property.
I need a way to change the position of an AR object in space relative to the user in a way that keeps the AR experience intact - meaning, if you move your device, the AR object will be moving but also won't be "stuck" to the camera like it's simply painted on, but moves like you would see a person move while you were walking by - they are moving and you are moving and it looks natural.
Please note the scope of this question relates only to how to move an object in space in relation to the user (ARAnchor), not in relation to a plane (ARPlaneAnchor) or to another detected surface (ARHitTestResult).
Thanks!
You don't need to move anchors. (hand wave) That's not the API you're looking for...
Adding ARAnchor objects to a session is effectively about "labeling" a point in real-world space so that you can refer to it later. The point (1,1,1) (for example) is always the point (1,1,1) — you can't move it someplace else because then it's not the point (1,1,1) anymore.
To make a 2D analogy: anchors are reference points sort of like the bounds of a view. The system (or another piece of your code) tells the view where it's boundaries are, and the view draws its content relative to those boundaries. Anchors in AR give you reference points you can use for drawing content in 3D.
What you're asking is really about moving (and animating the movement of) virtual content between two points. And ARKit itself really isn't about displaying or animating virtual content — there are plenty of great graphics engines out there, so ARKit doesn't need to reinvent that wheel. What ARKit does is provide a real-world frame of reference for you to display or animate content using an existing graphics technology like SceneKit or SpriteKit (or Unity or Unreal, or a custom engine built with Metal or GL).
Since you mentioned trying to do this with SpriteKit... beware, it gets messy. SpriteKit is a 2D engine, and while ARSKView provides some ways to shoehorn a third dimension in there, those ways have their limits.
ARSKView automatically updates the xScale, yScale, and zRotation of each sprite associated with an ARAnchor, providing the illusion of 3D perspective. But that applies only to nodes attached to anchors, and as noted above, anchors are static.
You can, however, add other nodes to your scene, and use those same properties to make those nodes match the ARSKView-managed nodes. Here's some code you can add/replace in the ARKit/SpriteKit Xcode template project to do that. We'll start with some basic logic to run a bouncing animation on the third tap (after using the first two taps to place anchors).
var anchors: [ARAnchor] = []
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Start bouncing on touch after placing 2 anchors (don't allow more)
if anchors.count > 1 {
startBouncing(time: 1)
return
}
// Create anchor using the camera's current position
guard let sceneView = self.view as? ARSKView else { return }
if let currentFrame = sceneView.session.currentFrame {
// Create a transform with a translation of 30 cm in front of the camera
var translation = matrix_identity_float4x4
translation.columns.3.z = -0.3
let transform = simd_mul(currentFrame.camera.transform, translation)
// Add a new anchor to the session
let anchor = ARAnchor(transform: transform)
sceneView.session.add(anchor: anchor)
anchors.append(anchor)
}
}
Then, some SpriteKit fun for making that animation happen:
var ballNode: SKLabelNode = {
let labelNode = SKLabelNode(text: "🏀")
labelNode.horizontalAlignmentMode = .center
labelNode.verticalAlignmentMode = .center
return labelNode
}()
func startBouncing(time: TimeInterval) {
guard
let sceneView = self.view as? ARSKView,
let first = anchors.first, let start = sceneView.node(for: first),
let last = anchors.last, let end = sceneView.node(for: last)
else { return }
if ballNode.parent == nil {
addChild(ballNode)
}
ballNode.setScale(start.xScale)
ballNode.zRotation = start.zRotation
ballNode.position = start.position
let scale = SKAction.scale(to: end.xScale, duration: time)
let rotate = SKAction.rotate(toAngle: end.zRotation, duration: time)
let move = SKAction.move(to: end.position, duration: time)
let scaleBack = SKAction.scale(to: start.xScale, duration: time)
let rotateBack = SKAction.rotate(toAngle: start.zRotation, duration: time)
let moveBack = SKAction.move(to: start.position, duration: time)
let action = SKAction.repeatForever(.sequence([
.group([scale, rotate, move]),
.group([scaleBack, rotateBack, moveBack])
]))
ballNode.removeAllActions()
ballNode.run(action)
}
Here's a video so you can see this code in action. You'll notice that the illusion only works as long as you don't move the camera — not so great for AR. When using SKAction, we can't adjust the start/end states of the animation while animating, so the ball keeps bouncing back and forth between its original (screen-space) positions/rotations/scales.
You could do better by animating the ball directly, but it's a lot of work. You'd need to, on every frame (or every view(_:didUpdate:for:) delegate callback):
Save off the updated position, rotation, and scale values for the anchor-based nodes at each end of the animation. You'll need to do this twice per didUpdate callback, because you'll get one callback for each node.
Work out position, rotation, and scale values for the node being animated, by interpolating between the two endpoint values based on the current time.
Set the new attributes on the node. (Or maybe animate it to those attributes over a very short duration, so it doesn't jump too much in one frame?)
That's kind of a lot of work to shoehorn a fake 3D illusion into a 2D graphics toolkit — hence my comments about SpriteKit not being a great first step into ARKit.
If you want 3D positioning and animation for your AR overlays, it's a lot easier to use a 3D graphics toolkit. Here's a repeat of the previous example, but using SceneKit instead. Start with the ARKit/SceneKit Xcode template, take the spaceship out, and paste the same touchesBegan function from above into the ViewController. (Change the as ARSKView casts to as ARSCNView, too.)
Then, some quick code for placing 2D billboarded sprites, matching via SceneKit the behavior of the ARKit/SpriteKit template:
// in global scope
func makeBillboardNode(image: UIImage) -> SCNNode {
let plane = SCNPlane(width: 0.1, height: 0.1)
plane.firstMaterial!.diffuse.contents = image
let node = SCNNode(geometry: plane)
node.constraints = [SCNBillboardConstraint()]
return node
}
// inside ViewController
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
// emoji to image based on https://stackoverflow.com/a/41021662/957768
let billboard = makeBillboardNode(image: "⛹️".image())
node.addChildNode(billboard)
}
Finally, adding the animation for the bouncing ball:
let ballNode = makeBillboardNode(image: "🏀".image())
func startBouncing(time: TimeInterval) {
guard
let sceneView = self.view as? ARSCNView,
let first = anchors.first, let start = sceneView.node(for: first),
let last = anchors.last, let end = sceneView.node(for: last)
else { return }
if ballNode.parent == nil {
sceneView.scene.rootNode.addChildNode(ballNode)
}
let animation = CABasicAnimation(keyPath: #keyPath(SCNNode.transform))
animation.fromValue = start.transform
animation.toValue = end.transform
animation.duration = time
animation.autoreverses = true
animation.repeatCount = .infinity
ballNode.removeAllAnimations()
ballNode.addAnimation(animation, forKey: nil)
}
This time the animation code is a lot shorter than the SpriteKit version.
Here's how it looks in action.
Because we're working in 3D to start with, we're actually animating between two 3D positions — unlike in the SpriteKit version, the animation stays where it's supposed to. (And without the extra work for directly interpolating and animating attributes.)