VIO error callback - barcode detected 3d - Swift - swift

I want to show 3d modeling when reading Qr code and when it matches. But after reading the Qr code, the camera cannot see the surface, and when I look at the output, I get the error "VIO error callback: 161457.637109, 1, Frame processing rate has fallen below pre-set threshold". The camera works very slowly, I think there is a situation with this. Despite reading the barcode, 3d modeling does not turn on after reading the barcode.
enum FunctionMode {
case none
case placeObject(String)
case measure
}
class ARKitTestViewController: UIViewController {
#IBOutlet var sceneView: ARSCNView!
#IBOutlet weak var crosshair: UIView!
#IBOutlet weak var messageLabel: UILabel!
#IBOutlet weak var trackingInfo: UILabel!
var currentMode: FunctionMode = .none
var objects: [SCNNode] = []
// Current touch location
private var currTouchLocation: CGPoint?
let sequenceHandler = VNSequenceRequestHandler()
var isObjectAdded: Bool = false
var isQRCodeFound: Bool = false
var viewCenter:CGPoint = CGPoint()
override func viewDidLoad() {
super.viewDidLoad()
runARSession()
trackingInfo.text = ""
messageLabel.text = ""
viewCenter = CGPoint(x: view.bounds.width / 2.0, y: view.bounds.height / 2.0)
}
#IBAction func didTapReset(_ sender: Any) {
removeAllObjects()
}
func removeAllObjects() {
for object in objects {
object.removeFromParentNode()
}
objects = []
}
// MARK: - barcode handling
func searchQRCode(){
guard let frame = sceneView.session.currentFrame else {
return
}
let handler = VNImageRequestHandler(ciImage: CIImage(cvPixelBuffer: frame.capturedImage), options: [.properties : ""])
//DispatchQueue.global(qos: .userInteractive).async {
do {
try handler.perform([self.barcodeRequest])
} catch {
print(error)
}
//}
}
lazy var barcodeRequest: VNDetectBarcodesRequest = {
return VNDetectBarcodesRequest(completionHandler: self.handleBarcodes)
}()
func handleBarcodes(request: VNRequest, error: Error?) {
//print("handleBarcodes called")
guard let observations = request.results as? [VNBarcodeObservation]
else { fatalError("unexpected result type from VNBarcodeRequest") }
guard observations.first != nil else {
/*DispatchQueue.main.async {
print("No Barcode detected.")
}*/
return
}
// Loop through the found results
for result in request.results! {
print("Barcode detected")
// Cast the result to a barcode-observation
if let barcode = result as? VNBarcodeObservation {
if let payload = barcode.payloadStringValue {
let screenCentre : CGPoint = CGPoint(x: self.sceneView.bounds.midX, y: self.sceneView.bounds.midY)
let hitTestResults = sceneView.hitTest(screenCentre, types: [.existingPlaneUsingExtent])
//check payload
if let hitResult = hitTestResults.first {
// Get Coordinates of HitTest
let transform : matrix_float4x4 = hitResult.worldTransform
let worldCoord : SCNVector3 = SCNVector3Make(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
let plane = SCNPlane(width: 0.1, height: 0.1)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
plane.materials = [material]
// Holder node
let node = SCNNode()
//node.transform = SCNMatrix4MakeRotation(-Float.pi / 2, 1, 0, 0)
//node.geometry = plane
sceneView.scene.rootNode.addChildNode(node)
node.position = worldCoord
//check payload
if(payload == "target_1"){
//Add 3D object
let objectScene = SCNScene(named: "Models.scnassets/candle/candle.scn")!
if let objectNode = objectScene.rootNode.childNode(withName: "candle", recursively: true) {
node.addChildNode(objectNode)
}
}
if(payload == "target_2"){
//Add 3D object
let objectScene = SCNScene(named: "Models.scnassets/lamp/lamp.scn")!
if let objectNode = objectScene.rootNode.childNode(withName: "lamp", recursively: true) {
node.addChildNode(objectNode)
}
}
isQRCodeFound = true
}
}
}
}
}
// MARK: - AR functions
func runARSession() {
// Registers ARKitTestViewController as ARSCNView delegate. You’ll use this later to render objects.
sceneView.delegate = self
// Uses ARWorldTrackingConfiguration to make use of all degrees of movement and give the best results. Remember, it supports A9 processors and up.
let configuration = ARWorldTrackingConfiguration()
// Turns on the automatic horizontal plane detection. You’ll use this to render planes for debugging and to place objects in the world.
configuration.planeDetection = .horizontal
// This turns on the light estimation calculations. ARSCNView uses that automatically and lights your objects based on the estimated light conditions in the real world.
configuration.isLightEstimationEnabled = true
// run(_:options) starts the ARKit session along with capturing video. This method will cause your device to ask for camera capture permission. If the user denies this request, ARKit won’t work.
sceneView.session.run(configuration)
// ASRCNView has an extra feature of rendering feature points. This turns it on for debug builds.
#if DEBUG
sceneView.debugOptions = ARSCNDebugOptions.showFeaturePoints
#endif
}
//Function that gives the user some feedback of the current tracking status.
func updateTrackingInfo() {
// You can get the current ARFrame thanks to the currentFrame property on the ARSession object.
guard let frame = sceneView.session.currentFrame else {
return
}
// The trackingState property can be found in the current frame’s ARCamera object. The trackingState enum value limited has an associated TrackingStateReason value which tells you the specific tracking problem.
switch frame.camera.trackingState {
case .limited(let reason):
switch reason {
case .excessiveMotion:
trackingInfo.text = "Limited Tracking: Excessive Motion"
case .insufficientFeatures:
trackingInfo.text =
"Limited Tracking: Insufficient Details"
default:
trackingInfo.text = "Limited Tracking"
}
default:
trackingInfo.text = "Good tracking conditions"
}
// You turned on light estimation in the ARWorldTrackingConfiguration, so it’s measured and provided in each ARFrame in the lightEstimate property.
guard
let lightEstimate = frame.lightEstimate?.ambientIntensity
else {
return
}
// ambientIntensity is given in lumen units. Less than 100 lumens is usually too dark, so you communicate this to the user.
if lightEstimate < 100 {
trackingInfo.text = "Limited Tracking: Too Dark"
}
}
}
extension ARKitTestViewController: ARSCNViewDelegate {
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
DispatchQueue.main.async {
if let planeAnchor = anchor as? ARPlaneAnchor {
#if DEBUG
let planeNode = createPlaneNode(center: planeAnchor.center, extent: planeAnchor.extent)
node.addChildNode(planeNode)
#endif
// else means that ARAnchor is not ARPlaneAnchor subclass, but just a regular ARAnchor instance you added in touchesBegan(_:with:)
} else {
// currentMode is a ARKitTestViewController property already added in the starter. It represents the current UI state: placeObject value if the object button is selected, or measure value if the measuring button is selected. The switch executes different code depending on the UI state.
switch self.currentMode {
case .none:
break
// placeObject has an associated string value which represents the path to the 3D model .scn file. You can browse all the 3D models in Models.scnassets.
case .placeObject(let name):
// nodeWithModelName(_:) creates a new 3D model SCNNode with the given path name. It’s a helper function provided with the starter project.
let modelClone = nodeWithModelName(name)
// Append the node to the objects array provided with the starter.
self.objects.append(modelClone)
// Finally, you add your new object node to the SCNNode provided to the delegate method.
node.addChildNode(modelClone)
// You’ll implement measuring later.
case .measure:
break
}
}
}
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
DispatchQueue.main.async {
if let planeAnchor = anchor as? ARPlaneAnchor {
// Update the child node, which is the plane node you added earlier in renderer(_:didAdd:for:). updatePlaneNode(_:center:extent:) is a function included with the starter that updates the coordinates and size of the plane to the updated values contained in ARPlaneAnchor.
updatePlaneNode(node.childNodes[0], center: planeAnchor.center, extent: planeAnchor.extent)
}
}
}
func renderer(_ renderer: SCNSceneRenderer, didRemove node: SCNNode,
for anchor: ARAnchor) {
guard anchor is ARPlaneAnchor else { return }
// Removes the plane from the node if the corresponding ARAnchorPlane has been removed. removeChildren(inNode:) was provided with the starter project as well.
removeChildren(inNode: node)
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
DispatchQueue.main.async {
// Updates tracking info for each rendered frame.
self.updateTrackingInfo()
if(!self.isQRCodeFound){
self.searchQRCode()
}
// If the dot in the middle hit tests with existingPlaneUsingExtent type, it turns green to indicate high quality hit testing to the user.
if let _ = self.sceneView.hitTest(
self.viewCenter,
types: [.existingPlaneUsingExtent]).first {
self.crosshair.backgroundColor = UIColor.green
} else {
self.crosshair.backgroundColor = UIColor(white: 0.34, alpha: 1)
}
}
}
func session(_ session: ARSession, didFailWithError error: Error) {
print("ARSession error: \(error.localizedDescription)")
let message = error.localizedDescription
messageLabel.text = message
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
if self.messageLabel.text == message {
self.messageLabel.text = ""
}
}
}
// sessionWasInterrupted(_:) is called when a session is interrupted, like when your app is backgrounded.
func sessionWasInterrupted(_ session: ARSession) {
print("Session interrupted")
let message = "Session interrupted"
messageLabel.text = message
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
if self.messageLabel.text == message {
self.messageLabel.text = ""
}
}
}
func sessionInterruptionEnded(_ session: ARSession) {
print("Session resumed")
let message = "Session resumed"
messageLabel.text = message
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
if self.messageLabel.text == message {
self.messageLabel.text = ""
}
}
// When sessionInterruptionEnded(_:) is called, you should remove all your objects and restart the AR session by calling the runSession() method you implemented before. removeAllObjects() is a helper method provided with the starter project.
removeAllObjects()
runARSession()
}
}

Related

RealityKit – updateHandler of trackedRaycast not called

I call trackedRaycast() from startTracing() which is called from viewDidLoad(). My goal is to have the AR content be placed wherever the raycast from the camera hits a horizontal surface and that it updates when the raycast intersects a different location. When the user taps the screen the updates stop.
The updateHandler closure of the function trackedRaycast is never executed.
import RealityKit
import ARKit
class ViewController: UIViewController {
#IBOutlet var arView: ARView!
var gameAnchor: Experience.PreviewBoard!
var raycast: ARTrackedRaycast?
var gameIsPlaced = false
override func viewDidLoad() {
super.viewDidLoad()
setupARConfiguration()
loadGameBoard()
startTracing()
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:)))
arView.addGestureRecognizer(tapGestureRecognizer)
}
func setupARConfiguration() {
arView.automaticallyConfigureSession = false
let config = ARWorldTrackingConfiguration()
config.planeDetection = [.horizontal]
config.isCollaborationEnabled = true
config.environmentTexturing = .automatic
arView.session.run(config)
}
func loadGameBoard() {
gameAnchor = try! Experience.loadPreviewBoard()
arView.scene.addAnchor(gameAnchor)
}
func startTracing() {
raycast = arView.trackedRaycast(from: view.center, allowing: .estimatedPlane, alignment: .horizontal) { results in
print("This is never executed")
// Refine the game position with raycast update
if let result = results.first {
self.gameAnchor.setTransformMatrix(result.worldTransform, relativeTo: nil)
}
}
}
func stopTracing() {
print("raycast has stopped")
raycast?.stopTracking()
}
#objc func handleTap(recognizer: UITapGestureRecognizer) {
if !gameIsPlaced {
gameIsPlaced = true
stopTracing()
}
}
}
What could be the issue?
There appears to be some kind of lag when the view is initialized, leading to the tracked raycast not being initialized from the usual lifecycle methods. When I tried initializing it via a tap on the screen, it worked as intended. You can check this with the following code:
var r : ARTrackedRaycast? {
didSet {
print("Raycast initialized")
}
}
r = self.arView.trackedRaycast(from: self.view.center, allowing: .existingPlaneInfinite, alignment: .any) { result in
print("Callback received")
}
If you initialize your raycast from viewDidLoad() or viewDidAppear() even, the setter is never called.
The solution for me was to delay the raycast's initialization by a few seconds, like so:
DispatchQueue.main.asyncAfter(deadline: .now() + 5) {
r = self.arView.trackedRaycast(from: self.view.center, allowing: .existingPlaneInfinite, alignment: .any) { result in
print("Callback received")
}
This is, obviously, far from ideal, but right now I'm not sure how to go about solving that issue any differently.

How to add a 30 second timer to end a game round?

I am currently experimenting with some code that I found on the internet about a game where you have to click on one set of items and avoid clicking on the other. I am currently trying to add a timer to the game so that it lasts of a total of 30 seconds but I am really struggling to do so as I am quite inexperienced with this programming language.
import UIKit
import QuartzCore
import SceneKit
class GameViewController: UIViewController, SCNSceneRendererDelegate {
var gameView:SCNView!
var SceneGame:SCNScene!
var NodeCamera:SCNNode!
var targetCreationTime:TimeInterval = 0
override func viewDidLoad() {
super.viewDidLoad()
View_in()
initScene()
initCamera()
}
func View_in(){
gameView = self.view as! SCNView
gameView.allowsCameraControl = true
gameView.autoenablesDefaultLighting = true
gameView.delegate = self
}
func initScene (){
SceneGame = SCNScene()
gameView.scene = SceneGame
gameView.isPlaying = true
}
func initCamera(){
NodeCamera = SCNNode()
NodeCamera.camera = SCNCamera()
NodeCamera.position = SCNVector3(x:0, y:5, z:10)
SceneGame.rootNode.addChildNode(NodeCamera)
}
func createTarget(){
let geometry:SCNGeometry = SCNPyramid( width: 1, height: 1, length: 1)
let randomColor = arc4random_uniform(2
) == 0 ? UIColor.green : UIColor.red
geometry.materials.first?.diffuse.contents = randomColor
let geometryNode = SCNNode(geometry: geometry)
geometryNode.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
if randomColor == UIColor.red {
geometryNode.name = "enemy"
}else{
geometryNode.name = "friend"
}
SceneGame.rootNode.addChildNode(geometryNode)
let randomDirection:Float = arc4random_uniform(2) == 0 ? -1.0 : 1.0
let force = SCNVector3(x: randomDirection, y: 15, z: 0)
geometryNode.physicsBody?.applyForce(force, at: SCNVector3(x: 0.05, y: 0.05, z: 0.05), asImpulse: true)
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
if time > targetCreationTime{
createTarget()
targetCreationTime = time + 0.6
}
cleanUp()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: gameView)
let hitList = gameView.hitTest(location, options: nil)
if let hitObject = hitList.first{
let node = hitObject.node
if node.name == "friend" {
node.removeFromParentNode()
self.gameView.backgroundColor = UIColor.black
}else {
node.removeFromParentNode()
self.gameView.backgroundColor = UIColor.red
}
}
}
func cleanUp() {
for node in SceneGame.rootNode.childNodes {
if node.presentation.position.y < -2 {
node.removeFromParentNode()
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
You could use a Timer object, documented here. Just set up the timer when you want the game to start, probably once you've finished all your initializations. When you set up the timer, just wait for it to call back to your code when it finishes and run whatever logic you want to use to terminate your game.
EDIT
Create a variable representing the time you want your game will end:
var time: CGFloat = 60
Then, add an SCNAction to your scene so that each second it will decrease this variable value, for example in the viewDidLoad:
//One second before decrease the time
let wait = SCNAction.wait(forDuration: 1)
//This is the heart of this answer
// An action that reduce the time and when it is less than 1 (it reached zero) do whatever you want
let reduceTime = SCNAction.run{ _ in
self.time -= 1
if self.time < 1 {
// Do whatever you want
// for example show a game over scene or something else
}
}
}
SceneGame.rootNode.run(SCNAction.repeatForever(SCNAction.sequence([wait,reduceTime])))
If you want, you can show the remaining time by using SKLabel on an HUD, which is an SKScene used as overlay.
You can check this tutorial for how to create an HUD
As well, you can use an SCNText, this is the documentation about it

Animated 3D models using ARKit. Swift

I added purchased 3D zombie model and I want to add it multiple times so there is a group of zombies chasing the player (his camera). The DAE file (zombie) I have has couple of animations (attack, walk, run and so on). I added a couple of these zombie models and they all appear on the positions I wanted them to appear (previously determined coordinates stored in zombies array)
When they appear on the screen they do all the animations as it is presented in DAE file.
And now my question: Is it possible to add this DAE zombie model but display it in a specified frame? For example 2-122? My code so far (I deleted what was unnecessary)
import UIKit
import CoreLocation
import SceneKit
import ARKit
#available(iOS 11.0, *)
class VRViewController: UIViewController, CLLocationManagerDelegate
{
/* VARIABLES */
var number:Int = 10
var speed:Int = 4
var zombies = [[AnyObject]]()
var timer = Timer()
var nodes = [SCNNode]()
let configuration = ARWorldTrackingConfiguration()
#IBOutlet weak var sceneView: ARSCNView!
override func viewWillAppear(_ animated: Bool)
{
super.viewWillAppear(animated)
// Run the view's session
sceneView.session.run(configuration)
}
override func viewDidLoad()
{
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self as? ARSCNViewDelegate
// Create a new scene
let scene = SCNScene()
// Set the scene to the view
sceneView.scene = scene
sceneView.autoenablesDefaultLighting = true
/* sceneView.debugOptions = [.showConstraints, .showLightExtents, ARSCNDebugOptions.showFeaturePoints, ARSCNDebugOptions.showWorldOrigin] */
}
override func viewDidAppear(_ animated: Bool)
{
setZombies()
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(VRViewController.restartSession)), userInfo: nil, repeats: true)
}
override func didReceiveMemoryWarning()
{
super.didReceiveMemoryWarning()
}
/* MAIN FUNCTIONS */
func setZombies()
{
for i in 0..<number
{
let zombiePlane = zombies[i][0] as! CGPoint
let thetaPlane = zombies[i][1] as! Double
let xPlane = abs(zombiePlane.x - center.x)
let yPlane = abs(zombiePlane.y - center.y)
let distance = sqrt((xPlane*xPlane) + (yPlane*yPlane))
var theta3D:Double = thetaPlane * (180/Double.pi) - diff2D - 90 /* degrees */
theta3D = theta3D * (Double.pi/180) /* radians */
let x3D = Float(distance) * Float(cos(theta3D))
let z3D = Float(distance) * Float(sin(theta3D))
addZombies(i:i, x: x3D, y: -1.5, z: z3D)
}
}
func addZombies(i:Int, x: Float, y: Float, z: Float) {
guard let zombieScene = SCNScene(named: "art.scnassets/zombie/StrongZombie.DAE") else { return }
let zombieNode = SCNNode()
let zombieSceneChildNodes = zombieScene.rootNode.childNodes
for childNode in zombieSceneChildNodes {
zombieNode.addChildNode(childNode)
}
zombieNode.position = SCNVector3(x, y, z)
zombieNode.scale = SCNVector3(0.1, 0.1, 0.1)
sceneView.scene.rootNode.addChildNode(zombieNode)
nodes.append(zombieNode)
}
func restartSession()
{
/* self.sceneView.session.run(configuration, options: [.resetTracking]) */
for i in 0..<number
{
let theta3D = atan2(nodes[i].position.z, nodes[i].position.x)
let movement = (Float(speed)/5)
print(speed)
let distance = sqrt((nodes[i].position.x)*(nodes[i].position.x) + (nodes[i].position.z)*(nodes[i].position.z)) - movement
let x3D = Float(distance) * Float(cos(theta3D))
let z3D = Float(distance) * Float(sin(theta3D))
nodes[i].position = SCNVector3(x:x3D, y:-10, z:z3D)
}
}
/* SESSION FUNCTIONS */
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
}
}

ARKIT stereo - move objects

I have two ARSCNView sessions side by side for stereo view. I am trying to create a box in stereo view and then make it spin.
All works fine until I move the parentNode using self.parentNode.runAction
The movement only occurs in the right side view (SceneView2). No movement occurs in the left side view. Views are also offset. I need the movement to be synchronized in both the left and the right views.
Thanks.
Here is the code:
import UIKit
import ARKit
import SceneKit
import CoreLocation
import GLKit
class ViewController1: UIViewController, ARSCNViewDelegate {
#IBOutlet weak var sceneView: ARSCNView!
#IBOutlet weak var SceneView2: ARSCNView!
#IBOutlet weak var Label: UILabel!
var parentNode: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
addBox()
// Set the view's delegate
sceneView.delegate = self
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
configuration.worldAlignment = .gravityAndHeading
configuration.planeDetection = .horizontal
sceneView.session.run(configuration)
movebox()
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
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
}
// UPDATE EVERY FRAME:
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
DispatchQueue.main.async {
self.updateFrame()
//self.movebox()
}
}
func updateFrame() {
// Clone pointOfView for Second View
let pointOfView : SCNNode = (sceneView.pointOfView?.clone())!
// Determine Adjusted Position for Right Eye
let orientation : SCNQuaternion = pointOfView.orientation
let orientationQuaternion : GLKQuaternion = GLKQuaternionMake(orientation.x, orientation.y, orientation.z, orientation.w)
let eyePos : GLKVector3 = GLKVector3Make(1.0, 0.0, 0.0)
let rotatedEyePos : GLKVector3 = GLKQuaternionRotateVector3(orientationQuaternion, eyePos)
let rotatedEyePosSCNV : SCNVector3 = SCNVector3Make(rotatedEyePos.x, rotatedEyePos.y, rotatedEyePos.z)
let mag : Float = 0.066 // This is the value for the distance between two pupils (in metres). The Interpupilary Distance (IPD).
pointOfView.position.x += rotatedEyePosSCNV.x * mag
pointOfView.position.y += rotatedEyePosSCNV.y * mag
pointOfView.position.z += rotatedEyePosSCNV.z * mag
// Set PointOfView for SecondView
SceneView2.pointOfView = pointOfView
}
func addBox() {
let sideMaterial = SCNMaterial()
sideMaterial.diffuse.contents = UIColor.orange
sideMaterial.locksAmbientWithDiffuse = true;
let box = SCNBox(width: 0.3, height: 0.6, length: 0.1, chamferRadius: 0.005)
box.materials = [sideMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial]
let boxNode = SCNNode()
boxNode.geometry = box
boxNode.position = SCNVector3(0, 0, -0.2)
let scene = SCNScene()
scene.rootNode.addChildNode(boxNode)
parentNode = scene.rootNode
parentNode.position = SCNVector3(0, 0, -1.0)
sceneView.scene = scene
// Set up SceneView2 (Right Eye)
SceneView2.scene = scene
SceneView2.showsStatistics = sceneView.showsStatistics
SceneView2.isPlaying = true // Turn on isPlaying to ensure this ARSCNView recieves updates.
}
func movebox() {
DispatchQueue.main.async {
let rotate = SCNAction.rotateBy(x: 0, y: 5, z: 0, duration: 20)
let moveSequence = SCNAction.sequence([rotate])
let moveLoop = SCNAction.repeatForever(moveSequence)
self.parentNode.runAction(moveLoop)
}
}
}

Why does my SCNAction sequence stop working intermittently?

I'm trying to move an SCNNode around a scene, constrained to a GKGridGraph. Think along the lines of PacMan but in 3D.
I have a ControlComponent which handles the movement of my SCNNode. The logic should go like this...
Set the queuedDirection property.
If the isMoving flag is false, call the move() method
Use the GKGridGraph to evaluate the next move
3.1 If the entity can move to the GKGridGraphNode using the direction property, nextNode = nodeInDirection(direction)
3.2 If the entity can move to the GKGridGraphNode using the queuedDirection property nextNode = nodeInDirection(queuedDirection)
3.3 If the entity can not move to a node with either direction, set the isMoving flag to false and return.
Create the moveTo action
Create a runBlock which calls the move() method
Apply the moveTo and runBlock actions as a sequence to the SCNNode
I've pasted in the full class below. But I'll explain the problem I'm having first. The above logic works, but only intermitently. Sometimes the animation stops working almost immediatley, and sometimes it runs for up to a minute. But at some point, for some reason, it just stops working - setDirection() will fire, move() will fire , the SCNNode will move once space in the specified direction and then the move() method just stops being called.
I'm not 100% convinced my current approach is correct so I'm happy to hear if there's a more idiomatic SceneKit/GameplayKit way to do this.
Here's the full class, but I think the important bit's are the setDirection() and move() methods.
import GameplayKit
import SceneKit
enum BRDirection {
case Up, Down, Left, Right, None
}
class ControlComponent: GKComponent {
var level: BRLevel!
var direction: BRDirection = .None
var queuedDirection: BRDirection?
var isMoving: Bool = false
var speed: NSTimeInterval = 0.5
//----------------------------------------------------------------------------------------
init(level: BRLevel) {
self.level = level
super.init()
}
//----------------------------------------------------------------------------------------
func setDirection( nextDirection: BRDirection) {
self.queuedDirection = nextDirection;
if !self.isMoving {
self.move()
}
}
//----------------------------------------------------------------------------------------
func move() {
let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)!
var nextNode = nodeInDirection( direction )
if let _ = self.queuedDirection {
let attemptedNextNode = nodeInDirection(self.queuedDirection! )
if let _ = attemptedNextNode {
nextNode = attemptedNextNode
self.direction = self.queuedDirection!
self.queuedDirection = nil
}
}
// Bail if we don't have a valid next node
guard let _ = nextNode else {
self.direction = .None
self.queuedDirection = nil
self.isMoving = false
return
}
// Set flag
self.isMoving = true;
// convert graphNode coordinates to Scene coordinates
let xPos: Float = Float(nextNode!.gridPosition.x) + 0.5
let zPos: Float = Float(nextNode!.gridPosition.y) + 0.5
let nextPosition: SCNVector3 = SCNVector3Make(xPos, 0, zPos)
// Configure actions
let moveTo = SCNAction.moveTo(nextPosition, duration: speed)
let repeatAction = SCNAction.runBlock( { _ in self.move() } )
let sequence = SCNAction.sequence([ moveTo, repeatAction ])
spriteNode.runAction( sequence )
}
//----------------------------------------------------------------------------------------
func getCurrentGridGraphNode() -> GKGridGraphNode {
// Acces the node in the scene and gett he grid positions
let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)!
// Account for visual offset
let currentGridPosition: vector_int2 = vector_int2(
Int32( floor(spriteNode.position.x) ),
Int32( floor(spriteNode.position.z) )
)
// return unwrapped node
return level.gridGraph.nodeAtGridPosition(currentGridPosition)!
}
//----------------------------------------------------------------------------------------
func nodeInDirection( nextDirection:BRDirection? ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
let currentGridGraphNode = self.getCurrentGridGraphNode()
return self.nodeInDirection(nextDirection!, fromNode: currentGridGraphNode)
}
//----------------------------------------------------------------------------------------
func nodeInDirection( nextDirection:BRDirection?, fromNode node:GKGridGraphNode ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
var nextPosition: vector_int2?
switch (nextDirection!) {
case .Left:
nextPosition = vector_int2(node.gridPosition.x + 1, node.gridPosition.y)
break
case .Right:
nextPosition = vector_int2(node.gridPosition.x - 1, node.gridPosition.y)
break
case .Down:
nextPosition = vector_int2(node.gridPosition.x, node.gridPosition.y - 1)
break
case .Up:
nextPosition = vector_int2(node.gridPosition.x, node.gridPosition.y + 1)
break;
case .None:
return nil
}
return level.gridGraph.nodeAtGridPosition(nextPosition!)
}
}
I'll have to answer my own question. First off, it's a bad question because I'm trying to do things incorrectly. The two main mistakes I made were
My compnent was trying to do too much
I wasn't using the updateWithDeltaTime method.
This is how the code and behaviour should be structured using GameplayKit's entity component structure. I'll try to epxlain how all the prices fit together at the end.
NodeComponent
This component is responsible for managing the actual SCNNode that represents my game character. I've moved the code for animating the character out of the ControlComponent and into this component.
class NodeComponent: GKComponent {
let node: SCNNode
let animationSpeed:NSTimeInterval = 0.25
var nextGridPosition: vector_int2 {
didSet {
makeNextMove(nextGridPosition, oldPosition: oldValue)
}
}
init(node:SCNNode, startPosition: vector_int2){
self.node = node
self.nextGridPosition = startPosition
}
func makeNextMove(newPosition: vector_int2, oldPosition: vector_int2) {
if ( newPosition.x != oldPosition.x || newPosition.y != oldPosition.y ){
let xPos: Float = Float(newPosition.x)
let zPos: Float = Float(newPosition.y)
let nextPosition: SCNVector3 = SCNVector3Make(xPos, 0, zPos)
let moveTo = SCNAction.moveTo(nextPosition, duration: self.animationSpeed)
let updateEntity = SCNAction.runBlock( { _ in
(self.entity as! PlayerEntity).gridPosition = newPosition
})
self.node.runAction(SCNAction.sequence([moveTo, updateEntity]), forKey: "move")
}
}
}
Note that every time the components gridPosition property is set, the makeNextMove method is called.
Control Component
My initial example was trying to do too much. This compnents sole responsibility now is to evaluate the next gridPosition for it's entity's NodeComponent. Note that because of updateWithDeltaTime, it will evaluate the next move as often as that method is called.
class ControlComponent: GKComponent {
var level: BRLevel!
var direction: BRDirection = .None
var queuedDirection: BRDirection?
init(level: BRLevel) {
self.level = level
super.init()
}
override func updateWithDeltaTime(seconds: NSTimeInterval) {
self.evaluateNextPosition()
}
func setDirection( nextDirection: BRDirection) {
self.queuedDirection = nextDirection
}
func evaluateNextPosition() {
var nextNode = self.nodeInDirection(self.direction)
if let _ = self.queuedDirection {
let nextPosition = self.entity?.componentForClass(NodeComponent.self)?.nextGridPosition
let targetPosition = (self.entity! as! PlayerEntity).gridPosition
let attemptedNextNode = self.nodeInDirection(self.queuedDirection)
if (nextPosition!.x == targetPosition.x && nextPosition!.y == targetPosition.y){
if let _ = attemptedNextNode {
nextNode = attemptedNextNode
self.direction = self.queuedDirection!
self.queuedDirection = nil
}
}
}
// Bail if we don't have a valid next node
guard let _ = nextNode else {
self.direction = .None
return
}
self.entity!.componentForClass(NodeComponent.self)?.nextGridPosition = nextNode!.gridPosition
}
func getCurrentGridGraphNode() -> GKGridGraphNode {
// Access grid position
let currentGridPosition = (self.entity as! PlayerEntity).gridPosition
// return unwrapped node
return level.gridGraph.nodeAtGridPosition(currentGridPosition)!
}
func nodeInDirection( nextDirection:BRDirection? ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
let currentGridGraphNode = self.getCurrentGridGraphNode()
return self.nodeInDirection(nextDirection!, fromNode: currentGridGraphNode)
}
func nodeInDirection( nextDirection:BRDirection?, fromNode node:GKGridGraphNode? ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
guard let _ = node else { return nil }
var nextPosition: vector_int2?
switch (nextDirection!) {
case .Left:
nextPosition = vector_int2(node!.gridPosition.x + 1, node!.gridPosition.y)
break
case .Right:
nextPosition = vector_int2(node!.gridPosition.x - 1, node!.gridPosition.y)
break
case .Down:
nextPosition = vector_int2(node!.gridPosition.x, node!.gridPosition.y - 1)
break
case .Up:
nextPosition = vector_int2(node!.gridPosition.x, node!.gridPosition.y + 1)
break;
case .None:
return nil
}
return level.gridGraph.nodeAtGridPosition(nextPosition!)
}
}
GameViewController
Here's where everything pieces together. There's a lot going on in the class, so I'll post only what's relevant.
class GameViewController: UIViewController, SCNSceneRendererDelegate {
var entityManager: BREntityManager?
var previousUpdateTime: NSTimeInterval?;
var playerEntity: GKEntity?
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene(named: "art.scnassets/game.scn")!
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
// show statistics such as fps and timing information
scnView.showsStatistics = true
scnView.delegate = self
entityManager = BREntityManager(level: level!)
createPlayer()
configureSwipeGestures()
scnView.playing = true
}
func createPlayer() {
guard let playerNode = level!.scene.rootNode.childNodeWithName("player", recursively: true) else {
fatalError("No player node in scene")
}
// convert scene coords to grid coords
let scenePos = playerNode.position;
let startingGridPosition = vector_int2(
Int32( floor(scenePos.x) ),
Int32( floor(scenePos.z) )
)
self.playerEntity = PlayerEntity(gridPos: startingGridPosition)
let nodeComp = NodeComponent(node: playerNode, startPosition: startingGridPosition)
let controlComp = ControlComponent(level: level!)
playerEntity!.addComponent(nodeComp)
playerEntity!.addComponent(controlComp)
entityManager!.add(playerEntity!)
}
func configureSwipeGestures() {
let directions: [UISwipeGestureRecognizerDirection] = [.Right, .Left, .Up, .Down]
for direction in directions {
let gesture = UISwipeGestureRecognizer(target: self, action: Selector("handleSwipe:"))
gesture.direction = direction
self.view.addGestureRecognizer(gesture)
}
}
func handleSwipe( gesture: UISwipeGestureRecognizer ) {
let controlComp = playerEntity!.componentForClass(ControlComponent.self)!
switch gesture.direction {
case UISwipeGestureRecognizerDirection.Up:
controlComp.setDirection(BRDirection.Up)
break
case UISwipeGestureRecognizerDirection.Down:
controlComp.setDirection(BRDirection.Down)
break
case UISwipeGestureRecognizerDirection.Left:
controlComp.setDirection(BRDirection.Left)
break
case UISwipeGestureRecognizerDirection.Right:
controlComp.setDirection(BRDirection.Right)
break
default:
break
}
}
// MARK: SCNSceneRendererDelegate
func renderer(renderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval) {
let delta: NSTimeInterval
if let _ = self.previousUpdateTime {
delta = time - self.previousUpdateTime!
}else{
delta = 0.0
}
self.previousUpdateTime = time
self.entityManager!.update(withDelaTime: delta)
}
}
Entity Manager
I picked up this tip following this Ray Wenderlich tutorial. Essentially, it's a bucket to keep all your entities and components in to simplify to work of managing and updating them. I highly reccomend giving that tutorial a walthrough to understand this better.
class BREntityManager {
var entities = Set<GKEntity>()
var toRemove = Set<GKEntity>()
let level: BRLevel
//----------------------------------------------------------------------------------
lazy var componentSystems: [GKComponentSystem] = {
return [
GKComponentSystem(componentClass: ControlComponent.self),
GKComponentSystem(componentClass: NodeComponent.self)
]
}()
//----------------------------------------------------------------------------------
init(level:BRLevel) {
self.level = level
}
//----------------------------------------------------------------------------------
func add(entity: GKEntity){
if let node:SCNNode = entity.componentForClass(NodeComponent.self)!.node {
if !level.scene.rootNode.childNodes.contains(node){
level.scene.rootNode.addChildNode(node)
}
}
entities.insert(entity)
for componentSystem in componentSystems {
componentSystem.addComponentWithEntity(entity)
}
}
//----------------------------------------------------------------------------------
func remove(entity: GKEntity) {
if let _node = entity.componentForClass(NodeComponent.self)?.node {
_node.removeFromParentNode()
}
entities.remove(entity)
toRemove.insert(entity)
}
//----------------------------------------------------------------------------------
func update(withDelaTime deltaTime: NSTimeInterval) {
// update components
for componentSystem in componentSystems {
componentSystem.updateWithDeltaTime(deltaTime)
}
// remove components
for curRemove in toRemove {
for componentSystem in componentSystems {
componentSystem.removeComponentWithEntity(curRemove)
}
}
toRemove.removeAll()
}
}
So how does all this fit together
The ControlComponent.setDirection() method can be called at any time.
If an entity or component implements an updateWithDeltaTime method, it should be called every frame. It took me a little while to figure out how to do this with SceneKit as most GameplayKit example's are set up for SpriteKit, and SKScene has a very conventient updatet method.
For SceneKit, We have to make the GameVierwController the SCNSceneRendererDelegate for the SCNView. Then, using the rendererUpdateAtTime method, we can call updateAtDeltaTime on the Entity Manager which handles calling the same method on all entities and components every frame.
Note You have to manually set the playing property to true for this to work.
Now we move to the actual animation. ControlComponent is evaluating what the NodeComponents next grid position should be every frame, using the direction property (You can ignore the queuedDirection property, it's an implementation detail).
This means that the NodeComponents.makeNextMove() method is also being called every frame. Whenever newPosition and oldPosition are not the same, the animation is applied. And whenever the animation finishes, the node's gridPosition is updated.
Now, as to why my intial method for animating my SCNNode didn't work, I've no idea. But at least it forced me to better understand how to use GameplayKit's Entity/Component design.