I am trying to count a database table from inside some of my classes.
I am tying to do this below **(My problem is that count1 is working, but count2 is not working.)
**
class AppState{
private(set) var context: ModelContext?
....
func setModelContext(_ context: ModelContext) {
self.context = context
}
@MainActor
func count()async{
let container1 = try ModelContainer(for: Item.self)
let descriptor = FetchDescriptor<Item>()
let count1 = try container1.mainContext.fetchCount(descriptor)
let count2 = try context.fetchCount(descriptor)
print("WORKING COUNT: \(count1)")
print("NOTWORKING COUNT: \(count2) -> always 0")
}
I am passing the context like:
...
@main
@MainActor
struct myApp: App {
@State private var appState = AppState()
@Environment(\.modelContext) private var modelContext
WindowGroup {
ItemView(appState: appState)
.task {
appState.setModelContext(modelContext)
}
}
.windowStyle(.plain)
.windowResizability(.contentSize)
.modelContainer(for: [Item.self, Category.self]) { result in
...
}
Can I get some guidance on why this is happening?
Which one is better to use?
If I should use count2, how can I fix it?
Is this the correct way to search inside an application using SwiftData ?
I don't wanna search using the View like @Query because this operation is gonna happen on the background of the app.
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I am trying to store usdz files with SwiftData for now.
I am converting usdz to data, then storing it with SwiftData
My model
import Foundation
import SwiftData
import SwiftUI
@Model
class Item {
var name: String
@Attribute(.externalStorage)
var usdz: Data? = nil
var id: String
init(name: String, usdz: Data? = nil) {
self.id = UUID().uuidString
self.name = name
self.usdz = usdz
}
}
My function to convert usdz to data. I am currently a local usdz just to test if it is going to work.
func usdzData() -> Data? {
do {
guard let usdzURL = Bundle.main.url(forResource: "tv_retro", withExtension: "usdz") else {
fatalError("Unable to find USDZ file in the bundle.")
}
let usdzData = try Data(contentsOf: usdzURL)
return usdzData
} catch {
print("Error loading USDZ file: \(error)")
}
return nil
}
Loading the items
@Query private var items: [Item]
...
var body: some View {
...
ForEach(items) { item in
HStack {
Model3D(?????) { model in
model
.resizable()
.scaledToFit()
} placeholder: {
ProgressView()
}
}
}
...
}
How can I load the Model3D?
I have tried:
Model3D(data: item.usdz)
Gives me the errors:
Cannot convert value of type '[Item]' to expected argument type 'Binding<C>'
Generic parameter 'C' could not be inferred
Both errors are giving in the ForEach.
I am able to print the content inside item:
ForEach(items) { item in
HStack {
Text("\(item.name)")
Text("\(item.usdz)")
}
}
This above works fine for me.
The item.usdz prints something like Optional(10954341 bytes)
I would like to know 2 things:
Is this the correct way to save usdz files into SwiftData? Or should I use FileManager? If so, how should I do that?
Also how can I get the usdz from the storage (SwiftData) to my code and use it into Model3D?
I have some usdz files saved and I would like to make thumbnails for them in 2D of course. I was checking Creating Quick Look Thumbnails to Preview Files in Your App but it says Augmented reality objects using the USDZ file format (iOS and iPadOS only) I would like to have the same functionality in my visionOS app. How can I do that?
I thought about using some api to convert 3d asset into 2d asset, but it would be better If I could do that inside the Swift environment.
Basically I wanna do Image(uiImage: "my_usdz_file")
I was executing some code from Incorporating real-world surroundings in an immersive experience
func processReconstructionUpdates() async {
for await update in sceneReconstruction.anchorUpdates {
let meshAnchor = update.anchor
guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor) else { continue }
switch update.event {
case .added:
let entity = ModelEntity()
entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform)
entity.collision = CollisionComponent(shapes: [shape], isStatic: true)
entity.components.set(InputTargetComponent())
entity.physicsBody = PhysicsBodyComponent(mode: .static)
meshEntities[meshAnchor.id] = entity
contentEntity.addChild(entity)
case .updated:
guard let entity = meshEntities[meshAnchor.id] else { continue }
entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform)
entity.collision?.shapes = [shape]
case .removed:
meshEntities[meshAnchor.id]?.removeFromParent()
meshEntities.removeValue(forKey: meshAnchor.id)
}
}
}
I would like to toggle the Occlusion mesh available on the dev tools below, but programmatically. I would like to have a button, that would activate and deactivate that.
I was checking .showSceneUnderstanding but it does not seem to work in visionOS. I get the following error 'ARView' is unavailable in visionOS when I try what is available Visualizing and Interacting with a Reconstructed Scene