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ModelContainer working but ModelContext not finding items with SwiftDta
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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330
Aug ’24
Store USDZ with SwiftData
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?
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705
May ’24
Display usdz as 2D Image in window view with visionOS
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")
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533
May ’24
VisionOS programmatically toggle .showSceneUnderstanding
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
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582
May ’24