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Draw Indoor Navigation path using ARKit iOS
I have indoor map and I want to draw path between two route location ex. from A to B I want to draw ARKit based Arrow path in ios Application. Currently I am using ARAnchor to achieve this but challenges is if A to B is 10 meter and I am adding Nodes on each one meter so instead of 10 different nodes i am getting single Arrow nodes showing all 10 in it. I am using below code. // Below Code from where I am calling addArpath function if let lat1 = mCurrentPosition?.latitude, let long1 = mCurrentPosition?.longitude { let latEnd = steplocation.latitude let longEnd = steplocation.longitude // if let lastLat = arrpath.last?.latitude,let lastLong = arrpath.last?.longitude,let lastAltitude = arrpath.last?.altitude{ let userLocation = CLLocation(latitude: lat1, longitude: long1) let endLocation = CLLocation(coordinate: CLLocationCoordinate2DMake(CLLocationDegrees(latEnd), CLLocationDegrees(longEnd)), altitude: CLLocationDistance(steplocation.altitude), horizontalAccuracy: CLLocationAccuracy(5), verticalAccuracy: CLLocationAccuracy(0), course: CLLocationDirection(-1), speed: CLLocationSpeed(5), timestamp: Date()) let heading = getHeadingForDirectionFromCoordinate(from: userLocation, to: endLocation) let lon1 = degreesToRadians(long1) //DegreesToRadians(long1) let lon2 = degreesToRadians(longEnd); //DegreesToRadians(longEnd); let lat2 = degreesToRadians(latEnd); let dLon = lon2 - lon1 let y = sin(dLon) * cos(lat2); yVal = yVal + y // let distanceToendpoint = calculateDistance(lat: endLocation.coordinate.latitude, long: endLocation.coordinate.longitude) let distvalue = Int(distance) + Int(pathlength) distance += CGFloat(distvalue) for i in stride(from: 0, to: distance, by:1) { print("current loop iteration is:" ,i) let headingValue = heading - self.heading zValue = zValue + headingValue distanceVal = CGFloat(i) + distanceVal zGlobal = zValue // Calling addARPathtoLocation addARPathtoLocation(stepLocation:endLocation,zvalue: zValue, yvalue: yVal, distance:Float(i), direction: manuoverType) } // } } // MARK: - ARSessionDelegate func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) { guard !(anchor is ARPlaneAnchor) else { return } let sphereNode = generateArrowNodes(anchor: anchor) DispatchQueue.main.async { node.addChildNode(sphereNode) } } //create ARAnchor to add to nodes func generateArrowNodes(anchor: ARAnchor) -> SCNNode { let imageMaterial = SCNMaterial() imageMaterial.isDoubleSided = true imageMaterial.diffuse.contents = UIImage(named: "blueArrow") let plane = SCNPlane(width:0.5, height:0.5) plane.materials = [imageMaterial] plane.firstMaterial?.isDoubleSided = true let blueNode = SCNNode(geometry: plane) blueNode.name = "blueNode" blueNode.position = SCNVector3(x:Float(zGlobal), y:0, z:Float(distanceVal)) blueNode.eulerAngles.x = -.pi / 2 blueNode.eulerAngles.y -= Float(CGFloat(CGFloat.pi/4*6)) return blueNode } func addARPathtoLocation(stepLocation: CLLocation, zvalue: CGFloat, yvalue: CGFloat, distance:Float, direction:VMEManeuverType) { // give you the depth of anything ARKit has detected guard let query = sceneView.raycastQuery(from: sceneView.center , allowing: .estimatedPlane, alignment: .any) else { return } let results = sceneView.session.raycast(query) guard let hitResult = results.first else { print("No surface found") return } // Add ARAnchor to Scene let anchor = ARAnchor(transform: hitResult.worldTransform) sceneView.session.add(anchor: anchor) } func radiansToDegrees(_ radians: Double) -> Double { return (radians) * (180.0 / Double.pi) } func degreesToRadians(_ degrees: Double) -> Double { return (degrees) * (Double.pi / 180.0) } func getHeadingForDirectionFromCoordinate(from: CLLocation, to: CLLocation) -> Double { let fLat = degreesToRadians(from.coordinate.latitude) let fLng = degreesToRadians(from.coordinate.longitude) let tLat = degreesToRadians(to.coordinate.latitude) let tLng = degreesToRadians(to.coordinate.longitude) let deltaL = tLng - fLng let x = sin(deltaL) * cos(tLng) //cos(tLat) * sin(deltaL) let y = cos(fLat) * sin(tLat) - sin(fLat) * cos(tLat) * cos(deltaL) let bearing = atan2(x,y) let bearingInDegrees = bearing.toDegrees print("Bearing Degrees :",bearingInDegrees) // sanity check // let degree = radiansToDegrees(atan2(sin(tLng-fLng)*cos(tLat), cos(fLat)*sin(tLat)-sin(fLat)*cos(tLat)*cos(tLng-fLng))) if bearingInDegrees >= 0 { return bearingInDegrees } else { return bearingInDegrees + 360 } }
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Jun ’24