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Reply to PlaneDetectionProvider on VisionOS seems to limit detection to planes less than5 m from world origin.
Well that's encouraging. I do have a reference to the ARKitSession. I am also running the world tracking provider at the same time so I can track the head. I wonder if that's changing things? I'm also running the 2.0 beta. This is how I originate the session try? await session.run([worldInfo, planeData]) but everything I get back in .task { for await update in planeData.anchorUpdates { } } seems to be filtered within 5 meters of the origin.
3w
Reply to Is it possible to keep the arSession alive after stopping roomCaptureSession
I have temporarily fixed this by saving a world map before I stop the roomScan session and then starting a new ARSession and immediately loading that world up again. It's clumsy but it works. I get a new arSession which fairly quickly snaps to the old origin. It would be nice to be able to just turn the room scanning off and keep the same arsession. Users will not understand why there's a jump and there's a chance they will lose it.
Jul ’22
Reply to connecting windows and doors to a wall.
CapturedRoom.Surface has a transform simd_float4x4 and a dimensions simd_float3. The wall length is the dimensions.x and the position can be extracted from the transform with extension matrix_float4x4 {     var position:SCNVector3 {         return SCNVector3(columns.3.x, columns.3.y, columns.3.z)     } } The Euler angles for the wall can be extracted using extension float4x4 {  var eulerAngles: simd_float3 {            simd_float3(                x: asin(-self[2][1]),                y: atan2(self[2][0], self[2][2]),                z: atan2(self[0][1], self[1][1])            )        } }
Jul ’22
Reply to iOS16 change orientaion
this works for me     let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene   windowScene?.requestGeometryUpdate(.iOS(interfaceOrientations: .portrait)) But what I cannot get it to do is to honour that rotation change afterwards.        I've tried    .setNeedsUpdateOfSupportedInterfaceOrientations() but supportedInterfaceOrientations is ignored.
Jul ’22
Reply to connecting windows and doors to a wall.
I may have a solution for finding the the local coordinates of the window in the wall. What I did was to rotate the centerpoint of window or door around by the angle of the wall (which should be the same as the window angle) to make them essentially parallel to the x axis. Then I check that the distance between their position.z is very small (so in the same plane) then it's relatively simple to find the relative center point of the windows by subtracting it from the wall center point. Then to top left and bottom right points are that center point plus the width and height of the window. Roomkit occasionally puts windows and doors through the edge of the wall so I constrain it to just inside. This function runs on the window surface     func surfaceIsWithinSurface(wall:CodableWall)->Bool{   var angle:Float = transform.eulerAngles.y         let wallPosition = CGPoint.init(wall.transform.position)         let myPosition = CGPoint.init(self.transform.position)         let newPosition = myPosition.pointRotated(aroundOrigin: wallPosition, byRadians: CGFloat(angle))         let offset = wallPosition - newPosition         let floorOffset = wall.position.y - wall.halfHeight         let heightOffset = self.position.y - floorOffset         let centerPoint:SCNVector3 = SCNVector3.init(x: Float(offset.x), y: heightOffset , z: Float(offset.y))              guard abs(centerPoint.z) < 0.1 else {return false}         var right = centerPoint.x + halfWidth + wall.halfWidth         var left = centerPoint.x - halfWidth  + wall.halfWidth         var top = centerPoint.y  + halfHeight         var bottom =  centerPoint.y  - halfHeight         let smidge:Float = 0.01                  top = min (top, wall.dimensions.y - smidge)             right = min (right, wall.dimensions.x - smidge)             left = max (left, smidge)             bottom = max (bottom,  smidge)             topLeft = CGPoint(x: left - wall.halfWidth, y: top)             bottomRight = CGPoint(x: right - wall.halfWidth, y: bottom)             return true           } extension CGPoint         init (_ vector:SCNVector3){         self.init(x: vector.x, y: vector.z)     }          func  pointRotated(aroundOrigin origin: CGPoint, byRadians: CGFloat) -> CGPoint {         let dx = self.x - origin.x         let dy = self.y - origin.y         let radius = sqrt(dx * dx + dy * dy)         let azimuth = atan2(dy, dx) // in radians         let newAzimuth = azimuth + byRadians // convert it to radians         let x = origin.x + radius * cos(newAzimuth)         let y = origin.y + radius * sin(newAzimuth)         return CGPoint(x: x, y: y)     }
Jul ’22