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Is it possible to use ARReferenceImage objects created programatically from the images on iOS 11.3.1
The images that I want to track downloaded from the web service and stored locally. I'm creating the ARImageReference objects from them using the following code: guard &#9;&#9;let image = UIImage(contentsOfFile: imageLocalPath), &#9;&#9;let cgImage = image.cgImage else { &#9;&#9;return nil } return ARReferenceImage(cgImage, orientation: .up, physicalWidth: 0.12) The session configured depending on the current iOS version since ARImageTrackingConfiguration not available for iOS 11: private lazy var configuration: ARConfiguration = { &#9;&#9;if #available(iOS 12.0, *), &#9;&#9;&#9;&#9;ARImageTrackingConfiguration.isSupported { &#9;&#9;&#9;&#9;return ARImageTrackingConfiguration() &#9;&#9;} &#9;&#9;return ARWorldTrackingConfiguration() }() if #available(iOS 12.0, *), &#9;&#9;let imagesTrackingConfig = configuration as? ARImageTrackingConfiguration { &#9;&#9;imagesTrackingConfig.trackingImages = referenceImages } else if let worldTrackingConfig = configuration as? ARWorldTrackingConfiguration { &#9;&#9;worldTrackingConfig.detectionImages = referenceImages } session.run(configuration, options: [.resetTracking, .removeExistingAnchors]) The code above works fine for iOS 12 and 13 even if I use ARWorldTrackingConfiguration. Images correctly detected by the ARKit. But when I try to run it on iOS 11.3.1, the app immediately crashes with the following error: Assert: /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleCV3D/AppleCV3D-1.13.11/library/VIO/OdometryEngine/src/FrameDownsampleNode/FrameDownsampler.cpp, 62: std::abs(staticcast(aspect1) - staticcast(srcframe.image.width * outputframeheight)) < maxslack (lldb) Is it possible that the dynamic markers creation programmatically is not available for the iOS version below 12.0 or am I doing something wrong? Unfortunately, I wasn't able to find any information regarding the specific versions. Thank you.
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682
Jun ’20
Collision handling between the entity and the real environment objects and planes in RealityKit
I'm trying to achieve a similar behaviour to the native AR preview app on iOS when we can place a model and once we move or rotate it, it automatically detects the obstacles and gives a haptic feedback, and doesn't go through the walls. I'm using the devices with LiDAR only. Here is what I have so far: Session setup private func configureWorldTracking() { let configuration = ARWorldTrackingConfiguration() configuration.planeDetection = [.horizontal, .vertical] configuration.environmentTexturing = .automatic if ARWorldTrackingConfiguration.supportsSceneReconstruction(.meshWithClassification) { configuration.sceneReconstruction = .meshWithClassification } let frameSemantics: ARConfiguration.FrameSemantics = [.smoothedSceneDepth, .sceneDepth] if ARWorldTrackingConfiguration.supportsFrameSemantics(frameSemantics) { configuration.frameSemantics.insert(frameSemantics) } session.run(configuration) session.delegate = self arView.debugOptions.insert(.showSceneUnderstanding) arView.renderOptions.insert(.disableMotionBlur) arView.environment.sceneUnderstanding.options.insert([.collision, .physics, .receivesLighting, .occlusion]) } Custom entity: class CustomEntity: Entity, HasModel, HasCollision, HasPhysics { var modelName: String = "" private var cancellable: AnyCancellable? init(modelName: String) { super.init() self.modelName = modelName self.name = modelName load() } required init() { fatalError("init() has not been implemented") } deinit { cancellable?.cancel() } func load() { cancellable = Entity.loadModelAsync(named: modelName + ".usdz") .sink(receiveCompletion: { result in switch result { case .finished: break case .failure(let failure): debugPrint(failure.localizedDescription) } }, receiveValue: { modelEntity in modelEntity.generateCollisionShapes(recursive: true) self.model = modelEntity.model self.collision = modelEntity.collision self.collision?.filter.mask.formUnion(.sceneUnderstanding) self.physicsBody = modelEntity.physicsBody self.physicsBody?.mode = .kinematic }) } Entity loading and placing let tapLocation = sender.location(in: arView) guard let raycastResult = arView.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .horizontal).first else { return } let entity = CustomEntity(modelName: modelName) let anchor = AnchorEntity(world: raycastResult.worldTransform) anchor.name = entity.name anchor.addChild(entity) arView.scene.addAnchor(anchor) arView.installGestures([.rotation, .translation], for: entity) This loads my model properly and allows me to move it and rotate as well, but I cannot figure out how to handle the collision handling with the real environment like walls and interrupt gestures once my model starts going thought it?
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543
Sep ’23