Is there any way to use the front facing camera feed in ARKit for iPhones without a true depth sensor?
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I saw it's possible that you can use a gobo as light effect like in the real world, flag some lights off.
Can someone help me to get the gobo effect to work?
In the following example you will see a cube with a plane below it and a spotlight above it. I would like to load a pattern (image) in front off the spotlight-source which would flag (block) certain parts of the light.
Expected behaviour would be that you will see part of the pattern on the top of the cube as you will see part of the blocked light pattern on the plane.
Could anyone help me with solving this gobo puzzle?
	view.backgroundColor = .blue
let sceneView = SCNView(frame: self.view.frame)
self.view.addSubview(sceneView)
view.bringSubviewToFront(sceneView)
sceneView.backgroundColor = .clear
sceneView.allowsCameraControl = true
let scene = SCNScene()
sceneView.scene = scene
// Add camera node
let camera = SCNCamera()
let cameraNode = SCNNode()
cameraNode.camera = camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 0)
scene.rootNode.addChildNode(cameraNode)
// Add a cube to the scene
let cubeGeometry = SCNBox(width: 0.5, height: 0.5, length: 0.5, chamferRadius: 0.0)
let cubeNode = SCNNode(geometry: cubeGeometry)
cubeNode.position = SCNVector3(x: 0.0, y: -0.5, z: -1.5)
// Make the cube white
let whiteMaterial = SCNMaterial()
whiteMaterial.diffuse.contents = UIColor.white
cubeGeometry.materials = [whiteMaterial]
scene.rootNode.addChildNode(cubeNode)
// Add a plane to the scene so we can see the lights & shadows
let planeGeometry = SCNPlane(width: 100.0, height: 100.0)
let lightGrayMaterial = SCNMaterial()
lightGrayMaterial.diffuse.contents = UIColor.lightGray
planeGeometry.materials = [lightGrayMaterial]
let planeNode = SCNNode(geometry: planeGeometry)
planeNode.eulerAngles = SCNVector3(x: GLKMathDegreesToRadians(-90), y: 0, z: 0)
planeNode.position = SCNVector3(x: 0, y: -15, z: 0)
scene.rootNode.addChildNode(planeNode)
// Create a spotlight
let light = SCNLight()
light.type = SCNLight.LightType.spot
light.castsShadow = true
// Create a Gobo mask:
// if let gobo = light.gobo
// {
// gobo.contents = UIImage(named: "gobo")
// gobo.intensity = 0.5
// //light.categoryBitMask = -1
// }
// Create al lightNode
let lightNode = SCNNode()
lightNode.light = light
lightNode.position = SCNVector3(x: 0, y: 10, z: -1.5)
let lightAngle = -90 * Float.pi / 180 // light facing down
lightNode.eulerAngles = SCNVector3(x: lightAngle, y: 0, z: 0)
scene.rootNode.addChildNode(lightNode)