I'm making an app where the user can create some flat shapes by positioning some points on a 3D space with ARKit, but it seems that the part where I create the UIBezierPath using these points is problematic.
In my app, the user starts by positioning a virtual transparent wall in AR at the same place that his device by pressing a button:
guard let currentFrame = sceneView.session.currentFrame else {
return
}
let imagePlane = SCNPlane(width: sceneView.bounds.width, height: sceneView.bounds.height)
imagePlane.firstMaterial?.diffuse.contents = UIColor.black
imagePlane.firstMaterial?.lightingModel = .constant
var windowNode = SCNNode()
windowNode.geometry = imagePlane
sceneView.scene.rootNode.addChildNode(windowNode)
windowNode.simdTransform = currentFrame.camera.transform
windowNode.opacity = 0.1
Then, the user place some points (some sphere nodes) on that wall to determine the shape of the flat object that he wants to create by pressing a button. If the user points back to the first sphere node created I close the shape, create a node of it and place it at the same position that the wall:
let hitTestResult = sceneView.hitTest(self.view.center, options: nil)
if let firstHit = hitTestResult.first {
if firstHit.node == windowNode {
let x = Double(firstHit.worldCoordinates.x)
let y = Double(firstHit.worldCoordinates.y)
let pointCoordinates = CGPoint(x: x , y: y)
let sphere = SCNSphere(radius: 0.02)
sphere.firstMaterial?.diffuse.contents = UIColor.white
sphere.firstMaterial?.lightingModel = .constant
let sphereNode = SCNNode(geometry: sphere)
sceneView.scene.rootNode.addChildNode(sphereNode)
sphereNode.worldPosition = firstHit.worldCoordinates
if points.isEmpty {
windowPath.move(to: pointCoordinates)
} else {
windowPath.addLine(to: pointCoordinates)
}
points.append(sphereNode)
if undoButton.alpha == 0 {
undoButton.alpha = 1
}
} else if firstHit.node == points.first {
windowPath.close()
let windowShape = SCNShape(path: windowPath, extrusionDepth: 0)
windowShape.firstMaterial?.diffuse.contents = UIColor.white
windowShape.firstMaterial?.lightingModel = .constant
let tintedWindow = SCNNode(geometry: windowShape)
let worldPosition = windowNode.worldPosition
tintedWindow.worldPosition = worldPosition
sceneView.scene.rootNode.addChildNode(tintedWindow)
//removing all the sphere nodes from points and reinitializing the UIBezierPath windowPath
removeAllPoints()
}
}
That code works when I create a first invisible wall and a first shape, but when I create a second wall, when I'm done to draw my shape, the shape appears to be deformed and not at the right place like really not at the right place at all. So I think that I'm missing something with the coordinates of my UIBezierPath points but what ?