Goal: get the video feed from ARSCNView. and assign as a video material to a SceneKIt SCNGeometry.
What I did:
// retrieve the ship node
let ship = scene.rootNode.childNode(withName: "shipMesh", recursively: true)!
// apply AR feed to the ship node material
let material = ship.geometry?.firstMaterial
material!.diffuse.contents = arView.scene.background.contents
Problem: the ship is white, without AR video feed
Full code bellow:
import UIKit
import QuartzCore
import SceneKit
import ARKit
class GameViewController: UIViewController, ARSCNViewDelegate {
override func viewDidLoad() {
super.viewDidLoad()
let arView = ARSCNView()
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn")!
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// retrieve the ship node
let ship = scene.rootNode.childNode(withName: "shipMesh", recursively: true)!
let material = ship.geometry?.firstMaterial
material!.diffuse.contents = arView.scene.background.contents
material!.lightingModel = .constant
// animate the 3d object
//ship.runAction(SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: 2, z: 0, duration: 1)))
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
@objc
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as! SCNView
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
// get its material
let material = result.node.geometry!.firstMaterial!
// highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// on completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material.emission.contents = UIColor.black
SCNTransaction.commit()
}
material.emission.contents = UIColor.red
SCNTransaction.commit()
}
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
}
CodePudding user response:
Create a fresh (out of the box) ARKit SceneKit based App (the one with the SpaceShip)
Then you modify your viewWillAppear
section like this:
Add the DispatchQueue stuff below.
Important: Add a short delay (here 5.0 seconds) to give the AR Subsystem enough time to initialise the Camera.
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
// Run the view's session
sceneView.session.run(configuration)
DispatchQueue.main.asyncAfter(deadline: .now() 5.0) {
let shipMesh = self.sceneView.scene.rootNode.childNode(withName: "shipMesh", recursively: true)
shipMesh?.geometry?.firstMaterial?.diffuse.contents = self.sceneView.scene.background.contents
}
}
I hope, this is what you were looking for.