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开源软件名称:react-native-ar/react-native-arkit开源软件地址:https://github.com/react-native-ar/react-native-arkit开源编程语言:Objective-C 75.1%开源软件介绍:react-native-arkitReact Native binding for iOS ARKit. Made with React Native Arkit:
Tutorial: How to make an ARKit app in 5 minutes using React Native Sample Project: https://github.com/HippoAR/ReactNativeARKit Note: ARKit is only supported by devices with A9 or later processors (iPhone 6s/7/SE/8/X, iPad 2017/Pro) on iOS 11. You also need Xcode 9 to build the project. There is a Slack group that anyone can join for help / support / general questions. Getting started
make sure to use the latest version of yarn (>=1.x.x) (npm does not work properly at the moment. See #103) Mostly automatic installation
Manual installationiOS
iOS Project configurationThese steps are mandatory regardless of doing a manual or automatic installation:
UsageA simple sample React Native ARKit App // index.ios.js
import React, { Component } from 'react';
import { AppRegistry, View } from 'react-native';
import { ARKit } from 'react-native-arkit';
export default class ReactNativeARKit extends Component {
render() {
return (
<View style={{ flex: 1 }}>
<ARKit
style={{ flex: 1 }}
debug
// enable plane detection (defaults to Horizontal)
planeDetection={ARKit.ARPlaneDetection.Horizontal}
// enable light estimation (defaults to true)
lightEstimationEnabled
// get the current lightEstimation (if enabled)
// it fires rapidly, so better poll it from outside with
// ARKit.getCurrentLightEstimation()
onLightEstimation={e => console.log(e.nativeEvent)}
// event listener for (horizontal) plane detection
onPlaneDetected={anchor => console.log(anchor)}
// event listener for plane update
onPlaneUpdated={anchor => console.log(anchor)}
// arkit sometimes removes detected planes
onPlaneRemoved={anchor => console.log(anchor)}
// event listeners for all anchors, see [Planes and Anchors](#planes-and-anchors)
onAnchorDetected={anchor => console.log(anchor)}
onAnchorUpdated={anchor => console.log(anchor)}
onAnchorRemoved={anchor => console.log(anchor)}
// you can detect images and will get an anchor for these images
detectionImages={[{ resourceGroupName: 'DetectionImages' }]}
onARKitError={console.log} // if arkit could not be initialized (e.g. missing permissions), you will get notified here
>
<ARKit.Box
position={{ x: 0, y: 0, z: 0 }}
shape={{ width: 0.1, height: 0.1, length: 0.1, chamfer: 0.01 }}
/>
<ARKit.Sphere
position={{ x: 0.2, y: 0, z: 0 }}
shape={{ radius: 0.05 }}
/>
<ARKit.Cylinder
position={{ x: 0.4, y: 0, z: 0 }}
shape={{ radius: 0.05, height: 0.1 }}
/>
<ARKit.Cone
position={{ x: 0, y: 0.2, z: 0 }}
shape={{ topR: 0, bottomR: 0.05, height: 0.1 }}
/>
<ARKit.Pyramid
position={{ x: 0.2, y: 0.15, z: 0 }}
shape={{ width: 0.1, height: 0.1, length: 0.1 }}
/>
<ARKit.Tube
position={{ x: 0.4, y: 0.2, z: 0 }}
shape={{ innerR: 0.03, outerR: 0.05, height: 0.1 }}
/>
<ARKit.Torus
position={{ x: 0, y: 0.4, z: 0 }}
shape={{ ringR: 0.06, pipeR: 0.02 }}
/>
<ARKit.Capsule
position={{ x: 0.2, y: 0.4, z: 0 }}
shape={{ capR: 0.02, height: 0.06 }}
/>
<ARKit.Plane
position={{ x: 0.4, y: 0.4, z: 0 }}
shape={{ width: 0.1, height: 0.1 }}
/>
<ARKit.Text
text="ARKit is Cool!"
position={{ x: 0.2, y: 0.6, z: 0 }}
font={{ size: 0.15, depth: 0.05 }}
/>
<ARKit.Light
position={{ x: 1, y: 3, z: 2 }}
type={ARKit.LightType.Omni}
color="white"
/>
<ARKit.Light
position={{ x: 0, y: 1, z: 0 }}
type={ARKit.LightType.Spot}
eulerAngles={{ x: -Math.PI / 2 }}
spotInnerAngle={45}
spotOuterAngle={45}
color="green"
/>
<ARKit.Model
position={{ x: -0.2, y: 0, z: 0, frame: 'local' }}
scale={0.01}
model={{
scale: 1, // this is deprecated, use the scale property that is available on all 3d objects
file: 'art.scnassets/ship.scn', // make sure you have the model file in the ios project
}}
/>
<ARKit.Shape
position={{ x: -1, y: 0, z: 0 }}
eulerAngles={{
x: Math.PI,
}}
scale={0.01}
shape={{
// specify shape by svg! See https://github.com/HippoAR/react-native-arkit/pull/89 for details
pathSvg: `
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100">
<path d="M50,30c9-22 42-24 48,0c5,40-40,40-48,65c-8-25-54-25-48-65c 6-24 39-22 48,0 z" fill="#F00" stroke="#000"/>
</svg>`,
pathFlatness: 0.1,
// it's also possible to specify a chamfer profile:
chamferRadius: 5,
chamferProfilePathSvg: `
<path d="M.6 94.4c.7-7 0-13 6-18.5 1.6-1.4 5.3 1 6-.8l9.6 2.3C25 70.8 20.2 63 21 56c0-1.3 2.3-1 3.5-.7 7.6 1.4 7 15.6 14.7 13.2 1-.2 1.7-1 2-2 2-5-11.3-28.8-3-30.3 2.3-.4 5.7 1.8 6.7 0l8.4 6.5c.3-.4-8-17.3-2.4-21.6 7-5.4 14 5.3 17.7 7.8 1 .8 3 2 3.8 1 6.3-10-6-8.5-3.2-19 2-8.2 18.2-2.3 20.3-3 2.4-.6 1.7-5.6 4.2-6.4"/>
`,
extrusion: 10,
}}
/>
</ARKit>
</View>
);
}
}
AppRegistry.registerComponent('ReactNativeARKit', () => ReactNativeARKit);
|
Prop | Type | Note |
---|---|---|
debug |
Boolean |
Debug mode will show the 3D axis and feature points detected. |
planeDetection |
ARKit.ARPlaneDetection.{ Horizontal | Vertical | HorizontalVertical | None } |
ARKit plane detection. Defaults to Horizontal . Vertical is available with IOS 11.3 |
lightEstimationEnabled |
Boolean |
ARKit light estimation (defaults to false). |
worldAlignment |
ARKit.ARWorldAlignment.{ Gravity | GravityAndHeading | Camera } |
ARWorldAlignmentGravity The coordinate system's y-axis is parallel to gravity, and its origin is the initial position of the device. ARWorldAlignmentGravityAndHeading The coordinate system's y-axis is parallel to gravity, its x- and z-axes are oriented to compass heading, and its origin is the initial position of the device. ARWorldAlignmentCamera The scene coordinate system is locked to match the orientation of the camera. Defaults to ARKit.ARWorldAlignment.Gravity . See |
origin |
{position, transition} |
Usually {0,0,0} is where you launched the app. If you want to have a different origin, you can set it here. E.g. if you set origin={{position: {0,-1, 0}, transition: {duration: 1}}} the new origin will be one meter below. If you have any objects already placed, they will get moved down using the given transition. All hit-test functions or similar will report coordinates relative to that new origin as position . You can get the original coordinates with positionAbsolute in these functions |
detectionImages |
Array<DetectionImage> |
An Array of DetectionImage (see below), only available on IOS 11.3 |
DetectionImage
An DetectionImage
is an image or image resource group that should be detected by ARKit.
See https://developer.apple.com/documentation/arkit/arreferenceimage?language=objc how to add these images.
You will then receive theses images in onAnchorDetected/onAnchorUpdated
. See also Planes and Anchors for more details.
DetectionImage
has these properties
Prop | Type | Notes |
---|---|---|
resourceGroupName |
String |
The name of the resource group |
We probably will add the option to load images from other sources as well (PRs encouraged).
Event Name | Returns | Notes |
---|---|---|
onARKitError |
ARKiterror |
will report whether an error occured while initializing ARKit. A common error is when the user has not allowed camera access. Another error is, if you use worldAlignment=GravityAndHeading and location service is turned off |
onLightEstimation |
{ ambientColorTemperature, ambientIntensity } |
Light estimation on every frame. Called rapidly, better use polling. See ARKit.getCurrentLightEstimation() |
onFeaturesDetected |
{ featurePoints} |
Detected Features on every frame (currently also not throttled). Usefull to display custom dots for detected features. You can also poll this information with ARKit.getCurrentDetectedFeaturePoints() |
onAnchorDetected |
Anchor |
When an anchor (plane or image) is first detected. |
onAnchorUpdated |
Anchor |
When an anchor is updated |
onAnchorRemoved |
Anchor |
When an anchor is removed |
onPlaneDetected |
Anchor |
When a plane anchor is first detected. |
onPlaneUpdated |
Anchor |
When a detected plane is updated |
onPlaneRemoved |
Anchor |
When a detected plane is removed |
See Planes and Anchors for Details about anchors
ARKit can detect different anchors in the real world:
plane
horizontal and vertical planesimage
, image-anchors See DetectionImageYou then will receive anchor objects in the onAnchorDetected
, onAnchorUpdated
, onAnchorRemoved
callbacks on your <ARKit />
-component.
You can use onPlaneDetected
, onPlaneUpdated
, onPlaneRemoved
to only receive plane-anchors (may be deprecated later).
The Anchor
object has the following properties:
Property | Type | Description |
---|---|---|
id |
String |
a unique id identifying the anchor |
type |
String |
The type of the anchor (plane, image) |
position |
{ x, y, z } |
the position of the anchor (relative to the origin) |
positionAbsolute |
{ x, y, z } |
the absolute position of the anchor |
eulerAngles |
{ x, y, z } |
the rotation of the plane |
If its a plane
-anchor, it will have these additional properties:
Property | Description |
---|---|
alignment |
ARKit.ARPlaneAnchorAlignment.Horizontal or ARKit.ARPlaneAnchorAlignment.Vertical so you can check whether it was a horizontal or vertical plane |
extent |
see https://developer.apple.com/documentation/arkit/arplaneanchor?language=objc |
center |
see https://developer.apple.com/documentation/arkit/arplaneanchor?language=objc |
image
-Anchor:
Property | type | Description |
---|---|---|
image |
{name} |
an object with the name of the image. |
Static Methods can directly be used on the ARKit
-export:
import { ARKit } from 'react-native-arkit'
//...
const result = await ARKit.hitTestSceneObjects(point);
All methods return a promise with the result.
Method Name | Arguments | Notes |
---|---|---|
snapshot |
||
snapshotCamera |
Take a screenshot without 3d models (will save to Photo Library) | |
getCameraPosition |
Get the current position of the ARCamera |
|
getCamera |
Get all properties of the ARCamera |
|
getCurrentLightEstimation |
Get current light estimation { ambientColorTemperature, ambientIntensity} |
|
getCurrentDetectedFeaturePoints |
Get current detected feature points (in last current frame) (array) | |
focusScene |
Sets the scene's position/rotation to where it was when first rendered (but now relative to your device's current position/rotation) | |
hitTestPlanes |
point, type | check if a plane has ben hit by point ({x,y} ) with detection type (any of ARKit.ARHitTestResultType ). See https://developer.apple.com/documentation/arkit/arhittestresulttype?language=objc for further information |
hitTestSceneObjects |
point | check if a scene object has ben hit by point ({x,y} ) |
isInitialized |
boolean | check whether arkit has been initialized (e.g. by mounting). See #152 for details |
isMounted |
boolean | check whether arkit has been mounted. See #152 for details |
This project allows you to work with 3d elements like with usual react-components. We provide some primitive shapes like cubes, spheres, etc. as well as a component to load model-files.
You can also nest components to create new Components. Child-elements will be relative to the parent:
const BigExclamationMark = ({ position, eulerAngles, color = '#ff0000' }) => (
<ARKit.Group opacity={0.5} position={position} eulerAngles={eulerAngles}>
<ARKit.Sphere
position={{ x: 0, y: 0, z: 0 }}
shape={{ radius: 0.06 }}
material={{ diffuse: color }}
/>
<ARKit.Cone
position={{ x: 0, y: 0.4, z: 0 }}
shape={{ topR: 0.1, bottomR: 0.05, height: 0.5 }}
material={{ diffuse: color }}
/>
</ARKit.Group>
)
// somewhere else
<BigExclamationMark
eulerAngles={{ x: 0.2 }}
position={{ x: 0.2, y: 0.3, z: -0.2 }}
color="#00ff00"
/>
Most 3d object have these common properties
Prop | Type | Description |
---|---|---|
position |
{ x, y, z } |
The object's position (y is up) |
scale |
Number | The scale of the object. Defaults to 1 |
eulerAngles |
{ x, y, z } |
The rotation in eulerAngles |
id |
String | a unique identifier. Only provide one, if you need to find the node later in hit-testing. |
shape |
depends on object | the shape of the object (will probably renamed to geometry in future versions) |
material |
{ diffuse, metalness, roughness, lightingModel, shaders } |
the material of the object |
transition |
{duration: 1} |
Some property changes can be animated like in css transitions. Currently you can specify the duration (in seconds). |
Advanced properties:
Prop | Type | Description |
---|---|---|
rotation |
TODO | see scenkit documentation |
orientation |
TODO | see scenkit documentation |
renderingOrder |
Number | Order in which object is rendered. Usefull to place elements "behind" others, although they are nearer. |
categoryBitMask |
Number / bitmask | control which lights affect this object |
castsShadow |
boolean |
whether this object casts shadows |
constraint |
ARKit.Constraint.{ BillboardAxisAll | BillboardAxisX | BillboardAxisY | BillboardAxisZ | None } |
Constrains the node to always point to the camera |
New experimental feature:
You can switch properties on mount or onmount by specifying propsOnMount
and propsOnUnmount
.
E.g. you can scale an object on unmount:
<ARKit.Sphere
position={{x:0,y:0,z:0}}
scale={1}
transition={{duration: 1}}
propsOnUnmount={{
scale: 0
}}
/>
Most objects take a material property with these sub-props:
Prop | Type | Description |
---|---|---|
diffuse |
{ ...mapProperties } (see below) |
diffuse |
specular |
{ ...mapProperties } (see below) |
specular |
displacement |
{ ...mapProperties } (see below) |
displacement |
normal |
{ ...mapProperties } (see below) |
normal |
metalness |
number | metalness of the object |
roughness |
number | roughness of the object |
doubleSided |
boolean | render both sides, default is true |
litPerPixel |
boolean | calculate lighting per-pixel or vertex litPerPixel |
lightingModel |
ARKit.LightingModel.* |
LightingModel |
blendMode |
ARKit.BlendMode.* |
BlendMode |
transparencyMode |
ARKit.TransparencyMode.* |
TransparencyMode |
fillMode |
ARKit.FillMode.* |
FillMode |
shaders |
Object with keys from ARKit.ShaderModifierEntryPoint.* and shader strin |
2023-10-27
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