How to find out if the surface detected by ARKit is no more available? - ios11

I am working on an application with ARKit and SceneKit frameworks. In my application I have enabled surface detection (I followed the placing objects sample provided by Apple). How to find if the surface detected is no more available? That is, initially only if user has detected the surface in ARSession I am allowing him to place the 3D object.
But if the user moves rapidly or focuses somewhere, the detected surface area is getting lost. In this case if the user tries to place another object I shouldn't allow him to place it until he scans the floor again and get the surface corrected.
Is there any delegate which is available to let us know that the surface detected is no more available?

There are delegate functions that you can use. The delegate is the ARSCNViewDelegate
It has a function that is renderer(_:didRemove:for:) that fires when an ARAnchor has been removed. You can use this function to perform some operation when a surface gets removed.
ARSCNViewDelegate Link

There are two ways to “lose” a surface, so there’s more than one approach to dealing with such a problem.
As noted in the other answer, there’s an ARSCNViewDelegate method that ARKit calls when an anchor is removed from the AR session. However, ARKit doesn’t remove plane anchors during a running session — once it’s detected a plane, it assumes the plane is always there. So that method gets called only if:
You remove the plane anchor directly by passing it to session.remove(anchor:), or
You reset the session by running it again with the .removeExistingAnchors option.
I’m not sure the former is a good idea, but the latter is important to handle, so you probably want your delegate to handle it well.
You can also “lose” a surface by having it pass out of view — for example, ARKit detects a table, and then the user turns around so the camera isn’t pointed at or near the table anymore.
ARKit itself doesn’t offer you any help for dealing with this problem. It gives you all the info you need to do the math yourself, though. You get the plane anchor’s position, orientation, and size, so you can calculate its four corner points. And you get the camera’s projection matrix, so you can check for whether any point is in the viewing frustum.
Since you’re already using SceneKit, though, there are also ways to get SceneKit to do the math for you... Working backwards:
SceneKit gives you an isNode(_:insideFrustumOf:) test, so if you have a SCNNode whose bounding box matches the extent of your plane anchor, you can pass that along with the camera (view.pointOfView) to find out if the node is visible.
To get a node whose bounding box matches a plane anchor, implement the ARSCNViewDelegate didAdd and didUpdate callbacks to create/update an SCNPlane whose position and dimensions match the ARPlaneAnchor’s center and extent. (Don’t forget to flip the plane sideways, since SCNPlane is vertically oriented by default.)
If you don’t want that plane visible in the AR view, set its materials to be transparent.

Related

Is it possible to drag-snap a point of a shape being edited by the drawing manager to another shape's point location?

I'd like a user to be able to draw a polygon using the Azure Maps Drawing Manager and have the ability to move a point of the polygon to near one of another polygon's points and have the dragged point snap to the same location such that the resulting 2 points would be the same.
I know there is snap capability with a grid but don't see a sample for this behaviour?
The ultimate goal is to prevent polygon overlaps, assuming the intersecting shared line of adjoining shapes is excluded from determination of which polygon a point resides within.
I can allow a user to manually draw and get as close as possible of course, and provide some assertion to confirm no polygons overlap but would additionally like a nice snap-to-point experience if possible.
You can find hundreds of samples for Azure Maps here: https://samples.azuremaps.com/
As you noted, the snapping grid is likely the best place to start in your scenario. Here are some specific samples of this:
https://samples.azuremaps.com/?sample=use-a-snapping-grid
https://samples.azuremaps.com/?sample=snap-grid-options
The following sample is an example of a custom snapping scenario where the routing service is used to snap a drawn line to a route (the route part can be swapped out for custom logic): https://samples.azuremaps.com/?sample=snap-drawn-line-to-roads

Is it possible to get a "SCNVector3" position of a World object using CoreML and ARKit?

I am working on a AR based solution in which I am rendering some 3D models using SceneKit and ARKit. I have also integrated CoreML to identify objects and render corresponding 3D objects in scene.
But right now I am just rendering it in the center of screen as soon I detect the object(Only for the list of objects that I have). Is it possible to get the position of the real world object so that I can show some overlay above the object?
That is if I have a water bottled scanned, I should able to get the position of the water bottle. It could be anywhere in the water bottle but shouldn't go outside of it. Is this possible using SceneKit?
All parts of what you ask are theoretically possible, but a) for several parts, there’s no integrated API to do things for you, and b) you’re probably signing yourself up for a more difficult problem than you think.
What you presumably have with your Core ML integration is an image classifier, as that’s what most of the easy to find ML models do. Image classification answers one question: “what is this a picture of?”
What you’re looking for involves at least two additional questions:
“Given that this image has been classified as containing (some specific object), where in the 2D image is that object?”
“Given the position of a detected object in the 2D video image, where is it in the 3D space tracked by ARKit?”
Question 1 is pretty reasonable. There are models that do both classification and detection (location/bounds within an image) in the ML community. Probably the best known one is YOLO — here’s a blog post about using it with Core ML.
Question 2 is the “research team and five years” part. You’ll notice in the YOLO papers that it gives you only coarse bounding boxes for detected objects — that is, it’s working in 2D image space, not doing 3D scene reconstruction.
To really know the shape, or even the 3D bounding box of an object means integrating object detection with scene reconstruction. For example, if an object has some height in the 2D image, are you looking at a 3D object that’s tall with a small footprint, or one that’s long and low, receding into the distance? Such integration would require taking apart the inner workings of ARKit, which nobody outside Apple can do, or recreating an ARKit-alike from scratch.
There might be some assumptions you can make to get very rough estimates of 3D shape from a 2D bounding box, though. For example, if you do AR hit tests on the lower corners of a box and find that they’re on a horizontal plane, you can guess that the 2D height of the box is proportional to the 3D height of the object, and that its footprint on the plane is proportional to the box’s width. You’d have to do some research and testing to see if assumptions like that hold up, especially in whatever use cases your app covers.

How to measure horizontal plane surface(visible in camera) using ARKit-Scenekit before placing objects?

I want to measure the horizontal plane surface to find whether it fits the object that i am going to place. For ex. if i am going to place a cot 3D model(with fixed size) in a room using iOS 11 ARKit,
First i want to detect if that room surface is sufficient or not to place my 3D model by measuring the surface area(width and height etc.)
Second if the user tries to place it without sufficient place, i should not allow him to place the cot and show him error message.
I created a sample POC by following https://developer.apple.com/sample-code/wwdc/2017/PlacingObjects.zip using which i am able to detect the horizontal plane and place the cot. But the issue is whatever may be the surface, user is able to place the cot which shouldn't be allowed in real time.
I saw couple of demos in which they say we can measure the size of the room or a horizontal plane(https://www.curbed.com/2017/6/29/15894556/ar-measure-app-augmented-reality-ruler-measuring-tape-ios)
I am using ARKit Scenekit inorder to achieve this and i am new to AR and Scenekit. I need to know if this is doable, and if so how to achieve it.
You could estimate the size of a detected plane by inspecting its dimensions. But you shouldn't.
ARKit has plane estimation, not scene reconstruction. That is, it'll tell you there's a flat surface at (some point) and that said surface probably extends at least (some distance) from that point. It doesn't know exactly how big the surface is (it's even refining its estimate over time), and it doesn't tell you where there are interruptions in that continuous surface, much less the size and shape of such interruptions.
In fact, if you're looking at the floor and moving around, and you see one patch of floor, then another patch of floor on the other side of a solid wall from the first, ARKit will happily recognize that those two patches are coplanar and merge them into the same anchor. At the same time, neither detected patch may cover the entire extent of the floor around it.
If you attempt to restrict where the user can place virtual objects in AR based on plane estimates, you're likely to frustrate them with two kinds of error: you'll have areas where it looks to the user like they can place something but that don't allow it, and you'll have areas that look like they should be off-limits that do allow placing things.
Instead, design your experience to involve the user in deciding where the sensible places for content are. See this demo for example — ARKit detects the level of the floor (not its boundaries), then uses that to show UI indicating the size/shape of objects to be placed. It's up to the user to make sure there's enough room for the couch, etc.
As for the technical how-to on what you probably shouldn't do: The docs for ARPlaneAnchor.extent say that the x and z coordinates of that vector are the width and length of the estimated plane. And all units in ARKit are meters. (Which is width and which is length? It's a matter of perspective. And of the rotation encoded in the anchor's transform.)

In SceneKit, how do you make camera look at a specific face of a node's geometry?

In SceneKit, you can add a lookAtConstraint constraint to your SceneView's Point Of View, to make Camera look at a certain node.
Is there a standard way of doing the same but for a specific face of a geometry?
So that, if I touch a specific face of a cube, camera would move so that the Z axis of the camera node gets in line with the normal of the touched face? So that the cube would look like a plane form the new perspective.
No.
That would require movement of the camera, in addition to re-aiming it.
Imagine I'm in front of my house. I have a great view of the front and can just barely see the side to my left. In my Scene I tap the side of the house. A LookAt constraint would merely change the angle of the camera. It would not be aligned with the normal of that barely visible side.
To align with the normal, I'd have to walk around the house until I can stare at the house and be perpendicular to the side I tapped. At what radius? What path? You have to figure that out yourself.
Depending on what effect you're trying for, you might want to rotate the model instead of moving the camera. Rotate the tapped node locally (or as a child of an invisible parent) so that its minus-Z axis points out the tapped face, and keep a lookAtConstraint on the node, not the camera. This approach will change the look of the object, though: you will see it rotating, and the shading changing appropriately.
So that, if I touch a specific face of a cube, camera would move so that the Z axis of the camera node gets in line with the normal of the touched face?
Supposing you are using hit-testing to determine what object got touched, a SCNHitTestResult will give you both localCoordinates and localNormal from which it should be fairly easy to derive a camera transform.
One easy way would be to have the camera as a child node of the box, compute a position that would look like localCoordinates + distance * localNormal and finally a transform using GLKMatrix4MakeLookAt and SCNMatrix4FromGLKMatrix4.
Note that you can also use worldCoordinates, worldNormal, as well as conversion utilities such as SCNNode.convertTransform(_:from:).
mutating on mnuages answer, use a hit test or ray trace to find where the user tapped on the mesh, then add a node at that location, and constrain the camera to lookAt that node.

Show two polygons (wrap them) at low zoom, when showing more than one complete earth

How can I wrap shapes around the world, so that a shape is shown more than once at low zoom?
Example:
I draw a polygon over USA.
I zoom out so that I can see two USA's.
I only see one polygon: ( I want to see two!
The map data effectively has 2 USAs. That implies you should actually want 2 polygons, one of which will be hidden most of the time.
Might as well cater for the worst case and treat a single USA as the exception rather than the rule.
You can't.
As others have already pointed out, the fact that, at far zoom levels certain features get repeated on either side of the map is an unwanted but inevitable side-effect of a projected surface that enables continuous scrolling. This has only been an issue in recent versions of the Bing Maps control - the earlier v6.x control prevented the map from panning across the 180th meridian.
I cannot think of any possible reason why you'd ever want to show two USAs, let alone target data to be positioned on each one. So the solution is to modify either the zoom level at which the map is displayed, or the size of the application window in which it is being displayed so that this situation doesn't occur.

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