Reputation: 53
I have AR session which adds SCNText and 3D Objects as well. And now, I want to add UIImage from Image Picker and don't know how to do this. Is there any solutions?
SOLUTION
func insertImage(image: UIImage, width: CGFloat = 0.3, height: CGFloat = 0.3) -> SCNNode {
let plane = SCNPlane(width: width, height: height)
plane.firstMaterial!.diffuse.contents = image
let node = SCNNode(geometry: plane)
node.constraints = [SCNBillboardConstraint()]
return node
}
let image = insertImage(image: addedImage)
node.addChildNode(image)
Upvotes: 2
Views: 1386
Reputation: 7385
As I am sure you are aware an SCNGeometry
has a materials
property which is simply:
A container for the color or texture of one of a material’s visual properties.
As such you could render a UIImage
onto an SCNGeometry
using for example the diffuse property.
Here is a fully working and tested example. Which loads a UIImagePickerController
after 5 seconds, and then creates an SCNNode
with an SCNPlane Geometry
which has is contents set to the selected UIImage
.
The code is fully commented so it should be easy enough to understand:
//-------------------------------------
//MARK: UIImagePickerControllerDelegate
//-------------------------------------
extension ViewController: UIImagePickerControllerDelegate{
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
//1. Check We Have A Valid Image
if let selectedImage = info[UIImagePickerControllerOriginalImage] as? UIImage {
//2. We Havent Created Our PlaneNode So Create It
if planeNode == nil{
//d. Dismiss The Picker
picker.dismiss(animated: true) {
//a. Create An SCNPlane Geometry
let planeGeometry = SCNPlane(width: 0.5, height: 0.5)
//b. Set's It's Contents To The Picked Image
planeGeometry.firstMaterial?.diffuse.contents = self.correctlyOrientated(selectedImage)
//c. Set The Geometry & Add It To The Scene
self.planeNode = SCNNode()
self.planeNode?.geometry = planeGeometry
self.augmentedRealityView.scene.rootNode.addChildNode(self.planeNode!)
self.planeNode?.position = SCNVector3(0, 0, -1.5)
}
}
}
picker.dismiss(animated: true, completion: nil)
}
func imagePickerControllerDidCancel(_ picker: UIImagePickerController) { picker.dismiss(animated: true, completion: nil) }
}
class ViewController: UIViewController, UINavigationControllerDelegate {
//1. Create A Reference To Our ARSCNView In Our Storyboard Which Displays The Camera Feed
@IBOutlet weak var augmentedRealityView: ARSCNView!
//2. Create Our ARWorld Tracking Configuration & Session
let configuration = ARWorldTrackingConfiguration()
let augmentedRealitySession = ARSession()
//3. Create A Reference To Our PlaneNode
var planeNode: SCNNode?
var planeGeomeryImage: UIImage?
//---------------
//MARK: LifeCycle
//---------------
override func viewDidLoad() {
super.viewDidLoad()
//1. Setup The Session
setupARSession()
//2. Show The UIImagePicker After 4 Seconds
DispatchQueue.main.asyncAfter(deadline: .now() + 4) {
self.selectPhotoFromGallery()
}
}
override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() }
//-------------
//MARK: ARSetup
//-------------
func setupARSession(){
//1. Run Our Session
augmentedRealityView.session = augmentedRealitySession
augmentedRealitySession.run(configuration, options: [.resetTracking, .removeExistingAnchors])
}
//---------------------
//MARK: Image Selection
//---------------------
/// Loads The UIImagePicker & Allows Us To Select An Image
func selectPhotoFromGallery(){
if UIImagePickerController.isSourceTypeAvailable(UIImagePickerControllerSourceType.photoLibrary){
let imagePicker = UIImagePickerController()
imagePicker.delegate = self
imagePicker.allowsEditing = true
imagePicker.sourceType = UIImagePickerControllerSourceType.photoLibrary
self.present(imagePicker, animated: true, completion: nil)
}
}
/// Correctly Orientates A UIImage
///
/// - Parameter image: UIImage
/// - Returns: UIImage?
func correctlyOrientated(_ image: UIImage) -> UIImage {
if (image.imageOrientation == .up) { return image }
UIGraphicsBeginImageContextWithOptions(image.size, false, image.scale)
let rect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
image.draw(in: rect)
let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return normalizedImage
}
}
Don't forget to add the NSPhotoLibraryUsageDescription
to your info.plist
:
<key>NSPhotoLibraryUsageDescription</key>
<string>For ARkit</string>
This should be more than enough to get you started...
Upvotes: 2