Bill Lumbert
Bill Lumbert

Reputation: 5003

AREnvironmentProbeAnchor are not present in ARFrame anchors

I can't figure out how AREnvironmentProbeAnchor works, when mode is automatic. I assume that ARKit creates a range of Anchors for me with texture, but I can't see them.

I added to the configuration:

session.configuration.environmentTexturing = AREnvironmentTexturingAutomatic;

Now I am doing loop over all anchors in the frame and looking for AREnvironmentProbeAnchor:

for (ARAnchor* anchor in frame.anchors) {
    if ([anchor isKindOfClass:[AREnvironmentProbeAnchor class]]) {
        NSLog(@"found");
    }
}

What could be wrong?

Thanks!

Upvotes: 1

Views: 264

Answers (1)

Andy Jazz
Andy Jazz

Reputation: 58043

You should use if-statement inside an instance method renderer(_:didAdd:for:), for example. Any ARAnchor must belong to SCNNode. Try this code to find out how it works (sorry, it's in Swift not in Objective-C):

import UIKit
import SceneKit
import ARKit

class ViewController: UIViewController, ARSCNViewDelegate {

    @IBOutlet var sceneView: ARSCNView!

    override func viewDidLoad() {
        super.viewDidLoad()
        sceneView.delegate = self
        let scene = SCNScene(named: "art.scnassets/yourScene.scn")!

        let sphereNode = SCNNode(geometry: SCNSphere(radius: 0.05))
        sphereNode.position = SCNVector3(x: 0, y: -0.5, z: -1)
        let reflectiveMaterial = SCNMaterial()
        reflectiveMaterial.lightingModel = .physicallyBased
        reflectiveMaterial.metalness.contents = 1.0
        reflectiveMaterial.roughness.contents = 0
        sphereNode.geometry?.firstMaterial = reflectiveMaterial

        let moveLeft = SCNAction.moveBy(x: 0.25, y: 0, z: 0.25, duration: 2)
        moveLeft.timingMode = .easeInEaseOut;
        let moveRight = SCNAction.moveBy(x: -0.25, y: 0, z: -0.25, duration: 2)
        moveRight.timingMode = .easeInEaseOut;
        let moveSequence = SCNAction.sequence([moveLeft, moveRight])
        let moveLoop = SCNAction.repeatForever(moveSequence)
        sphereNode.runAction(moveLoop)

        sceneView.scene = scene
        sceneView.scene.rootNode.addChildNode(sphereNode)
    }
    override func viewWillAppear(_ animated: Bool) {
        super.viewWillAppear(animated)
        let configuration = ARWorldTrackingConfiguration()
        configuration.environmentTexturing = .automatic
        sceneView.session.run(configuration)
    }
    override func viewWillDisappear(_ animated: Bool) {
        super.viewWillDisappear(animated)
        sceneView.session.pause()
    }
    func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
        guard anchor is AREnvironmentProbeAnchor else {
            print("Environment anchor is NOT FOUND")
            return
        }
        print("It's", anchor.isKind(of: AREnvironmentProbeAnchor.self))
    }
}

Result:

// It's true

Hope this helps.

Upvotes: 2

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