Hi,
I'm working with a very simple app that tries to read a coordinates card and past the data into diferent fields. The card's layout is COLUMNS from 1-10, ROWs from A-J and a two digit number for each cell. In my app, I have field for each of those cells (A1, A2...). I want that OCR to read that card and paste the info but I just cant. I have two problems. The camera won't close. It remains open until I press the button SAVE (this is not good because a user could take 3, 4, 5... pictures of the same card with, maybe, different results, and then? Which is the good one?). Then, after I press save, I can see the OCR kinda works ( the console prints all the date read) but the info is not pasted at all.
Any idea? I know is hard to know what's wrong but I've tried chatgpt and all it does... just doesn't work
This is the code from the scanview
import SwiftUI
import Vision
import VisionKit
struct ScanCardView: UIViewControllerRepresentable {
@Binding var scannedCoordinates: [String: String]
var useLettersForColumns: Bool
var numberOfColumns: Int
var numberOfRows: Int
@Environment(.presentationMode) var presentationMode
func makeUIViewController(context: Context) -> VNDocumentCameraViewController {
let scannerVC = VNDocumentCameraViewController()
scannerVC.delegate = context.coordinator
return scannerVC
}
func updateUIViewController(_ uiViewController: VNDocumentCameraViewController, context: Context) {}
func makeCoordinator() -> Coordinator {
return Coordinator(self)
}
class Coordinator: NSObject, VNDocumentCameraViewControllerDelegate {
let parent: ScanCardView
init(_ parent: ScanCardView) {
self.parent = parent
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFinishWith scan: VNDocumentCameraScan) {
print("Escaneo completado, procesando imagen...")
guard scan.pageCount > 0, let image = scan.imageOfPage(at: 0).cgImage else {
print("No se pudo obtener la imagen del escaneo.")
controller.dismiss(animated: true, completion: nil)
return
}
recognizeText(from: image)
DispatchQueue.main.async {
print("Finalizando proceso OCR y cerrando la cámara.")
controller.dismiss(animated: true, completion: nil)
}
}
func documentCameraViewControllerDidCancel(_ controller: VNDocumentCameraViewController) {
print("Escaneo cancelado por el usuario.")
controller.dismiss(animated: true, completion: nil)
}
func documentCameraViewController(_ controller: VNDocumentCameraViewController, didFailWithError error: Error) {
print("Error en el escaneo: \(error.localizedDescription)")
controller.dismiss(animated: true, completion: nil)
}
private func recognizeText(from image: CGImage) {
let request = VNRecognizeTextRequest { (request, error) in
guard let observations = request.results as? [VNRecognizedTextObservation], error == nil else {
print("Error en el reconocimiento de texto: \(String(describing: error?.localizedDescription))")
DispatchQueue.main.async {
self.parent.presentationMode.wrappedValue.dismiss()
}
return
}
let recognizedStrings = observations.compactMap { observation in
observation.topCandidates(1).first?.string
}
print("Texto reconocido: \(recognizedStrings)")
let filteredCoordinates = self.filterValidCoordinates(from: recognizedStrings)
DispatchQueue.main.async {
print("Coordenadas detectadas después de filtrar: \(filteredCoordinates)")
self.parent.scannedCoordinates = filteredCoordinates
}
}
request.recognitionLevel = .accurate
let handler = VNImageRequestHandler(cgImage: image, options: [:])
DispatchQueue.global(qos: .userInitiated).async {
do {
try handler.perform([request])
print("OCR completado y datos procesados.")
} catch {
print("Error al realizar la solicitud de OCR: \(error.localizedDescription)")
}
}
}
private func filterValidCoordinates(from strings: [String]) -> [String: String] {
var result: [String: String] = [:]
print("Texto antes de filtrar: \(strings)")
for string in strings {
let trimmedString = string.replacingOccurrences(of: " ", with: "")
if parent.useLettersForColumns {
let pattern = "^[A-J]\\d{1,2}$" // Letras de A-J seguidas de 1 o 2 dígitos
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (letras): \(trimmedString)")
result[trimmedString] = "Valor" // Asignación de prueba
}
} else {
let pattern = "^[1-9]\\d{0,1}$" // Solo números, de 1 a 99
if trimmedString.range(of: pattern, options: .regularExpression) != nil {
print("Coordenada válida detectada (números): \(trimmedString)")
result[trimmedString] = "Valor"
}
}
}
print("Coordenadas finales después de filtrar: \(result)")
return result
}
}
}
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I have used the Mac M1 and M4.
Developing OpenGL projects on machines running macOS 15.2 and 13.6.
Call the OpenGL library functions of Mac.
glTexImage2D
If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500.
It makes me unable to draw normally on Mac.
What's the reason for this? Don't they support it?
I have a CoreImage pipeline and one of my steps is to rotate my image about the origin (bottom left corner) and then translate it. I'm not seeing the behaviour I'm expecting, and I think my problem is in how I'm combining these two steps.
As an example, I start with an identity transform
(lldb) po transform333
▿ CGAffineTransform
- a : 1.0
- b : 0.0
- c : 0.0
- d : 1.0
- tx : 0.0
- ty : 0.0
I then rotate 1.57 radians (approx. 90 degrees, CCW)
transform333 = transform333.rotated(by: 1.57)
- a : 0.0007963267107332633
- b : 0.9999996829318346
- c : -0.9999996829318346
- d : 0.0007963267107332633
- tx : 0.0
- ty : 0.0
I understand the current contents of the transform.
But then I translate by 10, 10:
(lldb) po transform333.translatedBy(x: 10, y: 10)
- a : 0.0007963267107332633
- b : 0.9999996829318346
- c : -0.9999996829318346
- d : 0.0007963267107332633
- tx : -9.992033562211013
- ty : 10.007960096425679
I was expecting tx and ty to be 10 and 10.
I have noticed that when I reverse the order of these operations, the transform contents look correct. So I'll most likely just perform the steps in what feels to me like the incorrect order.
Is anyone willing/able to point me to an explanation of why the steps I'm performing are giving me these results?
thanks,
mike
Hola. At this point, I'm at my wit's end because I've tried EVERYTHING just to be able to play a single game on my Mac, but the new update makes it impossible.
So I'm just gonna ask for one game: I've been trying to play Stardew Valley, modded with SMAPI, for a week now. Despite playing the game with mods for almost 2 years, OS is refusing to open the game because SMAPI "contains malware". I tried reinstalling the mod, but no dice. It just automatically deletes the terminal and blocks the game from opening.
You can imagine my frustration because the mod has been 100% safe for 2 years. No option to "Open Anyway" in Security Settings, either. I have no say in this. I've tried code signing it in Terminal (three times). Also no dice. Followed these two forums.
https://www.reddit.com/r/StardewValley/comments/1h071jl/mac_deleted_stardew_modding_api_because_of_malware/
https://www.reddit.com/r/SMAPI/comments/1h0fgv9/solution_for_mac_malware_issue_with_smapi_417/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
NOTHING. Please tell me there's a way to override this??? Just let me install malware on my computer!😭
Topic:
Graphics & Games
SubTopic:
General
I'm trying to add support to PS5 DualSense controller.
when I try to use the API from here:
https://developer.apple.com/documentation/gamecontroller/gcdualsenseadaptivetrigger?language=objc
None of the API works, am I missed anything?
The code is like this:
if ( [ controller.extendedGamepad isKindOfClass:[ GCDualSenseGamepad class ] ] )
{
GCDualSenseGamepad * dualSenseGamePad = ( GCDualSenseGamepad * )controller.extendedGamepad;
auto funcSetEffectTrigger = []( TriggerEffectParams& params, GCDualSenseAdaptiveTrigger *trigger ) {
if ( params.m_mode == TriggerEffectMode::Off )
{
[ trigger setModeOff ];
NSLog(@"setModeOff trigger.mode:%d", trigger.mode );
}
else if ( params.m_mode == TriggerEffectMode::Feedback )
{
[ trigger setModeFeedbackWithStartPosition: 0.2f resistiveStrength: 0.5f ];
}
else if ( params.m_mode == TriggerEffectMode::Weapon )
{
[ trigger setModeWeaponWithStartPosition: 0.2f endPosition: 0.4f resistiveStrength: 0.5f ];
}
else if ( params.m_mode == TriggerEffectMode::Vibration )
{
[ trigger setModeVibrationWithStartPosition: position amplitude: amplitude frequency: frequency ];
}
};
if ( L2 )
{
funcSetEffectTrigger( params, dualSenseGamePad.leftTrigger );
}
if ( R2 )
{
funcSetEffectTrigger( params, dualSenseGamePad.rightTrigger );
}
}
I've also tested to add "Game Controllers" capability to Target, still not working.
Can't find anything else from the document or forums.
I've no idea what need to do.
I am making a framework in C++ using metal-cpp, basically a small game engine. I am also consequently using metal-cpp-extensions provided in LearnMetalCPP to make applications work.
For one of my classes, I needed to add AppKit.hpp inside a public header file, so I moved it and its associate headers(NSApplication.hpp, NSMenu.hpp, etc.) from Project headers to Public in Build Phases' Headers, however, it started giving me the error "cast of C pointer type 'void *' to Objective-C pointer type 'Class' requires a bridged cast" at several points in the AppKit headers. They don't appear when AppKit and its associates are in the Project headers, or when they are in the Private headers and no headers import it.
I imagined that disabling Objective-C ARC and Using __bridge casts outside of ARC in Build Settings would solve it, but it didn't budge.
I imagined it wouldn't involve actively changing the headers would be the answer, but even if I try to put __bridge before the problematic casts, it didn't recognize __bridge.
How do I solve this? And why is it only happening in Public and not Project headers?
I am interested in learning the Metal framework for rendering development. However, most of Apple’s official documentation uses Objective-C code. Therefore, I am seeking guidance on whether it is more advantageous for me to focus solely on learning Swift to gain proficiency in Metal.
I have a bare-bones Metal app setup where I attach a CAMetalLayer to a window that inherits from a NSWindow with a custom delegate. Everything else is vanilla. I'm also using metal-cpp and metal shader converter.
I'm running into a issue where the application runs fine in the beginning, but once I resize the window, it starts hitching. It turns out that [CAMetalLayer nextDrawable:] frequently (but not always) takes around a full second (plus or minus a few milliseconds) to return once drawableSize has been updated.
I've tried setting allowsNextDrawableTimeout to false which doesn't work; it returns a valid drawable after a second instead of nil. Setting displaySyncEnabled to false reduces the likelihood of this happening to around 50% from 90%+ but does not eliminate it. Setting maximumDrawableCount to 2 or 3 does not seem to make a difference.
By dumping the resource IDs of the returned textures I've noticed something interesting: Before resizing, the layer seems to shuffle between 2 textures or at least 2 resource IDs, but after resizing it starts to create new textures for each returned drawable. Occasionally it seems to reuse a previous resource ID, but it does not seem to have anything to do with whether the method returns quickly or not.
Why does this happen, and how can I fix it? Should I create a new CAMetalLayer when resizing the window instead of updating drawableSize?
I've just started working on my first SpriteKit game that will eventually run on both tvOS and iOS and am looking at how to build a "button". So far, I've got a custom node that looks like:
class MyButton: SKSpriteNode {
...
#if os(tvOS)
override var canBecomeFocused: Bool {
true
}
override func didUpdateFocus(...) {
...
}
#endif
}
The above let me nicely handle focus changes in tvOS and now I'm looking at reacting to selecting the button.
Searching around, all the articles/questions/posts are from 2015-2016 - which is a LOOOONG time ago. Most of the guidance appears to be to add a tap gesture recognizer in the owning scene and getting the scene to hand it off to the button. That seems pretty brittle and I'd much prefer if the button itself is responsible for its own tap management.
So, I guess my question is whether I should just add a gesture recognizer to my custom button class? Is this inefficient if I end up having 7-8 buttons on the screen and each one has its own gesture recognizer?
Somewhat related, all of the 10-year-old advice is that if we add recognizers to scenes, then they need to be removed from the view controller... however, in the modern day world with SwiftUI, my project doesn't even have a view controller (yet, anyway)... what gesture recognizer lifecycle management do I need in a SpriteKit scene that is presented within a SpriteKitView?
Or, is there a better way? I was kind of hoping that overriding pressesBegan() (or something similar) in my custom button might have been triggered on tvOS (like touchesBegan() lets me manage touches for the iOS variant of my app)
Any pointers or suggestions would be gladly received. Thanks.
Hello all... is there a way to close a contour if you have found say two points on each side top "extension"? see image attached. So in end desire a trapezoid type shape. Code example would be very appreciated. thank you :) Think I have it as a CGPath. So a way to edit a CGPath, or close the top from a top left to a top right point?
Does anyone know why the following call fails?
CGPDFOperatorTableSetCallback(operatorTable, "ID", &callback);
The PDF specification seems to indicate that ID is an operator?
BTW what is the proper topic/subtopic for questions about Quartz? Wasn't sure what topic on the new forums to post this under.
Hey! I'm facing an issue with Equipment collision when adding and moving TabletopKit equipment with different pose rotations.
Let me share a very simple TabletopKit setup as an example:
Table
struct Table: Tabletop {
var shape: TabletopShape = .rectangular(width: 1, height: 1, thickness: 0.01)
var id: EquipmentIdentifier = .tableID
}
Board
struct Board: Equipment {
let id: EquipmentIdentifier = .boardID
var initialState: BaseEquipmentState {
.init(
parentID: .tableID,
seatControl: .restricted([]),
pose: .init(position: .init(), rotation: .zero),
boundingBox: .init(center: .zero, size: .init(1.0, 0, 1.0))
)
}
}
Equipment
struct Object: EntityEquipment {
var id: ID
var size: SIMD2<Float>
var position: SIMD2<Double>
var rotation: Float
var entity: Entity
var initialState: BaseEquipmentState
init(id: Int, size: SIMD2<Float>, position: SIMD2<Double>, rotation: Float) {
self.id = EquipmentIdentifier(id)
self.size = size
self.position = position
self.rotation = rotation
self.entity = objectEntity
self.initialState = .init(
parentID: .boardID,
seatControl: .any,
pose: .init(
position: .init(x: position.x, z: position.y),
rotation: .degrees(Double(rotation))
),
entity: entity
)
}
}
Setup
class GameSetup {
var setup: TableSetup
init(root: Entity) {
setup = TableSetup(tabletop: Table())
setup.add(equipment: Board())
setup.add(seat: PlayerSeat())
let object1 = Object(
id: 2,
size: .init(x: 0.1, y: 0.1),
position: .init(x: 0.1, y: -0.1),
rotation: 0
)
let object2 = Object(
id: 3,
size: .init(x: 0.2, y: 0.1),
position: .init(x: -0.1, y: -0.1),
rotation: 90
)
setup.add(equipment: object1)
setup.add(equipment: object2)
}
}
The issue
When I add two equipment entities with different rotation poses, the collisions between them behave oddly. If one is 90º and the other 0º, for example, the former will intersect with the latter as if its bounding box was not rotated as you can see below:
But if both equipment have the example rotation (e.g. 0 or 90º), though, then there's no collision issue at all, which seems to indicate their bounding box were correctly rotated:
I'd really appreciate some help understanding if this is a bug or if I'm just missing something.
Thanks in advance!
Topic:
Graphics & Games
SubTopic:
TabletopKit
Tags:
Graphics and Games
RealityKit
visionOS
TabletopKit
Description:
I'm developing an AR effect using SceneKit and applying a transparent material to a face mesh. However, I'm facing an issue where the front faces of the mesh overlap each other, causing incorrect rendering.
Problem:
The front faces of the mesh overlap with each other when transparency is applied.
This causes areas like the cheeks to be visible through the nose, even though they should be occluded.
Expected Behavior: The material should behave as if it were opaque to itself—that is, overlapping front faces should be occluded properly, while still allowing transparency for background elements.
Actual Behavior: The mesh renders its own front faces incorrectly, making parts of the face visible through others when they should be blocked.
What I Have Tried:
testMaterial.writesToDepthBuffer = true
testMaterial.readsFromDepthBuffer = true
Question:
👉 How can I prevent SceneKit's transparent material from rendering overlapping front faces?
👉 Is there a way to force SceneKit to treat its own mesh as opaque for itself while still being transparent to the background?
👉 Does SceneKit support a proper depth pre-pass or an equivalent to Unity’s ZWrite shaders to solve this issue?
Attached screenshots demonstrate the problem visually. Any help would be greatly appreciated! 🚀
Hello!
I need to "draw" a set of particles into the texture. It would be trivial in render encoder of course. However, I would like to implement the task in compute kernel. Every particle draw operation is expected to set 5 texels - "center" one and left/right/upper/lower. Particles can and will overlap, so concurrent draws are to be expected.
I tried using texture atomics - atomic_store() to be more precise. This worked, albeit pretty slowly - too slow for my purpose.
Just to test what would happen, I tried using normal texture write(). I was expecting to see some kind of visual artefacts, but to my surprise, it worked very well (and much faster).
My question: is it safe? I understand that calling write() doesn't guarantee any ordering of the operations, so if multiple threads write to the same texel, the final value may come from any of those threads. But suppose all the threads were to write the very same color? Can I assume that the texel in question will have said color after the compute kernel finishes?
I am using M2 Pro MacBook, but ideally I would love to get the answer for the all Apple Silicon devices. My texture format is R32Int (so as to be able to use atomics), but I could do with any single-channel format, the purpose of the texture is to be binary mask of sorts.
Thanks!
The solo Leveling:arise is a game but the game mode is not switching on and game crashing everything time while playing
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
External Graphics Processors
Games
Graphics and Games
I have used SceneKit for several years but recently have a problem where a scene with fewer than 50 nodes is partially drawn, i.e., some nodes are, some aren't, and greater than 50 nodes are always draw correctly. This seems to have happened since concurrency was introduced. (w.r.t. concurrency, I had been using DispatchQueue successfully before then.)
Since all nodes (few or many) are constructed and implemented by the same functions etc. I'm baffled.
When I print the node hierarchy all nodes are present whether few or many.
SceneView() has [.rendersContinually] option selected. Every node created (few or many) has .opacity = 1.0, .isHidden = false
I haven't tried setting-back the compiler version as that is not a long term solution, and I know the same code worked fine then.
Hi,
I wanted to do something quite simple: Put a box on a wall or on the floor.
My box:
let myBox = ModelEntity(
mesh: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
materials: [SimpleMaterial(color: .systemRed, isMetallic: false)],
collisionShape: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
mass: 0.0)
For that I used Plane Detection to identify the walls and floor in the room. Then with SpatialTapGesture I was able to retrieve the position where the user is looking and tap.
let position = value.convert(value.location3D, from: .local, to: .scene)
And then positioned my box
myBox.setPosition(position, relativeTo: nil)
When I then tested it I realized that the box was not parallel to the wall but had a slightly inclined angle.
I also realized if I tried to put my box on the wall to my left the box was placed perpendicular to this wall and not placed on it.
After various searches and several attempts I ended up playing with transform.matrix to identify if the plane is wall or a floor, if it was in front of me or on the side and set up a rotation on the box to "place" it on the wall or a floor.
let surfaceTransform = surface.transform.matrix
let surfaceNormal = normalize(surfaceTransform.columns.2.xyz)
let baseRotation = simd_quatf(angle: .pi, axis: SIMD3<Float>(0, 1, 0))
var finalRotation: simd_quatf
if acos(abs(dot(surfaceNormal, SIMD3<Float>(0, 1, 0)))) < 0.3 {
logger.info("Surface: ceiling/floor")
finalRotation = simd_quatf(angle: surfaceNormal.y > 0 ? 0 : .pi, axis: SIMD3<Float>(1, 0, 0))
} else if abs(surfaceNormal.x) > abs(surfaceNormal.z) {
logger.info("Surface: left/right")
finalRotation = simd_quatf(angle: surfaceNormal.x > 0 ? .pi/2 : -.pi/2, axis: SIMD3<Float>(0, 1, 0))
} else {
logger.info("Surface: front/back")
finalRotation = baseRotation
}
Playing with matrices is not really my thing so I don't know if I'm doing it right.
Could you tell me if my tests for the orientation of the walls are correct? During my tests I don't always correctly identify whether the wall is in front or on the side.
Is this generally the right way to do it?
Is there an easier way to do this?
Regards
Tof
After many former OS and Xcode updates, my Game Controller Swift code generates a "DIS-CONNECTED" MESSAGE.
Mac Sequoia 15.2
Xcode 16.2
Tried to update PlayStation controller firmware on my Mac.
Still no luck with Xcode and its use of a game controller with tvOS.
Helle there
Currently, I’m attempting to create an interactive learning application with a 3D view. I’ve discovered the framework SceneKit, but I lack the necessary knowledge to animate, load and moving objects. Could someone kindly suggest some good articles or tutorials on this topic?
I'm trying to build a Shader in "Reality Composer Pro" that updates from a start time. Initially I tried the following:
The idea was that when the startTime was 0, the output would be 0, but then I would set startTime from within code and this would be compared with the current GPU time, and difference used to drive another part of the shader graph:
if
let testEntity = root.findEntity(named: "Test"),
var shaderGraphMaterial = testEntity.components[ModelComponent.self]?.materials.first as? ShaderGraphMaterial
{
let time = CFAbsoluteTimeGetCurrent()
try! shaderGraphMaterial.setParameter(name: "StartTime", value: .float(Float(time)))
testEntity.components[ModelComponent.self]?.materials[0] = shaderGraphMaterial
}
However, I haven't found a reference to the time the shader would be using.
So now I am trying to write an EntityAction to achieve the same effect. Instead of comparing a start time to the GPU's time I'm trying to animate one of the shader's uniform input. However, I'm not sure how to specify the bind target. Here's my attempt so far:
import RealityKit
struct ShaderAction: EntityAction {
let startValue: Float
let targetValue: Float
var animatedValueType: (any AnimatableData.Type)? { Float.self }
static func registerEntityAction() {
ShaderAction.subscribe(to: .updated) { event in
guard let animationState = event.animationState else { return }
let value = simd_mix(event.action.startValue, event.action.targetValue, Float(animationState.normalizedTime))
animationState.storeAnimatedValue(value)
}
}
}
extension Entity {
func updateShader(from startValue: Float, to targetValue: Float, duration: Double) {
let fadeAction = ShaderAction(startValue: startValue, targetValue: targetValue)
if let shaderAnimation = try? AnimationResource.makeActionAnimation(for: fadeAction, duration: duration, bindTarget: .material(0).customValue) {
playAnimation(shaderAnimation)
}
}
}
'''
Currently when I run this I get an assertion failure: 'Index out of range (operator[]:line 797) index = 260, max = 8'
Furthermore, even if it didn't crash I don't understand how to pass a binding to the custom shader value "startValue".
Any clues of how to achieve this effect - even if it's a completely different way.
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor