-
Meet ARKit for spatial computing
Discover how you can use ARKit's tracking and scene understanding features to develop a whole new universe of immersive apps and games. Learn how visionOS and ARKit work together to help you create apps that understand a person's surroundings — all while preserving privacy. Explore the latest updates to the ARKit API and follow along as we demonstrate how to take advantage of hand tracking and scene geometry in your apps.
Ressources
Vidéos connexes
WWDC23
- Build spatial experiences with RealityKit
- Develop your first immersive app
- Discover Metal for immersive apps
- Enhance your spatial computing app with RealityKit
- Evolve your ARKit app for spatial experiences
- Meet SwiftUI for spatial computing
- Optimize app power and performance for spatial computing
- What’s new in App Store Connect
-
Rechercher dans cette vidéo…
-
-
5:20 - Authorisation API
// Privacy // Authorization session = ARKitSession() Task { let authorizationResult = await session.requestAuthorization(for: [.handTracking]) for (authorizationType, authorizationStatus) in authorizationResult { print("Authorization status for \(authorizationType): \(authorizationStatus)") switch authorizationStatus { case .allowed: // All good! break case .denied: // Need to handle this. break ... } } } -
10:20 - World Tracking Device Pose Render Struct
// World tracking // Device pose #include <ARKit/ARKit.h> #include <CompositorServices/CompositorServices.h> struct Renderer { ar_session_t session; ar_world_tracking_provider_t world_tracking; ar_pose_t pose; ... }; void renderer_init(struct Renderer *renderer) { renderer->session = ar_session_create(); ar_world_tracking_configuration_t config = ar_world_tracking_configuration_create(); renderer->world_tracking = ar_world_tracking_provider_create(config); ar_data_providers_t providers = ar_data_providers_create(); ar_data_providers_add_data_provider(providers, renderer->world_tracking); ar_session_run(renderer->session, providers); renderer->pose = ar_pose_create(); ... } -
10:21 - World Tracking Device Pose Render function
// World tracking // Device pose void render(struct Renderer *renderer, cp_layer_t layer, cp_frame_t frame_encoder, cp_drawable_t drawable) { const cp_frame_timing_t timing_info = cp_drawable_get_frame_timing(drawable); const cp_time_t presentation_time = cp_frame_timing_get_presentation_time(timing_info); const CFTimeInterval target_render_time = cp_time_to_cf_time_interval(presentation_time); simd_float4x4 pose = matrix_identity_float4x4; const ar_pose_status_t status = ar_world_tracking_provider_query_pose_at_timestamp(renderer->world_tracking, target_render_time, renderer->pose); if (status == ar_pose_status_success) { pose = ar_pose_get_origin_from_device_transform(renderer->pose); } ... cp_drawable_set_ar_pose(drawable, renderer->pose); ... } -
16:00 - Hand tracking joints
/ Hand tracking @available(xrOS 1.0, *) public struct Skeleton : @unchecked Sendable, CustomStringConvertible { public func joint(named: SkeletonDefinition.JointName) -> Skeleton.Joint public struct Joint : CustomStringConvertible, @unchecked Sendable { public var parentJoint: Skeleton.Joint? { get } public var name: String { get } public var localTransform: simd_float4x4 { get } public var rootTransform: simd_float4x4 { get } public var isTracked: Bool { get } } } -
17:00 - Hand tracking with Render struct
// Hand tracking // Polling for hands struct Renderer { ar_hand_tracking_provider_t hand_tracking; struct { ar_hand_anchor_t left; ar_hand_anchor_t right; } hands; ... }; void renderer_init(struct Renderer *renderer) { ... ar_hand_tracking_configuration_t hand_config = ar_hand_tracking_configuration_create(); renderer->hand_tracking = ar_hand_tracking_provider_create(hand_config); ar_data_providers_t providers = ar_data_providers_create(); ar_data_providers_add_data_provider(providers, renderer->world_tracking); ar_data_providers_add_data_provider(providers, renderer->hand_tracking); ar_session_run(renderer->session, providers); renderer->hands.left = ar_hand_anchor_create(); renderer->hands.right = ar_hand_anchor_create(); ... } -
17:25 - hand tracking call in render function
// Hand tracking // Polling for hands void render(struct Renderer *renderer, ... ) { ... ar_hand_tracking_provider_get_latest_anchors(renderer->hand_tracking, renderer->hands.left, renderer->hands.right); if (ar_trackable_anchor_is_tracked(renderer->hands.left)) { const simd_float4x4 origin_from_wrist = ar_anchor_get_origin_from_anchor_transform(renderer->hands.left); ... } ... } -
18:00 - Demo app TimeForCube
// App @main struct TimeForCube: App { @StateObject var model = TimeForCubeViewModel() var body: some SwiftUI.Scene { ImmersiveSpace { RealityView { content in content.add(model.setupContentEntity()) } .task { await model.runSession() } .task { await model.processHandUpdates() } .task { await model.processReconstructionUpdates() } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded({ value in let location3D = value.convert(value.location3D, from: .global, to: .scene) model.addCube(tapLocation: location3D) })) } } } -
18:50 - Demo app View Model
// View model @MainActor class TimeForCubeViewModel: ObservableObject { private let session = ARKitSession() private let handTracking = HandTrackingProvider() private let sceneReconstruction = SceneReconstructionProvider() private var contentEntity = Entity() private var meshEntities = [UUID: ModelEntity]() private let fingerEntities: [HandAnchor.Chirality: ModelEntity] = [ .left: .createFingertip(), .right: .createFingertip() ] func setupContentEntity() { ... } func runSession() async { ... } func processHandUpdates() async { ... } func processReconstructionUpdates() async { ... } func addCube(tapLocation: SIMD3<Float>) { ... } } -
20:00 - function HandTrackingProvider
class TimeForCubeViewModel: ObservableObject { ... private let fingerEntities: [HandAnchor.Chirality: ModelEntity] = [ .left: .createFingertip(), .right: .createFingertip() ] ... func processHandUpdates() async { for await update in handTracking.anchorUpdates { let handAnchor = update.anchor guard handAnchor.isTracked else { continue } let fingertip = handAnchor.skeleton.joint(named: .handIndexFingerTip) guard fingertip.isTracked else { continue } let originFromWrist = handAnchor.transform let wristFromIndex = fingertip.rootTransform let originFromIndex = originFromWrist * wristFromIndex fingerEntities[handAnchor.chirality]?.setTransformMatrix(originFromIndex, relativeTo: nil) } -
21:20 - function SceneReconstruction
func processReconstructionUpdates() async { for await update in sceneReconstruction.anchorUpdates { let meshAnchor = update.anchor guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor) else { continue } switch update.event { case .added: let entity = ModelEntity() entity.transform = Transform(matrix: meshAnchor.transform) entity.collision = CollisionComponent(shapes: [shape], isStatic: true) entity.physicsBody = PhysicsBodyComponent() entity.components.set(InputTargetComponent()) meshEntities[meshAnchor.id] = entity contentEntity.addChild(entity) case .updated: guard let entity = meshEntities[meshAnchor.id] else { fatalError("...") } entity.transform = Transform(matrix: meshAnchor.transform) entity.collision?.shapes = [shape] case .removed: meshEntities[meshAnchor.id]?.removeFromParent() meshEntities.removeValue(forKey: meshAnchor.id) @unknown default: fatalError("Unsupported anchor event") } } } -
22:20 - add cube at tap location
class TimeForCubeViewModel: ObservableObject { func addCube(tapLocation: SIMD3<Float>) { let placementLocation = tapLocation + SIMD3<Float>(0, 0.2, 0) let entity = ModelEntity( mesh: .generateBox(size: 0.1, cornerRadius: 0.0), materials: [SimpleMaterial(color: .systemPink, isMetallic: false)], collisionShape: .generateBox(size: SIMD3<Float>(repeating: 0.1)), mass: 1.0) entity.setPosition(placementLocation, relativeTo: nil) entity.components.set(InputTargetComponent(allowedInputTypes: .indirect)) let material = PhysicsMaterialResource.generate(friction: 0.8, restitution: 0.0) entity.components.set(PhysicsBodyComponent(shapes: entity.collision!.shapes, mass: 1.0, material: material, mode: .dynamic)) contentEntity.addChild(entity) } }
-