I'm playing around with the ARKit and image detection.
Now I have an app that detects images an places planes on the screen where the detected objects are.
How can I add a clickable element like a button on the planes. I want to have a click event on each detected object.
This is what my renderer function looks:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
let referenceImage = imageAnchor.referenceImage
updateQueue.async {
let plane = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
let planeNode = SCNNode(geometry: plane)
planeNode.opacity = 0.25
planeNode.eulerAngles.x = -.pi / 2
planeNode.runAction(self.imageHighlightAction)
node.addChildNode(planeNode)
}
DispatchQueue.main.async {
let imageName = referenceImage.name ?? ""
self.statusViewController.cancelAllScheduledMessages()
// self.statusViewController.showMessage("Detected image “\(imageName)”")
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let second = storyboard.instantiateViewController(withIdentifier: "InfoViewController")as! InfoViewController
second.myStringValue = imageName
// self.navigationController?.pushViewController(second, animated: true)
}
}
There are a few ways you can approach this:
1: Standard Approach:
In your delegate
method, assign each node a name as per below (clearly if you have lots of nodes you would want to store them in an Array or Dictionary depending upon your needs):
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have The Image Anchor
guard let imageAnchor = anchor as? ARImageAnchor else { return }
//2. Get The Reference Image
let referenceImage = imageAnchor.referenceImage
//1. Create The Plane Geometry With Our Width & Height Parameters
let planeGeometry = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
//2. Create A New Material
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
//3. Create The Plane Node
let planeNode = SCNNode(geometry: planeGeometry)
planeNode.geometry?.firstMaterial = material
planeNode.opacity = 0.25
planeNode.eulerAngles.x = -.pi / 2
//4. Add A Name To The Node
planeNode.name = "I Was Clicked"
//5. Add It To The Scene
node.addChildNode(planeNode)
}
Then using touchesBegan
, perform a hitTest and handle your touch accordingly:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
/*
1. Get The Current Touch Location
2. Check That We Have Touched A Valid Node
3. Check If The Node Has A Name
4. Handle The Touch
*/
guard let touchLocation = touches.first?.location(in: augmentedRealityView),
let hitNode = augmentedRealityView?.hitTest(touchLocation, options: nil).first?.node,
let nodeName = hitNode.name
else {
//No Node Has Been Tapped
return
}
//Handle Event Here e.g. PerformSegue
print(nodeName)
}
2: An Interesting Approach:
UIKit
elements can actually be added as an SCNGeometry's Material
. I personally haven't seen many people use this approach, but it may prove useful to anyone who wants to incorporate UIKit
with ARKit
.
Create A Custom UIButton e.g:
/// Clickable View
class ClickableView: UIButton{
override init(frame: CGRect) {
super.init(frame: frame)
self.addTarget(self, action: #selector(objectTapped(_:)), for: .touchUpInside)
self.backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
/// Detects Which Object Was Tapped
///
/// - Parameter sender: UIButton
@objc func objectTapped(_ sender: UIButton){
print("Object With Tag \(tag)")
}
}
And in your delegate method do the following:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have The Image Anchor
guard let imageAnchor = anchor as? ARImageAnchor else { return }
//2. Get The Reference Image
let referenceImage = imageAnchor.referenceImage
//1. Create The Plane Geometry With Our Width & Height Parameters
let planeGeometry = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
//2. Create A New Material
let material = SCNMaterial()
DispatchQueue.main.async {
//3. Create The New Clickable View
let clickableElement = ClickableView(frame: CGRect(x: 0, y: 0,
width: 300,
height: 300))
clickableElement.tag = 1
//4. Add The Clickable View As A Materil
material.diffuse.contents = clickableElement
}
//5. Create The Plane Node
let planeNode = SCNNode(geometry: planeGeometry)
planeNode.geometry?.firstMaterial = material
planeNode.opacity = 0.25
planeNode.eulerAngles.x = -.pi / 2
//6. Add It To The Scene
node.addChildNode(planeNode)
}
This should get you started...