2023 Spatial Computing
WWDC23 · 24 min · Spatial Computing
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.
Watch at developer.apple.com ↗Code shown on screen · 11 snippets
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
...
}
}
} 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();
...
} 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);
...
} 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 }
}
} 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();
...
} 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);
...
}
...
} Demo app TimeForCube
// App
@main
struct TimeForCube: App {
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)
}))
}
}
} Demo app View Model
// View model
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>) { ... }
} 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)
} 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")
}
}
} 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)
}
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