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react-native-arkit

React Native binding for iOS ARKit

  • 0.4.1
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react-native-arkit

npm version npm downloads

React Native binding for iOS ARKit.

Tutorial: How to make an ARKit app in 5 minutes using React Native

Sample Project: https://github.com/HippoAR/ReactNativeARKit

Note: ARKit is only supported by devices with A9 or later processors (iPhone 6s/7/SE/8/X, iPad 2017/Pro) on iOS 11. You also need Xcode 9 to build the project.

There is a Slack group that anyone can join for help / support / general questions.

Join Slack

Getting started

$ npm install react-native-arkit --save

Mostly automatic installation

$ react-native link react-native-arkit

! Currently automatic installation does not work as PocketSVG is missing. Follow the manual installation

Manual installation

iOS
  1. In XCode, in the project navigator, right click LibrariesAdd Files to [your project's name]
  2. Go to node_modules ➜ add react-native-arkit/RCTARKit.xcodeproj and _PocketSVG/_PocketSVG.xcodeproj
  3. In XCode, in the project navigator, select your project. Add libRCTARKit.a and PocketSVG.framework to your project's Build PhasesLink Binary With Libraries
  4. In Tab GeneralEmbedded Binaries+ ➜ Add PocketSVG.framework ios
  5. Run your project (Cmd+R)<

Usage

A simple sample React Native ARKit App

// index.ios.js

import React, { Component } from 'react';
import { AppRegistry, View } from 'react-native';
import { ARKit } from 'react-native-arkit';

export default class ReactNativeARKit extends Component {
  render() {
    return (
      <View style={{ flex: 1 }}>
        <ARKit
          style={{ flex: 1 }}
          debug
          planeDetection
          lightEstimation
          onPlaneDetected={console.log} // event listener for plane detection
          onPlaneUpdate={console.log} // event listener for plane update
        >
          <ARKit.Box
            position={{ x: 0, y: 0, z: 0 }}
            shape={{ width: 0.1, height: 0.1, length: 0.1, chamfer: 0.01 }}
          />
          <ARKit.Sphere
            position={{ x: 0.2, y: 0, z: 0 }}
            shape={{ radius: 0.05 }}
          />
          <ARKit.Cylinder
            position={{ x: 0.4, y: 0, z: 0 }}
            shape={{ radius: 0.05, height: 0.1 }}
          />
          <ARKit.Cone
            position={{ x: 0, y: 0.2, z: 0 }}
            shape={{ topR: 0, bottomR: 0.05, height: 0.1 }}
          />
          <ARKit.Pyramid
            position={{ x: 0.2, y: 0.15, z: 0 }}
            shape={{ width: 0.1, height: 0.1, length: 0.1 }}
          />
          <ARKit.Tube
            position={{ x: 0.4, y: 0.2, z: 0 }}
            shape={{ innerR: 0.03, outerR: 0.05, height: 0.1 }}
          />
          <ARKit.Torus
            position={{ x: 0, y: 0.4, z: 0 }}
            shape={{ ringR: 0.06, pipeR: 0.02 }}
          />
          <ARKit.Capsule
            position={{ x: 0.2, y: 0.4, z: 0 }}
            shape={{ capR: 0.02, height: 0.06 }}
          />
          <ARKit.Plane
            position={{ x: 0.4, y: 0.4, z: 0 }}
            shape={{ width: 0.1, height: 0.1 }}
          />
          <ARKit.Text
            text="ARKit is Cool!"
            position={{ x: 0.2, y: 0.6, z: 0 }}
            font={{ size: 0.15, depth: 0.05 }}
          />
          <ARKit.Model
            position={{ x: -0.2, y: 0, z: 0, frame: 'local' }}
            scale={0.01},
            model={{
              file: 'art.scnassets/ship.scn', // make sure you have the model file in the ios project
            }}
          />
          <ARKit.Shape
            position={{ x: -1, y: 0, z: 0 }}
            eulerAngles={{
              x: Math.PI,
            }}
            scale={0.01}
            shape={{
              // specify shape by svg! See https://github.com/HippoAR/react-native-arkit/pull/89 for details
              pathSvg: `
              <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100">
                <path d="M50,30c9-22 42-24 48,0c5,40-40,40-48,65c-8-25-54-25-48-65c 6-24 39-22 48,0 z" fill="#F00" stroke="#000"/>
              </svg>`,
              pathFlatness: 0.1,
              // it's also possible to specify a chamfer profile:
              chamferRadius: 5,
              chamferProfilePathSvg: `
                <path d="M.6 94.4c.7-7 0-13 6-18.5 1.6-1.4 5.3 1 6-.8l9.6 2.3C25 70.8 20.2 63 21 56c0-1.3 2.3-1 3.5-.7 7.6 1.4 7 15.6 14.7 13.2 1-.2 1.7-1 2-2 2-5-11.3-28.8-3-30.3 2.3-.4 5.7 1.8 6.7 0l8.4 6.5c.3-.4-8-17.3-2.4-21.6 7-5.4 14 5.3 17.7 7.8 1 .8 3 2 3.8 1 6.3-10-6-8.5-3.2-19 2-8.2 18.2-2.3 20.3-3 2.4-.6 1.7-5.6 4.2-6.4"/>
              `,
              extrusion: 10,
            }}
          />  
        </ARKit>
      </View>
    );
  }
}

AppRegistry.registerComponent('ReactNativeARKit', () => ReactNativeARKit);

Components

<ARKit />
Props
PropTypeDefaultNote
debugBooleanfalseDebug mode will show the 3D axis and feature points detected.
planeDetectionBooleanfalseARKit plane detection.
lightEstimationBooleanfalseARKit light estimation.
Events
Event NameReturnsNotes
onPlaneDetected{ id, center, extent }When a plane is first detected.
onPlaneUpdate{ id, center, extent }When a detected plane is updated
Static methods
Method NameArgumentsNotes
snapshot
snapshotCameraTake a screenshot without 3d models (will save to Photo Library)
getCameraPositionGet the current position of the ARCamera
focusSceneSets the scene's position/rotation to where it was when first rendered (but now relative to your device's current position/rotation)
hitTestPlanespoint, typecheck if a plane has ben hit by point ({x,y}) with detection type (any of ARKit.ARHitTestResultType). See https://developer.apple.com/documentation/arkit/arhittestresulttype?language=objc for further information
hitTestSceneObjectspointcheck if a scene object has ben hit by point ({x,y})
<ARKit.Box />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ width, height, length, chamfer }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Sphere />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ radius }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Cylinder />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ radius, height }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Cone />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ topR, bottomR, height }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Pyramid />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ width, height, length }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Tube />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ innerR, outerR, height }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Torus />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ ringR, pipeR }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Capsule />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ capR, height }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Plane />
Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ width, length }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Text />
Props
PropType
textString
position{ x, y, z }
eulerAngles{ x, y, z }
font{ name, size, depth, chamfer }
material{ diffuse, metalness, roughness, lightingModel }
<ARKit.Model />

SceneKit only supports .scn and .dae formats.

Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
model{ file, node, scale, alpha }
<ARKit.Shape />

Creates a extruded shape by an svg path. See https://github.com/HippoAR/react-native-arkit/pull/89 for details

Props
PropType
position{ x, y, z }
eulerAngles{ x, y, z }
shape{ pathSvg, extrusion, pathFlatness, chamferRadius, chamferProfilePathSvg, chamferProfilePathFlatness }

HOCs (higher order components)

withProjectedPosition()

this hoc allows you to create 3D components where the position is always relative to the same point on the screen/camera, but sticks to a plane or object.

Think about a 3D cursor that can be moved across your table or a 3D cursor on a wall.

You can use the hoc like this:

const Cursor3D = withProjectedPosition()(({positionProjected, projectionResult}) => {
  if(!projectionResult) {
    // nothing has been hit, don't render it
    return null;
  }
  return (
    <ARKit.Sphere
      position={positionProjected}
      transition={{duration: 0.1}}
      shape={{
        radius: 0.1
        }}
    />
  )
})

It's recommended that you specify a transition duration (0.1s works nice), as the position gets updated rapidly, but slightly throttled.

Now you can use your 3D cursor like this:

Attach to a given detected horizontal plane

Given you have detected a plane with onPlaneDetected, you can make the cursor stick to that plane:

<Cursor3D projectPosition={{
  x: windowWidth / 2,
  y: windowHeight / 2,
  plane: "my-planeId"
  }}
/>

If you don't have the id, but want to place the cursor on a certain plane (e.g. the first or last one), pass a function for plane. This function will get all hit-results and you can return the one you need:

<Cursor3D projectPosition={{
  x: windowWidth / 2,
  y: windowHeight / 2,
  plane: (results) => results.length > 0 ? results[0] : null
  }}
/>

It uses https://developer.apple.com/documentation/arkit/arframe/2875718-hittest with some default options. Please file an issue or send a PR if you need more control over the options here!

Attach to a given 3D object

You can attach the cursor on a 3D object, e.g. a non-horizontal-plane or similar:

Given there is some 3D object on your scene with id="my-nodeId"

<Cursor3D projectPosition={{
  x: windowWidth / 2,
  y: windowHeight / 2,
  node: "my-nodeId"
  }}
/>

Like with planes, you can select the node with a function.

E.gl you have several "walls" with ids "wall_1", "wall_2", etc.

<Cursor3D projectPosition={{
  x: windowWidth / 2,
  y: windowHeight / 2,
  node: results => results.find(r => r.id.startsWith('wall_')),
  }}
/>

It uses https://developer.apple.com/documentation/scenekit/scnscenerenderer/1522929-hittest with some default options. Please file an issue or send a PR if you need more control over the options here!

Contributing

If you find a bug or would like to request a new feature, just open an issue. Your contributions are always welcome! Submit a pull request and see CONTRIBUTING.md for guidelines.

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Package last updated on 24 Oct 2017

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