Huge News!Announcing our $40M Series B led by Abstract Ventures.Learn More
Socket
Sign inDemoInstall
Socket

react-native-arkit

Package Overview
Dependencies
Maintainers
3
Versions
55
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

react-native-arkit

React Native binding for iOS ARKit

  • 0.4.2
  • Source
  • npm
  • Socket score

Version published
Weekly downloads
28
decreased by-74.31%
Maintainers
3
Weekly downloads
 
Created
Source

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
  }}
/>

You can also add a property onProjectedPosition to your cursor which will be called with the hit result on every frame

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.

Keywords

FAQs

Package last updated on 25 Oct 2017

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc