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react-native-arkit

React Native binding for iOS ARKit

  • 0.6.0
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  • npm
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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

$ yarn add react-native-arkit

make sure to use the latest version of yarn (>=1.x.x)

(npm does not work properly at the moment. See https://github.com/HippoAR/react-native-arkit/issues/103)

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
          // enable light estimation (defaults to true)
          lightEstimationEnabled
          // get the current lightEstimation (if enabled)
          // it fires rapidly, so better poll it from outside with
          // ARKit.getCurrentLightEstimation()
          onLightEstimation={e => console.log(e.nativeEvent)}
          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.Light
            position={{ x: 1, y: 3, z: 2 }}
            type={ARKit.LightType.Omni}
            color="white"
          />
          <ARKit.Light
            position={{ x: 0, y: 1, z: 0 }}
            type={ARKit.LightType.Spot}
            eulerAngles={{ x: -Math.PI / 2 }}
            spotInnerAngle={45}
            spotOuterAngle={45}
            color="green"
          />
          <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.
lightEstimationEnabledBooleanfalseARKit light estimation.
worldAlignmentEnumeration
One of: ARKit.ARWorldAlignment.Gravity, ARKit.ARWorldAlignment.GravityAndHeading, ARKit.ARWorldAlignment.Camera (documentation here)
ARKit.ARWorldAlignment.GravityARWorldAlignmentGravity
The coordinate system's y-axis is parallel to gravity, and its origin is the initial position of the device. ARWorldAlignmentGravityAndHeading
The coordinate system's y-axis is parallel to gravity, its x- and z-axes are oriented to compass heading, and its origin is the initial position of the device. ARWorldAlignmentCamera
The scene coordinate system is locked to match the orientation of the camera.
Events
Event NameReturnsNotes
onPlaneDetected{ id, center, extent }When a plane is first detected.
onLightEstimation{ ambientColorTemperature, ambientIntensity }Light estimation on every frame. Called rapidly, better use polling. See ARKit.getCurrentLightEstimation()
onFeaturesDetected{ featurePoints}Detected Features on every frame (currently also not throttled). Usefull to display custom dots for detected features. You can also poll this information with ARKit.getCurrentDetectedFeaturePoints()
onPlaneUpdate{ id, center, extent }When a detected plane is updated
Static methods

All methods return a promise with the result.

Method NameArgumentsNotes
snapshot
snapshotCameraTake a screenshot without 3d models (will save to Photo Library)
getCameraPositionGet the current position of the ARCamera
getCurrentLightEstimationGet current light estimation { ambientColorTemperature, ambientIntensity}
getCurrentDetectedFeaturePointsGet current detected feature points (in last current frame) (array)

| focusScene | | Sets the scene's position/rotation to where it was when first rendered (but now relative to your device's current position/rotation) | | hitTestPlanes | point, type | check 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 | | hitTestSceneObjects | point | check if a scene object has ben hit by point ({x,y}) |

3D objects
General props

Most 3d object have these common properties

PropTypeDescription
position{ x, y, z }The object's position (y is up)
scaleNumberThe scale of the object. Defaults to 1
eulerAngles{ x, y, z }The rotation in eulerAngles
rotationTODOsee scenkit documentation
orientationTODOsee scenkit documentation
shapedepends on objectthe shape of the object (will probably renamed to geometry in future versions)
material{ diffuse, metalness, roughness, lightingModel, shaders }the material of the object
transition{duration: 1}Some property changes can be animated like in css transitions. Currently you can specify the duration (in seconds).
renderingOrderNumberOrder in which object is rendered. Usefull to place elements "behind" others, although they are nearer.
categoryBitMaskNumber / bitmaskcontrol which lights affect this object
castsShadowbooleanwhether this object casts hadows

New experimental feature:

You can switch properties on mount or onmount by specifying propsOnMount and propsOnUnmount. E.g. you can scale an object on unmount:

<ARKit.Sphere
  position={{x:0,y:0,z:0}}
  scale={1}
  transition={{duration: 1}}
  propsOnUnmount={{
    scale: 0
  }}
/>
Material properties

Most objects take a material property with these sub-props:

PropTypeDescription
diffusecolorstringdiffuse color
metalnessnumbermetalness of the object
roughnessnumberroughness of the object
doubleSidedbooleanrender both sides, default is true
litPerPixelbooleancalculate lighting per-pixel or vertex litPerPixel
lightingModelARKit.LightingModel.*LightingModel
blendModeARKit.BlendMode.*BlendMode
fillModeARKit.FillMode.*FillMode
shadersObject with keys from ARKit.ShaderModifierEntryPoint.* and shader strings as valuesShader modifiers
colorBufferWriteMaskARKit.ColorMask.*color mask. Set to ARKit.ColorMask.None so that an object is transparent, but receives deferred shadows.
<ARKit.Box />
PropType
shape{ width, height, length, chamfer }

And any common object property (position, material, etc.)

<ARKit.Sphere />
PropType
shape{ radius }
<ARKit.Cylinder />
PropType
shape{ radius, height }
<ARKit.Cone />
PropType
shape{ topR, bottomR, height }
<ARKit.Pyramid />
PropType
shape{ width, height, length }
<ARKit.Tube />
PropType
shape{ innerR, outerR, height }
<ARKit.Torus />
PropType
shape{ ringR, pipeR }
<ARKit.Capsule />
PropType
shape{ capR, height }
<ARKit.Plane />
PropType
shape{ width, height }

Notice: planes are veritcally aligned. If you want a horizontal plane, rotate it around the x-axis.

Example:

This is a horizontal plane that only receives shadows, but is invisible otherwise:

<ARKit.Plane
    eulerAngles={{ x: Math.PI / 2 }}
    position={floorPlane.position}
    renderingOrder={9999}
    material={{
      color: '#ffffff',
      lightingModel: ARKit.LightingModel.Constant,
      colorBufferWriteMask: ARKit.ColorMask.None,
    }}
    shape={{
      width: 100,
      height: 100,
    }}
  />
<ARKit.Text />
PropType
textString
font{ name, size, depth, chamfer }
<ARKit.Model />

SceneKit only supports .scn and .dae formats.

PropType
model{ file, node, scale, alpha }

Objects currently don't take material property.

<ARKit.Shape />

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

PropType
shape{ pathSvg, extrusion, pathFlatness, chamferRadius, chamferProfilePathSvg, chamferProfilePathFlatness }
<ARKit.Light />

Place lights on the scene!

You might set autoenablesDefaultLighting={false} on The <ARKit /> component to disable default lighting. You can use lightEstimationEnabled and ARKit.getCurrentLightEstimation() to find values for intensity and temperature. This produces much nicer results then autoenablesDefaultLighting.

PropTypeDescription
position{ x, y, z }
eulerAngles{ x, y, z }
typeany of ARKit.LightTypesee here for details
colorstringthe color of the light
temperatureNumberThe color temperature of the light
intensityNumberThe light intensity
lightCategoryBitMaskNumber/bitmaskcontrol which objects are lit by this light
castsShadowbooleanwhether to cast shadows on object
shadowMode`ARKit.ShadowMode.*Define the shadowmode. Set to ARKit.ShadowMode.Deferred to cast shadows on invisible objects (like an invisible floor plane)

Most properties described here are also supported: https://developer.apple.com/documentation/scenekit/scnlight

This feature is new. If you experience any problem, please report an issue!

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.

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Package last updated on 28 Nov 2017

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