Persist object orientations in ARKit ARWorldMap












0














I'm trying to persist a model in ARKit using the ARWorldMap. I can save and load the models, but the orientation I apply to the objects before I save is not persisted with the object.



What I'm currently doing



Objects are saved and loaded:



  /// - Tag: GetWorldMap
@objc func saveExperience(_ button: UIButton) {
sceneView.session.getCurrentWorldMap { worldMap, error in
guard let map = worldMap
else { self.showAlert(title: "Can't get current world map", message: error!.localizedDescription); return }

// Add a snapshot image indicating where the map was captured.
guard let snapshotAnchor = SnapshotAnchor(capturing: self.sceneView) else {
fatalError("Can't take snapshot")

}
map.anchors.append(snapshotAnchor)

do {
let data = try NSKeyedArchiver.archivedData(withRootObject: map, requiringSecureCoding: true)
try data.write(to: self.mapSaveURL, options: [.atomic])
DispatchQueue.main.async {
self.loadExperienceButton.isHidden = false
self.loadExperienceButton.isEnabled = true
}
} catch {
fatalError("Can't save map: (error.localizedDescription)")
}
}
}

/// - Tag: RunWithWorldMap
@objc func loadExperience(_ button: UIButton) {

/// - Tag: ReadWorldMap
let worldMap: ARWorldMap = {
guard let data = mapDataFromFile
else { fatalError("Map data should already be verified to exist before Load button is enabled.") }
do {
guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
else { fatalError("No ARWorldMap in archive.") }
return worldMap
} catch {
fatalError("Can't unarchive ARWorldMap from file data: (error)")
}
}()

// Display the snapshot image stored in the world map to aid user in relocalizing.
if let snapshotData = worldMap.snapshotAnchor?.imageData,
let snapshot = UIImage(data: snapshotData) {
self.snapshotThumbnail.image = snapshot
} else {
print("No snapshot image in world map")
}
// Remove the snapshot anchor from the world map since we do not need it in the scene.
worldMap.anchors.removeAll(where: { $0 is SnapshotAnchor })

let configuration = self.defaultConfiguration // this app's standard world tracking settings
configuration.initialWorldMap = worldMap
sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])

isRelocalizingMap = true
virtualObjectAnchor = nil
}


Rotation:



@objc func didRotate(_ gesture: UIRotationGestureRecognizer) {
sceneView.scene.rootNode.eulerAngles.y = objectRotation
gesture.rotation = 0
}


And then it's rendered:



  func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard anchor.name == virtualObjectAnchorName else {
return
}

// save the reference to the virtual object anchor when the anchor is added from relocalizing
if virtualObjectAnchor == nil {
virtualObjectAnchor = anchor
}
node.addChildNode(virtualObject)
}


How can I do this?



How can I go about doing this? I have tried multiple solutions, but the orientation is never kept. It loads the object at the correct position, but rotation and scaling is never kept, even if I apply it to the rootnode. The only option I can see is to also store the transform as a seperate data object, and load that and apply it. But seems like it should be possible to store this data with the object.










share|improve this question



























    0














    I'm trying to persist a model in ARKit using the ARWorldMap. I can save and load the models, but the orientation I apply to the objects before I save is not persisted with the object.



    What I'm currently doing



    Objects are saved and loaded:



      /// - Tag: GetWorldMap
    @objc func saveExperience(_ button: UIButton) {
    sceneView.session.getCurrentWorldMap { worldMap, error in
    guard let map = worldMap
    else { self.showAlert(title: "Can't get current world map", message: error!.localizedDescription); return }

    // Add a snapshot image indicating where the map was captured.
    guard let snapshotAnchor = SnapshotAnchor(capturing: self.sceneView) else {
    fatalError("Can't take snapshot")

    }
    map.anchors.append(snapshotAnchor)

    do {
    let data = try NSKeyedArchiver.archivedData(withRootObject: map, requiringSecureCoding: true)
    try data.write(to: self.mapSaveURL, options: [.atomic])
    DispatchQueue.main.async {
    self.loadExperienceButton.isHidden = false
    self.loadExperienceButton.isEnabled = true
    }
    } catch {
    fatalError("Can't save map: (error.localizedDescription)")
    }
    }
    }

    /// - Tag: RunWithWorldMap
    @objc func loadExperience(_ button: UIButton) {

    /// - Tag: ReadWorldMap
    let worldMap: ARWorldMap = {
    guard let data = mapDataFromFile
    else { fatalError("Map data should already be verified to exist before Load button is enabled.") }
    do {
    guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
    else { fatalError("No ARWorldMap in archive.") }
    return worldMap
    } catch {
    fatalError("Can't unarchive ARWorldMap from file data: (error)")
    }
    }()

    // Display the snapshot image stored in the world map to aid user in relocalizing.
    if let snapshotData = worldMap.snapshotAnchor?.imageData,
    let snapshot = UIImage(data: snapshotData) {
    self.snapshotThumbnail.image = snapshot
    } else {
    print("No snapshot image in world map")
    }
    // Remove the snapshot anchor from the world map since we do not need it in the scene.
    worldMap.anchors.removeAll(where: { $0 is SnapshotAnchor })

    let configuration = self.defaultConfiguration // this app's standard world tracking settings
    configuration.initialWorldMap = worldMap
    sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])

    isRelocalizingMap = true
    virtualObjectAnchor = nil
    }


    Rotation:



    @objc func didRotate(_ gesture: UIRotationGestureRecognizer) {
    sceneView.scene.rootNode.eulerAngles.y = objectRotation
    gesture.rotation = 0
    }


    And then it's rendered:



      func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
    guard anchor.name == virtualObjectAnchorName else {
    return
    }

    // save the reference to the virtual object anchor when the anchor is added from relocalizing
    if virtualObjectAnchor == nil {
    virtualObjectAnchor = anchor
    }
    node.addChildNode(virtualObject)
    }


    How can I do this?



    How can I go about doing this? I have tried multiple solutions, but the orientation is never kept. It loads the object at the correct position, but rotation and scaling is never kept, even if I apply it to the rootnode. The only option I can see is to also store the transform as a seperate data object, and load that and apply it. But seems like it should be possible to store this data with the object.










    share|improve this question

























      0












      0








      0


      1





      I'm trying to persist a model in ARKit using the ARWorldMap. I can save and load the models, but the orientation I apply to the objects before I save is not persisted with the object.



      What I'm currently doing



      Objects are saved and loaded:



        /// - Tag: GetWorldMap
      @objc func saveExperience(_ button: UIButton) {
      sceneView.session.getCurrentWorldMap { worldMap, error in
      guard let map = worldMap
      else { self.showAlert(title: "Can't get current world map", message: error!.localizedDescription); return }

      // Add a snapshot image indicating where the map was captured.
      guard let snapshotAnchor = SnapshotAnchor(capturing: self.sceneView) else {
      fatalError("Can't take snapshot")

      }
      map.anchors.append(snapshotAnchor)

      do {
      let data = try NSKeyedArchiver.archivedData(withRootObject: map, requiringSecureCoding: true)
      try data.write(to: self.mapSaveURL, options: [.atomic])
      DispatchQueue.main.async {
      self.loadExperienceButton.isHidden = false
      self.loadExperienceButton.isEnabled = true
      }
      } catch {
      fatalError("Can't save map: (error.localizedDescription)")
      }
      }
      }

      /// - Tag: RunWithWorldMap
      @objc func loadExperience(_ button: UIButton) {

      /// - Tag: ReadWorldMap
      let worldMap: ARWorldMap = {
      guard let data = mapDataFromFile
      else { fatalError("Map data should already be verified to exist before Load button is enabled.") }
      do {
      guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
      else { fatalError("No ARWorldMap in archive.") }
      return worldMap
      } catch {
      fatalError("Can't unarchive ARWorldMap from file data: (error)")
      }
      }()

      // Display the snapshot image stored in the world map to aid user in relocalizing.
      if let snapshotData = worldMap.snapshotAnchor?.imageData,
      let snapshot = UIImage(data: snapshotData) {
      self.snapshotThumbnail.image = snapshot
      } else {
      print("No snapshot image in world map")
      }
      // Remove the snapshot anchor from the world map since we do not need it in the scene.
      worldMap.anchors.removeAll(where: { $0 is SnapshotAnchor })

      let configuration = self.defaultConfiguration // this app's standard world tracking settings
      configuration.initialWorldMap = worldMap
      sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])

      isRelocalizingMap = true
      virtualObjectAnchor = nil
      }


      Rotation:



      @objc func didRotate(_ gesture: UIRotationGestureRecognizer) {
      sceneView.scene.rootNode.eulerAngles.y = objectRotation
      gesture.rotation = 0
      }


      And then it's rendered:



        func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
      guard anchor.name == virtualObjectAnchorName else {
      return
      }

      // save the reference to the virtual object anchor when the anchor is added from relocalizing
      if virtualObjectAnchor == nil {
      virtualObjectAnchor = anchor
      }
      node.addChildNode(virtualObject)
      }


      How can I do this?



      How can I go about doing this? I have tried multiple solutions, but the orientation is never kept. It loads the object at the correct position, but rotation and scaling is never kept, even if I apply it to the rootnode. The only option I can see is to also store the transform as a seperate data object, and load that and apply it. But seems like it should be possible to store this data with the object.










      share|improve this question













      I'm trying to persist a model in ARKit using the ARWorldMap. I can save and load the models, but the orientation I apply to the objects before I save is not persisted with the object.



      What I'm currently doing



      Objects are saved and loaded:



        /// - Tag: GetWorldMap
      @objc func saveExperience(_ button: UIButton) {
      sceneView.session.getCurrentWorldMap { worldMap, error in
      guard let map = worldMap
      else { self.showAlert(title: "Can't get current world map", message: error!.localizedDescription); return }

      // Add a snapshot image indicating where the map was captured.
      guard let snapshotAnchor = SnapshotAnchor(capturing: self.sceneView) else {
      fatalError("Can't take snapshot")

      }
      map.anchors.append(snapshotAnchor)

      do {
      let data = try NSKeyedArchiver.archivedData(withRootObject: map, requiringSecureCoding: true)
      try data.write(to: self.mapSaveURL, options: [.atomic])
      DispatchQueue.main.async {
      self.loadExperienceButton.isHidden = false
      self.loadExperienceButton.isEnabled = true
      }
      } catch {
      fatalError("Can't save map: (error.localizedDescription)")
      }
      }
      }

      /// - Tag: RunWithWorldMap
      @objc func loadExperience(_ button: UIButton) {

      /// - Tag: ReadWorldMap
      let worldMap: ARWorldMap = {
      guard let data = mapDataFromFile
      else { fatalError("Map data should already be verified to exist before Load button is enabled.") }
      do {
      guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
      else { fatalError("No ARWorldMap in archive.") }
      return worldMap
      } catch {
      fatalError("Can't unarchive ARWorldMap from file data: (error)")
      }
      }()

      // Display the snapshot image stored in the world map to aid user in relocalizing.
      if let snapshotData = worldMap.snapshotAnchor?.imageData,
      let snapshot = UIImage(data: snapshotData) {
      self.snapshotThumbnail.image = snapshot
      } else {
      print("No snapshot image in world map")
      }
      // Remove the snapshot anchor from the world map since we do not need it in the scene.
      worldMap.anchors.removeAll(where: { $0 is SnapshotAnchor })

      let configuration = self.defaultConfiguration // this app's standard world tracking settings
      configuration.initialWorldMap = worldMap
      sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])

      isRelocalizingMap = true
      virtualObjectAnchor = nil
      }


      Rotation:



      @objc func didRotate(_ gesture: UIRotationGestureRecognizer) {
      sceneView.scene.rootNode.eulerAngles.y = objectRotation
      gesture.rotation = 0
      }


      And then it's rendered:



        func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
      guard anchor.name == virtualObjectAnchorName else {
      return
      }

      // save the reference to the virtual object anchor when the anchor is added from relocalizing
      if virtualObjectAnchor == nil {
      virtualObjectAnchor = anchor
      }
      node.addChildNode(virtualObject)
      }


      How can I do this?



      How can I go about doing this? I have tried multiple solutions, but the orientation is never kept. It loads the object at the correct position, but rotation and scaling is never kept, even if I apply it to the rootnode. The only option I can see is to also store the transform as a seperate data object, and load that and apply it. But seems like it should be possible to store this data with the object.







      ios swift scenekit arkit arworldmap






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      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 20 at 21:09









      eivindml

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