This is a Sceneform replacement in Kotlin
- Use
sceneview
dependency for 3D only orarsceneview
for 3D and ARCore. - Compose: Use the
Scene
orARScene
@Composable
- Layout: Add the
<SceneView>
or<ArSceneView>
tag to your layout or call theArSceneview(context: Context)
constructor in your code. - Requesting the camera permission and installing/updating the Google Play Services for AR is handled automatically in the
ArSceneView
. - Support for the latest ARCore features (the upcoming features will be integrated quicker thanks to Kotlin).
- Lifecycle-aware components = Better memory management and performance.
- Resources are loaded using coroutines launched in the
LifecycleCoroutineScope
of theSceneView
/ArSceneView
. This means that loading is started when the view is created and cancelled when it is destroyed. - Multiple instances are now possible.
- Much easier to use. For example, the local and world
position
,rotation
andscale
of theNode
are now directly accessible without creatingobjects (Vector3
position.x = 1f
,rotation = Rotation(90f, 180f, 0f)
,scale = Scale(0.5f)
, etc.).
app/build.gradle
- 3D (Filament included)
dependencies {
// 3D only
implementation 'io.github.sceneview:sceneview:1.0.6'
}
- AR (Filament + ARCore included)
dependencies {
// 3D and ARCore
implementation 'io.github.sceneview:arsceneview:0.9.7'
}
- Compose
@Composable
fun ModelScreen() {
val nodes = remember { mutableStateListOf<Node>() }
Box(modifier = Modifier.fillMaxSize()) {
Scene(
modifier = Modifier.fillMaxSize(),
nodes = nodes,
onCreate = { sceneView ->
// Apply your configuration
}
)
}
}
- Layout
<io.github.sceneview.SceneView
android:id="@+id/sceneView"
android:layout_width="match_parent"
android:layout_height="match_parent" />
- Compose
@Composable
fun ARScreen() {
val nodes = remember { mutableStateListOf<ArNode>() }
Box(modifier = Modifier.fillMaxSize()) {
ARScene(
modifier = Modifier.fillMaxSize(),
nodes = nodes,
planeRenderer = true,
onCreate = { arSceneView ->
// Apply your configuration
},
onSessionCreate = { session ->
// Configure the ARCore session
},
onFrame = { arFrame ->
// Retrieve ARCore frame update
},
onTap = { hitResult ->
// User tapped in the AR view
}
)
}
}
- Layout
<io.github.sceneview.ar.ArSceneView
android:id="@+id/sceneView"
android:layout_width="match_parent"
android:layout_height="match_parent" />
ModelNode(
position = Position(x = 0.0f, y = 0.0f, z = -4.0f),
rotation = Rotation(y = 90.0f),
scale = Scale(0.5f)
)
position
The node position to locate it within the coordinate system of its parent
Default isPosition(x = 0.0f, y = 0.0f, z = 0.0f)
, indicating that the node is placed at the origin of the parent node's coordinate system.
rotation
The node orientation in Euler Angles Degrees per axis from0.0f
to360.0f
The three-component rotation vector specifies the direction of the rotation axis in degrees. Rotation is applied relative to the node's origin property.
Default isRotation(x = 0.0f, y = 0.0f, z = 0.0f)
, specifying no rotation.scale
The node scale on each axis
Reduce (scale < 1.0f
) / Increase (scale > 1.0f
)
ArModelNode(
placementMode = PlacementMode.BEST_AVAILABLE,
hitPosition = Position(0.0f, 0.0f, -2.0f),
followHitPosition = true,
instantAnchor = false
)
placementMode
Define the AR Placement Mode depending on your need
You can change it to adjust between a quick (PlacementMode.INSTANT
), more accurate (PlacementMode.DEPTH
), only on planes/walls (PlacementMode.PLANE_HORIZONTAL
,PlacementMode.PLANE_VERTICAL
,PlacementMode.PLANE_HORIZONTAL_AND_VERTICAL
) or with auto refining accuracy placement (PlacementMode.BEST_AVAILABLE
).
ThehitTest
,pose
andanchor
will be influenced by this choice.hitPosition
The node camera/screen/view position where the hit will be made to find an AR position
Until it is anchored, theNode
will try to find the real world position/orientation of the screen coordinate and constantly place/orientate himself accordinglyfollowHitPosition
istrue
.
The Z value is only used when no surface is actually detected or whenfollowHitPosition
andinstantAnchor
is set tofalse
or when instant placement is enabled.followHitPosition
Make the node follow the camera/screen matching real world positions
Controls if an unanchored node should be moved together with the camera.
The nodeposition
is updated with the realtime ARCorepose
at the correspondinghitPosition
until it is anchored (isAnchored
) or until this this value is set tofalse
.- While there is no AR tracking information available, the node is following the camera moves so it stays at this camera/screen relative position but without adjusting its position and orientation to the real world
- Then ARCore will try to find the real world position of the node at the
hitPosition
by looking at itshitTest
on eachonArFrame
. - In case of instant placement disabled, the z position (distance from the camera) will be estimated by the AR surface distance at the
(x,y)
. - The node rotation will be also adjusted in case of
PlacementMode.DEPTH
or depending on the detected planes orientations in case ofPlacementMode.PLANE_HORIZONTAL
,PlacementMode.PLANE_VERTICAL
,PlacementMode.PLANE_HORIZONTAL_AND_VERTICAL
instantAnchor
Anchor the node as soon as an AR position/rotation is found/available
Iftrue
, the node will be anchored in the real world at the first suitable place available
Choose how an object is placed within the real world
DISABLED
Disable every AR placement preview and handle it by yourself (onTap
,onAugmentedFace
,onAugmentedImage
PLANE_HORIZONTAL
Place and orientate nodes only on horizontal planesPLANE_VERTICAL
Place and orientate nodes only on vertical planesPLANE_HORIZONTAL_AND_VERTICAL
Place and orientate nodes on both horizontal and vertical planesDEPTH
Place and orientate nodes on every detected depth surfaces. Not all devices support this mode. In case on non depth enabled device the placement mode will automatically fallback toPLANE_HORIZONTAL_AND_VERTICAL
.INSTANT
Instantly place only nodes at a fixed orientation and an approximate distance. No AR orientation will be provided = fixed +Y pointing upward, against gravity. This mode is currently intended to be used with hit tests against horizontal surfaces.BEST_AVAILABLE
Place nodes on every detected surfaces. The node will be placed instantly and then adjusted to fit the best accurate, precise, available placement.
instantPlacementDistance
Distance in meters at which to create an InstantPlacementPoint. This is only used while the tracking method for the returned point is InstantPlacementPoint.
Default:2.0f
(2 meters)instantPlacementFallback
Fallback to instantly place nodes at a fixed orientation and an approximate distance when the base placement type is not available yet or at all.
modelNode.loadModelAsync(
context = context,
lifecycle = lifecycle,
glbFileLocation = "models/mymodel.glb",
autoAnimate = true,
autoScale = false,
centerOrigin = null,
onError = { exception -> },
onLoaded = { modelInstance -> }
)
lifecycleScope.launchWhenCreated {
val modelInstance = modelNode.loadModel(
context = context,
glbFileLocation = "https://sceneview.github.io/assets/models/MaterialSuite.glb",
autoAnimate = true,
autoScale = true,
centerOrigin = Position(x = 0.0f, y = 0.0f, z = 0.0f),
onError = { exception -> }
)
}
lifecycle
Provide your lifecycle in order to load your model instantly and to destroy it (and its resources) when the lifecycle goes to destroy state
Passingnull
means the model loading will be done when theNode
is added to theSceneView
and the destroy will be done when theSceneView
is detached.modelFileLocation
The model glb/gltf file location- A relative asset file location (models/mymodel.glb)
- An Android resource from the res folder (context.getResourceUri(R.raw.mymodel)
- A File path (Uri.fromFile(myModelFile).path)
- An http or https url (https://mydomain.com/mymodel.glb)
autoAnimate
Plays the animations automatically if the model has oneautoScale
Scale the model to fit a unit cube so it will better fit your SceneViewcenterOrigin
Center point origin position within the model
Float cube position values between -1.0 and 1.0 corresponding to percents from model sizes.null
= Keep the origin point where it was at the model export timePosition(x = 0.0f, y = 0.0f, z = 0.0f)
= Center the model horizontally and verticallyPosition(x = 0.0f, y = -1.0f, z = 0.0f)
= center horizontal | bottomPosition(x = -1.0f, y = 1.0f, z = 0.0f)
= left | top- ...
onError
An exception has been thrown during model loading
sceneView.cloudAnchorEnabled = true
// Host/Record a Cloud Anchor
node.onAnchorChanged = { node: ArNode, anchor: Anchor? ->
if(anchor != null) {
node.hostCloudAnchor { anchor: Anchor, success: Boolean ->
if (success) {
// Save the hosted Cloud Anchor Id
val cloudAnchorId = anchor.cloudAnchorId
}
}
}
}
// Resolve/Restore the Cloud Anchor
node.resolveCloudAnchor(cloudAnchorId) { anchor: Anchor, success: Boolean ->
if (success) {
node.isVisible = true
}
}
sceneView.isDepthOcclusionEnabled = true
This will process the incoming ARCore DepthImage
to occlude virtual objects behind real world objects.
If the AR Session
is not configured properly the standard camera material is used.
Valid Session.Config
for the Depth occlusion are Config.DepthMode.AUTOMATIC
and Config.DepthMode.RAW_DEPTH_ONLY
Disable this value to apply the standard camera material to the CameraStream.
Follow the official developer guide to enable Geospatial in your application. For configuring the ARCore session, you just need to enable Geospatial via ArSceneView.
- Enable Geospatial via ArSceneView
arSceneView.geospatialEnabled = true
- Create an Anchor
val earth = arSceneView.session?.earth ?: return
if (earth.trackingState == TrackingState.TRACKING) {
// Place the earth anchor at the same altitude as that of the camera to make it easier to view.
val altitude = earth.cameraGeospatialPose.altitudeMeters - 1
val rotation = Rotation(0f, 0f, 0f)
// Put the anchor somewhere around the user.
val latitude = earth.cameraGeospatialPose.latitude + 0.0004
val longitude = earth.cameraGeospatialPose.longitude + 0.0004
earthAnchor = earth.createAnchor(latitude, longitude, altitude, rotation)
}
// Attach the anchor to the arModelNode.
arModelNode.anchor = earthAnchor
ArSceneView
automatically handles the camera permission prompt and the ARCore requirements checks.
Everything is proceed when the attached view Activity/Fragment is resumed but you can also add your ArSceneView
at any time, the prompt will then occure when first addView(arSceneView)
is called.
If you need it, you can add a listener on both ARCore success or failed session creation (including camera permission denied since a session cannot be created without it)
- Camera permission has been granted and latest ARCore Services version are already installed or have been installed during the auto check
sceneView.onArSessionCreated = { arSession: ArSession ->
}
- Handle a fallback in case of camera permission denied or AR unavailable and possibly move to 3D only usage
sceneView.onArSessionFailed = { exception: Exception ->
// If AR is not available, we add the model directly to the scene for a 3D only usage
sceneView.addChild(modelNode)
}
The exception contains the failure reason. e.g. SecurityException in case of camera permission denied
- The default instruction nodes have a
ViewRenderable
with aTextView
orImageView
- The text and images of the instruction nodes can be overridden at the resource level (in the
strings.xml
file anddrawable
directory of your project). - Custom instruction nodes can have an arbitrary number of child nodes with
ModelRenderable
s andViewRenderable
s. It is even possible to play animation for aModelRenderable
if it is defined in a.glb
file or a video using theVideoNode
- The
infoNode
can have one of the following values depending on the ARCore features used and the current ARCore state:searchPlaneInfoNode
,tapArPlaneInfoNode
andaugmentedImageInfoNode
. Alternatively, it is possible to create your own instruction nodes. - The
SearchPlaneInfoNode
displays messages related to the ARCore state. For example,Searching for surfaces...
,Too dark. Try moving to a well-lit area
,Moving too fast. Slow down
, etc. - The
TapArPlaneInfoNode
displays a message that helps users to understand how an object can be placed in AR when no objects are currently present in the scene. - The
AugmentedImageInfoNode
displays a frame with white corners when no augmented image is currently tracked.
๐ก Idea for future: when access to the flashlight is finally available with the ARCore shared CameraManager
, it will be great to add a button to the SearchPlaneInfoNode
to enable the flashlight when there isn't enough light.
Earlier versions of OpenGL had a fixed rendering pipeline and provided an API for setting positions of vertices, transformation and projection matrices, etc. However, with the new rendering pipeline it is required to prepare this data before passing it to GLSL shaders and OpenGL doesn't provide any mathematical functions to do that.
It is possible to implement the required functions yourself like in Sceneform or use an existing library. For example, C++ supports operator overloading and benefits from the excellent GLM library that allows to use the same syntax and features as GLSL.
We use the Kotlin-Math library to rely on a well-tested functions and get an advantage of using Kotlin operators for vector, matrix and quaternion operations too.
You will have a little work to do if you are using the ArFragment
in Sceneform. However, there is the Deprecated.kt file to help you with the migration.
- Remove the Sceneform import for the class you want to migrate.
- Import this class from the
io.github.sceneview.ar
package. - Use
Alt+Enter
/the light bulb icon to view and apply the suggestions for replacing the deprecated method calls.
After the migration you should get cleaner code and all of the benefits described in the Features section ๐
This is handled automatically in the ArSceneView
. You can use the ArSceneView.onArSessionFailed
property to register a callback to be invoked when the ARCore Session cannot be initialized because ARCore is not available on the device or the camera permission has been denied.
The InstructionsController
in the BaseArFragment
has been replaced with the Instructions
in the ArSceneView
.
The Instructions
use a Node
that is a part of the scene instead of a View
, as opposed to the InstructionsController
. This provides more flexibility for customizing the instructions. The Instructions
have the main Node
that can be accessed through the Instructions.infoNode
property.