Generate Sphere in AR.
TODO: collapasable, copyable, download, etc
I'm building a VisionOs app, so realitykit and arkit... I want to generateSphere and place it 1 meter in front of me in the room. We are already in an immersive realitykit view, I just want to write a function that returns an Entity, all ready to be added to contentUser is building a VisionOS app using RealityKit and ARKit.Model set context updated.To generate a sphere and place it 1 meter in front of you in an immersive RealityKit view, you can create a function that returns an Entity
with the sphere and its appropriate transform. Here is how you can achieve this:
import RealityKit
import ARKit
func generateSphere() -> Entity {
// Create a mesh resource for a sphere
let sphereMesh = MeshResource.generateSphere(radius: 0.1) // Adjust the radius as needed
// Create a material for the sphere
let material = SimpleMaterial(color: .blue, isMetallic: false)
// Create a model entity with the mesh and material
let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [material])
// Set the position of the sphere 1 meter in front of the user
sphereEntity.position = SIMD3(x: 0, y: 0, z: -1)
return sphereEntity
}
To use this function, you can add the returned Entity
to your RealityKit scene content:
func addSphereToScene(scene: RealityKit.Scene) {
let sphereEntity = generateSphere()
scene.addAnchor(AnchorEntity(world: sphereEntity.position))
scene.anchors.first?.addChild(sphereEntity)
}
Make sure you have your RealityKit and ARKit setup correctly in your VisionOS app. This function generateSphere()
will create a sphere with a blue color, place it 1 meter in front of the user, and return it ready to be added to your content. Adjust the parameters as needed for your specific application.Okay, I have ```
content.subscribe(to: CollisionEvents.Began.self) { event in
print("We have a collision folks entityA= (event.entityA.name)")
print("We have a collision folks entityB= (event.entityB.name)")
// TODO: play particles
// TODO: play explosion
content.remove(event.entityA)
}
But I get the error `Escaping closure captures 'inout' parameter 'content'`
How can I fix this?The error `Escaping closure captures 'inout' parameter 'content'` occurs because the closure passed to the `subscribe` method captures the `content` parameter, which is marked as `inout`. Inout parameters cannot be captured by escaping closures because it would allow them to be accessed after the function they belong to has finished executing.
To fix this, you can use a weak reference to `content` within the closure to avoid capturing it directly. Here’s how you can do it:
1. Make `content` an instance variable of the class if it isn't already.
2. Use `[weak self]` in the closure to avoid retaining `self` strongly.
Here is an example:
```swift
import RealityKit
class YourViewController: UIViewController {
var content: RealityKit.Scene!
override func viewDidLoad() {
super.viewDidLoad()
// Your setup code for content here
subscribeToCollisionEvents()
}
func subscribeToCollisionEvents() {
content.subscribe(to: CollisionEvents.Began.self) { [weak self] event in
guard let self = self else { return }
print("We have a collision folks entityA= \(event.entityA.name)")
print("We have a collision folks entityB= \(event.entityB.name)")
// TODO: play particles
// TODO: play explosion
self.content.remove(event.entityA)
}
}
}
In this example:
content
is an instance variable ofYourViewController
.subscribeToCollisionEvents
sets up the collision event subscription.[weak self]
is used to ensure that the closure does not retainself
strongly, preventing potential retain cycles.guard let self = self else { return }
ensures thatself
is available within the closure before using it.
This way, the closure captures a weak reference to self
, and you avoid the inout
parameter issue.It says weak
doesn't apply to types. Here is my full code ```
import SwiftUI
import RealityKit
import RealityKitContent
struct StackingView: View { @StateObject var model = HandTrackingViewMOdel() var enemy = Enemy()
var body: some View {
RealityView {
content in
content.add(model.setupContentEntity())
content.add(enemy.createEnemy())
let foo = content.subscribe(to: CollisionEvents.Began.self) { [weak self] event in
print("We have a collision folks entityA= \(event.entityA.name)")
print("We have a collision folks entityB= \(event.entityB.name)")
// TODO: play particles
// TODO: play explosion
content.remove(event.entityA)
}
// TODO: foo.cancel()
}.task {
// run ARKitSession
await model.runSession()
}.task {
// process hand updates
await model.processHandUpdates()
}.task {
// process our world reconstruction
await model.processReconstructionUpdates()
}.task {
await model.processPlaneDetectionUpdates()
}.task {
print("TODO")
}.gesture(SpatialTapGesture().targetedToAnyEntity().onEnded({
value in
Task {
print("Spatial Tap gesture occurred")
// Place our cube
await model.placeCube()
}
}))
Text(/*@START_MENU_TOKEN@*/"Hello, World!"/*@END_MENU_TOKEN@*/)
}
}
#Preview {
StackingView()
}
```Given that RealityView
is a SwiftUI view and you are encountering issues with capturing content
inside an escaping closure, you can use an alternative approach to avoid capturing inout
parameters directly. Specifically, you should use a separate method to handle the subscription and pass in the necessary references.
Here is how you can refactor your code:
- Create a separate function to handle the collision event subscription.
- Ensure that
content
is passed correctly and is not captured directly in the closure.
Here's the updated code:
import SwiftUI
import RealityKit
import RealityKitContent
struct StackingView: View {
@StateObject var model = HandTrackingViewModel()
var enemy = Enemy()
var body: some View {
RealityView { content in
content.add(model.setupContentEntity())
content.add(enemy.createEnemy())
subscribeToCollisions(content: content)
}
.task {
// Run ARKitSession
await model.runSession()
}
.task {
// Process hand updates
await model.processHandUpdates()
}
.task {
// Process our world reconstruction
await model.processReconstructionUpdates()
}
.task {
await model.processPlaneDetectionUpdates()
}
.task {
print("TODO")
}
.gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { value in
Task {
print("Spatial Tap gesture occurred")
// Place our cube
await model.placeCube()
}
})
Text(/*@START_MENU_TOKEN@*/"Hello, World!"/*@END_MENU_TOKEN@*/)
}
func subscribeToCollisions(content: RealityKit.Scene) {
content.subscribe(to: CollisionEvents.Began.self) { event in
print("We have a collision folks entityA= \(event.entityA.name)")
print("We have a collision folks entityB= \(event.entityB.name)")
// TODO: play particles
// TODO: play explosion
content.remove(event.entityA)
}
}
}
#Preview {
StackingView()
}
In this version:
subscribeToCollisions
is a separate method that takescontent
as a parameter. This avoids capturingcontent
as aninout
parameter in an escaping closure.- The
RealityView
still sets up the scene and adds entities as before. - The
content.subscribe
call is moved to thesubscribeToCollisions
method, which allows it to be properly encapsulated without capturing theinout
parameter.
This should resolve the error and correctly handle collision events in your VisionOS app.
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