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2023 Spatial Computing

WWDC23 · 24 min · Spatial Computing

Meet ARKit for spatial computing

Discover how you can use ARKit’s tracking and scene understanding features to develop a whole new universe of immersive apps and games. Learn how visionOS and ARKit work together to help you create apps that understand a person’s surroundings — all while preserving privacy. Explore the latest updates to the ARKit API and follow along as we demonstrate how to take advantage of hand tracking and scene geometry in your apps.

Watch at developer.apple.com ↗

Transcript all transcripts

Code shown on screen · 11 snippets

Authorisation API swift · at 5:20 ↗
// Privacy
// Authorization

session = ARKitSession()

Task {
    let authorizationResult = await session.requestAuthorization(for: [.handTracking])

    for (authorizationType, authorizationStatus) in authorizationResult {
        print("Authorization status for \(authorizationType): \(authorizationStatus)")

        switch authorizationStatus {
        case .allowed:
            // All good!
            break
        case .denied:
            // Need to handle this.
            break
        ...
        }
    }
}
World Tracking Device Pose Render Struct swift · at 10:20 ↗
// World tracking
// Device pose

#include <ARKit/ARKit.h>
#include <CompositorServices/CompositorServices.h>

struct Renderer {
    ar_session_t                 session;
    ar_world_tracking_provider_t world_tracking;
    ar_pose_t                    pose;

    ...
};

void renderer_init(struct Renderer *renderer) {
    renderer->session = ar_session_create();

    ar_world_tracking_configuration_t config = ar_world_tracking_configuration_create();
    renderer->world_tracking = ar_world_tracking_provider_create(config);

    ar_data_providers_t providers = ar_data_providers_create();
    ar_data_providers_add_data_provider(providers, renderer->world_tracking);
    ar_session_run(renderer->session, providers);

    renderer->pose = ar_pose_create();

    ...
}
World Tracking Device Pose Render function swift · at 10:21 ↗
// World tracking
// Device pose

void render(struct Renderer *renderer,
            cp_layer_t       layer,
            cp_frame_t       frame_encoder,
            cp_drawable_t    drawable) {
    const cp_frame_timing_t timing_info = cp_drawable_get_frame_timing(drawable);
    const cp_time_t presentation_time = cp_frame_timing_get_presentation_time(timing_info);
    const CFTimeInterval target_render_time = cp_time_to_cf_time_interval(presentation_time);

    simd_float4x4 pose = matrix_identity_float4x4;

    const ar_pose_status_t status =
        ar_world_tracking_provider_query_pose_at_timestamp(renderer->world_tracking,
                                                           target_render_time,
                                                           renderer->pose);

    if (status == ar_pose_status_success) {
        pose = ar_pose_get_origin_from_device_transform(renderer->pose);
    }

    ...

    cp_drawable_set_ar_pose(drawable, renderer->pose);

    ...
}
Hand tracking joints swift · at 16:00 ↗
/ Hand tracking

@available(xrOS 1.0, *)
public struct Skeleton : @unchecked Sendable, CustomStringConvertible {

    public func joint(named: SkeletonDefinition.JointName) -> Skeleton.Joint 

    public struct Joint : CustomStringConvertible, @unchecked Sendable {

        public var parentJoint: Skeleton.Joint? { get }

        public var name: String { get }

        public var localTransform: simd_float4x4 { get }

        public var rootTransform: simd_float4x4 { get }

        public var isTracked: Bool { get }
    }
}
Hand tracking with Render struct swift · at 17:00 ↗
// Hand tracking
// Polling for hands

struct Renderer {
    ar_hand_tracking_provider_t  hand_tracking;
    struct {
        ar_hand_anchor_t left;
        ar_hand_anchor_t right;
    } hands;

    ...
};

void renderer_init(struct Renderer *renderer) {
    ...

    ar_hand_tracking_configuration_t hand_config = ar_hand_tracking_configuration_create();
    renderer->hand_tracking = ar_hand_tracking_provider_create(hand_config);

    ar_data_providers_t providers = ar_data_providers_create();
    ar_data_providers_add_data_provider(providers, renderer->world_tracking);
    ar_data_providers_add_data_provider(providers, renderer->hand_tracking);
    ar_session_run(renderer->session, providers);

    renderer->hands.left = ar_hand_anchor_create();
    renderer->hands.right = ar_hand_anchor_create();

    ...
}
hand tracking call in render function swift · at 17:25 ↗
// Hand tracking
// Polling for hands

void render(struct Renderer *renderer,
            ... ) {
    ...

    ar_hand_tracking_provider_get_latest_anchors(renderer->hand_tracking,
                                                 renderer->hands.left,
                                                 renderer->hands.right);

    if (ar_trackable_anchor_is_tracked(renderer->hands.left)) {
        const simd_float4x4 origin_from_wrist 
            = ar_anchor_get_origin_from_anchor_transform(renderer->hands.left);

        ...
    }

    ...
}
Demo app TimeForCube swift · at 18:00 ↗
// App

@main
struct TimeForCube: App {
   @StateObject var model = TimeForCubeViewModel()

    var body: some SwiftUI.Scene {
        ImmersiveSpace {
            RealityView { content in
                content.add(model.setupContentEntity())
            }
            .task {
                await model.runSession()
            }
            .task {
                await model.processHandUpdates()
            }
            .task {
                await model.processReconstructionUpdates()
            }
            .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded({ value in
                let location3D = value.convert(value.location3D, from: .global, to: .scene)
                model.addCube(tapLocation: location3D)
            }))
        }
    }
}
Demo app View Model swift · at 18:50 ↗
// View model

@MainActor class TimeForCubeViewModel: ObservableObject {
    private let session = ARKitSession()
    private let handTracking = HandTrackingProvider()
    private let sceneReconstruction = SceneReconstructionProvider()

    private var contentEntity = Entity()

    private var meshEntities = [UUID: ModelEntity]()

    private let fingerEntities: [HandAnchor.Chirality: ModelEntity] = [
        .left: .createFingertip(),
        .right: .createFingertip()
    ]

    func setupContentEntity() { ... }

    func runSession() async { ... }

    func processHandUpdates() async { ... }

    func processReconstructionUpdates() async { ... }

    func addCube(tapLocation: SIMD3<Float>) { ... }
}
function HandTrackingProvider swift · at 20:00 ↗
class TimeForCubeViewModel: ObservableObject {
    ...
    private let fingerEntities: [HandAnchor.Chirality: ModelEntity] = [
        .left: .createFingertip(),
        .right: .createFingertip()
    ]

    ...
    func processHandUpdates() async {
        for await update in handTracking.anchorUpdates {
            let handAnchor = update.anchor

            guard handAnchor.isTracked else { continue }

            let fingertip = handAnchor.skeleton.joint(named: .handIndexFingerTip)

            guard fingertip.isTracked else { continue }

            let originFromWrist = handAnchor.transform
            let wristFromIndex = fingertip.rootTransform
            let originFromIndex = originFromWrist * wristFromIndex

            fingerEntities[handAnchor.chirality]?.setTransformMatrix(originFromIndex,
            relativeTo: nil)
        }
function SceneReconstruction swift · at 21:20 ↗
func processReconstructionUpdates() async {
        for await update in sceneReconstruction.anchorUpdates {
            let meshAnchor = update.anchor
            
            guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor)
            else { continue }
            
            switch update.event {
            case .added:
                let entity = ModelEntity()
                entity.transform = Transform(matrix: meshAnchor.transform)
                entity.collision = CollisionComponent(shapes: [shape], isStatic: true)
                entity.physicsBody = PhysicsBodyComponent()
                entity.components.set(InputTargetComponent())

                meshEntities[meshAnchor.id] = entity
                contentEntity.addChild(entity)
            case .updated:
                guard let entity = meshEntities[meshAnchor.id] else { fatalError("...") }
                entity.transform = Transform(matrix: meshAnchor.transform)
                entity.collision?.shapes = [shape]
            case .removed:
                meshEntities[meshAnchor.id]?.removeFromParent()
                meshEntities.removeValue(forKey: meshAnchor.id)
            @unknown default:
                fatalError("Unsupported anchor event")
            }
        }
    }
add cube at tap location swift · at 22:20 ↗
class TimeForCubeViewModel: ObservableObject {
    func addCube(tapLocation: SIMD3<Float>) {
        let placementLocation = tapLocation + SIMD3<Float>(0, 0.2, 0)

        let entity = ModelEntity(
            mesh: .generateBox(size: 0.1, cornerRadius: 0.0),
            materials: [SimpleMaterial(color: .systemPink, isMetallic: false)],
            collisionShape: .generateBox(size: SIMD3<Float>(repeating: 0.1)),
            mass: 1.0)

        entity.setPosition(placementLocation, relativeTo: nil)
        entity.components.set(InputTargetComponent(allowedInputTypes: .indirect))

        let material = PhysicsMaterialResource.generate(friction: 0.8, restitution: 0.0)
        entity.components.set(PhysicsBodyComponent(shapes: entity.collision!.shapes,
                                                   mass: 1.0,
                                                   material: material,
                                                   mode: .dynamic))

        contentEntity.addChild(entity)
    }
}