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.
$ 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 react-native-ar#103)
$ react-native link react-native-arkit
! Currently automatic installation does not work as PocketSVG is missing. Follow the manual installation
- In XCode, in the project navigator, right click
Libraries
âžśAdd Files to [your project's name]
- Go to
node_modules
âžś addreact-native-arkit/RCTARKit.xcodeproj
and_PocketSVG/_PocketSVG.xcodeproj
- In XCode, in the project navigator, select your project. Add
libRCTARKit.a
and PocketSVG.framework
to your project'sBuild Phases
âžśLink Binary With Libraries
- In Tab
General
âžśEmbedded Binaries
âžś+
âžś AddPocketSVG.framework ios
- Run your project (
Cmd+R
)<
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
onPlaneRemoved={console.log} // arkit sometimes removes detected planes
>
<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);
Prop | Type | Default | Note |
---|---|---|---|
debug |
Boolean |
false |
Debug mode will show the 3D axis and feature points detected. |
planeDetection |
Boolean |
false |
ARKit plane detection. |
lightEstimationEnabled |
Boolean |
false |
ARKit light estimation. |
worldAlignment |
Enumeration One of: ARKit.ARWorldAlignment.Gravity , ARKit.ARWorldAlignment.GravityAndHeading , ARKit.ARWorldAlignment.Camera (documentation here) |
ARKit.ARWorldAlignment.Gravity |
ARWorldAlignmentGravity 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. |
origin |
{position, transition} |
Usually {0,0,0} is where you launched the app. If you want to have a different origin, you can set it here. E.g. if you set origin={{position: {0,-1, 0}, transition: {duration: 1}}} the new origin will be one meter below. If you have any objects already placed, they will get moved down using the given transition. All hit-test functions or similar will report coordinates relative to that new origin as position . You can get the original coordinates with positionAbsolute in these functions |
Event Name | Returns | Notes |
---|---|---|
onARKitError |
ARKiterror |
will report whether an error occured while initializing ARKit. A common error is when the user has not allowed camera access. Another error is, if you use worldAlignment=GravityAndHeading and location service is turned off |
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() |
onPlaneDetected |
Plane |
When a plane is first detected. |
onPlaneUpdate |
Plane |
When a detected plane is updated |
onPlaneRemoved |
Plane |
When a detected plane is updated |
The Plane
object has the following properties:
Property | Description |
---|---|
id |
a unique id identifying the plane |
position |
the position of the plane (relative to the origin) |
positionAbsolute |
the absolute position of the plane |
extent |
the extent of the plane |
eulerAngles |
the rotation of the plane |
All methods return a promise with the result.
Method Name | Arguments | Notes |
---|---|---|
snapshot |
||
snapshotCamera |
Take a screenshot without 3d models (will save to Photo Library) | |
getCameraPosition |
Get the current position of the ARCamera |
|
getCamera |
Get all properties of the ARCamera |
|
getCurrentLightEstimation |
Get current light estimation { ambientColorTemperature, ambientIntensity} |
|
getCurrentDetectedFeaturePoints |
Get 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} ) |
Most 3d object have these common properties
Prop | Type | Description |
---|---|---|
position |
{ x, y, z } |
The object's position (y is up) |
scale |
Number | The scale of the object. Defaults to 1 |
eulerAngles |
{ x, y, z } |
The rotation in eulerAngles |
rotation |
TODO | see scenkit documentation |
orientation |
TODO | see scenkit documentation |
shape |
depends on object | the 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). |
renderingOrder |
Number | Order in which object is rendered. Usefull to place elements "behind" others, although they are nearer. |
categoryBitMask |
Number / bitmask | control which lights affect this object |
castsShadow |
boolean |
whether 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
}}
/>
Most objects take a material property with these sub-props:
Prop | Type | Description |
---|---|---|
diffuse |
{ path , color , intensity } |
diffuse |
specular |
{ path , color , intensity } |
specular |
displacement |
{ path , color , intensity } |
displacement |
normal |
{ path , color , intensity } |
normal |
metalness |
number | metalness of the object |
roughness |
number | roughness of the object |
doubleSided |
boolean | render both sides, default is true |
litPerPixel |
boolean | calculate lighting per-pixel or vertex litPerPixel |
lightingModel |
ARKit.LightingModel.* |
LightingModel |
blendMode |
ARKit.BlendMode.* |
BlendMode |
fillMode |
ARKit.FillMode.* |
FillMode |
shaders |
Object with keys from ARKit.ShaderModifierEntryPoint.* and shader strings as values |
Shader modifiers |
colorBufferWriteMask |
ARKit.ColorMask.* |
color mask. Set to ARKit.ColorMask.None so that an object is transparent, but receives deferred shadows. |
Prop | Type |
---|---|
shape |
{ width, height, length, chamfer } |
And any common object property (position, material, etc.)
Prop | Type |
---|---|
shape |
{ radius } |
Prop | Type |
---|---|
shape |
{ radius, height } |
Prop | Type |
---|---|
shape |
{ topR, bottomR, height } |
Prop | Type |
---|---|
shape |
{ width, height, length } |
Prop | Type |
---|---|
shape |
{ innerR, outerR, height } |
Prop | Type |
---|---|
shape |
{ ringR, pipeR } |
Prop | Type |
---|---|
shape |
{ capR, height } |
Prop | Type |
---|---|
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,
}}
/>
Prop | Type |
---|---|
text |
String |
font |
{ name, size, depth, chamfer } |
SceneKit only supports .scn
and .dae
formats.
Prop | Type |
---|---|
model |
{ file, node, scale, alpha } |
Objects currently don't take material property.
Creates a extruded shape by an svg path. See react-native-ar#89 for details
Prop | Type |
---|---|
shape |
{ pathSvg, extrusion, pathFlatness, chamferRadius, chamferProfilePathSvg, chamferProfilePathFlatness } |
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
.
Prop | Type | Description |
---|---|---|
position |
{ x, y, z } |
|
eulerAngles |
{ x, y, z } |
|
type |
any of ARKit.LightType |
see here for details |
color |
string |
the color of the light |
temperature |
Number |
The color temperature of the light |
intensity |
Number |
The light intensity |
lightCategoryBitMask |
Number /bitmask |
control which objects are lit by this light |
castsShadow |
boolean |
whether 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!
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:
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!
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!
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.