A Sceneform replacement in Kotlin and Jetpack Compose
app/build.gradle
dependencies {
// Sceneview
implementation 'io.github.sceneview:sceneview:2.0.1'
}
dependencies {
// ARSceneview
implementation 'io.github.sceneview:arsceneview:2.0.1'
}
val engine = rememberEngine()
val modelLoader = rememberModelLoader(engine)
val environmentLoader = rememberEnvironmentLoader(engine)
Scene(
modifier = Modifier.fillMaxSize(),
engine = engine,
modelLoader = modelLoader,
childNodes = rememberNodes {
add(ModelNode(modelLoader.createModelInstance("model.glb")).apply {
// Move the node 4 units in Camera front direction
position = Position(z = -4.0f)
})
},
environment = environmentLoader.createHDREnvironment("environment.hdr")!!
)
val engine = rememberEngine()
val modelLoader = rememberModelLoader(engine)
val model = modelLoader.createModel("model.glb")
var frame by remember { mutableStateOf<Frame?>(null) }
val childNodes = rememberNodes()
ARScene(
modifier = Modifier.fillMaxSize(),
engine = engine,
modelLoader = modelLoader,
onSessionUpdated = { session, updatedFrame ->
frame = updatedFrame
},
onGestureListener = rememberOnGestureListener(
onSingleTapConfirmed = { motionEvent, node ->
val hitResults = frame?.hitTest(motionEvent.x, motionEvent.y)
val anchor = hitResults?.firstOrNull {
it.isValid(depthPoint = false, point = false)
}?.createAnchorOrNull()
if (anchor != null) {
val anchorNode = AnchorNode(engine = engine, anchor = anchor)
anchorNode.addChildNode(
ModelNode(modelInstance = modelLoader.createInstance(model)!!)
)
childNodes += anchorNode
}
}
)
)
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
- 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.).
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.