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ARVoxelKit

Voxel graphics framework using ARKit + SceneKit

VoxxxelAR
Swift809 forksMITupdated 8 years ago
git clone https://github.com/VoxxxelAR/ARVoxelKit.gitVoxxxelAR/ARVoxelKit

ARVoxelKit

Lightweight Framework for Voxel graphic using AR + SceneKit

Build Status

Requirements

ARVoxelKit requires iOS 11 and devices, which support ARKit

Usage

  1. Import libraries as follows:
import ARVoxelKit
import ARKit
import SceneKit
  1. Setup your ARSCNView with VKSceneManager manager in you ViewContoller:
var sceneManager: VKSceneManager?

@IBOutlet open var sceneView: ARSCNView! {
    didSet { sceneManager = VKSceneManager(with: sceneView) }
}

override open func viewDidLoad() {
    super.viewDidLoad()
    sceneManager.delegate = self
}

override open func viewDidAppear(_ animated: Bool) {
    super.viewDidAppear(animated)
    sceneManager?.launchSession()
}

override open func viewWillDisappear(_ animated: Bool) {
    super.viewWillDisappear(animated)
    sceneManager?.pauseSession()
}
  1. Conform your delegate instance to VKSceneManagerDelegate:
public protocol VKSceneManagerDelegate: class {
    var voxelSize: CGFloat { get }
    
    func vkSceneManager(_ manager: VKSceneManager, shouldResetSessionFor state: VKARSessionState) -> Bool
    func vkSceneManager(_ manager: VKSceneManager, didUpdateState state: VKARSessionState)
    func vkSceneManager(_ manager: VKSceneManager, didFocus node: VKDisplayable, face: VKVoxelFace)
    func vkSceneManager(_ manager: VKSceneManager, didDefocus node: VKDisplayable?)
    func vkSceneManager(_ manager: VKSceneManager, countOfVoxelsIn scene: ARSCNView) -> Int
    func vkSceneManager(_ manager: VKSceneManager, voxelFor index: Int) -> VKVoxelNode
}
  1. You can add/remove voxels by calling manager methods:
public func add(new voxel: VKVoxelNode)
public func add(new voxel: VKVoxelNode, to otherVoxel: VKVoxelNode, face: VKVoxelFace)
public func add(new voxel: VKVoxelNode, to tile: VKTileNode)
public func remove(_ voxel: VKVoxelNode)
  1. Edit surfaces, tiles, voxels using paint command:
public enum VKPaintCommand {
    
    case color(content: UIColor)
    case faceColor(content: UIColor, face: VKVoxelFace)
    case colors(contents: [UIColor])
    
    case image(content: UIImage)
    case faceImage(content: UIImage, face: VKVoxelFace)
    case images(contents: [UIImage])
    
    case gradient(contents: [UIColor], start: CGPoint, end: CGPoint)
    case faceGradient(contents: [UIColor], start: CGPoint, end: CGPoint, face: VKVoxelFace)
    
    case transparency(value: CGFloat)
    case faceTransparency(value: CGFloat, face: VKVoxelFace)
}

for example:

voxel.apply([.color(content: VKConstants.defaultFaceColor),
             .transparency(value: 1)], animated: true)
  1. Change default setup by changing VKConstants values

Example

Check our example by running ARVoxelKitExample target

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