AR app that overlays AI recreated past events on current camera view Swift
👤 Sharing: AI
Okay, here's a rudimentary Swift code example for an AR app that attempts to overlay AI-recreated past events on the current camera view. This example focuses on the core ARKit and SceneKit aspects. It provides a basic framework. **It does *not* include actual AI-powered historical recreation**, which is far beyond the scope of a simple example and would require integration with a separate AI model and significant data. This code simulates that AI part with placeholder content.
```swift
import ARKit
import SceneKit
import UIKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
// Simulated Historical Event Data (replace with AI output)
struct HistoricalEvent {
let position: SCNVector3
let content: SCNNode
}
var historicalEvents: [HistoricalEvent] = [] // Array to hold the events
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as FPS and timing information
sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()
// Set the scene to the view
sceneView.scene = scene
// Load the simulated historical events
loadSimulatedHistoricalEvents()
// Add tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
sceneView.addGestureRecognizer(tapGesture)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
// Enable plane detection
configuration.planeDetection = .horizontal
// Run the view's session
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Pause the view's session
sceneView.session.pause()
}
// MARK: - ARSCNViewDelegate
func session(_ session: ARSession, didFailWithError error: Error) {
// Present an error message to the user
print("AR Session Failed: \(error.localizedDescription)")
}
func sessionWasInterrupted(_ session: ARSession) {
// Inform the user that the session has been interrupted, for example, by presenting an overlay
print("AR Session Interrupted")
}
func sessionInterruptionEnded(_ session: ARSession) {
// Reset tracking and/or remove existing anchors if consistent tracking is required
print("AR Session Interruption Ended")
resetTracking()
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
// Called when a new ARAnchor is added. This is important for plane detection.
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
// Create a visual representation of the plane (optional). This can be helpful for debugging.
let planeNode = createPlaneNode(anchor: planeAnchor)
node.addChildNode(planeNode)
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
// Called when an existing ARAnchor is updated (e.g., the plane size changes).
guard let planeAnchor = anchor as? ARPlaneAnchor,
let planeNode = node.childNode(withName: "planeNode", recursively: false) as? SCNNode,
let planeGeometry = planeNode.geometry as? SCNPlane
else { return }
// Update the plane geometry.
planeGeometry.width = CGFloat(planeAnchor.extent.x)
planeGeometry.height = CGFloat(planeAnchor.extent.z)
// Update the plane node's position.
planeNode.position = SCNVector3(planeAnchor.center.x, 0, planeAnchor.center.z)
}
// MARK: - Simulated Historical Data Loading
func loadSimulatedHistoricalEvents() {
// This is where you would integrate with an AI model to get the historical data.
// For this example, we're just creating some dummy data.
// Event 1: A "building"
let buildingGeometry = SCNBox(width: 5, height: 8, length: 5, chamferRadius: 0)
buildingGeometry.firstMaterial?.diffuse.contents = UIColor.brown
let buildingNode = SCNNode(geometry: buildingGeometry)
buildingNode.position = SCNVector3(5, -4, -10) //Position is in meters relative to the camera's starting location.
// Negative z is "in front" of the camera. Y is up, X is to the side.
let event1 = HistoricalEvent(position: buildingNode.position, content: buildingNode)
historicalEvents.append(event1)
sceneView.scene.rootNode.addChildNode(event1.content) //Add to the scene.
// Event 2: "People" standing around
let sphereGeometry = SCNSphere(radius: 0.5)
sphereGeometry.firstMaterial?.diffuse.contents = UIColor.blue
let peopleNode = SCNNode(geometry: sphereGeometry)
peopleNode.position = SCNVector3(-3, -0.5, -7)
let event2 = HistoricalEvent(position: peopleNode.position, content: peopleNode)
historicalEvents.append(event2)
sceneView.scene.rootNode.addChildNode(event2.content)
//Event 3: Text Information
let textGeometry = SCNText(string: "Historical Landmark", extrusionDepth: 0.1)
textGeometry.font = UIFont(name: "Helvetica", size: 1.0)
textGeometry.firstMaterial?.diffuse.contents = UIColor.yellow
let textNode = SCNNode(geometry: textGeometry)
textNode.scale = SCNVector3(0.05, 0.05, 0.05)
textNode.position = SCNVector3(2, 1, -8) //Position above/near a landmark
//Center alignment for the text:
let (min, max) = textNode.boundingBox
let dx = min.x + (max.x - min.x)/2
let dy = min.y + (max.y - min.y)/2
let dz = min.z + (max.z - min.z)/2
textNode.pivot = SCNMatrix4MakeTranslation(dx, dy, dz)
let event3 = HistoricalEvent(position: textNode.position, content: textNode)
historicalEvents.append(event3)
sceneView.scene.rootNode.addChildNode(event3.content)
}
// MARK: - Helper Functions
func resetTracking() {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
}
func createPlaneNode(anchor: ARPlaneAnchor) -> SCNNode {
let plane = SCNPlane(width: CGFloat(anchor.extent.x), height: CGFloat(anchor.extent.z))
// Make the plane semi-transparent to visualize it. Remove this in a real app.
plane.firstMaterial?.diffuse.contents = UIColor.white.withAlphaComponent(0.5)
plane.firstMaterial?.isDoubleSided = true // Ensure it's visible from both sides
let planeNode = SCNNode(geometry: plane)
planeNode.position = SCNVector3(anchor.center.x, 0, anchor.center.z)
planeNode.transform = SCNMatrix4MakeRotation(-Float.pi / 2, 1, 0, 0) // Rotate to be horizontal
planeNode.name = "planeNode" // Give it a name for later retrieval
return planeNode
}
@objc func handleTap(_ gestureRecognize: UITapGestureRecognizer) {
// Get the location of the tap in the view
let location = gestureRecognize.location(in: sceneView)
// Perform a hit test to see if the tap intersects with any SceneKit nodes
let hitResults = sceneView.hitTest(location, options: [:])
// Check if we hit any nodes
if let hitNode = hitResults.first?.node {
// You can now identify the tapped node and perform actions accordingly.
// For example, you could check the node's name or other properties.
print("Tapped on node: \(hitNode)")
//Example: Check if the tapped node is one of our historical events
for event in historicalEvents {
if event.content == hitNode {
print("Tapped on a historical event object.")
//Perform some action related to this object, such as displaying more information.
showEventDetails(event)
break
}
}
}
}
func showEventDetails(_ event: HistoricalEvent) {
//Present an alert or a new view controller with detailed information about the event.
let alert = UIAlertController(title: "Historical Event", message: "Details about this event would be displayed here. Position: \(event.position)", preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default, handler: nil))
present(alert, animated: true, completion: nil)
}
}
```
**Explanation:**
1. **Imports:**
* `ARKit`: For Augmented Reality functionality.
* `SceneKit`: For 3D scene rendering.
* `UIKit`: For UI elements.
2. **`ViewController`:**
* `@IBOutlet var sceneView: ARSCNView!`: Connects the ARSCNView from the Storyboard. This is where the camera image and the 3D objects are rendered.
* `ARSCNViewDelegate`: Conforms to the `ARSCNViewDelegate` protocol to handle ARKit session events (errors, interruptions).
3. **`HistoricalEvent` struct:**
* `position: SCNVector3`: Represents the 3D position of the event in the AR world.
* `content: SCNNode`: The SceneKit node that represents the visual content of the event (e.g., a 3D model, text). This is what gets displayed in the AR scene.
4. **`historicalEvents` array:**
* Stores an array of `HistoricalEvent` structs. In a real app, this would be populated with data from an AI model.
5. **`viewDidLoad()`:**
* Sets the `sceneView` delegate.
* Shows statistics (FPS, etc.) ? useful for debugging.
* Creates an empty `SCNScene` (the 3D world).
* Sets the scene to the `sceneView`.
* Calls `loadSimulatedHistoricalEvents()` to populate the scene with placeholder content.
* Adds a tap gesture recognizer to the sceneView so that it can detect when the user taps on an object.
6. **`viewWillAppear()`:**
* Creates an `ARWorldTrackingConfiguration`. This configuration tells ARKit how to track the real world.
* Enables plane detection (`.horizontal`). ARKit will try to find horizontal surfaces (tables, floors, etc.).
* Runs the AR session.
7. **`viewWillDisappear()`:**
* Pauses the AR session when the view disappears (to save battery).
8. **ARSCNViewDelegate methods:**
* `session(_:didFailWithError:)`: Handles ARKit session errors.
* `sessionWasInterrupted(_:)`: Handles ARKit session interruptions (e.g., phone call).
* `sessionInterruptionEnded(_:)`: Handles when an interrupted session resumes. It calls `resetTracking()` to re-initialize ARKit.
* `renderer(_:didAdd:for:)`: This *essential* method is called when ARKit detects a new ARAnchor (in this case, a plane). It creates a visual representation of the plane and adds it to the scene. This is where you would place content *relative to a detected plane*.
* `renderer(_:didUpdate:for:)`: This method is called when an existing ARAnchor is updated (e.g., the size of the detected plane changes). The code updates the visual representation of the plane.
9. **`loadSimulatedHistoricalEvents()`:**
* This is the *placeholder* for the AI integration.
* It creates some dummy `SCNNode` objects (a brown box, a blue sphere, and some yellow text) and positions them in the scene using `SCNVector3`. The positions are relative to the camera's starting point. *Important: ARKit uses meters as the unit of measurement.*
* It creates `HistoricalEvent` structs for each object and adds them to the `historicalEvents` array.
* It adds the content of each `HistoricalEvent` to the scene's root node (`sceneView.scene.rootNode`). This makes the objects visible in the AR view.
* This function *must* be replaced with code that integrates with an AI model to retrieve the historical event data and create the appropriate `SCNNode` objects based on the AI's output.
10. **`resetTracking()`:**
* Resets the ARKit session, removing existing anchors and re-initializing tracking. Useful for recovering from tracking errors.
11. **`createPlaneNode(anchor:)`:**
* Creates a visual representation of a detected plane (a white, semi-transparent plane). This is optional but helpful for debugging and understanding how ARKit is detecting surfaces. It is called by `renderer(_:didAdd:for:)`.
12. **`handleTap(_:)`:**
* Handles the tap gesture. First it does a hittest to see if the tap intersected with any nodes in the scene. If a node was tapped, then it checks if it corresponds to a historical event. If so, then it calls `showEventDetails(_:)` to display more information.
13. **`showEventDetails(_:)`:**
* Presents a simple alert to display the historical event details. This could be enhanced to present a separate view controller with a detailed display.
**To Run This Example:**
1. Create a new Xcode project (Single View App).
2. Add an `ARKit` framework to your project (Project -> Build Phases -> Link Binary With Libraries).
3. Open the `Main.storyboard` and drag an `ARSCNView` onto the view controller. Make sure to set constraints so that it fills the screen.
4. Create an IBOutlet in the `ViewController.swift` file and connect it to the `ARSCNView` in the storyboard (Ctrl+Drag).
5. Copy and paste the code into your `ViewController.swift` file, replacing the default code.
6. Build and run the app on a *real iOS device* (ARKit does not work in the simulator).
7. Move the device around to allow ARKit to detect horizontal surfaces. You should see the semi-transparent planes appear on detected surfaces. Then you should see the simulated historical content overlaid on the camera view.
**Important Considerations:**
* **AI Integration:** The most significant part of this project is the AI model. You'll need to:
* Choose or train an AI model that can generate 3D representations of historical events based on available data (text, images, historical records). This is a *very* challenging task.
* Develop an API or data pipeline to get the AI's output into your app.
* Parse the AI's output and create the corresponding `SCNNode` objects (3D models, textures, etc.).
* **Accuracy and Scale:** ARKit's tracking can drift over time. You'll need to implement techniques to improve the accuracy and stability of the AR experience, such as:
* Relocalization: Periodically re-scan the environment to correct for drift.
* Visual Inertial Odometry (VIO): Use the device's accelerometer and gyroscope to improve tracking accuracy.
* **Data Storage:** Consider how you'll store and manage the historical event data. You might use a cloud database or a local file system.
* **User Experience:** Design a user-friendly interface for selecting historical events, adjusting the AR overlay, and viewing additional information. Consider using tutorials to guide users.
* **Performance:** AR apps can be resource-intensive. Optimize your code and 3D models to ensure smooth performance. Reduce polygon counts and use texture compression.
* **Occlusion:** If you want to make the AR content appear more realistic, you'll need to implement occlusion. This means hiding parts of the AR content that are behind real-world objects. ARKit provides some occlusion capabilities, but they may require additional setup.
This is a complex project that requires a deep understanding of ARKit, SceneKit, and AI/ML. Good luck!
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