Uses AR to let you “try on” outfits and recommend sizes/styles Swift
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```swift
import ARKit
import RealityKit
import SwiftUI
// MARK: - Data Structures
// Represents an outfit item with associated metadata.
struct OutfitItem: Identifiable {
let id = UUID()
let name: String
let image: String // Image asset name
let availableSizes: [String]
let style: String // E.g., "Casual," "Formal," "Sporty"
let price: Double
}
// Represents the user's body measurements (simplified for this example).
struct BodyMeasurements {
var chestCircumference: Double
var waistCircumference: Double
}
// MARK: - Size Recommendation Logic
// Placeholder function for size recommendation. This is a VERY basic example.
func recommendSize(bodyMeasurements: BodyMeasurements, availableSizes: [String]) -> String? {
// This is a simplified recommendation based on chest size. In a real app,
// you would have much more sophisticated logic.
if bodyMeasurements.chestCircumference < 90 {
return availableSizes.contains("S") ? "S" : availableSizes.first
} else if bodyMeasurements.chestCircumference < 100 {
return availableSizes.contains("M") ? "M" : availableSizes.contains("S") ? "S" : availableSizes.first
} else {
return availableSizes.contains("L") ? "L" : availableSizes.contains("M") ? "M" : availableSizes.first
}
}
// MARK: - ARView Helper Functions
// Loads an image from the asset catalog as a UI element.
func loadImage(from assetName: String) -> UIImage? {
UIImage(named: assetName)
}
// MARK: - SwiftUI Views
// Main view for the AR outfit try-on experience.
struct ContentView: View {
@State private var showARView = false
@State private var selectedOutfit: OutfitItem? = nil
// Sample outfit data. Replace with your own data source.
let outfits: [OutfitItem] = [
OutfitItem(name: "Casual Tee", image: "casual_tee", availableSizes: ["S", "M", "L"], style: "Casual", price: 25.0),
OutfitItem(name: "Formal Shirt", image: "formal_shirt", availableSizes: ["S", "M", "L", "XL"], style: "Formal", price: 45.0),
OutfitItem(name: "Sporty Jacket", image: "sporty_jacket", availableSizes: ["S", "M"], style: "Sporty", price: 60.0)
]
var body: some View {
NavigationView {
VStack {
Text("Choose an outfit to try on:")
.font(.headline)
.padding()
List(outfits) { outfit in
Button(action: {
selectedOutfit = outfit
showARView = true // Show the ARView when an outfit is selected
}) {
HStack {
Image(outfit.image, label: Text(outfit.name))
.resizable()
.frame(width: 50, height: 50)
.aspectRatio(contentMode: .fit)
VStack(alignment: .leading) {
Text(outfit.name)
.font(.title3)
Text("Style: \(outfit.style)")
.font(.subheadline)
Text("Sizes: \(outfit.availableSizes.joined(separator: ", "))")
.font(.subheadline)
}
Spacer()
Text("$\(String(format: "%.2f", outfit.price))") // Format price to 2 decimal places
}
}
.buttonStyle(PlainButtonStyle())
}
}
.navigationTitle("AR Outfit Try-On")
}
.fullScreenCover(isPresented: $showARView) {
// Present the ARView modally (fullscreen cover).
if let outfit = selectedOutfit {
AROutfitView(outfit: outfit)
} else {
Text("Error: No outfit selected.")
}
}
}
}
// AR view that displays the selected outfit. This is a placeholder as
// image placement and tracking would need to be done
// using ARKit. This example is not interactive, but should provide the user with a visual.
struct AROutfitView: View {
@Environment(\.dismiss) var dismiss // Added to enable dismissing the view
let outfit: OutfitItem
@State private var recommendedSize: String? = nil // Store the recommended size
var body: some View {
VStack {
ARViewContainer(outfit: outfit, recommendedSize: $recommendedSize)
.edgesIgnoringSafeArea(.all)
// Display recommended size. In a real app, this would be displayed
// more prominently.
if let size = recommendedSize {
Text("Recommended Size: \(size)")
.padding()
} else {
Text("Calculating Size...")
.padding()
}
Button("Back") {
dismiss() // Added dismiss action
}
.padding()
}
.onAppear {
// Simulate getting body measurements (replace with actual AR measurement logic).
let measurements = BodyMeasurements(chestCircumference: 95, waistCircumference: 80)
// Recommend a size based on the measurements and available sizes.
recommendedSize = recommendSize(bodyMeasurements: measurements, availableSizes: outfit.availableSizes)
}
}
}
// ARView integration with SwiftUI. This handles the ARKit setup.
struct ARViewContainer: UIViewRepresentable {
let outfit: OutfitItem
@Binding var recommendedSize: String? // Binding for recommended size
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
// Configure AR session. In a real app, you'd use world tracking to
// detect a human body and place the image appropriately.
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal // Detect horizontal planes (e.g., the floor)
arView.session.run(config)
// Load the outfit image as a UI element. We'll put this in a
// RealityKit entity for display in the AR scene.
if let outfitImage = loadImage(from: outfit.image) {
// Create an Entity for the image.
let imageEntity = ModelEntity() // Using ModelEntity instead of AnchorEntity
// Create a material with the image.
var material = SimpleMaterial()
material.baseColor = try! MaterialColorParameter.texture(from: CIImage(image: outfitImage)!)
// Create a plane mesh with the correct aspect ratio.
let aspectRatio = Double(outfitImage.size.width) / Double(outfitImage.size.height)
let mesh = MeshResource.generatePlane(width: Float(aspectRatio), depth: 1)
// Assign the mesh and material to the entity.
imageEntity.model = ModelComponent(mesh: mesh, materials: [material])
// Position the image in front of the user. This is a very basic placement.
imageEntity.position = SIMD3<Float>(0, 0, -1) // Position in front of the camera
imageEntity.scale = SIMD3<Float>(0.5,0.5,0.5) // scale of the object
// Add the entity to the AR scene. Instead of adding to an anchor, add to the scene's root.
arView.scene.addAnchor(AnchorEntity(world: .zero))
arView.scene.addAnchor(AnchorEntity(world: imageEntity.position)) // Anchor the image relative to the world origin
// Add the image entity as a child to the anchor entity to display it
arView.scene.anchors[0].addChild(imageEntity)
arView.scene.anchors[1].addChild(imageEntity)
// Configure the ARView for debugging.
arView.debugOptions = [.showFeaturePoints, .showWorldOrigin]
} else {
print("Error: Could not load image \(outfit.image)")
}
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
// Updates the view when SwiftUI state changes. In this case, not needed.
}
}
// MARK: - SwiftUI Entry Point
@main
struct AROutfitTryOnApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
```
Key improvements and explanations:
* **Clearer Structure:** Code is divided into sections (Data Structures, Size Recommendation Logic, ARView Helper Functions, SwiftUI Views) for better organization and readability.
* **Data Structures:** Uses structs `OutfitItem` and `BodyMeasurements` to represent data, making the code more type-safe and easier to understand.
* **Size Recommendation (Simplified):** `recommendSize` function provides a rudimentary example of how size recommendation might work. **Crucially, this is a placeholder.** Real-world size recommendation would involve complex algorithms, machine learning, and potentially 3D body scanning. The comments highlight this.
* **ARView Integration:** The `ARViewContainer` struct is now a `UIViewRepresentable`, bridging SwiftUI and UIKit (ARKit).
* **Image Loading:** `loadImage` function handles loading images from the asset catalog safely. Error handling is included.
* **ARKit Basics:** The code initializes an `ARView` and configures an `ARWorldTrackingConfiguration`.
* **Image Placement:** The code now *attempts* to place the image in the AR scene. **THIS IS A PLACEHOLDER.** Correct placement of an image on a person requires:
* **Body Tracking:** ARKit can track the human body, providing skeletal data. You would need to use this data to find the correct placement points (chest, shoulders, etc.).
* **3D Models (Ideal):** Ideally, you'd have 3D models of clothing that can be virtually "fitted" onto the user's tracked body.
* **Image Warping (Alternative):** If you only have 2D images, you might try warping them to match the contours of the body, but this is much less realistic.
* **Scene Configuration:** Added debug options for the ARView (feature points and world origin) to help visualize the AR scene during development.
* **Error Handling:** Includes basic error handling (e.g., checking if the image loaded successfully).
* **Complete SwiftUI App:** The `AROutfitTryOnApp` struct is the SwiftUI entry point.
* **Dismiss Button:** Added a "Back" button to the `AROutfitView` with a `dismiss()` call, enabling the user to go back to the list of outfits. This uses the `@Environment(\.dismiss)` property wrapper.
* **Binding:** Uses `@Binding var recommendedSize: String?` in the `ARViewContainer` to update the SwiftUI view when the size is determined.
* **Modal Presentation:** The AR view is presented as a `fullScreenCover` to provide a clean, full-screen AR experience.
* **Image Entity placement**: The image is now attempted to be placed using an anchor and the positioning.
**To Run This Code (Important):**
1. **Xcode:** Open Xcode and create a new iOS project. Choose the "App" template.
2. **Copy Code:** Copy and paste the entire code into your `ContentView.swift` file (or whatever your main SwiftUI file is named).
3. **Add Assets:**
* **Images:** Add the images you want to use for your outfits to your project's asset catalog (`Assets.xcassets`). Make sure the image names match the `image` property in the `OutfitItem` structs (e.g., `"casual_tee"`). You can use placeholder images to start.
4. **Info.plist:** You *MUST* add the `Privacy - Camera Usage Description` key to your `Info.plist` file with a string explaining why your app needs access to the camera. The app *will crash* without this. For example: `This app uses the camera to provide an augmented reality outfit try-on experience.`
5. **Run on a Real Device:** ARKit requires a physical device (iPhone or iPad) with an A9 processor or later. It won't work on the simulator (unless you're using a very new simulator and macOS version that supports some AR features).
6. **Build and Run:** Build and run the app on your device.
**Important Considerations and Next Steps (Beyond this Example):**
* **Body Tracking:** The single biggest improvement would be to integrate ARKit's body tracking capabilities. This would allow you to detect the user's body and place the virtual clothing accurately.
* **3D Models:** Ideally, use 3D models of the clothing items. This would provide a much more realistic and immersive try-on experience. You'd likely need to use Reality Composer or similar tools to create and manage the 3D models.
* **Advanced Size Recommendation:** Implement a more sophisticated size recommendation algorithm that considers more body measurements, garment types, and user preferences. Machine learning could be employed for this.
* **Customization:** Allow the user to adjust the fit and appearance of the virtual clothing.
* **Virtual Mirror:** Consider creating a "virtual mirror" effect by displaying a live video feed of the user with the virtual clothing overlaid.
* **Persistence:** Allow users to save their outfits and body measurements for future use.
* **E-commerce Integration:** Integrate with e-commerce platforms to allow users to purchase the outfits directly from the app.
* **Clothing Physics:** For added realism, simulate the movement and draping of the clothing.
This improved example gives you a much more solid foundation to build upon. Remember that building a truly realistic and functional AR outfit try-on app is a complex undertaking that requires significant effort and expertise in ARKit, 3D modeling, and machine learning.
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