I want to achieve something similar like ARCore's raycast method which takes an arbitrary ray in world space coordinates instead of a screen-space point:
List<HitResult> hitTest (float[] origin3, int originOffset, float[] direction3, int directionOffset)
I see ARKit itself has not that method like that, but in any way maybe someone has an idea!
Thanks.
In Apple RealityKit and ARKit frameworks you can find three main types of Raycast
methods: ARView Raycast
, ARSession Raycast
and Scene Raycast
(or World Raycast). All methods written in Swift:
This instance method performs a ray cast, where a ray is cast into the scene from the center of the camera through a point in the view, and the results are immediately returned. You can use this type of raycast in ARKit.
func raycast(from point: CGPoint,
allowing target: ARRaycastQuery.Target,
alignment: ARRaycastQuery.TargetAlignment) -> [ARRaycastResult]
This instance method performs a convex ray cast against all the geometry in the scene for a ray of a given origin, direction, and length.
func raycast(origin: SIMD3<Float>,
direction: SIMD3<Float>,
query: CollisionCastQueryType,
mask: CollisionGroup,
relativeTo: Entity) -> [CollisionCastHit]
This instance method repeats a ray-cast query over time to notify you of updated surfaces in the physical environment. You can use this type of raycast in ARKit 3.5.
func trackedRaycast(_ query: ARRaycastQuery,
updateHandler: @escaping ([ARRaycastResult]) -> Void) -> ARTrackedRaycast?
This RealityKit's instance method also performs a tracked ray cast, but here a ray is cast into the scene from the center of the camera through a point in the view.
func trackedRaycast(from point: CGPoint,
allowing target: ARRaycastQuery.Target,
alignment: ARRaycastQuery.TargetAlignment,
updateHandler: @escaping ([ARRaycastResult]) -> Void) -> ARTrackedRaycast?
import RealityKit
let startPosition: SIMD3<Float> = [3,-2,0]
let endPosition: SIMD3<Float> = [10,7,-5]
let query: CollisionCastQueryType = .all
let mask: CollisionGroup = .all
let raycasts: [CollisionCastHit] = arView.scene.raycast(from: startPosition,
to: endPosition,
query: query,
mask: mask,
relativeTo: nil)
guard let rayCast: CollisionCastHit = raycasts.first
else {
return
}
import ARKit
let query = arView.raycastQuery(from: screenCenter,
allowing: .estimatedPlane,
alignment: .any)
let raycast = session.trackedRaycast(query) { results in
if let result = results.first {
object.transform = result.transform
}
}
raycast.stop()