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private func planeBoundary(extent: float3) -> (min: SCNVector3, max: SCNVector3) {
let radius = extent * 0.5
return (min: SCNVector3(-radius), max: SCNVector3(radius))
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let plane = anchor as? ARPlaneAnchor,
let geometry = node.geometry as? ARSCNPlaneGeometry
else { return }
geometry.update(from: plane.geometry)
node.boundingBox = planeBoundary(extent: plane.extent)
}
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
guard let plane = anchor as? ARPlaneAnchor,
let device = renderer.device,
let geometry = ARSCNPlaneGeometry(device: device)
else { return nil }
geometry.update(from: plane.geometry)
let maskMaterial = SCNMaterial()
maskMaterial.colorBufferWriteMask = []
geometry.materials = [maskMaterial]
let node = SCNNode(geometry: geometry)
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
startTracking()
}
private func startTracking() {
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.vertical, .horizontal]
sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
@Utsira
Utsira / example_augmentedOffice_didUpdateNode.swift
Created June 9, 2018 14:11
Examples for augmented office blog post
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let plane = anchor as? ARPlaneAnchor,
let geometry = node.geometry as? ARSCNPlaneGeometry
else { return }
geometry.update(from: plane.geometry)
node.boundingBox = planeBoundary(extent: plane.extent)
}
@Utsira
Utsira / InstancingOBJtest.lua
Created October 30, 2015 23:05
Profiling instancing of obj models in Codea
--# Main
--Simple Blender .obj loader
--assumes each object has only one texture image
--currently only supports one object per file
--todo: remote images
local touches, tArray, lastPinchDist = {}, {}
@Utsira
Utsira / Main.lua
Last active August 29, 2015 14:28 — forked from tarrouye/Main.lua
Multiplayer Class (and Drawing Example)
function setup()
local connectionMade = function()
output.clear()
parameter.clear()
print("Connected!")
gameSetup()
end
multihandler = Multiplayer(receiveData, connectionMade)
@Utsira
Utsira / MarkdownCodeaParaStitch
Created July 12, 2015 15:41
Markdown Codea with paragraph stitching
--# Main
-- Markdown Codea
-- paragraph-stitching version
-- by Yojimbo2000
displayMode(OVERLAY)
displayMode(FULLSCREEN)
function setup()
state = Stitch
state.init()
@Utsira
Utsira / MarkdownCodea
Last active January 9, 2016 13:37
Markdown-like text formatting in Codea
--# Main
-- Markdown Codea
-- by Yojimbo2000
displayMode(FULLSCREEN)
function setup()
setText()
y,vel = 0,0
scrollY={} --store deltas for smooth scrolling upon finger release
end
@Utsira
Utsira / SaveBox2DStateAsJson
Created June 22, 2015 20:39
Save and load a snapshot of a Box2D scene using JSON
--# Main
-- Json Test
supportedOrientations(LANDSCAPE_LEFT)
displayMode(OVERLAY)
-- Use this function to perform your initial setup
function setup()
parameter.action("Take snapshot", function() tabSave(objects, "Test") end)
parameter.action("Load from snapshot", function() killBodies() loadBodies() end)
AddToJson() --establish metamethods for encoding vec2, vec3, vec4, matrix as json objects