arkit | JavaScript architecture diagrams and dependency graphs | Architecture library

 by   dyatko JavaScript Version: 1.6.4 License: MIT

kandi X-RAY | arkit Summary

kandi X-RAY | arkit Summary

arkit is a JavaScript library typically used in Architecture applications. arkit has no vulnerabilities, it has a Permissive License and it has medium support. However arkit has 1 bugs. You can install using 'npm i arkit' or download it from GitHub, npm.

JavaScript architecture diagrams and dependency graphs
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            kandi-support Support

              arkit has a medium active ecosystem.
              It has 895 star(s) with 40 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 14 open issues and 17 have been closed. On average issues are closed in 20 days. There are 10 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of arkit is 1.6.4

            kandi-Quality Quality

              arkit has 1 bugs (0 blocker, 0 critical, 0 major, 1 minor) and 0 code smells.

            kandi-Security Security

              arkit has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              arkit code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              arkit is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              arkit releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              arkit saves you 20 person hours of effort in developing the same functionality from scratch.
              It has 55 lines of code, 0 functions and 288 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of arkit
            Get all kandi verified functions for this library.

            arkit Key Features

            No Key Features are available at this moment for arkit.

            arkit Examples and Code Snippets

            iOS 11 ARKit : Drag Object in 3D View
            JavaScriptdot img1Lines of Code : 100dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import UIKit
            import ARKit
            import SceneKit
            import PlaygroundSupport
            
            public var textNode : SCNNode?
            
            // Main ARKIT ViewController
            class ViewController : UIViewController, ARSCNViewDelegate, ARSessionDelegate {
            
            var textNode: SCNNode!
            var co
            change text in arkitview via button(swift4)
            JavaScriptdot img2Lines of Code : 263dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            textGeometry.font = UIFont(name: "Helvatica", size: 3)
            
            let textGeometry: SCNText!
            
            textGeometry.string = "I Have Changed The String"
            
            textGeometry.string = ffox.text
            
            GPUImageView inside SKScene as SKNode material - Playing transparent video on ARKit
            JavaScriptdot img3Lines of Code : 75dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            import UIKit
            import ARKit
            
            class ARTransVC: UIViewController{
            
            @IBOutlet weak var arSceneView: ARSCNView!
            let configuration = ARWorldTrackingConfiguration()
            
            private var player: AVPlayer = {
                guard let url = Bundle.main.url(forResource:

            Community Discussions

            QUESTION

            How can I record an ARKit scene but exclude UI elements?
            Asked 2021-May-31 at 02:54

            I'm using ARKit with Scenekit for rendering. I'd like to let users capture videos of the AR session so that they can save it to their photos or share it.

            Currently I'm using ARVideoKit for this, but the performance leaves something to be desired and I've run into some difficult to workaround bugs. Other libraries I've found haven't been any better.

            ReplayKit seems like ideal solution but it records my entire app, including the user interface. Is there a way to get ReplayKit to record just the AR content while excluding the user interface?

            ...

            ANSWER

            Answered 2021-May-31 at 02:52

            You can use ReplayKit for this but it isn't very well documented. The key is that you render all of your UI elements in a separate UIWindow that is overlaid on top of a primary UIWindow that contains the AR content. ReplayKit only records the primary window, so with this structure the user interface elements will not show up in the recording.

            While there may be a better way to do this, here's an example of how I setup this window structure for my SwiftUI based app. Here I use the UIWindow.level property to mark the AR content as the main window, while putting the UI into its own secondary window at a higher level:

            Source https://stackoverflow.com/questions/67767374

            QUESTION

            SceneKit / ARKit updating a node every frame
            Asked 2021-May-30 at 13:47

            I'm working with ARKit / SceneKit and I'm trying to have an arrow point to an arbitrary position I set in the world, but I'm having a bit of trouble. In my sceneView I have a scene set up to load in my arrow.

            ...

            ANSWER

            Answered 2021-May-30 at 13:47

            You could do so by using the updateAtTime delegate function, but I strongly recommend you to use a SCNConstraint.

            Source https://stackoverflow.com/questions/67744721

            QUESTION

            Camera Intrinsics Resolution vs Real Screen Resolution
            Asked 2021-May-28 at 13:28

            I am writing an ARKit app where I need to use camera poses and intrinsics for 3D reconstruction.

            The camera Intrinsics matrix returned by ARKit seems to be using a different image resolution than mobile screen resolution. Below is one example of this issue

            Intrinsics matrix returned by ARKit is :

            [[1569.249512, 0, 931.3638306],[0, 1569.249512, 723.3305664],[0, 0, 1]]

            whereas input image resolution is 750 (width) x 1182 (height). In this case, the principal point seems to be out of the image which cannot be possible. It should ideally be close to the image center. So above intrinsic matrix might be using image resolution of 1920 (width) x 1440 (height) returned that is completely different than the original image resolution.

            The questions are:

            • Whether the returned camera intrinsics belong to 1920x1440 image resolution?
            • If yes, how can I get the intrinsics matrix representing original image resolution i.e. 750x1182?
            ...

            ANSWER

            Answered 2021-May-28 at 13:28
            Intrinsics 3x3 matrix

            Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:

            • fx and fy is a Focal Length in pixels
            • xO and yO is a Principal Point Offset in pixels
            • s is an Axis Skew

            According to Apple Documentation:

            The values fx and fy are the pixel focal length, and are identical for square pixels. The values ox and oy are the offsets of the principal point from the top-left corner of the image frame. All values are expressed in pixels.

            So you let's examine what your data is:

            Source https://stackoverflow.com/questions/66893907

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            SCNNode is not showing up
            Asked 2021-May-18 at 21:05

            I'm new in Swift and ARKit. For some reason the SCNNode node I'm trying to display is not showing up. I'm working with SwiftUI. I defined in the next code block the function addNode that should render the node.

            ...

            ANSWER

            Answered 2021-May-18 at 21:05

            Use this approach for SceneKitView:

            Source https://stackoverflow.com/questions/67578800

            QUESTION

            Persistance with an ARWorldMap created with ARKit through Unity
            Asked 2021-May-17 at 07:21

            I am new to AR and using Unity, ARFoundation, and ARKit.

            Will my ARWorldMaps have persistence in an outdoor or indoor experience and will it be as effective as Azure? I will only be deploying on iOS so cross-platform is not important.

            ...

            ANSWER

            Answered 2021-May-17 at 07:21

            Saving ARWorldMap is not a rocket science. If this feature is supported in ARKit extension for Unity, ARWorldMap will be saved in any AR app the same way as expected. The main difference is that Unity builds for iOS are written in slow Objective-C, not in faster Swift for UIKit, and not in the fastest Swift for SwiftUI. In iOS for storing ARWorldMap you must use NSKeyedArchiver, and for retrieving ARWorldMap data you must use NSKeyedUnarchiver.

            Source https://stackoverflow.com/questions/67560711

            QUESTION

            Disable AR Object occlusion in QLPreviewController
            Asked 2021-May-13 at 08:44

            I'm using QLPreviewController to show AR content. With the newer iPhones with LIDAR it seems that object occlusion is enabled by default.

            Is there any way to disable object occlusion in the QLVideoController without having to build a custom ARKit view controller? Since my models are quite large (life-size buildings), they seem to disappear or get cut off at the end.

            ...

            ANSWER

            Answered 2021-May-13 at 08:44

            ARQuickLook is a library built for quick and high-quality AR visualization. It adopts RealityKit engine, so all supported here features, like occlusion, anchors, raytraced shadows, physics, DoF, motion blur, HDR, etc, look the same way as they look in RealityKit.

            However, you can't turn on/off these features in QuickLook's API. They are on by default, if supported on your iPhone. In case you want to turn on/off People Occlusion you have to use ARKit/RealityKit frameworks, not QuickLook.

            Source https://stackoverflow.com/questions/67373239

            QUESTION

            SceneKit – Stretched texture on a Custom Geometry
            Asked 2021-May-12 at 13:01

            I want to tile the ground with ARKit using custom polygon that creates using selected positions on horizontal plan by user, but tiles are stretched and wont show properly, Maybe problem is from texture coordinates, What's wrong with this code?

            ...

            ANSWER

            Answered 2021-May-12 at 12:13

            Texture stretching happens due to a wrong texture mapping on the UV map. You have to use m41 (translate X) and m42 (translate Y) elements, containing in the fourth column, of SCNMatrix4. Неre's how a stretch looks like when matrix element m41 equals to zero:

            Source https://stackoverflow.com/questions/67476504

            QUESTION

            Rounding positional data from ARKit
            Asked 2021-May-08 at 21:01

            I have this code that gets X, Y, Z positions from each frame in ARKit.

            ...

            ANSWER

            Answered 2021-May-08 at 21:01
            Rounding to Meters

            For that you can use three holy methods: round(_:), and ceil(_:), and floor(_:).

            Source https://stackoverflow.com/questions/67394150

            QUESTION

            ARKit color correction of captured image in low light scenes
            Asked 2021-Apr-30 at 03:18

            I have an ARKit app that does the following:

            • Render the frame's captured image to a texture.
            • Apply this texture to a scenekit object in the AR scene.

            I use this to create a virtual object that perfectly blends into the AR scene.

            My current approach works great for well-lit scenes, but in dark scenes the texture on the virtual object becomes subtly different than the current scene background. What causes this and is there any way to fix it?

            Details

            I've created this branch on a demo project which demonstrates the issue.

            The project renders a face model that is textured with the frame's currentImage. The result should be that face model effectively becomes invisible, even though it is still being rendered. However in low light situations, you can clearly see where the background image ends and the face model starts.

            Here's an overview of the shader I use to capture the texture

            ...

            ANSWER

            Answered 2021-Apr-29 at 13:48

            You are using an approximate gamma correction, its not the correct conversion between RGB and sRGB. What you are really trying to do is circumvent SceneKits default pixel format (sRGB). In the fragment shader after you do the YCbCr to RGB conversion you have linear RGB but when you write to a texture from the fragment shader, that value from the shader will be interpreted as sRGB, so an RGB to sRGB conversion will happen i.e (essentially pow 1/2.4, hence why you tried to correct it with an approximate gamma correction), you need to do the inverse to circumvent this, so as if you were going from sRGB to linear. RGB-sRGB conversion (and vice versa) can be confusing as sometimes things are happening underneath the hood that you might not be aware off. So the fix is, instead of your gamma correction do this:

            Source https://stackoverflow.com/questions/67278934

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install arkit

            You can install using 'npm i arkit' or download it from GitHub, npm.

            Support

            The tool is under active development, so please feel free to contribute with suggestions and pull requests. Your feedback is priceless. Give a Github star to get on the map.
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            npm i arkit

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            https://github.com/dyatko/arkit.git

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            gh repo clone dyatko/arkit

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            git@github.com:dyatko/arkit.git

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