app/build.gradle
dependencies {
// Sceneview
implementation("io.github.sceneview:sceneview:2.2.1")
}
// An Engine instance main function is to keep track of all resources created by the user and manage
// the rendering thread as well as the hardware renderer.
// To use filament, an Engine instance must be created first.
val engine = rememberEngine()
// Encompasses all the state needed for rendering a [Scene].
// [View] instances are heavy objects that internally cache a lot of data needed for
// rendering. It is not advised for an application to use many View objects.
// For example, in a game, a [View] could be used for the main scene and another one for the
// game's user interface. More [View] instances could be used for creating special
// effects (e.g. a [View] is akin to a rendering pass).
val view = rememberView(engine)
// A [Renderer] instance represents an operating system's window.
// Typically, applications create a [Renderer] per window. The [Renderer] generates drawing
// commands for the render thread and manages frame latency.
val renderer = rememberRenderer(engine),
// Provide your own instance if you want to share [Node]s' scene between multiple views.
val scene = rememberScene(engine)
// Consumes a blob of glTF 2.0 content (either JSON or GLB) and produces a [Model] object, which is
// a bundle of Filament textures, vertex buffers, index buffers, etc.
// A [Model] is composed of 1 or more [ModelInstance] objects which contain entities and components.
val modelLoader = rememberModelLoader(engine)
// A Filament Material defines the visual appearance of an object.
// Materials function as a templates from which [MaterialInstance]s can be spawned.
val materialLoader = rememberMaterialLoader(engine)
// Utility for decoding an HDR file or consuming KTX1 files and producing Filament textures,
// IBLs, and sky boxes.
// KTX is a simple container format that makes it easy to bundle miplevels and cubemap faces
// into a single file.
val environmentLoader = rememberEnvironmentLoader(engine)
// Physics system to handle collision between nodes, hit testing on a nodes,...
val collisionSystem = rememberCollisionSystem(view)
Scene(
// The modifier to be applied to the layout.
modifier = Modifier.fillMaxSize(),
engine = engine,
view = view,
renderer = renderer,
scene = scene,
modelLoader = modelLoader,
materialLoader = materialLoader,
environmentLoader = environmentLoader,
collisionSystem = collisionSystem,
// Controls whether the render target (SurfaceView) is opaque or not.
isOpaque = true,
// Always add a direct light source since it is required for shadowing.
// We highly recommend adding an [IndirectLight] as well.
mainLightNode = rememberMainLightNode(engine) {
intensity = 100_000.0f
},
// Load the environement lighting and skybox from an .hdr asset file
environment = rememberEnvironment(environmentLoader) {
environmentLoader.createHDREnvironment(
assetFileLocation = "environments/sky_2k.hdr"
)!!
},
// Represents a virtual camera, which determines the perspective through which the scene is
// viewed.
// All other functionality in Node is supported. You can access the position and rotation of the
// camera, assign a collision shape to it, or add children to it.
cameraNode = rememberCameraNode(engine) {
// Position the camera 4 units away from the object
position = Position(z = 4.0f)
},
// Helper that enables camera interaction similar to sketchfab or Google Maps.
// Needs to be a callable function because it can be reinitialized in case of viewport change
// or camera node manual position changed.
// The first onTouch event will make the first manipulator build. So you can change the camera
// position before any user gesture.
// Clients notify the camera manipulator of various mouse or touch events, then periodically
// call its getLookAt() method so that they can adjust their camera(s). Three modes are
// supported: ORBIT, MAP, and FREE_FLIGHT. To construct a manipulator instance, the desired mode
// is passed into the create method.
cameraManipulator = rememberCameraManipulator(),
// Scene nodes
childNodes = rememberNodes {
// Add a glTF model
add(
ModelNode(
// Load it from a binary .glb in the asset files
modelInstance = modelLoader.createModelInstance(
assetFileLocation = "models/damaged_helmet.glb"
),
scaleToUnits = 1.0f
)
)
// Add a Cylinder geometry
add(CylinderNode(
engine = engine,
radius = 0.2f,
height = 2.0f,
// Choose the basic material appearance
materialInstance = materialLoader.createColorInstance(
color = Color.Blue,
metallic = 0.5f,
roughness = 0.2f,
reflectance = 0.4f
)
).apply {
// Position it on top of the model and rotate it
transform(
position = Position(y = 1.0f),
rotation = Rotation(x = 90.0f)
)
})
// ...See all available nodes in the nodes packagage
},
// The listener invoked for all the gesture detector callbacks.
// Detects various gestures and events.
// The gesture listener callback will notify users when a particular motion event has occurred.
// Responds to Android touch events with listeners.
onGestureListener = rememberOnGestureListener(
onDoubleTapEvent = { event, tapedNode ->
// Scale up the tap node (if any) on double tap
tapedNode?.let { it.scale *= 2.0f }
}),
// Receive basics on touch event on the view
onTouchEvent = { event: MotionEvent, hitResult: HitResult? ->
hitResult?.let { println("World tapped : ${it.worldPosition}") }
// The touch event is not consumed
false
},
// Invoked when an frame is processed.
// Registers a callback to be invoked when a valid Frame is processing.
// The callback to be invoked once per frame **immediately before the scene is updated.
// The callback will only be invoked if the Frame is considered as valid.
onFrame = { frameTimeNanos ->
}
)
app/build.gradle
dependencies {
// ARSceneview
implementation 'io.github.sceneview:arsceneview:2.2.1'
}
ARScene(
//...
// Everything from a Scene
//...
// Fundamental session features that can be requested.
sessionFeatures = setOf(),
// The camera config to use.
// The config must be one returned by [Session.getSupportedCameraConfigs].
// Provides details of a camera configuration such as size of the CPU image and GPU texture.
sessionCameraConfig = null,
// Configures the session and verifies that the enabled features in the specified session config
// are supported with the currently set camera config.
sessionConfiguration = { session, config ->
config.depthMode =
when (session.isDepthModeSupported(Config.DepthMode.AUTOMATIC)) {
true -> Config.DepthMode.AUTOMATIC
else -> Config.DepthMode.DISABLED
}
config.instantPlacementMode = Config.InstantPlacementMode.LOCAL_Y_UP
config.lightEstimationMode =
Config.LightEstimationMode.ENVIRONMENTAL_HDR
},
planeRenderer = true,
// The [ARCameraStream] to render the camera texture.
// Use it to control if the occlusion should be enabled or disabled.
cameraStream = rememberARCameraStream(materialLoader),
// The session is ready to be accessed.
onSessionCreated = { session ->
},
// The session has been resumed.
onSessionResumed = { session ->
},
// The session has been paused
onSessionPaused = { session ->
},
// Updates of the state of the ARCore system.
// This includes: receiving a new camera frame, updating the location of the device, updating
// the location of tracking anchors, updating detected planes, etc.
// This call may update the pose of all created anchors and detected planes. The set of updated
// objects is accessible through [Frame.getUpdatedTrackables].
// Invoked once per [Frame] immediately before the Scene is updated.
onSessionUpdated = { session, updatedFrame ->
},
// Invoked when an ARCore error occurred.
// Registers a callback to be invoked when the ARCore Session cannot be initialized because
// ARCore is not available on the device or the camera permission has been denied.
onSessionFailed = { exception ->
},
// Listen for camera tracking failure.
// The reason that [Camera.getTrackingState] is [TrackingState.PAUSED] or `null` if it is
// [TrackingState.TRACKING]
onTrackingFailureChanged = { trackingFailureReason ->
}
)
⚠️ Geospatial API: Be sure to follow the official Google Geospatial Developer guide to enable Geospatial API in your application.