I have a 32x32 .png image that I want to repeat over a SCNPlane. The code I\'ve got (See below) results in the image being stretched to fit the size of the plane, rather than re
I faced an identical issue when implementing plane visualisation in ARKit. I wanted to visualise the detected plane as a checkerboard pattern. I fixed it by creating a custom SCNNode called a "PlaneNode" with a correctly configured SCNMaterial. The material uses wrapS, wrapT = .repeat and calculates the scale correctly based on the size of the plane itself.
Looks like this:
Have a look at the code below, the inline comments contain the explanation.
class PlaneNode : SCNNode {
init(planeAnchor: ARPlaneAnchor) {
super.init()
// Create the 3D plane geometry with the dimensions reported
// by ARKit in the ARPlaneAnchor instance
let planeGeometry = SCNPlane(width:CGFloat(planeAnchor.extent.x), height:CGFloat(planeAnchor.extent.z))
// Instead of just visualizing the grid as a gray plane, we will render
// it in some Tron style colours.
let material = SCNMaterial()
material.diffuse.contents = PaintCode.imageOfViewARPlane
//the scale gives the number of times the image is repeated
//ARKit givest the width and height in meters, in this case we want to repeat
//the pattern each 2cm = 0.02m so we divide the width/height to find the number of patterns
//we then round this so that we always have a clean repeat and not a truncated one
let scaleX = (Float(planeGeometry.width) / 0.02).rounded()
let scaleY = (Float(planeGeometry.height) / 0.02).rounded()
//we then apply the scaling
material.diffuse.contentsTransform = SCNMatrix4MakeScale(scaleX, scaleY, 0)
//set repeat mode in both direction otherwise the patern is stretched!
material.diffuse.wrapS = .repeat
material.diffuse.wrapT = .repeat
//apply material
planeGeometry.materials = [material];
//make a node for it
self.geometry = planeGeometry
// Move the plane to the position reported by ARKit
position.x = planeAnchor.center.x
position.y = 0
position.z = planeAnchor.center.z
// Planes in SceneKit are vertical by default so we need to rotate
// 90 degrees to match planes in ARKit
transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0);
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func update(planeAnchor: ARPlaneAnchor) {
guard let planeGeometry = geometry as? SCNPlane else {
fatalError("update(planeAnchor: ARPlaneAnchor) called on node that has no SCNPlane geometry")
}
//update the size
planeGeometry.width = CGFloat(planeAnchor.extent.x)
planeGeometry.height = CGFloat(planeAnchor.extent.z)
//and material properties
let scaleX = (Float(planeGeometry.width) / 0.02).rounded()
let scaleY = (Float(planeGeometry.height) / 0.02).rounded()
planeGeometry.firstMaterial?.diffuse.contentsTransform = SCNMatrix4MakeScale(scaleX, scaleY, 0)
// Move the plane to the position reported by ARKit
position.x = planeAnchor.center.x
position.y = 0
position.z = planeAnchor.center.z
}
}