This snapshot establishes the camera-to-result recognition flow and related tests while checking in the project skill/docs assets required for the configured local tooling.
653 lines
16 KiB
Markdown
653 lines
16 KiB
Markdown
---
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name: axiom-realitykit-ref
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description: RealityKit API reference — Entity, Component, System, RealityView, Model3D, anchor types, material system, physics, collision, animation, audio, accessibility
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license: MIT
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compatibility: [iOS 13+, macOS 10.15+, visionOS 1.0+, tvOS 26+]
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metadata:
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version: "1.0.0"
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---
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# RealityKit API Reference
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Complete API reference for RealityKit organized by category.
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## When to Use This Reference
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Use this reference when:
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- Looking up specific RealityKit API signatures or properties
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- Checking which component types are available
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- Finding the right anchor type for an AR experience
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- Browsing material properties and options
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- Setting up physics body parameters
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- Looking up animation or audio API details
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- Checking platform availability for specific APIs
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---
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## Part 1: Entity API
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### Entity
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```swift
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// Creation
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let entity = Entity()
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let entity = Entity(components: [TransformComponent(), ModelComponent(...)])
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// Async loading
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let entity = try await Entity(named: "scene", in: .main)
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let entity = try await Entity(contentsOf: url)
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// Clone
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let clone = entity.clone(recursive: true)
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```
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### Entity Properties
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| Property | Type | Description |
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|----------|------|-------------|
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| `name` | `String` | Identifier for lookup |
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| `id` | `ObjectIdentifier` | Unique identity |
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| `isEnabled` | `Bool` | Local enabled state |
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| `isEnabledInHierarchy` | `Bool` | Effective enabled (considers parents) |
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| `isActive` | `Bool` | Entity is in an active scene |
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| `isAnchored` | `Bool` | Has anchoring or anchored ancestor |
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| `scene` | `RealityKit.Scene?` | Owning scene |
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| `parent` | `Entity?` | Parent entity |
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| `children` | `Entity.ChildCollection` | Child entities |
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| `components` | `Entity.ComponentSet` | All attached components |
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| `anchor` | `HasAnchoring?` | Nearest anchoring ancestor |
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### Entity Hierarchy Methods
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```swift
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entity.addChild(child)
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entity.addChild(child, preservingWorldTransform: true)
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entity.removeChild(child)
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entity.removeFromParent()
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entity.findEntity(named: "name") // Recursive search
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```
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### Entity Subclasses
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| Class | Purpose | Key Component |
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|-------|---------|---------------|
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| `Entity` | Base container | Transform only |
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| `ModelEntity` | Renderable object | ModelComponent |
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| `AnchorEntity` | AR anchor point | AnchoringComponent |
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| `PerspectiveCamera` | Virtual camera | PerspectiveCameraComponent |
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| `DirectionalLight` | Sun/directional | DirectionalLightComponent |
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| `PointLight` | Point light | PointLightComponent |
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| `SpotLight` | Spot light | SpotLightComponent |
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| `TriggerVolume` | Invisible collision zone | CollisionComponent |
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| `ViewAttachmentEntity` | SwiftUI view in 3D | visionOS |
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| `BodyTrackedEntity` | Body-tracked entity | BodyTrackingComponent |
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---
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## Part 2: Component Catalog
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### Transform
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```swift
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// Properties
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entity.position // SIMD3<Float>, local
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entity.orientation // simd_quatf
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entity.scale // SIMD3<Float>
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entity.transform // Transform struct
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// World-space
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entity.position(relativeTo: nil)
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entity.orientation(relativeTo: nil)
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entity.setPosition(pos, relativeTo: nil)
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// Utilities
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entity.look(at: target, from: position, relativeTo: nil)
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```
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### ModelComponent
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```swift
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let component = ModelComponent(
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mesh: MeshResource.generateBox(size: 0.1),
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materials: [SimpleMaterial(color: .red, isMetallic: true)]
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)
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entity.components[ModelComponent.self] = component
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```
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### MeshResource Built-in Generators
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| Method | Parameters |
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|--------|-----------|
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| `.generateBox(size:)` | `SIMD3<Float>` or single `Float` |
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| `.generateBox(size:cornerRadius:)` | Rounded box |
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| `.generateSphere(radius:)` | `Float` |
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| `.generatePlane(width:depth:)` | `Float`, `Float` |
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| `.generatePlane(width:height:)` | Vertical plane |
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| `.generateCylinder(height:radius:)` | `Float`, `Float` |
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| `.generateCone(height:radius:)` | `Float`, `Float` |
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| `.generateText(_:)` | `String`, with options |
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### CollisionComponent
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```swift
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let component = CollisionComponent(
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shapes: [
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.generateBox(size: SIMD3(0.1, 0.2, 0.1)),
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.generateSphere(radius: 0.05),
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.generateCapsule(height: 0.3, radius: 0.05),
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.generateConvex(from: meshResource)
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],
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mode: .default, // .default or .trigger
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filter: CollisionFilter(
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group: CollisionGroup(rawValue: 1),
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mask: .all
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)
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)
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```
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### ShapeResource Types
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| Method | Description | Performance |
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|--------|-------------|-------------|
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| `.generateBox(size:)` | Axis-aligned box | Fastest |
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| `.generateSphere(radius:)` | Sphere | Fast |
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| `.generateCapsule(height:radius:)` | Capsule | Fast |
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| `.generateConvex(from:)` | Convex hull from mesh | Moderate |
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| `.generateStaticMesh(from:)` | Exact mesh | Slowest (static only) |
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### PhysicsBodyComponent
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```swift
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let component = PhysicsBodyComponent(
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massProperties: .init(
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mass: 1.0,
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inertia: SIMD3(repeating: 0.1),
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centerOfMass: .zero
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),
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material: .generate(
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staticFriction: 0.5,
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dynamicFriction: 0.3,
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restitution: 0.4
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),
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mode: .dynamic // .dynamic, .static, .kinematic
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)
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```
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| Mode | Behavior |
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|------|----------|
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| `.dynamic` | Physics simulation controls position |
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| `.static` | Immovable, participates in collisions |
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| `.kinematic` | Code-controlled, affects dynamic bodies |
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### PhysicsMotionComponent
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```swift
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var motion = PhysicsMotionComponent()
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motion.linearVelocity = SIMD3(0, 5, 0)
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motion.angularVelocity = SIMD3(0, .pi, 0)
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entity.components[PhysicsMotionComponent.self] = motion
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```
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### CharacterControllerComponent
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```swift
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entity.components[CharacterControllerComponent.self] = CharacterControllerComponent(
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radius: 0.3,
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height: 1.8,
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slopeLimit: .pi / 4,
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stepLimit: 0.3
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)
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// Move character with gravity
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entity.moveCharacter(
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by: SIMD3(0.1, -0.01, 0),
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deltaTime: Float(context.deltaTime),
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relativeTo: nil
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)
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```
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### AnchoringComponent
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```swift
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// Plane detection
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AnchoringComponent(.plane(.horizontal, classification: .table,
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minimumBounds: SIMD2(0.2, 0.2)))
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AnchoringComponent(.plane(.vertical, classification: .wall,
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minimumBounds: SIMD2(0.5, 0.5)))
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// World position
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AnchoringComponent(.world(transform: float4x4(...)))
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// Image anchor
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AnchoringComponent(.image(group: "AR Resources", name: "poster"))
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// Face tracking
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AnchoringComponent(.face)
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// Body tracking
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AnchoringComponent(.body)
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```
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### Plane Classification
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| Classification | Description |
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|----------------|-------------|
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| `.table` | Horizontal table surface |
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| `.floor` | Floor surface |
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| `.ceiling` | Ceiling surface |
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| `.wall` | Vertical wall |
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| `.door` | Door |
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| `.window` | Window |
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| `.seat` | Chair/couch |
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### Light Components
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```swift
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// Directional
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let light = DirectionalLightComponent(
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color: .white,
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intensity: 1000,
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isRealWorldProxy: false
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)
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light.shadow = DirectionalLightComponent.Shadow(
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maximumDistance: 10,
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depthBias: 0.01
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)
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// Point
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PointLightComponent(
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color: .white,
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intensity: 1000,
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attenuationRadius: 5
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)
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// Spot
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SpotLightComponent(
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color: .white,
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intensity: 1000,
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innerAngleInDegrees: 30,
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outerAngleInDegrees: 60,
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attenuationRadius: 10
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)
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```
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### Accessibility
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```swift
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var accessibility = AccessibilityComponent()
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accessibility.label = "Red cube"
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accessibility.value = "Interactive 3D object"
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accessibility.traits = .button
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accessibility.isAccessibilityElement = true
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entity.components[AccessibilityComponent.self] = accessibility
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```
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### Additional Components
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| Component | Purpose | Platform |
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|-----------|---------|----------|
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| `OpacityComponent` | Fade entity in/out | All |
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| `GroundingShadowComponent` | Contact shadow beneath entity | All |
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| `InputTargetComponent` | Enable gesture input | visionOS |
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| `HoverEffectComponent` | Highlight on gaze/hover | visionOS |
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| `SynchronizationComponent` | Multiplayer entity sync | All |
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| `ImageBasedLightComponent` | Custom environment lighting | All |
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| `ImageBasedLightReceiverComponent` | Receive IBL from source | All |
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---
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## Part 3: System API
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### System Protocol
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```swift
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protocol System {
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init(scene: RealityKit.Scene)
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func update(context: SceneUpdateContext)
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}
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```
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### SceneUpdateContext
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| Property | Type | Description |
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|----------|------|-------------|
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| `deltaTime` | `TimeInterval` | Time since last update |
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| `scene` | `RealityKit.Scene` | The scene |
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```swift
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// Query entities
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context.entities(matching: query, updatingSystemWhen: .rendering)
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```
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### EntityQuery
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```swift
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// Has specific component
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EntityQuery(where: .has(HealthComponent.self))
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// Has multiple components
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EntityQuery(where: .has(HealthComponent.self) && .has(ModelComponent.self))
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// Does not have component
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EntityQuery(where: .has(EnemyComponent.self) && !.has(DeadComponent.self))
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```
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### Scene Events
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| Event | Trigger |
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|-------|---------|
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| `SceneEvents.Update` | Every frame |
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| `SceneEvents.DidAddEntity` | Entity added to scene |
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| `SceneEvents.DidRemoveEntity` | Entity removed from scene |
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| `SceneEvents.AnchoredStateChanged` | Anchor tracking changes |
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| `CollisionEvents.Began` | Two entities start colliding |
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| `CollisionEvents.Updated` | Collision continues |
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| `CollisionEvents.Ended` | Collision ends |
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| `AnimationEvents.PlaybackCompleted` | Animation finishes |
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```swift
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scene.subscribe(to: CollisionEvents.Began.self, on: entity) { event in
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// event.entityA, event.entityB, event.impulse
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}
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```
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---
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## Part 4: RealityView API
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### Initializers
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```swift
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// Basic (iOS 18+, visionOS 1.0+)
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RealityView { content in
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// make: Add entities to content
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}
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// With update
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RealityView { content in
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// make
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} update: { content in
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// update: Called when SwiftUI state changes
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}
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// With placeholder
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RealityView { content in
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// make (async loading)
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} placeholder: {
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ProgressView()
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}
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// With attachments (visionOS)
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RealityView { content, attachments in
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// make
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} update: { content, attachments in
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// update
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} attachments: {
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Attachment(id: "label") { Text("Hello") }
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}
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```
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### RealityViewContent
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```swift
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content.add(entity)
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content.remove(entity)
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content.entities // EntityCollection
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// iOS/macOS — camera content
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content.camera // RealityViewCameraContent (non-visionOS)
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```
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### Gestures on RealityView
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```swift
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RealityView { content in ... }
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.gesture(TapGesture().targetedToAnyEntity().onEnded { value in
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let entity = value.entity
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})
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.gesture(DragGesture().targetedToAnyEntity().onChanged { value in
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value.entity.position = value.convert(value.location3D,
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from: .local, to: .scene)
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})
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.gesture(RotateGesture().targetedToAnyEntity().onChanged { value in
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// Handle rotation
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})
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.gesture(MagnifyGesture().targetedToAnyEntity().onChanged { value in
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// Handle scale
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})
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```
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---
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## Part 5: Model3D API
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```swift
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// Simple display
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Model3D(named: "robot")
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// With phases
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Model3D(named: "robot") { phase in
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switch phase {
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case .empty:
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ProgressView()
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case .success(let model):
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model.resizable().scaledToFit()
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case .failure(let error):
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Text("Failed: \(error.localizedDescription)")
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@unknown default:
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EmptyView()
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}
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}
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// From URL
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Model3D(url: modelURL)
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```
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---
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## Part 6: Material System
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### SimpleMaterial
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```swift
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var material = SimpleMaterial()
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material.color = .init(tint: .blue)
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material.metallic = .init(floatLiteral: 1.0)
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material.roughness = .init(floatLiteral: 0.3)
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```
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### PhysicallyBasedMaterial
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```swift
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var material = PhysicallyBasedMaterial()
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material.baseColor = .init(tint: .white,
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texture: .init(try .load(named: "albedo")))
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material.metallic = .init(floatLiteral: 0.0)
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material.roughness = .init(floatLiteral: 0.5)
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material.normal = .init(texture: .init(try .load(named: "normal")))
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material.ambientOcclusion = .init(texture: .init(try .load(named: "ao")))
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material.emissiveColor = .init(color: .blue)
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material.emissiveIntensity = 2.0
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material.clearcoat = .init(floatLiteral: 0.8)
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material.clearcoatRoughness = .init(floatLiteral: 0.1)
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material.specular = .init(floatLiteral: 0.5)
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material.sheen = .init(color: .white)
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material.anisotropyLevel = .init(floatLiteral: 0.5)
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material.blending = .transparent(opacity: .init(floatLiteral: 0.5))
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material.faceCulling = .back // .none, .front, .back
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```
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### UnlitMaterial
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```swift
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var material = UnlitMaterial()
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material.color = .init(tint: .red,
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texture: .init(try .load(named: "texture")))
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material.blending = .transparent(opacity: .init(floatLiteral: 0.8))
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```
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### Special Materials
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```swift
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// Occlusion — invisible but hides content behind it
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let occlusionMaterial = OcclusionMaterial()
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// Video
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let videoMaterial = VideoMaterial(avPlayer: avPlayer)
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```
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### TextureResource Loading
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```swift
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// From bundle
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let texture = try await TextureResource(named: "texture")
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// From URL
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let texture = try await TextureResource(contentsOf: url)
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// With options
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let texture = try await TextureResource(named: "texture",
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options: .init(semantic: .color)) // .color, .raw, .normal, .hdrColor
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```
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---
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## Part 7: Animation
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### Transform Animation
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```swift
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entity.move(
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to: Transform(
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scale: .one,
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rotation: targetRotation,
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translation: targetPosition
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),
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relativeTo: entity.parent,
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duration: 1.5,
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timingFunction: .easeInOut
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)
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```
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### Timing Functions
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| Function | Curve |
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|----------|-------|
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| `.default` | System default |
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| `.linear` | Constant speed |
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| `.easeIn` | Slow start |
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| `.easeOut` | Slow end |
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| `.easeInOut` | Slow start and end |
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### Playing Loaded Animations
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```swift
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// All animations from USD
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for animation in entity.availableAnimations {
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let controller = entity.playAnimation(animation)
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}
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// With options
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let controller = entity.playAnimation(
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animation.repeat(count: 3),
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transitionDuration: 0.3,
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startsPaused: false
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)
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```
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### AnimationPlaybackController
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```swift
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let controller = entity.playAnimation(animation)
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controller.pause()
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controller.resume()
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controller.stop()
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controller.speed = 0.5 // Half speed
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controller.blendFactor = 1.0 // Full blend
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controller.isComplete // Check completion
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```
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---
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## Part 8: Audio
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### AudioFileResource
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```swift
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// Load
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let resource = try AudioFileResource.load(
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named: "sound.wav",
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configuration: .init(
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shouldLoop: true,
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shouldRandomizeStartTime: false,
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mixGroupName: "effects"
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)
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)
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```
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### Audio Components
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|
|
|
```swift
|
|
// Spatial (3D positional)
|
|
entity.components[SpatialAudioComponent.self] = SpatialAudioComponent(
|
|
directivity: .beam(focus: 0.5),
|
|
distanceAttenuation: .rolloff(factor: 1.0),
|
|
gain: 0 // dB
|
|
)
|
|
|
|
// Ambient (non-positional, uniform)
|
|
entity.components[AmbientAudioComponent.self] = AmbientAudioComponent(
|
|
gain: -6
|
|
)
|
|
|
|
// Channel (multi-channel output)
|
|
entity.components[ChannelAudioComponent.self] = ChannelAudioComponent(
|
|
gain: 0
|
|
)
|
|
```
|
|
|
|
### Playback
|
|
|
|
```swift
|
|
let controller = entity.playAudio(resource)
|
|
controller.pause()
|
|
controller.stop()
|
|
controller.gain = -3 // Adjust volume (dB)
|
|
controller.speed = 1.5 // Pitch shift
|
|
|
|
entity.stopAllAudio()
|
|
```
|
|
|
|
---
|
|
|
|
## Part 9: RealityRenderer (Metal Integration)
|
|
|
|
```swift
|
|
// Low-level Metal rendering of RealityKit content
|
|
let renderer = try RealityRenderer()
|
|
renderer.entities.append(entity)
|
|
|
|
// Render to Metal texture
|
|
let descriptor = RealityRenderer.CameraOutput.Descriptor(
|
|
colorFormat: .bgra8Unorm,
|
|
depthFormat: .depth32Float
|
|
)
|
|
try renderer.render(
|
|
viewMatrix: viewMatrix,
|
|
projectionMatrix: projectionMatrix,
|
|
size: size,
|
|
colorTexture: colorTexture,
|
|
depthTexture: depthTexture
|
|
)
|
|
```
|
|
|
|
---
|
|
|
|
## Resources
|
|
|
|
**WWDC**: 2019-603, 2019-605, 2021-10074, 2022-10074, 2023-10080, 2024-10103, 2024-10153
|
|
|
|
**Docs**: /realitykit, /realitykit/entity, /realitykit/component, /realitykit/system, /realitykit/realityview, /realitykit/model3d, /realitykit/modelentity, /realitykit/anchorentity, /realitykit/physicallybasedmaterial
|
|
|
|
**Skills**: axiom-realitykit, axiom-realitykit-diag, axiom-scenekit-ref
|