Lab 100 – Trigger
Shows the effect of a trigger.
Background
Michael Temper is teaching visionOS at the University of Applied Sciences Upper Austria. A couple of weeks ago he wrote about this work on LinkedIn. Michael graciously provided some of the labs/examples that he has been building so we can share them with you here. This is the third lab of seven. The labs in this series focus on foundational 3D concepts.
Check out the post from Michael
Lab Code
This lab uses the Draw component and system to visualize a trigger volume as a sphere. This also includes an ornament that displays data and UI. Move the slider to see the trigger sphere change. Check the Trigger System to learn about the math used to evaluate a trigger.
struct Lab100: View {
@State var root = Entity()
@State var sphere = Entity()
@State var subscriptions = [EventSubscription]()
@State var triggerRadius: Float = 0.1
@State var rootToSphereVectorVisual: Vector?
@State var triggerSphereVisual: Sphere?
let modelSortGroup = ModelSortGroup.planarUIAlwaysBehind
init() {
registerComponentsAndSystems()
}
func registerComponentsAndSystems() {
DrawComponent.registerComponent()
DrawRuntimeComponent.registerComponent()
TriggerComponent.registerComponent()
TriggerRuntimeComponent.registerComponent()
DrawSystem.registerSystem()
TriggerSystem.registerSystem()
}
var body: some View {
RealityView { content in
setupSphere()
setupRoot()
setupVisualizations()
setupModelSorting()
root.addChild(sphere)
content.add(root)
subscriptions.append(content.subscribe(to: SceneEvents.Update.self, componentType: DrawComponent.self, { event in
handleUpdate(for: event)
}))
subscriptions.append(content.subscribe(to: ComponentEvents.DidChange.self, componentType: TriggerComponent.self, { event in
handleTriggerDidChange(for: event)
}))
}
.ornament(attachmentAnchor: .scene(.topBack)) {
ornamentUI
}
.preferredWindowClippingMargins(.all, 1000)
}
var ornamentUI: some View {
VStack(alignment: .leading, spacing: 10) {
let directionVector = normalize(sphere.observable.position - root.observable.position)
VectorDisplay(title: "Root To Sphere", vector: directionVector)
let distance = distance(sphere.observable.position, root.observable.position)
HStack {
Text("Sphere To Root Distance")
.fontWeight(.bold)
Text(String(format: "%.3f", distance))
}
triggerRadiusSlider
}
.padding(.horizontal, 40)
.padding(.vertical)
.glassBackgroundEffect()
}
var triggerRadiusSlider: some View {
VStack(alignment: .leading) {
HStack {
Text("Trigger Radius")
.fontWeight(.bold)
Text(String(format: "%.3f", triggerRadius))
}
Slider(value: $triggerRadius, in: 0.1...0.5)
.onChange(of: triggerRadius) { oldValue, newValue in
root.scene?.performQuery(DrawSystem.query).forEach { entity in
entity.drawRuntimeComponent?.spheres.enumerated().forEach { index, sphere in
entity.drawRuntimeComponent?.spheres[index].radius = newValue
}
}
root.scene?.performQuery(TriggerSystem.query).forEach { entity in
entity.triggerComponent?.radius = newValue
}
}
}
}
func setupRoot() {
root.components.set(DrawComponent(showAxes: true))
root.components.set(DrawRuntimeComponent())
root.components.set(TriggerComponent(radius: triggerRadius))
root.components.set(TriggerRuntimeComponent(target: sphere))
root.addAxes()
}
func setupSphere() {
var material = UnlitMaterial(color: .cyan)
material.blending = .transparent(opacity: PhysicallyBasedMaterial.Opacity(floatLiteral: 0.5))
sphere = ModelEntity(
mesh: .generateSphere(radius: 0.015),
materials: [material])
sphere.name = "Sphere"
sphere.position = [0.2, 0.2, 0.2]
var manipulationComponent = ManipulationComponent()
manipulationComponent.releaseBehavior = .stay
manipulationComponent.dynamics.primaryRotationBehavior = .none
manipulationComponent.dynamics.secondaryRotationBehavior = .none
manipulationComponent.dynamics.scalingBehavior = .none
manipulationComponent.dynamics.inertia = .zero
sphere.components.set(manipulationComponent)
sphere.generateCollisionShapes(recursive: true)
sphere.components.set(InputTargetComponent())
sphere.components.set(HoverEffectComponent())
sphere.components.set(DrawComponent())
sphere.components.set(DrawRuntimeComponent())
}
func setupVisualizations() {
rootToSphereVectorVisual = sphere.addVector(
from: root.position,
to: normalize(sphere.position),
color: .cyan
)
triggerSphereVisual = root.addSphere(
to: root,
radius: triggerRadius,
color: .white,
opacity: 0.1
)
}
func setupModelSorting() {
triggerSphereVisual?.visualEntity?.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 0))
root.drawRuntimeComponent?.axes?.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 1))
sphere.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 2))
rootToSphereVectorVisual?.visualEntity?.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 3))
}
func handleUpdate(for event: Event) {
sphere.updateVector(with: rootToSphereVectorVisual?.id) { vector in
vector.start = root.position
vector.end = sphere.position
}
}
func handleTriggerDidChange(for event: ComponentEvents.DidChange) {
guard let triggerComponent = event.entity.triggerComponent else { return }
event.entity.updateSphere(with: triggerSphereVisual?.id) { sphere in
sphere.color = triggerComponent.isTriggered ? .green : .white
}
}
}public struct TriggerSystem: System {
public static let query = EntityQuery(where: .has(TriggerComponent.self))
private var subscriptions = [Cancellable]()
public init(scene: RealityKit.Scene) {
subscriptions.append(scene.subscribe(to: ComponentEvents.DidAdd.self, componentType: TriggerComponent.self, { event in
}))
}
public func update(context: SceneUpdateContext) {
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) where entity.isEnabled {
guard var triggerComponent = entity.triggerComponent,
let triggerRuntimeComponent = entity.triggerRuntimeComponent else {
continue
}
defer {
entity.triggerComponent = triggerComponent
entity.triggerRuntimeComponent = triggerRuntimeComponent
}
let distance = distance(triggerRuntimeComponent.target.position, entity.position)
let radius = triggerComponent.radius
triggerComponent.isTriggered = distance <= radius
}
}
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