I am in the process of building a webGL based AR application. An iOS application opens the webGL-powered website using WKWebView
. The iOS application sends the website information about the device - its rotation, position etc. The browser also sends the device instructions, eg. to look for a geometric plane using ARkit at the touch position. To do this, the javascript and iOS applications need to communicate with each other.
To send data from javascript to iOS, we need to make use of WebKit’s message handlers. In javascript, this can be invoked pretty easily.
// javascript
data = {x: 1, y: 2}
window.webkit.messageHandlers.eventHandler.postMessage(data);
On the iOS side, we set up a handler which will be activated if it receives a message from the javascript side
// iOS
let webConfiguration = WKWebViewConfiguration()
let contentController = WKUserContentController()
contentController.add(self, name: "eventHandler")
webConfiguration.userContentController = contentController;
webView = WKWebView(configuration: webConfiguration) // plus any other settings
func userContentController(_ userContentController: WKUserContentController, didReceive message: WKScriptMessage) {
if (message.name == "eventHandler"){
let data = message.body as! NSDictionary
// use data
}
}
One possible use case for sending data from iOS to webview is to incorporate sensor data with the scene. For example, in my case, I was passing the light intensity data from the camera to control the lighting of my AR scene. This resulted in a more realistic experience.
To do this, we need to prepare the webview with a javascript function that allows us to update the values in the scene.
// javascript
ambientLightUpdate(ambient) {
// make use of ambient value which is sent to alter scene
}
window.ambientLightUpdate = ambientLightUpdate;
After doing that, its a matter of calling the function on the iOS side with the appropriate value.
// iOS
let ambient:Float = Float() // get value from camera sensor
self.webView.evaluateJavaScript("ambientLightUpdate('\(ambient)');", completionHandler: { (result, error) in
// handle errors accordingly
});
One really painful part of developing was not being able to have access to the javascript console when the webview was opened in iOS. Therefore I made use of message handlers to redirect all calls to console.log
to iOS.
// javascript
if (window.webkit) {
console.log = function(msg) {
if (typeof msg == 'object') {
msg = objToString(msg);
}
window.webkit.messageHandlers.logHandler.postMessage(msg);
};
}
function objToString(obj) {
var str = '';
for (var p in obj) {
if (obj.hasOwnProperty(p)) {
str += p + '::' + obj[p] + '\n';
}
}
return str;
}
Objects are converted to strings, because there is an obscure bug where trying to print(obj)
would result in the javascript script failing silently. The iOS setup is similar to before.
// iOS
let webConfiguration = WKWebViewConfiguration()
let contentController = WKUserContentController()
contentController.add(self, name: "logHandler")
webConfiguration.userContentController = contentController;
webView = WKWebView(configuration: webConfiguration) // plus any other settings
func userContentController(_ userContentController: WKUserContentController, didReceive message: WKScriptMessage) {
if (message.name == "logHandler"){
print(message.body)
}
}
On March 17-18, we held an event in collaboration with Urban Design Festival. We transformed an unused stretch of road into a futuristic Space Age themed street. The public got a chance to use our AR experience which incorporated interactivity in the form of shooting drones. Here is a post event summary video:
To find out more, check out our social media!