ARKit - 以纵向模式将对象放在相机前面

时间:2018-02-28 11:19:26

标签: ios swift arkit

当我使用当前ARFrame的变换将对象放在相机前面时,它似乎使用横向作为设备的方向。因此,如果我以纵向方式握住设备并放置一个物体,它将显示为倾斜90度。

我希望相对于设备的肖像放置对象的方向。有可能改变这个吗?或者我必须旋转锚?怎么会这样做?

以下是我创建锚点的方法:

@IBAction func add(_ sender: Any) {
    guard let currentFrame = self.sceneView.session.currentFrame else  { return }

    var translation = matrix_identity_float4x4
    translation.columns.3.z = -1

    let transform = currentFrame.camera.transform
    let anchorTransform = matrix_multiply(transform, translation)

    var anchor = ARAnchor(transform: anchorTransform)
    self.sceneView.session.add(anchor: anchor)
}

以下是我如何创建渲染节点。请注意,我在一个父节点中有两个子节点,因为我希望能够将这两个节点作为一个节点移动。

func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
    let childOne = SCNNode()
    childOne.geometry = SCNBox(width: 0.5, height: 0.1, length: 0.3, chamferRadius: 0)
    childOne.geometry?.firstMaterial?.diffuse.contents = UIColor.green

    let childTwo = SCNNode()
    childTwo.geometry = SCNBox(width: 0.2, height: 0.5, length: 0.1, chamferRadius: 0)
    childTwo.position = SCNVector3(0, 0.25, 0)
    childTwo.geometry?.firstMaterial?.diffuse.contents = UIColor.red

    let node = SCNNode()
    node.addChildNode(nodeOne)
    node.addChildNode(nodeTwo)

    return node
}

更新

通过创建一个旋转矩阵来解决它,将Z轴旋转90度,然后将其与平移矩阵相乘。

@IBAction func add(_ sender: Any) {
    guard let currentFrame = self.sceneView.session.currentFrame else  { return }

    var translation = matrix_identity_float4x4
    translation.columns.3.z = -1

    let transform = currentFrame.camera.transform

    let rotation = matrix_float4x4(SCNMatrix4MakeRotation(Float.pi/2, 0, 0, 1))

    let anchorTransform = matrix_multiply(transform, matrix_multiply(translation, rotation))

    var anchor = ARAnchor(transform: anchorTransform)
    self.sceneView.session.add(anchor: anchor)
}

0 个答案:

没有答案