Unity和ARKIT的新手。我使用Focussquare尝试了我的项目。它检测到一个平面,当我触摸屏幕设备时,将模型放置在该位置。问题是我每次启动应用程序时触摸模型方向可能会不同。有时候模型会面向我,否则模型会转向不同的位置。我不是在谈论翻转,而是面对不同的位置。我需要这样一种方式,模型应该面向我所有时间或其他任何方向,但只能在一个方向上进行。
using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
namespace UnityEngine.XR.iOS
{
public class UnityARHitTestExample : MonoBehaviour
{
public GameObject hidesquare;
public GameObject hidetoast;
public Camera playerCamera;
private float distance = 3.0f;
public Transform m_HitTransform;
public float maxRayDistance = 30.0f;
public GameObject lockobject;
public LayerMask collisionLayer = 1 << 10; //ARKitPlane layer
bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
{
List<ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);
if (hitResults.Count > 0)
{
foreach (var hitResult in hitResults)
{
Debug.Log("Got hit!");
hidesquare.SetActive(false);
hidetoast.SetActive(false);
lockobject.GetComponent<UnityARHitTestExample>().enabled = false;
m_HitTransform.GetChild(0).gameObject.SetActive(true);
m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.localTransform);
m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.localTransform);
m_HitTransform.LookAt(Camera.main.transform.position);
m_HitTransform.eulerAngles = new Vector3(0, m_HitTransform.eulerAngles.y, 0);
Debug.Log(string.Format("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
return true;
}
}
return false;
}
//private bool IsPointerOverUIObject()
//{
// PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
// eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
// List<RaycastResult> results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
// return results.Count > 0;
//}
//bool IsPointerOverGameObject(int fingerId)
//{
// EventSystem eventSystem = EventSystem.current;
// return (eventSystem.IsPointerOverGameObject(fingerId)
// && eventSystem.currentSelectedGameObject != null);
//}
// Update is called once per frame
void Update()
{
#if UNITY_EDITOR //we will only use this script on the editor side, though there is nothing that would prevent it from working on device
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
//we'll try to hit one of the plane collider gameobjects that were generated by the plugin
//effectively similar to calling HitTest with ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
if (Physics.Raycast(ray, out hit, maxRayDistance, collisionLayer))
{
//we're going to get the position from the contact point
m_HitTransform.position = hit.point;
Debug.Log(string.Format("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
//and the rotation from the transform of the plane collider
m_HitTransform.rotation = hit.transform.rotation;
}
}
#else
if (Input.touchCount == 1 && m_HitTransform != null)
{
var touch = Input.GetTouch(0);
if ((touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved) && !EventSystem.current.IsPointerOverGameObject(touch.fingerId))
{
//hidebtn.SetActive(false);
// this.transform.gameObject.SetActive(true);
var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
ARPoint point = new ARPoint
{
x = screenPosition.x,
y = screenPosition.y
};
// prioritize reults types
ARHitTestResultType[] resultTypes =
{
ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
// if you want to use infinite planes use this:
//ARHitTestResultType.ARHitTestResultTypeExistingPlane,
ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
ARHitTestResultType.ARHitTestResultTypeFeaturePoint
};
foreach (ARHitTestResultType resultType in resultTypes)
{
if (HitTestWithResultType (point, resultType))
{
return;
}
}
}
}
#endif
}
}
}
我尝试使用foundSquare.transform.position和foundSquare.transform.rotation将其位置和旋转更改为摄影机变换,但是没有用。