我正在创建一个应用程序,该应用程序从画廊中选择图像并使用ARKit垂直平面检测将其放置在墙上。另外,我也对图像尺寸感到困惑。我想假设墙壁是10英尺,我想放置3 * 2英尺的图像。我引用了许多链接和文档。下面是渲染并添加位置图像的代码:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for
anchor: ARAnchor) {
if nodeWeCanChange == nil{
guard let planeAnchor = anchor as? ARPlaneAnchor else { return
}
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
nodeWeCanChange = SCNNode(geometry: SCNPlane(width: width,
height: height))
nodeWeCanChange?.position = SCNVector3(planeAnchor.center.x, 0,
planeAnchor.center.z)
nodeWeCanChange?.transform = SCNMatrix4MakeRotation(-Float.pi / 2.0, 1.0, 0.0, 0.0)
nodeWeCanChange?.geometry?.firstMaterial?.diffuse.contents = UIColor.white
DispatchQueue.main.async(execute: {
node.addChildNode(self.nodeWeCanChange!)
self.zIndex = (self.nodeWeCanChange?.simdPosition.z)!})
} }
}
func placeImage(image : UIImage){
guard let pointsPerInch = UIScreen.pointsPerInch else{
return}
let pixelWidth = (image.size.width) * (image.scale)
let pixelHeight = (image.size.height) * (image.scale)
let inchWidth = pixelWidth/pointsPerInch
let inchHeight = pixelHeight/pointsPerInch
let widthInMetres = (inchWidth * 2.54) / 100
let heightInMeters = (inchHeight * 2.54) / 100
let photo = SCNPlane(width: (widthInMetres), height: (heightInMeters))
nodeWeCanChange?.geometry = photo
nodeWeCanChange?.geometry?.firstMaterial?.diffuse.contents = image}`
@objc func handleTap(_ gestureRecognize: ThresholdPanGesture)
{
// Function that handles drag
let position = gestureRecognize.location(in: augentedRealityView)
var foundNode:SCNNode? = nil
do {
if gestureRecognize.state == .began {
print("Pan state began")
//let hitTestOptions = [SCNHitTestOption: Any]()
let hitResult: [SCNHitTestResult] = (self.augentedRealityView?.hitTest(gestureRecognize.location(in: self.augentedRealityView), options: nil))!
guard let firstNode = hitResult.first else {
return
}
print("first node =\(firstNode.node)")
if firstNode.node.isEqual(nodeWeCanChange){
foundNode = nodeWeCanChange
print("node found")}
else if (firstNode.node.parent?.isEqual(nodeWeCanChange))!{ print("node found")}
else{ return print("node not found")}
latestTranslatePos = position
}
}
if gestureRecognize.state == .changed{
let deltaX = Float(position.x - latestTranslatePos.x)/700
let deltaY = Float(position.y - latestTranslatePos.y)/700
nodeWeCanChange?.localTranslate(by: SCNVector3Make(deltaX, -deltaY , zIndex))
latestTranslatePos = position
print("Pan State Changed")
}
if gestureRecognize.state == .ended {
print("Done moving object")
let deltaX = Float(position.x - latestTranslatePos.x)/700
let deltaY = Float(position.y - latestTranslatePos.y)/700
nodeWeCanChange?.localTranslate(by: SCNVector3Make(deltaX, -deltaY , zIndex))
latestTranslatePos = position
foundNode = nil
}
}`
有人可以帮助我我所缺少的吗?
答案 0 :(得分:0)
这里有两个问题... ^ __________ ^。
关于平移SCNNode
,最简单的方法是使用touches
,尽管您可以很轻松地修改以下示例。
假设您的内容放在ARPlaneAnchor
上,并且要在飞机上移动它,则可以执行类似的操作(假设您还选择了SCNNode
作为nodeToDrag
),在我的示例中为图片:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
//2. Get The Existing ARPlaneAnchor
let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
nodeToDrag.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
或者,您可以尝试以下操作:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
//2. Get The Existing ARPlaneAnchor
let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To Local Coordinates
nodeToDrag.simdPosition.x = Float(hitTest.localTransform.columns.3.x)
nodeToDrag.simdPosition.y = Float(-hitTest.localTransform.columns.3.z)
}
关于您的规模,您尚不确定要做什么。但是,这是一个带有注释的小示例,应该会有所帮助:
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have An ARPlaneAnchor
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
//2. Get The Approximate Width & Height Of The Anchor
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
//3. Create A Dummy Wall To Illustrate The Vertical Plane
let dummyWall = SCNNode(geometry: SCNPlane(width: width, height: height))
dummyWall.geometry?.firstMaterial?.diffuse.contents = UIColor.black
dummyWall.opacity = 0.5
dummyWall.eulerAngles.x = -.pi/2
node.addChildNode(dummyWall)
//4. Create A Picture Which Will Be Half The Size Of The Wall
let picture = SCNNode(geometry: SCNPlane(width: width/2, height: height/2))
picture.geometry?.firstMaterial?.diffuse.contents = UIColor.white
//5. Add It To The Dummy Wall (As We Dont Assign A Position It Will Be Centered Automatically At SCNVector3Zero)
dummyWall.addChildNode(picture)
//6. To Prevent Z-Fighting Move The Picture Forward Slightly
picture.position.z = 0.0001
}
您还可以创建一个辅助函数,例如:
//--------------------------
//MARK: - CGFloat Extensions
//--------------------------
extension CGFloat{
/// Desired Scale Factor
enum Scalar{
case Quarter
case Third
case Half
case ThreeQuarters
case FullSize
var value: CGFloat{
switch self {
case .Quarter: return 0.25
case .Third: return 0.33
case .Half: return 0.5
case .ThreeQuarters: return 0.75
case .FullSize: return 1
}
}
}
/// Returns A CGFloat Based On The Desired Scale
///
/// - Parameter size: Scalar
/// - Returns: CGFloat
func scaledToSize(_ size: Scalar) -> CGFloat {
return self * size.value
}
}
您可以根据锚点的范围来缩放图片,例如:
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
let picture = SCNNode(geometry: SCNPlane(width: width.scaledToSize(.ThreeQuarters), height: height.scaledToSize(.ThreeQuarters)))
更新:
由于您无法使该示例正常工作,并且现在针对您的要求更加具体,因此这里是一个完全正常的示例(需要稍作调整),但足以使您找到正确的示例方向:
//-----------------------
//MARK: ARSCNViewDelegate
//-----------------------
extension ARViewController: ARSCNViewDelegate{
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
if wallAndPictureNode != nil { return }
//1. Check We Have An ARPlaneAnchor
guard let planeAnchor = anchor as? ARPlaneAnchor else { return }
//2. Get The Approximate Width & Height Of The Anchor
let width = CGFloat(planeAnchor.extent.x)
let height = CGFloat(planeAnchor.extent.z)
//3. Create A Dummy Wall To Illustrate The Vertical Plane
let dummyWall = SCNNode(geometry: SCNPlane(width: width, height: height))
dummyWall.geometry?.firstMaterial?.diffuse.contents = UIColor.black
dummyWall.opacity = 0.5
dummyWall.eulerAngles.x = -.pi/2
node.addChildNode(dummyWall)
//4. Create A Picture Which Will Be Half The Size Of The Wall
let picture = SCNNode(geometry: SCNPlane(width: width/2, height: height/2))
picture.geometry?.firstMaterial?.diffuse.contents = UIColor.white
//5. Add It To The Dummy Wall (As We Dont Assign A Position It Will Be Centered Automatically At SCNVector3Zero)
dummyWall.addChildNode(picture)
//6. To Prevent Z-Fighting Move The Picture Forward Slightly
picture.position.z = 0.0001
//7. Set The Wall & Picture Node
wallAndPictureNode = dummyWall
}
}
class ARViewController: UIViewController {
//1. Create A Reference To Our ARSCNView In Our Storyboard Which Displays The Camera Feed
@IBOutlet weak var augmentedRealityView: ARSCNView!
//2. Create Our ARWorld Tracking Configuration
let configuration = ARWorldTrackingConfiguration()
//4. Create Our Session
let augmentedRealitySession = ARSession()
//5. Create Variable To Store Our Wall With The Picture On It
var wallAndPictureNode: SCNNode?
//--------------------
//MARK: View LifeCycle
//--------------------
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) { setupARSession() }
override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() }
//-------------------
//MARK: - Interaction
//-------------------
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point, Check We Have Our WallAndPictureNode, & Then Check We Have A Valid ARPlaneAnchor
guard let nodeToMove = wallAndPictureNode,
let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Move The Wall & Picture
nodeToMove .simdPosition.x = Float(hitTest.worldTransform.columns.3.x)
nodeToMove .simdPosition.z = Float(-hitTest.worldTransform.columns.3.y)
}
//---------------
//MARK: ARSession
//---------------
/// Sets Up The ARSession
func setupARSession(){
//1. Set The AR Session
augmentedRealityView.session = augmentedRealitySession
augmentedRealityView.delegate = self
//2. Conifgure The Type Of Plane Detection
configuration.planeDetection = [.vertical]
//3. Configure The Debug Options
augmentedRealityView.debugOptions = debug(.None)
//4. Run The Session
augmentedRealitySession.run(configuration, options: [.resetTracking, .removeExistingAnchors])
//5. Disable The IdleTimer
UIApplication.shared.isIdleTimerDisabled = true
}
}
希望有帮助...