我正在使用LeanTouch +转换对象,但是它只能基于android屏幕在Y轴上移动,因此在相机上只能上下移动对象。我要实现的目标是能够将对象进一步移近或移近相机视图。在ARCore中,您首先检测到环境,然后将其生成为Plane,这就是我需要对象移动到的平面。
如果可能的话,我也想在“检测到的平面”上使用“夹钳”来限制运动,使其超出检测到的平面
这是我使用LeanFingerTap生成obj的代码
public void Spawn(LeanFinger finger)
{
if (AndyPlanePrefab != null && finger != null)
{
// Raycast against the location the player touched to search for planes.
TrackableHit hit;
TrackableHitFlags raycastFilter = TrackableHitFlags.PlaneWithinPolygon |
TrackableHitFlags.FeaturePointWithSurfaceNormal;
if (Frame.Raycast(finger.ScreenPosition.x, finger.ScreenPosition.y, raycastFilter, out hit))
{
if(currentNumberofPrefab<numberOfPrefabsAllowed)
{
currentNumberofPrefab = currentNumberofPrefab + 1;
// Use hit pose and camera pose to check if hittest is from the
// back of the plane, if it is, no need to create the anchor.
if ((hit.Trackable is DetectedPlane) &&
Vector3.Dot(FirstPersonCamera.transform.position - hit.Pose.position,
hit.Pose.rotation * Vector3.up) < 0)
{
Debug.Log("Hit at back of the current DetectedPlane");
}
else
{
// Choose the Andy model for the Trackable that got hit.
if (hit.Trackable is FeaturePoint)
{
AndyPrefab = AndyPointPrefab;
}
else
{
getValue = ItemScrollList.valuePrefab;
if (getValue == 1)
{
AndyPrefab = AndyPlanePrefab[0];
Debug.Log("value 1");
}
else if (getValue == 2)
{
AndyPrefab = AndyPlanePrefab[1];
Debug.Log("value 2");
}
else if (getValue == 3)
{
AndyPrefab = AndyPlanePrefab[2];
Debug.Log("value 3");
}
else if (getValue == 4)
{
AndyPrefab = AndyPlanePrefab[3];
Debug.Log("value 4");
}
else if (getValue == 5)
{
AndyPrefab = AndyPlanePrefab[4];
Debug.Log("value 5");
}
}
// Instantiate Andy model at the hit pose.
var andyObject = Instantiate(AndyPrefab, hit.Pose.position, hit.Pose.rotation);
//adding tag to andyObject for destroying spawn purposes
andyObject.tag = "HomePrefab";
// Compensate for the hitPose rotation facing away from the raycast (i.e. camera).
andyObject.transform.Rotate(0, k_ModelRotation, 0, Space.Self);
// Create an anchor to allow ARCore to track the hitpoint as understanding of the physical
// world evolves.
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
// Make Andy model a child of the anchor.
andyObject.transform.parent = anchor.transform;
}
}
}
}
}
答案 0 :(得分:0)
您可以通过在(0, 0, 0)
中创建一个预制的游戏对象来实现此目的,该预制对象具有空的游戏对象作为父对象,而您的对象作为子对象。
然后,当您检测到飞机时,将使用Session.GetTrackable
进入飞机列表。
然后,您可以使用以下代码在检测到的平面中心实例化您的预制件:
Anchor anchor = m_AllPlanes[0].CreateAnchor(m_AllPlanes[0].CenterPose);
var obj = Instantiate(myPrefab, m_AllPlanes[0].CenterPose);
obj.transform.parent = anchor.transform;
然后,如果您希望将obj移得更远或更靠近相机,则可以将其移动到本地z中。然后,您的钳位可以为m_AllPlanes[0].CenterPose.position.z - m_AllPlanes[0].ExtentZ
至m_AllPlanes[0].CenterPose.position.z + m_AllPlanes[0].ExtentZ
我之所以建议使用游戏对象创建预制件,是因为ARCore坐标在每个Session中都会发生变化,因此能够使用本地坐标。