Swift: ARKit 基于 2 个节点放置一个矩形
Swift: ARKit place a rectangle based on 2 nodes
我的想法是我想在选定的位置放置 2 个球体节点。从那时起,我基本上想画一个矩形,用滑块调整高度。基本上这意味着 2 个球体将代表开始时的所有 4 个角。但是在测试代码时,我使用 1 米高度作为测试。
我遇到的问题是我似乎无法将矩形放置在正确的位置,如下图所示:
图像中的矩形具有比点更高的 y 点,它稍微旋转并且其中心点在节点 2 上方而不是在节点之间。我不想使用 node.rotation
,因为它不会动态工作。
这是我用来放置 2 个节点并绘制 + 添加矩形的代码。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let location = touches.first?.location(in: sceneView) else {return}
let hitTest = sceneView.hitTest(location, types: [ARHitTestResult.ResultType.featurePoint])
guard let result = hitTest.last else {return}
// Converts the matrix_float4x4 to an SCNMatrix4 to be used with SceneKit
let transform = SCNMatrix4.init(result.worldTransform)
// Creates an SCNVector3 with certain indexes in the matrix
let vector = SCNVector3Make(transform.m41, transform.m42, transform.m43)
let node = addSphere(withPosition: vector)
nodeArray.append(node)
sceneView.scene.rootNode.addChildNode(node)
if nodeArray.count == 2 {
let node1 = sceneView.scene.rootNode.childNodes[0]
let node2 = sceneView.scene.rootNode.childNodes[1]
let bezeierPath = UIBezierPath()
bezeierPath.lineWidth = 0.01
bezeierPath.move(to: CGPoint(x: CGFloat(node1.position.x), y: CGFloat(node1.position.y)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node2.position.x), y: CGFloat(node2.position.y)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node2.position.x), y: CGFloat(node2.position.y+1.0)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node1.position.x), y: CGFloat(node1.position.y+1.0)))
bezeierPath.close()
bezeierPath.fill()
let shape = SCNShape(path: bezeierPath, extrusionDepth: 0.02)
shape.firstMaterial?.diffuse.contents = UIColor.red.withAlphaComponent(0.8)
let node = SCNNode.init(geometry: shape)
node.position = SCNVector3(CGFloat(abs(node1.position.x-node2.position.x)/2), CGFloat(abs((node1.position.y)-(node2.position.y))/2), CGFloat(node1.position.z))
sceneView.scene.rootNode.addChildNode(node)
}
}
另请注意,这不是我的最终代码。一旦一切正常,它将被重构 :).
目前正在运行。我使用错误的计算将其设置在2个点的中间。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Check if a window is placed already and fetch location in sceneView
guard debugMode, let location = touches.first?.location(in: sceneView) else {return}
// Fetch targets at the current location
let hitTest = sceneView.hitTest(location, types: [ARHitTestResult.ResultType.featurePoint])
guard let result = hitTest.last else {return}
// Create sphere are position. getPosition() is an extension
createSphere(withPosition: result.getPosition())
// When 2 nodes has been placed, create a window and hide the spheres
if nodeArray.count == 2 {
let firstNode = nodeArray[nodeArray.count-1]
let secondNode = nodeArray[nodeArray.count-2]
firstNode.isHidden = true
secondNode.isHidden = true
createWindow(firstNode: firstNode, secondNode: secondNode)
sceneView.debugOptions = []
}
}
func createSphere(withPosition position: SCNVector3) {
// Create an geometry which you will apply materials to and convert to a node
let object = SCNSphere(radius: 0.01)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
object.materials = [material]
let node = SCNNode(geometry: object)
node.position = position
nodeArray.append(node)
sceneView.scene.rootNode.addChildNode(node)
}
func createWindow(firstNode: SCNNode, secondNode: SCNNode) {
// Create an geometry which you will apply materials to and convert to a node
let shape = SCNBox(width: CGFloat(abs(firstNode.worldPosition.x-secondNode.worldPosition.x)), height: 0.01, length: 0.02, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red.withAlphaComponent(0.8)
// Each side of a cube can have different materials
//
shape.materials = [material]
let node = SCNNode(geometry: shape)
let minX = min(firstNode.worldPosition.x, secondNode.worldPosition.x)
let maxX = max(firstNode.worldPosition.x, secondNode.worldPosition.x)
// The nodes pivot Y-axis should be split in half of the nodes height, this will cause the node to
// only scale in one direction, when scaling it
//
node.position = SCNVector3(((maxX-minX)/2)+minX, firstNode.worldPosition.y, firstNode.worldPosition.z)
node.pivot = SCNMatrix4MakeTranslation(0, 0.005, 0)
node.scale = SCNVector3Make(1, -50, 1)
node.name = "window"
sceneView.scene.rootNode.addChildNode(node)
}
还添加了:
@objc func resetSceneView() {
// Clear all the nodes
sceneView.scene.rootNode.enumerateHierarchy { (node, stop) in
node.childNodes.forEach({
[=11=].removeFromParentNode()
})
node.removeFromParentNode()
}
// Reset the session
sceneView.session.pause()
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
sceneView.session.run(configuration, options: .resetTracking)
let matrix = sceneView.session.currentFrame!.camera.transform
sceneView.session.setWorldOrigin(relativeTransform: matrix)
nodeArray = []
}
确保世界对齐重置为您的相机位置
我的想法是我想在选定的位置放置 2 个球体节点。从那时起,我基本上想画一个矩形,用滑块调整高度。基本上这意味着 2 个球体将代表开始时的所有 4 个角。但是在测试代码时,我使用 1 米高度作为测试。
我遇到的问题是我似乎无法将矩形放置在正确的位置,如下图所示:
图像中的矩形具有比点更高的 y 点,它稍微旋转并且其中心点在节点 2 上方而不是在节点之间。我不想使用 node.rotation
,因为它不会动态工作。
这是我用来放置 2 个节点并绘制 + 添加矩形的代码。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let location = touches.first?.location(in: sceneView) else {return}
let hitTest = sceneView.hitTest(location, types: [ARHitTestResult.ResultType.featurePoint])
guard let result = hitTest.last else {return}
// Converts the matrix_float4x4 to an SCNMatrix4 to be used with SceneKit
let transform = SCNMatrix4.init(result.worldTransform)
// Creates an SCNVector3 with certain indexes in the matrix
let vector = SCNVector3Make(transform.m41, transform.m42, transform.m43)
let node = addSphere(withPosition: vector)
nodeArray.append(node)
sceneView.scene.rootNode.addChildNode(node)
if nodeArray.count == 2 {
let node1 = sceneView.scene.rootNode.childNodes[0]
let node2 = sceneView.scene.rootNode.childNodes[1]
let bezeierPath = UIBezierPath()
bezeierPath.lineWidth = 0.01
bezeierPath.move(to: CGPoint(x: CGFloat(node1.position.x), y: CGFloat(node1.position.y)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node2.position.x), y: CGFloat(node2.position.y)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node2.position.x), y: CGFloat(node2.position.y+1.0)))
bezeierPath.addLine(to: CGPoint(x: CGFloat(node1.position.x), y: CGFloat(node1.position.y+1.0)))
bezeierPath.close()
bezeierPath.fill()
let shape = SCNShape(path: bezeierPath, extrusionDepth: 0.02)
shape.firstMaterial?.diffuse.contents = UIColor.red.withAlphaComponent(0.8)
let node = SCNNode.init(geometry: shape)
node.position = SCNVector3(CGFloat(abs(node1.position.x-node2.position.x)/2), CGFloat(abs((node1.position.y)-(node2.position.y))/2), CGFloat(node1.position.z))
sceneView.scene.rootNode.addChildNode(node)
}
}
另请注意,这不是我的最终代码。一旦一切正常,它将被重构 :).
目前正在运行。我使用错误的计算将其设置在2个点的中间。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Check if a window is placed already and fetch location in sceneView
guard debugMode, let location = touches.first?.location(in: sceneView) else {return}
// Fetch targets at the current location
let hitTest = sceneView.hitTest(location, types: [ARHitTestResult.ResultType.featurePoint])
guard let result = hitTest.last else {return}
// Create sphere are position. getPosition() is an extension
createSphere(withPosition: result.getPosition())
// When 2 nodes has been placed, create a window and hide the spheres
if nodeArray.count == 2 {
let firstNode = nodeArray[nodeArray.count-1]
let secondNode = nodeArray[nodeArray.count-2]
firstNode.isHidden = true
secondNode.isHidden = true
createWindow(firstNode: firstNode, secondNode: secondNode)
sceneView.debugOptions = []
}
}
func createSphere(withPosition position: SCNVector3) {
// Create an geometry which you will apply materials to and convert to a node
let object = SCNSphere(radius: 0.01)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
object.materials = [material]
let node = SCNNode(geometry: object)
node.position = position
nodeArray.append(node)
sceneView.scene.rootNode.addChildNode(node)
}
func createWindow(firstNode: SCNNode, secondNode: SCNNode) {
// Create an geometry which you will apply materials to and convert to a node
let shape = SCNBox(width: CGFloat(abs(firstNode.worldPosition.x-secondNode.worldPosition.x)), height: 0.01, length: 0.02, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red.withAlphaComponent(0.8)
// Each side of a cube can have different materials
//
shape.materials = [material]
let node = SCNNode(geometry: shape)
let minX = min(firstNode.worldPosition.x, secondNode.worldPosition.x)
let maxX = max(firstNode.worldPosition.x, secondNode.worldPosition.x)
// The nodes pivot Y-axis should be split in half of the nodes height, this will cause the node to
// only scale in one direction, when scaling it
//
node.position = SCNVector3(((maxX-minX)/2)+minX, firstNode.worldPosition.y, firstNode.worldPosition.z)
node.pivot = SCNMatrix4MakeTranslation(0, 0.005, 0)
node.scale = SCNVector3Make(1, -50, 1)
node.name = "window"
sceneView.scene.rootNode.addChildNode(node)
}
还添加了:
@objc func resetSceneView() {
// Clear all the nodes
sceneView.scene.rootNode.enumerateHierarchy { (node, stop) in
node.childNodes.forEach({
[=11=].removeFromParentNode()
})
node.removeFromParentNode()
}
// Reset the session
sceneView.session.pause()
sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints]
sceneView.session.run(configuration, options: .resetTracking)
let matrix = sceneView.session.currentFrame!.camera.transform
sceneView.session.setWorldOrigin(relativeTransform: matrix)
nodeArray = []
}
确保世界对齐重置为您的相机位置