ARKit ImageDetection - 点击 3D 对象时获取参考图像
ARKit ImageDetection - get reference image when tapping 3D object
我想创建一个应用程序,检测参考图像,然后出现 3D (SCNScene) 对象(1 个相机中的多个图像/对象是可能的)。这已经是 运行.
现在,当用户点击对象时,我需要知道 referenceImage 的文件名,因为应该显示图像。
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
private var planeNode: SCNNode?
private var imageNode: SCNNode?
private var animationInfo: AnimationInfo?
private var currentMediaName: String?
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
sceneView.scene = scene
sceneView.delegate = self
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Load reference images to look for from "AR Resources" folder
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
// Add previously loaded images to ARScene configuration as detectionImages
configuration.detectionImages = referenceImages
// Run the view's session
sceneView.session.run(configuration)
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap(rec:)))
//Add recognizer to sceneview
sceneView.addGestureRecognizer(tap)
}
//Method called when tap
@objc func handleTap(rec: UITapGestureRecognizer){
//GET Reference-Image Name
loadReferenceImage()
if rec.state == .ended {
let location: CGPoint = rec.location(in: sceneView)
let hits = self.sceneView.hitTest(location, options: nil)
if !hits.isEmpty{
let tappedNode = hits.first?.node
}
}
}
func loadReferenceImage(){
print("CLICK")
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else {
return
}
currentMediaName = imageAnchor.referenceImage.name
// 1. Load plane's scene.
let planeScene = SCNScene(named: "art.scnassets/plane.scn")!
let planeNode = planeScene.rootNode.childNode(withName: "planeRootNode", recursively: true)!
// 2. Calculate size based on planeNode's bounding box.
let (min, max) = planeNode.boundingBox
let size = SCNVector3Make(max.x - min.x, max.y - min.y, max.z - min.z)
// 3. Calculate the ratio of difference between real image and object size.
// Ignore Y axis because it will be pointed out of the image.
let widthRatio = Float(imageAnchor.referenceImage.physicalSize.width)/size.x
let heightRatio = Float(imageAnchor.referenceImage.physicalSize.height)/size.z
// Pick smallest value to be sure that object fits into the image.
let finalRatio = [widthRatio, heightRatio].min()!
// 4. Set transform from imageAnchor data.
planeNode.transform = SCNMatrix4(imageAnchor.transform)
// 5. Animate appearance by scaling model from 0 to previously calculated value.
let appearanceAction = SCNAction.scale(to: CGFloat(finalRatio), duration: 0.4)
appearanceAction.timingMode = .easeOut
// Set initial scale to 0.
planeNode.scale = SCNVector3Make(0.0, 0.0, 0.0)
// Add to root node.
sceneView.scene.rootNode.addChildNode(planeNode)
// Run the appearance animation.
planeNode.runAction(appearanceAction)
self.planeNode = planeNode
self.imageNode = node
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor, updateAtTime time: TimeInterval) {
guard let imageNode = imageNode, let planeNode = planeNode else {
return
}
// 1. Unwrap animationInfo. Calculate animationInfo if it is nil.
guard let animationInfo = animationInfo else {
refreshAnimationVariables(startTime: time,
initialPosition: planeNode.simdWorldPosition,
finalPosition: imageNode.simdWorldPosition,
initialOrientation: planeNode.simdWorldOrientation,
finalOrientation: imageNode.simdWorldOrientation)
return
}
// 2. Calculate new animationInfo if image position or orientation changed.
if !simd_equal(animationInfo.finalModelPosition, imageNode.simdWorldPosition) || animationInfo.finalModelOrientation != imageNode.simdWorldOrientation {
refreshAnimationVariables(startTime: time,
initialPosition: planeNode.simdWorldPosition,
finalPosition: imageNode.simdWorldPosition,
initialOrientation: planeNode.simdWorldOrientation,
finalOrientation: imageNode.simdWorldOrientation)
}
// 3. Calculate interpolation based on passedTime/totalTime ratio.
let passedTime = time - animationInfo.startTime
var t = min(Float(passedTime/animationInfo.duration), 1)
// Applying curve function to time parameter to achieve "ease out" timing
t = sin(t * .pi * 0.5)
// 4. Calculate and set new model position and orientation.
let f3t = simd_make_float3(t, t, t)
planeNode.simdWorldPosition = simd_mix(animationInfo.initialModelPosition, animationInfo.finalModelPosition, f3t)
planeNode.simdWorldOrientation = simd_slerp(animationInfo.initialModelOrientation, animationInfo.finalModelOrientation, t)
//planeNode.simdWorldOrientation = imageNode.simdWorldOrientation
guard let currentImageAnchor = anchor as? ARImageAnchor else { return }
let name = currentImageAnchor.referenceImage.name!
print("TEST")
print(name)
}
func refreshAnimationVariables(startTime: TimeInterval, initialPosition: float3, finalPosition: float3, initialOrientation: simd_quatf, finalOrientation: simd_quatf) {
let distance = simd_distance(initialPosition, finalPosition)
// Average speed of movement is 0.15 m/s.
let speed = Float(0.15)
// Total time is calculated as distance/speed. Min time is set to 0.1s and max is set to 2s.
let animationDuration = Double(min(max(0.1, distance/speed), 2))
// Store animation information for later usage.
animationInfo = AnimationInfo(startTime: startTime,
duration: animationDuration,
initialModelPosition: initialPosition,
finalModelPosition: finalPosition,
initialModelOrientation: initialOrientation,
finalModelOrientation: finalOrientation)
}
}
由于您的 ARReferenceImage
存储在 Assets.xcassets
目录中,您可以使用以下 UIImage
的初始化方法简单地加载图像:
init?(named name: String)
供您参考:
if this is the first time the image is being
loaded, the method looks for an image with the specified name in the
application’s main bundle. For PNG images, you may omit the filename
extension. For all other file formats, always include the filename
extension.
在我的示例中,我有一个名为 TargetCard
:
的 ARReferenceImage
所以要将其作为 UIImage
加载,然后将其作为 SCNNode
应用或在 screenSpace
中显示,您可以这样:
//1. Load The Image Onto An SCNPlaneGeometry
if let image = UIImage(named: "TargetCard"){
let planeNode = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = image
planeNode.geometry = planeGeometry
planeNode.position = SCNVector3(0, 0, -1.5)
self.augmentedRealityView.scene.rootNode.addChildNode(planeNode)
}
//2. Load The Image Into A UIImageView
if let image = UIImage(named: "TargetCard"){
let imageView = UIImageView(frame: CGRect(x: 10, y: 10, width: 300, height: 150))
imageView.image = image
imageView.contentMode = .scaleAspectFill
self.view.addSubview(imageView)
}
在您的上下文中:
每个SCNNode都有一个名字属性:
var name: String? { get set }
因此,我建议您在创建与您的 ARImageAnchor
相关的内容时,为其提供 ARReferenceImage
的名称,例如:
//---------------------------
// MARK: - ARSCNViewDelegate
//---------------------------
extension ViewController: ARSCNViewDelegate{
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have Detected An ARImageAnchor & Check It's The One We Want
guard let validImageAnchor = anchor as? ARImageAnchor,
let targetName = validImageAnchor.referenceImage.name else { return}
//2. Create An SCNNode With An SCNPlaneGeometry
let nodeToAdd = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = UIColor.cyan
nodeToAdd.geometry = planeGeometry
//3. Set It's Name To That Of Our ARReferenceImage
nodeToAdd.name = targetName
//4. Add It To The Hierachy
node.addChildNode(nodeToAdd)
}
}
然后很容易获得对图像的引用例如:
/// Checks To See If We Have Hit A Named SCNNode
///
/// - Parameter gesture: UITapGestureRecognizer
@objc func handleTap(_ gesture: UITapGestureRecognizer){
//1. Get The Current Touch Location
let currentTouchLocation = gesture.location(in: self.augmentedRealityView)
//2. Perform An SCNHitTest To See If We Have Tapped A Valid SCNNode & See If It Is Named
guard let hitTestForNode = self.augmentedRealityView.hitTest(currentTouchLocation, options: nil).first?.node,
let nodeName = hitTestForNode.name else { return }
//3. Load The Reference Image
self.loadReferenceImage(nodeName, inAR: true)
}
/// Loads A Matching Image For The Identified ARReferenceImage Name
///
/// - Parameters:
/// - fileName: String
/// - inAR: Bool
func loadReferenceImage(_ fileName: String, inAR: Bool){
if inAR{
//1. Load The Image Onto An SCNPlaneGeometry
if let image = UIImage(named: fileName){
let planeNode = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = image
planeNode.geometry = planeGeometry
planeNode.position = SCNVector3(0, 0, -1.5)
self.augmentedRealityView.scene.rootNode.addChildNode(planeNode)
}
}else{
//2. Load The Image Into A UIImageView
if let image = UIImage(named: fileName){
let imageView = UIImageView(frame: CGRect(x: 10, y: 10, width: 300, height: 150))
imageView.image = image
imageView.contentMode = .scaleAspectFill
self.view.addSubview(imageView)
}
}
}
重要提示:
我刚刚发现的一件事是,如果我们加载 ARReferenceImage
例如:
let image = UIImage(named: "TargetCard")
然后显示的图片是GrayScale
,这正是你不想要的!
因此你可能需要做的是将 ARReferenceImage
复制到 Assets Catalogue
中并给它一个 prefix
例如颜色目标卡...
然后您需要通过使用前缀命名您的节点来稍微更改函数,例如:
nodeToAdd.name = "Colour\(targetName)"
希望对您有所帮助...
我想创建一个应用程序,检测参考图像,然后出现 3D (SCNScene) 对象(1 个相机中的多个图像/对象是可能的)。这已经是 运行.
现在,当用户点击对象时,我需要知道 referenceImage 的文件名,因为应该显示图像。
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
private var planeNode: SCNNode?
private var imageNode: SCNNode?
private var animationInfo: AnimationInfo?
private var currentMediaName: String?
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
sceneView.scene = scene
sceneView.delegate = self
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Load reference images to look for from "AR Resources" folder
guard let referenceImages = ARReferenceImage.referenceImages(inGroupNamed: "AR Resources", bundle: nil) else {
fatalError("Missing expected asset catalog resources.")
}
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
// Add previously loaded images to ARScene configuration as detectionImages
configuration.detectionImages = referenceImages
// Run the view's session
sceneView.session.run(configuration)
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap(rec:)))
//Add recognizer to sceneview
sceneView.addGestureRecognizer(tap)
}
//Method called when tap
@objc func handleTap(rec: UITapGestureRecognizer){
//GET Reference-Image Name
loadReferenceImage()
if rec.state == .ended {
let location: CGPoint = rec.location(in: sceneView)
let hits = self.sceneView.hitTest(location, options: nil)
if !hits.isEmpty{
let tappedNode = hits.first?.node
}
}
}
func loadReferenceImage(){
print("CLICK")
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else {
return
}
currentMediaName = imageAnchor.referenceImage.name
// 1. Load plane's scene.
let planeScene = SCNScene(named: "art.scnassets/plane.scn")!
let planeNode = planeScene.rootNode.childNode(withName: "planeRootNode", recursively: true)!
// 2. Calculate size based on planeNode's bounding box.
let (min, max) = planeNode.boundingBox
let size = SCNVector3Make(max.x - min.x, max.y - min.y, max.z - min.z)
// 3. Calculate the ratio of difference between real image and object size.
// Ignore Y axis because it will be pointed out of the image.
let widthRatio = Float(imageAnchor.referenceImage.physicalSize.width)/size.x
let heightRatio = Float(imageAnchor.referenceImage.physicalSize.height)/size.z
// Pick smallest value to be sure that object fits into the image.
let finalRatio = [widthRatio, heightRatio].min()!
// 4. Set transform from imageAnchor data.
planeNode.transform = SCNMatrix4(imageAnchor.transform)
// 5. Animate appearance by scaling model from 0 to previously calculated value.
let appearanceAction = SCNAction.scale(to: CGFloat(finalRatio), duration: 0.4)
appearanceAction.timingMode = .easeOut
// Set initial scale to 0.
planeNode.scale = SCNVector3Make(0.0, 0.0, 0.0)
// Add to root node.
sceneView.scene.rootNode.addChildNode(planeNode)
// Run the appearance animation.
planeNode.runAction(appearanceAction)
self.planeNode = planeNode
self.imageNode = node
}
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor, updateAtTime time: TimeInterval) {
guard let imageNode = imageNode, let planeNode = planeNode else {
return
}
// 1. Unwrap animationInfo. Calculate animationInfo if it is nil.
guard let animationInfo = animationInfo else {
refreshAnimationVariables(startTime: time,
initialPosition: planeNode.simdWorldPosition,
finalPosition: imageNode.simdWorldPosition,
initialOrientation: planeNode.simdWorldOrientation,
finalOrientation: imageNode.simdWorldOrientation)
return
}
// 2. Calculate new animationInfo if image position or orientation changed.
if !simd_equal(animationInfo.finalModelPosition, imageNode.simdWorldPosition) || animationInfo.finalModelOrientation != imageNode.simdWorldOrientation {
refreshAnimationVariables(startTime: time,
initialPosition: planeNode.simdWorldPosition,
finalPosition: imageNode.simdWorldPosition,
initialOrientation: planeNode.simdWorldOrientation,
finalOrientation: imageNode.simdWorldOrientation)
}
// 3. Calculate interpolation based on passedTime/totalTime ratio.
let passedTime = time - animationInfo.startTime
var t = min(Float(passedTime/animationInfo.duration), 1)
// Applying curve function to time parameter to achieve "ease out" timing
t = sin(t * .pi * 0.5)
// 4. Calculate and set new model position and orientation.
let f3t = simd_make_float3(t, t, t)
planeNode.simdWorldPosition = simd_mix(animationInfo.initialModelPosition, animationInfo.finalModelPosition, f3t)
planeNode.simdWorldOrientation = simd_slerp(animationInfo.initialModelOrientation, animationInfo.finalModelOrientation, t)
//planeNode.simdWorldOrientation = imageNode.simdWorldOrientation
guard let currentImageAnchor = anchor as? ARImageAnchor else { return }
let name = currentImageAnchor.referenceImage.name!
print("TEST")
print(name)
}
func refreshAnimationVariables(startTime: TimeInterval, initialPosition: float3, finalPosition: float3, initialOrientation: simd_quatf, finalOrientation: simd_quatf) {
let distance = simd_distance(initialPosition, finalPosition)
// Average speed of movement is 0.15 m/s.
let speed = Float(0.15)
// Total time is calculated as distance/speed. Min time is set to 0.1s and max is set to 2s.
let animationDuration = Double(min(max(0.1, distance/speed), 2))
// Store animation information for later usage.
animationInfo = AnimationInfo(startTime: startTime,
duration: animationDuration,
initialModelPosition: initialPosition,
finalModelPosition: finalPosition,
initialModelOrientation: initialOrientation,
finalModelOrientation: finalOrientation)
}
}
由于您的 ARReferenceImage
存储在 Assets.xcassets
目录中,您可以使用以下 UIImage
的初始化方法简单地加载图像:
init?(named name: String)
供您参考:
if this is the first time the image is being loaded, the method looks for an image with the specified name in the application’s main bundle. For PNG images, you may omit the filename extension. For all other file formats, always include the filename extension.
在我的示例中,我有一个名为 TargetCard
:
ARReferenceImage
所以要将其作为 UIImage
加载,然后将其作为 SCNNode
应用或在 screenSpace
中显示,您可以这样:
//1. Load The Image Onto An SCNPlaneGeometry
if let image = UIImage(named: "TargetCard"){
let planeNode = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = image
planeNode.geometry = planeGeometry
planeNode.position = SCNVector3(0, 0, -1.5)
self.augmentedRealityView.scene.rootNode.addChildNode(planeNode)
}
//2. Load The Image Into A UIImageView
if let image = UIImage(named: "TargetCard"){
let imageView = UIImageView(frame: CGRect(x: 10, y: 10, width: 300, height: 150))
imageView.image = image
imageView.contentMode = .scaleAspectFill
self.view.addSubview(imageView)
}
在您的上下文中:
每个SCNNode都有一个名字属性:
var name: String? { get set }
因此,我建议您在创建与您的 ARImageAnchor
相关的内容时,为其提供 ARReferenceImage
的名称,例如:
//---------------------------
// MARK: - ARSCNViewDelegate
//---------------------------
extension ViewController: ARSCNViewDelegate{
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
//1. Check We Have Detected An ARImageAnchor & Check It's The One We Want
guard let validImageAnchor = anchor as? ARImageAnchor,
let targetName = validImageAnchor.referenceImage.name else { return}
//2. Create An SCNNode With An SCNPlaneGeometry
let nodeToAdd = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = UIColor.cyan
nodeToAdd.geometry = planeGeometry
//3. Set It's Name To That Of Our ARReferenceImage
nodeToAdd.name = targetName
//4. Add It To The Hierachy
node.addChildNode(nodeToAdd)
}
}
然后很容易获得对图像的引用例如:
/// Checks To See If We Have Hit A Named SCNNode
///
/// - Parameter gesture: UITapGestureRecognizer
@objc func handleTap(_ gesture: UITapGestureRecognizer){
//1. Get The Current Touch Location
let currentTouchLocation = gesture.location(in: self.augmentedRealityView)
//2. Perform An SCNHitTest To See If We Have Tapped A Valid SCNNode & See If It Is Named
guard let hitTestForNode = self.augmentedRealityView.hitTest(currentTouchLocation, options: nil).first?.node,
let nodeName = hitTestForNode.name else { return }
//3. Load The Reference Image
self.loadReferenceImage(nodeName, inAR: true)
}
/// Loads A Matching Image For The Identified ARReferenceImage Name
///
/// - Parameters:
/// - fileName: String
/// - inAR: Bool
func loadReferenceImage(_ fileName: String, inAR: Bool){
if inAR{
//1. Load The Image Onto An SCNPlaneGeometry
if let image = UIImage(named: fileName){
let planeNode = SCNNode()
let planeGeometry = SCNPlane(width: 1, height: 1)
planeGeometry.firstMaterial?.diffuse.contents = image
planeNode.geometry = planeGeometry
planeNode.position = SCNVector3(0, 0, -1.5)
self.augmentedRealityView.scene.rootNode.addChildNode(planeNode)
}
}else{
//2. Load The Image Into A UIImageView
if let image = UIImage(named: fileName){
let imageView = UIImageView(frame: CGRect(x: 10, y: 10, width: 300, height: 150))
imageView.image = image
imageView.contentMode = .scaleAspectFill
self.view.addSubview(imageView)
}
}
}
重要提示:
我刚刚发现的一件事是,如果我们加载 ARReferenceImage
例如:
let image = UIImage(named: "TargetCard")
然后显示的图片是GrayScale
,这正是你不想要的!
因此你可能需要做的是将 ARReferenceImage
复制到 Assets Catalogue
中并给它一个 prefix
例如颜色目标卡...
然后您需要通过使用前缀命名您的节点来稍微更改函数,例如:
nodeToAdd.name = "Colour\(targetName)"
希望对您有所帮助...