在 ARKit ARWorldMap 中保持对象方向

Persist object orientations in ARKit ARWorldMap

我正在尝试使用 ARWorldMap 在 ARKit 中保留一个模型。我可以保存和加载模型,但我在保存之前应用到对象的方向不会与对象一起保留。

我目前在做什么

保存和加载对象:

  /// - Tag: GetWorldMap
  @objc func saveExperience(_ button: UIButton) {
    sceneView.session.getCurrentWorldMap { worldMap, error in
      guard let map = worldMap
        else { self.showAlert(title: "Can't get current world map", message: error!.localizedDescription); return }

      // Add a snapshot image indicating where the map was captured.
      guard let snapshotAnchor = SnapshotAnchor(capturing: self.sceneView) else {
        fatalError("Can't take snapshot")

      }
      map.anchors.append(snapshotAnchor)

      do {
        let data = try NSKeyedArchiver.archivedData(withRootObject: map, requiringSecureCoding: true)
        try data.write(to: self.mapSaveURL, options: [.atomic])
        DispatchQueue.main.async {
          self.loadExperienceButton.isHidden = false
          self.loadExperienceButton.isEnabled = true
        }
      } catch {
        fatalError("Can't save map: \(error.localizedDescription)")
      }
    }
  }

  /// - Tag: RunWithWorldMap
  @objc func loadExperience(_ button: UIButton) {

    /// - Tag: ReadWorldMap
    let worldMap: ARWorldMap = {
      guard let data = mapDataFromFile
        else { fatalError("Map data should already be verified to exist before Load button is enabled.") }
      do {
        guard let worldMap = try NSKeyedUnarchiver.unarchivedObject(ofClass: ARWorldMap.self, from: data)
          else { fatalError("No ARWorldMap in archive.") }
        return worldMap
      } catch {
        fatalError("Can't unarchive ARWorldMap from file data: \(error)")
      }
    }()

    // Display the snapshot image stored in the world map to aid user in relocalizing.
    if let snapshotData = worldMap.snapshotAnchor?.imageData,
      let snapshot = UIImage(data: snapshotData) {
      self.snapshotThumbnail.image = snapshot
    } else {
      print("No snapshot image in world map")
    }
    // Remove the snapshot anchor from the world map since we do not need it in the scene.
    worldMap.anchors.removeAll(where: { [=10=] is SnapshotAnchor })

    let configuration = self.defaultConfiguration // this app's standard world tracking settings
    configuration.initialWorldMap = worldMap
    sceneView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])

    isRelocalizingMap = true
    virtualObjectAnchor = nil
  }

旋转:

@objc func didRotate(_ gesture: UIRotationGestureRecognizer) {
    sceneView.scene.rootNode.eulerAngles.y = objectRotation
    gesture.rotation = 0
}

然后渲染:

  func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
    guard anchor.name == virtualObjectAnchorName else {
      return
    }

    // save the reference to the virtual object anchor when the anchor is added from relocalizing
    if virtualObjectAnchor == nil {
      virtualObjectAnchor = anchor
    }
    node.addChildNode(virtualObject)
  }

我该怎么做?

我该怎么做呢?我尝试了多种解决方案,但从未保持方向。它在正确的位置加载对象,但旋转和缩放永远不会保留,即使我将它应用于根节点。我能看到的唯一选择是将转换存储为单独的数据对象,然后加载并应用它。但似乎应该可以将此数据与对象一起存储。

Apple Documentation for ARWorldMap 表明 ARWorldMap class 的属性是:

当您存档世界地图时,这些是唯一保存的信息。在 session 期间添加到锚点的任何有关节点的信息(例如更改节点比例和方向)在存档期间不会与世界地图一起保存。

我记得看过 WWDC session,他们演示了一款名为 SwiftShot 的多人 AR 游戏,玩家可以用球击中不同的 objects。他们提供了源代码,我注意到他们使用了一个名为 BoardAnchor 的自定义 ARAnchor subclass,他们用来在锚 class 中存储附加信息,例如游戏板。 参见:SwiftShot: Creating a Game for Augmented Reality.

您可以使用相同的方法来存储,例如,节点的比例和方向,这样当您取消存档世界地图并重新定位时,您可以使用 ARSCNViewDelegaterenderer(_:didAdd:for:) 根据存储在自定义 ARAnchor.

中的信息调整节点大小和缩放