Reality Composer - 不同场景实体之间的自定义碰撞
Reality Composer - Custom Collision Between Entities of Different Scenes
我对 RealityKit 和 ARKit 还很陌生。我在 Reality Composer 中有两个场景,一个带有书本图像锚点,一个带有水平面锚点。带有图像锚点的第一个场景有一个立方体连接到它的顶部,第二个场景建立在水平面上有两个环。所有对象都有固定的碰撞。我想要 运行 圆环和立方体接触时的动画。我找不到在 Reality Composer 中执行此操作的方法,因此我在代码中进行了两次尝试,但无济于事。 (我正在打印 "collision started" 只是为了测试没有动画的碰撞代码)不幸的是,它没有用。非常感谢对此的帮助。
尝试 #1:
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
let _ = ringsAnchor.scene?.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
尝试 #2
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
arView.scene.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
RealityKit 场景
如果你想从头开始使用RealityKit场景中的模型碰撞,首先你需要实现一个HasCollision
协议。
让我们看看开发者文档是怎么说的:
HasCollision
protocol is an interface used for ray casting and collision detection.
如果您在 RealityKit 中生成模型:
,您的实现应如下所示
import Cocoa
import RealityKit
class CustomCollision: Entity, HasModel, HasCollision {
let color: NSColor = .gray
let collider: ShapeResource = .generateSphere(radius: 0.5)
let sphere: MeshResource = .generateSphere(radius: 0.5)
required init() {
super.init()
let material = SimpleMaterial(color: color,
isMetallic: true)
self.components[ModelComponent] = ModelComponent(mesh: sphere,
materials: [material])
self.components[CollisionComponent] = CollisionComponent(shapes: [collider],
mode: .trigger,
filter: .default)
}
}
Reality Composer 场景
如果您使用 Reality Composer 中的模型
:,您的代码应该如下所示
import UIKit
import RealityKit
import Combine
class ViewController: UIViewController {
@IBOutlet var arView: ARView!
var subscriptions: [Cancellable] = []
override func viewDidLoad() {
super.viewDidLoad()
let groundSphere = try! Experience.loadStaticSphere()
let upperSphere = try! Experience.loadDynamicSphere()
let gsEntity = groundSphere.children[0].children[0].children[0]
let usEntity = upperSphere.children[0].children[0].children[0]
// CollisionComponent exists in case you turn on
// "Participates" property in Reality Composer app
print(gsEntity)
let gsComp: CollisionComponent = gsEntity.components[CollisionComponent]!.self
let usComp: CollisionComponent = usEntity.components[CollisionComponent]!.self
gsComp.shapes = [.generateBox(size: [0.05, 0.07, 0.05])]
usComp.shapes = [.generateBox(size: [0.05, 0.05, 0.05])]
gsEntity.components.set(gsComp)
usEntity.components.set(usComp)
let subscription = self.arView.scene.subscribe(to: CollisionEvents.Began.self,
on: gsEntity) { event in
print("Balls' collision occured!")
}
self.subscriptions.append(subscription)
arView.scene.anchors.append(upperSphere)
arView.scene.anchors.append(groundSphere)
}
}
我对 RealityKit 和 ARKit 还很陌生。我在 Reality Composer 中有两个场景,一个带有书本图像锚点,一个带有水平面锚点。带有图像锚点的第一个场景有一个立方体连接到它的顶部,第二个场景建立在水平面上有两个环。所有对象都有固定的碰撞。我想要 运行 圆环和立方体接触时的动画。我找不到在 Reality Composer 中执行此操作的方法,因此我在代码中进行了两次尝试,但无济于事。 (我正在打印 "collision started" 只是为了测试没有动画的碰撞代码)不幸的是,它没有用。非常感谢对此的帮助。
尝试 #1:
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
let _ = ringsAnchor.scene?.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
尝试 #2
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
arView.scene.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
RealityKit 场景
如果你想从头开始使用RealityKit场景中的模型碰撞,首先你需要实现一个HasCollision
协议。
让我们看看开发者文档是怎么说的:
HasCollision
protocol is an interface used for ray casting and collision detection.
如果您在 RealityKit 中生成模型:
,您的实现应如下所示import Cocoa
import RealityKit
class CustomCollision: Entity, HasModel, HasCollision {
let color: NSColor = .gray
let collider: ShapeResource = .generateSphere(radius: 0.5)
let sphere: MeshResource = .generateSphere(radius: 0.5)
required init() {
super.init()
let material = SimpleMaterial(color: color,
isMetallic: true)
self.components[ModelComponent] = ModelComponent(mesh: sphere,
materials: [material])
self.components[CollisionComponent] = CollisionComponent(shapes: [collider],
mode: .trigger,
filter: .default)
}
}
Reality Composer 场景
如果您使用 Reality Composer 中的模型
:,您的代码应该如下所示import UIKit
import RealityKit
import Combine
class ViewController: UIViewController {
@IBOutlet var arView: ARView!
var subscriptions: [Cancellable] = []
override func viewDidLoad() {
super.viewDidLoad()
let groundSphere = try! Experience.loadStaticSphere()
let upperSphere = try! Experience.loadDynamicSphere()
let gsEntity = groundSphere.children[0].children[0].children[0]
let usEntity = upperSphere.children[0].children[0].children[0]
// CollisionComponent exists in case you turn on
// "Participates" property in Reality Composer app
print(gsEntity)
let gsComp: CollisionComponent = gsEntity.components[CollisionComponent]!.self
let usComp: CollisionComponent = usEntity.components[CollisionComponent]!.self
gsComp.shapes = [.generateBox(size: [0.05, 0.07, 0.05])]
usComp.shapes = [.generateBox(size: [0.05, 0.05, 0.05])]
gsEntity.components.set(gsComp)
usEntity.components.set(usComp)
let subscription = self.arView.scene.subscribe(to: CollisionEvents.Began.self,
on: gsEntity) { event in
print("Balls' collision occured!")
}
self.subscriptions.append(subscription)
arView.scene.anchors.append(upperSphere)
arView.scene.anchors.append(groundSphere)
}
}