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ARKit基础(四)——HitTest点击测试

ARKit基础(四)——HitTest点击测试

作者: 梁间 | 来源:发表于2018-08-16 19:50 被阅读430次

    这个view主要展示在ARKit中点击2d界面如何映射到3d空间。

    ar空间中有一杯咖啡,点击屏幕如果点中咖啡杯,咖啡杯会变色,如果点中现实中的桌子,咖啡杯会移动到桌子上,如果点击的地方不是杯子又没有桌子这样的平面,杯子会漂浮在前方0.7米的空中。

    我们将使用下面三个方法:

    SCNSceneRenderer
     - (NSArray<SCNHitTestResult *> *)hitTest:(CGPoint)point options:(NSDictionary<SCNHitTestOption, id> *)options;
     //从屏幕中一点,视线方向发出一条射线,返回射线击中的所有3D对象
    
    ARSCNView
    - (NSArray<ARHitTestResult *> *)hitTest:(CGPoint)point types:(ARHitTestResultType)types;
    //从屏幕中一点,视线方向发出一条射线,返回射线击中的AR锚
    
    SCNSceneRenderer
    - (SCNVector3)unprojectPoint:(SCNVector3)point;
    //屏幕中一点在3D空间的映射
    

    首先我们把咖啡杯加入场景并给这个节点起个名字

    SCNScene *scene = [SCNScene sceneNamed:@"art.scnassets/cup/cup.scn"];
    cupNode=scene.rootNode.childNodes[0];
    cupNode.position = SCNVector3Make(0, -0.3,-0.5);
    cupNode.name=@"cup";
    [sceneView.scene.rootNode addChildNode:cupNode];
    

    当点击屏幕的时候,我们首先检测是否点中咖啡杯。

    UITouch *touch=[touches anyObject];
    CGPoint point = [touch locationInView:[touch view]];
    NSArray *arr=[sceneView hitTest:point options:nil];
    if (arr.count>0) {
        SCNHitTestResult *node=[arr objectAtIndex:0];
        if ([node.node.name isEqualToString:@"cup"]) {
             //点中咖啡执行变色
             [self changeColor];
             return;
        } 
    }
    

    我们通过加一个环境光的方式让咖啡杯变色

    -(void)changeColor{
        if (lightNode==nil) {
            SCNLight *light=[SCNLight light];
            light.type=SCNLightTypeOmni;
            light.color=[UIColor blueColor];
            
            lightNode=[SCNNode node];
            lightNode.position=SCNVector3Make(0, 0, 100);
            lightNode.light=light;
        }
        
        if (lightNode.parentNode==nil) {
            [sceneView.scene.rootNode addChildNode:lightNode];
        }else{
            [lightNode removeFromParentNode];
        }
    }
    

    如果没有击中咖啡杯,我们检测是否击中检测到的平面,比如桌面、地面等等。

    NSArray *arr1=[sceneView hitTest:point types:ARHitTestResultTypeExistingPlane];
    if (arr1.count>0) {
         //击中一个平面,找到平面上击中点的坐标
         ARHitTestResult *plane=[arr1 objectAtIndex:0];
         SCNVector3 planePos=SCNVector3Make(plane.worldTransform.columns[3].x, plane.worldTransform.columns[3].y, plane.worldTransform.columns[3].z);
         //让咖啡杯移动到那一点
         [self cupMoveTo:planePos];
    }
    

    茶杯移动

    -(void)cupMoveTo:(SCNVector3) position{
        CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.translation"];
        animation.toValue=[NSValue valueWithSCNVector3:position];
        animation.removedOnCompletion=NO;
        animation.duration=2;
        animation.fillMode=kCAFillModeForwards;
        [cupNode addAnimation:animation forKey:@"move"];
        
        dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
            cupNode.position= position;
        });
    }
    

    如果没有击中咖啡杯,也没有击中检测到的平面,我们让咖啡移动到,点击处前方0.7米的空中。

    -(SCNVector3)worldPositionFromScreenPosition:(CGPoint)position{
        ARFrame *frame = sceneView.session.currentFrame;
        SCNVector3 cameraPos=SCNVector3Make(frame.camera.transform.columns[3].x, frame.camera.transform.columns[3].y, frame.camera.transform.columns[3].z);
        SCNVector3 positionVec = SCNVector3Make(position.x, position.y,1.0);
        SCNVector3 screenPosOnFarClippingPlane = [sceneView unprojectPoint:positionVec];
        //rayDirection 为射线的方向向量
        SCNVector3 rayDirection=SCNVector3Make(screenPosOnFarClippingPlane.x-cameraPos.x,screenPosOnFarClippingPlane.y-cameraPos.y,screenPosOnFarClippingPlane.z-cameraPos.z);
        float leng=sqrtf(rayDirection.x * rayDirection.x + rayDirection.y * rayDirection.y + rayDirection.z * rayDirection.z);
        rayDirection=SCNVector3Make(rayDirection.x/leng,rayDirection.y/leng,rayDirection.z/leng);
        //返回 rayDirection方向上,相机前方0.7米处坐标
        return [self getNewPointLinePoint:cameraPos lineVector:rayDirection distance:0.7];
    }
    

    getNewPointLinePoint 返回已知直线L过点m(m1,m2,m3),且方向向量为VL(v1,v2,v3)求与m距离d的点n的坐标

    -(SCNVector3)getNewPointLinePoint:(SCNVector3)linePoint
                              lineVector:(SCNVector3)lineVector
                                distance:(float)distance{
        float vpt=(lineVector.x*lineVector.x+lineVector.y*lineVector.y+lineVector.z*lineVector.z);
        if (vpt==0) {
            return {FLT_MAX,FLT_MAX,FLT_MAX};
        }
        
        float t=pow(distance*distance/vpt,0.5);
        float x=linePoint.x+lineVector.x*t;
        float y=linePoint.y+lineVector.y*t;
        float z=linePoint.z+lineVector.z*t;
        
        return SCNVector3Make(x,y,z);
    }
    

    完整代码

    #import "ARHitTestResultViewController.h"
    
    @interface ARHitTestResultViewController ()<ARSCNViewDelegate>{
        IBOutlet ARSCNView *sceneView;
        SCNNode *lightNode;
        SCNNode *cupNode;
        BOOL isMoving;
    }
    @end
    
    @implementation ARHitTestResultViewController
    
    - (void)viewDidLoad {
        [super viewDidLoad];
        
        sceneView.delegate = self;
    
        SCNScene *scene = [SCNScene sceneNamed:@"art.scnassets/candle/candle.scn"];
        cupNode=scene.rootNode.childNodes[0];
        cupNode.position = SCNVector3Make(0, -0.3,-0.5);
        cupNode.name=@"cup";
        // Set the scene to the view
        [sceneView.scene.rootNode addChildNode:cupNode];
        
        isMoving = false;
    }
    
    - (void)viewWillAppear:(BOOL)animated {
        [super viewWillAppear:animated];
        // Create a session configuration
        ARWorldTrackingConfiguration *configuration = [ARWorldTrackingConfiguration new];
        configuration.planeDetection = ARPlaneDetectionHorizontal;
        // Run the view's session
        [sceneView.session runWithConfiguration:configuration];
    }
    
    - (void)viewWillDisappear:(BOOL)animated {
        [super viewWillDisappear:animated];
        // Pause the view's session
        [sceneView.session pause];
    }
    
    - (void)didReceiveMemoryWarning {
        [super didReceiveMemoryWarning];
        // Release any cached data, images, etc that aren't in use.
    }
    
    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        // NSLog(@"touch the screen");
        
        UITouch *touch=[touches anyObject];
        CGPoint point = [touch locationInView:[touch view]];
        
        NSArray *arr=[sceneView hitTest:point options:nil];
        if (arr.count>0) {
            SCNHitTestResult *node=[arr objectAtIndex:0];
            NSLog(@"nodename %@",node.node.name);
            if ([node.node.name isEqualToString:@"cup"]) {
                [self changeColor];
                return;
            }
        }
        
        NSArray *arr1=[sceneView hitTest:point types:ARHitTestResultTypeExistingPlane];
        if (arr1.count>0) {
            NSLog(@"hit plane right");
            ARHitTestResult *plane=[arr1 objectAtIndex:0];
            SCNVector3 planePos=SCNVector3Make(plane.worldTransform.columns[3].x, plane.worldTransform.columns[3].y, plane.worldTransform.columns[3].z);
            [self cupMoveTo:planePos];
            return;
        }
        
        SCNVector3 planePos=[self worldPositionFromScreenPosition:point];
        [self cupMoveTo:planePos];
    }
    
    -(void)changeColor{
        if (lightNode==nil) {
            SCNLight *light=[SCNLight light];
            light.type=SCNLightTypeOmni;
            light.color=[UIColor blueColor];
            
            lightNode=[SCNNode node];
            lightNode.position=SCNVector3Make(0, 0, 100);
            lightNode.light=light;
        }
        
        if (lightNode.parentNode==nil) {
            [sceneView.scene.rootNode addChildNode:lightNode];
        }else{
            [lightNode removeFromParentNode];
        }
    }
        
    -(void)cupMoveTo:(SCNVector3) position{
        if (isMoving){
            return;
        }
        isMoving = true;
    
        CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:@"transform.translation"];
        animation.toValue=[NSValue valueWithSCNVector3:position];
        animation.removedOnCompletion=NO;
        animation.duration=2;
        animation.fillMode=kCAFillModeForwards;
        
        [cupNode addAnimation:animation forKey:@"move"];
        
        dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
            cupNode.position= position;
            isMoving=false;
        });
    }
    
    -(SCNVector3)worldPositionFromScreenPosition:(CGPoint)position{
        ARFrame *frame = sceneView.session.currentFrame;
        SCNVector3 cameraPos=SCNVector3Make(frame.camera.transform.columns[3].x, frame.camera.transform.columns[3].y, frame.camera.transform.columns[3].z);
        SCNVector3 positionVec = SCNVector3Make(position.x, position.y,1.0);
        SCNVector3 screenPosOnFarClippingPlane = [sceneView unprojectPoint:positionVec];
        
        SCNVector3 rayDirection=SCNVector3Make(screenPosOnFarClippingPlane.x-cameraPos.x,screenPosOnFarClippingPlane.y-cameraPos.y,screenPosOnFarClippingPlane.z-cameraPos.z);
        float leng=sqrtf(rayDirection.x * rayDirection.x + rayDirection.y * rayDirection.y + rayDirection.z * rayDirection.z);
        rayDirection=SCNVector3Make(rayDirection.x/leng,rayDirection.y/leng,rayDirection.z/leng);
        
        return [self getNewPointLinePoint:cameraPos lineVector:rayDirection distance:0.7];
    }
    
    //已知直线L过点m(m1,m2,m3),且方向向量为VL(v1,v2,v3)
    //求与m距离d的点n
    -(SCNVector3)getNewPointLinePoint:(SCNVector3)linePoint
                              lineVector:(SCNVector3)lineVector
                                distance:(float)distance{
        float vpt=(lineVector.x*lineVector.x+lineVector.y*lineVector.y+lineVector.z*lineVector.z);
        if (vpt==0) {
            return {FLT_MAX,FLT_MAX,FLT_MAX};
        }
        
        float t=pow(distance*distance/vpt,0.5);
        float x=linePoint.x+lineVector.x*t;
        float y=linePoint.y+lineVector.y*t;
        float z=linePoint.z+lineVector.z*t;
        
        return SCNVector3Make(x,y,z);
    }
    
    @end
    

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        本文标题:ARKit基础(四)——HitTest点击测试

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