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ARkit -- 平移

ARkit -- 平移

作者: li_礼光 | 来源:发表于2017-11-01 12:24 被阅读283次

    ARKit -- 矩阵变换




    代码测试一

    • 下面我们添加一个动作手势.获取手势的移动距离,把这个移动距离作为节点的移动距离.
    • 当然这里面只是为了简单的尝试.
    添加属性 :  var node : SCNNode?
    设置属性 :  node = sceneView.scene.rootNode.childNodes.first
    
    extension ViewController {
        func addPanGes()  {
            let panGes = UIPanGestureRecognizer(target: self, action: #selector(ViewController.didPan(pan:)))
            sceneView.addGestureRecognizer(panGes)
        }
        
        @objc func didPan(pan : UIPanGestureRecognizer) {
            switch pan.state {
            case .changed:
                print(pan.translation(in: sceneView))
                let point = pan.translation(in: sceneView)
                guard let node = node else {return}
                node.position = SCNVector3Make(node.position.x + Float(point.x/10), //因为移动速度太快,所以除以10
                                               node.position.y - Float(point.y/10), //因为屏幕Y轴朝下,所以要用-号
                                               node.position.z )                    //这里暂时不考虑z轴
                pan.setTranslation(.zero, in: sceneView)
            default:
                break;
                
            }
        }
    }
    
    效果图


    代码测试二

    extension ViewController {
        //动作手势
        func addPanGes()  {
            let panGes = UIPanGestureRecognizer(target: self, action: #selector(ViewController.didPan(pan:)))
            sceneView.addGestureRecognizer(panGes)
            
            let tapGes = UITapGestureRecognizer(target: self, action: #selector(ViewController.tapPan(tap:)))
            sceneView.addGestureRecognizer(tapGes)
        }
    
        //点击:放置AR对象位置
        @objc func tapPan(tap : UIPanGestureRecognizer) {
            let planeHitTestResults = sceneView.hitTest(tap.location(in: sceneView), types: .existingPlane)
            guard let result = planeHitTestResults.first else {return}
            
            guard let node = node else {return}
            node.position = SCNVector3Make(result.worldTransform.columns.3.x,
                                           result.worldTransform.columns.3.y,
                                           result.worldTransform.columns.3.z)
            
        }
        
        //平移 
        @objc func didPan(pan : UIPanGestureRecognizer) {
            switch pan.state {
            case .changed:
                guard let node = node else {return}
                let planeHitTestResults = sceneView.hitTest(pan.location(in: sceneView), types: .existingPlane)
                guard let result = planeHitTestResults.first else {return}
                let planeHitTestPosition = float3(x: result.worldTransform.columns.3.x,
                                                  y: result.worldTransform.columns.3.y,
                                                  z: result.worldTransform.columns.3.z)
                
                
                guard let cameraTransform = sceneView.session.currentFrame?.camera.transform else {return}
                let cameraWorldPosition = float3(x: cameraTransform.columns.3.x,
                                                 y: cameraTransform.columns.3.y,
                                                 z: cameraTransform.columns.3.z)
                
                let positionOffset = planeHitTestPosition - cameraWorldPosition
                node.simdPosition = cameraWorldPosition + positionOffset
    
            default:
                break;
    
            }
        }
    }
    
    效果图
    • 这个效果和第一个不一样,这里面有Z轴的变化.有关于相机矩阵的内容. 这里面完全扣的是苹果官方源代码中的矩阵操作,我这里是简化了,矩阵内容无法讲解,研究了好久也脑补不上其中的细节原理.还有怎么才能通俗地去理解,先记住吧.
    • 效果图里面有几块蓝色的平面,可以忽略,这个只是为了ARkit -- hitTest(_ point:, types:)做个演示.hitTest类型用的是existingPlane,所以只要检测到有平面,不考虑范围.



    关于平面的代码可以参考 :

    一个Plane.swift文件

    import UIKit
    import SceneKit
    import ARKit
    
    class Plane: SCNNode {
        
        var anchor: ARPlaneAnchor!
        var planeGeometry: SCNPlane!
        
        init(withAnchor anchor: ARPlaneAnchor) {
            super.init()
            
            self.anchor = anchor
            planeGeometry = SCNPlane(width: CGFloat(anchor.extent.x), height: CGFloat(anchor.extent.z))
            
            // 相比把网格视觉化为灰色平面,我更喜欢用科幻风的颜色来渲染
            let material = SCNMaterial()
            let img = #imageLiteral(resourceName: "tron_grid")
            material.diffuse.contents = img
            material.lightingModel = .physicallyBased
            planeGeometry.materials = [material]
            
            let planeNode = SCNNode(geometry: planeGeometry)
            planeNode.position = SCNVector3Make(anchor.center.x, 0, anchor.center.z)
            
            // SceneKit 里的平面默认是垂直的,所以需要旋转90度来匹配 ARKit 中的平面
            planeNode.transform = SCNMatrix4MakeRotation(Float(-.pi / 2.0), 1.0, 0.0, 0.0)
            
            setTextureScale()
            addChildNode(planeNode)
            
        }
        
        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }
        
        func update(anchor: ARPlaneAnchor) {
            // 随着用户移动,平面 plane 的 范围 extend 和 位置 location 可能会更新。
            // 需要更新 3D 几何体来匹配 plane 的新参数。
            planeGeometry.width = CGFloat(anchor.extent.x);
            planeGeometry.height = CGFloat(anchor.extent.z);
            
            // plane 刚创建时中心点 center 为 0,0,0,node transform 包含了变换参数。
            // plane 更新后变换没变但 center 更新了,所以需要更新 3D 几何体的位置
            position = SCNVector3Make(anchor.center.x, 0, anchor.center.z)
            setTextureScale()
        }
        
        func setTextureScale() {
            let width = planeGeometry.width
            let height = planeGeometry.height
            
            // 平面的宽度/高度 width/height 更新时,我希望 tron grid material 覆盖整个平面,不断重复纹理。
            // 但如果网格小于 1 个单位,我不希望纹理挤在一起,所以这种情况下通过缩放更新纹理坐标并裁剪纹理
            let material = planeGeometry.materials.first
            material?.diffuse.contentsTransform = SCNMatrix4MakeScale(Float(width), Float(height), 1)
            material?.diffuse.wrapS = .repeat
            material?.diffuse.wrapT = .repeat
        }
    }
    

    ViewController.swift文件中

    添加属性 : var planes = [UUID:Plane]() // 字典,存储场景中当前渲染的所有平面
    
    代理方法 : 
     func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
            guard let anchor = anchor as? ARPlaneAnchor else {
                return
            }
            let plane = Plane(withAnchor: anchor)
            planes[anchor.identifier] = plane
            node.addChildNode(plane)
        }
        
        func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
            guard let plane = planes[anchor.identifier] else {
                return
            }
            plane.update(anchor: anchor as! ARPlaneAnchor)
        }
    
        func renderer(_ renderer: SCNSceneRenderer, didRemove node: SCNNode, for anchor: ARAnchor) {
            planes.removeValue(forKey: anchor.identifier)
        }
    

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