添加ARView并设置为观察水平平面
self.arView = ARView(frame: view.frame)
self.arView.session.delegate = self.arView
// 设置配置模式为WorldTracking
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal // 设置识别水平平面
self.arView.session.run(config)
self.arView.setupGestures()
self.arView.createPlane()
self.view.addSubview(self.arView)
// arView.debugOptions = [.showPhysics] //现实碰撞体
将检测出的水平平面实体化并遵循ARSessionDelegate代理方法
var planeEntity:ModelEntity!
extension ARView: ARSessionDelegate {
// 添加水平平面
func createPlane() {
let planeMesh = MeshResource.generatePlane(width: 0.15, depth: 0.15)// 创建网格
var planeMaterial = SimpleMaterial(color:.white,isMetallic: false) // 创建材质
// planeMaterial.baseColor = try .texture(.load(named: "Box_Texture.jpg")) // 设置纹理
planeMaterial.tintColor = UIColor.green.withAlphaComponent(0.9999) // 设置视图的色彩
planeEntity = ModelEntity(mesh: planeMesh, materials: [planeMaterial]) // 创建平面实体
let planeAnchor = AnchorEntity() // 创建锚点
planeAnchor.addChild(planeEntity) //
self.scene.addAnchor(planeAnchor) // 将锚点添加套scene中
}
public func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
guard let pAnchor = anchors[0] as? ARPlaneAnchor else {
return
}
DispatchQueue.main.async {
planeEntity.model?.mesh = MeshResource.generatePlane(
width: pAnchor.extent.x,
depth: pAnchor.extent.z
)
planeEntity.setTransformMatrix(pAnchor.transform, relativeTo: nil)
}
}
public func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
guard let pAnchor = anchors[0] as? ARPlaneAnchor else {
return
}
DispatchQueue.main.async {
// 调节平面网格的尺寸
planeEntity.model?.mesh = MeshResource.generatePlane(
width: pAnchor.extent.x,
depth: pAnchor.extent.z
)
planeEntity.setTransformMatrix(pAnchor.transform, relativeTo: nil)
}
}
}
在ARView中添加点击手势,并进行射线检测、碰撞检测等逻辑
var entityIndex:Int = 0
var arSubscribes: [Cancellable] = []
var gestureStartLocation: SIMD3<Float>?
extension ARView {
// 添加点击手势
func setupGestures() {
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
self.addGestureRecognizer(tap)
}
@objc func handleTap(_ sender: UITapGestureRecognizer? = nil) {
guard let touchInView = sender?.location(in: self) else {
return
}
if let rel = self.entities(at: touchInView).first as? CustomEntity {
rel.model?.materials = [SimpleMaterial(color: .white, isMetallic: false)]
return
}
// 射线检测
guard let raycastQuery = self.makeRaycastQuery(from: touchInView, allowing: .existingPlaneInfinite,alignment: .any) else {
return
}
guard let result = self.session.raycast(raycastQuery).first else {return}
let transformation = Transform(matrix: result.worldTransform)
let customEntity = CustomEntity(.box, transformation.translation)
customEntity.name = "boxEntityIndex:\(String(describing: entityIndex))"
entityIndex+=1
customEntity.addCollisions(scene: self.scene)
self.scene.addAnchor(customEntity)
// 给customEntity添加手势
self.installGestures(.all, for: customEntity).forEach {
$0.addTarget(self, action: #selector(handleModelGesture))
}
// 添加观察者并将信号进行缓存防止被释放
arSubscribes.append(scene.subscribe(to: CollisionEvents.Began.self, on: customEntity) {
event in
guard let entityA = event.entityA as? CustomEntity else {
return
}
guard let entityB = event.entityB as? CustomEntity else {
return
}
entityA.model?.materials = [SimpleMaterial(color: .red, isMetallic: false)]
entityB.model?.materials = [SimpleMaterial(color: .purple, isMetallic: false)]
print("\(entityA.name)---\(entityB.name)")
})
// 结束碰撞时的观察
arSubscribes.append(scene.subscribe(to: CollisionEvents.Ended.self, on: customEntity) {
event in
guard let entityA = event.entityA as? CustomEntity else {
return
}
guard let entityB = event.entityB as? CustomEntity else {
return
}
entityA.model?.materials = [SimpleMaterial(color: .orange, isMetallic: false)]
entityB.model?.materials = [SimpleMaterial(color: .orange, isMetallic: false)]
})
}
// 处理平移手势的逻辑
@objc func handleModelGesture(_ sender: Any) {
switch sender {
case let translation as EntityTranslationGestureRecognizer:
if translation.state == .ended || translation.state == .cancelled {
gestureStartLocation = nil
return
}
guard let gestureCurrentLocation = translation.entity?.transform.translation else { return }
guard let _ = gestureStartLocation else {
gestureStartLocation = gestureCurrentLocation
return
}
default:
break
}
}
}
自定义CustomEntity实体对象
class CustomEntity:Entity, HasModel, HasAnchoring, HasCollision {
enum MeshType {
case box,sphere,capsule,plane
}
var subscribes: [Cancellable] = []
convenience init(_ type: MeshType, _ position: SIMD3<Float>) {
self.init(type: type)
self.position = position
}
required init() {
fatalError("init()没有执行,初始化不成功")
}
required init(type: MeshType) {
super.init()
switch type {
case .box: do {
// 设置碰撞体形状
self.components[CollisionComponent.self] = CollisionComponent(
shapes: [.generateBox(size: [0.1,0.1,0.1])],
mode: .default,
filter: CollisionFilter(group: CollisionGroup(rawValue: 1), mask: CollisionGroup(rawValue: 1))
)
// 设置外形
self.components[ModelComponent.self] = ModelComponent(
mesh: .generateBox(size: [0.1,0.1,0.1]), materials: [SimpleMaterial(color: .orange,isMetallic: false)]
)
}
case .sphere: do {
self.components[CollisionComponent.self] = CollisionComponent(
shapes: [.generateSphere(radius: 0.1)],
mode: .default,
filter: CollisionFilter(group: CollisionGroup(rawValue: 1), mask: CollisionGroup(rawValue: 1))
)
self.components[ModelComponent.self] = ModelComponent(
mesh: .generateSphere(radius: 0.1), materials: []
)
}
case .capsule: do {
self.components[CollisionComponent.self] = CollisionComponent(
shapes: [.generateCapsule(height: 0.5, radius: 0.1)],
mode: .default,
filter: CollisionFilter(group: CollisionGroup(rawValue: 1), mask: CollisionGroup(rawValue: 1))
)
self.components[ModelComponent.self] = ModelComponent(
mesh: .generateBox(size: [0.1,0.5,0.1]), materials: []
)
}
case .plane: do {
self.components[CollisionComponent.self] = CollisionComponent(
shapes: [.generateBox(width: 0.15, height: 0.01, depth: 0.15)],
mode: .default,
filter: CollisionFilter(group: CollisionGroup(rawValue: 1), mask: CollisionGroup(rawValue: 1))
)
self.components[ModelComponent.self] = ModelComponent(
mesh: .generatePlane(width: 0.15, depth: 0.15), materials: []
)
}
}
}
// 也可以在这里进行碰撞检测
func addCollisions(scene: Scene) {
subscribes.append(scene.subscribe(to: CollisionEvents.Began.self, on:self) { event in
guard let entityA = event.entityA as? CustomEntity else {
return
}
guard let entityB = event.entityB as? CustomEntity else {
return
}
// entityA.model?.materials = [SimpleMaterial(color: .red, isMetallic: false)]
// entityB.model?.materials = [SimpleMaterial(color: .purple, isMetallic: false)]
// print("\(entityA.name)---\(entityB.name)")
})
subscribes.append(scene.subscribe(to: CollisionEvents.Ended.self, { event in
guard let entity = event.entityA as? CustomEntity else {
return
}
// entity.model?.materials = [SimpleMaterial(color: .yellow, isMetallic: false)]
}))
}
}
demo效果图
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