我编写了代码,用于在按下按钮(具体取决于该月的哪一天)时初始化 3 个 Reality Composer 场景之一。
一切正常。
Reality Composer 场景使用图像检测将对象放置在环境中,但目前,一旦图像离开相机 View ,对象就会消失。
我想将场景锚定为根节点,即首次检测到图像的位置,以便用户可以环顾场景,并且即使图像触发器不在相机 View 中,也可以维护对象。
我尝试传递下面的 func 渲染器代码,但收到错误消息,指出 View Controller 类没有 .planeNode
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
guard let imageAnchor = anchor as? ARImageAnchor else { return }
let referenceImage = imageAnchor.referenceImage
// Create a plane to visualize the initial position of the detected image.
let plane = SCNPlane(width: referenceImage.physicalSize.width,
height: referenceImage.physicalSize.height)
plane.materials.first?.diffuse.contents = UIColor.blue.withAlphaComponent(0.20)
self.planeNode = SCNNode(geometry: plane)
self.planeNode?.opacity = 1
/*
`SCNPlane` is vertically oriented in its local coordinate space, but
`ARImageAnchor` assumes the image is horizontal in its local space, so
rotate the plane to match.
*/
self.planeNode?.eulerAngles.x = -.pi / 2
/*
Image anchors are not tracked after initial detection, so create an
animation that limits the duration for which the plane visualization appears.
*/
// Add the plane visualization to the scene.
if let planeNode = self.planeNode {
node.addChildNode(planeNode)
}
if let imageName = referenceImage.name {
plane.materials = [SCNMaterial()]
plane.materials[0].diffuse.contents = UIImage(named: imageName)
}
这是我的代码
import UIKit
import RealityKit
import ARKit
import SceneKit
class ViewController: UIViewController {
@IBOutlet var move: ARView!
@IBOutlet var arView: ARView!
var ARBorealAnchor3: ARboreal.ArBoreal3!
var ARBorealAnchor2: ARboreal.ArBoreal2!
var ARBorealAnchor: ARboreal.ArBoreal!
var Date1 = 1
override func viewDidLoad() {
super.viewDidLoad()
func getSingle() {
let date = Date()
let calendar = Calendar.current
let day = calendar.component(.day, from: date)
Date1 = day
}
getSingle()
ARBorealAnchor = try! ARboreal.loadArBoreal()
ARBorealAnchor2 = try!
ARboreal.loadArBoreal2()
ARBorealAnchor3 = try!
ARboreal.loadArBoreal3()
if Date1 == 24 {
arView.scene.anchors.append(ARBorealAnchor)
}
if Date1 == 25 {
arView.scene.anchors.append(ARBorealAnchor2)
}
if Date1 == 26 {
arView.scene.anchors.append(ARBorealAnchor3)
}
}
}
任何帮助将不胜感激。
干杯, 丹尼尔·萨维奇
最佳答案
发生的情况是,当图像 anchor 超出 View 时,AnchorEntity 就会变得取消锚定,然后 RealityKit 将停止渲染它及其所有后代。
解决此问题的一种方法可能是将图像 anchor 和要渲染的内容分开,在代码中手动添加图像 anchor ,然后在首次检测到图像 anchor 时,将内容添加到不同的场景下世界主播。当图像 anchor 变换更新时,更新您的世界 anchor 以匹配。
这样,您可以在图像 anchor 可见时使用它来获取最新的变换,但当它消失时,内容的渲染不会与其绑定(bind)。如下所示(您必须创建一个名为 ARTest 的 AR 资源组,并向其中添加一个名为“test”的图像才能使 anchor 正常工作):
import ARKit
import SwiftUI
import RealityKit
import Combine
struct ContentView : View {
var body: some View {
return ARViewContainer().edgesIgnoringSafeArea(.all)
}
}
let arDelegate = SessionDelegate()
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
arDelegate.set(arView: arView)
arView.session.delegate = arDelegate
// Create an image anchor, add it to the scene. We won't add any
// rendering content to the anchor, it will be used only for detection
let imageAnchor = AnchorEntity(.image(group: "ARTest", name: "test"))
arView.scene.anchors.append(imageAnchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {}
}
final class SessionDelegate: NSObject, ARSessionDelegate {
var arView: ARView!
var rootAnchor: AnchorEntity?
func set(arView: ARView) {
self.arView = arView
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
// If we already added the content to render, ignore
if rootAnchor != nil {
return
}
// Make sure we are adding to an image anchor. Assuming only
// one image anchor in the scene for brevity.
guard anchors[0] is ARImageAnchor else {
return
}
// Create the entity to render, could load from your experience file here
// this will render at the center of the matched image
rootAnchor = AnchorEntity(world: [0,0,0])
let ball = ModelEntity(
mesh: MeshResource.generateBox(size: 0.01),
materials: [SimpleMaterial(color: .red, isMetallic: false)]
)
rootAnchor!.addChild(ball)
// Just add another model to show how it remains in the scene even
// when the tracking image is out of view.
let ball2 = ModelEntity(
mesh: MeshResource.generateBox(size: 0.10),
materials: [SimpleMaterial(color: .orange, isMetallic: false)]
)
ball.addChild(ball2)
ball2.position = [0, 0, 1]
arView.scene.addAnchor(rootAnchor!)
}
func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
guard let rootAnchor = rootAnchor else {
return
}
// Code is assuming you only have one image anchor for brevity
guard let imageAnchor = anchors[0] as? ARImageAnchor else {
return
}
if !imageAnchor.isTracked {
return
}
// Update our fixed anchor to image transform
rootAnchor.transform = Transform(matrix: imageAnchor.transform)
}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
注意:当您四处走动时,ARImageAnchor 的变换似乎会频繁更新,因为 ARKit 正在尝试计算准确的图像平面(例如,内容可能看起来位于正确的位置,但 z 值不准确) ,确保您的AR资源组中的图片尺寸准确,以便图片能够得到更好的跟踪。
关于ios - ARKit 和 Reality Composer - 如何使用图像坐标锚定场景,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58526386/