我正在尝试像this video一样旋转和缩放ARKit模型:
这是我的代码:
添加手势:
let tapGesure = UITapGestureRecognizer(target: self, action: #selector(handleTap))
sceneView.addGestureRecognizer(tapGesure)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(moveNode(_:)))
self.view.addGestureRecognizer(panGesture)
let rotateGesture = UIRotationGestureRecognizer(target: self, action: #selector(rotateNode(_:)))
self.view.addGestureRecognizer(rotateGesture)
以下是相应的方法:
点击手势:
// MARK: - Gesture Recognizers
@objc func handleTap(gesture: UITapGestureRecognizer) {
let location = gesture.location(in: sceneView)
guard let hitTestResult = sceneView.hitTest(location, types: .existingPlane).first else { return }
let position = SCNVector3Make(hitTestResult.worldTransform.columns.3.x,
hitTestResult.worldTransform.columns.3.y,
hitTestResult.worldTransform.columns.3.z)
addFoodModelTo(position: position)
}
带有
UIPanGestureRecognizer
的手势:@objc func moveNode(_ gesture: UIPanGestureRecognizer) {
if !isRotating {
//1. Get The Current Touch Point
let currentTouchPoint = gesture.location(in: self.sceneView)
//2. Get The Next Feature Point Etc
guard let hitTest = self.sceneView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
baseNode.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
}
使用
UIRotationGestureRecognizer
旋转手势:@objc func rotateNode(_ gesture: UIRotationGestureRecognizer){
//1. Get The Current Rotation From The Gesture
let rotation = Float(gesture.rotation)
//2. If The Gesture State Has Changed Set The Nodes EulerAngles.y
if gesture.state == .changed{
isRotating = true
baseNode.eulerAngles.y = currentAngleY + rotation
}
//3. If The Gesture Has Ended Store The Last Angle Of The Cube
if(gesture.state == .ended) {
currentAngleY = baseNode.eulerAngles.y
isRotating = false
}
}
}
但这是行不通的。我究竟做错了什么?
最佳答案
对于旋转手势,请执行以下方法:
override func viewDidLoad() {
super.viewDidLoad()
let rotationGesture = UIRotationGestureRecognizer(target: self,
action: #selector(rotation))
self.sceneView.addGestureRecognizer(rotationGesture)
}
然后:
let myScene = SCNScene(named: "scene.scn")!
let modelNode: SCNNode = myScene.rootNode
var originalRotation: SCNVector3? = nil
您还可以检查任何重要条件:
private func nodeMethod(at position: CGPoint) -> SCNNode? {
let n = self.sceneView.hitTest(position, options: nil).first(where: {
$0.node !== modelNode
})?.node
return n
}
接着:
@objc func rotation(_ gesture: UIRotationGestureRecognizer) {
let location = gesture.location(in: self.sceneView)
guard let node = nodeMethod(at: location)
else {
return
}
switch gesture.state {
case .began:
originalRotation = node.eulerAngles
case .changed:
guard var originalRotation = originalRotation
else {
return
}
originalRotation.y -= Float(gesture.rotation)
node.eulerAngles = originalRotation
default:
originalRotation = nil
}
}
附言
检查模型的枢轴点在哪里。如果它在模型的容器之外,则模型将不可预测地旋转和缩放。使用以下代码控制枢轴点的位置:
modelNode.simdPivot.columns.3.z = 0.25
另请阅读有关
Quaternion
与Euler
旋转here和here的信息。如果需要锁定任何轴以进行旋转,请阅读this帖子。
关于ios - 如何使用手势旋转和缩放ARKit模型?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62363876/