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如何用Sceneform,ARCore繪制多邊形?

[英]How to draw a polygon with Sceneform, ARCore?

假設我從ArFragment的命中結果中獲得了三個錨點。

錨錨= hitResult.createAnchor();

如何使用Sceneform繪制三角形並應用自定義紋理?

第一步是創建AnchorNode的列表,以獲取Anchor的坐標。 我們將所有這些添加到列表中:

private final List<AnchorNode> anchorsList = new ArrayList<>();

然后在OnTapArPlaneListener ,如果到達三個錨點(或三個坐標),則可以創建三角形。 我們將生成三角形作為ModelRenderable

final Anchor anchor = hitResult.createAnchor();
final AnchorNode anchorNode = new AnchorNode(anchor);

anchorNode.setParent(arFragment.getArSceneView().getScene());
anchorsList.add(anchorNode);

if (anchorsList.size() == 3) {
    final Texture.Sampler sampler = Texture.Sampler.builder()
            .setMinFilter(Texture.Sampler.MinFilter.LINEAR_MIPMAP_LINEAR)
            .setMagFilter(Texture.Sampler.MagFilter.LINEAR)
            .setWrapModeR(Texture.Sampler.WrapMode.REPEAT)
            .setWrapModeS(Texture.Sampler.WrapMode.REPEAT)
            .setWrapModeT(Texture.Sampler.WrapMode.REPEAT)
            .build();

    Texture.builder()
            .setSource(() -> getAssets().open("wall.jpg"))
            .setSampler(sampler)
            .build()
            .thenAccept(texture -> MaterialFactory.makeOpaqueWithTexture(this, texture)
                    .thenAccept(material -> {
                        final Node node = new Node();
                        final ModelRenderable triangle = makeTriangleWithAnchors(anchorsList, material);

                        node.setParent(arFragment.getArSceneView().getScene());
                        node.setRenderable(triangle);
                    })
            );
}

這是方法makeTriangleWithAnchors()的詳細信息:

private ModelRenderable makeTriangleWithAnchors(@NonNull final List<AnchorNode> anchorNodes, @NonNull final Material material) {
    if (anchorNodes.size() != 3) throw new IllegalStateException("Different count of anchorsList than 3");

    final Vector3 p0 = anchorNodes.get(0).getLocalPosition();
    final Vector3 p1 = anchorNodes.get(1).getLocalPosition();
    final Vector3 p2 = anchorNodes.get(2).getLocalPosition();
    final Vector3 up = Vector3.up();
    final UvCoordinate uvTop = new UvCoordinate(0.5f, 1.0f);
    final UvCoordinate uvBotLeft = new UvCoordinate(0.0f, 0.0f);
    final UvCoordinate uvBotRight = new UvCoordinate(1.0f, 0.0f);
    final List<Vertex> vertices = new ArrayList<>(Arrays.asList(
            Vertex.builder().setPosition(p0).setNormal(up).setUvCoordinate(uvTop).build(),
            Vertex.builder().setPosition(p1).setNormal(up).setUvCoordinate(uvBotRight).build(),
            Vertex.builder().setPosition(p2).setNormal(up).setUvCoordinate(uvBotLeft).build()
    ));

    final List<Integer> triangleIndices = new ArrayList<>(3);
    triangleIndices.add(0);
    triangleIndices.add(2);
    triangleIndices.add(1);
    triangleIndices.add(0);
    triangleIndices.add(1);
    triangleIndices.add(2);

    final RenderableDefinition.Submesh submesh = RenderableDefinition.Submesh.builder()
            .setTriangleIndices(triangleIndices)
            .setMaterial(material)
            .build();
    final RenderableDefinition renderableDefinition = RenderableDefinition.builder()
            .setVertices(vertices)
            .setSubmeshes(Arrays.asList(submesh))
            .build();
    final CompletableFuture future = ModelRenderable.builder()
            .setSource(renderableDefinition)
            .build();

    final ModelRenderable result;
    try {
        result = (ModelRenderable) future.get();
    } catch (InterruptedException | ExecutionException e) {
        throw new AssertionError("Error creating renderable.", e);
    }

    if (result == null) {
        throw new AssertionError("Error creating renderable.");
    } else {
        return result;
    }
}

這是我使用前面顯示的代碼得到的結果(我添加了一些Bugdroids以顯示錨點在哪里): 在此處輸入圖片說明

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