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ARKit & Reality composer - 如何使用圖像坐標錨定場景

[英]ARKit & Reality composer - how to Anchor scene using image coordinates

我已經編寫了代碼來初始化 3 個 Reality Composer 場景中的一個,當按下按鈕時,具體取決於一個月中的哪一天。

這一切都很好。

Reality Composer 場景使用圖像檢測將對象放置在環境中,但目前只要圖像離開相機視圖,對象就會消失。

我想將場景錨定在第一次檢測到圖像的根節點,以便用戶可以環顧場景,即使圖像觸發器不在相機視圖中,也可以維護對象。

我嘗試在下面傳遞一個 func 渲染器代碼,但我收到錯誤說視圖 controller class 沒有 the.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)
                }

這是我的代碼

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)
        }
    }
}

任何幫助將不勝感激。

干杯,丹尼爾薩維奇

發生的情況是,當圖像錨點離開視野時,AnchorEntity 變得未錨定,然后 RealityKit 將停止渲染它及其所有后代。

解決此問題的一種方法可能是將圖像錨點和要渲染的內容分開,在代碼中手動添加圖像錨點,然后當第一次檢測到圖像錨點時,將內容添加到不同世界錨點下的場景中。 當圖像錨變換更新時,更新您的世界錨以匹配。

這樣,您可以在圖像錨點可見時使用它來獲取最新的變換,但是當它消失時,內容的渲染不會與之綁定。 如下所示(您必須創建一個名為 ARTest 的 AR 資源組,並向其中添加一個名為“test”的圖像,以使錨點正常工作):

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:當您四處移動時,ARImageAnchor 的變換似乎會頻繁更新,因為 ARKit 正在嘗試計算准確的圖像平面(例如,內容可能看起來在正確的位置,但 z 值不准確),請確保您的圖像尺寸在 AR 資源組中是准確的,以便圖像獲得更好的跟蹤。

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