我不确定我是否正确地处理了这个问题。我有一个很长的矩形框,我想在应用程序启动时从摄像头添加1.5个。但我希望它是固定的,就像ARKit项目中默认的ship一样。但每当我添加它时,该对象都保持与相机的相对(距离)。也就是说-向它移动,它向后移动,向后移动,它向前移动。
我认为在现场抛锚可以解决这个问题,但我仍然得到同样的影响。这是我的代码。如有任何帮助,我们将不胜感激:
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as fps and timing information
//sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()//
// Set the scene to the view
sceneView.scene = scene
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
//configuration.planeDetection = .horizontal
// Run the view's session
sceneView.session.run(configuration)
print(#function, sceneView.session.currentFrame)
}
// MARK: - SCNSceneRendererDelegate
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
print(#function, sceneView.session.currentFrame)
if !hasPortalAnchor {
//add anchor - this may take a second as the current frames are initially nil
if let currentFrame = sceneView.session.currentFrame {
var translation = matrix_identity_float4x4
translation.columns.3.z = -1.3
let transform = simd_mul(currentFrame.camera.transform, translation)
if (arrAnchors.count < 1) {
let portalAnchor = ARAnchor(transform: transform)
sceneView.session.add(anchor: portalAnchor)
arrAnchors.append(portalAnchor)
print(arrAnchors)
}
}
} else {
hasPortalAnchor = true
}
}
//this function gets called whenever we add an anchor to our scene
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
let portalScene = SCNScene(named: "art.scnassets/portal.scn")!
return portalScene.rootNode.childNode(withName: "portal", recursively: true)
}发布于 2018-01-13 10:25:42
您是否有意使用renderer(_:)函数?如果没有,那么您可以只使用下面的viewDidLoad
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
let scene = SCNScene(named: "art.scnassets/portal.scn")!
sceneView.scene = scene
}这将用您的门户场景替换启动时显示的默认火箭。(请注意,如果尚未建立跟踪,场景可能会四处移动。例如,如果光线很弱,或者如果您处于没有许多特征的环境中(例如空白或重复的墙)。
另外,看起来您实际上并没有将hasPortalAnchor设置为true?它是在别的地方设置的吗?
https://stackoverflow.com/questions/46873852
复制相似问题