首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >对象遮挡的SceneKit LiDAR特性

对象遮挡的SceneKit LiDAR特性
EN

Stack Overflow用户
提问于 2020-11-15 15:52:25
回答 1查看 694关注 0票数 4

使用LiDAR的对象遮挡在RealityKit中使用场景理解选项。基本上,扫描几何是用于遮挡。

代码语言:javascript
复制
arView.environment.sceneUnderstanding.options.insert(.occlusion)

遗憾的是,SceneKit中没有包括这一点。虽然仍然可以通过LiDAR通过ARMeshAnchor获取扫描的几何图形,但对象遮挡必须从这个几何图形中手工完成。下面是关于它的讨论:苹果论坛

这种方法是否已经有了解决办法?

EN

回答 1

Stack Overflow用户

发布于 2022-01-19 07:32:22

我通过这样的操作在SceneKit中实现了对象遮挡:

代码语言:javascript
复制
//Before starting session, put this option in configuration
if ARWorldTrackingConfiguration.supportsSceneReconstruction(.mesh) {
        configuration.sceneReconstruction = .mesh
} else {
        // Handle device that doesn't support scene reconstruction
}
// Run the view's session
sceneView.session.run(configuration)

在这种方法中,您将获得场景重建网格,因此可以这样实现它

代码语言:javascript
复制
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
    guard let meshAnchor = anchor as? ARMeshAnchor else {
            return nil
        }

    let geometry = createGeometryFromAnchor(meshAnchor: meshAnchor)

    //apply occlusion material
    geometry.firstMaterial?.colorBufferWriteMask = []
    geometry.firstMaterial?.writesToDepthBuffer = true
    geometry.firstMaterial?.readsFromDepthBuffer = true
        

    let node = SCNNode(geometry: geometry)
    //change rendering order so it renders before  our virtual object
    node.renderingOrder = -1
    
    return node
}

当网格更新时更新节点

代码语言:javascript
复制
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
    guard let meshAnchor = anchor as? ARMeshAnchor else {
            return
        }
    let geometry = createGeometryFromAnchor(meshAnchor: meshAnchor)

        // Optionally hide the node from rendering as well
        geometry.firstMaterial?.colorBufferWriteMask = []
        geometry.firstMaterial?.writesToDepthBuffer = true
        geometry.firstMaterial?.readsFromDepthBuffer = true
        

    node.geometry = geometry
}

其余方法

代码语言:javascript
复制
// Taken from https://developer.apple.com/forums/thread/130599
func createGeometryFromAnchor(meshAnchor: ARMeshAnchor) -> SCNGeometry {
    let meshGeometry = meshAnchor.geometry
    let vertices = meshGeometry.vertices
    let normals = meshGeometry.normals
    let faces = meshGeometry.faces
    
    // use the MTL buffer that ARKit gives us
    let vertexSource = SCNGeometrySource(buffer: vertices.buffer, vertexFormat: vertices.format, semantic: .vertex, vertexCount: vertices.count, dataOffset: vertices.offset, dataStride: vertices.stride)
    
    let normalsSource = SCNGeometrySource(buffer: normals.buffer, vertexFormat: normals.format, semantic: .normal, vertexCount: normals.count, dataOffset: normals.offset, dataStride: normals.stride)
    // Copy bytes as we may use them later
    let faceData = Data(bytes: faces.buffer.contents(), count: faces.buffer.length)
    
    // create the geometry element
    let geometryElement = SCNGeometryElement(data: faceData, primitiveType: primitiveType(type: faces.primitiveType), primitiveCount: faces.count, bytesPerIndex: faces.bytesPerIndex)
    
    return SCNGeometry(sources: [vertexSource, normalsSource], elements: [geometryElement])
}

func primitiveType(type: ARGeometryPrimitiveType) -> SCNGeometryPrimitiveType {
        switch type {
            case .line: return .line
            case .triangle: return .triangles
        default : return .triangles
        }
}
票数 2
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/64846510

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档