ARKit:平面追踪与坐标转换

上文说到AR的一些基础内容,这篇我们就来把这个demo走一遍,在做的过程中,补充一些ARKit里常用的方法,这样应该会容易理解一些。

本文demo链接

1、Demo的基本思路

用ARKit追踪地板的平面。取首次追踪到的平面作为参考平面,此时这个平面与地面大致是重合的(这里读者也可以自己通过一些方法提高精准度,笔者就不再继续深入了)。

取现实中的地面上的点,得到它在我们的平面上的坐标,通过坐标计算距离。

2、追踪平面

在上一篇demo上(没看上一篇的可以不看直接创建一个项目,template选argumented reality app就好了)继续。

我们先在viewDidLoad里设置一下debugOptions,作用是显示点位,方便后面看追踪情况。

self.sceneView.debugOptions = ARSCNDebugOptionShowFeaturePoints;//显示追踪到的点位

追踪锚点的代理方法:- (void)renderer:(id)renderer didAddNode:(SCNNode *)node forAnchor:(ARAnchor *)anchor;,没有设置代理的先设置一下代理

#pragma mark - ARSCNViewDelegate

//添加节点时候调用(当开启平地捕捉模式之后,如果捕捉到平地,ARKit会自动添加一个平地节点)

-(void)renderer:(id)renderer didAddNode:(SCNNode *)node forAnchor:(ARAnchor *)anchor{

if ([anchor isMemberOfClass:[ARAnchor class]]) {

NSLog(@"平地捕捉");

}

// 添加一个3D平面模型,ARKit只有捕捉能力,锚点只是一个空间位置,要想更加清楚看到这个空间,我们需要给空间添加一个平地的3D模型来渲染他

ARPlaneAnchor *planeAnchor = (ARPlaneAnchor *)anchor;

//放一个box,长宽为锚点平面的长宽

SCNBox *plane = [SCNBox boxWithWidth:planeAnchor.extent.x height:0.001 length:planeAnchor.extent.z chamferRadius:0];

SCNMaterial *transparentMaterial = [SCNMaterial new];

transparentMaterial = [self materialNamed:@"tron"];

plane.materials = @[transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial, transparentMaterial];

SCNNode *planeNode = [SCNNode nodeWithGeometry:plane];

planeNode.position =SCNVector3Make(planeAnchor.center.x, 0, planeAnchor.center.z);

[node addChildNode:planeNode];

//为了方便看,在锚点处放一个“坐标系”

SCNTube *tubey = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5];

tubey.firstMaterial.diffuse.contents = [UIColor blackColor];

SCNNode *tubeNodey = [SCNNode nodeWithGeometry:tubey];

tubeNodey.position = SCNVector3Make(0, 2.5, 0);

[node addChildNode:tubeNodey];

SCNTube *tubex = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5];

tubex.firstMaterial.diffuse.contents = [UIColor whiteColor];

SCNNode *tubeNodex = [SCNNode nodeWithGeometry:tubex];

tubeNodex.position =  SCNVector3Make(0, 0, 0);

tubeNodex.rotation = SCNVector4Make(1, 0, 0, M_PI/2);

[node addChildNode:tubeNodex];

SCNTube *tubez = [SCNTube tubeWithInnerRadius:0 outerRadius:0.001 height:5];

tubez.firstMaterial.diffuse.contents = [UIColor grayColor];

SCNNode *tubeNodez = [SCNNode nodeWithGeometry:tubez];

tubeNodez.position =  SCNVector3Make(0, 0, 0);

tubeNodez.rotation = SCNVector4Make(0, 0, 1, M_PI/2);

[node addChildNode:tubeNodez];

_zeroNode = [[SCNNode alloc]init];

_zeroNode = node;

//捕捉到第一个平面之后关闭捕捉

self.arConfiguration.planeDetection = ARPlaneDetectionNone;

[self.sceneView.session runWithConfiguration:self.arConfiguration];

//添加第一根随着屏幕移动的杆子

[self handleTap:tapGesture];

// [self insertGeometry];

}

//材质修改,具体可以看这篇http://www.jianshu.com/p/07b96c800a1d

- (SCNMaterial *)materialNamed:(NSString *)name {

NSMutableDictionary *materials = [NSMutableDictionary new];

SCNMaterial *mat = materials[name];

if (mat) {

return mat;

}

mat = [SCNMaterial new];

mat.lightingModelName = SCNLightingModelPhysicallyBased;

mat.diffuse.contents = [UIImage imageNamed:@"tron-albedo"];

mat.roughness.contents = [UIImage imageNamed:@"tron-albedo"];

mat.metalness.contents = [UIImage imageNamed:@"tron-albedo"];

mat.normal.contents = [UIImage imageNamed:@"tron-albedo"];

mat.diffuse.wrapS = SCNWrapModeRepeat;

mat.diffuse.wrapT = SCNWrapModeRepeat;

mat.roughness.wrapS = SCNWrapModeRepeat;

mat.roughness.wrapT = SCNWrapModeRepeat;

mat.metalness.wrapS = SCNWrapModeRepeat;

mat.metalness.wrapT = SCNWrapModeRepeat;

mat.normal.wrapS = SCNWrapModeRepeat;

mat.normal.wrapT = SCNWrapModeRepeat;

materials[name] = mat;

return mat;

}


这里是个坑,一定要选ARHitTestResultTypeExistingPlane这个,并且关掉追踪。

- (NSArray*)hitTest:(CGPoint)point types:(ARHitTestResultType)types;此方法会返回空值,返回空值的原因:

ARHitTestResultTypeExistingPlane:手机晃动导致无法确定此平面与重力相垂直

ARHitTestResultTypeExistingPlaneUsingExtent:触碰到点在平面之外,则不返回值。

ARHitTestResultTypeEstimatedHorizontalPlane:正常情况一定会返回值。

#pragma mark - handleTap

- (void) handleTap:(UIGestureRecognizer*)gestureRecognize{CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y);NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane];

if (result.count == 0) {

return;

}

// If there are multiple hits, just pick the closest plane

ARHitTestResult * hitResult = [result firstObject];

SCNTube *calculareTube = [SCNTube tubeWithInnerRadius:0 outerRadius:0.01 height:1];

calculareTube.firstMaterial.diffuse.contents = [UIColor colorWithRed:0 green:255 blue:0 alpha:0.6];

_calculateNode = [SCNNode nodeWithGeometry:calculareTube ];

// 设置节点的位置为捕捉到的平地的锚点的中心位置  SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make

_calculateNode.position =  SCNVector3Make(

hitResult.worldTransform.columns[3].x,

hitResult.worldTransform.columns[3].y+0.5,

hitResult.worldTransform.columns[3].z

);

[self.sceneView.scene.rootNode addChildNode:_calculateNode];

if (cubeNumber > 0) {

SCNNode *previousNode;

previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2];

previousNode.geometry.firstMaterial.diffuse.contents = [UIColor greenColor];

if (cubeNumber>1) {

SCNNode *currentNode;

currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3];

currentNode.geometry.firstMaterial.diffuse.contents = [UIColor redColor];

if (cubeNumber>2) {

SCNNode *oldNode;

oldNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-4];

oldNode.geometry.firstMaterial.diffuse.contents = [UIColor whiteColor];

}

[self calculateDistance];

}

}

cubeNumber += 1;

}


//让透明的杆子随着摄像头移动在捕捉到的平面上动起来

#pragma mark - ARSessionDelegate

- (void)session:(ARSession *)session didUpdateFrame:(ARFrame *)frame{

if (cubeNumber == 0)  return;

CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y);NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane];

if (result.count == 0) {

return;

}

// If there are multiple hits, just pick the closest plane

ARHitTestResult * hitResult = [result firstObject];

SCNNode *currentNode;

currentNode = [self.sceneView.scene.rootNode.childNodes lastObject];

// 设置节点的位置为捕捉到的平地的锚点的中心位置  SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make

currentNode.position =  SCNVector3Make(

hitResult.worldTransform.columns[3].x,

hitResult.worldTransform.columns[3].y+0.5,

hitResult.worldTransform.columns[3].z

);

}

//计算距离

-(void)calculateDistance{

CGFloat distance;

SCNNode *previousNode;

previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3];

SCNNode *currentNode;

currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2];

distance = sqrt((previousNode.position.x-currentNode.position.x)*(previousNode.position.x-currentNode.position.x)+(previousNode.position.z-currentNode.position.z)*(previousNode.position.z-currentNode.position.z));

distanceLab.text = [NSString stringWithFormat:@"上两点距离:%f 米",distance];

}

//手势添加杆子方法

#pragma mark - handleTap

- (void) handleTap:(UIGestureRecognizer*)gestureRecognize{

CGPoint tapPoint = CGPointMake(redPoint.center.x, redPoint.center.y);NSArray*result = [self.sceneView hitTest:tapPoint types:ARHitTestResultTypeExistingPlane];

if (result.count == 0) {

return;

}

// If there are multiple hits, just pick the closest plane

ARHitTestResult * hitResult = [result firstObject];

SCNTube *calculareTube = [SCNTube tubeWithInnerRadius:0 outerRadius:0.01 height:1];

calculareTube.firstMaterial.diffuse.contents = [UIColor colorWithRed:0 green:255 blue:0 alpha:0.6];

_calculateNode = [SCNNode nodeWithGeometry:calculareTube ];

// 设置节点的位置为捕捉到的平地的锚点的中心位置  SceneKit框架中节点的位置position是一个基于3D坐标系的矢量坐标SCNVector3Make

_calculateNode.position =  SCNVector3Make(

hitResult.worldTransform.columns[3].x,

hitResult.worldTransform.columns[3].y+0.5,

hitResult.worldTransform.columns[3].z

);

[self.sceneView.scene.rootNode addChildNode:_calculateNode];

if (cubeNumber > 0) {

SCNNode *previousNode;

previousNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-2];

previousNode.geometry.firstMaterial.diffuse.contents = [UIColor greenColor];

if (cubeNumber>1) {

SCNNode *currentNode;

currentNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-3];

currentNode.geometry.firstMaterial.diffuse.contents = [UIColor redColor];

if (cubeNumber>2) {

SCNNode *oldNode;

oldNode = self.sceneView.scene.rootNode.childNodes[self.sceneView.scene.rootNode.childNodes.count-4];

oldNode.geometry.firstMaterial.diffuse.contents = [UIColor whiteColor];

}

[self calculateDistance];

}

}

cubeNumber += 1;

}

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