本例选择了《天空之城》的25张照片,组成5x5的照片墙)。首先我们在setupContentEntity
方法中构建了一个纹理数组,将这25张照片添加到数组images
中。其中封装了setup
方法,借助于visionOS对沉浸式空间的支持,我们创建了三个平面,组成具有立体感的照片墙。
在setup
方法中调用了addChildEntities
,对images
随机打散,通过quotientAndRemainder
方法对5求商取余来设置x
和y
的值,从而生成5x5的照片,z
轴上仅以平面为基准做了小小的调整。将准备好的位置和纹理,传入makePlane
方法进行配置返回实体再分别添加到3个平面中。
为增加趣味性,这里还定义了toggleSorted()
方法,在沉浸式空间内点击时会打散(randomSetChildPositions()
方法),再次点击又会重置收起(resetChildPositions()
)。完整的ViewModel.swift
文件内容如下:
import SwiftUI
import RealityKit
@Observable
class ViewModel {
private let planeSize = CGSize(width: 0.32, height: 0.18)
private let maxPlaneSize = CGSize(width: 3.0, height: 2.0)
private var contentEntity = Entity()
private var boardPlanes: [ModelEntity] = []
private var images: [MaterialParameters.Texture] = []
private var sorted = true
func setupContentEntity() -> Entity {
for i in 1..<26 {
let name = "laputa\(String(format: "%03d", i))"
if let texture = try? TextureResource.load(named: name) {
images.append(MaterialParameters.Texture(texture))
}
}
setup()
return contentEntity
}
func toggleSorted() {
if sorted {
sorted.toggle()
randomSetChildPositions()
} else {
sorted.toggle()
resetChildPositions()
}
}
// MARK: - Private
private func setup() {
for i in 0..<3 {
let boardPlane = ModelEntity(
mesh: .generatePlane(width: 3, height: 2),
materials: [SimpleMaterial(color: .clear, isMetallic: false)]
)
boardPlane.position = SIMD3(x: 0, y : 2, z: -0.5 - 0.1 * Float(i + 1))
contentEntity.addChild(boardPlane)
boardPlanes.append(boardPlane)
addChildEntities(boardPlane: boardPlane)
}
}
private func addChildEntities(boardPlane: ModelEntity) {
var i: Int = 0
for image in images.shuffled().prefix(30) {
let divisionResult = i.quotientAndRemainder(dividingBy: 5)
let x: Float = Float(divisionResult.remainder) * 0.4 - 0.75
let y: Float = Float(divisionResult.quotient) * 0.25 - 0.5
let z: Float = boardPlane.position.z + Float(i) * 0.0001
let entity = makePlane(name: "", position: SIMD3(x: x, y: y, z: z), texture: image)
boardPlane.addChild(entity)
i += 1
}
}
private func makePlane(name: String, position: SIMD3, texture: MaterialParameters.Texture) -> ModelEntity {
var material = SimpleMaterial()
material.color = .init(texture: texture)
let entity = ModelEntity(
mesh: .generatePlane(width: 0.32, height: 0.18, cornerRadius: 0.0),
materials: [material],
collisionShape: .generateBox(width: 0.32, height: 0.18, depth: 0.1),
mass: 0.0
)
entity.name = name
entity.position = position
entity.components.set(InputTargetComponent(allowedInputTypes: .indirect))
return entity
}
private func move(entity: Entity, position: SIMD2) {
let move = FromToByAnimation(
name: "move",
from: .init(scale: .init(repeating: 1), translation: entity.position),
to: .init(scale: .init(repeating: 1), translation: .init(x: position.x, y: position.y, z: entity.position.z)),
duration: 2.0,
timing: .linear,
bindTarget: .transform
)
let animation = try! AnimationResource.generate(with: move)
entity.playAnimation(animation, transitionDuration: 2.0)
}
private func randomSetChildPositions() {
let size = CGSize(width: planeSize.width * 1.2, height: planeSize.height * 1.2)
for boardPlane in boardPlanes {
let newPoints = randomPoints(count: boardPlane.children.count, size: size)
for i in 0..(x, y))
i += 1
}
}
}
private func randomPoints(count: Int, size: CGSize) -> [SIMD2] {
var ret: [SIMD2] = []
while ret.count < count {
if let point = randomPoint(size: size, positions: ret) {
ret.append(point)
}
}
return ret
}
private func randomPoint(size: CGSize, positions: [SIMD2]) -> SIMD2? {
for _ in 0..<5000 {
let x = CGFloat.random(in: -maxPlaneSize.width...(maxPlaneSize.width / 2))
let y = CGFloat.random(in: -maxPlaneSize.height...(maxPlaneSize.height / 2))
let frame = CGRect(x: CGFloat(x), y: CGFloat(y), width: size.width, height: size.height)
if positions.isEmpty {
return SIMD2(Float(x), Float(y))
} else {
var intersects = false
for position in positions {
let f = CGRect(x: CGFloat(position.x), y: CGFloat(position.y), width: size.width, height: size.height)
if f.intersects(frame) {
intersects = true
}
}
if !intersects {
return SIMD2(Float(frame.minX), Float(frame.minY))
}
}
}
return nil
}
}
在ImmersiveView
中发生了Tap事件后会调用其中的toggleSorted()
方法,其它代码与此前的示例并没什么不同。
struct ImmersiveView: View {
@State var model = ViewModel()
var body: some View {
RealityView { content in
content.add(model.setupContentEntity())
}
.onTapGesture {
model.toggleSorted()
}
}
}
示例代码:GitHub仓库
其它相关内容请见虚拟现实(VR)/增强现实(AR)&visionOS开发学习笔记